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Luminance Melt

gl-transitions transition glsl runnable transition MIT
Source
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);    
  }
}