// Copyright (C) 2026 Danilo M. // // 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; }