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// Copyright (C) 2026 Danilo M. <danix@danix.xyz>
//
// 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;
}
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