Files
whisper_voice/src/ui/qml/glow.frag
2026-01-24 17:03:52 +02:00

41 lines
1.2 KiB
GLSL

#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float time;
float intensity; // 0.0 to 1.0, controlled by Audio Amplitude
};
float rand(vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main() {
vec2 uv = qt_TexCoord0;
// 1. Base Noise (subtle grain)
float noise = rand(uv + vec2(time * 0.01, 0.0));
// 2. Radial Glow (bright center, fading to edges)
vec2 center = vec2(0.5, 0.5);
float dist = distance(uv, center);
// Glow strength based on intensity (audio amplitude)
// Higher intensity = brighter, wider glow
float glowRadius = 0.3 + (intensity * 0.4); // Radius grows with volume
float glow = 1.0 - smoothstep(0.0, glowRadius, dist);
glow = pow(glow, 2.0); // Sharpen the falloff
// 3. Color the glow (warm white/cyan tint)
vec3 glowColor = vec3(0.8, 0.9, 1.0); // Slight cyan tint
// 4. Combine noise + glow
vec3 finalColor = mix(vec3(noise), glowColor, glow * intensity);
fragColor = vec4(finalColor, 1.0) * qt_Opacity;
}