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59 lines
1.6 KiB
GLSL
59 lines
1.6 KiB
GLSL
// Linear blur crossfade, from gl-transitions.com
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// Author: gre (MIT)
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// Description: a crossfade that passes through a directional blur.
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//
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// Ported to ZShell's GLSL ABI (see wallpaper_trans_bowtie.frag): the version
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// header is prepended by WallpaperService::shaderSource, the fullscreen
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// triangle comes from wallpaper.vert, and getFromColor/getToColor apply the
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// crop + flip convention. `uv` is bottom-left origin per gl-transitions.
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//
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// Optional gl-transitions params are fixed here: intensity = 0.1.
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uniform sampler2D from;
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uniform sampler2D to;
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uniform vec2 size;
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uniform vec4 fromCrop;
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uniform vec4 toCrop;
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uniform float progress;
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uniform float fromFlip;
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uniform float toFlip;
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out vec4 outColor;
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const float intensity = 0.1;
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const int passes = 6;
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vec4 getFromColor(vec2 uv) {
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vec2 s = vec2(uv.x, fromFlip > 0.5 ? 1.0 - uv.y : uv.y);
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return texture(from, fromCrop.xy + s * fromCrop.zw);
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}
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vec4 getToColor(vec2 uv) {
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vec2 s = vec2(uv.x, toFlip > 0.5 ? 1.0 - uv.y : uv.y);
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return texture(to, toCrop.xy + s * toCrop.zw);
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}
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vec4 transition(vec2 uv) {
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vec4 c1 = vec4(0.0);
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vec4 c2 = vec4(0.0);
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float disp = intensity * (0.5 - distance(0.5, progress));
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for (int xi = 0; xi < passes; xi++) {
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float x = float(xi) / float(passes) - 0.5;
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for (int yi = 0; yi < passes; yi++) {
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float y = float(yi) / float(passes) - 0.5;
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vec2 v = vec2(x, y);
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c1 += getFromColor(uv + disp * v);
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c2 += getToColor(uv + disp * v);
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}
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}
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c1 /= float(passes * passes);
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c2 /= float(passes * passes);
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return mix(c1, c2, progress);
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}
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void main() {
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vec2 uv = gl_FragCoord.xy / size;
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outColor = transition(uv);
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}
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