diff --git a/shaders/effects/blind_down.f.glsl b/shaders/effects/blind_down.f.glsl new file mode 100644 index 0000000..9a5c0da --- /dev/null +++ b/shaders/effects/blind_down.f.glsl @@ -0,0 +1,42 @@ +/* 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 . + */ + +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_HEIGHT 15 +#define EFFECT_HEIGHT (NR_BANDS * BAND_HEIGHT) + +void main() { + // start position of effect + float top = ((resolution.y + EFFECT_HEIGHT) * progress) - EFFECT_HEIGHT; + // current pixel x-coordinate + float p = tex_coord.y * resolution.y; + // band index + float band_no = (p - top) / 15.0; + // offset into the band + float offset = mod(p - top, 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); +} diff --git a/src/effect.c b/src/effect.c index d89bcaf..383e478 100644 --- a/src/effect.c +++ b/src/effect.c @@ -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 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"); static struct effect_shader zigzag_crossfade_shader = EFFECT_SHADER("shaders/effects/zigzag_crossfade.f.glsl"); static struct effect_shader blur_crossfade_shader = EFFECT_SHADER("shaders/effects/blur_crossfade.f.glsl"); @@ -139,6 +140,7 @@ extern GLuint main_surface_fb; static struct effect_shader *effect_shaders[NR_EFFECTS] = { [EFFECT_CROSSFADE] = &crossfade_shader, [EFFECT_CROSSFADE_MOSAIC] = &mosaic_shader, + [EFFECT_BLIND_DOWN] = &blind_down_shader, [EFFECT_BLIND_LR] = &blind_lr_shader, [EFFECT_ZIGZAG_CROSSFADE] = &zigzag_crossfade_shader, [EFFECT_BLUR_CROSSFADE] = &blur_crossfade_shader,