Files
nunuhara_xsystem4/shaders/effects/vwave_scroll_crossfade.f.glsl
T
Nunuhara Cabbage b30a107fda Implement EFFECT_VWAVE_SCROLL_CROSSFADE
This is the same as EFFECT_VWAVE_CROSSFADE, except with a different
maximum amplitude and the screen scrolls vertically.

(Used in Rance 9 when transitioning to a flashback scene.)
2026-08-23 10:39:03 -07:00

59 lines
2.2 KiB
GLSL

/* 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 M_PI 3.1415926535897932384626433832795
#define OLD_PERIOD ((2.0 * M_PI) / 360.0)
#define NEW_PERIOD ((2.0 * M_PI) / 720.0)
#define OLD_SHIFT (-M_PI)
#define NEW_SHIFT (M_PI / 2.0)
vec3 get_pixel(vec2 old_xy, vec2 new_xy) {
// influence of old color is described by: C_old = (1-t)^2
// influence of new color increases linearly: C_new = t
// the resulting blend is not normalized
vec3 old = texture(old, old_xy).rgb;
vec3 new = texture(tex, new_xy).rgb;
float old_weight = (1.0 - progress) * (1.0 - progress);
float new_weight = progress;
return (old * old_weight + new * new_weight);
}
float triangle(float f) {
return 1.0 - abs(f * 2.0 - 1.0);
}
void main() {
// old: x = amp * sin((2pi/360)*y + phase + -pi)
// new: x = amp * sin((2pi/720)*y + phase + pi/2)
vec2 p = tex_coord * resolution;
float amp = triangle(progress) * 160.0; // (0..0.5..1) -> (0..160..0);
float phase = progress * M_PI * 8.0;
float old_off_x = amp * sin(OLD_PERIOD * p.y + OLD_SHIFT + phase);
float new_off_x = amp * sin(NEW_PERIOD * p.y + NEW_SHIFT + phase);
float off_y = resolution.y * progress;
vec2 old_xy = fract(vec2(p.x + old_off_x, p.y + off_y) / resolution);
vec2 new_xy = fract(vec2(p.x - new_off_x, p.y + off_y) / resolution);
frag_color = vec4(get_pixel(old_xy, new_xy), 1.0);
}