From e7185b338fd81ee13216189d117523c5beccb6c3 Mon Sep 17 00:00:00 2001 From: vaxerski <43317083+vaxerski@users.noreply.github.com> Date: Tue, 4 Apr 2023 22:04:32 +0100 Subject: [PATCH] debug: minor improvements to manual crash --- src/render/Renderer.cpp | 2 ++ src/render/shaders/Textures.hpp | 42 +++++++++++++++++++++++++++++---- subprojects/wlroots | 2 +- 3 files changed, 41 insertions(+), 5 deletions(-) diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp index 94a71f74..2bd3c0f0 100644 --- a/src/render/Renderer.cpp +++ b/src/render/Renderer.cpp @@ -1816,5 +1816,7 @@ void CHyprRenderer::initiateManualCrash() { m_bCrashingInProgress = true; m_fCrashingDistort = 0.5; + g_pHyprOpenGL->m_tGlobalTimer.reset(); + g_pConfigManager->setInt("debug:damage_tracking", 0); } \ No newline at end of file diff --git a/src/render/shaders/Textures.hpp b/src/render/shaders/Textures.hpp index 097c30a8..45068839 100644 --- a/src/render/shaders/Textures.hpp +++ b/src/render/shaders/Textures.hpp @@ -263,22 +263,56 @@ static const std::string FRAGGLITCH = R"#( precision mediump float; varying vec2 v_texcoord; uniform sampler2D tex; -uniform float time; +uniform float time; // quirk: time is set to 0 at the beginning, should be around 10 when crash. uniform float distort; uniform vec2 screenSize; -float rand(float co){ +float rand(float co) { return fract(sin(dot(vec2(co, co), vec2(12.9898, 78.233))) * 43758.5453); } +float rand(vec2 co) { + return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453); +} + +float noise(vec2 point) { + vec2 floored = floor(point); + vec2 fractal = fract(point); + fractal = fractal * fractal * (3.0 - 2.0 * fractal); + + float mixed = mix( + mix(rand(floored), rand(floored + vec2(1.0, 0.0)), fractal.x), + mix(rand(floored + vec2(0.0,1.0)), rand(floored + vec2(1.0,1.0)), fractal.x), fractal.y); + return mixed * mixed; +} + void main() { - float ABERR_OFFSET = 4.0 * (distort / 5.5); + float ABERR_OFFSET = 4.0 * (distort / 5.5) * time; float TEAR_AMOUNT = 9000.0 * (1.0 - (distort / 5.5)); float TEAR_BANDS = 108.0 / 2.0 * (distort / 5.5) * 2.0; + float MELT_AMOUNT = (distort * 8.0) / screenSize.y; + + float NOISE = abs(mod(noise(v_texcoord) * distort * time * 2.771, 1.0)) * time / 10.0; + if (time < 2.0) + NOISE = 0.0; float offset = (mod(rand(floor(v_texcoord.y * TEAR_BANDS)) * 318.772 * time, 20.0) - 10.0) / TEAR_AMOUNT; - vec2 pixCoord = vec2(v_texcoord.x + offset, v_texcoord.y); + vec2 blockOffset = vec2(((abs(mod(rand(floor(v_texcoord.x * 37.162)) * 721.43, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0), + ((abs(mod(rand(floor(v_texcoord.y * 45.882)) * 733.923, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0)); + if (time < 3.0) + blockOffset = vec2(0,0); + + float meltSeed = abs(mod(rand(floor(v_texcoord.x * screenSize.x * 17.719)) * 281.882, 1.0)); + if (meltSeed < 0.8) { + meltSeed = 0.0; + } else { + meltSeed *= 25.0 * NOISE; + } + float meltAmount = MELT_AMOUNT * meltSeed; + + vec2 pixCoord = vec2(v_texcoord.x + offset + NOISE * 3.0 / screenSize.x + blockOffset.x, v_texcoord.y - meltAmount + 0.02 * NOISE / screenSize.x + NOISE * 3.0 / screenSize.y + blockOffset.y); + vec4 pixColor = texture2D(tex, pixCoord); vec4 pixColorLeft = texture2D(tex, pixCoord + vec2(ABERR_OFFSET / screenSize.x, 0)); vec4 pixColorRight = texture2D(tex, pixCoord + vec2(-ABERR_OFFSET / screenSize.x, 0)); diff --git a/subprojects/wlroots b/subprojects/wlroots index 89dcecba..5ae17de2 160000 --- a/subprojects/wlroots +++ b/subprojects/wlroots @@ -1 +1 @@ -Subproject commit 89dcecba39d4f49b673f2fa976354c91413a4c3f +Subproject commit 5ae17de23f5fd9bb252a698f3771c840280e2c05