// enve - 2D animations software // Copyright (C) 2016-2020 Maurycy Liebner // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // 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. // You should have received a copy of the GNU General Public License // along with this program. If not, see . #version 330 core layout(location = 0) out vec4 fragColor; in vec2 texCoord; uniform sampler2D texture; uniform float sharpness; uniform float direction; uniform float time; const float PI = 3.1415926535; const float sqrt2 = 1.41421356237; void main(void) { float radDir = direction * PI / 180; float x = texCoord.x; float y = texCoord.y; bool i = mod(radDir, PI) > 0.5*PI; if(i) { x = 1 - x; radDir = PI - radDir; } float a = sqrt(x*x + y*y); float b = radDir - asin(y / a); float c = 0.25*PI - radDir; float f = a * cos(b) / (cos(c) * sqrt2); bool ii = mod(radDir, 2 * PI) > PI; if(ii) f = 1 - f; f += 0.33333 * sqrt2 * (1 - sharpness); float width = 2 - sharpness; float margin = 0.5*(width - 1); float x0 = width * time - margin; float x1 = x0 + 1 - sharpness; float alpha; if(f < x0) { alpha = 0; } else if(f > x1) { alpha = 1; } else { alpha = 1 - 0.5*(cos(PI*(f - x0)/(1 - sharpness)) + 1); } fragColor = texture2D(texture, texCoord) * alpha; }