Sine ray distortion shader

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Bigfoot71
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Posts: 287
Joined: Fri Mar 11, 2022 11:07 am

Sine ray distortion shader

Post by Bigfoot71 »

Hello everyone :D

Just a little thing that I had to do myself because I couldn't find anything similar elsewhere, so maybe it can help someone.

I made a prototype game where a cannon levitates balls and has to throw them at targets and I wanted to find a cool effect, so I had the idea of ​​some kind of warping ray that would simulate magnetism or I do not know what.

In short, here is a demo that I made apart for the image:
Image

The shader (surely optimizable):

Code: Select all

uniform float thickness; // Thickness (amplitude) of the ray
uniform float time;

uniform vec2 p1; // First point of the seg
uniform vec2 p2; // Second point of the seg

float attenuation(float distance, float thickness) {
    return 1.0 - distance / thickness;
}

vec4 effect(vec4 c, Image tex, vec2 tc, vec2 sc) {

    /* Calculation of the distance of the line p1->p2 */

    vec2 v = p2 - p1;
    vec2 w = sc - p1;
    float c1 = dot(w, v);
    float c2 = dot(v, v);
    float distanceToPoint;

    if (c1 <= 0.0) {
        distanceToPoint = distance(sc, p1);
    } else if (c2 <= c1) {
        distanceToPoint = distance(sc, p2);
    } else {
        vec2 pb = p1 + v * (c1 / c2);
        distanceToPoint = distance(sc, pb);
    }

    /* Ripple of line p1->p2 */

    if (distanceToPoint < thickness) {

        vec2 dir = normalize(p2 - p1);          // direction vector between p1 and p2
        vec2 parallel = vec2(dir.y, -dir.x);    // line parallel vector
        vec2 offset = sc - p1;                  // offset vector with respect to p1
        float distance = dot(offset, dir);      // distance along the line between p1 and p2
        float angle = distance * 0.1 + time;    // angle as a function of time and distance (0.1 = ripple factor)

        float amplitude = thickness * 0.001;                    // 0.001 = deformation factor
        amplitude *= attenuation(distanceToPoint, thickness);   // attenuation so that it stays in line with the edges of the ray

        vec2 wave = vec2(
            cos(angle) * amplitude * parallel.x,
            sin(angle) * amplitude * parallel.y
        );
        
        return Texel(tex, tc + wave);

    }

    return Texel(tex, tc);

}
And the demo in attachment.

If you want to use it you are free, it's done for, totally free of rights :D

Background source: https://opengameart.org/content/background-2
Attachments
SineRayShader.love
(126.96 KiB) Downloaded 89 times
My avatar code for the curious :D V1, V2, V3.
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knorke
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Posts: 239
Joined: Wed Jul 14, 2010 7:06 pm
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Re: Sine ray distortion shader

Post by knorke »

Neat. Reminds me of hot exhaust gases. Or waves in water.
The background image is maybe not the best example, too many flat colored areas where no wobble is visible.
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