// 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 running down the screen like wet paint, each column // starting late by its noise and accelerating. Compiled with: // qsb --qt6 -o melt.frag.qsb melt.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; }; 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); } void main() { float x = qt_TexCoord0.x * aspect; float delay = 0.25 * (noise(vec2(x * 40.0, 0.0)) + noise(vec2(x * 9.0, 3.0))); float l = clamp((progress - delay) / 0.5, 0.0, 1.0); // Past 1, so the bottom row clears the screen. vec2 uv = vec2(qt_TexCoord0.x, qt_TexCoord0.y - l * l * 1.02); float a = smoothstep(-0.004, 0.0, uv.y); fragColor = vec4(texture(source, uv).rgb * a, a) * qt_Opacity; }