~animations~
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+186
-10
@@ -1,26 +1,202 @@
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// Vertex shader
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// Edge Glow Shader
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// Renders a soft glow effect at terminal edges for failed pane navigation feedback.
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// The glow appears as a light node at center that splits into two and travels to corners.
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struct VertexInput {
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@location(0) position: vec2<f32>,
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@location(1) color: vec4<f32>,
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// Uniform buffer with glow parameters
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struct EdgeGlowParams {
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// Screen dimensions in pixels
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screen_width: f32,
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screen_height: f32,
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// Terminal area offset (for tab bar)
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terminal_y_offset: f32,
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// Direction: 0=Up, 1=Down, 2=Left, 3=Right
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direction: u32,
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// Animation progress (0.0 to 1.0)
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progress: f32,
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// Glow color (linear RGB) - stored as separate floats to avoid vec3 alignment issues
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color_r: f32,
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color_g: f32,
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color_b: f32,
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// Whether glow is enabled (1 = yes, 0 = no)
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enabled: u32,
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// Padding to align to 16 bytes
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_padding1: u32,
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_padding2: u32,
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_padding3: u32,
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}
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@group(0) @binding(0)
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var<uniform> params: EdgeGlowParams;
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) color: vec4<f32>,
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@location(0) uv: vec2<f32>, // 0-1 normalized screen coordinates
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}
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// Fullscreen triangle vertex shader
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// Uses vertex_index 0,1,2 to create a triangle that covers the screen
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@vertex
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fn vs_main(in: VertexInput) -> VertexOutput {
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fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
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var out: VertexOutput;
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out.clip_position = vec4<f32>(in.position, 0.0, 1.0);
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out.color = in.color;
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// Generate fullscreen triangle vertices
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// This creates a triangle that covers [-1,1] in clip space
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let x = f32(i32(vertex_index) - 1);
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let y = f32(i32(vertex_index & 1u) * 2 - 1);
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// Positions for a fullscreen triangle
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var pos: vec2<f32>;
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switch vertex_index {
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case 0u: { pos = vec2<f32>(-1.0, -1.0); }
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case 1u: { pos = vec2<f32>(3.0, -1.0); }
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case 2u: { pos = vec2<f32>(-1.0, 3.0); }
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default: { pos = vec2<f32>(0.0, 0.0); }
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}
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out.clip_position = vec4<f32>(pos, 0.0, 1.0);
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// Convert to 0-1 UV (flip Y since clip space Y is up, pixel Y is down)
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out.uv = vec2<f32>((pos.x + 1.0) * 0.5, (1.0 - pos.y) * 0.5);
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return out;
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}
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// Fragment shader
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// Constants
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const PI: f32 = 3.14159265359;
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const PHASE1_END: f32 = 0.15; // Phase 1 ends at 15% progress
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const GLOW_RADIUS: f32 = 90.0; // Base radius of glow
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const GLOW_ASPECT: f32 = 2.0; // Stretch factor along edge (ellipse)
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// Smooth gaussian-like falloff
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fn glow_falloff(dist: f32, radius: f32) -> f32 {
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let normalized = dist / radius;
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if normalized > 1.0 {
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return 0.0;
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}
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// Smooth falloff: (1 - x^2)^3 gives nice soft edges
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let t = 1.0 - normalized * normalized;
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return t * t * t;
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}
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// Ease-out cubic
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fn ease_out_cubic(t: f32) -> f32 {
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let t1 = 1.0 - t;
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return 1.0 - t1 * t1 * t1;
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}
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// Calculate distance from point to glow center, accounting for ellipse shape
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fn ellipse_distance(point: vec2<f32>, center: vec2<f32>, radius_along: f32, radius_perp: f32, is_horizontal: bool) -> f32 {
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let delta = point - center;
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var normalized: vec2<f32>;
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if is_horizontal {
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normalized = vec2<f32>(delta.x / radius_along, delta.y / radius_perp);
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} else {
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normalized = vec2<f32>(delta.x / radius_perp, delta.y / radius_along);
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}
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return length(normalized) * min(radius_along, radius_perp);
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return in.color;
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// Early out if not enabled
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if params.enabled == 0u {
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return vec4<f32>(0.0, 0.0, 0.0, 0.0);
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}
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let progress = params.progress;
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// Convert UV to pixel coordinates
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let pixel = vec2<f32>(
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in.uv.x * params.screen_width,
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in.uv.y * params.screen_height
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);
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let terminal_height = params.screen_height - params.terminal_y_offset;
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let is_horizontal = params.direction == 0u || params.direction == 1u;
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// Calculate glow parameters based on animation phase
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var alpha: f32;
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var size_factor: f32;
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var split: f32;
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if progress < PHASE1_END {
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// Phase 1: Fade in, grow
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let t = progress / PHASE1_END;
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let ease = ease_out_cubic(t);
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alpha = ease * 0.8;
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size_factor = 0.3 + 0.7 * ease;
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split = 0.0;
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} else {
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// Phase 2: Split and fade out
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let t = (progress - PHASE1_END) / (1.0 - PHASE1_END);
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let fade = 1.0 - t;
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alpha = fade * fade * 0.8;
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size_factor = 1.0 - 0.3 * t;
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split = ease_out_cubic(t);
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}
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let base_radius = GLOW_RADIUS * size_factor;
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let radius_along = base_radius * GLOW_ASPECT;
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let radius_perp = base_radius;
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// Calculate edge center and travel distance based on direction
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var edge_center: vec2<f32>;
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var travel: vec2<f32>;
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switch params.direction {
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// Up - top edge
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case 0u: {
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edge_center = vec2<f32>(params.screen_width / 2.0, params.terminal_y_offset);
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travel = vec2<f32>(params.screen_width / 2.0, 0.0);
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}
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// Down - bottom edge
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case 1u: {
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edge_center = vec2<f32>(params.screen_width / 2.0, params.screen_height);
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travel = vec2<f32>(params.screen_width / 2.0, 0.0);
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}
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// Left - left edge
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case 2u: {
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edge_center = vec2<f32>(0.0, params.terminal_y_offset + terminal_height / 2.0);
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travel = vec2<f32>(0.0, terminal_height / 2.0);
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}
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// Right - right edge
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case 3u: {
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edge_center = vec2<f32>(params.screen_width, params.terminal_y_offset + terminal_height / 2.0);
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travel = vec2<f32>(0.0, terminal_height / 2.0);
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}
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default: {
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edge_center = vec2<f32>(0.0, 0.0);
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travel = vec2<f32>(0.0, 0.0);
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}
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}
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var glow_intensity: f32 = 0.0;
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if split < 0.01 {
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// Single glow at center
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let dist = ellipse_distance(pixel, edge_center, radius_along, radius_perp, is_horizontal);
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glow_intensity = glow_falloff(dist, base_radius);
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} else {
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// Two glows splitting apart
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let split_radius = base_radius * (1.0 - 0.2 * split);
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let split_radius_along = radius_along * (1.0 - 0.2 * split);
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let split_radius_perp = radius_perp * (1.0 - 0.2 * split);
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let center1 = edge_center - travel * split;
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let center2 = edge_center + travel * split;
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let dist1 = ellipse_distance(pixel, center1, split_radius_along, split_radius_perp, is_horizontal);
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let dist2 = ellipse_distance(pixel, center2, split_radius_along, split_radius_perp, is_horizontal);
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// Combine both glows (additive but capped)
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let glow1 = glow_falloff(dist1, split_radius);
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let glow2 = glow_falloff(dist2, split_radius);
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glow_intensity = min(glow1 + glow2, 1.0);
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}
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// Apply alpha
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let final_alpha = glow_intensity * alpha;
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// Output with premultiplied alpha for proper blending
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let color = vec3<f32>(params.color_r, params.color_g, params.color_b);
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return vec4<f32>(color * final_alpha, final_alpha);
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}
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