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102 lines
2.4 KiB
GLSL
102 lines
2.4 KiB
GLSL
// Hexagonalize crossfade, from gl-transitions.com
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// Author: Fernando Kuteken (MIT)
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// Description: both images turn into hexagons, crossfade, then sharpen again.
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// Hexagonal math from http://www.redblobgames.com/grids/hexagons/
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//
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// Ported to ZShell's GLSL ABI (see wallpaper_trans_bowtie.frag). The
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// gl-transitions `ratio` contextual value is derived from `size`. Optional
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// params are fixed here: steps = 50, horizontalHexagons = 20.
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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 steps = 50;
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const float horizontalHexagons = 20.0;
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float ratio;
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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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struct Hexagon {
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float q;
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float r;
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float s;
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};
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Hexagon createHexagon(float q, float r) {
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Hexagon hex;
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hex.q = q;
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hex.r = r;
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hex.s = -q - r;
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return hex;
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}
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Hexagon roundHexagon(Hexagon hex) {
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float q = floor(hex.q + 0.5);
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float r = floor(hex.r + 0.5);
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float s = floor(hex.s + 0.5);
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float deltaQ = abs(q - hex.q);
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float deltaR = abs(r - hex.r);
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float deltaS = abs(s - hex.s);
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if (deltaQ > deltaR && deltaQ > deltaS)
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q = -r - s;
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else if (deltaR > deltaS)
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r = -q - s;
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else
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s = -q - r;
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return createHexagon(q, r);
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}
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Hexagon hexagonFromPoint(vec2 point, float size) {
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point.y /= ratio;
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point = (point - 0.5) / size;
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float q = (sqrt(3.0) / 3.0) * point.x + (-1.0 / 3.0) * point.y;
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float r = 0.0 * point.x + 2.0 / 3.0 * point.y;
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Hexagon hex = createHexagon(q, r);
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return roundHexagon(hex);
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}
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vec2 pointFromHexagon(Hexagon hex, float size) {
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float x = (sqrt(3.0) * hex.q + (sqrt(3.0) / 2.0) * hex.r) * size + 0.5;
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float y = (0.0 * hex.q + (3.0 / 2.0) * hex.r) * size + 0.5;
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return vec2(x, y * ratio);
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}
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vec4 transition(vec2 uv) {
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float dist = 2.0 * min(progress, 1.0 - progress);
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dist = steps > 0 ? ceil(dist * float(steps)) / float(steps) : dist;
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float size = (sqrt(3.0) / 3.0) * dist / horizontalHexagons;
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vec2 point = dist > 0.0 ? pointFromHexagon(hexagonFromPoint(uv, size), size)
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: uv;
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return mix(getFromColor(point), getToColor(point), progress);
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}
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void main() {
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vec2 uv = gl_FragCoord.xy / size;
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ratio = size.x / size.y;
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outColor = transition(uv);
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}
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