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Water Drop.fs
runnable fragment
Complete GLSL fragment shader. Stronghold runs it directly when the browser can compile it.
Code
uniform sampler2D startImage;
uniform sampler2D endImage;
uniform float progress;
uniform float speed;
uniform float amplitude;
precision mediump float;
/*{
"CATEGORIES": [
"Distortion"
],
"CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/WaterDrop.glsl",
"DESCRIPTION": "",
"INPUTS": [
{
"NAME": "startImage",
"TYPE": "image"
},
{
"NAME": "endImage",
"TYPE": "image"
},
{
"DEFAULT": 0,
"MAX": 1,
"MIN": 0,
"NAME": "progress",
"TYPE": "float"
},
{
"DEFAULT": 30,
"MAX": 100,
"MIN": 0,
"NAME": "speed",
"TYPE": "float"
},
{
"DEFAULT": 30,
"MAX": 100,
"MIN": 0,
"NAME": "amplitude",
"TYPE": "float"
}
],
"ISFVSN": "2"
}
*/
vec4 getFromColor(vec2 inUV) {
return texture2D(startImage, inUV);
}
vec4 getToColor(vec2 inUV) {
return texture2D(endImage, inUV);
}
// author: Paweł Płóciennik
// license: MIT
vec4 transition(vec2 p) {
vec2 dir = p - vec2(.5);
float dist = length(dir);
if (dist > progress) {
return mix(getFromColor( p), getToColor( p), progress);
} else {
vec2 offset = dir * sin(dist * amplitude - progress * speed);
return mix(getFromColor( p + offset), getToColor( p), progress);
}
}
void main() {
gl_FragColor = transition((gl_FragCoord.xy / u_resolution.xy).xy);
}