New project: Magic mirror
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export const screenVertexShader = `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`;
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export const screenFragmentShader = `
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varying vec2 vUv;
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uniform sampler2D videoTexture;
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uniform float u_effect_type; // 0: none, 1: warmup, 2: powerdown
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uniform float u_effect_strength; // 0.0 to 1.0
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uniform float u_time;
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// 2D Random function
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float random (vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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// 2D Noise function
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float noise (vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f*f*(3.0-2.0*f);
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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void main() {
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vec4 finalColor;
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if (u_effect_type < 0.5) { // No effect
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vec4 videoColor = texture2D(videoTexture, vUv);
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// Shimmering edge effect
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float dist = distance(vUv, vec2(0.5));
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float shimmer = noise(vUv * 20.0 + vec2(u_time * 2.0, 0.0));
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float edgeFactor = smoothstep(0.3, 0.5, dist);
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vec3 shimmerColor = vec3(0.7, 0.8, 1.0) * shimmer * edgeFactor * 0.5;
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finalColor = vec4(videoColor.rgb + shimmerColor, videoColor.a);
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} else if (u_effect_type < 1.5) { // "Summon Vision" (Warm-up) effect
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// Swirling mist clears to reveal the video
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float noiseVal = noise(vUv * 10.0);
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float revealFactor = smoothstep(0.0, 0.7, u_effect_strength);
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float mist = smoothstep(revealFactor - 0.2, revealFactor, noiseVal);
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vec4 videoColor = texture2D(videoTexture, vUv);
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finalColor = mix(vec4(0.8, 0.7, 1.0, 1.0) * noiseVal, videoColor, mist);
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} else { // "Vision Fades" (Power-down) effect
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// Video dissolves into a magical fog
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float noiseVal = noise(vUv * 10.0);
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float dissolveFactor = smoothstep(0.3, 1.0, u_effect_strength);
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float mist = smoothstep(dissolveFactor - 0.2, dissolveFactor, noiseVal);
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vec4 videoColor = texture2D(videoTexture, vUv);
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finalColor = mix(videoColor, vec4(0.8, 0.7, 1.0, 1.0) * noiseVal, mist);
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}
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gl_FragColor = finalColor;
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}
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`;
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