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Shader test bench

Crosshatch.fs

vidvox-isf-files utility glsl runnable fragment MIT
Source
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 fadeEdge;
uniform vec2 center;
uniform float threshold;
precision mediump float;
/*{
    "CATEGORIES": [
        "Dissolve"
    ],
    "CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/crosshatch.glsl",
    "DESCRIPTION": "",
    "INPUTS": [
        {
            "NAME": "startImage",
            "TYPE": "image"
        },
        {
            "NAME": "endImage",
            "TYPE": "image"
        },
        {
            "DEFAULT": 0,
            "MAX": 1,
            "MIN": 0,
            "NAME": "progress",
            "TYPE": "float"
        },
        {
            "NAME": "fadeEdge",
            "TYPE": "float"
        },
        {
            "DEFAULT": [
                0.5,
                0.5
            ],
            "MAX": [
                1,
                1
            ],
            "MIN": [
                0,
                0
            ],
            "NAME": "center",
            "TYPE": "point2D"
        },
        {
            "DEFAULT": 3,
            "MAX": 10,
            "MIN": 0,
            "NAME": "threshold",
            "TYPE": "float"
        }
    ],
    "ISFVSN": "2",
    "VSN": ""
}
*/



vec4 getFromColor(vec2 inUV)	{
	return texture2D(startImage, inUV);
}
vec4 getToColor(vec2 inUV)	{
	return texture2D(endImage, inUV);
}



// License: MIT
// Author: pthrasher
// adapted by gre from https://gist.github.com/pthrasher/04fd9a7de4012cbb03f6


float rand(vec2 co) {
  return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
vec4 transition(vec2 p) {
  float dist = distance(center, p) / threshold;
  float r = progress - min(rand(vec2(p.y, 0.0)), rand(vec2(0.0, p.x)));
  return mix(getFromColor(p), getToColor(p), mix(0.0, mix(step(dist, r), 1.0, smoothstep(1.0-fadeEdge, 1.0, progress)), smoothstep(0.0, fadeEdge, progress)));    
}



void main()	{
	gl_FragColor = transition((gl_FragCoord.xy / u_resolution.xy).xy);
}