#version 150 //OVE shader_name: Mosaic //OVE shader_description: by Xaychru and gre (Licence MIT) //OVE name: End X //OVE type: FLOAT //OVE flag: NOT_CONNECTABLE //OVE default: 2 //OVE description: uniform float endx; //OVE name: End Y //OVE type: FLOAT //OVE flag: NOT_CONNECTABLE //OVE default: -1 //OVE description: uniform float endy; //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; } } #define PI 3.14159265358979323 #define POW2(X) X*X #define POW3(X) X*X*X float Rand(vec2 v) { return fract(sin(dot(v.xy ,vec2(12.9898,78.233))) * 43758.5453); } vec2 Rotate(vec2 v, float a) { mat2 rm = mat2(cos(a), -sin(a), sin(a), cos(a)); return rm*v; } float CosInterpolation(float x) { return -cos(x*PI)/2.+.5; } vec4 transition(vec2 uv, float progress) { vec2 p = uv.xy / vec2(1.0).xy - .5; vec2 rp = p; float rpr = (progress*2.-1.); float z = -(rpr*rpr*2.) + 3.; float az = abs(z); rp *= az; rp += mix(vec2(.5, .5), vec2(endx + .5, endy + .5), POW2(CosInterpolation(progress))); vec2 mrp = mod(rp, 1.); vec2 crp = rp; bool onEnd = int(floor(crp.x)) == int(endx) && int(floor(crp.y)) == int(endy); if(!onEnd) { float ang = float(int(Rand(floor(crp))*4.))*.5*PI; mrp = vec2(.5) + Rotate(mrp-vec2(.5), ang); } if(onEnd || Rand(floor(crp))>.5) { return getToColor(mrp); } else { return getFromColor(mrp); } } void main(void) { frag_color = transition( ove_texcoord.xy, TransformCurve(1.0 - ove_tprog_all)); }