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42 lines
970 B
Plaintext
42 lines
970 B
Plaintext
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uniform float progress;
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uniform sampler2D u_texture1;
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uniform sampler2D u_texture2;
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vec4 getFromColor (vec2 uv) {
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return GskTexture(u_texture1, uv);
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}
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vec4 getToColor (vec2 uv) {
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return GskTexture(u_texture2, uv);
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}
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// Source: https://gl-transitions.com/editor/kaleidoscope
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// Author: nwoeanhinnogaehr
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// License: MIT
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const float speed = 1.0;
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const float angle = 1.0;
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const float power = 1.5;
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vec4 transition(vec2 uv) {
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vec2 p = uv.xy / vec2(1.0).xy;
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vec2 q = p;
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float t = pow(progress, power)*speed;
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p = p -0.5;
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for (int i = 0; i < 7; i++) {
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p = vec2(sin(t)*p.x + cos(t)*p.y, sin(t)*p.y - cos(t)*p.x);
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t += angle;
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p = abs(mod(p, 2.0) - 1.0);
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}
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abs(mod(p, 1.0));
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return mix(
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mix(getFromColor(q), getToColor(q), progress),
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mix(getFromColor(p), getToColor(p), progress), 1.0 - 2.0*abs(progress - 0.5));
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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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