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April 20, 2023 10:43
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Liquid like AGSL shader effect
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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() |
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