/* 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 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); } */