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refactor: make the whole thing more generic
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42
modules/home-manager/desktops/hyprland/hypr/shaders/drugs.frag
Executable file
42
modules/home-manager/desktops/hyprland/hypr/shaders/drugs.frag
Executable file
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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;
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void warpco(inout vec2 tc) {
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tc -= 0.5;
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tc *= length(tc) * 2.0;
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tc += 0.5;
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}
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float rand1d(float seed) {
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return sin(seed*1454.0);
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}
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float rand2d(vec2 co)
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{
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return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
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}
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vec3 rgb(in vec2 tc, float freq, float amp, inout vec4 centre) {
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vec2 off = vec2(1.0/800.0, 0.0) * sin(tc.t * freq + time) * amp;
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vec2 off2 = vec2(1.0/800.0, 0.0) * sin(tc.t * freq - time * 1.5) * amp;
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centre = texture2D(tex, tc);
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return vec3(texture2D(tex, tc-off).r, centre.g, texture2D(tex, tc+off2).b);
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}
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void main() {
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// vec2 px = 1.0 / textureSize(tex, 0).st;
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vec2 tc = v_texcoord;
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warpco(tc);
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tc = mix(v_texcoord, tc, sin(time * 2.0)*0.07);
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tc.x += rand2d(floor(tc * 20.0 + floor(time * 2.5))) * 0.01;
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tc.x += rand1d(floor(tc.x * 40.0)) * 0.005 * rand1d(time * 0.001);
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tc.y += sin(tc.x + time) * 0.02;
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vec4 centre;
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vec3 bent = rgb(tc, 100.0, 5.0, centre);
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vec3 col = mix(centre.rgb, bent, sin(time));
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gl_FragColor = vec4(col, centre.a);
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// gl_FragColor = vec4(texture2D(tex, v_texcoord));
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}
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