mirror of
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synced 2025-11-10 06:48:26 +00:00
added Type Jam puzzle app for review (#1554)
* added Type Jam puzzle app for review * pr round 2 prep * updated ci scripts for varfont_shader_puzzle * resolved unused and minor variable naming issues * rotator tiles row and col are final vars now * removed unused import and print from production * made constructors const where needed * pages_flow export refactored to directly come from that file * removed old api commented out section from FragmentShaded * updated pubspec yaml to correct project name * dart min version updated; removed unnecessary commented out dependencies from pubspec.yaml * updated pubspec.yaml min flutter version to ensure FragmentShader support * added/edited comments for explanation, esp on var fonts; removed obsolete comments * trailing newline added to pubspec.yaml eof
This commit is contained in:
40
experimental/varfont_shader_puzzle/shaders/bw_split.frag
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40
experimental/varfont_shader_puzzle/shaders/bw_split.frag
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// Copyright 2023 The Flutter team. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#define PI 3.1415926538
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layout(location = 0) uniform float uTime;
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layout(location = 1) uniform vec2 uSize;
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layout(location = 3) uniform float uDampener;
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layout(location = 0) out vec4 fragColor;
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layout(location = 2) uniform sampler2D uTexture;
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void main()
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{
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float piTime = uTime * PI * 2;
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vec2 texCoord = gl_FragCoord.xy / uSize.xy;
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float offset = 50;
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float opacSum = 0.0;
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vec4 thisCol = texture(uTexture, texCoord.xy);
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float x = texCoord.x + (offset / uSize.x * pow(sin(piTime), 4)) * uDampener;
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if (x >= 0.0 && x <= 1.0) {
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opacSum += 0.3 * texture(uTexture, vec2(x, texCoord.y)).a;
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}
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x = texCoord.x - (offset / uSize.x * pow(sin(piTime + PI), 2)) * uDampener;
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if (x >= 0.0 && x <= 1.0) {
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opacSum += 0.3 * texture(uTexture, vec2(x, texCoord.y)).a;
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}
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float y = texCoord.y + (offset / uSize.y * pow(sin(piTime + PI * 0.66), 4)) * uDampener;
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if (y >= 0.0 && y <= 1.0) {
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opacSum += 0.3 * texture(uTexture, vec2(texCoord.x, y)).a;
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}
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fragColor = vec4(0.0, 0.0, 0.0, clamp(opacSum, 0.0, 1.0));
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}
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30
experimental/varfont_shader_puzzle/shaders/color_split.frag
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experimental/varfont_shader_puzzle/shaders/color_split.frag
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// Copyright 2023 The Flutter team. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#define PI 3.1415926538
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layout(location = 0) uniform float uTime;
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layout(location = 1) uniform vec2 uSize;
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layout(location = 3) uniform float uDampener;
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layout(location = 0) out vec4 fragColor;
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layout(location = 2) uniform sampler2D uTexture;
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void main()
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{
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float piTime = uTime * PI * 2;
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vec2 texCoord = gl_FragCoord.xy / uSize.xy;
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float offset = 15;
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vec4 thisCol = texture(uTexture, texCoord.xy);
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vec4 rSrc = texture(uTexture, vec2(texCoord.x + offset / uSize.x * sin(piTime), texCoord.y));
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float r = rSrc.a;
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vec4 gSrc = texture(uTexture, vec2(texCoord.x + offset / uSize.x * sin(piTime + PI), texCoord.y));
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float g = gSrc.a;
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vec4 bSrc = texture(uTexture, vec2(texCoord.x, texCoord.y + offset / uSize.y * sin(piTime + PI * 0.66)));
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float b = bSrc.a;
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fragColor = vec4(r, g, b, clamp(r+g+b, 0.0, 1.0));
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}
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19
experimental/varfont_shader_puzzle/shaders/nothing.frag
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experimental/varfont_shader_puzzle/shaders/nothing.frag
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// Copyright 2023 The Flutter team. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#define PI 3.1415926538
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layout(location = 0) uniform float uTime;
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layout(location = 1) uniform vec2 uSize;
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layout(location = 3) uniform float uDampener;
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layout(location = 0) out vec4 fragColor;
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layout(location = 2) uniform sampler2D uTexture;
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void main()
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{
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float piTime = uTime * PI * 2;
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vec2 texCoord = gl_FragCoord.xy / uSize.xy;
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fragColor = texture(uTexture, texCoord);
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}
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35
experimental/varfont_shader_puzzle/shaders/row_offset.frag
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experimental/varfont_shader_puzzle/shaders/row_offset.frag
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// Copyright 2023 The Flutter team. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#define PI 3.1415926538
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layout(location = 0) uniform float uTime;
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layout(location = 1) uniform vec2 uSize;
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layout(location = 3) uniform float uDampener;
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layout(location = 0) out vec4 fragColor;
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layout(location = 2) uniform sampler2D uTexture;
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void main()
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{
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float piTime = uTime * PI * 2;
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vec2 texCoord = gl_FragCoord.xy / uSize.xy;
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float levels = 5;
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float maxMag = 0.1;
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float minMag = 0.02;
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float magMod = maxMag / levels;
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float row = floor(texCoord.y * uSize.y * 0.25); // resolution/density of rows
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float offsetDir = mod(row, 2) == 0 ? -1 : 1;
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float sinFn = cos(texCoord.y * 1 * PI + piTime);
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float offset = (offsetDir * (minMag + maxMag * sinFn)) * uDampener;
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vec2 offsetTexCoord = vec2(texCoord.x + offset, texCoord.y);
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vec4 outColor = texture(uTexture, offsetTexCoord);
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if (texCoord.x + offset < 0.0 || texCoord.x + offset > 1.0) {
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outColor = vec4(0.0, 0.0, 0.0, 0.0);
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}
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fragColor = outColor;
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}
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30
experimental/varfont_shader_puzzle/shaders/wavy.frag
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experimental/varfont_shader_puzzle/shaders/wavy.frag
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// Copyright 2023 The Flutter team. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#define PI 3.1415926538
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layout(location = 0) uniform float uTime;
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layout(location = 1) uniform vec2 uSize;
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layout(location = 3) uniform float uDampener;
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layout(location = 0) out vec4 fragColor;
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layout(location = 2) uniform sampler2D uTexture;
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void main()
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{
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float piTime = uTime * PI * 2;
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vec2 texCoord = gl_FragCoord.xy / uSize.xy;
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int speed;
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// wavy
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speed = 1;
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float xAdj = texCoord.x * 3 * PI;
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float waveFnVal = sin((xAdj + piTime * speed));
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float hackAdj = 0.0;
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float offset = ( ((pow(waveFnVal, 2) * 0.5 - 0.5) * 0.2) + hackAdj ) * uDampener;
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vec2 offsetTexCoord = vec2(texCoord.x, texCoord.y + offset);
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fragColor = texture(uTexture, offsetTexCoord);
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}
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26
experimental/varfont_shader_puzzle/shaders/wavy2.frag
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26
experimental/varfont_shader_puzzle/shaders/wavy2.frag
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// Copyright 2023 The Flutter team. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#define PI 3.1415926538
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layout(location = 0) uniform float uTime;
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layout(location = 1) uniform vec2 uSize;
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layout(location = 3) uniform float uDampener;
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layout(location = 0) out vec4 fragColor;
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layout(location = 2) uniform sampler2D uTexture;
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void main()
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{
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float piTime = uTime * PI * 2;
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vec2 texCoord = gl_FragCoord.xy / uSize.xy;
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float maxMag = 0.2;
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float thisMag = (sin(texCoord.y * 10 + piTime) + 1) * 0.5 * maxMag * uDampener;
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float srcX;
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srcX = texCoord.x + (0.5 - texCoord.x) * thisMag;
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vec2 srcCoord = vec2(srcX, texCoord.y);
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fragColor = texture(uTexture, srcCoord);
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}
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38
experimental/varfont_shader_puzzle/shaders/wavy_circ.frag
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38
experimental/varfont_shader_puzzle/shaders/wavy_circ.frag
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// Copyright 2023 The Flutter team. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#define PI 3.1415926538
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layout(location = 0) uniform float uTime;
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layout(location = 1) uniform vec2 uSize;
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layout(location = 3) uniform float uDampener;
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layout(location = 0) out vec4 fragColor;
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layout(location = 2) uniform sampler2D uTexture;
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void main()
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{
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float piTime = uTime * PI * 2;
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vec2 texCoord = gl_FragCoord.xy / uSize.xy;
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float maxMag = 0.4;
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float minMag = 0.3;
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float numRings = 6.0;
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float ringVel = 4.0;
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float numPeakShifts = 8.0;
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float peakShiftVel = -3.0;
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float unitX = (texCoord.x - 0.5) * 2;
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float unitY = (texCoord.y - 0.5) * 2;
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float dist = distance(vec2(0, 0), vec2(unitX, unitY));
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float theta = atan(unitY, unitX) + PI; // add PI for atan2 values -PI to PI
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float thisMag = (sin(theta * numRings - piTime * ringVel) + 1) * 0.5 * (cos(theta * numPeakShifts - piTime * peakShiftVel) + 1) * 0.5 * (maxMag - minMag) + minMag;
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float unitSrcDist = dist - dist * thisMag;
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float unitSrcX = cos(theta) * unitSrcDist;
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float unitSrcY = sin(theta) * unitSrcDist;
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float texSrcX = unitSrcX * 0.5 + 0.5;
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float texSrcY = unitSrcY * 0.5 + 0.5;
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fragColor = texture(uTexture, vec2(texSrcX, texSrcY));
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}
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