zoomover.glsl
1.79 KB
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uniform float intensity;
uniform float progress;
uniform sampler2D src1;
uniform sampler2D src2;
varying vec2 vUv;
uniform vec4 resolution;
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 random(in vec3 scale, in float seed) {
return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);
}
vec4 crossFade(in vec2 uv, in float dissolve) {
return mix(TEXTURE2D(src1, uv), TEXTURE2D(src2, uv), dissolve);
}
void main() {
vec2 texCoord = vUv / resolution.zw;
vec2 center = vec2(Linear_ease(0.5, 0.0, 1.0, progress), 0.5);
float dissolve = Exponential_easeInOut(0.0, 1.0, 1.0, progress);
float intensity = Sinusoidal_easeInOut(0.0, intensity, 0.5, progress);
vec4 color = vec4(0.0);
float total = 0.0;
vec2 toCenter = center - texCoord;
float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0) * 0.5;
for (float t = 0.0; t <= 20.0; t++) {
float percent = (t + offset) / 20.0;
float weight = 1.0 * (percent - percent * percent);
color += crossFade(texCoord + toCenter * percent * intensity, dissolve) * weight;
total += weight;
}
gl_FragColor = color / total;
}