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Used in Shaman's Sanctuary. This implementation doesn't give the same result as SACT2.dll. SACT2.dll zigzag's the image along both axes, whereas this implementation only does the zigzag along one axis.
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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vec3 get_pixel(vec2 xy) {
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return mix(texture(old, xy).rgb, texture(tex, xy).rgb, progress);
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}
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float triangle(float f) {
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return 1.0 - abs(f * 2.0 - 1.0);
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}
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void main() {
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// FIXME: This doesn't give the same result as SACT2.dll.
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// SACT2.dll crunches the image along both axes, whereas
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// this implementation only crunches the y-axis.
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vec2 p = tex_coord * resolution;
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float scale = triangle(progress) * 100.0; // (0..0.5..1) -> (0..100..0);
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float wobble = progress * 24.0;
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float offset = sin((p.x / 10.0) - wobble) * scale;
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frag_color = vec4(get_pixel(vec2(p.x, p.y + offset) / resolution), 1.0);
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}
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