diff --git a/shaders/effects/mosaic.f.glsl b/shaders/effects/mosaic.f.glsl new file mode 100644 index 0000000..d99af13 --- /dev/null +++ b/shaders/effects/mosaic.f.glsl @@ -0,0 +1,70 @@ +/* Copyright (C) 2019 Nunuhara Cabbage + * + * 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 . + */ + +#version 140 + +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 MAX_STRIDE 128.0 + +vec3 get_pixel(vec2 xy) { + return mix(texture(old, xy).rgb, texture(tex, xy).rgb, progress); +} + +void main() { + // size of each chunk + float stride = MAX_STRIDE * (1.0 - abs(progress * 2.0 - 1.0)); // progress=(0..0.5..1) -> stride=(0..max..0) + // offset of frag coordinate relative to chunk + vec2 offset = mod(gl_FragCoord.xy, stride); + // the chunk coordinate + vec2 chunk = tex_coord - offset / resolution; + // coordinate of chunk center + vec2 center = chunk + vec2(stride/2.0, stride/2.0) / resolution; + + // FIXME: In this implementation, the anchor point is at the top left of the screen. + // It should be anchored at the center to match SACT2.dll. + frag_color = vec4(get_pixel(center), 1.0); +} + +/* NOTE: This is an alternate implementation which computes an average for each chunk. + SACT2.dll does not do this. + +#define SAMPLES 8.0 +#define MAX_STRIDE 16.0 + +vec3 get_pixel(vec2 xy) { + return mix(texture(old, xy).xyz, texture(tex, xy).xyz, progress); +} + +void main() { + float stride = MAX_STRIDE * (1.0 - abs(progress * 2.0 - 1.0)); // progress=(0..0.5..1) -> stride=(0..max..0) + vec3 avg = vec3(0, 0, 0); + vec2 xy = floor(gl_FragCoord.xy / (SAMPLES * stride)) * (SAMPLES * stride); + for (float j = 0.0; j < SAMPLES; j += 1.0) { + for (float i = 0.0; i < SAMPLES; i+= 1.0) { + avg += get_pixel((xy + stride * vec2(i, j)) / resolution); + } + } + avg /= SAMPLES * SAMPLES; + frag_color = vec4(avg, 1.0); +} +*/ diff --git a/src/effect.c b/src/effect.c index 71826d1..bfd704b 100644 --- a/src/effect.c +++ b/src/effect.c @@ -129,11 +129,13 @@ 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"); extern GLuint main_surface_fb; static struct effect_shader *effect_shaders[NR_EFFECTS] = { [EFFECT_CROSSFADE] = &crossfade_shader, + [EFFECT_CROSSFADE_MOSAIC] = &mosaic_shader, }; int sact_Effect(int type, possibly_unused int time, possibly_unused int key)