// 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 breaking into Voronoi shards that shrink, slide away from // where the blow landed and fade, each on its own delay. A shard only moves // inside the room its shrinking leaves, so a pixel needs one cell lookup to // find it, rather than a search of the neighbours. Compiled with: // qsb --qt6 -o shatter.frag.qsb shatter.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; vec2 hash2(vec2 p) { return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453); } // The nearest seed to p: its cell in xy, its position in zw. vec4 cell(vec2 p) { vec2 i = floor(p), f = fract(p); float best = 9.0; vec4 r = vec4(0.0); for (int y = -1; y <= 1; y++) { for (int x = -1; x <= 1; x++) { vec2 g = vec2(float(x), float(y)); vec2 s = g + hash2(i + g); float d = dot(s - f, s - f); if (d < best) { best = d; r = vec4(i + g, i + s); } } } return r; } void main() { const float n = 6.0; vec2 asp = vec2(aspect, 1.0); vec2 p = qt_TexCoord0 * asp * n; vec4 c = cell(p); vec2 seed = c.zw; vec2 away = seed / n - origin * asp; float d = clamp(length(away) / length(max(origin, 1.0 - origin) * asp), 0.0, 1.0); float l = clamp((progress - 0.6 * mix(d, hash2(c.xy).x, 0.3)) / 0.4, 0.0, 1.0); float s = 1.0 - 0.85 * l; vec2 q = seed + (p - seed - normalize(away + 1e-4) * (1.0 - s) * 0.4) / s; if (cell(q).xy != c.xy) { fragColor = vec4(0.0); return; } float a = 1.0 - smoothstep(0.4, 1.0, l); fragColor = vec4(texture(source, q / (asp * n)).rgb * a, a) * qt_Opacity; }