| 1 | float getSdfRectangle(in vec2 p, in vec2 xy, in vec2 b) |
| 2 | { |
| 3 | vec2 d = abs(p - xy) - b; |
| 4 | return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0); |
| 5 | } |
| 6 | |
| 7 | // Based on Inigo Quilez's 2D distance functions article: https://iquilezles.org/articles/distfunctions2d/ |
| 8 | // Potencially optimized by eliminating conditionals and loops to enhance performance and reduce branching |
| 9 | |
| 10 | float seg(in vec2 p, in vec2 a, in vec2 b, inout float s, float d) { |
| 11 | vec2 e = b - a; |
| 12 | vec2 w = p - a; |
| 13 | vec2 proj = a + e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0); |
| 14 | float segd = dot(p - proj, p - proj); |
| 15 | d = min(d, segd); |
| 16 | |
| 17 | float c0 = step(0.0, p.y - a.y); |
| 18 | float c1 = 1.0 - step(0.0, p.y - b.y); |
| 19 | float c2 = 1.0 - step(0.0, e.x * w.y - e.y * w.x); |
| 20 | float allCond = c0 * c1 * c2; |
| 21 | float noneCond = (1.0 - c0) * (1.0 - c1) * (1.0 - c2); |
| 22 | float flip = mix(1.0, -1.0, step(0.5, allCond + noneCond)); |
| 23 | s *= flip; |
| 24 | return d; |
| 25 | } |
| 26 | |
| 27 | float getSdfParallelogram(in vec2 p, in vec2 v0, in vec2 v1, in vec2 v2, in vec2 v3) { |
| 28 | float s = 1.0; |
| 29 | float d = dot(p - v0, p - v0); |
| 30 | |
| 31 | d = seg(p, v0, v3, s, d); |
| 32 | d = seg(p, v1, v0, s, d); |
| 33 | d = seg(p, v2, v1, s, d); |
| 34 | d = seg(p, v3, v2, s, d); |
| 35 | |
| 36 | return s * sqrt(d); |
| 37 | } |
| 38 | |
| 39 | vec2 normalize(vec2 value, float isPosition) { |
| 40 | return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y; |
| 41 | } |
| 42 | |
| 43 | float antialising(float distance) { |
| 44 | return 1. - smoothstep(0., normalize(vec2(2., 2.), 0.).x, distance); |
| 45 | } |
| 46 | |
| 47 | float determineStartVertexFactor(vec2 a, vec2 b) { |
| 48 | // Conditions using step |
| 49 | float condition1 = step(b.x, a.x) * step(a.y, b.y); // a.x < b.x && a.y > b.y |
| 50 | float condition2 = step(a.x, b.x) * step(b.y, a.y); // a.x > b.x && a.y < b.y |
| 51 | |
| 52 | // If neither condition is met, return 1 (else case) |
| 53 | return 1.0 - max(condition1, condition2); |
| 54 | } |
| 55 | |
| 56 | vec2 getRectangleCenter(vec4 rectangle) { |
| 57 | return vec2(rectangle.x + (rectangle.z / 2.), rectangle.y - (rectangle.w / 2.)); |
| 58 | } |
| 59 | float ease(float x) { |
| 60 | return pow(1.0 - x, 3.0); |
| 61 | } |
| 62 | |
| 63 | const vec4 TRAIL_COLOR = vec4(0.0, 0.2, 0.5, 0.1); |
| 64 | const float DURATION = 0.15; //IN SECONDS |
| 65 | |
| 66 | void mainImage(out vec4 fragColor, in vec2 fragCoord) |
| 67 | { |
| 68 | #if !defined(WEB) |
| 69 | fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy); |
| 70 | #endif |
| 71 | // Normalization for fragCoord to a space of -1 to 1; |
| 72 | vec2 vu = normalize(fragCoord, 1.); |
| 73 | vec2 offsetFactor = vec2(-.5, 0.5); |
| 74 | |
| 75 | // Normalization for cursor position and size; |
| 76 | // cursor xy has the postion in a space of -1 to 1; |
| 77 | // zw has the width and height |
| 78 | vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.)); |
| 79 | vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.)); |
| 80 | |
| 81 | // When drawing a parellelogram between cursors for the trail i need to determine where to start at the top-left or top-right vertex of the cursor |
| 82 | float vertexFactor = determineStartVertexFactor(currentCursor.xy, previousCursor.xy); |
| 83 | float invertedVertexFactor = 1.0 - vertexFactor; |
| 84 | |
| 85 | // Set every vertex of my parellogram |
| 86 | vec2 v0 = vec2(currentCursor.x + currentCursor.z * vertexFactor, currentCursor.y - currentCursor.w); |
| 87 | vec2 v1 = vec2(currentCursor.x + currentCursor.z * invertedVertexFactor, currentCursor.y); |
| 88 | vec2 v2 = vec2(previousCursor.x + currentCursor.z * invertedVertexFactor, previousCursor.y); |
| 89 | vec2 v3 = vec2(previousCursor.x + currentCursor.z * vertexFactor, previousCursor.y - previousCursor.w); |
| 90 | |
| 91 | float sdfCurrentCursor = getSdfRectangle(vu, currentCursor.xy - (currentCursor.zw * offsetFactor), currentCursor.zw * 0.5); |
| 92 | float sdfTrail = getSdfParallelogram(vu, v0, v1, v2, v3); |
| 93 | |
| 94 | float progress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0); |
| 95 | float easedProgress = ease(progress); |
| 96 | // Distance between cursors determine the total length of the parallelogram; |
| 97 | vec2 centerCC = getRectangleCenter(currentCursor); |
| 98 | vec2 centerCP = getRectangleCenter(previousCursor); |
| 99 | float lineLength = distance(centerCC, centerCP); |
| 100 | |
| 101 | vec4 newColor = vec4(fragColor); |
| 102 | // Compute fade factor based on distance along the trail |
| 103 | float fadeFactor = 1.0 - smoothstep(lineLength, sdfCurrentCursor, easedProgress * lineLength); |
| 104 | |
| 105 | // Apply fading effect to trail color |
| 106 | vec4 fadedTrailColor = TRAIL_COLOR * fadeFactor; |
| 107 | |
| 108 | // Blend trail with fade effect |
| 109 | newColor = mix(newColor, fadedTrailColor, antialising(sdfTrail)); |
| 110 | // Draw current cursor |
| 111 | newColor = mix(newColor, TRAIL_COLOR, antialising(sdfCurrentCursor)); |
| 112 | newColor = mix(newColor, fragColor, step(sdfCurrentCursor, 0.)); |
| 113 | fragColor = mix(fragColor, newColor, step(sdfCurrentCursor, easedProgress * lineLength)); |
| 114 | } |