Files
Foundry-VTT-Docker/resources/app/client/pixi/webgl/shaders/lighting/effects/black-hole.js
2025-01-04 00:34:03 +01:00

42 lines
1.3 KiB
JavaScript

/**
* Black Hole animation illumination shader
*/
class BlackHoleDarknessShader extends AdaptiveDarknessShader {
/* -------------------------------------------- */
/* GLSL Statics */
/* -------------------------------------------- */
/** @inheritdoc */
static fragmentShader = `
${this.SHADER_HEADER}
${this.PRNG}
${this.NOISE}
${this.FBMHQ()}
${this.PERCEIVED_BRIGHTNESS}
// create an emanation composed of n beams, n = intensity
vec3 beamsEmanation(in vec2 uv, in float dist, in vec3 pCol) {
float angle = atan(uv.x, uv.y) * INVTWOPI;
// Create the beams
float dad = mix(0.33, 5.0, dist);
float beams = fract(angle + sin(dist * 30.0 * (intensity * 0.2) - time + fbm(uv * 10.0 + time * 0.25, 1.0) * dad));
// Compose the final beams and reverse beams, to get a nice gradient on EACH side of the beams.
beams = max(beams, 1.0 - beams);
// Creating the effect
return smoothstep(0.0, 1.1 + (intensity * 0.1), beams * pCol);
}
void main() {
${this.FRAGMENT_BEGIN}
vec2 uvs = (2.0 * vUvs) - 1.0;
finalColor *= (mix(color, color * 0.66, darknessLevel) * colorationAlpha);
float rd = pow(1.0 - dist, 3.0);
finalColor = beamsEmanation(uvs, rd, finalColor);
${this.FRAGMENT_END}
}`;
}