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| 1 | +package com.bytecats.metanoia.ui.effects |
| 2 | + |
| 3 | +import android.graphics.RenderEffect |
| 4 | +import android.graphics.RuntimeShader |
| 5 | +import android.os.Build |
| 6 | +import androidx.annotation.RequiresApi |
| 7 | +import androidx.compose.ui.Modifier |
| 8 | +import androidx.compose.ui.draw.drawWithContent |
| 9 | +import androidx.compose.ui.graphics.asComposeRenderEffect |
| 10 | +import androidx.compose.ui.graphics.graphicsLayer |
| 11 | +import org.intellij.lang.annotations.Language |
| 12 | + |
| 13 | +@Language("AGSL") |
| 14 | +const val LIQUID_GLASS_SHADER = """ |
| 15 | + uniform shader composable; |
| 16 | + uniform float2 u_resolution; |
| 17 | + uniform float u_time; |
| 18 | + uniform float u_aberration; |
| 19 | +
|
| 20 | + half4 main(float2 fragCoord) { |
| 21 | + float2 uv = fragCoord / u_resolution; |
| 22 | + |
| 23 | + // Liquid wave displacement offset |
| 24 | + float wave = sin(uv.x * 12.0 + u_time * 2.0) * cos(uv.y * 12.0 + u_time * 1.5) * 0.008; |
| 25 | + |
| 26 | + // Chromatic aberration (RGB shift) |
| 27 | + half4 colorR = composable.eval(fragCoord + float2(wave + u_aberration, wave)); |
| 28 | + half4 colorG = composable.eval(fragCoord + float2(wave, wave)); |
| 29 | + half4 colorB = composable.eval(fragCoord + float2(wave - u_aberration, wave)); |
| 30 | + |
| 31 | + // Tokyo Night ambient tint |
| 32 | + half3 tint = half3(0.48, 0.63, 0.97) * 0.12; // #7aa2f7 |
| 33 | + |
| 34 | + return half4(colorR.r + tint.r, colorG.g + tint.g, colorB.b + tint.b, colorG.a); |
| 35 | + } |
| 36 | +""" |
| 37 | + |
| 38 | +/** |
| 39 | + * Applies an AGSL (Android Graphics Shader Language) liquid glassmorphism shader effect |
| 40 | + * on Android 13+ (API 33+), with graceful fallback for earlier Android versions. |
| 41 | + */ |
| 42 | +fun Modifier.agslLiquidGlass( |
| 43 | + time: Float, |
| 44 | + resolutionX: Float, |
| 45 | + resolutionY: Float, |
| 46 | + aberration: Float = 4f |
| 47 | +): Modifier = if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.TIRAMISU) { |
| 48 | + this.graphicsLayer { |
| 49 | + val shader = RuntimeShader(LIQUID_GLASS_SHADER) |
| 50 | + shader.setFloatUniform("u_resolution", resolutionX.coerceAtLeast(1f), resolutionY.coerceAtLeast(1f)) |
| 51 | + shader.setFloatUniform("u_time", time) |
| 52 | + shader.setFloatUniform("u_aberration", aberration) |
| 53 | + renderEffect = RenderEffect.createRuntimeShaderEffect(shader, "composable").asComposeRenderEffect() |
| 54 | + } |
| 55 | +} else { |
| 56 | + this |
| 57 | +} |
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