forked from AuroraMiddleware/gtk
35 lines
681 B
Plaintext
35 lines
681 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/Radial
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// License: MIT
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// Author: Xaychru
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const float smoothness = 1.0;
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const float PI = 3.141592653589;
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vec4 transition(vec2 p) {
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vec2 rp = p*2.-1.;
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return mix(
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getToColor(p),
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getFromColor(p),
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smoothstep(0., smoothness, atan(rp.y,rp.x) - (progress-.5) * PI * 2.5)
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);
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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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