mirror of
https://github.com/hyprwm/Hyprland
synced 2025-12-20 05:10:20 +01:00
64 lines
2.3 KiB
GLSL
64 lines
2.3 KiB
GLSL
precision highp float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float time; // quirk: time is set to 0 at the beginning, should be around 10 when crash.
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uniform float distort;
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uniform vec2 screenSize;
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float rand(float co) {
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return fract(sin(dot(vec2(co, co), vec2(12.9898, 78.233))) * 43758.5453);
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}
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float rand(vec2 co) {
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return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
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}
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float noise(vec2 point) {
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vec2 floored = floor(point);
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vec2 fractal = fract(point);
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fractal = fractal * fractal * (3.0 - 2.0 * fractal);
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float mixed = mix(
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mix(rand(floored), rand(floored + vec2(1.0, 0.0)), fractal.x),
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mix(rand(floored + vec2(0.0,1.0)), rand(floored + vec2(1.0,1.0)), fractal.x), fractal.y);
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return mixed * mixed;
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}
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void main() {
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float ABERR_OFFSET = 4.0 * (distort / 5.5) * time;
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float TEAR_AMOUNT = 9000.0 * (1.0 - (distort / 5.5));
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float TEAR_BANDS = 108.0 / 2.0 * (distort / 5.5) * 2.0;
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float MELT_AMOUNT = (distort * 8.0) / screenSize.y;
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float NOISE = abs(mod(noise(v_texcoord) * distort * time * 2.771, 1.0)) * time / 10.0;
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if (time < 2.0)
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NOISE = 0.0;
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float offset = (mod(rand(floor(v_texcoord.y * TEAR_BANDS)) * 318.772 * time, 20.0) - 10.0) / TEAR_AMOUNT;
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vec2 blockOffset = vec2(((abs(mod(rand(floor(v_texcoord.x * 37.162)) * 721.43, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0),
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((abs(mod(rand(floor(v_texcoord.y * 45.882)) * 733.923, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0));
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if (time < 3.0)
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blockOffset = vec2(0,0);
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float meltSeed = abs(mod(rand(floor(v_texcoord.x * screenSize.x * 17.719)) * 281.882, 1.0));
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if (meltSeed < 0.8) {
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meltSeed = 0.0;
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} else {
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meltSeed *= 25.0 * NOISE;
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}
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float meltAmount = MELT_AMOUNT * meltSeed;
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vec2 pixCoord = vec2(v_texcoord.x + offset + NOISE * 3.0 / screenSize.x + blockOffset.x, v_texcoord.y - meltAmount + 0.02 * NOISE / screenSize.x + NOISE * 3.0 / screenSize.y + blockOffset.y);
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vec4 pixColor = texture2D(tex, pixCoord);
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vec4 pixColorLeft = texture2D(tex, pixCoord + vec2(ABERR_OFFSET / screenSize.x, 0));
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vec4 pixColorRight = texture2D(tex, pixCoord + vec2(-ABERR_OFFSET / screenSize.x, 0));
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pixColor[0] = pixColorLeft[0];
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pixColor[2] = pixColorRight[2];
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pixColor[0] += distort / 90.0;
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gl_FragColor = pixColor;
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}
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