export const screenVertexShader = ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `; export const screenFragmentShader = ` varying vec2 vUv; uniform sampler2D videoTexture; uniform float u_effect_type; // 0: none, 1: warmup, 2: powerdown uniform float u_effect_strength; // 0.0 to 1.0 uniform float u_time; // 2D Random function float random (vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123); } // 2D Noise function float noise (vec2 st) { vec2 i = floor(st); vec2 f = fract(st); float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); vec2 u = f*f*(3.0-2.0*f); return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } void main() { vec4 finalColor; // 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; vec4 baseColor = vec4(videoColor.rgb + shimmerColor, videoColor.a); 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 * 50.0 + vec2(0.0, u_time * -125.0)); vec3 mistColor = vec3(0.8, 0.7, 1.0) * noiseVal; vec4 videoColor = texture2D(videoTexture, vUv); // 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 // Multi-stage effect: Last frame -> fade to mist -> fade to transparent float noiseVal = noise(vUv * 50.0 + vec2(0.0, u_time * 123.0)); vec3 mistColor = vec3(0.8, 0.7, 1.0) * noiseVal; vec4 videoColor = texture2D(videoTexture, vUv); // 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; } `;