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Shader test bench
CrossZoom.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 strength;
precision mediump float;
/*{
"CATEGORIES": [
"Dissolve"
],
"CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/CrossZoom.glsl",
"DESCRIPTION": "",
"INPUTS": [
{
"NAME": "startImage",
"TYPE": "image"
},
{
"NAME": "endImage",
"TYPE": "image"
},
{
"DEFAULT": 0,
"MAX": 1,
"MIN": 0,
"NAME": "progress",
"TYPE": "float"
},
{
"NAME": "strength",
"TYPE": "float"
}
],
"ISFVSN": "2"
}
*/
vec4 getFromColor(vec2 inUV) {
return texture2D(startImage, inUV);
}
vec4 getToColor(vec2 inUV) {
return texture2D(endImage, inUV);
}
// License: MIT
// Author: rectalogic
// ported by gre from https://gist.github.com/rectalogic/b86b90161503a0023231
// Converted from https://github.com/rectalogic/rendermix-basic-effects/blob/master/assets/com/rendermix/CrossZoom/CrossZoom.frag
// Which is based on https://github.com/evanw/glfx.js/blob/master/src/filters/blur/zoomblur.js
// With additional easing functions from https://github.com/rectalogic/rendermix-basic-effects/blob/master/assets/com/rendermix/Easing/Easing.glsllib
const float PI = 3.141592653589793;
float Linear_ease(in float begin, in float change, in float duration, in float time) {
return change * time / duration + begin;
}
float Exponential_easeInOut(in float begin, in float change, in float duration, in float time) {
if (time == 0.0)
return begin;
else if (time == duration)
return begin + change;
time = time / (duration / 2.0);
if (time < 1.0)
return change / 2.0 * pow(2.0, 10.0 * (time - 1.0)) + begin;
return change / 2.0 * (-pow(2.0, -10.0 * (time - 1.0)) + 2.0) + begin;
}
float Sinusoidal_easeInOut(in float begin, in float change, in float duration, in float time) {
return -change / 2.0 * (cos(PI * time / duration) - 1.0) + begin;
}
float rand (vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
vec3 crossFade(in vec2 uv, in float dissolve) {
return mix(getFromColor(uv).rgb, getToColor(uv).rgb, dissolve);
}
vec4 transition(vec2 uv) {
vec2 texCoord = uv.xy / vec2(1.0).xy;
// Linear interpolate center across center half of the image
vec2 center = vec2(Linear_ease(0.25, 0.5, 1.0, progress), 0.5);
float dissolve = Exponential_easeInOut(0.0, 1.0, 1.0, progress);
// Mirrored sinusoidal loop. 0->strength then strength->0
float strength = Sinusoidal_easeInOut(0.0, strength, 0.5, progress);
vec3 color = vec3(0.0);
float total = 0.0;
vec2 toCenter = center - texCoord;
/* randomize the lookup values to hide the fixed number of samples */
float offset = rand(uv);
for (float t = 0.0; t <= 40.0; t++) {
float percent = (t + offset) / 40.0;
float weight = 4.0 * (percent - percent * percent);
color += crossFade(texCoord + toCenter * percent * strength, dissolve) * weight;
total += weight;
}
return vec4(color / total, 1.0);
}
void main() {
gl_FragColor = transition((gl_FragCoord.xy / u_resolution.xy).xy);
}