// 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. // Both pictures pulled away from a random point by their own brightness, // flowing into each other: the old one stretches as it leaves, the new one // settles as it arrives. Opaque throughout. Compiled with: // qsb --qt6 -o crosswarp.frag.qsb crosswarp.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; vec2 origin; }; layout(binding = 1) uniform sampler2D source; layout(binding = 2) uniform sampler2D target; float luma(vec3 c) { return dot(c, vec3(0.299, 0.587, 0.114)); } void main() { vec2 uv = qt_TexCoord0; vec2 dir = uv - origin; float x = smoothstep(0.0, 1.0, progress); vec2 ua = uv + dir * luma(texture(source, uv).rgb) * x * 0.3; vec2 ub = uv - dir * luma(texture(target, uv).rgb) * (1.0 - x) * 0.3; fragColor = vec4(mix(texture(source, ua).rgb, texture(target, ub).rgb, x), 1.0) * qt_Opacity; }