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Burn0
runnable transition
GLSL transition function. Stronghold supplies two demo textures and progress/time uniforms.
Code
// Author: liubailin2020@gmail.com
// License: MIT
uniform vec3 burnColor; // = vec3(1.0, 0.5, 0.0)
float random (in vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))*
43758.5453123);
}
// Based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
#define OCTAVES 4
float fbm (in vec2 st) {
float value = 0.0;
float amplitude = .5;
for (int i = 0; i < OCTAVES; i++) {
value += amplitude * noise(st);
st *= 2.;
amplitude *= .5;
}
return value;
}
vec4 transition (vec2 uv) {
if (progress <= 0.0) return getFromColor(uv);
if (progress >= 1.0) return getToColor(uv);
vec4 from = getFromColor(uv);
vec4 to = getToColor(uv);
float n = fbm(uv * 4.);
float l = smoothstep(progress, progress + 0.05, n);
float edge = (1.0 - l) * l * 5.0;
return mix(to, from, l) + vec4(burnColor, 0.0) * edge;
}