Files
xianyan/assets/shaders/fluid.frag
Developer f9c19463f9 chore: 批量更新v6.5.21版本,整合多项功能修复与优化
主要变更:
1. 新增多风格音效资源与管理文档
2. 修复翻译服务空响应处理与Dio日志异常捕获
3. 完善Web端平台适配与路径获取Stub
4. 优化设备配对与文件传输功能
5. 新增角色命名常量与摇一摇检测器
6. 修复Riverpod dispose与鸿蒙导航路由
7. 新增每日通知服务与流体着色器
8. 优化备份服务与数据管理页面
9. 新增隐私设置附近设备发现选项
10. 重构诗词提供者支持历史记录
11. 完善桌面端构建配置与开发脚本
12. 清理旧版工具部署脚本
2026-05-21 00:19:14 +08:00

50 lines
1.3 KiB
GLSL

#include <flutter/runtime_effect.glsl>
uniform float u_time;
uniform vec2 u_resolution;
uniform vec2 u_touch;
out vec4 fragColor;
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
float noise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
void main() {
vec2 st = FlutterFragCoord().xy / u_resolution;
st.x *= u_resolution.x / u_resolution.y;
float t = u_time * 0.3;
float n = noise(st * 3.0 + t);
n += 0.5 * noise(st * 6.0 - t * 0.7);
n += 0.25 * noise(st * 12.0 + t * 0.5);
if (u_touch.x > 0.0 && u_touch.y > 0.0) {
vec2 touchPos = u_touch / u_resolution;
touchPos.x *= u_resolution.x / u_resolution.y;
float dist = distance(st, touchPos);
n += 0.3 * smoothstep(0.3, 0.0, dist) * sin(dist * 20.0 - u_time * 3.0);
}
vec3 color1 = vec3(0.4, 0.6, 0.9);
vec3 color2 = vec3(0.7, 0.4, 0.8);
vec3 color3 = vec3(0.3, 0.8, 0.7);
vec3 color = mix(color1, color2, n);
color = mix(color, color3, n * 0.5);
fragColor = vec4(color, 0.6);
}