Merge pull request #7 from Fretuks/enhance-the-shaders

Enhance desaturate shader effects
This commit is contained in:
2026-01-24 10:56:04 +01:00
committed by GitHub
@@ -23,29 +23,37 @@ vec2 applyShockwave(vec2 uv) {
float dist = length(dir); float dist = length(dir);
// outwards pulse that quickly fades after the shockwave passes // outwards pulse that quickly fades after the shockwave passes
float wave = sin((dist - Time * 1.75) * 32.0) * 0.012 * ShockwaveStrength; float wave = sin((dist - Time * 1.65) * 30.0) * 0.014 * ShockwaveStrength;
float falloff = smoothstep(0.05, 0.35, dist) * (1.0 - smoothstep(0.35, 0.9, dist)); float band = smoothstep(0.08, 0.32, dist) * (1.0 - smoothstep(0.32, 0.85, dist));
wave *= falloff; wave *= band;
float push = smoothstep(0.05, 0.2, dist) * (1.0 - smoothstep(0.2, 0.55, dist));
float pushAmount = ShockwaveStrength * 0.01 * push;
if (dist > 0.0001) { if (dist > 0.0001) {
dir = normalize(dir); dir = normalize(dir);
} }
return uv + dir * wave; return uv + dir * (wave + pushAmount);
} }
vec4 sampleBlur(vec2 uv) { vec4 sampleBlur(vec2 uv) {
if (BlurAmount <= 0.001) return texture(DiffuseSampler, uv); if (BlurAmount <= 0.001) return texture(DiffuseSampler, uv);
float w = BlurAmount * 0.5; float w = BlurAmount * 0.12;
vec4 sum = vec4(0.0); vec4 sum = vec4(0.0);
sum += texture(DiffuseSampler, uv + oneTexel * vec2(-1, 0)) * w; sum += texture(DiffuseSampler, uv + oneTexel * vec2(-1, 0)) * w;
sum += texture(DiffuseSampler, uv + oneTexel * vec2( 1, 0)) * w; sum += texture(DiffuseSampler, uv + oneTexel * vec2( 1, 0)) * w;
sum += texture(DiffuseSampler, uv + oneTexel * vec2( 0,-1)) * w; sum += texture(DiffuseSampler, uv + oneTexel * vec2( 0,-1)) * w;
sum += texture(DiffuseSampler, uv + oneTexel * vec2( 0, 1)) * w; sum += texture(DiffuseSampler, uv + oneTexel * vec2( 0, 1)) * w;
sum += texture(DiffuseSampler, uv + oneTexel * vec2(-1, -1)) * (w * 0.7);
sum += texture(DiffuseSampler, uv + oneTexel * vec2( 1, -1)) * (w * 0.7);
sum += texture(DiffuseSampler, uv + oneTexel * vec2(-1, 1)) * (w * 0.7);
sum += texture(DiffuseSampler, uv + oneTexel * vec2( 1, 1)) * (w * 0.7);
vec4 center = texture(DiffuseSampler, uv) * (1.0 - w * 4.0); float centerWeight = max(0.0, 1.0 - w * 6.8);
vec4 center = texture(DiffuseSampler, uv) * centerWeight;
return center + sum; return center + sum;
} }
@@ -59,6 +67,11 @@ void main() {
); );
vec2 center = vec2(0.5); vec2 center = vec2(0.5);
vec2 fromCenter = shockUV - center; vec2 fromCenter = shockUV - center;
float dist = length(fromCenter);
// subtle lens warp as insanity rises
float warp = intensity * 0.012 + PulseStrength * 0.006;
shockUV += fromCenter * warp * dist;
// Chromatic aberration that ramps up with insanity // Chromatic aberration that ramps up with insanity
vec2 chromaOffset = fromCenter * (0.002 + intensity * 0.004); vec2 chromaOffset = fromCenter * (0.002 + intensity * 0.004);
@@ -80,8 +93,7 @@ void main() {
col.rgb = mix(col.rgb, fogColor, FogStrength); col.rgb = mix(col.rgb, fogColor, FogStrength);
// Stronger base vignette // Stronger base vignette
float dist = distance(texCoord, center); float vign = smoothstep(0.18, 0.65, dist);
float vign = smoothstep(0.15, 0.6, dist);
float vignetteBoost = mix(1.0, 1.6, intensity); float vignetteBoost = mix(1.0, 1.6, intensity);
col.rgb = mix(col.rgb, vec3(0.0), vign * Vignette * vignetteBoost); col.rgb = mix(col.rgb, vec3(0.0), vign * Vignette * vignetteBoost);
@@ -106,6 +118,12 @@ void main() {
col.rgb = mix(col.rgb, flashColor, intensity); col.rgb = mix(col.rgb, flashColor, intensity);
} }
// Color drift toward cold hues with pulse
if (PulseStrength > 0.001) {
vec3 drift = vec3(col.r * 0.98, col.g * 1.01, col.b * 1.05);
col.rgb = mix(col.rgb, drift, PulseStrength * 0.2);
}
// Add subtle grain and contrast as insanity rises // Add subtle grain and contrast as insanity rises
float grain = sin(dot(shockUV * vec2(120.0, 90.0), vec2(12.9898, 78.233)) + Time * 6.0); float grain = sin(dot(shockUV * vec2(120.0, 90.0), vec2(12.9898, 78.233)) + Time * 6.0);
grain = (grain * 0.5 + 0.5) * intensity * 0.08; grain = (grain * 0.5 + 0.5) * intensity * 0.08;