115 lines
3.2 KiB
GLSL
115 lines
3.2 KiB
GLSL
#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float uSize;
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float uWavePhase;
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float uBreath;
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float uGlitch;
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float uGlitchSeed;
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vec4 uResolution;
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vec4 uC0;
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vec4 uC1;
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vec4 uC2;
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};
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float sdHexagon(vec2 p, float r) {
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const vec3 k = vec3(-0.866025404, 0.5, 0.577350269);
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p = abs(p);
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p -= 2.0 * min(dot(k.xy, p), 0.0) * k.xy;
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p -= vec2(clamp(p.x, -k.z * r, k.z * r), r);
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return length(p) * sign(p.y);
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}
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// Interpolate between three theme stops (t in [0,1])
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vec3 themeGradient(float t) {
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return t < 0.5
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? mix(uC0.rgb, uC1.rgb, t * 2.0)
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: mix(uC1.rgb, uC2.rgb, (t - 0.5) * 2.0);
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}
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// Cheap hash for glitch bands
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float hash(float n) {
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return fract(sin(n) * 43758.5453123);
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}
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void main() {
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vec2 res = uResolution.xy;
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// Glitch: shift some horizontal bands slightly
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vec2 frag = qt_TexCoord0 * res;
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if (uGlitch > 0.0) {
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float band = floor(frag.y / 7.0);
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float h = hash(band * 127.1 + uGlitchSeed * 311.7);
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if (h > 0.72) {
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float shift = (hash(band * 93.9 + uGlitchSeed) - 0.5) * 14.0 * uGlitch;
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frag.x = clamp(frag.x + shift, 0.0, res.x);
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}
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}
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float dx = uSize * 1.5;
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float dy = uSize * 1.7320508;
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float col = round(frag.x / dx);
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float yoff = mod(col, 2.0) != 0.0 ? dy * 0.5 : 0.0;
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float row = round((frag.y - yoff) / dy);
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vec2 center = vec2(col * dx, row * dy + yoff);
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// Wave — wide gaussian so it reads more as a broad pulse than a sharp sweep
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float dist = center.x - uWavePhase;
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float wf = exp(-dist * dist / 40000.0);
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float baseR = uSize * 0.48;
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float inradius = baseR * (1.0 + 0.15 * wf);
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vec2 p = frag - center;
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float d = sdHexagon(p.yx, inradius); // swap for flat-top
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if (d > 0.0) {
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fragColor = vec4(0.0);
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return;
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}
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// Gradient color
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float fx = clamp(center.x / res.x, 0.0, 1.0);
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vec3 rgb = fx < 0.5
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? mix(uC0.rgb, uC1.rgb, fx * 2.0)
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: mix(uC1.rgb, uC2.rgb, (fx - 0.5) * 2.0);
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// Alpha from distance to center (vignette)
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float fy = clamp(center.y / res.y, 0.0, 1.0);
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float dc = length(vec2(fx - 0.5, fy - 0.5));
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float a = 0.03 + dc * 0.06;
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// Breathing pulse (when overview open)
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a += 0.025 * uBreath;
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rgb = min(rgb + vec3(0.04 * uBreath), vec3(1.0));
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// Wave brighten (softer than before)
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rgb = min(rgb + vec3(0.15 * wf), vec3(1.0));
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a += 0.07 * wf;
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// Shimmer on hex edges as wave passes
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float edgeWidth = 5.0;
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float edgeFactor = smoothstep(-edgeWidth, 0.0, d);
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if (wf > 0.01 && edgeFactor > 0.0) {
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float angle = atan(p.y, p.x);
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float rawT = fract((angle + 3.14159) / 6.28318 + center.x * 0.003 + center.y * 0.005);
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float t = abs(rawT * 2.0 - 1.0);
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vec3 shimmerColor = themeGradient(t);
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float shimmer = edgeFactor * wf;
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rgb = mix(rgb, shimmerColor, shimmer * 0.5);
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a = mix(a, 0.5, shimmer * 0.35);
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}
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// Anti-alias outer edge
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float aa = 1.0 - smoothstep(-1.0, 0.0, d);
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a *= aa;
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fragColor = vec4(rgb * a, a) * qt_Opacity;
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}
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