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73 lines
1.8 KiB
GLSL
73 lines
1.8 KiB
GLSL
// Doom-style melt wipe, from gl-transitions.com
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// Author: Zeh Fernando (MIT)
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// Description: the outgoing image melts down in uneven columns, like the Doom
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// screen wipe. Fully procedural (no displacement texture).
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//
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// Ported to ZShell's GLSL ABI (see wallpaper_trans_bowtie.frag). Optional
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// gl-transitions params are fixed here: bars = 30, amplitude = 2.0,
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// noise = 0.1, frequency = 0.5, dripScale = 0.5.
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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 int bars = 30;
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const float amplitude = 2.0;
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const float noise = 0.1;
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const float frequency = 0.5;
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const float dripScale = 0.5;
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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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float rand(int num) {
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return fract(mod(float(num) * 67123.313, 12.0) * sin(float(num) * 10.3) *
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cos(float(num)));
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}
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float wave(int num) {
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float fn = float(num) * frequency * 0.1 * float(bars);
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return cos(fn * 0.5) * cos(fn * 0.13) * sin((fn + 10.0) * 0.3) / 2.0 + 0.5;
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}
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float drip(int num) {
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return sin(float(num) / float(bars - 1) * 3.141592) * dripScale;
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}
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float pos(int num) {
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return (noise == 0.0 ? wave(num)
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: mix(wave(num), rand(num), noise)) +
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(dripScale == 0.0 ? 0.0 : drip(num));
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}
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vec4 transition(vec2 uv) {
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int bar = int(uv.x * float(bars));
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float scale = 1.0 + pos(bar) * amplitude;
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float phase = progress * scale;
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float posY = uv.y;
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if (phase + posY < 1.0) {
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return getFromColor(vec2(uv.x, uv.y + phase));
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}
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return getToColor(uv);
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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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