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uniform float progress;
uniform sampler2D u_texture1;
uniform sampler2D u_texture2;
vec4 getFromColor (vec2 uv) {
return GskTexture(u_texture1, uv);
}
vec4 getToColor (vec2 uv) {
return GskTexture(u_texture2, uv);
}
// Source: https://gl-transitions.com/editor/randomsquares
// License: MIT
// Author: gre
const ivec2 size = ivec2(20, 20);
const float smoothness = 0.2;
float rand (vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
vec4 transition(vec2 uv) {
float r = rand(floor(vec2(size) * uv));
float m = smoothstep(0.0, -smoothness, r - (progress * (1.0 + smoothness)));
return mix(getFromColor(uv), getToColor(uv), m);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv)
{
fragColor = transition(uv);
}
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