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authorvaxerski <43317083+vaxerski@users.noreply.github.com>2023-04-04 22:04:32 +0100
committervaxerski <43317083+vaxerski@users.noreply.github.com>2023-04-04 22:04:32 +0100
commite7185b338fd81ee13216189d117523c5beccb6c3 (patch)
treef501ac417067e93944d9e1d49908ea5334135c4e /src/render
parent6519c0308c4dd6ab484c7854e1eca2dc8f400485 (diff)
debug: minor improvements to manual crash
Diffstat (limited to 'src/render')
-rw-r--r--src/render/Renderer.cpp2
-rw-r--r--src/render/shaders/Textures.hpp42
2 files changed, 40 insertions, 4 deletions
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp
index 94a71f74..2bd3c0f0 100644
--- a/src/render/Renderer.cpp
+++ b/src/render/Renderer.cpp
@@ -1816,5 +1816,7 @@ void CHyprRenderer::initiateManualCrash() {
m_bCrashingInProgress = true;
m_fCrashingDistort = 0.5;
+ g_pHyprOpenGL->m_tGlobalTimer.reset();
+
g_pConfigManager->setInt("debug:damage_tracking", 0);
} \ No newline at end of file
diff --git a/src/render/shaders/Textures.hpp b/src/render/shaders/Textures.hpp
index 097c30a8..45068839 100644
--- a/src/render/shaders/Textures.hpp
+++ b/src/render/shaders/Textures.hpp
@@ -263,22 +263,56 @@ static const std::string FRAGGLITCH = R"#(
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
-uniform float time;
+uniform float time; // quirk: time is set to 0 at the beginning, should be around 10 when crash.
uniform float distort;
uniform vec2 screenSize;
-float rand(float co){
+float rand(float co) {
return fract(sin(dot(vec2(co, co), vec2(12.9898, 78.233))) * 43758.5453);
}
+float rand(vec2 co) {
+ return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
+}
+
+float noise(vec2 point) {
+ vec2 floored = floor(point);
+ vec2 fractal = fract(point);
+ fractal = fractal * fractal * (3.0 - 2.0 * fractal);
+
+ float mixed = mix(
+ mix(rand(floored), rand(floored + vec2(1.0, 0.0)), fractal.x),
+ mix(rand(floored + vec2(0.0,1.0)), rand(floored + vec2(1.0,1.0)), fractal.x), fractal.y);
+ return mixed * mixed;
+}
+
void main() {
- float ABERR_OFFSET = 4.0 * (distort / 5.5);
+ float ABERR_OFFSET = 4.0 * (distort / 5.5) * time;
float TEAR_AMOUNT = 9000.0 * (1.0 - (distort / 5.5));
float TEAR_BANDS = 108.0 / 2.0 * (distort / 5.5) * 2.0;
+ float MELT_AMOUNT = (distort * 8.0) / screenSize.y;
+
+ float NOISE = abs(mod(noise(v_texcoord) * distort * time * 2.771, 1.0)) * time / 10.0;
+ if (time < 2.0)
+ NOISE = 0.0;
float offset = (mod(rand(floor(v_texcoord.y * TEAR_BANDS)) * 318.772 * time, 20.0) - 10.0) / TEAR_AMOUNT;
- vec2 pixCoord = vec2(v_texcoord.x + offset, v_texcoord.y);
+ vec2 blockOffset = vec2(((abs(mod(rand(floor(v_texcoord.x * 37.162)) * 721.43, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0),
+ ((abs(mod(rand(floor(v_texcoord.y * 45.882)) * 733.923, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0));
+ if (time < 3.0)
+ blockOffset = vec2(0,0);
+
+ float meltSeed = abs(mod(rand(floor(v_texcoord.x * screenSize.x * 17.719)) * 281.882, 1.0));
+ if (meltSeed < 0.8) {
+ meltSeed = 0.0;
+ } else {
+ meltSeed *= 25.0 * NOISE;
+ }
+ float meltAmount = MELT_AMOUNT * meltSeed;
+
+ vec2 pixCoord = vec2(v_texcoord.x + offset + NOISE * 3.0 / screenSize.x + blockOffset.x, v_texcoord.y - meltAmount + 0.02 * NOISE / screenSize.x + NOISE * 3.0 / screenSize.y + blockOffset.y);
+
vec4 pixColor = texture2D(tex, pixCoord);
vec4 pixColorLeft = texture2D(tex, pixCoord + vec2(ABERR_OFFSET / screenSize.x, 0));
vec4 pixColorRight = texture2D(tex, pixCoord + vec2(-ABERR_OFFSET / screenSize.x, 0));