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Merge pull request #221 from kichikuou/effect60
Implement effect number 60
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@@ -72,6 +72,7 @@ enum effect {
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EFFECT_BLUR_FADEOUT = 50,
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EFFECT_BLUR_CROSSFADE = 51,
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EFFECT_2ROT_ZOOM_BLEND_BLUR = 52,
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EFFECT_VWAVE_CROSSFADE = 60,
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NR_EFFECTS
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};
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@@ -0,0 +1,39 @@
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/* Copyright (C) 2019 Nunuhara Cabbage <nunuhara@haniwa.technology>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://gnu.org/licenses/>.
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*/
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uniform sampler2D tex; // the new scene
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uniform sampler2D old; // the old scene
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uniform vec2 resolution; // the screen resolution
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uniform float progress; // effect progress (0..1)
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in vec2 tex_coord;
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out vec4 frag_color;
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vec3 get_pixel(vec2 xy) {
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return mix(texture(old, xy).rgb, texture(tex, xy).rgb, progress);
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}
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float triangle(float f) {
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return 1.0 - abs(f * 2.0 - 1.0);
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}
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void main() {
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vec2 p = tex_coord * resolution;
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float scale = triangle(progress) * 80.0; // (0..0.5..1) -> (0..80..0);
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float wobble = progress * 24.0;
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float offset = sin((p.y / 100.0) - wobble) * scale;
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frag_color = vec4(get_pixel(fract(vec2(p.x + offset, p.y) / resolution)), 1.0);
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}
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+11
-2
@@ -75,6 +75,7 @@ const char *effect_names[NR_EFFECTS] = {
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[EFFECT_BLUR_FADEOUT] = "EFFECT_BLUR_FADEOUT",
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[EFFECT_BLUR_CROSSFADE] = "EFFECT_BLUR_CROSSFADE",
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[EFFECT_2ROT_ZOOM_BLEND_BLUR] = "EFFECT_2ROT_ZOOM_BLEND_BLUR",
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[EFFECT_VWAVE_CROSSFADE] = "EFFECT_VWAVE_CROSSFADE",
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};
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struct effect_shader {
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@@ -153,6 +154,7 @@ static struct effect_shader turn_page_shader = EFFECT_SHADER("shaders/effects/tu
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static struct effect_shader sepia_noise_crossfade_shader = EFFECT_SHADER("shaders/effects/sepia_noise_crossfade.f.glsl");
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static struct effect_shader blur_fadeout_shader = EFFECT_SHADER("shaders/effects/blur_fadeout.f.glsl");
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static struct effect_shader blur_crossfade_shader = EFFECT_SHADER("shaders/effects/blur_crossfade.f.glsl");
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static struct effect_shader vwave_crossfade_shader = EFFECT_SHADER("shaders/effects/vwave_crossfade.f.glsl");
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static struct effect_shader *effect_shaders[NR_EFFECTS] = {
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[EFFECT_CROSSFADE] = &crossfade_shader,
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@@ -168,6 +170,7 @@ static struct effect_shader *effect_shaders[NR_EFFECTS] = {
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[EFFECT_SEPIA_NOISE_CROSSFADE] = &sepia_noise_crossfade_shader,
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[EFFECT_BLUR_FADEOUT] = &blur_fadeout_shader,
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[EFFECT_BLUR_CROSSFADE] = &blur_crossfade_shader,
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[EFFECT_VWAVE_CROSSFADE] = &vwave_crossfade_shader,
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};
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static void effect_fadeout(Texture *dst, Texture *old, Texture *new, float rate)
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@@ -274,7 +277,10 @@ void effect_update_texture(int type, Texture *dst, Texture *old, Texture *new, f
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} else {
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struct effect_shader *s = effect_shaders[type];
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if (!s) {
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WARNING("Unimplemented effect: %s", effect_names[type]);
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if (effect_names[type])
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WARNING("Unimplemented effect: %s", effect_names[type]);
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else
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WARNING("Unimplemented effect: %d", type);
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s = effect_shaders[EFFECT_BLUR_CROSSFADE];
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}
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if (!s->s.program)
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@@ -296,7 +302,10 @@ int effect_init(enum effect type)
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else {
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struct effect_shader *s = effect_shaders[type];
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if (!s) {
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WARNING("Unimplemented effect: %s", effect_names[type]);
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if (effect_names[type])
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WARNING("Unimplemented effect: %s", effect_names[type]);
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else
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WARNING("Unimplemented effect: %d", type);
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type = EFFECT_BLUR_CROSSFADE;
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s = effect_shaders[type];
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}
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