#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 sparkleStarMask(vec2 p, float points, float innerRatio) { float angle = atan(p.y, p.x); float radius = dot(p, p); float spikes = 0.5 + 0.5 * cos(angle * points); float starRadius = mix(0.34 * innerRatio, 0.34, pow(spikes, 1.4)); return smoothstep(0.0009, -0.0009, radius - (starRadius * starRadius)); } vec3 styleBase(vec2 uv, vec2 tilt) { vec2 p = uv * 2.0 - 1.0; vec2 tiltWarp = tilt * 0.18; float flowA = noise(uv * 3.5 + tiltWarp + vec2(dot(uv, vec2(0.25, -0.22)))); float flowB = noise(uv * 7.0 - tiltWarp + vec2(dot(uv, vec2(-0.18, 0.21)))); vec2 warp = p + 0.25 * vec2(flowA - 0.5, flowB - 0.5); float ribbon = sin(dot(warp, vec2(6.5, 2.8)) + flowA * 5.0 + dot(tilt, vec2(2.2, -1.7))); float plume = sin(length(warp + vec2(flowB - 0.5, flowA - 0.5)) * 9.0 - tilt.x * 3.0 + dot(uv, vec2(1.5, -1.2))); float phase = flowA * 1.8 + ribbon * 0.28 + plume * 0.22; vec3 holo = rainbow(phase, 0.72, 1.0); float blend = smoothstep(-0.65, 0.95, ribbon + plume * 0.55); vec3 silver = vec3(0.62, 0.65, 0.70) * (0.85 + 0.15 * flowB); return mix(silver, holo, 0.65 * blend); } vec3 sparkleLayer(vec2 aspectUV, vec2 tilt, vec2 tiltDir) { vec2 sparkleGrid = aspectUV * 18.0; 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(0.83, 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 = sparkleStarMask(cell, 8.0, 0.42); float sparkleMask = pow(alignment, 3.2) * 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; } 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), 3.0); 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); 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 * 1.10 * (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); }