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LinearBlur
runnable transition
GLSL transition function. Stronghold supplies two demo textures and progress/time uniforms.
Code
// Author: gre
// License: MIT
uniform float intensity; // = 0.1
const int passes = 6;
vec4 transition(vec2 uv) {
vec4 c1 = vec4(0.0);
vec4 c2 = vec4(0.0);
float disp = intensity*(0.5-distance(0.5, progress));
for (int xi=0; xi<passes; xi++)
{
float x = float(xi) / float(passes) - 0.5;
for (int yi=0; yi<passes; yi++)
{
float y = float(yi) / float(passes) - 0.5;
vec2 v = vec2(x,y);
float d = disp;
c1 += getFromColor( uv + d*v);
c2 += getToColor( uv + d*v);
}
}
c1 /= float(passes*passes);
c2 /= float(passes*passes);
return mix(c1, c2, progress);
}