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#ifdef GL_ES | |
precision highp float; | |
#endif | |
// General parameters | |
uniform sampler2D from; | |
uniform sampler2D to; | |
uniform float progress; | |
uniform vec2 resolution; | |
uniform float reflection; | |
uniform float perspective; | |
uniform float depth; | |
const vec4 black = vec4(0.0, 0.0, 0.0, 1.0); | |
const vec2 boundMin = vec2(0.0, 0.0); | |
const vec2 boundMax = vec2(1.0, 1.0); | |
bool inBounds (vec2 p) { | |
return all(lessThan(boundMin, p)) && all(lessThan(p, boundMax)); | |
} | |
vec2 project (vec2 p) { | |
return p * vec2(1.0, -1.2) + vec2(0.0, -0.02); | |
} | |
vec4 bgColor (vec2 p, vec2 pto) { | |
vec4 c = black; | |
pto = project(pto); | |
if (inBounds(pto)) { | |
c += mix(black, texture2D(to, pto), reflection * mix(1.0, 0.0, pto.y)); | |
} | |
return c; | |
} | |
void main() { | |
vec2 p = gl_FragCoord.xy / resolution.xy; | |
vec2 pfr = vec2(-1.), pto = vec2(-1.); | |
float middleSlit = 2.0 * abs(p.x-0.5) - progress; | |
if (middleSlit > 0.0) { | |
pfr = p + (p.x > 0.5 ? -1.0 : 1.0) * vec2(0.5*progress, 0.0); | |
float d = 1.0/(1.0+perspective*progress*(1.0-middleSlit)); | |
pfr.y -= d/2.; | |
pfr.y *= d; | |
pfr.y += d/2.; | |
} | |
float size = mix(1.0, depth, 1.-progress); | |
pto = (p + vec2(-0.5, -0.5)) * vec2(size, size) + vec2(0.5, 0.5); | |
if (inBounds(pfr)) { | |
gl_FragColor = texture2D(from, pfr); | |
} | |
else if (inBounds(pto)) { | |
gl_FragColor = texture2D(to, pto); | |
} | |
else { | |
gl_FragColor = bgColor(p, pto); | |
} | |
} |
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{"reflection":0.4,"perspective":0.4,"depth":3} |
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