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Shader test bench
Bow Tie Vertical.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;
precision mediump float;
/*{
"CATEGORIES": [
"Wipe"
],
"CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/BowTieVertical.glsl",
"DESCRIPTION": "",
"INPUTS": [
{
"NAME": "startImage",
"TYPE": "image"
},
{
"NAME": "endImage",
"TYPE": "image"
},
{
"DEFAULT": 0,
"MAX": 1,
"MIN": 0,
"NAME": "progress",
"TYPE": "float"
}
],
"ISFVSN": "2"
}
*/
vec4 getFromColor(vec2 inUV) {
return texture2D(startImage, inUV);
}
vec4 getToColor(vec2 inUV) {
return texture2D(endImage, inUV);
}
// Author: huynx
// License: MIT
float check(vec2 p1, vec2 p2, vec2 p3)
{
return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y);
}
bool PointInTriangle (vec2 pt, vec2 p1, vec2 p2, vec2 p3)
{
bool b1, b2, b3;
b1 = check(pt, p1, p2) < 0.0;
b2 = check(pt, p2, p3) < 0.0;
b3 = check(pt, p3, p1) < 0.0;
return ((b1 == b2) && (b2 == b3));
}
bool in_top_triangle(vec2 p){
vec2 vertex1, vertex2, vertex3;
vertex1 = vec2(0.5, progress);
vertex2 = vec2(0.5-progress, 0.0);
vertex3 = vec2(0.5+progress, 0.0);
if (PointInTriangle(p, vertex1, vertex2, vertex3))
{
return true;
}
return false;
}
bool in_bottom_triangle(vec2 p){
vec2 vertex1, vertex2, vertex3;
vertex1 = vec2(0.5, 1.0 - progress);
vertex2 = vec2(0.5-progress, 1.0);
vertex3 = vec2(0.5+progress, 1.0);
if (PointInTriangle(p, vertex1, vertex2, vertex3))
{
return true;
}
return false;
}
float blur_edge(vec2 bot1, vec2 bot2, vec2 top, vec2 testPt)
{
vec2 lineDir = bot1 - top;
vec2 perpDir = vec2(lineDir.y, -lineDir.x);
vec2 dirToPt1 = bot1 - testPt;
float dist1 = abs(dot(normalize(perpDir), dirToPt1));
lineDir = bot2 - top;
perpDir = vec2(lineDir.y, -lineDir.x);
dirToPt1 = bot2 - testPt;
float min_dist = min(abs(dot(normalize(perpDir), dirToPt1)), dist1);
if (min_dist < 0.005) {
return min_dist / 0.005;
}
else {
return 1.0;
};
}
vec4 transition (vec2 uv) {
if (in_top_triangle(uv))
{
if (progress < 0.1)
{
return getFromColor(uv);
}
if (uv.y < 0.5)
{
vec2 vertex1 = vec2(0.5, progress);
vec2 vertex2 = vec2(0.5-progress, 0.0);
vec2 vertex3 = vec2(0.5+progress, 0.0);
return mix(
getFromColor(uv),
getToColor(uv),
blur_edge(vertex2, vertex3, vertex1, uv)
);
}
else
{
if (progress > 0.0)
{
return getToColor(uv);
}
else
{
return getFromColor(uv);
}
}
}
else if (in_bottom_triangle(uv))
{
if (uv.y >= 0.5)
{
vec2 vertex1 = vec2(0.5, 1.0-progress);
vec2 vertex2 = vec2(0.5-progress, 1.0);
vec2 vertex3 = vec2(0.5+progress, 1.0);
return mix(
getFromColor(uv),
getToColor(uv),
blur_edge(vertex2, vertex3, vertex1, uv)
);
}
else
{
return getFromColor(uv);
}
}
else {
return getFromColor(uv);
}
}
void main() {
gl_FragColor = transition((gl_FragCoord.xy / u_resolution.xy).xy);
}