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@asesh
Forked from glslioadmin/TEMPLATE.glsl
Last active December 14, 2015 11:38
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GLSL.io Transition (v1)
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
uniform float Time;
uniform float TimeDuration;
uniform sampler2D samTexture;
uniform sampler2D samLensFlare;
uniform vec2 Offset;
uniform vec2 OffsetDestination;
// Barrel distortion
vec2 barrelDistortion(inout vec2 vTexCoord)
{
float fDistortion = 0.5;
vTexCoord -= vec2(0.5);
vTexCoord *= vec2(mod(progress, 1.0));
vTexCoord += vec2(0.5);
return vTexCoord;
}
// Rotate texture coordinate
vec2 rotateTexCoord(vec2 texCoord, float fRadianAngle)
{
texCoord -= vec2(0.5);
float fSine = sin(fRadianAngle);
float fCos = cos(fRadianAngle);
mat2 mat = mat2(fCos, fSine, -fSine, fCos);
texCoord = texCoord*mat;
texCoord += vec2(0.5);
return texCoord;
}
// Scale texture
vec2 scaleTexture(vec2 vTexCoord, float fUniformScaleFactor)
{
vTexCoord -= vec2(0.5);
mat2 mScaleMat = mat2(fUniformScaleFactor, 0.0, 0.0, fUniformScaleFactor);
vTexCoord *= mScaleMat;
vTexCoord += vec2(0.5);
return vTexCoord;
}
// Animate lens flare
vec2 animateLensFlare(vec2 vTexCoord)
{
float fInterval = mod(Time, 6.28);
return vTexCoord;
}
// Drop shadow
vec4 dropShadow(vec2 vTexCoord, vec4 vFragmentColor, vec2 vBoundary)
{
if(vTexCoord.t > 1.0)
{
if(vTexCoord.t > 1.0)
return vec4(0.0);
}
return vFragmentColor;
}
// Animate fragmented texture
vec4 animateFragmentedTexture(vec2 vTexCoord, int nNumberOfFragments)
{
vec4 vFragmentColor = vec4(1.0);
float fInterval = mod(progress, 10.0);
vec4 vOriginalFragmentColor = texture2D(samTexture, vTexCoord);
vTexCoord = vec2(progress, progress);
vFragmentColor = texture2D(samTexture, vTexCoord);
// if(vTexCoord.s > 1.0 || vTexCoord.t > 1.0)
// vFragmentColor = vOriginalFragmentColor;
// else
// vFragmentColor *= vOriginalFragmentColor;
vOriginalFragmentColor = (vFragmentColor * vOriginalFragmentColor);
//vTexCoord -= vec2(progress);
return vOriginalFragmentColor;
}
// Animate texture
vec4 animateTexture(vec2 vTexCoord, vec4 vFragmentColor)
{
return vFragmentColor;
}
void main()
{
vec2 vTexCoord = gl_FragCoord.xy / resolution.xy;
vec4 vFragmentColor = vec4(1.0);
// float fAmplitude = 8.0;
// float fFrequency = 5.0;
//float fDistortion = mod(progress, 0.01);
//vec2 vModifiedTexCoord = vec2(vTexCoord.s, vTexCoord.t);
//vec2 vTextureOffset = OffsetDestination * progress / TimeDuration + Offset * (1.0 - progress / TimeDuration);
//vFragmentColor = texture2D(samTexture, vec2(vTexCoord.s, vTexCoord.t));
// Animated fragment color
vFragmentColor = animateFragmentedTexture(vTexCoord, 12);
// Scale down K Stew's texture
// vec2 vScaledTexCoord = scaleTexture(vTexCoord, 1.5);
// vec4 vLensFlareColor = texture2D(samLensFlare, vScaledTexCoord);
// if(vScaledTexCoord.s > 1.0 || vScaledTexCoord.s < 0.0)
// vLensFlareColor = vFragmentColor;
// if(vScaledTexCoord.t > 1.0 || vScaledTexCoord.t < 0.0)
// vLensFlareColor = vFragmentColor;
// vFragmentColor = vLensFlareColor;
//vFragmentColor = dropShadow(vTexCoord, vFragmentColor, vec2(0.0, 1.0));
// Scale texture
// vec2 vScaledTexCoord = scaleTexture(vTexCoord, progress + progress + progress);
// vFragmentColor = texture2D(samTexture, vScaledTexCoord);
// if(vScaledTexCoord.s < 0.0 || vScaledTexCoord.s > 1.0)
// vFragmentColor = vec4(0.0);
// if(vScaledTexCoord.t < 0.0|| vScaledTexCoord.t > 1.0)
// vFragmentColor = vec4(0.0);
// Rotate texture
//vFragmentColor = texture2D(samTexture, rotateTexCoord(vModifiedTexCoord, progress));
// if(vModifiedTexCoord.t > 1.0)
// vFragmentColor = vec4(0.0);
//barrelDistortion(vTexCoord);
//vFragmentColor = texture2D(samTexture, vTexCoord);
gl_FragColor = vFragmentColor;
}
{"Time":0.8,"TimeDuration":1,"samTexture":"https://i.imgur.com/2MPM4OT.jpg","samLensFlare":"https://i.imgur.com/KejWAD4.jpg","Offset":[0,0],"OffsetDestination":[1,0]}
GLSL.io Transition License (v1):
The MIT License (MIT)
Copyright (C) 2014 contact@glsl.io
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
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