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CrossZoom
runnable transition
GLSL transition function. Stronghold supplies two demo textures and progress/time uniforms.
Code
// License: MIT
// Author: rectalogic
// ported by gre from https://gist.github.com/rectalogic/b86b90161503a0023231
// Converted from https://github.com/rectalogic/rendermix-basic-effects/blob/master/assets/com/rendermix/CrossZoom/CrossZoom.frag
// Which is based on https://github.com/evanw/glfx.js/blob/master/src/filters/blur/zoomblur.js
// With additional easing functions from https://github.com/rectalogic/rendermix-basic-effects/blob/master/assets/com/rendermix/Easing/Easing.glsllib
uniform float strength; // = 0.4
const float PI = 3.141592653589793;
float Linear_ease(in float begin, in float change, in float duration, in float time) {
return change * time / duration + begin;
}
float Exponential_easeInOut(in float begin, in float change, in float duration, in float time) {
if (time == 0.0)
return begin;
else if (time == duration)
return begin + change;
time = time / (duration / 2.0);
if (time < 1.0)
return change / 2.0 * pow(2.0, 10.0 * (time - 1.0)) + begin;
return change / 2.0 * (-pow(2.0, -10.0 * (time - 1.0)) + 2.0) + begin;
}
float Sinusoidal_easeInOut(in float begin, in float change, in float duration, in float time) {
return -change / 2.0 * (cos(PI * time / duration) - 1.0) + begin;
}
float rand (vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
vec4 crossFade(in vec2 uv, in float dissolve) {
return mix(getFromColor(uv), getToColor(uv), dissolve);
}
vec4 transition(vec2 uv) {
vec2 texCoord = uv.xy / vec2(1.0).xy;
// Linear interpolate center across center half of the image
vec2 center = vec2(Linear_ease(0.25, 0.5, 1.0, progress), 0.5);
float dissolve = Exponential_easeInOut(0.0, 1.0, 1.0, progress);
// Mirrored sinusoidal loop. 0->strength then strength->0
float strength = Sinusoidal_easeInOut(0.0, strength, 0.5, progress);
vec4 color = vec4(0.0);
float total = 0.0;
vec2 toCenter = center - texCoord;
/* randomize the lookup values to hide the fixed number of samples */
float offset = rand(uv);
for (float t = 0.0; t <= 40.0; t++) {
float percent = (t + offset) / 40.0;
float weight = 4.0 * (percent - percent * percent);
color += crossFade(texCoord + toCenter * percent * strength, dissolve) * weight;
total += weight;
}
return color / total;
}