// Source: Android Open Source Project // https://cs.android.com/android/_/android/platform/frameworks/base/+/main:graphics/java/android/graphics/drawable/RippleShader.java uniform vec2 in_origin; uniform vec2 in_touch; uniform float in_progress; uniform float in_maxRadius; uniform vec2 in_resolutionScale; uniform vec2 in_noiseScale; uniform float in_hasMask; uniform float in_noisePhase; uniform float in_turbulencePhase; uniform vec2 in_tCircle1; uniform vec2 in_tCircle2; uniform vec2 in_tCircle3; uniform vec2 in_tRotation1; uniform vec2 in_tRotation2; uniform vec2 in_tRotation3; layout(color) uniform vec4 in_color; layout(color) uniform vec4 in_sparkleColor; uniform shader in_shader; float triangleNoise(vec2 n) { n = fract(n * vec2(5.3987, 5.4421)); n += dot(n.yx, n.xy + vec2(21.5351, 14.3137)); float xy = n.x * n.y; return fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0; } const float PI = 3.1415926535897932384626; float threshold(float v, float l, float h) { return step(l, v) * (1.0 - step(h, v)); } float sparkles(vec2 uv, float t) { float n = triangleNoise(uv); float s = 0.0; for (float i = 0; i < 4; i += 1) { float l = i * 0.1; float h = l + 0.05; float o = sin(PI * (t + 0.35 * i)); s += threshold(n + o, l, h); } return saturate(s) * in_sparkleColor.a; } float softCircle(vec2 uv, vec2 xy, float radius, float blur) { float blurHalf = blur * 0.5; float d = distance(uv, xy); return 1. - smoothstep(1. - blurHalf, 1. + blurHalf, d / radius); } float softRing(vec2 uv, vec2 xy, float radius, float progress, float blur) { float thickness = 0.05 * radius; float currentRadius = radius * progress; float circle_outer = softCircle(uv, xy, currentRadius + thickness, blur); float circle_inner = softCircle(uv, xy, max(currentRadius - thickness, 0.), blur); return saturate(circle_outer - circle_inner); } float subProgress(float start, float end, float progress) { float sub = clamp(progress, start, end); return (sub - start) / (end - start); } mat2 rotate2d(vec2 rad){ return mat2(rad.x, -rad.y, rad.y, rad.x); } float circle_grid(vec2 resolution, vec2 coord, float time, vec2 center, vec2 rotation, float cell_diameter) { coord = rotate2d(rotation) * (center - coord) + center; coord = mod(coord, cell_diameter) / resolution; float normal_radius = cell_diameter / resolution.y * 0.5; float radius = 0.65 * normal_radius; return softCircle(coord, vec2(normal_radius), radius, radius * 50.0); } float turbulence(vec2 uv, float t) { const vec2 scale = vec2(0.8); uv = uv * scale; float g1 = circle_grid(scale, uv, t, in_tCircle1, in_tRotation1, 0.17); float g2 = circle_grid(scale, uv, t, in_tCircle2, in_tRotation2, 0.2); float g3 = circle_grid(scale, uv, t, in_tCircle3, in_tRotation3, 0.275); float v = (g1 * g1 + g2 - g3) * 0.5; return saturate(0.45 + 0.8 * v); } vec4 main(vec2 p) { float fadeIn = subProgress(0., 0.13, in_progress); float scaleIn = subProgress(0., 1.0, in_progress); float fadeOutNoise = subProgress(0.4, 0.5, in_progress); float fadeOutRipple = subProgress(0.4, 1., in_progress); vec2 center = mix(in_touch, in_origin, saturate(in_progress * 2.0)); float ring = softRing(p, center, in_maxRadius, scaleIn, 1.); float alpha = min(fadeIn, 1. - fadeOutNoise); vec2 uv = p * in_resolutionScale; vec2 densityUv = uv - mod(uv, in_noiseScale); float turbulence = turbulence(uv, in_turbulencePhase); float sparkleAlpha = sparkles(densityUv, in_noisePhase) * ring * alpha * turbulence; float fade = min(fadeIn, 1. - fadeOutRipple); float waveAlpha = softCircle(p, center, in_maxRadius * scaleIn, 1.) * fade * in_color.a; vec4 waveColor = vec4(in_color.rgb * waveAlpha, waveAlpha); vec4 sparkleColor = vec4(in_sparkleColor.rgb * in_sparkleColor.a, in_sparkleColor.a); float mask = in_hasMask == 1. ? in_shader.eval(p).a > 0. ? 1. : 0. : 1.; return mix(waveColor, sparkleColor, sparkleAlpha) * mask; }