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GridFlip
runnable transition
GLSL transition function. Stronghold supplies two demo textures and progress/time uniforms.
Code
// License: MIT
// Author: TimDonselaar
// ported by gre from https://gist.github.com/TimDonselaar/9bcd1c4b5934ba60087bdb55c2ea92e5
uniform ivec2 size; // = ivec2(4)
uniform float pause; // = 0.1
uniform float dividerWidth; // = 0.05
uniform vec4 bgcolor; // = vec4(0.0, 0.0, 0.0, 1.0)
uniform float randomness; // = 0.1
float rand (vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float getDelta(vec2 p) {
vec2 rectanglePos = floor(vec2(size) * p);
vec2 rectangleSize = vec2(1.0 / vec2(size).x, 1.0 / vec2(size).y);
float top = rectangleSize.y * (rectanglePos.y + 1.0);
float bottom = rectangleSize.y * rectanglePos.y;
float left = rectangleSize.x * rectanglePos.x;
float right = rectangleSize.x * (rectanglePos.x + 1.0);
float minX = min(abs(p.x - left), abs(p.x - right));
float minY = min(abs(p.y - top), abs(p.y - bottom));
return min(minX, minY);
}
float getDividerSize() {
vec2 rectangleSize = vec2(1.0 / vec2(size).x, 1.0 / vec2(size).y);
return min(rectangleSize.x, rectangleSize.y) * dividerWidth;
}
vec4 transition(vec2 p) {
if(progress < pause) {
float currentProg = progress / pause;
float a = 1.0;
if(getDelta(p) < getDividerSize()) {
a = 1.0 - currentProg;
}
return mix(bgcolor, getFromColor(p), a);
}
else if(progress < 1.0 - pause){
if(getDelta(p) < getDividerSize()) {
return bgcolor;
} else {
float currentProg = (progress - pause) / (1.0 - pause * 2.0);
vec2 q = p;
vec2 rectanglePos = floor(vec2(size) * q);
float r = rand(rectanglePos) - randomness;
float cp = smoothstep(0.0, 1.0 - r, currentProg);
float rectangleSize = 1.0 / vec2(size).x;
float delta = rectanglePos.x * rectangleSize;
float offset = rectangleSize / 2.0 + delta;
p.x = (p.x - offset)/abs(cp - 0.5)*0.5 + offset;
vec4 a = getFromColor(p);
vec4 b = getToColor(p);
float s = step(abs(vec2(size).x * (q.x - delta) - 0.5), abs(cp - 0.5));
return mix(bgcolor, mix(b, a, step(cp, 0.5)), s);
}
}
else {
float currentProg = (progress - 1.0 + pause) / pause;
float a = 1.0;
if(getDelta(p) < getDividerSize()) {
a = currentProg;
}
return mix(bgcolor, getToColor(p), a);
}
}