Implement EFFECT_UP_DOWN_CROSSFADE

This commit is contained in:
Nunuhara Cabbage
2022-04-04 06:52:51 -07:00
parent 888b491b38
commit 6118eef06a
2 changed files with 38 additions and 0 deletions
+36
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@@ -0,0 +1,36 @@
/* Copyright (C) 2019 Nunuhara Cabbage <nunuhara@haniwa.technology>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://gnu.org/licenses/>.
*/
uniform sampler2D tex; // the new scene
uniform sampler2D old; // the old scene
uniform vec2 resolution; // the screen resolution
uniform float progress; // effect progress (0..1)
in vec2 tex_coord;
out vec4 frag_color;
#define EFFECT_HEIGHT 210.0
void main() {
// start position of effect
float top = ((resolution.y + EFFECT_HEIGHT) * progress) - EFFECT_HEIGHT;
// current pixel y-coordinate
float p = tex_coord.y * resolution.y;
// calculate alpha value
float alpha = clamp((p - top) / EFFECT_HEIGHT, 0.0, 1.0);
vec3 col = mix(texture(tex, tex_coord).rgb, texture(old, tex_coord).rgb, alpha);
frag_color = vec4(col, 1.0);
}
+2
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@@ -130,6 +130,7 @@ static void render_effect_shader(struct effect_shader *shader, Texture *old, Tex
#define EFFECT_SHADER(path) { .s = { .prepare = prepare_effect_shader }, .f_path = path}
static struct effect_shader crossfade_shader = EFFECT_SHADER("shaders/effects/crossfade.f.glsl");
static struct effect_shader crossfade_lr_shader = EFFECT_SHADER("shaders/effects/crossfade_lr.f.glsl");
static struct effect_shader crossfade_up_down_shader = EFFECT_SHADER("shaders/effects/crossfade_up_down.f.glsl");
static struct effect_shader mosaic_shader = EFFECT_SHADER("shaders/effects/mosaic.f.glsl");
static struct effect_shader blind_down_shader = EFFECT_SHADER("shaders/effects/blind_down.f.glsl");
static struct effect_shader blind_lr_shader = EFFECT_SHADER("shaders/effects/blind_lr.f.glsl");
@@ -141,6 +142,7 @@ extern GLuint main_surface_fb;
static struct effect_shader *effect_shaders[NR_EFFECTS] = {
[EFFECT_CROSSFADE] = &crossfade_shader,
[EFFECT_CROSSFADE_LR] = &crossfade_lr_shader,
[EFFECT_UP_DOWN_CROSSFADE] = &crossfade_up_down_shader,
[EFFECT_CROSSFADE_MOSAIC] = &mosaic_shader,
[EFFECT_BLIND_DOWN] = &blind_down_shader,
[EFFECT_BLIND_LR] = &blind_lr_shader,