/*{ "CATEGORIES": [ "Wipe", "Retro" ], "CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/StereoViewer.glsl", "DESCRIPTION": "", "INPUTS": [ { "NAME": "startImage", "TYPE": "image" }, { "NAME": "endImage", "TYPE": "image" }, { "DEFAULT": 0, "MAX": 1, "MIN": 0, "NAME": "progress", "TYPE": "float" }, { "DEFAULT": 0.88, "MAX": 1, "MIN": 0, "NAME": "zoom", "TYPE": "float" }, { "DEFAULT": 0.22, "MAX": 1, "MIN": 0, "NAME": "corner_radius", "TYPE": "float" } ], "ISFVSN": "2" } */ vec4 getFromColor(vec2 inUV) { return IMG_NORM_PIXEL(startImage, inUV); } vec4 getToColor(vec2 inUV) { return IMG_NORM_PIXEL(endImage, inUV); } float ratio = RENDERSIZE.x/RENDERSIZE.y; // Tunable parameters // How much to zoom (out) for the effect ~ 0.5 - 1.0 // Corner radius as a fraction of the image height // author: Ted Schundler // license: BSD 2 Clause // Free for use and modification by anyone with credit // Copyright (c) 2016, Theodore K Schundler // All rights reserved. // Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: // 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. // 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. /////////////////////////////////////////////////////////////////////////////// // Stereo Viewer Toy Transition // // // // Inspired by ViewMaster / Image3D image viewer devices. // // This effect is similar to what you see when you press the device's lever. // // There is a quick zoom in / out to make the transition 'valid' for GLSL.io // /////////////////////////////////////////////////////////////////////////////// const vec4 black = vec4(0.0, 0.0, 0.0, 1.0); const vec2 c00 = vec2(0.0, 0.0); // the four corner points const vec2 c01 = vec2(0.0, 1.0); const vec2 c11 = vec2(1.0, 1.0); const vec2 c10 = vec2(1.0, 0.0); // Check if a point is within a given corner bool in_corner(vec2 p, vec2 corner, vec2 radius) { // determine the direction we want to be filled vec2 axis = (c11 - corner) - corner; // warp the point so we are always testing the bottom left point with the // circle centered on the origin p = p - (corner + axis * radius); p *= axis / radius; return (p.x > 0.0 && p.y > -1.0) || (p.y > 0.0 && p.x > -1.0) || dot(p, p) < 1.0; } // Check all four corners // return a float for v2 for anti-aliasing? bool test_rounded_mask(vec2 p, vec2 corner_size) { return in_corner(p, c00, corner_size) && in_corner(p, c01, corner_size) && in_corner(p, c10, corner_size) && in_corner(p, c11, corner_size); } // Screen blend mode - https://en.wikipedia.org/wiki/Blend_modes // This more closely approximates what you see than linear blending vec4 screen(vec4 a, vec4 b) { return 1.0 - (1.0 - a) * (1.0 -b); } // Given RGBA, find a value that when screened with itself // will yield the original value. vec4 unscreen(vec4 c) { return 1.0 - sqrt(1.0 - c); } // Grab a pixel, only if it isn't masked out by the rounded corners vec4 sample_with_corners_from(vec2 p, vec2 corner_size) { p = (p - 0.5) / zoom + 0.5; if (!test_rounded_mask(p, corner_size)) { return black; } return unscreen(getFromColor(p)); } vec4 sample_with_corners_to(vec2 p, vec2 corner_size) { p = (p - 0.5) / zoom + 0.5; if (!test_rounded_mask(p, corner_size)) { return black; } return unscreen(getToColor(p)); } // special sampling used when zooming - extra zoom parameter and don't unscreen vec4 simple_sample_with_corners_from(vec2 p, vec2 corner_size, float zoom_amt) { p = (p - 0.5) / (1.0 - zoom_amt + zoom * zoom_amt) + 0.5; if (!test_rounded_mask(p, corner_size)) { return black; } return getFromColor(p); } vec4 simple_sample_with_corners_to(vec2 p, vec2 corner_size, float zoom_amt) { p = (p - 0.5) / (1.0 - zoom_amt + zoom * zoom_amt) + 0.5; if (!test_rounded_mask(p, corner_size)) { return black; } return getToColor(p); } // Basic 2D affine transform matrix helpers // These really shouldn't be used in a fragment shader - I should work out the // the math for a translate & rotate function as a pair of dot products instead mat3 rotate2d(float angle, float ratio) { float s = sin(angle); float c = cos(angle); return mat3( c, s ,0.0, -s, c, 0.0, 0.0, 0.0, 1.0); } mat3 translate2d(float x, float y) { return mat3( 1.0, 0.0, 0, 0.0, 1.0, 0, -x, -y, 1.0); } mat3 scale2d(float x, float y) { return mat3( x, 0.0, 0, 0.0, y, 0, 0, 0, 1.0); } // Split an image and rotate one up and one down along off screen pivot points vec4 get_cross_rotated(vec3 p3, float angle, vec2 corner_size, float ratio) { angle = angle * angle; // easing angle /= 2.4; // works out to be a good number of radians mat3 center_and_scale = translate2d(-0.5, -0.5) * scale2d(1.0, ratio); mat3 unscale_and_uncenter = scale2d(1.0, 1.0/ratio) * translate2d(0.5,0.5); mat3 slide_left = translate2d(-2.0,0.0); mat3 slide_right = translate2d(2.0,0.0); mat3 rotate = rotate2d(angle, ratio); mat3 op_a = center_and_scale * slide_right * rotate * slide_left * unscale_and_uncenter; mat3 op_b = center_and_scale * slide_left * rotate * slide_right * unscale_and_uncenter; vec4 a = sample_with_corners_from((op_a * p3).xy, corner_size); vec4 b = sample_with_corners_from((op_b * p3).xy, corner_size); return screen(a, b); } // Image stays put, but this time move two masks vec4 get_cross_masked(vec3 p3, float angle, vec2 corner_size, float ratio) { angle = 1.0 - angle; angle = angle * angle; // easing angle /= 2.4; vec4 img; mat3 center_and_scale = translate2d(-0.5, -0.5) * scale2d(1.0, ratio); mat3 unscale_and_uncenter = scale2d(1.0 / zoom, 1.0 / (zoom * ratio)) * translate2d(0.5,0.5); mat3 slide_left = translate2d(-2.0,0.0); mat3 slide_right = translate2d(2.0,0.0); mat3 rotate = rotate2d(angle, ratio); mat3 op_a = center_and_scale * slide_right * rotate * slide_left * unscale_and_uncenter; mat3 op_b = center_and_scale * slide_left * rotate * slide_right * unscale_and_uncenter; bool mask_a = test_rounded_mask((op_a * p3).xy, corner_size); bool mask_b = test_rounded_mask((op_b * p3).xy, corner_size); if (mask_a || mask_b) { img = sample_with_corners_to(p3.xy, corner_size); return screen(mask_a ? img : black, mask_b ? img : black); } else { return black; } } vec4 transition(vec2 uv) { float a; vec2 p=uv.xy/vec2(1.0).xy; vec3 p3 = vec3(p.xy, 1.0); // for 2D matrix transforms // corner is warped to represent to size after mapping to 1.0, 1.0 vec2 corner_size = vec2(corner_radius / ratio, corner_radius); if (progress <= 0.0) { // 0.0: start with the base frame always return getFromColor(p); } else if (progress < 0.1) { // 0.0-0.1: zoom out and add rounded corners a = progress / 0.1; return simple_sample_with_corners_from(p, corner_size * a, a); } else if (progress < 0.48) { // 0.1-0.48: Split original image apart a = (progress - 0.1)/0.38; return get_cross_rotated(p3, a, corner_size, ratio); } else if (progress < 0.9) { // 0.48-0.52: black // 0.52 - 0.9: unmask new image return get_cross_masked(p3, (progress - 0.52)/0.38, corner_size, ratio); } else if (progress < 1.0) { // zoom out and add rounded corners a = (1.0 - progress) / 0.1; return simple_sample_with_corners_to(p, corner_size * a, a); } else { // 1.0 end with base frame return getToColor(p); } } void main() { gl_FragColor = transition(isf_FragNormCoord.xy); }