Files
NixOS-configs/modules/wallpaper-engine/effects/shine/shaders/effects/shine_cast.frag
2025-04-29 13:39:02 -05:00

101 lines
2.9 KiB
GLSL

// [COMBO] {"material":"ui_editor_properties_quality","combo":"SAMPLES","type":"options","default":1,"options":{"4":0,"8":1,"15":2,"30":3}}
varying vec4 v_TexCoord01;
varying vec4 v_TexCoord23;
varying vec4 v_TexCoord45;
uniform sampler2D g_Texture0; // {"hidden":true}
uniform float g_Length; // {"material":"raylength","label":"ui_editor_properties_ray_length","default":0.1,"range":[0.01, 1]}
uniform float g_Intensity; // {"material":"rayintensity","label":"ui_editor_properties_ray_intensity","default":1,"range":[0.01, 2.0]}
uniform vec3 g_ColorRays; // {"material":"color","label":"ui_editor_properties_color","default":"1 1 1","type":"color"}
vec4 GatherDirection(vec2 texCoords, vec2 direction)
{
vec4 albedo = CAST4(0.0);
#if SAMPLES == 0
const int sampleCount = 4;
#endif
#if SAMPLES == 1
const int sampleCount = 8;
#endif
#if SAMPLES == 2
const int sampleCount = 15;
#endif
#if SAMPLES == 3
const int sampleCount = 30;
#endif
#if SAMPLES == 4
const int sampleCount = 50;
#endif
float dist = length(direction);
direction /= dist;
dist *= g_Length;
texCoords += direction * dist;
const float sampleDrop = sampleCount - 1;
direction = direction * dist / sampleDrop;
for (int i = 0; i < sampleCount; ++i)
{
vec4 sample = texSample2D(g_Texture0, texCoords);
texCoords -= direction;
albedo += sample * (i / sampleDrop);
}
return albedo;
}
void main() {
vec2 texCoords = v_TexCoord01.xy;
vec4 albedo = CAST4(0.0);
#if EDGES == 2
albedo += GatherDirection(texCoords, v_TexCoord01.zw);
albedo += GatherDirection(texCoords, -v_TexCoord01.zw);
#endif
#if EDGES == 3
albedo += GatherDirection(texCoords, v_TexCoord01.zw);
albedo += GatherDirection(texCoords, v_TexCoord23.xy);
albedo += GatherDirection(texCoords, v_TexCoord23.zw);
#endif
#if EDGES == 4
albedo += GatherDirection(texCoords, v_TexCoord01.zw);
albedo += GatherDirection(texCoords, -v_TexCoord01.zw);
albedo += GatherDirection(texCoords, v_TexCoord23.xy);
albedo += GatherDirection(texCoords, -v_TexCoord23.xy);
#endif
#if EDGES == 5
albedo += GatherDirection(texCoords, v_TexCoord01.zw);
albedo += GatherDirection(texCoords, v_TexCoord23.xy);
albedo += GatherDirection(texCoords, v_TexCoord23.zw);
albedo += GatherDirection(texCoords, v_TexCoord45.xy);
albedo += GatherDirection(texCoords, v_TexCoord45.zw);
#endif
#if SAMPLES == 0
const float sampleIntensity = 0.1 * (30 / 4.0);
#endif
#if SAMPLES == 1
const float sampleIntensity = 0.1 * (30 / 8.0);
#endif
#if SAMPLES == 2
const float sampleIntensity = 0.1 * (30 / 15.0);
#endif
#if SAMPLES == 3
const float sampleIntensity = 0.1;
#endif
#if SAMPLES == 4
const float sampleIntensity = 0.1 * (30 / 50.0);
#endif
albedo.rgb *= g_ColorRays;
gl_FragColor = vec4(g_Intensity * sampleIntensity * albedo.rgb, saturate(g_Intensity * sampleIntensity * albedo.a));
}