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tbd-station-14/Resources/Textures/Shaders/singularity.swsl
2022-04-29 15:45:05 +02:00

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//Gravitational lensing effect. Loosely inspired by https://unionassets.com/blog/the-effect-of-the-gravitational-lens-195 to be Clyde based (based on what)
uniform sampler2D SCREEN_TEXTURE;
uniform highp vec2 renderScale;
uniform highp float maxDistance;
uniform lowp int count;
uniform highp float[5] falloffPower;
uniform highp float[5] intensity;
uniform highp vec2[5] position;
// the `5`s in the array lengths correspond to the upper limit on the simultaneous distortion sources that can be present on screen at a time.
// If you want to change this, make sure to change all of them here, in the for loop, and, in whatever overlay assigns the uniforms
// (apparently #define is an unknown preprocessor directive)
void fragment() {
highp vec2 finalCoords = FRAGCOORD.xy;
highp vec2 delta;
highp float distance;
highp float deformation;
for (int i = 0; i < 5 && i < count; i++) {
delta = FRAGCOORD.xy - position[i];
distance = length(delta / renderScale);
deformation = intensity[i] / pow(distance, falloffPower[i]);
// ensure deformation goes to zero at max distance
// avoids long-range single-pixel shifts that are noticeable when leaving PVS.
if (distance >= maxDistance) {
deformation = 0.0;
} else {
deformation *= (1.0 - pow(distance/maxDistance, 4.0));
}
if(deformation > 0.8)
deformation = pow(deformation, 0.3);
finalCoords -= deformation * delta;
}
COLOR = zTextureSpec(SCREEN_TEXTURE, finalCoords*SCREEN_PIXEL_SIZE );
}