Add shockwave displacement to desaturate shader
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@@ -15,26 +15,47 @@ in vec2 oneTexel;
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out vec4 fragColor;
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vec4 sampleBlur() {
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if (BlurAmount <= 0.001) return texture(DiffuseSampler, texCoord);
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vec2 applyShockwave(vec2 uv) {
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if (ShockwaveStrength <= 0.001) return uv;
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vec2 center = vec2(0.5);
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vec2 dir = uv - center;
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float dist = length(dir);
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// outwards pulse that quickly fades after the shockwave passes
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float wave = sin((dist - Time * 1.75) * 32.0) * 0.012 * ShockwaveStrength;
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float falloff = smoothstep(0.05, 0.35, dist) * (1.0 - smoothstep(0.35, 0.9, dist));
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wave *= falloff;
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if (dist > 0.0001) {
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dir = normalize(dir);
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}
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return uv + dir * wave;
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}
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vec4 sampleBlur(vec2 uv) {
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if (BlurAmount <= 0.001) return texture(DiffuseSampler, uv);
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float w = BlurAmount * 0.5;
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vec4 sum = vec4(0.0);
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sum += texture(DiffuseSampler, texCoord + oneTexel * vec2(-1, 0)) * w;
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sum += texture(DiffuseSampler, texCoord + oneTexel * vec2( 1, 0)) * w;
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sum += texture(DiffuseSampler, texCoord + oneTexel * vec2( 0,-1)) * w;
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sum += texture(DiffuseSampler, texCoord + oneTexel * vec2( 0, 1)) * w;
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sum += texture(DiffuseSampler, uv + oneTexel * vec2(-1, 0)) * w;
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sum += texture(DiffuseSampler, uv + oneTexel * vec2( 1, 0)) * w;
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sum += texture(DiffuseSampler, uv + oneTexel * vec2( 0,-1)) * w;
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sum += texture(DiffuseSampler, uv + oneTexel * vec2( 0, 1)) * w;
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vec4 center = texture(DiffuseSampler, texCoord) * (1.0 - w * 4.0);
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vec4 center = texture(DiffuseSampler, uv) * (1.0 - w * 4.0);
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return center + sum;
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}
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void main() {
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vec4 col = texture(DiffuseSampler, texCoord);
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vec2 shockUV = applyShockwave(texCoord);
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vec4 col = texture(DiffuseSampler, shockUV);
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// Blur
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vec4 blurred = sampleBlur();
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vec4 blurred = sampleBlur(shockUV);
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col = mix(col, blurred, BlurAmount);
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// Grayscale
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