33 lines
678 B
GLSL
33 lines
678 B
GLSL
float progress = u_args.y;
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vec4 getFromColor(vec2 uv) {
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return texture(u_source, uv);
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}
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vec4 getToColor(vec2 uv) {
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return texture(u_source2, uv);
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}
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// Source: https://gl-transitions.com/editor/wind
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// Author: gre
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// License: MIT
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uniform float size = 0.2;
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float rand(vec2 co) {
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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vec4 transition(vec2 p) {
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float r = rand(vec2(0, p.y));
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float m = smoothstep(0.0, -size, p.x*(1.0-size) + size*r - (progress * (1.0 + size)));
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return mix(getFromColor(p), getToColor(p), m);
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv)
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{
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fragColor = transition(uv);
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}
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