🎉 Add pixel wipe effect

This commit is contained in:
Simon Schneegans
2022-09-02 06:07:48 +02:00
parent 2db13ea884
commit d746344c76
10 changed files with 475 additions and 6 deletions
+2 -1
View File
@@ -37,7 +37,8 @@ void main() {
}
// Progressively hide the spokes.
if (mod(angle * uSpokeCount, 1.0) < progress) {
float threshold = mod(angle * uSpokeCount, 1.0);
if (progress > threshold) {
oColor.a = 0.0;
}
+51
View File
@@ -0,0 +1,51 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
// The content from common.glsl is automatically prepended to each shader effect.
uniform float uPixelSize;
uniform vec2 uStartPos;
const float FADE_WIDTH = 1.0; // Width of the transition.
void main() {
// Now we compute a 2D gradient in [0..1] which covers the entire window. The dark
// regions will be burned first, the bright regions in the end. We mix a radial gradient
// with some noise. The center of the radial gradient is positioned at uStartPos.
float circle = length(iTexCoord - uStartPos);
float progress = easeOutQuad(uProgress);
progress = ((1.0 - progress) * (1.0 + FADE_WIDTH) - 1.0 + circle) / FADE_WIDTH;
progress = smoothstep(0.0, 1.0, progress);
progress = uForOpening ? progress : 1.0 - progress;
// The current level of pixelation increases with the progress.
float pixelSize = ceil(uPixelSize * progress + 1.0);
vec2 pixelGrid = vec2(pixelSize) / uSize;
vec2 texcoord = iTexCoord.st - mod(iTexCoord.st, pixelGrid) + pixelGrid * 0.5;
vec4 oColor = getInputColor(texcoord);
// Hide pixels in the transition zone.
float random = simplex2DFractal(texcoord * uSize / 20.0) * 1.5 - 0.25;
if (progress > random) {
oColor.a *= max(0.0, 1.0 - (progress - random) * 10.0);
}
// These are pretty useful for understanding how this works.
// oColor = vec4(progress, 0.0, 0.0, 1.0);
// oColor = vec4(random, 0.0, 0.0, 1.0);
setOutputColor(oColor);
}
+3 -3
View File
@@ -27,9 +27,9 @@ void main() {
vec4 oColor = getInputColor(texcoord);
// Hide selected pixels based on some random noise.
float random = simplex2DFractal(texcoord * uNoise * uSize / 1000.0);
if (random * 1.5 - 0.25 < progress) {
oColor.a = 0.0;
float random = simplex2DFractal(texcoord * uNoise * uSize / 1000.0) * 1.5 - 0.25;
if (progress > random) {
oColor.a *= max(0.0, 1.0 - (progress - random) * 20.0);
}
setOutputColor(oColor);