mirror of
https://github.com/nunuhara/xsystem4.git
synced 2026-09-27 01:20:28 +03:00
53 lines
1.7 KiB
GLSL
53 lines
1.7 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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const float PI = 3.14159265;
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vec3 get_pixel(vec2 xy, float fade) {
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return mix(texture(old, xy).rgb, texture(tex, xy).rgb, fade);
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}
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void main() {
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vec2 p = tex_coord * resolution;
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// 1 - (x - 1)^2
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float fade_progress = 1.0 - pow(progress - 1.0, 2.0); // (0..0.5..1) -> (0..1) [parabolic]
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// sin(PI*x)^4
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float blur_size = pow(sin(PI * progress), 4.0); // (0..0.5..1) -> (0..1..0) [sine wave ^ 4]
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float blur_half = (blur_size * resolution.x) / 2.0;
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vec3 avg = vec3(0.0);
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float count = 0.0;
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avg += get_pixel(p / resolution, fade_progress);
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count++;
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for (float i = 1.0; i <= blur_half; i += 2.0) {
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avg += get_pixel(vec2(p.x + i, p.y) / resolution, fade_progress);
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avg += get_pixel(vec2(p.x - i, p.y) / resolution, fade_progress);
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count += 2.0;
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}
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frag_color = vec4(avg / count, 1.0);
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}
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