/*{ "CATEGORIES": [ "Wipe" ], "CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/perlin.glsl", "DESCRIPTION": "", "INPUTS": [ { "NAME": "startImage", "TYPE": "image" }, { "NAME": "endImage", "TYPE": "image" }, { "DEFAULT": 0, "MAX": 1, "MIN": 0, "NAME": "progress", "TYPE": "float" }, { "DEFAULT": 12.9898, "MAX": 100, "MIN": 0, "NAME": "seed", "TYPE": "float" }, { "DEFAULT": 0.01, "MAX": 1, "MIN": 0, "NAME": "smoothness", "TYPE": "float" }, { "DEFAULT": 4, "MAX": 10, "MIN": 0, "NAME": "scale", "TYPE": "float" } ], "ISFVSN": "2" } */ vec4 getFromColor(vec2 inUV) { return IMG_NORM_PIXEL(startImage, inUV); } vec4 getToColor(vec2 inUV) { return IMG_NORM_PIXEL(endImage, inUV); } // Author: Rich Harris // License: MIT #ifdef GL_ES precision mediump float; #endif // http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ float random(vec2 co) { highp float a = seed; highp float b = 78.233; highp float c = 43758.5453; highp float dt= dot(co.xy ,vec2(a,b)); highp float sn= mod(dt,3.14); return fract(sin(sn) * c); } // 2D Noise based on Morgan McGuire @morgan3d // https://www.shadertoy.com/view/4dS3Wd float noise (in vec2 st) { vec2 i = floor(st); vec2 f = fract(st); // Four corners in 2D of a tile float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); // Smooth Interpolation // Cubic Hermine Curve. Same as SmoothStep() vec2 u = f*f*(3.0-2.0*f); // u = smoothstep(0.,1.,f); // Mix 4 coorners porcentages return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } vec4 transition (vec2 uv) { vec4 from = getFromColor(uv); vec4 to = getToColor(uv); float n = noise(uv * scale); float p = mix(-smoothness, 1.0 + smoothness, progress); float lower = p - smoothness; float higher = p + smoothness; float q = smoothstep(lower, higher, n); return mix( from, to, 1.0 - q ); } void main() { gl_FragColor = transition(isf_FragNormCoord.xy); }