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Merge pull request #91 from kichikuou/effect
Implement EFFECT_NOISE_CROSSFADE and EFFECT_SEPIA_NOISE_CROSSFADE
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@@ -0,0 +1,35 @@
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/* Copyright (C) 2022 kichikuou <KichikuouChrome@gmail.com>
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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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void main() {
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float rand = fract(sin(dot(vec3(tex_coord, progress), vec3(12.9898, 78.233, 81.2463))) * 43758.5453);
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vec3 col;
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if (progress < 0.5) {
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col = mix(texture(old, tex_coord).rgb, vec3(rand), progress * 2.0);
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} else {
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col = mix(texture(tex, tex_coord).rgb, vec3(rand), (1.0 - progress) * 2.0);
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}
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frag_color = vec4(col, 1.0);
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}
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@@ -0,0 +1,36 @@
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/* Copyright (C) 2022 kichikuou <KichikuouChrome@gmail.com>
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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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void main() {
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float rand = fract(sin(dot(vec3(tex_coord, progress), vec3(12.9898, 78.233, 81.2463))) * 43758.5453);
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vec3 sepia = rand * vec3(1.0, 0.888, 0.691);
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vec3 col;
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if (progress < 0.5) {
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col = mix(texture(old, tex_coord).rgb, sepia, progress * 2.0);
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} else {
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col = mix(texture(tex, tex_coord).rgb, sepia, (1.0 - progress) * 2.0);
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}
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frag_color = vec4(col, 1.0);
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}
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@@ -138,7 +138,9 @@ static struct effect_shader blind_down_shader = EFFECT_SHADER("shaders/effects/b
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static struct effect_shader blind_lr_shader = EFFECT_SHADER("shaders/effects/blind_lr.f.glsl");
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static struct effect_shader linear_blur_shader = EFFECT_SHADER("shaders/effects/linear_blur.f.glsl");
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static struct effect_shader zigzag_crossfade_shader = EFFECT_SHADER("shaders/effects/zigzag_crossfade.f.glsl");
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static struct effect_shader noise_crossfade_shader = EFFECT_SHADER("shaders/effects/noise_crossfade.f.glsl");
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static struct effect_shader turn_page_shader = EFFECT_SHADER("shaders/effects/turn_page.f.glsl");
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static struct effect_shader sepia_noise_crossfade_shader = EFFECT_SHADER("shaders/effects/sepia_noise_crossfade.f.glsl");
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static struct effect_shader blur_fadeout_shader = EFFECT_SHADER("shaders/effects/blur_fadeout.f.glsl");
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static struct effect_shader blur_crossfade_shader = EFFECT_SHADER("shaders/effects/blur_crossfade.f.glsl");
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@@ -153,7 +155,9 @@ static struct effect_shader *effect_shaders[NR_EFFECTS] = {
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[EFFECT_BLIND_LR] = &blind_lr_shader,
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[EFFECT_LINEAR_BLUR] = &linear_blur_shader,
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[EFFECT_ZIGZAG_CROSSFADE] = &zigzag_crossfade_shader,
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[EFFECT_NOISE_CROSSFADE] = &noise_crossfade_shader,
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[EFFECT_TURN_PAGE] = &turn_page_shader,
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[EFFECT_SEPIA_NOISE_CROSSFADE] = &sepia_noise_crossfade_shader,
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[EFFECT_BLUR_FADEOUT] = &blur_fadeout_shader,
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[EFFECT_BLUR_CROSSFADE] = &blur_crossfade_shader,
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};
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