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Implement BLIND_LR effect
Very frequently used across many games.
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@@ -0,0 +1,42 @@
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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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#define NR_BANDS 14
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#define BAND_WIDTH 15
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#define EFFECT_WIDTH (NR_BANDS * BAND_WIDTH)
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void main() {
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// start position of effect
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float lhs = ((resolution.x + EFFECT_WIDTH) * progress) - EFFECT_WIDTH;
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// current pixel x-coordinate
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float p = tex_coord.x * resolution.x;
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// band index
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float band_no = (p - lhs) / 15.0;
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// offset into the band
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float offset = mod(p - lhs, 15.0);
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// if offset >= band_no, use new texture
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float new = step(band_no, offset);
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vec3 col = mix(texture(old, tex_coord).rgb, texture(tex, tex_coord).rgb, new);
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frag_color = vec4(col, 1.0);
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}
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@@ -130,12 +130,14 @@ static void render_effect_shader(struct effect_shader *shader, Texture *old, Tex
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#define EFFECT_SHADER(path) { .s = { .prepare = prepare_effect_shader }, .f_path = path}
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static struct effect_shader crossfade_shader = EFFECT_SHADER("shaders/effects/crossfade.f.glsl");
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static struct effect_shader mosaic_shader = EFFECT_SHADER("shaders/effects/mosaic.f.glsl");
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static struct effect_shader blind_lr_shader = EFFECT_SHADER("shaders/effects/blind_lr.f.glsl");
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extern GLuint main_surface_fb;
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static struct effect_shader *effect_shaders[NR_EFFECTS] = {
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[EFFECT_CROSSFADE] = &crossfade_shader,
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[EFFECT_CROSSFADE_MOSAIC] = &mosaic_shader,
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[EFFECT_BLIND_LR] = &blind_lr_shader,
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};
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int sact_Effect(int type, possibly_unused int time, possibly_unused int key)
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