Skip to content

Instantly share code, notes, and snippets.

@jmadaminov
Created April 20, 2023 10:43
Show Gist options
  • Save jmadaminov/d80e16dd6cfcc38e4e4a827630e3bfa7 to your computer and use it in GitHub Desktop.
Save jmadaminov/d80e16dd6cfcc38e4e4a827630e3bfa7 to your computer and use it in GitHub Desktop.
Liquid like AGSL shader effect
import android.graphics.Bitmap
import android.graphics.BitmapShader
import android.graphics.RuntimeShader
import android.graphics.Shader
import android.os.Build
import androidx.compose.animation.core.withInfiniteAnimationFrameMillis
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.runtime.getValue
import androidx.compose.runtime.produceState
import androidx.compose.ui.Modifier
import androidx.compose.ui.composed
import androidx.compose.ui.draw.clip
import androidx.compose.ui.draw.drawWithCache
import androidx.compose.ui.geometry.CornerRadius
import androidx.compose.ui.graphics.ShaderBrush
import androidx.compose.ui.graphics.asImageBitmap
import androidx.compose.ui.platform.LocalDensity
import androidx.compose.ui.unit.dp
import org.intellij.lang.annotations.Language
fun Modifier.blurBgShader(imageBitmap: Bitmap): Modifier = this.composed {
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.TIRAMISU) {
val cornerRadius = with(LocalDensity.current) { 15.dp.toPx() }
// produce updating time in seconds variable to pass into shader
val time by produceState(0f) {
while (true) {
withInfiniteAnimationFrameMillis {
value = it / 1000f
}
}
}
Modifier.drawWithCache {
val shader = RuntimeShader(PERLIN_NOISE)
val shaderBrush = ShaderBrush(shader)
shader.setFloatUniform("iResolution", size.width, size.height)
shader.setFloatUniform("iTime", time)
shader.setInputBuffer(
"background", BitmapShader(
imageBitmap, Shader.TileMode.MIRROR, Shader.TileMode.MIRROR
)
)
onDrawBehind {
drawRoundRect(shaderBrush, cornerRadius = CornerRadius(cornerRadius))
}
}
} else {
Modifier
.drawWithCache {
onDrawBehind {
drawImage(imageBitmap.asImageBitmap())
}
}
.clip(RoundedCornerShape(15.dp))
}
}
@Language("AGSL")
val PERLIN_NOISE = """
uniform float2 iResolution;
uniform float iTime;
uniform shader background;
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : stegu
// Lastmod : 20201014 (stegu)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
// https://github.com/stegu/webgl-noise
//
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);
}
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 = 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 = inversesqrt(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 uv = (fragCoord.xy / iResolution.xy);
float noise = snoise(vec3(uv.x * 6, uv.y * 6, iTime * 0.5)) * 2;
noise *= exp(-length(abs(uv * 1.5)));
vec2 offset1 = vec2(noise * 0.02);
vec2 offset2 = vec2(0.02) / iResolution.xy;
uv += offset1 - offset2;
return background.eval(uv * iResolution.xy);
}
""".trimIndent()
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment