mirror of
https://github.com/nunuhara/xsystem4.git
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40 lines
1.4 KiB
GLSL
40 lines
1.4 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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vec2 p = tex_coord * resolution;
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float scale = triangle(progress) * 80.0; // (0..0.5..1) -> (0..80..0);
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float wobble = progress * 24.0;
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float offset = sin((p.y / 100.0) - wobble) * scale;
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frag_color = vec4(get_pixel(fract(vec2(p.x + offset, p.y) / resolution)), 1.0);
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}
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