#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float uSize; float uWavePhase; vec4 uResolution; vec4 uC0; vec4 uC1; vec4 uC2; }; float sdHexagon(vec2 p, float r) { const vec3 k = vec3(-0.866025404, 0.5, 0.577350269); p = abs(p); p -= 2.0 * min(dot(k.xy, p), 0.0) * k.xy; p -= vec2(clamp(p.x, -k.z * r, k.z * r), r); return length(p) * sign(p.y); } // Rainbow from angle — color picker style vec3 hsv2rgb(float h) { return clamp(abs(mod(h * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0); } void main() { vec2 res = uResolution.xy; vec2 frag = qt_TexCoord0 * res; float dx = uSize * 1.5; float dy = uSize * 1.7320508; float col = round(frag.x / dx); float yoff = mod(col, 2.0) != 0.0 ? dy * 0.5 : 0.0; float row = round((frag.y - yoff) / dy); vec2 center = vec2(col * dx, row * dy + yoff); // Wave factor float dist = center.x - uWavePhase; float wf = exp(-dist * dist / 9000.0); float baseR = uSize * 0.48; float inradius = baseR * (1.0 + 0.35 * wf); vec2 p = frag - center; float d = sdHexagon(p.yx, inradius); // swap for flat-top if (d > 0.0) { fragColor = vec4(0.0); return; } // Gradient color float fx = clamp(center.x / res.x, 0.0, 1.0); vec3 rgb = fx < 0.5 ? mix(uC0.rgb, uC1.rgb, fx * 2.0) : mix(uC1.rgb, uC2.rgb, (fx - 0.5) * 2.0); // Alpha from distance to center float fy = clamp(center.y / res.y, 0.0, 1.0); float dc = length(vec2(fx - 0.5, fy - 0.5)); float a = 0.03 + dc * 0.06; // Wave brighten rgb = min(rgb + vec3(0.3 * wf), vec3(1.0)); a += 0.12 * wf; // Rainbow shimmer on hex edges when wave passes float edgeWidth = 2.0; float edgeFactor = smoothstep(-edgeWidth, 0.0, d); // 0 at interior, 1 at edge if (wf > 0.01 && edgeFactor > 0.0) { // Angle around hex center → hue float angle = atan(p.y, p.x); float hue = (angle + 3.14159) / 6.28318; // Shift hue by position so neighboring hexes have different phase hue = fract(hue + center.x * 0.003 + center.y * 0.005); vec3 rainbow = hsv2rgb(hue); float shimmer = edgeFactor * wf; rgb = mix(rgb, rainbow, shimmer * 0.8); a = mix(a, 0.5, shimmer * 0.6); } // Anti-alias outer edge float aa = 1.0 - smoothstep(-1.0, 0.0, d); a *= aa; fragColor = vec4(rgb * a, a) * qt_Opacity; }