View Slide.glsl
1 2 3 4 5 6 7 8 9 10
// Converted from https://github.com/rectalogic/rendermix-basic-effects/blob/master/assets/com/rendermix/Slide/Slide.frag
 
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
 
// Slide Down: translateX = 0, translateY = -1
View fadegrayscale.glsl
1 2 3 4 5 6 7 8 9 10
#ifdef GL_ES
precision highp float;
#endif
// General parameters
uniform sampler2D from;
uniform sampler2D to;
uniform float progress;
uniform vec2 resolution;
View designer.html
1 2 3 4 5 6 7 8 9
<link rel="import" href="../core-icon-button/core-icon-button.html">
<link rel="import" href="../core-toolbar/core-toolbar.html">
<link rel="import" href="../core-header-panel/core-header-panel.html">
<link rel="import" href="../paper-tabs/paper-tabs.html">
<link rel="import" href="../paper-tabs/paper-tab.html">
<link rel="import" href="../core-scaffold/core-scaffold.html">
<link rel="import" href="../core-menu/core-menu.html">
<link rel="import" href="../core-item/core-item.html">
<link rel="import" href="../core-menu/core-submenu.html">
View CrossZoom.glsl
1 2 3 4 5 6 7 8 9 10
// Converted from https://github.com/rectalogic/rendermix-basic-effects/blob/master/assets/com/rendermix/CrossZoom/CrossZoom.frag
// Which is based on https://github.com/evanw/glfx.js/blob/master/src/filters/blur/zoomblur.js
// With additional easing functions from https://github.com/rectalogic/rendermix-basic-effects/blob/master/assets/com/rendermix/Easing/Easing.glsllib
 
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
View referrals_controller.rb
1 2 3 4 5 6 7 8 9
def create
 
@referral = Referral.new(referral_params)
 
begin
params[:referral][:dob] = Date.strptime(params[:referral][:dob], '%m/%d/%Y')
rescue
@referral.errors.add(:dob, 'Invalid Date')
end
View Radial.glsl
1 2 3 4 5 6 7 8 9 10
#ifdef GL_ES
precision highp float;
#endif
#define PI 3.141592653589
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
 
void main() {
vec2 p = gl_FragCoord.xy / resolution.xy;
View powerdisformation.glsl
1 2 3 4 5 6 7 8 9
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
 
uniform float power;
uniform bool powerDest;
View gist:453b5cd78e03240f21e8
1 2 3 4 5 6 7 8 9 10
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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:
//
View PolkaDotsCurtain.glsl
1 2 3 4 5 6 7 8 9
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
 
const float SQRT_2 = 1.414213562373;
uniform float dots;// = 20.0;
View Glitch Memories.glsl
1 2 3 4 5 6 7 8 9 10
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
 
void glitch_memories(sampler2D pic) {
vec2 p = gl_FragCoord.xy / resolution.xy;
vec2 block = floor(gl_FragCoord.xy / vec2(16));
Something went wrong with that request. Please try again.