#version 150 //OVE shader_name: Color Distance //OVE shader_description: by gre (License: MIT) // ported by gre from https://gist.github.com/P-Seebauer/2a5fa2f77c883dd661f9 //OVE name: Power //OVE type: FLOAT //OVE flag: NOT_CONNECTABLE //OVE min: 0 //OVE default: 5 //OVE description: uniform float power; //OVE end #define LINEAR_CURVE 0 #define EXPONENTIAL_CURVE 1 #define LOGARITHMIC_CURVE 2 uniform sampler2D out_block_in; uniform sampler2D in_block_in; uniform bool out_block_in_enabled; uniform bool in_block_in_enabled; uniform int curve_in; /* animated from 0 to 1 */ uniform float ove_tprog_all; in vec2 ove_texcoord; out vec4 frag_color; vec4 getFromColor( vec2 p) { return texture( in_block_in, p); } vec4 getToColor( vec2 p) { return texture( out_block_in, p); } float TransformCurve(float linear) { if (curve_in == EXPONENTIAL_CURVE) { return linear * linear; } else if (curve_in == LOGARITHMIC_CURVE) { return sqrt(linear); } else { return linear; } } vec4 transition(vec2 p, float progress) { vec4 fTex = getFromColor(p); vec4 tTex = getToColor(p); float m = step(distance(fTex, tTex), progress); return mix( mix(fTex, tTex, m), tTex, pow(progress, power) ); } void main(void) { frag_color = transition( ove_texcoord.xy, TransformCurve(1.0 - ove_tprog_all)); }