summaryrefslogtreecommitdiff
path: root/themes/src/shaders
diff options
context:
space:
mode:
Diffstat (limited to 'themes/src/shaders')
-rw-r--r--themes/src/shaders/sun_frag.cpp40
-rw-r--r--themes/src/shaders/sun_vert.cpp27
2 files changed, 57 insertions, 10 deletions
diff --git a/themes/src/shaders/sun_frag.cpp b/themes/src/shaders/sun_frag.cpp
index d1ea160..30553e0 100644
--- a/themes/src/shaders/sun_frag.cpp
+++ b/themes/src/shaders/sun_frag.cpp
@@ -1,8 +1,46 @@
#include "sun_frag.h"
const char* shader_sun_frag = "varying lowp vec4 VertexColor; \n"
+"varying lowp vec2 TexCoord; \n"
+"uniform lowp float time; \n"
+" \n"
+"// Simple noise function for edge distortion \n"
+"lowp float noise(lowp vec2 p) { \n"
+" return sin(p.x * 10.0 + time) * cos(p.y * 10.0 + time * 0.5) * 0.5 + 0.5; \n"
+"} \n"
" \n"
"void main() { \n"
-" gl_FragColor = VertexColor; \n"
+" // TexCoord is now normalized: center is (0,0), edges are at distance ~1 \n"
+" lowp float dist = length(TexCoord); \n"
+" \n"
+" // Add animated noise to the edge \n"
+" lowp float angle = atan(TexCoord.y, TexCoord.x); \n"
+" lowp float wave = sin(angle * 8.0 + time * 2.0) * 0.05 + sin(angle * 4.0 - time * 1.5) * 0.03; \n"
+" lowp float noiseValue = noise(TexCoord + time * 0.1) * 0.02; \n"
+" \n"
+" // Create soft edge using smoothstep - ensure fade reaches zero at the actual edge \n"
+" lowp float innerEdge = 0.2; \n"
+" lowp float outerEdge = 1.0; \n"
+" lowp float alpha = 1.0 - smoothstep(innerEdge, outerEdge, dist); \n"
+" \n"
+" // Apply wave distortion to the edge \n"
+" alpha *= 1.0 - smoothstep(0.85 + wave + noiseValue * 2.0, 1.0, dist); \n"
+" \n"
+" // Make edges even more transparent with additional fade \n"
+" alpha = alpha * alpha * alpha; \n"
+" \n"
+" // Add slight glow effect at the edge \n"
+" lowp float glow = smoothstep(0.5, 0.8, dist) * (1.0 - smoothstep(0.8, 1.0, dist)); \n"
+" \n"
+" // Create orange gradient from center \n"
+" lowp vec3 orangeColor = vec3(1.0, 0.5, 0.1); \n"
+" lowp float centerGradient = smoothstep(0.6, 0.0, dist); \n"
+" lowp vec3 baseColor = mix(VertexColor.rgb, orangeColor, centerGradient * 0.6); \n"
+" \n"
+" // Mix in the glow with a brighter color \n"
+" lowp vec3 glowColor = baseColor * 1.3; \n"
+" lowp vec3 finalColor = mix(baseColor, glowColor, glow * 0.5); \n"
+" \n"
+" gl_FragColor = vec4(finalColor, VertexColor.a * alpha); \n"
"} \n"
" \n";
diff --git a/themes/src/shaders/sun_vert.cpp b/themes/src/shaders/sun_vert.cpp
index ca617c0..bacf3a6 100644
--- a/themes/src/shaders/sun_vert.cpp
+++ b/themes/src/shaders/sun_vert.cpp
@@ -1,16 +1,25 @@
#include "sun_vert.h"
const char* shader_sun_vert = " \n"
-"attribute vec2 position; \n"
-"attribute vec4 color; \n"
-"attribute mat4 vMatrix; \n"
-"uniform mat4 projection; \n"
-"uniform mat4 model; \n"
+"attribute vec2 position; \n"
+"attribute vec4 color; \n"
+"attribute mat4 vMatrix; \n"
+"uniform mat4 projection; \n"
+"uniform mat4 model; \n"
"varying lowp vec4 VertexColor; \n"
+"varying lowp vec2 TexCoord; \n"
" \n"
-"void main() { \n"
-" vec4 fragmentPosition = projection * model * vMatrix * vec4(position.x, position.y, 0, 1); \n"
-" gl_Position = fragmentPosition; \n"
-" VertexColor = color; \n"
+"void main() { \n"
+" vec4 fragmentPosition = projection * model * vMatrix * vec4(position.x, position.y, 0, 1); \n"
+" gl_Position = fragmentPosition; \n"
+" VertexColor = color; \n"
+" // Normalize the position - the center is at (0,0) and edge vertices are at distance 'radius' \n"
+" // We want TexCoord to be in the range roughly [-1, 1] at the edges \n"
+" lowp float maxDist = length(position); \n"
+" if (maxDist > 0.1) { \n"
+" TexCoord = position / maxDist; \n"
+" } else { \n"
+" TexCoord = vec2(0.0, 0.0); \n"
+" } \n"
"} \n"
" \n";