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Butterfly Wave Scrawler.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;
uniform float amplitude;
uniform float waves;
uniform float colorSeparation;
precision mediump float;
/*{
"CATEGORIES": [
"Distortion"
],
"CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/ButterflyWaveScrawler.glsl",
"DESCRIPTION": "",
"INPUTS": [
{
"NAME": "startImage",
"TYPE": "image"
},
{
"NAME": "endImage",
"TYPE": "image"
},
{
"DEFAULT": 0,
"MAX": 1,
"MIN": 0,
"NAME": "progress",
"TYPE": "float"
},
{
"DEFAULT": 1,
"MAX": 5,
"MIN": 0,
"NAME": "amplitude",
"TYPE": "float"
},
{
"DEFAULT": 30,
"MAX": 50,
"MIN": 0,
"NAME": "waves",
"TYPE": "float"
},
{
"DEFAULT": 0.3,
"MAX": 1,
"MIN": 0,
"NAME": "colorSeparation",
"TYPE": "float"
}
],
"ISFVSN": "2"
}
*/
vec4 getFromColor(vec2 inUV) {
return texture2D(startImage, inUV);
}
vec4 getToColor(vec2 inUV) {
return texture2D(endImage, inUV);
}
// Author: mandubian
// License: MIT
float PI = 3.14159265358979323846264;
float compute(vec2 p, float progress, vec2 center) {
vec2 o = p*sin(progress * amplitude)-center;
// horizontal vector
vec2 h = vec2(1., 0.);
// butterfly polar function (don't ask me why this one :))
float theta = acos(dot(o, h)) * waves;
return (exp(cos(theta)) - 2.*cos(4.*theta) + pow(sin((2.*theta - PI) / 24.), 5.)) / 10.;
}
vec4 transition(vec2 uv) {
vec2 p = uv.xy / vec2(1.0).xy;
float inv = 1. - progress;
vec2 dir = p - vec2(.5);
float dist = length(dir);
float disp = compute(p, progress, vec2(0.5, 0.5)) ;
vec4 texTo = getToColor(p + inv*disp);
vec4 texFrom = vec4(
getFromColor(p + progress*disp*(1.0 - colorSeparation)).r,
getFromColor(p + progress*disp).g,
getFromColor(p + progress*disp*(1.0 + colorSeparation)).b,
1.0);
return texTo*progress + texFrom*inv;
}
void main() {
gl_FragColor = transition((gl_FragCoord.xy / u_resolution.xy).xy);
}