// 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. // A ring spreading from a random point, bending both pictures as it passes, // the new one behind it. Opaque throughout. Compiled with: // qsb --qt6 -o ripple.frag.qsb ripple.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; layout(binding = 2) uniform sampler2D target; void main() { vec2 asp = vec2(aspect, 1.0); vec2 v = (qt_TexCoord0 - origin) * asp; float d = length(v) / length(max(origin, 1.0 - origin) * asp); // e runs -1 to 1 across the ring. It starts wholly outside the picture // and ends wholly past it, so neither end is bent. const float w = 0.12; float e = (d - mix(-w, 1.0 + w, progress)) / w; float ring = 1.0 - smoothstep(0.0, 1.0, abs(e)); vec2 off = v / max(length(v), 1e-4) / asp * sin(e * 3.14159) * ring * 0.03; vec2 uv = qt_TexCoord0 + off; vec3 col = mix(texture(target, uv).rgb, texture(source, uv).rgb, smoothstep(-0.6, 0.6, e)); fragColor = vec4(col, 1.0) * qt_Opacity; }