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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 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;
}
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