Added Heartfelt Shader
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213
tools/src/manipulative/Heartfelt.frag
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213
tools/src/manipulative/Heartfelt.frag
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// Heartfelt - by Martijn Steinrucken aka BigWings - 2017
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// Email:countfrolic@gmail.com Twitter:@The_ArtOfCode
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// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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// I revisited the rain effect I did for another shader. This one is better in multiple ways:
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// 1. The glass gets foggy.
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// 2. Drops cut trails in the fog on the glass.
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// 3. The amount of rain is adjustable (with Mouse.y)
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// To have full control over the rain, uncomment the HAS_HEART define
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// A video of the effect can be found here:
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// https://www.youtube.com/watch?v=uiF5Tlw22PI&feature=youtu.be
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// Music - Alone In The Dark - Vadim Kiselev
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// https://soundcloud.com/ahmed-gado-1/sad-piano-alone-in-the-dark
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// Rain sounds:
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// https://soundcloud.com/elirtmusic/sleeping-sound-rain-and-thunder-1-hours
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#define S(a, b, t) smoothstep(a, b, t)
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//#define CHEAP_NORMALS
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#define HAS_HEART
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#define USE_POST_PROCESSING
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vec3 N13(float p) {
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// from DAVE HOSKINS
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vec3 p3 = fract(vec3(p) * vec3(.1031,.11369,.13787));
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p3 += dot(p3, p3.yzx + 19.19);
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return fract(vec3((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y, (p3.y+p3.z)*p3.x));
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}
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vec4 N14(float t) {
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return fract(sin(t*vec4(123., 1024., 1456., 264.))*vec4(6547., 345., 8799., 1564.));
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}
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float N(float t) {
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return fract(sin(t*12345.564)*7658.76);
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}
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float Saw(float b, float t) {
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return S(0., b, t)*S(1., b, t);
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}
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vec2 DropLayer2(vec2 uv, float t) {
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vec2 UV = uv;
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uv.y += t*0.75;
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vec2 a = vec2(6., 1.);
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vec2 grid = a*2.;
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vec2 id = floor(uv*grid);
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float colShift = N(id.x);
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uv.y += colShift;
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id = floor(uv*grid);
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vec3 n = N13(id.x*35.2+id.y*2376.1);
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vec2 st = fract(uv*grid)-vec2(.5, 0);
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float x = n.x-.5;
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float y = UV.y*20.;
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float wiggle = sin(y+sin(y));
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x += wiggle*(.5-abs(x))*(n.z-.5);
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x *= .7;
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float ti = fract(t+n.z);
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y = (Saw(.85, ti)-.5)*.9+.5;
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vec2 p = vec2(x, y);
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float d = length((st-p)*a.yx);
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float mainDrop = S(.4, .0, d);
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float r = sqrt(S(1., y, st.y));
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float cd = abs(st.x-x);
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float trail = S(.23*r, .15*r*r, cd);
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float trailFront = S(-.02, .02, st.y-y);
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trail *= trailFront*r*r;
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y = UV.y;
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float trail2 = S(.2*r, .0, cd);
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float droplets = max(0., (sin(y*(1.-y)*120.)-st.y))*trail2*trailFront*n.z;
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y = fract(y*10.)+(st.y-.5);
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float dd = length(st-vec2(x, y));
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droplets = S(.3, 0., dd);
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float m = mainDrop+droplets*r*trailFront;
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//m += st.x>a.y*.45 || st.y>a.x*.165 ? 1.2 : 0.;
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return vec2(m, trail);
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}
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float StaticDrops(vec2 uv, float t) {
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uv *= 40.;
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vec2 id = floor(uv);
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uv = fract(uv)-.5;
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vec3 n = N13(id.x*107.45+id.y*3543.654);
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vec2 p = (n.xy-.5)*.7;
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float d = length(uv-p);
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float fade = Saw(.025, fract(t+n.z));
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float c = S(.3, 0., d)*fract(n.z*10.)*fade;
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return c;
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}
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vec2 Drops(vec2 uv, float t, float l0, float l1, float l2) {
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float s = StaticDrops(uv, t)*l0;
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vec2 m1 = DropLayer2(uv, t)*l1;
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vec2 m2 = DropLayer2(uv*1.85, t)*l2;
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float c = s+m1.x+m2.x;
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c = S(.3, 1., c);
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return vec2(c, max(m1.y*l0, m2.y*l1));
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = (fragCoord.xy-.5*iResolution.xy) / iResolution.y;
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vec2 UV = fragCoord.xy/iResolution.xy;
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vec3 M = iMouse.xyz/iResolution.xyz;
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float T = iTime+M.x*2.;
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#ifdef HAS_HEART
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T = mod(iTime, 102.);
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T = mix(T, M.x*102., M.z>0.?1.:0.);
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#endif
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float t = T*.2;
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float rainAmount = iMouse.z>0. ? M.y : sin(T*.05)*.3+.7;
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float maxBlur = mix(3., 6., rainAmount);
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float minBlur = 2.;
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float story = 0.;
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float heart = 0.;
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#ifdef HAS_HEART
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story = S(0., 70., T);
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t = min(1., T/70.); // remap drop time so it goes slower when it freezes
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t = 1.-t;
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t = (1.-t*t)*70.;
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float zoom= mix(.3, 1.2, story); // slowly zoom out
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uv *=zoom;
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minBlur = 4.+S(.5, 1., story)*3.; // more opaque glass towards the end
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maxBlur = 6.+S(.5, 1., story)*1.5;
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vec2 hv = uv-vec2(.0, -.1); // build heart
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hv.x *= .5;
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float s = S(110., 70., T); // heart gets smaller and fades towards the end
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hv.y-=sqrt(abs(hv.x))*.5*s;
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heart = length(hv);
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heart = S(.4*s, .2*s, heart)*s;
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rainAmount = heart; // the rain is where the heart is
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maxBlur-=heart; // inside the heart slighly less foggy
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uv *= 1.5; // zoom out a bit more
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t *= .25;
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#else
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float zoom = -cos(T*.2);
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uv *= .7+zoom*.3;
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#endif
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UV = (UV-.5)*(.9+zoom*.1)+.5;
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float staticDrops = S(-.5, 1., rainAmount)*2.;
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float layer1 = S(.25, .75, rainAmount);
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float layer2 = S(.0, .5, rainAmount);
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vec2 c = Drops(uv, t, staticDrops, layer1, layer2);
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#ifdef CHEAP_NORMALS
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vec2 n = vec2(dFdx(c.x), dFdy(c.x));// cheap normals (3x cheaper, but 2 times shittier ;))
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#else
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vec2 e = vec2(.001, 0.);
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float cx = Drops(uv+e, t, staticDrops, layer1, layer2).x;
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float cy = Drops(uv+e.yx, t, staticDrops, layer1, layer2).x;
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vec2 n = vec2(cx-c.x, cy-c.x); // expensive normals
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#endif
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#ifdef HAS_HEART
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n *= 1.-S(60., 85., T);
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c.y *= 1.-S(80., 100., T)*.8;
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#endif
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float focus = mix(maxBlur-c.y, minBlur, S(.1, .2, c.x));
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vec3 col = textureLod(iChannel0, UV+n, focus).rgb;
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#ifdef USE_POST_PROCESSING
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t = (T+3.)*.5; // make time sync with first lightnoing
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float colFade = sin(t*.2)*.5+.5+story;
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col *= mix(vec3(1.), vec3(.8, .9, 1.3), colFade); // subtle color shift
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float fade = S(0., 10., T); // fade in at the start
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float lightning = sin(t*sin(t*10.)); // lighting flicker
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lightning *= pow(max(0., sin(t+sin(t))), 10.); // lightning flash
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col *= 1.+lightning*fade*mix(1., .1, story*story); // composite lightning
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col *= 1.-dot(UV-=.5, UV); // vignette
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#ifdef HAS_HEART
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col = mix(pow(col, vec3(1.2)), col, heart);
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fade *= S(102., 97., T);
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#endif
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col *= fade; // composite start and end fade
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#endif
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//col = vec3(heart);
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fragColor = vec4(col, 1.);
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}
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