Feature: Improved mirror fade effect

This commit is contained in:
Dejvino
2025-11-20 10:34:47 +01:00
parent 6a2498ef04
commit 40952b348a
6 changed files with 67 additions and 463 deletions
+39 -21
View File
@@ -35,40 +35,58 @@ float noise (vec2 st) {
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
}
void main() {
vec4 finalColor;
if (u_effect_type < 0.5) { // No effect
vec4 videoColor = texture2D(videoTexture, vUv);
// Shimmering edge effect - ALWAYS ON
vec4 videoColor = texture2D(videoTexture, vUv);
// Shimmering edge effect
float dist = distance(vUv, vec2(0.5));
float shimmer = noise(vUv * 20.0 + vec2(u_time * 2.0, 0.0));
float edgeFactor = smoothstep(0.3, 0.5, dist);
vec3 shimmerColor = vec3(0.7, 0.8, 1.0) * shimmer * edgeFactor * 0.5;
// Shimmering edge effect
float dist = distance(vUv, vec2(0.5));
float shimmer = noise(vUv * 20.0 + vec2(u_time * 2.0, 0.0));
float edgeFactor = smoothstep(0.3, 0.5, dist);
vec3 shimmerColor = vec3(0.7, 0.8, 1.0) * shimmer * edgeFactor * 0.5;
finalColor = vec4(videoColor.rgb + shimmerColor, videoColor.a);
vec4 baseColor = vec4(videoColor.rgb + shimmerColor, videoColor.a);
} else if (u_effect_type < 1.5) { // "Summon Vision" (Warm-up) effect
// Swirling mist clears to reveal the video
if (u_effect_type < 0.9) {
// normal video
finalColor = baseColor;
} else if (u_effect_type < 1.9) { // "Summon Vision" (Warm-up) effect
// This is now a multi-stage effect controlled by u_effect_strength (0.0 -> 1.0)
float noiseVal = noise(vUv * 10.0);
float revealFactor = smoothstep(0.0, 0.7, u_effect_strength);
float mist = smoothstep(revealFactor - 0.2, revealFactor, noiseVal);
vec3 mistColor = vec3(0.8, 0.7, 1.0) * noiseVal;
vec4 videoColor = texture2D(videoTexture, vUv);
finalColor = mix(vec4(0.8, 0.7, 1.0, 1.0) * noiseVal, videoColor, mist);
// Stage 1: Fade in the mist (u_effect_strength: 0.0 -> 0.5)
// The overall opacity of the surface fades from 0 to 1.
float fadeInOpacity = smoothstep(0.0, 0.5, u_effect_strength);
// Stage 2: Fade out the mist to reveal the video (u_effect_strength: 0.5 -> 1.0)
// The mix factor between mist and video goes from 0 (all mist) to 1 (all video).
float revealMix = smoothstep(0.5, 1.0, u_effect_strength);
vec3 mixedColor = mix(mistColor, baseColor.rgb, revealMix);
finalColor = vec4(mixedColor, fadeInOpacity);
} else { // "Vision Fades" (Power-down) effect
// Video dissolves into a magical fog
float noiseVal = noise(vUv * 10.0);
float dissolveFactor = smoothstep(0.3, 1.0, u_effect_strength);
float mist = smoothstep(dissolveFactor - 0.2, dissolveFactor, noiseVal);
// Multi-stage effect: Last frame -> fade to mist -> fade to transparent
float noiseVal = noise(vUv * 10.0);
vec3 mistColor = vec3(0.8, 0.7, 1.0) * noiseVal;
vec4 videoColor = texture2D(videoTexture, vUv);
finalColor = mix(videoColor, vec4(0.8, 0.7, 1.0, 1.0) * noiseVal, mist);
// Stage 1: Fade in the mist over the last frame (u_effect_strength: 0.0 -> 0.5)
float mistMix = smoothstep(0.0, 0.5, u_effect_strength);
vec3 mixedColor = mix(baseColor.rgb, mistColor, mistMix);
// Stage 2: Fade out the entire surface to transparent (u_effect_strength: 0.5 -> 1.0)
float fadeOutOpacity = smoothstep(1.0, 0.5, u_effect_strength);
finalColor = vec4(mixedColor, fadeOutOpacity);
}
gl_FragColor = finalColor;