mirror of
https://github.com/nunuhara/xsystem4.git
synced 2026-09-27 09:28:10 +03:00
43 lines
1.6 KiB
GLSL
43 lines
1.6 KiB
GLSL
/* Copyright (C) 2019 Nunuhara Cabbage <nunuhara@haniwa.technology>
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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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#define NR_BANDS 14
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#define BAND_HEIGHT 15
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#define EFFECT_HEIGHT float(NR_BANDS * BAND_HEIGHT)
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void main() {
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// start position of effect
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float top = ((resolution.y + EFFECT_HEIGHT) * progress) - EFFECT_HEIGHT;
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// current pixel x-coordinate
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float p = tex_coord.y * resolution.y;
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// band index
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float band_no = (p - top) / 15.0;
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// offset into the band
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float offset = mod(p - top, 15.0);
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// if offset >= band_no, use new texture
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float new = step(band_no, offset);
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vec3 col = mix(texture(old, tex_coord).rgb, texture(tex, tex_coord).rgb, new);
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frag_color = vec4(col, 1.0);
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}
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