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GLSL.io Transition (v1)
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#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); | |
} | |
} |
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{"direction":true,"l_threshold":0.5,"above":false} |
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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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