Created
December 17, 2020 13:47
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Dissolve fragment shader in GLSL
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// Noise from: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83 | |
#version 450 | |
in vec4 color; | |
uniform float time; | |
out vec4 FragColor; | |
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); } | |
float simplexNoise(vec2 v){ | |
const vec4 C = vec4(0.211324865405187, 0.366025403784439, | |
-0.577350269189626, 0.024390243902439); | |
vec2 i = floor(v + dot(v, C.yy) ); | |
vec2 x0 = v - i + dot(i, C.xx); | |
vec2 i1; | |
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); | |
vec4 x12 = x0.xyxy + C.xxzz; | |
x12.xy -= i1; | |
i = mod(i, 289.0); | |
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) | |
+ i.x + vec3(0.0, i1.x, 1.0 )); | |
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), | |
dot(x12.zw,x12.zw)), 0.0); | |
m = m*m ; | |
m = m*m ; | |
vec3 x = 2.0 * fract(p * C.www) - 1.0; | |
vec3 h = abs(x) - 0.5; | |
vec3 ox = floor(x + 0.5); | |
vec3 a0 = x - ox; | |
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); | |
vec3 g; | |
g.x = a0.x * x0.x + h.x * x0.y; | |
g.yz = a0.yz * x12.xz + h.yz * x12.yw; | |
return 130.0 * dot(m, g); | |
} | |
void main() { | |
float speed = 1.5; | |
float factor = 1 - (time * speed); | |
int noiseScale = 80; | |
vec4 color = vec4(0.2, 0.6, 0.4, 1); | |
vec4 dissolveColor = vec4(0.3, 0.3, 1, 1); | |
float noise = simplexNoise(gl_FragCoord.xy / noiseScale); | |
float sn1 = step(noise, factor); | |
float sn2 = step(noise, factor + 0.1) - sn1; | |
dissolveColor *= sn2 * color.a; | |
color.a *= sn1; | |
FragColor = dissolveColor + color; | |
} |
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