Implement BLIND_LR effect

Very frequently used across many games.
This commit is contained in:
Nunuhara Cabbage
2021-07-07 20:14:25 -07:00
parent 5fa2c1ec63
commit 75539d4cdc
2 changed files with 44 additions and 0 deletions
+42
View File
@@ -0,0 +1,42 @@
/* 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 NR_BANDS 14
#define BAND_WIDTH 15
#define EFFECT_WIDTH (NR_BANDS * BAND_WIDTH)
void main() {
// start position of effect
float lhs = ((resolution.x + EFFECT_WIDTH) * progress) - EFFECT_WIDTH;
// current pixel x-coordinate
float p = tex_coord.x * resolution.x;
// band index
float band_no = (p - lhs) / 15.0;
// offset into the band
float offset = mod(p - lhs, 15.0);
// if offset >= band_no, use new texture
float new = step(band_no, offset);
vec3 col = mix(texture(old, tex_coord).rgb, texture(tex, tex_coord).rgb, new);
frag_color = vec4(col, 1.0);
}
+2
View File
@@ -130,12 +130,14 @@ 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 mosaic_shader = EFFECT_SHADER("shaders/effects/mosaic.f.glsl");
static struct effect_shader blind_lr_shader = EFFECT_SHADER("shaders/effects/blind_lr.f.glsl");
extern GLuint main_surface_fb;
static struct effect_shader *effect_shaders[NR_EFFECTS] = {
[EFFECT_CROSSFADE] = &crossfade_shader,
[EFFECT_CROSSFADE_MOSAIC] = &mosaic_shader,
[EFFECT_BLIND_LR] = &blind_lr_shader,
};
int sact_Effect(int type, possibly_unused int time, possibly_unused int key)