53 lines
1.7 KiB
GLSL
53 lines
1.7 KiB
GLSL
uniform sampler2D sampler;
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uniform sampler2D startOffsetTexture;
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uniform sampler2D endOffsetTexture;
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uniform float factor;
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uniform float scale;
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uniform vec2 windowSize;
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const float regionTexSize = 512.0;
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varying vec2 varyingTexCoords;
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vec2 getOffset(sampler2D texture, vec2 pos)
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{
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return (texture2D(texture, pos / regionTexSize).xy - 0.5) / (5.0 / 256.0);
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}
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vec2 pix2tex( vec2 pix )
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{
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return pix/windowSize;
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}
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void main()
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{
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// Original (unscaled) position in pixels
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// ### FIXME: Use a custom vertex shader that outputs the untransformed texcoords
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vec2 origpos = varyingTexCoords * windowSize;
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// Position in pixels on the scaled window
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vec2 pos = origpos * scale;
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// Start/end position of current region
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vec2 rstart = origpos + getOffset(startOffsetTexture, origpos);
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vec2 rend = origpos + getOffset(endOffsetTexture, origpos);
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float alpha = texture2D(startOffsetTexture, origpos / regionTexSize).b;
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// Distance from the start of the region
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vec2 dist = pos - rstart*scale;
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#if 0
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// crashes kwin on nouveau
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if(any(greaterThan(dist, rend-rstart)))
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discard;//alpha = 0.0;
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#endif
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vec2 transformedtexcoord = pix2tex(rstart + dist);
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vec3 tex = texture2D(sampler, transformedtexcoord).rgb;
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#if 0
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// ATM we ignore custom opacity values because Fade effect fades out the
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// window which results in the explosion being way too quick. Once there's
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// a way to suppress Fade effect when ExplosionEffect is active, we can
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// use the custom opacity again
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gl_FragColor = vec4(tex, (1.0 - factor*factor) * alpha * opacity);
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#else
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gl_FragColor = vec4(tex, (1.0 - factor*factor) * alpha);
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#endif
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}
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