40 lines
1.1 KiB
GLSL
40 lines
1.1 KiB
GLSL
// Fade (crossfade) transition, from gl-transitions.com.
|
|
//
|
|
// Ported to ZShell's own GLSL ABI (same contract as wallpaper_trans_bowtie.frag):
|
|
// version/precision header is prepended by WallpaperService::shaderSource, the
|
|
// fullscreen triangle comes from shaders/wallpaper.vert, and getFromColor /
|
|
// getToColor sample with the crop + per-layer flip convention.
|
|
//
|
|
// uniforms: samplers `from`/`to`, vec2 size, vec4 fromCrop, vec4 toCrop,
|
|
// float fromFlip, float toFlip, float progress (0..1).
|
|
|
|
uniform sampler2D from;
|
|
uniform sampler2D to;
|
|
uniform vec2 size;
|
|
uniform vec4 fromCrop;
|
|
uniform vec4 toCrop;
|
|
uniform float fromFlip;
|
|
uniform float toFlip;
|
|
uniform float progress;
|
|
|
|
out vec4 outColor;
|
|
|
|
vec4 getFromColor(vec2 uv) {
|
|
vec2 s = vec2(uv.x, fromFlip > 0.5 ? 1.0 - uv.y : uv.y);
|
|
return texture(from, fromCrop.xy + s * fromCrop.zw);
|
|
}
|
|
|
|
vec4 getToColor(vec2 uv) {
|
|
vec2 s = vec2(uv.x, toFlip > 0.5 ? 1.0 - uv.y : uv.y);
|
|
return texture(to, toCrop.xy + s * toCrop.zw);
|
|
}
|
|
|
|
vec4 transition(vec2 uv) {
|
|
return mix(getFromColor(uv), getToColor(uv), progress);
|
|
}
|
|
|
|
void main() {
|
|
vec2 uv = gl_FragCoord.xy / size;
|
|
outColor = transition(uv);
|
|
}
|