192 lines
7.4 KiB
GLSL
192 lines
7.4 KiB
GLSL
#version 460 core
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#include <flutter/runtime_effect.glsl>
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out vec4 fragColor;
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uniform vec2 uSize;
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uniform vec2 uTilt;
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uniform float uPrismatic;
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uniform float uSparkle;
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uniform float uSpecular;
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uniform float uDiffraction;
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uniform float uOpacity;
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#define TWO_PI 6.28318530718
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#define ROT_0_78 mat2(0.71091, 0.70328, -0.70328, 0.71091)
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#define ROT_M0_5 mat2(0.87758, -0.47943, 0.47943, 0.87758)
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#define ROT_1_2 mat2(0.36236, 0.93204, -0.93204, 0.36236)
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float hash(vec2 p) {
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vec3 p3 = fract(vec3(p.xyx) * 0.1031);
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.x + p3.y) * p3.z);
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}
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float noise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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vec2 u = f * f * (3.0 - 2.0 * f);
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
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}
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vec3 hsv2rgb(float h, float s, float v) {
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vec3 k = vec3(1.0, 2.0 / 3.0, 1.0 / 3.0);
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vec3 p = abs(fract(vec3(h) + k) * 6.0 - 3.0);
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return v * mix(vec3(1.0), clamp(p - 1.0, 0.0, 1.0), s);
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}
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vec3 rainbow(float phase, float saturation, float value) {
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return hsv2rgb(fract(phase), saturation, value);
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}
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vec2 safeNormalize(vec2 p) {
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return p * inversesqrt(max(dot(p, p), 0.000001));
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}
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float sdRegularPolygon(vec2 p, float sides, float radius) {
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float angle = atan(p.y, p.x);
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float sector = TWO_PI / sides;
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return cos(floor(0.5 + angle / sector) * sector - angle) * length(p) - radius;
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}
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float sparklePolygonMask(vec2 p, float sides, float aspectRatio, float rotation) {
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float c = cos(rotation);
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float s = sin(rotation);
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vec2 q = vec2(c * p.x - s * p.y, s * p.x + c * p.y);
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q.x /= aspectRatio;
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float poly = sdRegularPolygon(q, sides, 0.26);
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return smoothstep(0.03, -0.03, poly);
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}
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vec3 styleBase(vec2 uv, vec2 tilt) {
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float maxZ = -999.0;
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vec2 bestSlope = vec2(0.0);
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float bestHash = 0.0;
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float bestEdge = 1.0;
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vec2 warp = vec2(sin(uv.y * 10.0), cos(uv.x * 10.0)) * 0.05;
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vec2 baseUV = uv + warp;
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vec2 p1 = baseUV * 12.0;
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vec2 id1 = floor(p1);
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vec2 f1 = fract(p1) - 0.5;
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vec2 slope1 = vec2(hash(id1 + 1.2), hash(id1 + 1.3)) * 2.0 - 1.0;
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float z1 = dot(f1, slope1) * 3.5;
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float edge1 = min(0.5 - abs(f1.x), 0.5 - abs(f1.y));
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float hash1 = hash(id1 + 1.1);
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float use1 = step(maxZ, z1);
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maxZ = mix(maxZ, z1, use1);
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bestSlope = mix(bestSlope, slope1, use1);
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bestHash = mix(bestHash, hash1, use1);
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bestEdge = mix(bestEdge, edge1, use1);
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vec2 p2 = (ROT_0_78 * baseUV) * 15.0;
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vec2 id2 = floor(p2);
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vec2 f2 = fract(p2) - 0.5;
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vec2 slope2 = vec2(hash(id2 + 2.2), hash(id2 + 2.3)) * 2.0 - 1.0;
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float z2 = 0.8 + dot(f2, slope2) * 3.5;
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float edge2 = min(0.5 - abs(f2.x), 0.5 - abs(f2.y));
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float hash2 = hash(id2 + 2.1);
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float use2 = step(maxZ, z2);
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maxZ = mix(maxZ, z2, use2);
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bestSlope = mix(bestSlope, slope2, use2);
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bestHash = mix(bestHash, hash2, use2);
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bestEdge = mix(bestEdge, edge2, use2);
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vec2 p3 = (ROT_M0_5 * baseUV) * 18.0;
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vec2 id3 = floor(p3);
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vec2 f3 = fract(p3) - 0.5;
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vec2 slope3 = vec2(hash(id3 + 3.2), hash(id3 + 3.3)) * 2.0 - 1.0;
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float z3 = 1.6 + dot(f3, slope3) * 3.5;
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float edge3 = min(0.5 - abs(f3.x), 0.5 - abs(f3.y));
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float hash3 = hash(id3 + 3.1);
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float use3 = step(maxZ, z3);
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maxZ = mix(maxZ, z3, use3);
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bestSlope = mix(bestSlope, slope3, use3);
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bestHash = mix(bestHash, hash3, use3);
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bestEdge = mix(bestEdge, edge3, use3);
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vec2 p4 = (ROT_1_2 * baseUV) * 21.0;
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vec2 id4 = floor(p4);
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vec2 f4 = fract(p4) - 0.5;
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vec2 slope4 = vec2(hash(id4 + 4.2), hash(id4 + 4.3)) * 2.0 - 1.0;
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float z4 = 2.4 + dot(f4, slope4) * 3.5;
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float edge4 = min(0.5 - abs(f4.x), 0.5 - abs(f4.y));
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float hash4 = hash(id4 + 4.1);
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float use4 = step(maxZ, z4);
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maxZ = mix(maxZ, z4, use4);
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bestSlope = mix(bestSlope, slope4, use4);
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bestHash = mix(bestHash, hash4, use4);
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bestEdge = mix(bestEdge, edge4, use4);
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float alignment = dot(tilt, safeNormalize(bestSlope + vec2(0.001)));
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float phase = dot(uv, vec2(0.6, -0.4)) + bestHash * 0.6 + alignment * 0.5;
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float saturation = 0.7 + 0.3 * hash(vec2(bestHash, 6.1));
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vec3 baseColor = rainbow(phase, saturation, 1.0);
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float lightCycle = sin(alignment * 4.0 + bestHash * TWO_PI + dot(uv, vec2(2.1, -1.7)));
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float ambient = 0.15 + 0.25 * max(0.0, lightCycle);
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float flash = pow(max(0.0, lightCycle), 5.0);
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vec3 finalColor = baseColor * ambient;
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finalColor += mix(baseColor, vec3(1.0, 0.95, 0.85), 0.6) * flash * 0.55;
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finalColor += baseColor * smoothstep(0.05, 0.0, bestEdge) * flash * 0.4;
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return finalColor;
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}
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vec3 sparkleLayer(vec2 aspectUV, vec2 tilt, vec2 tiltDir) {
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vec2 sparkleGrid = aspectUV * 7.0;
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vec2 grid = floor(sparkleGrid);
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vec2 cell = fract(sparkleGrid) - 0.5;
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float sparkleHash = hash(grid);
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vec2 sparkleNormal = safeNormalize(vec2(sparkleHash * 2.0 - 1.0, hash(grid + 19.7) * 2.0 - 1.0));
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float rarity = step(0.965, hash(grid + 0.31));
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float alignment = max(0.0, dot(tiltDir, sparkleNormal));
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float twinkle = 0.45 + 0.55 * sin(dot(cell, vec2(21.0, -17.0)) + dot(tilt, vec2(5.3, -4.1)) + sparkleHash * TWO_PI);
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float sides = 5.0 + floor(hash(grid + 9.4) * 4.0);
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float aspect = 0.75 + hash(grid + 13.1) * 0.55;
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float shapeMask = sparklePolygonMask(cell, sides, aspect, hash(grid + 5.1) * TWO_PI);
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float sparkleMask = pow(alignment, 4.8) * twinkle * rarity * shapeMask;
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vec3 sparkleColor = mix(vec3(1.0), rainbow(sparkleHash + dot(tilt, vec2(0.2, -0.15)), 0.55, 1.0), 0.20);
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return sparkleColor * sparkleMask * uSparkle * 0.25 * 0.70;
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}
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void main() {
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vec2 frag = FlutterFragCoord().xy;
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vec2 uv = frag / uSize;
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vec2 fromCenter = uv - vec2(0.5);
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float maxDim = max(uSize.x, uSize.y);
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vec2 aspectUV = frag / maxDim;
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float tiltMag = length(uTilt);
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vec2 tiltDir = safeNormalize(uTilt + vec2(0.001));
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float highlightDistance = length(uv - (vec2(0.5) + (uTilt * 0.35)));
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float specularMask = pow(max(0.0, 1.0 - highlightDistance * 2.6), 4.0);
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vec3 base = styleBase(aspectUV, uTilt);
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vec3 sparkle = sparkleLayer(aspectUV, uTilt, tiltDir);
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float baseLuma = dot(base, vec3(0.299, 0.587, 0.114));
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vec3 chromaAdjusted = mix(vec3(baseLuma), base, 0.2 + 0.8 * uPrismatic);
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vec2 normal2d = safeNormalize(fromCenter + vec2(0.001));
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float directional = 0.5 + 0.5 * dot(normal2d, tiltDir);
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float tiltLighting = mix(0.86, 1.20, pow(directional, 1.2));
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chromaAdjusted *= tiltLighting;
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float edgeSpec = pow(1.0 - directional, 2.2);
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vec3 specular = vec3(specularMask) * (0.3 + 0.7 * edgeSpec) * uSpecular * (0.35 + 0.65 * tiltMag) * 1.65;
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float prismaticPhase = dot(aspectUV, vec2(3.6, -2.1)) + dot(uTilt, vec2(0.9, -0.7));
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vec3 prismaticTint = rainbow(prismaticPhase, 0.72, 1.0) * uPrismatic * 0.90 * (0.08 + 0.14 * edgeSpec);
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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);
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vec3 microShimmer = rainbow(noise(aspectUV * 10.0) + dot(uTilt, vec2(0.4, -0.3)) * 0.3, 0.65, 1.0) * microMask * uDiffraction * 0.08;
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vec3 styleColor = chromaAdjusted + microShimmer + prismaticTint + (specular * 0.22) + sparkle;
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vec3 mappedColor = styleColor / (1.0 + styleColor * 0.3);
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float luma = dot(mappedColor, vec3(0.299, 0.587, 0.114));
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vec3 vibrantColor = mix(vec3(luma), mappedColor, 1.4);
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float foilBrightness = dot(vibrantColor, vec3(0.333));
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float alpha = clamp(foilBrightness * 0.5, 0.0, 0.35) * clamp(uOpacity, 0.0, 1.0);
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vec3 finalColor = clamp(vibrantColor, 0.0, 1.0);
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fragColor = vec4(finalColor * alpha, alpha);
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} |