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Mosaic.fs

vidvox-isf-files utility glsl runnable fragment MIT
Source
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);
}