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Shader test bench
BowTieHorizontal
runnable transition
GLSL transition function. Stronghold supplies two demo textures and progress/time uniforms.
Code
// Author: huynx
// License: MIT
const vec2 bottom_left = vec2(0.0, 1.0);
const vec2 bottom_right = vec2(1.0, 1.0);
const vec2 top_left = vec2(0.0, 0.0);
const vec2 top_right = vec2(1.0, 0.0);
const vec2 center = vec2(0.5, 0.5);
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_left_triangle(vec2 p){
vec2 vertex1, vertex2, vertex3;
vertex1 = vec2(progress, 0.5);
vertex2 = vec2(0.0, 0.5-progress);
vertex3 = vec2(0.0, 0.5+progress);
if (PointInTriangle(p, vertex1, vertex2, vertex3))
{
return true;
}
return false;
}
bool in_right_triangle(vec2 p){
vec2 vertex1, vertex2, vertex3;
vertex1 = vec2(1.0-progress, 0.5);
vertex2 = vec2(1.0, 0.5-progress);
vertex3 = vec2(1.0, 0.5+progress);
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_left_triangle(uv))
{
if (progress < 0.1)
{
return getFromColor(uv);
}
if (uv.x < 0.5)
{
vec2 vertex1 = vec2(progress, 0.5);
vec2 vertex2 = vec2(0.0, 0.5-progress);
vec2 vertex3 = vec2(0.0, 0.5+progress);
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_right_triangle(uv))
{
if (uv.x >= 0.5)
{
vec2 vertex1 = vec2(1.0-progress, 0.5);
vec2 vertex2 = vec2(1.0, 0.5-progress);
vec2 vertex3 = vec2(1.0, 0.5+progress);
return mix(
getFromColor(uv),
getToColor(uv),
blur_edge(vertex2, vertex3, vertex1, uv)
);
}
else
{
return getFromColor(uv);
}
}
else {
return getFromColor(uv);
}
}