Back to shaders
Shader test bench
Colour Distance.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 power;
precision mediump float;
/*{
"CATEGORIES": [
"Dissolve",
"Wipe"
],
"CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/ColourDistance.glsl",
"DESCRIPTION": "",
"INPUTS": [
{
"NAME": "startImage",
"TYPE": "image"
},
{
"NAME": "endImage",
"TYPE": "image"
},
{
"DEFAULT": 0,
"MAX": 1,
"MIN": 0,
"NAME": "progress",
"TYPE": "float"
},
{
"DEFAULT": 5,
"MAX": 10,
"MIN": 0,
"NAME": "power",
"TYPE": "float"
}
],
"ISFVSN": "2"
}
*/
vec4 getFromColor(vec2 inUV) {
return texture2D(startImage, inUV);
}
vec4 getToColor(vec2 inUV) {
return texture2D(endImage, inUV);
}
// License: MIT
// Author: P-Seebauer
// ported by gre from https://gist.github.com/P-Seebauer/2a5fa2f77c883dd661f9
vec4 transition(vec2 p) {
vec4 fTex = getFromColor(p);
vec4 tTex = getToColor(p);
float m = step(distance(fTex, tTex), progress);
return mix(
mix(fTex, tTex, m),
tTex,
pow(progress, power)
);
}
void main() {
gl_FragColor = transition((gl_FragCoord.xy / u_resolution.xy).xy);
}