Back to shaders
Shader test bench
Mosaic.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 endy;
uniform float endx;
precision mediump float;
/*{
"CATEGORIES": [
"Wipe"
],
"CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/Mosaic.glsl",
"DESCRIPTION": "",
"INPUTS": [
{
"NAME": "startImage",
"TYPE": "image"
},
{
"NAME": "endImage",
"TYPE": "image"
},
{
"DEFAULT": 0,
"MAX": 1,
"MIN": 0,
"NAME": "progress",
"TYPE": "float"
},
{
"DEFAULT": -1,
"MAX": 10,
"MIN": -10,
"NAME": "endy",
"TYPE": "float"
},
{
"DEFAULT": 2,
"MAX": 10,
"MIN": -10,
"NAME": "endx",
"TYPE": "float"
}
],
"ISFVSN": "2"
}
*/
vec4 getFromColor(vec2 inUV) {
return texture2D(startImage, inUV);
}
vec4 getToColor(vec2 inUV) {
return texture2D(endImage, inUV);
}
// License: MIT
// Author: Xaychru
// ported by gre from https://gist.github.com/Xaychru/130bb7b7affedbda9df5
#define PI 3.14159265358979323
#define POW2(X) X*X
#define POW3(X) X*X*X
float Rand(vec2 v) {
return fract(sin(dot(v.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
vec2 Rotate(vec2 v, float a) {
mat2 rm = mat2(cos(a), -sin(a),
sin(a), cos(a));
return rm*v;
}
float CosInterpolation(float x) {
return -cos(x*PI)/2.+.5;
}
vec4 transition(vec2 uv) {
vec2 p = uv.xy / vec2(1.0).xy - .5;
vec2 rp = p;
float rpr = (progress*2.-1.);
float z = -(rpr*rpr*2.) + 3.;
float az = abs(z);
rp *= az;
rp += mix(vec2(.5, .5), vec2(float(endx) + .5, float(endy) + .5), POW2(CosInterpolation(progress)));
vec2 mrp = mod(rp, 1.);
vec2 crp = rp;
bool onEnd = int(floor(crp.x))==endx&&int(floor(crp.y))==endy;
if(!onEnd) {
float ang = float(int(Rand(floor(crp))*4.))*.5*PI;
mrp = vec2(.5) + Rotate(mrp-vec2(.5), ang);
}
if(onEnd || Rand(floor(crp))>.5) {
return getToColor(mrp);
} else {
return getFromColor(mrp);
}
}
void main() {
gl_FragColor = transition((gl_FragCoord.xy / u_resolution.xy).xy);
}