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90 lines
2.6 KiB
GLSL
90 lines
2.6 KiB
GLSL
// Tiles wave reveal, from gl-transitions.com
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// Author: numb3r23 (MIT)
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// Description: the incoming image is revealed tile by tile in a diagonal wave.
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//
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// Ported to ZShell's GLSL ABI (see wallpaper_trans_bowtie.frag).
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// Optional gl-transitions params are fixed here: tileCount = (8, 8),
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// flipX = true, flipY = false.
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uniform sampler2D from;
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uniform sampler2D to;
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uniform vec2 size;
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uniform vec4 fromCrop;
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uniform vec4 toCrop;
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uniform float progress;
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uniform float fromFlip;
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uniform float toFlip;
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out vec4 outColor;
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const ivec2 tileCount = ivec2(8, 8);
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const bool flipX = true;
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const bool flipY = false;
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vec4 getFromColor(vec2 uv) {
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vec2 s = vec2(uv.x, fromFlip > 0.5 ? 1.0 - uv.y : uv.y);
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return texture(from, fromCrop.xy + s * fromCrop.zw);
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}
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vec4 getToColor(vec2 uv) {
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vec2 s = vec2(uv.x, toFlip > 0.5 ? 1.0 - uv.y : uv.y);
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return texture(to, toCrop.xy + s * toCrop.zw);
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}
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vec4 transition(vec2 uv) {
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vec2 tileSize = 1.0 / vec2(tileCount);
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vec2 posInTile = fract(uv * vec2(tileCount));
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vec2 tileNum = floor(uv * vec2(tileCount));
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float countTiles = float(tileCount.x * tileCount.y);
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// Diagonal wave from bottom-left to top-right.
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float offset = (tileNum.y + tileNum.x * float(tileCount.y)) / countTiles;
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float timeOffset = clamp((progress - offset) * countTiles, 0.0, 0.5);
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float sinTime = 1.0 - abs(cos(fract(timeOffset) * 3.1415926));
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vec2 texC = posInTile;
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if (sinTime <= 0.5) {
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if (flipX) {
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if (texC.x < sinTime || texC.x > 1.0 - sinTime)
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return getFromColor(uv);
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texC.x = texC.x < 0.5
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? (texC.x - sinTime) * 0.5 / (0.5 - sinTime)
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: (texC.x - 0.5) * 0.5 / (0.5 - sinTime) + 0.5;
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}
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if (flipY) {
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if (texC.y < sinTime || texC.y > 1.0 - sinTime)
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return getFromColor(uv);
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texC.y = texC.y < 0.5
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? (texC.y - sinTime) * 0.5 / (0.5 - sinTime)
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: (texC.y - 0.5) * 0.5 / (0.5 - sinTime) + 0.5;
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}
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vec2 globalUV = tileNum * tileSize + texC * tileSize;
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return getFromColor(globalUV);
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} else {
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if (flipX) {
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if (texC.x > sinTime || texC.x < 1.0 - sinTime)
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return getToColor(uv);
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texC.x = texC.x < 0.5
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? (texC.x - sinTime) * 0.5 / (0.5 - sinTime)
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: (texC.x - 0.5) * 0.5 / (0.5 - sinTime) + 0.5;
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texC.x = 1.0 - texC.x;
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}
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if (flipY) {
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if (texC.y > sinTime || texC.y < 1.0 - sinTime)
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return getToColor(uv);
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texC.y = texC.y < 0.5
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? (texC.y - sinTime) * 0.5 / (0.5 - sinTime)
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: (texC.y - 0.5) * 0.5 / (0.5 - sinTime) + 0.5;
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texC.y = 1.0 - texC.y;
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}
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vec2 globalUV = tileNum * tileSize + texC * tileSize;
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return getToColor(globalUV);
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}
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}
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void main() {
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vec2 uv = gl_FragCoord.xy / size;
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outColor = transition(uv);
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}
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