#version 330 core in vec2 uv; out vec4 outColor; uniform sampler2D ColorTexture; uniform sampler2D DepthTexture; uniform float time; uniform vec2 resolution; uniform vec3 color1; // Main Color uniform vec3 color2; // Color 2 uniform vec3 color3; // Color 3 uniform vec3 color4; // contrast/lighting params // Balatro-style effect configuration #define SPIN_ROTATION -2.0 #define SPIN_SPEED 7.0 #define OFFSET vec2(0.0) #define SPIN_AMOUNT 0.25 #define PIXEL_FILTER 745.0 #define SPIN_EASE 1.0 #define PI 3.14159265359 #define IS_ROTATE false vec4 effect(vec2 screenSize, vec2 screen_coords, float contrast, float lighting) { float pixel_size = length(screenSize.xy) / PIXEL_FILTER; vec2 effectUv = (floor(screen_coords.xy*(1./pixel_size))*pixel_size - 0.5*screenSize.xy)/length(screenSize.xy) - OFFSET; float uv_len = length(effectUv); float speed = (SPIN_ROTATION*SPIN_EASE*0.2); if(IS_ROTATE){ speed = time * speed; } speed += 302.2; float new_pixel_angle = atan(effectUv.y, effectUv.x) + speed - SPIN_EASE*20.*(1.*SPIN_AMOUNT*uv_len + (1. - 1.*SPIN_AMOUNT)); vec2 mid = (screenSize.xy/length(screenSize.xy))/2.; effectUv = (vec2((uv_len * cos(new_pixel_angle) + mid.x), (uv_len * sin(new_pixel_angle) + mid.y)) - mid); effectUv *= 30.; speed = time*(SPIN_SPEED); vec2 uv2 = vec2(effectUv.x+effectUv.y); for(int i=0; i < 5; i++) { uv2 += sin(max(effectUv.x, effectUv.y)) + effectUv; effectUv += 0.5*vec2(cos(5.1123314 + 0.353*uv2.y + speed*0.131121),sin(uv2.x - 0.113*speed)); effectUv -= 1.0*cos(effectUv.x + effectUv.y) - 1.0*sin(effectUv.x*0.711 - effectUv.y); } float contrast_mod = (0.25*contrast + 0.5*SPIN_AMOUNT + 1.2); float paint_res = min(2., max(0.,length(effectUv)*(0.035)*contrast_mod)); float c1p = max(0.,1. - contrast_mod*abs(1.-paint_res)); float c2p = max(0.,1. - contrast_mod*abs(paint_res)); float c3p = 1. - min(1., c1p + c2p); float light = (lighting - 0.2)*max(c1p*5. - 4., 0.) + lighting*max(c2p*5. - 4., 0.); vec4 colour1 = vec4(color1, 1.0); vec4 colour2 = vec4(color2, 1.0); vec4 colour3 = vec4(color3, 1.0); return (0.3/contrast)*colour1 + (1. - 0.3/contrast)*(colour1*c1p + colour2*c2p + vec4(c3p*colour3.rgb, c3p*colour1.a)) + light; } void main() { vec4 originalColor = texture(ColorTexture, uv); vec2 texelSize = 1.0 / textureSize(DepthTexture, 0); // Optimized depth-based masking - cross pattern float centerDepth = texture(DepthTexture, uv).r; float minDepth = centerDepth; minDepth = min(minDepth, texture(DepthTexture, uv + vec2(-texelSize.x, 0.0)).r); minDepth = min(minDepth, texture(DepthTexture, uv + vec2(texelSize.x, 0.0)).r); minDepth = min(minDepth, texture(DepthTexture, uv + vec2(0.0, -texelSize.y)).r); minDepth = min(minDepth, texture(DepthTexture, uv + vec2(0.0, texelSize.y)).r); float mask = smoothstep(0.99, 0.98, minDepth); if (mask < 0.01) { discard; } // Extract contrast and lighting from color4 float contrast = color4.r * 10.0; // map 0-1 to 0-10 float lighting = color4.g; // 0-1 // Apply Balatro-style effect vec4 effectColor = effect(resolution, uv * resolution, contrast, lighting); // Mix original color with effect vec4 finalHandColor = mix(originalColor, effectColor, 0.85); outColor = vec4(finalHandColor.rgb, mask); }