blob: 8ce2b2d88d3243181d46112f4990f763fea47baa [file] [log] [blame]
// Source: Android Open Source Project
// https://cs.android.com/android/_/android/platform/frameworks/base/+/main:graphics/java/android/graphics/drawable/RippleShader.java
uniform vec2 in_origin;
uniform vec2 in_touch;
uniform float in_progress;
uniform float in_maxRadius;
uniform vec2 in_resolutionScale;
uniform vec2 in_noiseScale;
uniform float in_hasMask;
uniform float in_noisePhase;
uniform float in_turbulencePhase;
uniform vec2 in_tCircle1;
uniform vec2 in_tCircle2;
uniform vec2 in_tCircle3;
uniform vec2 in_tRotation1;
uniform vec2 in_tRotation2;
uniform vec2 in_tRotation3;
layout(color) uniform vec4 in_color;
layout(color) uniform vec4 in_sparkleColor;
uniform shader in_shader;
float triangleNoise(vec2 n) {
n = fract(n * vec2(5.3987, 5.4421));
n += dot(n.yx, n.xy + vec2(21.5351, 14.3137));
float xy = n.x * n.y;
return fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0;
}
const float PI = 3.1415926535897932384626;
float threshold(float v, float l, float h) {
return step(l, v) * (1.0 - step(h, v));
}
float sparkles(vec2 uv, float t) {
float n = triangleNoise(uv);
float s = 0.0;
for (float i = 0; i < 4; i += 1) {
float l = i * 0.1;
float h = l + 0.05;
float o = sin(PI * (t + 0.35 * i));
s += threshold(n + o, l, h);
}
return saturate(s) * in_sparkleColor.a;
}
float softCircle(vec2 uv, vec2 xy, float radius, float blur) {
float blurHalf = blur * 0.5;
float d = distance(uv, xy);
return 1. - smoothstep(1. - blurHalf, 1. + blurHalf, d / radius);
}
float softRing(vec2 uv, vec2 xy, float radius, float progress, float blur) {
float thickness = 0.05 * radius;
float currentRadius = radius * progress;
float circle_outer = softCircle(uv, xy, currentRadius + thickness, blur);
float circle_inner = softCircle(uv, xy, max(currentRadius - thickness, 0.),
blur);
return saturate(circle_outer - circle_inner);
}
float subProgress(float start, float end, float progress) {
float sub = clamp(progress, start, end);
return (sub - start) / (end - start);
}
mat2 rotate2d(vec2 rad){
return mat2(rad.x, -rad.y, rad.y, rad.x);
}
float circle_grid(vec2 resolution, vec2 coord, float time, vec2 center,
vec2 rotation, float cell_diameter) {
coord = rotate2d(rotation) * (center - coord) + center;
coord = mod(coord, cell_diameter) / resolution;
float normal_radius = cell_diameter / resolution.y * 0.5;
float radius = 0.65 * normal_radius;
return softCircle(coord, vec2(normal_radius), radius, radius * 50.0);
}
float turbulence(vec2 uv, float t) {
const vec2 scale = vec2(0.8);
uv = uv * scale;
float g1 = circle_grid(scale, uv, t, in_tCircle1, in_tRotation1, 0.17);
float g2 = circle_grid(scale, uv, t, in_tCircle2, in_tRotation2, 0.2);
float g3 = circle_grid(scale, uv, t, in_tCircle3, in_tRotation3, 0.275);
float v = (g1 * g1 + g2 - g3) * 0.5;
return saturate(0.45 + 0.8 * v);
}
vec4 main(vec2 p) {
float fadeIn = subProgress(0., 0.13, in_progress);
float scaleIn = subProgress(0., 1.0, in_progress);
float fadeOutNoise = subProgress(0.4, 0.5, in_progress);
float fadeOutRipple = subProgress(0.4, 1., in_progress);
vec2 center = mix(in_touch, in_origin, saturate(in_progress * 2.0));
float ring = softRing(p, center, in_maxRadius, scaleIn, 1.);
float alpha = min(fadeIn, 1. - fadeOutNoise);
vec2 uv = p * in_resolutionScale;
vec2 densityUv = uv - mod(uv, in_noiseScale);
float turbulence = turbulence(uv, in_turbulencePhase);
float sparkleAlpha = sparkles(densityUv, in_noisePhase) * ring * alpha * turbulence;
float fade = min(fadeIn, 1. - fadeOutRipple);
float waveAlpha = softCircle(p, center, in_maxRadius * scaleIn, 1.) * fade * in_color.a;
vec4 waveColor = vec4(in_color.rgb * waveAlpha, waveAlpha);
vec4 sparkleColor = vec4(in_sparkleColor.rgb * in_sparkleColor.a, in_sparkleColor.a);
float mask = in_hasMask == 1. ? in_shader.eval(p).a > 0. ? 1. : 0. : 1.;
return mix(waveColor, sparkleColor, sparkleAlpha) * mask;
}