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Diffstat (limited to 'desktop/modules/appearance/burn.frag')
| -rw-r--r-- | desktop/modules/appearance/burn.frag | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/desktop/modules/appearance/burn.frag b/desktop/modules/appearance/burn.frag new file mode 100644 index 0000000..a5cb9c3 --- /dev/null +++ b/desktop/modules/appearance/burn.frag @@ -0,0 +1,60 @@ +// Copyright (C) 2026 Danilo M. <danix@danix.xyz> +// +// This program is free software; you can redistribute it and/or modify +// it under the terms of the GNU General Public License version 2 as +// published by the Free Software Foundation. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. + +// The old wallpaper burning away like a sheet of paper. A pixel goes once +// progress passes its threshold: its distance from where the fire started +// mixed with fractal noise, so the front is ragged at every scale. Just ahead +// of the front the paper glows and chars. Compiled with: +// qsb --qt6 -o burn.frag.qsb burn.frag +#version 440 +layout(location = 0) in vec2 qt_TexCoord0; +layout(location = 0) out vec4 fragColor; +layout(std140, binding = 0) uniform buf { + mat4 qt_Matrix; + float qt_Opacity; + float progress; + float aspect; + vec2 origin; +}; +layout(binding = 1) uniform sampler2D source; + +float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); } + +float noise(vec2 p) { + vec2 i = floor(p), f = fract(p); + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(mix(hash(i), hash(i + vec2(1, 0)), u.x), + mix(hash(i + vec2(0, 1)), hash(i + vec2(1, 1)), u.x), u.y); +} + +float fbm(vec2 p) { + float v = 0.0, a = 0.5; + for (int i = 0; i < 5; i++) { v += a * noise(p); p *= 2.03; a *= 0.5; } + return v; +} + +void main() { + vec2 asp = vec2(aspect, 1.0); + float d = length((qt_TexCoord0 - origin) * asp) / length(max(origin, 1.0 - origin) * asp); + float t = mix(d, fbm(qt_TexCoord0 * asp * 5.0), 0.5); + float e = t - progress; + if (e <= 0.0) { fragColor = vec4(0.0); return; } + + // Front to intact paper: flame, then char, then the picture. + const float w = 0.05; + float k = clamp(e / w, 0.0, 1.0); + vec3 fire = vec3(1.6, 0.75, 0.2); + vec3 ash = vec3(0.07, 0.04, 0.02); + vec3 paper = texture(source, qt_TexCoord0).rgb; + vec3 col = k < 0.3 ? mix(fire, ash, k / 0.3) : mix(ash, paper, smoothstep(0.3, 1.0, k)); + float a = smoothstep(0.0, 0.004, e); + fragColor = vec4(col * a, a) * qt_Opacity; +} |
