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-rw-r--r--docs/features/rgb_matrix.md2
-rw-r--r--quantum/rgb_matrix/animations/rgb_matrix_effects.inc1
-rw-r--r--quantum/rgb_matrix/animations/starlight_smooth_anim.h26
3 files changed, 29 insertions, 0 deletions
diff --git a/docs/features/rgb_matrix.md b/docs/features/rgb_matrix.md
index a22f931f1b..ca50fc5257 100644
--- a/docs/features/rgb_matrix.md
+++ b/docs/features/rgb_matrix.md
@@ -150,6 +150,7 @@ enum rgb_matrix_effects {
RGB_MATRIX_SOLID_SPLASH, // Hue & value pulse away from a single key hit then fades value out
RGB_MATRIX_SOLID_MULTISPLASH, // Hue & value pulse away from multiple key hits then fades value out
RGB_MATRIX_STARLIGHT, // LEDs turn on and off at random at varying brightness, maintaining user set color
+ RGB_MATRIX_STARLIGHT_SMOOTH, // LEDs slowly increase and decrease in brightness randomly
RGB_MATRIX_STARLIGHT_DUAL_HUE, // LEDs turn on and off at random at varying brightness, modifies user set hue by +- 30
RGB_MATRIX_STARLIGHT_DUAL_SAT, // LEDs turn on and off at random at varying brightness, modifies user set saturation by +- 30
RGB_MATRIX_RIVERFLOW, // Modification to breathing animation, offset's animation depending on key location to simulate a river flowing
@@ -193,6 +194,7 @@ You can enable a single effect by defining `ENABLE_[EFFECT_NAME]` in your `confi
|`#define ENABLE_RGB_MATRIX_PIXEL_FLOW` |Enables `RGB_MATRIX_PIXEL_FLOW` |
|`#define ENABLE_RGB_MATRIX_PIXEL_RAIN` |Enables `RGB_MATRIX_PIXEL_RAIN` |
|`#define ENABLE_RGB_MATRIX_STARLIGHT` |Enables `RGB_MATRIX_STARLIGHT` |
+|`#define ENABLE_RGB_MATRIX_STARLIGHT_SMOOTH` |Enables `RGB_MATRIX_STARLIGHT_SMOOTH` |
|`#define ENABLE_RGB_MATRIX_STARLIGHT_DUAL_HUE` |Enables `RGB_MATRIX_STARLIGHT_DUAL_HUE` |
|`#define ENABLE_RGB_MATRIX_STARLIGHT_DUAL_SAT` |Enables `RGB_MATRIX_STARLIGHT_DUAL_SAT` |
|`#define ENABLE_RGB_MATRIX_RIVERFLOW` |Enables `RGB_MATRIX_RIVERFLOW` |
diff --git a/quantum/rgb_matrix/animations/rgb_matrix_effects.inc b/quantum/rgb_matrix/animations/rgb_matrix_effects.inc
index e8b7a2bcde..abc2adf2cc 100644
--- a/quantum/rgb_matrix/animations/rgb_matrix_effects.inc
+++ b/quantum/rgb_matrix/animations/rgb_matrix_effects.inc
@@ -39,6 +39,7 @@
#include "solid_reactive_nexus.h"
#include "splash_anim.h"
#include "solid_splash_anim.h"
+#include "starlight_smooth_anim.h"
#include "starlight_anim.h"
#include "starlight_dual_sat_anim.h"
#include "starlight_dual_hue_anim.h"
diff --git a/quantum/rgb_matrix/animations/starlight_smooth_anim.h b/quantum/rgb_matrix/animations/starlight_smooth_anim.h
new file mode 100644
index 0000000000..a87c06f9df
--- /dev/null
+++ b/quantum/rgb_matrix/animations/starlight_smooth_anim.h
@@ -0,0 +1,26 @@
+// Copyright 2022 @art-was-here
+// SPDX-License-Identifier: GPL-2.0+
+
+#ifdef ENABLE_RGB_MATRIX_STARLIGHT_SMOOTH
+RGB_MATRIX_EFFECT(STARLIGHT_SMOOTH)
+# ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
+
+static uint8_t phase_offsets[RGB_MATRIX_LED_COUNT];
+
+hsv_t STARLIGHT_SMOOTH_math(hsv_t hsv, uint8_t i, uint8_t time) {
+ if (phase_offsets[i] == 0) {
+ phase_offsets[i] = rand() % 255;
+ }
+ hsv.v = scale8(abs8(sin8((time + phase_offsets[i]) / 2) - 128) * 2, hsv.v);
+ return hsv;
+}
+
+bool STARLIGHT_SMOOTH(effect_params_t* params) {
+ if (params->init) {
+ memset(phase_offsets, 0, sizeof(phase_offsets));
+ }
+ return effect_runner_i(params, &STARLIGHT_SMOOTH_math);
+}
+
+# endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS
+#endif // ENABLE_RGB_MATRIX_STARLIGHT_SMOOTH