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Foundry-VTT-Docker/resources/app/client/pixi/webgl/shaders/lighting/effects/sunburst.js

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2025-01-04 00:34:03 +01:00
/**
* Sunburst animation illumination shader
*/
class SunburstIlluminationShader extends AdaptiveIlluminationShader {
static fragmentShader = `
${this.SHADER_HEADER}
${this.PERCEIVED_BRIGHTNESS}
// Smooth back and forth between a and b
float cosTime(in float a, in float b) {
return (a - b) * ((cos(time) + 1.0) * 0.5) + b;
}
// Create the sunburst effect
vec3 sunBurst(in vec3 color, in vec2 uv, in float dist) {
// Pulse calibration
float intensityMod = 1.0 + (intensity * 0.05);
float lpulse = cosTime(1.3 * intensityMod, 0.85 * intensityMod);
// Compute angle
float angle = atan(uv.x, uv.y) * INVTWOPI;
// Creating the beams and the inner light
float beam = fract(angle * 16.0 + time);
float light = lpulse * pow(abs(1.0 - dist), 0.65);
// Max agregation of the central light and the two gradient edges
float sunburst = max(light, max(beam, 1.0 - beam));
// Creating the effect : applying color and color correction. ultra saturate the entire output color.
return color * pow(sunburst, 3.0);
}
void main() {
${this.FRAGMENT_BEGIN}
vec2 uv = (2.0 * vUvs) - 1.0;
finalColor = switchColor(computedBrightColor, computedDimColor, dist);
${this.ADJUSTMENTS}
finalColor = sunBurst(finalColor, uv, dist);
${this.FALLOFF}
${this.FRAGMENT_END}
}`;
}
/**
* Sunburst animation coloration shader
*/
class SunburstColorationShader extends AdaptiveColorationShader {
static fragmentShader = `
${this.SHADER_HEADER}
${this.PERCEIVED_BRIGHTNESS}
// Smooth back and forth between a and b
float cosTime(in float a, in float b) {
return (a - b) * ((cos(time) + 1.0) * 0.5) + b;
}
// Create a sun burst effect
vec3 sunBurst(in vec2 uv, in float dist) {
// pulse calibration
float intensityMod = 1.0 + (intensity * 0.05);
float lpulse = cosTime(1.1 * intensityMod, 0.85 * intensityMod);
// compute angle
float angle = atan(uv.x, uv.y) * INVTWOPI;
// creating the beams and the inner light
float beam = fract(angle * 16.0 + time);
float light = lpulse * pow(abs(1.0 - dist), 0.65);
// agregation of the central light and the two gradient edges to create the sunburst
float sunburst = max(light, max(beam, 1.0 - beam));
// creating the effect : applying color and color correction. saturate the entire output color.
return color * pow(sunburst, 3.0);
}
void main() {
${this.FRAGMENT_BEGIN}
vec2 uvs = (2.0 * vUvs) - 1.0;
finalColor = sunBurst(uvs, dist) * colorationAlpha;
${this.COLORATION_TECHNIQUES}
${this.ADJUSTMENTS}
${this.FALLOFF}
${this.FRAGMENT_END}
}`;
}