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- init python:
- renpy.register_shader("shadertoy.rainonwindow", variables="""
- uniform float u_time;
- uniform vec2 u_model_size;
- uniform float u_rain_amount;
- uniform sampler2D tex0;
- """,
- fragment_functions="""
- vec3 N13(float p)
- {
- vec3 p3 = fract(vec3(p) * vec3(.1031,.11369,.13787));
- p3 += dot(p3, p3.yzx + 19.19);
- return fract(vec3((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y, (p3.y+p3.z)*p3.x));
- }
- vec4 N14(float t)
- {
- return fract(sin(t*vec4(123., 1024., 1456., 264.))*vec4(6547., 345., 8799., 1564.));
- }
- float N(float t)
- {
- return fract(sin(t*12345.564)*7658.76);
- }
- float Saw(float b, float t)
- {
- return smoothstep(0., b, t) * smoothstep(1., b, t);
- }
- vec2 DropLayer2(vec2 uv, float t)
- {
- vec2 UV = uv;
- uv.y += t*0.75;
- vec2 a = vec2(6., 1.);
- vec2 grid = a*2.;
- vec2 id = floor(uv*grid);
- float colShift = N(id.x);
- uv.y += colShift;
- id = floor(uv*grid);
- vec3 n = N13(id.x*35.2+id.y*2376.1);
- vec2 st = fract(uv*grid)-vec2(.5, 0);
- float x = n.x-.5;
- float y = UV.y*20.;
- float wiggle = sin(y+sin(y));
- x += wiggle*(.5-abs(x))*(n.z-.5);
- x *= .7;
- float ti = fract(t+n.z);
- y = (Saw(.85, ti)-.5)*.9+.5;
- vec2 p = vec2(x, y);
- float d = length((st-p)*a.yx);
- float mainDrop = smoothstep(.4, .0, d);
- float r = sqrt(smoothstep(1., y, st.y));
- float cd = abs(st.x-x);
- float trail = smoothstep(.23*r, .15*r*r, cd);
- float trailFront = smoothstep(-.02, .02, st.y-y);
- trail *= trailFront*r*r;
- y = UV.y;
- float trail2 = smoothstep(.2*r, .0, cd);
- float droplets = max(0., (sin(y*(1.-y)*120.)-st.y))*trail2*trailFront*n.z;
- y = fract(y*10.)+(st.y-.5);
- float dd = length(st-vec2(x, y));
- droplets = smoothstep(.3, 0., dd);
- float m = mainDrop+droplets*r*trailFront;
- return vec2(m, trail);
- }
- float StaticDrops(vec2 uv, float t)
- {
- uv *= 40.;
- vec2 id = floor(uv);
- uv = fract(uv)-.5;
- vec3 n = N13(id.x*107.45+id.y*3543.654);
- vec2 p = (n.xy-.5)*.7;
- float d = length(uv-p);
- float fade = Saw(.025, fract(t+n.z));
- float c = smoothstep(.3, 0., d)*fract(n.z*10.)*fade;
- return c;
- }
- vec2 Drops(vec2 uv, float t, float l0, float l1, float l2)
- {
- float s = StaticDrops(uv, t)*l0;
- vec2 m1 = DropLayer2(uv, t)*l1;
- vec2 m2 = DropLayer2(uv*1.85, t)*l2;
- float c = s+m1.x+m2.x;
- c = smoothstep(.3, 1., c);
- return vec2(c, max(m1.y*l0, m2.y*l1));
- }
- """,
- vertex_300="""
- v_tex_coord = a_tex_coord;
- """,
- fragment_300="""
- vec2 uv = (gl_FragCoord.xy - u_model_size.xy*.5) / u_model_size.y;
- vec2 UV = gl_FragCoord.xy/u_model_size.xy;
- float T = u_time + 2.;
- float t = T*.2;
- float rainAmount = u_rain_amount;
- float maxBlur = mix(3., 6., rainAmount);
- float minBlur = 2.;
- float story = 0.;
- float heart = 0.;
- float zoom = 1.0;
- uv *= .7+zoom*.3;
- UV = (UV-.5)*(.9+zoom*.1)+.5;
- float staticDrops = smoothstep(-.5, 1., rainAmount)*2.;
- float layer1 = smoothstep(.25, .75, rainAmount);
- float layer2 = smoothstep(.0, .5, rainAmount);
- vec2 c = Drops(uv, t, staticDrops, layer1, layer2);
- vec2 e = vec2(.001, 0.);
- float cx = Drops(uv+e, t, staticDrops, layer1, layer2).x;
- float cy = Drops(uv+e.yx, t, staticDrops, layer1, layer2).x;
- vec2 n = vec2(cx-c.x, cy-c.x);
- float focus = mix(maxBlur-c.y, minBlur, smoothstep(.1, .2, c.x));
- vec3 col = texture2DLod(tex0, UV+n, focus).rgb;
- gl_FragColor = vec4(col, 1.);
- """)
- init python:
- class RainOnWindow(renpy.Displayable):
- def __init__(self, child, width, height, rainamount=1.0, **kwargs):
- super(RainOnWindow, self).__init__(**kwargs)
- self.child = renpy.displayable(child)
- self.width = width
- self.height = height
- self.rainamount = rainamount;
- def render(self, width, height, st, at):
- render = renpy.Render(self.width, self.height)
- render.place(self.child)
- render.add_shader("shadertoy.rainonwindow")
- render.add_uniform("u_time", st)
- render.add_uniform("u_model_size", (self.width, self.height))
- render.add_uniform("u_rain_amount", self.rainamount)
- renpy.redraw(self, 0)
- return render
- image rainonwindow = RainOnWindow("bgafterwindow", width = 1280, height = 720, rainamount = 1.0)
- label main_menu:
- return
- label start:
- show rainonwindow
- pause
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