mirror of
https://github.com/nunuhara/xsystem4.git
synced 2026-10-02 20:08:03 +03:00
36 lines
1.3 KiB
GLSL
36 lines
1.3 KiB
GLSL
/* 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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