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Shader test bench
Window Slice.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 count;
uniform float smoothness;
precision mediump float;
/*{
"CATEGORIES": [
"Wipe"
],
"CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/windowslice.glsl",
"DESCRIPTION": "",
"INPUTS": [
{
"NAME": "startImage",
"TYPE": "image"
},
{
"NAME": "endImage",
"TYPE": "image"
},
{
"DEFAULT": 0,
"MAX": 1,
"MIN": 0,
"NAME": "progress",
"TYPE": "float"
},
{
"DEFAULT": 10,
"MAX": 100,
"MIN": 0,
"NAME": "count",
"TYPE": "float"
},
{
"DEFAULT": 0.5,
"MAX": 1,
"MIN": 0,
"NAME": "smoothness",
"TYPE": "float"
}
],
"ISFVSN": "2"
}
*/
vec4 getFromColor(vec2 inUV) {
return texture2D(startImage, inUV);
}
vec4 getToColor(vec2 inUV) {
return texture2D(endImage, inUV);
}
// Author: gre
// License: MIT
vec4 transition (vec2 p) {
float pr = smoothstep(-smoothness, 0.0, p.x - progress * (1.0 + smoothness));
float s = step(pr, fract(count * p.x));
return mix(getFromColor(p), getToColor(p), s);
}
void main() {
gl_FragColor = transition((gl_FragCoord.xy / u_resolution.xy).xy);
}