/*{ "CATEGORIES": [ "Dissolve" ], "CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/CrossZoom.glsl", "DESCRIPTION": "", "INPUTS": [ { "NAME": "startImage", "TYPE": "image" }, { "NAME": "endImage", "TYPE": "image" }, { "DEFAULT": 0, "MAX": 1, "MIN": 0, "NAME": "progress", "TYPE": "float" }, { "NAME": "strength", "TYPE": "float" } ], "ISFVSN": "2" } */ vec4 getFromColor(vec2 inUV) { return IMG_NORM_PIXEL(startImage, inUV); } vec4 getToColor(vec2 inUV) { return IMG_NORM_PIXEL(endImage, inUV); } // License: MIT // Author: rectalogic // ported by gre from https://gist.github.com/rectalogic/b86b90161503a0023231 // Converted from https://github.com/rectalogic/rendermix-basic-effects/blob/master/assets/com/rendermix/CrossZoom/CrossZoom.frag // Which is based on https://github.com/evanw/glfx.js/blob/master/src/filters/blur/zoomblur.js // With additional easing functions from https://github.com/rectalogic/rendermix-basic-effects/blob/master/assets/com/rendermix/Easing/Easing.glsllib const float PI = 3.141592653589793; float Linear_ease(in float begin, in float change, in float duration, in float time) { return change * time / duration + begin; } float Exponential_easeInOut(in float begin, in float change, in float duration, in float time) { if (time == 0.0) return begin; else if (time == duration) return begin + change; time = time / (duration / 2.0); if (time < 1.0) return change / 2.0 * pow(2.0, 10.0 * (time - 1.0)) + begin; return change / 2.0 * (-pow(2.0, -10.0 * (time - 1.0)) + 2.0) + begin; } float Sinusoidal_easeInOut(in float begin, in float change, in float duration, in float time) { return -change / 2.0 * (cos(PI * time / duration) - 1.0) + begin; } float rand (vec2 co) { return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } vec3 crossFade(in vec2 uv, in float dissolve) { return mix(getFromColor(uv).rgb, getToColor(uv).rgb, dissolve); } vec4 transition(vec2 uv) { vec2 texCoord = uv.xy / vec2(1.0).xy; // Linear interpolate center across center half of the image vec2 center = vec2(Linear_ease(0.25, 0.5, 1.0, progress), 0.5); float dissolve = Exponential_easeInOut(0.0, 1.0, 1.0, progress); // Mirrored sinusoidal loop. 0->strength then strength->0 float strength = Sinusoidal_easeInOut(0.0, strength, 0.5, progress); vec3 color = vec3(0.0); float total = 0.0; vec2 toCenter = center - texCoord; /* randomize the lookup values to hide the fixed number of samples */ float offset = rand(uv); for (float t = 0.0; t <= 40.0; t++) { float percent = (t + offset) / 40.0; float weight = 4.0 * (percent - percent * percent); color += crossFade(texCoord + toCenter * percent * strength, dissolve) * weight; total += weight; } return vec4(color / total, 1.0); } void main() { gl_FragColor = transition(isf_FragNormCoord.xy); }