// Heartfelt - by Martijn Steinrucken aka BigWings - 2017 // Email:countfrolic@gmail.com Twitter:@The_ArtOfCode // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. // I revisited the rain effect I did for another shader. This one is better in multiple ways: // 1. The glass gets foggy. // 2. Drops cut trails in the fog on the glass. // 3. The amount of rain is adjustable (with Mouse.y) // To have full control over the rain, uncomment the HAS_HEART define // A video of the effect can be found here: // https://www.youtube.com/watch?v=uiF5Tlw22PI&feature=youtu.be // Music - Alone In The Dark - Vadim Kiselev // https://soundcloud.com/ahmed-gado-1/sad-piano-alone-in-the-dark // Rain sounds: // https://soundcloud.com/elirtmusic/sleeping-sound-rain-and-thunder-1-hours #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; //uniform sampler2D iChannel0; uniform sampler2D u_texture_0; #define S(a, b, t) smoothstep(a, b, t) //#define CHEAP_NORMALS //#define HAS_HEART #define USE_POST_PROCESSING vec3 N13(float p) { // from DAVE HOSKINS vec3 p3 = fract(vec3(p) * vec3(.1031,.11369,.13787)); p3 += dot(p3, p3.yzx + 19.19); return fract(vec3((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y, (p3.y+p3.z)*p3.x)); } vec4 N14(float t) { return fract(sin(t*vec4(123., 1024., 1456., 264.))*vec4(6547., 345., 8799., 1564.)); } float N(float t) { return fract(sin(t*12345.564)*7658.76); } float Saw(float b, float t) { return S(0., b, t)*S(1., b, t); } vec2 DropLayer2(vec2 uv, float t) { vec2 UV = uv; uv.y += t*0.75; vec2 a = vec2(6., 1.); vec2 grid = a*2.; vec2 id = floor(uv*grid); float colShift = N(id.x); uv.y += colShift; id = floor(uv*grid); vec3 n = N13(id.x*35.2+id.y*2376.1); vec2 st = fract(uv*grid)-vec2(.5, 0); float x = n.x-.5; float y = UV.y*20.; float wiggle = sin(y+sin(y)); x += wiggle*(.5-abs(x))*(n.z-.5); x *= .7; float ti = fract(t+n.z); y = (Saw(.85, ti)-.5)*.9+.5; vec2 p = vec2(x, y); float d = length((st-p)*a.yx); float mainDrop = S(.4, .0, d); float r = sqrt(S(1., y, st.y)); float cd = abs(st.x-x); float trail = S(.23*r, .15*r*r, cd); float trailFront = S(-.02, .02, st.y-y); trail *= trailFront*r*r; y = UV.y; float trail2 = S(.2*r, .0, cd); float droplets = max(0., (sin(y*(1.-y)*120.)-st.y))*trail2*trailFront*n.z; y = fract(y*10.)+(st.y-.5); float dd = length(st-vec2(x, y)); droplets = S(.3, 0., dd); float m = mainDrop+droplets*r*trailFront; //m += st.x>a.y*.45 || st.y>a.x*.165 ? 1.2 : 0.; return vec2(m, trail); } float StaticDrops(vec2 uv, float t) { uv *= 40.; vec2 id = floor(uv); uv = fract(uv)-.5; vec3 n = N13(id.x*107.45+id.y*3543.654); vec2 p = (n.xy-.5)*.7; float d = length(uv-p); float fade = Saw(.025, fract(t+n.z)); float c = S(.3, 0., d)*fract(n.z*10.)*fade; return c; } vec2 Drops(vec2 uv, float t, float l0, float l1, float l2) { float s = StaticDrops(uv, t)*l0; vec2 m1 = DropLayer2(uv, t)*l1; vec2 m2 = DropLayer2(uv*1.85, t)*l2; float c = s+m1.x+m2.x; c = S(.3, 1., c); return vec2(c, max(m1.y*l0, m2.y*l1)); } void main() { vec2 uv = (gl_FragCoord.xy-.5*u_resolution.xy) / u_resolution.y; vec2 UV = gl_FragCoord.xy/u_resolution.xy; //vec2 st =gl_FragCoord.xy/u_resolution.xy; vec2 M = u_mouse.xy/u_resolution.xy; float T = u_time+M.x*2.; #ifdef HAS_HEART T = mod(u_time, 102.); T = mix(T, M.x*102., M.y>0.?1.:0.); #endif float t = T*.2; float rainAmount = u_mouse.y>0. ? M.y : sin(T*.05)*.3+.7; float maxBlur = mix(3., 6., rainAmount); float minBlur = 2.; float story = 0.; float heart = 1.; #ifdef HAS_HEART story = S(0., 70., T); t = min(1., T/70.); // remap drop time so it goes slower when it freezes t = 1.-t; t = (1.-t*t)*70.; float zoom= mix(.3, 1.2, story); // slowly zoom out uv *=zoom; minBlur = 4.+S(.5, 1., story)*3.; // more opaque glass towards the end maxBlur = 6.+S(.5, 1., story)*1.5; vec2 hv = uv-vec2(.0, -.1); // build heart hv.x *= .5; float s = S(110., 70., T); // heart gets smaller and fades towards the end hv.y-=sqrt(abs(hv.x))*.5*s; heart = length(hv); heart = S(.4*s, .2*s, heart)*s; rainAmount = heart; // the rain is where the heart is maxBlur-=heart; // inside the heart slighly less foggy uv *= 1.5; // zoom out a bit more t *= .25; #else //float zoom = -cos(T*.2); //uv *= .7+zoom*.3; #endif // UV = (UV-.5)*(.9+zoom*.1)+.5; float staticDrops = S(-.5, 1., rainAmount)*2.; float layer1 = S(.25, .75, rainAmount); float layer2 = S(.0, .5, rainAmount); vec2 c = Drops(uv, t, staticDrops, layer1, layer2); #ifdef CHEAP_NORMALS vec2 n = vec2(dFdx(c.x), dFdy(c.x));// cheap normals (3x cheaper, but 2 times shittier ;)) #else vec2 e = vec2(.001, 0.); float cx = Drops(uv+e, t, staticDrops, layer1, layer2).x; float cy = Drops(uv+e.yx, t, staticDrops, layer1, layer2).x; vec2 n = vec2(cx-c.x, cy-c.x); // expensive normals #endif #ifdef HAS_HEART n *= 1.-S(60., 85., T); c.y *= 1.-S(80., 100., T)*.8; #endif float focus = mix(maxBlur-c.y, minBlur, S(.1, .2, c.x)); vec3 col =texture2D(u_texture_0 ,UV+n*u_time).rgb; //col = vec3(heart); gl_FragColor = vec4(col, 1.); }