#version 150 //OVE shader_name: burn //OVE shader_description: by gre (License: MIT) //OVE name: Color //OVE type: COLOR //OVE default: RGBA(0.9, 0.4, 0.2, 1) //OVE description: uniform vec4 color_in; //OVE end #define LINEAR_CURVE 0 #define EXPONENTIAL_CURVE 1 #define LOGARITHMIC_CURVE 2 uniform sampler2D out_block_in; uniform sampler2D in_block_in; uniform bool out_block_in_enabled; uniform bool in_block_in_enabled; uniform int curve_in; /* animated from 0 to 1 */ uniform float ove_tprog_all; in vec2 ove_texcoord; out vec4 frag_color; vec4 getFromColor( vec2 p) { return texture( in_block_in, p); } vec4 getToColor( vec2 p) { return texture( out_block_in, p); } float TransformCurve(float linear) { if (curve_in == EXPONENTIAL_CURVE) { return linear * linear; } else if (curve_in == LOGARITHMIC_CURVE) { return sqrt(linear); } else { return linear; } } vec4 transition (vec2 uv, float progress) { return mix( getFromColor(uv) + progress*color_in, getToColor(uv) + (1.0-progress)*color_in, progress ); } void main(void) { frag_color = transition( ove_texcoord.xy, TransformCurve(1.0 - ove_tprog_all)); }