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Shader test bench

Doorway.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 reflection;
uniform float perspective;
uniform float depth;
precision mediump float;
/*{
    "CATEGORIES": [
        "Wipe"
    ],
    "CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/doorway.glsl",
    "DESCRIPTION": "",
    "INPUTS": [
        {
            "NAME": "startImage",
            "TYPE": "image"
        },
        {
            "NAME": "endImage",
            "TYPE": "image"
        },
        {
            "DEFAULT": 0,
            "MAX": 1,
            "MIN": 0,
            "NAME": "progress",
            "TYPE": "float"
        },
        {
            "DEFAULT": 0.4,
            "MAX": 1,
            "MIN": 0,
            "NAME": "reflection",
            "TYPE": "float"
        },
        {
            "DEFAULT": 0.4,
            "MAX": 1,
            "MIN": 0,
            "NAME": "perspective",
            "TYPE": "float"
        },
        {
            "DEFAULT": 3,
            "MAX": 10,
            "MIN": 0,
            "NAME": "depth",
            "TYPE": "float"
        }
    ],
    "ISFVSN": "2"
}
*/



vec4 getFromColor(vec2 inUV)	{
	return texture2D(startImage, inUV);
}
vec4 getToColor(vec2 inUV)	{
	return texture2D(endImage, inUV);
}



// author: gre
// License: MIT 

const vec4 black = vec4(0.0, 0.0, 0.0, 1.0);
const vec2 boundMin = vec2(0.0, 0.0);
const vec2 boundMax = vec2(1.0, 1.0);

bool inBounds (vec2 p) {
  return all(lessThan(boundMin, p)) && all(lessThan(p, boundMax));
}

vec2 project (vec2 p) {
  return p * vec2(1.0, -1.2) + vec2(0.0, -0.02);
}

vec4 bgColor (vec2 p, vec2 pto) {
  vec4 c = black;
  pto = project(pto);
  if (inBounds(pto)) {
    c += mix(black, getToColor(pto), reflection * mix(1.0, 0.0, pto.y));
  }
  return c;
}


vec4 transition (vec2 p) {
  vec2 pfr = vec2(-1.), pto = vec2(-1.);
  float middleSlit = 2.0 * abs(p.x-0.5) - progress;
  if (middleSlit > 0.0) {
    pfr = p + (p.x > 0.5 ? -1.0 : 1.0) * vec2(0.5*progress, 0.0);
    float d = 1.0/(1.0+perspective*progress*(1.0-middleSlit));
    pfr.y -= d/2.;
    pfr.y *= d;
    pfr.y += d/2.;
  }
  float size = mix(1.0, depth, 1.-progress);
  pto = (p + vec2(-0.5, -0.5)) * vec2(size, size) + vec2(0.5, 0.5);
  if (inBounds(pfr)) {
    return getFromColor(pfr);
  }
  else if (inBounds(pto)) {
    return getToColor(pto);
  }
  else {
    return bgColor(p, pto);
  }
}



void main()	{
	gl_FragColor = transition((gl_FragCoord.xy / u_resolution.xy).xy);
}