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Luminance Melt
runnable transition
GLSL transition function. Stronghold supplies two demo textures and progress/time uniforms.
Code
// Author: 0gust1
// License: MIT
//My own first transition — based on crosshatch code (from pthrasher), using simplex noise formula (copied and pasted)
//-> cooler with high contrasted images (isolated dark subject on light background f.e.)
//TODO : try to rebase it on DoomTransition (from zeh)?
//optimizations :
//luminance (see http://stackoverflow.com/questions/596216/formula-to-determine-brightness-of-rgb-color#answer-596241)
// Y = (R+R+B+G+G+G)/6
//or Y = (R+R+R+B+G+G+G+G)>>3
//direction of movement : 0 : up, 1, down
uniform bool direction; // = 1
//luminance threshold
uniform float l_threshold; // = 0.8
//does the movement takes effect above or below luminance threshold ?
uniform bool above; // = false
//Random function borrowed from everywhere
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
// Simplex noise :
// Description : Array and textureless GLSL 2D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : MIT
// 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec2 mod289(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec3 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
}
float snoise(vec2 v)
{
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
// First corner
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
// Other corners
vec2 i1;
//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
//i1.y = 1.0 - i1.x;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
// x0 = x0 - 0.0 + 0.0 * C.xx ;
// x1 = x0 - i1 + 1.0 * C.xx ;
// x2 = x0 - 1.0 + 2.0 * C.xx ;
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
// Permutations
i = mod289(i); // Avoid truncation effects in permutation
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
// Compute final noise value at P
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
// Simplex noise -- end
float luminance(vec4 color){
//(0.299*R + 0.587*G + 0.114*B)
return color.r*0.299+color.g*0.587+color.b*0.114;
}
vec2 center = vec2(1.0, direction);
vec4 transition(vec2 uv) {
vec2 p = uv.xy / vec2(1.0).xy;
if (progress == 0.0) {
return getFromColor(p);
} else if (progress == 1.0) {
return getToColor(p);
} else {
float x = progress;
float dist = distance(center, p)- progress*exp(snoise(vec2(p.x, 0.0)));
float r = x - rand(vec2(p.x, 0.1));
float m;
if(above){
m = dist <= r && luminance(getFromColor(p))>l_threshold ? 1.0 : (progress*progress*progress);
}
else{
m = dist <= r && luminance(getFromColor(p))<l_threshold ? 1.0 : (progress*progress*progress);
}
return mix(getFromColor(p), getToColor(p), m);
}
}