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| kotlin { | |
| ... | |
| applyDefaultHierarchyTemplate() | |
| sourceSets { | |
| val commonMain by getting | |
| val nativeMain by getting | |
| val jvmMain by getting | |
| val nonAndroidMain by creating { | |
| dependsOn(commonMain) | |
| } | |
| nativeMain.dependsOn(nonAndroidMain) | |
| jvmMain.dependsOn(nonAndroidMain) | |
| ... | |
| } | |
| } |
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| import androidx.compose.ui.graphics.Shader | |
| expect class AppShader | |
| expect fun createAppShader(shaderCode: String): AppShader | |
| expect fun AppShader.makeShader( | |
| uniforms: Array<Pair<String, Number>>, | |
| children: Array<Pair<String, Shader>> | |
| ): Shader |
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| import android.graphics.RuntimeShader | |
| import android.os.Build | |
| import androidx.annotation.RequiresApi | |
| import androidx.compose.ui.graphics.Shader | |
| actual typealias AppShader = RuntimeShader | |
| @RequiresApi(Build.VERSION_CODES.TIRAMISU) | |
| actual fun createAppShader(shaderCode: String): AppShader { | |
| return AppShader(shaderCode) | |
| } | |
| @RequiresApi(Build.VERSION_CODES.TIRAMISU) | |
| actual fun AppShader.makeShader( | |
| uniforms: Array<Pair<String, Number>>, | |
| children: Array<Pair<String, Shader>> | |
| ): Shader { | |
| // Intentionally take 1st shader only | |
| if(children.size > 0) { | |
| setInputShader(children[0].first, children[0].second) | |
| } | |
| uniforms.forEach { | |
| setFloatUniform(it.first, it.second.toFloat()) | |
| } | |
| return this | |
| } |
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| import androidx.compose.ui.graphics.Shader | |
| import androidx.compose.ui.graphics.asComposeShader | |
| import androidx.compose.ui.graphics.skiaShader | |
| import org.jetbrains.skia.Data | |
| import org.jetbrains.skia.RuntimeEffect | |
| actual typealias AppShader = RuntimeEffect | |
| actual fun createAppShader(shaderCode: String): AppShader { | |
| return AppShader.makeForShader(shaderCode) | |
| } | |
| actual fun AppShader.makeShader( | |
| uniforms: Array<Pair<String, Number>>, | |
| children: Array<Pair<String, Shader>> | |
| ): Shader { | |
| // Intentionally take 1st shader only | |
| // Here we cannot provide named allocations, so, pass it in order as per ShaderCode | |
| return makeShader( | |
| uniforms = uniformData(*(uniforms.map { it.second }).toTypedArray()), | |
| children = arrayOf(children.get(0).second.skiaShader), | |
| localMatrix = null | |
| ).asComposeShader() | |
| } | |
| private fun uniformData(vararg num: Number): Data { | |
| return Data.makeFromBytes( | |
| bytes = sequence { | |
| num.forEach { yieldBytes(it) } | |
| }.toList().toByteArray() | |
| ) | |
| } | |
| private suspend fun SequenceScope<Byte>.yieldBytes(num: Number) { | |
| val v = when(num) { | |
| is Int -> num | |
| is Float -> num.toBits() | |
| else -> TODO() | |
| } | |
| repeat(4) { | |
| yield( (v shr (it*8)).toByte() ) | |
| } | |
| } |
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| import androidx.compose.animation.core.withInfiniteAnimationFrameMillis | |
| import androidx.compose.foundation.layout.Box | |
| import androidx.compose.material3.Text | |
| import androidx.compose.runtime.Composable | |
| import androidx.compose.runtime.getValue | |
| import androidx.compose.runtime.mutableStateOf | |
| import androidx.compose.runtime.produceState | |
| import androidx.compose.runtime.remember | |
| import androidx.compose.runtime.rememberCoroutineScope | |
| import androidx.compose.runtime.setValue | |
| import androidx.compose.ui.Modifier | |
| import androidx.compose.ui.draw.drawWithCache | |
| import androidx.compose.ui.graphics.ImageBitmap | |
| import androidx.compose.ui.graphics.ImageShader | |
| import androidx.compose.ui.graphics.Shader | |
| import androidx.compose.ui.graphics.ShaderBrush | |
| import androidx.compose.ui.unit.sp | |
| import kotlinx.coroutines.launch | |
| @Composable | |
| fun WobbleTextTest() { | |
| val scope = rememberCoroutineScope() | |
| var imageBitmap by remember { | |
| mutableStateOf<ImageBitmap?>(null) | |
| } | |
| val time by produceState(0f) { | |
| while (true) { | |
| withInfiniteAnimationFrameMillis { | |
| value = it / 1000f | |
| } | |
| } | |
| } | |
| val drawModifier = Modifier | |
| .drawWithCache { | |
| // Creates or recycled the GraphicsLayer | |
| val layer = obtainGraphicsLayer() | |
| val appShader = createAppShader(shaderCode) | |
| layer.apply { | |
| record { | |
| drawContent() | |
| } | |
| // scaleX = 2f | |
| // scaleY = 2f | |
| } | |
| scope.launch { | |
| imageBitmap = layer.toImageBitmap() | |
| } | |
| onDrawWithContent { | |
| if(imageBitmap != null) { | |
| val contentShader = ImageShader(image = imageBitmap!!) | |
| val shader = appShader.makeShader( | |
| uniforms = arrayOf( | |
| "width" to size.width, | |
| "height" to size.height, | |
| "time" to time | |
| ), | |
| children = arrayOf("content" to contentShader) | |
| ) | |
| val brush = ShaderBrush(shader) | |
| drawRect(brush) | |
| } | |
| } | |
| } | |
| Box( | |
| modifier = drawModifier | |
| ) { | |
| Text("Hello Compose Text", fontSize = 80.sp) | |
| } | |
| } |
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| @Language("AGSL") | |
| private val shaderCode = """ | |
| uniform float width; | |
| uniform float height; | |
| uniform float time; | |
| uniform shader content; | |
| vec3 mod289(vec3 x) { | |
| return x - floor(x * (1.0 / 289.0)) * 289.0; | |
| } | |
| vec4 mod289(vec4 x) { | |
| return x - floor(x * (1.0 / 289.0)) * 289.0; | |
| } | |
| vec4 permute(vec4 x) { | |
| return mod289(((x*34.0)+10.0)*x); | |
| } | |
| vec4 taylorInvSqrt(vec4 r) | |
| { | |
| return 1.79284291400159 - 0.85373472095314 * r; | |
| } | |
| float snoise(vec3 v) | |
| { | |
| const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; | |
| const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); | |
| // First corner | |
| vec3 i = floor(v + dot(v, C.yyy) ); | |
| vec3 x0 = v - i + dot(i, C.xxx) ; | |
| // Other corners | |
| vec3 g = step(x0.yzx, x0.xyz); | |
| vec3 l = 1.0 - g; | |
| vec3 i1 = min( g.xyz, l.zxy ); | |
| vec3 i2 = max( g.xyz, l.zxy ); | |
| // x0 = x0 - 0.0 + 0.0 * C.xxx; | |
| // x1 = x0 - i1 + 1.0 * C.xxx; | |
| // x2 = x0 - i2 + 2.0 * C.xxx; | |
| // x3 = x0 - 1.0 + 3.0 * C.xxx; | |
| vec3 x1 = x0 - i1 + C.xxx; | |
| vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y | |
| vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y | |
| // Permutations | |
| i = mod289(i); | |
| vec4 p = permute( permute( permute( | |
| i.z + vec4(0.0, i1.z, i2.z, 1.0 )) | |
| + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) | |
| + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); | |
| // Gradients: 7x7 points over a square, mapped onto an octahedron. | |
| // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) | |
| float n_ = 0.142857142857; // 1.0/7.0 | |
| vec3 ns = n_ * D.wyz - D.xzx; | |
| vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) | |
| vec4 x_ = floor(j * ns.z); | |
| vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) | |
| vec4 x = x_ *ns.x + ns.yyyy; | |
| vec4 y = y_ *ns.x + ns.yyyy; | |
| vec4 h = 1.0 - abs(x) - abs(y); | |
| vec4 b0 = vec4( x.xy, y.xy ); | |
| vec4 b1 = vec4( x.zw, y.zw ); | |
| //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; | |
| //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; | |
| vec4 s0 = floor(b0)*2.0 + 1.0; | |
| vec4 s1 = floor(b1)*2.0 + 1.0; | |
| vec4 sh = -step(h, vec4(0.0)); | |
| vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; | |
| vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; | |
| vec3 p0 = vec3(a0.xy,h.x); | |
| vec3 p1 = vec3(a0.zw,h.y); | |
| vec3 p2 = vec3(a1.xy,h.z); | |
| vec3 p3 = vec3(a1.zw,h.w); | |
| //Normalise gradients | |
| vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); | |
| p0 *= norm.x; | |
| p1 *= norm.y; | |
| p2 *= norm.z; | |
| p3 *= norm.w; | |
| // Mix final noise value | |
| vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); | |
| m = m * m; | |
| return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), | |
| dot(p2,x2), dot(p3,x3) ) ); | |
| } | |
| half4 main(in vec2 fragCoord) { | |
| vec2 resolution = vec2(width,height); | |
| vec2 uv = (fragCoord.xy / resolution.xy); | |
| float noise = snoise(vec3(uv.x * 6, uv.y * 6, time * 0.5)); | |
| noise *= exp(-length(abs(uv * 1.5))); | |
| vec2 offset1 = vec2(noise * 0.02); | |
| vec2 offset2 = vec2(0.02) / resolution.xy; | |
| uv += offset1 - offset2; | |
| return content.eval(uv * resolution.xy); | |
| } | |
| """.trimIndent() |
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WobbleText.mp4