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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
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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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