#version 460 core #include out vec4 fragColor; uniform vec2 uSize; uniform vec2 uTilt; uniform float uTime; uniform float uPrismatic; uniform float uSparkle; uniform float uSpecular; uniform float uDiffraction; uniform float uStyle; uniform float uSparkleShapeKind; uniform float uSparklePrimary; uniform float uSparkleSecondary; uniform float uSparkleTertiary; uniform float uOpacity; #define TWO_PI 6.28318530718 // Precomputed rotation matrices reduce repeated sin/cos work in tiled layers. #define ROT_0_78 mat2( 0.71091, 0.70328, -0.70328, 0.71091) #define ROT_M0_5 mat2( 0.87758, -0.47943, 0.47943, 0.87758) #define ROT_1_2 mat2( 0.36236, 0.93204, -0.93204, 0.36236) 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); } float sdBox(vec2 p, vec2 b) { vec2 d = abs(p) - b; return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0); } 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 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)); } vec2 rotatePoint(vec2 p, float rotation) { float c = cos(rotation); float s = sin(rotation); return vec2(c * p.x - s * p.y, s * p.x + c * p.y); } float sparkleRectangleMask(vec2 p, float halfWidth, float halfHeight, float rotation) { vec2 q = rotatePoint(p, rotation); float body = sdBox(q, vec2(halfWidth, halfHeight)); float bevel = sdBox(q, vec2(halfWidth * 0.78, halfHeight * 0.78)); float bodyMask = smoothstep(0.03, -0.03, body); float centerLine = 1.0 - smoothstep(0.0, halfHeight * 1.25, abs(q.y)); float endFade = 1.0 - smoothstep(halfWidth * 0.55, halfWidth * 1.05, abs(q.x)); float streak = centerLine * endFade; float bevelRing = smoothstep(0.025, -0.025, body) - smoothstep(0.025, -0.025, bevel); return clamp(bodyMask * (0.58 + 0.42 * streak) + bevelRing * 0.25, 0.0, 1.0); } float sparklePolygonMask(vec2 p, float sides, float aspectRatio, float rotation) { vec2 q = rotatePoint(p, rotation); q.x /= aspectRatio; float poly = sdRegularPolygon(q, sides, 0.26); return smoothstep(0.03, -0.03, poly); } float sparkleShapeMask(vec2 p, vec2 id) { float randomRotation = hash(id + 5.1) * TWO_PI; if (uSparkleShapeKind < 0.5) { return 0.0; } if (uSparkleShapeKind < 1.5) { return sparkleStarMask(p, uSparklePrimary, uSparkleSecondary); } if (uSparkleShapeKind < 2.5) { return sparkleRectangleMask(p, uSparklePrimary, uSparkleSecondary, randomRotation * uSparkleTertiary); } if (uSparkleShapeKind < 3.5) { return sparklePolygonMask(p, uSparklePrimary, uSparkleSecondary, uSparkleTertiary); } if (uSparkleShapeKind < 4.5) { float sides = 5.0 + floor(hash(id + 9.4) * 4.0); float aspect = 0.7 + hash(id + 13.1) * 0.7; return sparklePolygonMask(p, sides, aspect, randomRotation); } return sparkleRectangleMask(p, uSparklePrimary, uSparkleSecondary, randomRotation * uSparkleTertiary); } vec3 styleHolographicSilver(vec2 uv, vec2 tilt, float time) { vec2 p = uv * 2.0 - 1.0; float flowA = noise(uv * 3.5 + vec2(time * 0.03, -time * 0.02)); float flowB = noise(uv * 7.0 + vec2(-time * 0.02, time * 0.03)); 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 + time * 0.2); float phase = flowA * 1.8 + ribbon * 0.28 + plume * 0.22 + time * 0.03; 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 styleCrackedIce(vec2 uv, vec2 tilt, float time) { float maxZ = -999.0; vec2 bestSlope = vec2(0.0); float bestHash = 0.0; float bestEdge = 1.0; vec2 warp = vec2(sin(uv.y * 10.0), cos(uv.x * 10.0)) * 0.05; vec2 baseUV = uv + warp; // --- LAYER 1 --- vec2 p1 = baseUV * 12.0; vec2 id1 = floor(p1); vec2 f1 = fract(p1) - 0.5; vec2 slope1 = vec2(hash(id1 + 1.2), hash(id1 + 1.3)) * 2.0 - 1.0; float z1 = dot(f1, slope1) * 3.5; if (z1 > maxZ) { maxZ = z1; bestSlope = slope1; bestHash = hash(id1 + 1.1); bestEdge = min(0.5 - abs(f1.x), 0.5 - abs(f1.y)); } // --- LAYER 2 (Optimized Rotation) --- vec2 p2 = (ROT_0_78 * baseUV) * 15.0; vec2 id2 = floor(p2); vec2 f2 = fract(p2) - 0.5; vec2 slope2 = vec2(hash(id2 + 2.2), hash(id2 + 2.3)) * 2.0 - 1.0; float z2 = 0.8 + dot(f2, slope2) * 3.5; if (z2 > maxZ) { maxZ = z2; bestSlope = slope2; bestHash = hash(id2 + 2.1); bestEdge = min(0.5 - abs(f2.x), 0.5 - abs(f2.y)); } // --- LAYER 3 (Optimized Rotation) --- vec2 p3 = (ROT_M0_5 * baseUV) * 18.0; vec2 id3 = floor(p3); vec2 f3 = fract(p3) - 0.5; vec2 slope3 = vec2(hash(id3 + 3.2), hash(id3 + 3.3)) * 2.0 - 1.0; float z3 = 1.6 + dot(f3, slope3) * 3.5; if (z3 > maxZ) { maxZ = z3; bestSlope = slope3; bestHash = hash(id3 + 3.1); bestEdge = min(0.5 - abs(f3.x), 0.5 - abs(f3.y)); } // --- LAYER 4 (Optimized Rotation) --- vec2 p4 = (ROT_1_2 * baseUV) * 21.0; vec2 id4 = floor(p4); vec2 f4 = fract(p4) - 0.5; vec2 slope4 = vec2(hash(id4 + 4.2), hash(id4 + 4.3)) * 2.0 - 1.0; float z4 = 2.4 + dot(f4, slope4) * 3.5; if (z4 > maxZ) { maxZ = z4; bestSlope = slope4; bestHash = hash(id4 + 4.1); bestEdge = min(0.5 - abs(f4.x), 0.5 - abs(f4.y)); } // --- VIBRANT COLOR OPTICS --- float alignment = dot(tilt, normalize(bestSlope + vec2(0.001))); float phase = dot(uv, vec2(0.6, -0.4)) + time * 0.05 + bestHash * 0.6 + alignment * 0.5; float saturation = 0.7 + 0.3 * hash(vec2(bestHash, 6.1)); vec3 baseColor = rainbow(phase, saturation, 1.0); float lightCycle = sin(alignment * 4.0 + bestHash * TWO_PI + time * 0.15); float ambient = 0.15 + 0.25 * max(0.0, lightCycle); vec3 finalColor = baseColor * ambient; float flash = pow(max(0.0, lightCycle), 5.0); finalColor += mix(baseColor, vec3(1.0, 0.95, 0.85), 0.6) * flash * 0.55; finalColor += baseColor * smoothstep(0.05, 0.0, bestEdge) * flash * 0.4; return finalColor; } vec3 styleSilverMosaic(vec2 uv, vec2 tilt, float time) { // Mosaic tile grid. vec2 g = uv * 6.0; vec2 id = floor(g); // Center local tile coordinates for radial optics. vec2 f = fract(g) - 0.5; // Real foil sheets often alternate the grain of the squares to catch light from all angles. if (mod(id.x + id.y, 2.0) > 0.5) { f = vec2(-f.y, f.x); } vec2 radialDir = normalize(f + vec2(0.0001)); vec2 lightDir = normalize(tilt + vec2(0.001)); // Radial highlight where tile direction aligns with light direction. float alignment = abs(dot(radialDir, lightDir)); float highlight = pow(alignment, 12.0); float angleDiff = acos(alignment); // 2D cross product sign decides which side of the highlight receives hue shift. float side = sign(radialDir.x * lightDir.y - radialDir.y * lightDir.x); float basePhase = length(tilt) * 2.5 + time * 0.1; float phase = basePhase + side * angleDiff * 1.8; vec3 holoColor = rainbow(phase, 0.85, 1.0); // White specular core appears when alignment is nearly perfect. 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); // Tile borders and edge darkening add perceived depth. 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 styleSuperGoldVinyl(vec2 uv, vec2 tilt, float time) { vec2 g = uv * 60.0; vec2 staggered = vec2(g.x + 0.5 * mod(floor(g.y), 2.0), g.y); vec2 f = fract(staggered) - 0.5; // Distance-squared masks avoid square roots and preserve circular dots. float d2 = dot(f, f); float dotMask = smoothstep(0.1764, 0.01, d2); float emboss = smoothstep(0.2025, 0.0324, d2); float sheen = 0.5 + 0.5 * sin(dot(uv, vec2(18.0, -6.0)) + noise(uv * 6.0) * 2.5 + dot(tilt, vec2(2.4, 1.8)) * 2.0 + time * 0.2); vec3 gold = vec3(0.84, 0.70, 0.24); vec3 warm = vec3(1.0, 0.88, 0.42); vec3 shadow = vec3(0.18, 0.14, 0.05); return gold * (0.75 + 0.25 * sheen) + warm * dotMask * 0.28 + shadow * emboss * 0.08; } void main() { // UVs in [0, 1] for global lighting and center-based effects. vec2 uv = FlutterFragCoord().xy / uSize; vec2 center = vec2(0.5, 0.5); vec2 fromCenter = uv - center; // Aspect-corrected UVs keep grids and sparkles physically proportional. float maxDim = max(uSize.x, uSize.y); vec2 aspectUV = FlutterFragCoord().xy / maxDim; float tiltMag = length(uTilt); float safeTiltMag = max(tiltMag, 0.001); vec2 tiltDir = uTilt / safeTiltMag; // Highlight uses stretched UVs so glare spans the full widget area. float highlightDistance = length(uv - (center + (uTilt * 0.35))); float specularMask = pow(max(0.0, 1.0 - highlightDistance * 2.6), 3.2); vec3 specular = vec3(specularMask) * uSpecular * (0.4 + 0.6 * tiltMag); bool isCrackedIce = uStyle >= 0.5 && uStyle < 1.5; float sparkleGridScale = isCrackedIce ? 7.0 : 18.0; // Sparkle grid uses aspect-corrected coordinates to avoid stretching. vec2 sparkleGrid = aspectUV * sparkleGridScale; vec2 grid = floor(sparkleGrid); float rarityThreshold = isCrackedIce ? 0.965 : 0.83; float rarity = step(rarityThreshold, hash(grid + 0.31)); vec3 sparkle = vec3(0.0); if (rarity > 0.0) { vec2 cell = fract(sparkleGrid) - 0.5; float sparkleHash = hash(grid); vec2 sparkleNormal = normalize(vec2(sparkleHash * 2.0 - 1.0, hash(grid + 19.7) * 2.0 - 1.0)); float alignment = max(0.0, dot(tiltDir, sparkleNormal)); if (alignment > 0.0) { float twinkle = 0.5 + 0.5 * sin(uTime * 5.5 + sparkleHash * TWO_PI); float shapeMask = 0.0; if (isCrackedIce) { float sides = 5.0 + floor(hash(grid + 9.4) * 4.0); float aspect = 0.75 + hash(grid + 13.1) * 0.55; shapeMask = sparklePolygonMask(cell, sides, aspect, hash(grid + 5.1) * TWO_PI); } else { shapeMask = sparkleShapeMask(cell, grid); } float sparklePower = isCrackedIce ? 4.8 : 3.2; float sparkleIntensity = isCrackedIce ? 0.25 : 1.0; float sparkleChroma = isCrackedIce ? 0.20 : 0.35; float sparkleMask = pow(alignment, sparklePower) * twinkle * rarity * shapeMask; vec3 sparkleColor = mix(vec3(1.0), rainbow(sparkleHash + dot(uTilt, vec2(0.2, -0.15)), 0.55, 1.0), sparkleChroma); sparkle = sparkleColor * sparkleMask * uSparkle * sparkleIntensity; } } vec3 styleBase; // Style bases sample aspect-corrected UVs for stable pattern geometry. if (uStyle < 0.5) { styleBase = styleHolographicSilver(aspectUV, uTilt, uTime); } else if (uStyle < 1.5) { styleBase = styleCrackedIce(aspectUV, uTilt, uTime); } else if (uStyle < 2.5) { styleBase = styleSilverMosaic(aspectUV, uTilt, uTime); } else { styleBase = styleSuperGoldVinyl(aspectUV, uTilt, uTime); } float styleLuma = dot(styleBase, vec3(0.299, 0.587, 0.114)); vec3 chromaAdjusted = mix(vec3(styleLuma), styleBase, 0.2 + 0.8 * uPrismatic); // Directional lighting uses center-relative UVs for broad foil gradients. vec2 normal2d = normalize(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 microStrength = isCrackedIce ? 0.08 : 0.18; // Micro diffraction uses aspect-corrected UVs to keep grain isotropic. 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 * microStrength; vec3 styleColor = chromaAdjusted + microShimmer + (specular * 0.15) + 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); }