use 0 logo for load screen
authorhgn <hgodden00@gmail.com>
Mon, 16 Jan 2023 20:38:05 +0000 (20:38 +0000)
committerhgn <hgodden00@gmail.com>
Mon, 16 Jan 2023 20:38:05 +0000 (20:38 +0000)
vg_loader.h

index b47d759ec60a1fb676f3fd94ca333b3c90727767..87472b615bb6b08371c63e90f1d93a733a6496f9 100644 (file)
@@ -19,6 +19,9 @@ static struct vg_shader _shader_loader =
 {
    .name = "[vg] loader",
    .link = NULL,
+
+   /* This is the old background shader */
+#if 0
    .vs = 
    {
       .orig_file = NULL,
@@ -51,6 +54,64 @@ static struct vg_shader _shader_loader =
          "FragColor = vec4(vec3(0.5,0.5,0.5)*grad*fmt1,1.0);"
       "}"
    }
+#else
+
+   /* This is the new foreground shader */
+
+   .vs = 
+   {
+      .orig_file = NULL,
+      .static_src = ""
+      "layout (location=0) in vec2 a_co;"
+      "out vec2 aUv;"
+      "void main()"
+      "{"
+         "gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);"
+         "aUv = a_co;"
+      "}"
+   },
+   .fs = 
+   {
+      .orig_file = NULL,
+      .static_src = 
+      
+      "out vec4 FragColor;"
+      "uniform float uTime;"
+      "uniform float uRatio;"
+      "in vec2 aUv;"
+
+      "float eval_zero( vec2 uv )"
+      "{"
+         "vec4 vsines = sin( (uTime+uv.y*80.0) * vec4(1.1,2.0234,3.73,2.444) );"
+         "float gradient = min( uv.y, 0.0 );"
+         "float offset = vsines.x*vsines.y*vsines.z*vsines.w*gradient;"
+
+         "vec2 vpos = uv + vec2( offset, 0.0 );"
+         "float dist = dot( vpos, vpos );"
+
+         "float fring = step(0.1*0.1,dist) * step(dist,0.15*0.15);"
+         "return max( 0.0, fring * 1.0+gradient*6.0 );"
+      "}"
+      
+      "void main()"
+      "{"
+
+         "vec3 col = 0.5+0.5*sin( uTime + aUv.xyx + vec3(0.0,2.0,4.0) );"
+         
+         "vec2 uvx = aUv - vec2( 0.5 );"
+         "uvx.x *= uRatio;"
+         "uvx.y *= 0.75;"
+
+         "float zero = eval_zero( uvx );"
+
+         "float dither=fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0)-0.5;"
+         "float fmt1 = step( 0.5, zero*zero + dither )*0.8+0.2;"
+
+         "FragColor = vec4(vec3(fmt1),0.8);"
+      "}"
+   }
+
+#endif
 };
 
 static struct vg_loader
@@ -146,13 +207,27 @@ VG_STATIC void _vg_loader_render(void)
    glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
+#if 0
    glUseProgram( _shader_loader.id );
        glUniform1f( glGetUniformLocation( _shader_loader.id, "uTime" ), vg.time );
-
    glBindVertexArray( vg_loader.vao );
    glDrawArrays( GL_TRIANGLES, 0, 6 );
+#endif
 
    _vg_render_log();
+
+#if 1
+   glEnable(GL_BLEND);
+   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+   glBlendEquation(GL_FUNC_ADD);
+
+   glUseProgram( _shader_loader.id );
+       glUniform1f( glGetUniformLocation( _shader_loader.id, "uTime" ), vg.time );
+   float ratio = (float)vg.window_x / (float)vg.window_y;
+   glUniform1f( glGetUniformLocation( _shader_loader.id, "uRatio"), ratio );
+   glBindVertexArray( vg_loader.vao );
+   glDrawArrays( GL_TRIANGLES, 0, 6 );
+#endif
 }