83 lines
2 KiB
GLSL
83 lines
2 KiB
GLSL
// animated DEMOLITIONIST logo
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#define PI 3.14159265
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vec2 warpcoord( in vec2 uv )
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{
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vec2 offset;
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offset.y = sin(PI*2.*(uv.x*8.+timer*.25))*.005;
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offset.x = cos(PI*2.*(uv.y*4.+timer*.25))*.005;
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return uv+offset;
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}
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float hardlight( in float a, in float b )
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{
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if ( 2.*a < 1. ) return clamp(2.*a*b,0.,1.);
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return clamp(1.-2.*(1.-b)*(1.-a),0.,1.);
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}
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// based on gimp color to alpha, but simplified
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vec4 blacktoalpha( in vec4 src )
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{
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vec4 dst = src;
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float alpha = 0.;
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float a;
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a = clamp(dst.r,0.,1.);
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if ( a > alpha ) alpha = a;
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a = clamp(dst.g,0.,1.);
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if ( a > alpha ) alpha = a;
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a = clamp(dst.b,0.,1.);
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if ( a > alpha ) alpha = a;
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if ( alpha > 0. )
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{
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float ainv = 1./alpha;
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dst.rgb *= ainv;
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}
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dst.a *= alpha;
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return dst;
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}
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vec3 GradientMap( in vec3 color )
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{
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float gray = dot(color,vec3(.333333));
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vec2 pos = vec2(gray/2.+.25,0.);
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return texture(gradtex,pos,0.).rgb;
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}
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void SetupMaterial( inout Material mat )
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{
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// y'all ready for this multilayered madness?
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vec2 uv = vTexCoord.st;
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// base blank layer
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vec4 base = vec4(1.);
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// first layer, warp then multiply red
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base.rgb *= texture(Layer1,warpcoord(uv)).x;
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// first layer, multiply green
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base.rgb *= texture(Layer1,uv).y;
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// first layer, add blue
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base.rgb += texture(Layer1,uv).zzz;
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// multiply by red fade
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base.rgb *= texture(fadetex,vec2(.5)).x;
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// gradient map result
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base.rgb = GradientMap(base.rgb);
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// color to alpha
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base = blacktoalpha(base);
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// second layer, alpha blend
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vec4 tmp = texture(Layer2,uv);
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vec4 tmp2;
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tmp2.a = tmp.a+base.a*(1.-tmp.a);
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tmp2.rgb = (tmp.rgb*tmp.a+base.rgb*base.a*(1.-tmp.a))/tmp2.a;
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base = tmp2;
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// third layer, hard light with two multiplied masks
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tmp.xy = texture(Layer3,uv).xy;
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tmp.z = texture(fadetex,vec2(.5)).y;
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tmp.y *= texture(Layer3,clamp(uv+vec2(1.-tmp.z*2.,0.),vec2(0.),vec2(1.))).z;
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tmp2.r = hardlight(base.r,tmp.x);
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tmp2.g = hardlight(base.g,tmp.x);
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tmp2.b = hardlight(base.b,tmp.x);
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base.rgb = mix(base.rgb,tmp2.rgb,tmp.y);
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// clamp
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base = clamp(base,vec4(0.),vec4(1.));
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// ding, logo's done
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mat.Base = base;
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}
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