#version 460 core #include out vec4 fragColor; uniform vec2 uSize; uniform vec2 uTilt; uniform float uPrismatic; uniform float uSparkle; uniform float uSpecular; uniform float uDiffraction; uniform float uOpacity; #define TWO_PI 6.28318530718 float hash(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } float noise(vec2 p) { vec2 i = floor(p); vec2 f = fract(p); vec2 u = f * f * (3.0 - 2.0 * f); float a = hash(i); float b = hash(i + vec2(1.0, 0.0)); float c = hash(i + vec2(0.0, 1.0)); float d = hash(i + vec2(1.0, 1.0)); return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); } vec3 hsv2rgb(float h, float s, float v) { vec3 k = vec3(1.0, 2.0 / 3.0, 1.0 / 3.0); vec3 p = abs(fract(vec3(h) + k) * 6.0 - 3.0); return v * mix(vec3(1.0), clamp(p - 1.0, 0.0, 1.0), s); } vec3 rainbow(float phase, float saturation, float value) { return hsv2rgb(fract(phase), saturation, value); } vec2 safeNormalize(vec2 p) { return p * inversesqrt(max(dot(p, p), 0.000001)); } float sdRegularPolygon(vec2 p, float sides, float radius) { float angle = atan(p.y, p.x); float sector = TWO_PI / sides; return cos(floor(0.5 + angle / sector) * sector - angle) * length(p) - radius; } float sparklePolygonMask(vec2 p, float sides, float aspectRatio, float rotation) { float c = cos(rotation); float s = sin(rotation); vec2 q = vec2(c * p.x - s * p.y, s * p.x + c * p.y); q.x /= aspectRatio; float poly = sdRegularPolygon(q, sides, 0.26); return smoothstep(0.03, -0.03, poly); } vec3 styleBase(vec2 uv, vec2 tilt) { vec2 g = uv * 6.0; vec2 id = floor(g); vec2 f = fract(g) - 0.5; vec2 rotatedF = vec2(-f.y, f.x); f = mix(f, rotatedF, step(0.5, mod(id.x + id.y, 2.0))); vec2 radialDir = safeNormalize(f + vec2(0.0001)); vec2 lightDir = safeNormalize(tilt + vec2(0.001)); float alignment = abs(dot(radialDir, lightDir)); float highlight = pow(alignment, 12.0); float angleDiff = acos(clamp(alignment, 0.0, 1.0)); float side = sign(radialDir.x * lightDir.y - radialDir.y * lightDir.x); float basePhase = length(tilt) * 2.5 + dot(uv, vec2(0.9, -0.7)); float phase = basePhase + side * angleDiff * 1.8; vec3 holoColor = rainbow(phase, 0.85, 1.0); vec3 core = vec3(1.0) * smoothstep(0.98, 1.0, alignment); vec3 foilBase = vec3(0.25, 0.27, 0.30); vec3 finalColor = foilBase + (holoColor * highlight * 1.5) + (core * 0.8); float edgeX = 0.5 - abs(f.x); float edgeY = 0.5 - abs(f.y); float border = smoothstep(0.0, 0.015, min(edgeX, edgeY)); float dist = length(f); finalColor *= mix(0.7, 1.0, 1.0 - smoothstep(0.0, 0.5, dist) * 0.3); return clamp(finalColor * border, 0.0, 1.0); } vec3 sparkleLayer(vec2 aspectUV, vec2 tilt, vec2 tiltDir) { vec2 sparkleGrid = aspectUV * 14.0; vec2 grid = floor(sparkleGrid); vec2 cell = fract(sparkleGrid) - 0.5; float sparkleHash = hash(grid); vec2 sparkleNormal = safeNormalize(vec2(sparkleHash * 2.0 - 1.0, hash(grid + 19.7) * 2.0 - 1.0)); float rarity = step(0.88, hash(grid + 0.31)); float alignment = max(0.0, dot(tiltDir, sparkleNormal)); float twinkle = 0.45 + 0.55 * sin(dot(cell, vec2(21.0, -17.0)) + dot(tilt, vec2(5.3, -4.1)) + sparkleHash * TWO_PI); float shapeMask = sparklePolygonMask(cell, 6.0, 1.0, 0.0); float sparkleMask = pow(alignment, 3.8) * twinkle * rarity * shapeMask; vec3 sparkleColor = mix(vec3(1.0), rainbow(sparkleHash + dot(tilt, vec2(0.2, -0.15)), 0.55, 1.0), 0.35); return sparkleColor * sparkleMask * uSparkle * 0.55 * 0.80; } void main() { vec2 frag = FlutterFragCoord().xy; vec2 uv = frag / uSize; vec2 fromCenter = uv - vec2(0.5); float maxDim = max(uSize.x, uSize.y); vec2 aspectUV = frag / maxDim; float tiltMag = length(uTilt); vec2 tiltDir = safeNormalize(uTilt + vec2(0.001)); float highlightDistance = length(uv - (vec2(0.5) + (uTilt * 0.35))); float specularMask = pow(max(0.0, 1.0 - highlightDistance * 2.6), 3.4); vec3 base = styleBase(aspectUV, uTilt); vec3 sparkle = sparkleLayer(aspectUV, uTilt, tiltDir); float baseLuma = dot(base, vec3(0.299, 0.587, 0.114)); vec3 chromaAdjusted = mix(vec3(baseLuma), base, 0.2 + 0.8 * uPrismatic); vec2 normal2d = safeNormalize(fromCenter + vec2(0.001)); float directional = 0.5 + 0.5 * dot(normal2d, tiltDir); float tiltLighting = mix(0.86, 1.20, pow(directional, 1.2)); chromaAdjusted *= tiltLighting; float edgeSpec = pow(1.0 - directional, 2.2); vec3 specular = vec3(specularMask) * (0.3 + 0.7 * edgeSpec) * uSpecular * (0.35 + 0.65 * tiltMag) * 1.15; float prismaticPhase = dot(aspectUV, vec2(3.6, -2.1)) + dot(uTilt, vec2(0.9, -0.7)); vec3 prismaticTint = rainbow(prismaticPhase, 0.72, 1.0) * uPrismatic * 1.30 * 1.15 * (0.08 + 0.14 * edgeSpec); float microMask = 0.5 + 0.5 * sin(dot(aspectUV, vec2(137.0, 57.0)) + noise(aspectUV * 14.0) * 4.0 + dot(uTilt, vec2(9.0, 4.0)) * 2.0); vec3 microShimmer = rainbow(noise(aspectUV * 10.0) + dot(uTilt, vec2(0.4, -0.3)) * 0.3, 0.65, 1.0) * microMask * uDiffraction * 0.18; vec3 styleColor = chromaAdjusted + microShimmer + prismaticTint + (specular * 0.22) + sparkle; vec3 mappedColor = styleColor / (1.0 + styleColor * 0.3); float luma = dot(mappedColor, vec3(0.299, 0.587, 0.114)); vec3 vibrantColor = mix(vec3(luma), mappedColor, 1.4); float foilBrightness = dot(vibrantColor, vec3(0.333)); float alpha = clamp(foilBrightness * 0.5, 0.0, 0.35) * clamp(uOpacity, 0.0, 1.0); vec3 finalColor = clamp(vibrantColor, 0.0, 1.0); fragColor = vec4(finalColor * alpha, alpha); }