debug: minor improvements to manual crash

This commit is contained in:
vaxerski 2023-04-04 22:04:32 +01:00
parent 6519c0308c
commit e7185b338f
3 changed files with 41 additions and 5 deletions

View file

@ -1816,5 +1816,7 @@ void CHyprRenderer::initiateManualCrash() {
m_bCrashingInProgress = true; m_bCrashingInProgress = true;
m_fCrashingDistort = 0.5; m_fCrashingDistort = 0.5;
g_pHyprOpenGL->m_tGlobalTimer.reset();
g_pConfigManager->setInt("debug:damage_tracking", 0); g_pConfigManager->setInt("debug:damage_tracking", 0);
} }

View file

@ -263,22 +263,56 @@ static const std::string FRAGGLITCH = R"#(
precision mediump float; precision mediump float;
varying vec2 v_texcoord; varying vec2 v_texcoord;
uniform sampler2D tex; 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 float distort;
uniform vec2 screenSize; 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); 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() { 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_AMOUNT = 9000.0 * (1.0 - (distort / 5.5));
float TEAR_BANDS = 108.0 / 2.0 * (distort / 5.5) * 2.0; 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; 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 pixColor = texture2D(tex, pixCoord);
vec4 pixColorLeft = texture2D(tex, pixCoord + vec2(ABERR_OFFSET / screenSize.x, 0)); vec4 pixColorLeft = texture2D(tex, pixCoord + vec2(ABERR_OFFSET / screenSize.x, 0));
vec4 pixColorRight = texture2D(tex, pixCoord + vec2(-ABERR_OFFSET / screenSize.x, 0)); vec4 pixColorRight = texture2D(tex, pixCoord + vec2(-ABERR_OFFSET / screenSize.x, 0));

@ -1 +1 @@
Subproject commit 89dcecba39d4f49b673f2fa976354c91413a4c3f Subproject commit 5ae17de23f5fd9bb252a698f3771c840280e2c05