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@tyhenry
Forked from 0gust1/luminance melt.glsl
Created March 10, 2017 19:28
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GLSL.io Transition (v1)
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
//My own first transition — based on crosshatch code (from pthrasher), using simplex noise formula (copied and pasted)
//-> cooler with high contrasted images (isolated dark subject on light background f.e.)
//TODO : try to rebase it on DoomTransition (from zeh)?
//optimizations :
//luminance (see http://stackoverflow.com/questions/596216/formula-to-determine-brightness-of-rgb-color#answer-596241)
// Y = (R+R+B+G+G+G)/6
//or Y = (R+R+R+B+G+G+G+G)>>3
uniform bool direction; // direction of movement : 0 : up, 1, down
uniform float l_threshold; //luminance threshold
uniform bool above; // does the movement takes effect above or below luminance threshold ?
//Random function borrowed from everywhere
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
// Simplex noise :
// Description : Array and textureless GLSL 2D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec2 mod289(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec3 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
}
float snoise(vec2 v)
{
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
// First corner
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
// Other corners
vec2 i1;
//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
//i1.y = 1.0 - i1.x;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
// x0 = x0 - 0.0 + 0.0 * C.xx ;
// x1 = x0 - i1 + 1.0 * C.xx ;
// x2 = x0 - 1.0 + 2.0 * C.xx ;
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
// Permutations
i = mod289(i); // Avoid truncation effects in permutation
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 ;
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
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;
// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
// Compute final noise value at P
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);
}
// Simplex noise -- end
float luminance(vec4 color){
//(0.299*R + 0.587*G + 0.114*B)
return color.r*0.299+color.g*0.587+color.b*0.114;
}
vec2 center = vec2(1.0, direction);
void main() {
vec2 p = gl_FragCoord.xy / resolution.xy;
if (progress == 0.0) {
gl_FragColor = texture2D(from, p);
} else if (progress == 1.0) {
gl_FragColor = texture2D(to, p);
} else {
float x = progress;
float dist = distance(center, p)- progress*exp(snoise(vec2(p.x, 0.0)));
float r = x - rand(vec2(p.x, 0.1));
float m;
if(above){
m = dist <= r && luminance(texture2D(from, p))>l_threshold ? 1.0 : (progress*progress*progress);
}
else{
m = dist <= r && luminance(texture2D(from, p))<l_threshold ? 1.0 : (progress*progress*progress);
}
gl_FragColor = mix(texture2D(from, p), texture2D(to, p), m);
}
}
{"direction":true,"l_threshold":0.5,"above":false}
GLSL.io Transition License (v1):
The MIT License (MIT)
Copyright (C) 2014 [email protected]
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
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