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37 lines
1.5 KiB
37 lines
1.5 KiB
7 months ago
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shader_type canvas_item;
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// Indicates how far the transition is (0 start, 1 end).
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uniform float progress : hint_range(0.0, 1.0);
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// The previous background, transparent if there was none.
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uniform sampler2D previous_background : source_color, hint_default_transparent;
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// The next background, transparent if there is none.
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uniform sampler2D next_background : source_color, hint_default_transparent;
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// The texture used to determine how far along the progress has to be for bending in the new background.
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uniform sampler2D wipe_texture : source_color;
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// The size of the trailing smear of the transition.
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uniform float feather : hint_range(0.0, 1.0, 0.0001) = 0.1;
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// Determines if the wipe texture should keep it's aspect ratio when scaled to the screen's size.
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uniform bool keep_aspect_ratio = false;
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void fragment() {
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vec2 frag_coord = UV;
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if(keep_aspect_ratio) {
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vec2 ratio = (SCREEN_PIXEL_SIZE.x > SCREEN_PIXEL_SIZE.y) // determine how to scale
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? vec2(SCREEN_PIXEL_SIZE.y / SCREEN_PIXEL_SIZE.x, 1) // fit to width
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: vec2(1, SCREEN_PIXEL_SIZE.x / SCREEN_PIXEL_SIZE.y); // fit to height
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frag_coord *= ratio;
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frag_coord += ((vec2(1,1) - ratio) / 2.0);
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}
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// get the blend factor between the previous and next background.
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float alpha = (texture(wipe_texture, frag_coord).r) - progress;
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float blend_factor = 1. - smoothstep(0., feather, alpha + (feather * (1. -progress)));
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vec4 old_frag = texture(previous_background, UV);
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vec4 new_frag = texture(next_background, UV);
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COLOR = mix(old_frag, new_frag, blend_factor);
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}
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