/shaders/fragment/dissolve.fs
https://github.com/ajanthanm/cssfilterlab · F# · 171 lines · 118 code · 40 blank · 13 comment · 1 complexity · 803fc07122e38468ce528e90208c9ef6 MD5 · raw file
- /*
- * Copyright (c) 2012 Adobe Systems Incorporated. All rights reserved.
- * Copyright (c) 2012 Branislav Ulicny
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
- precision mediump float;
- /*
- * WebGL Noise (Start)
- * From: https://github.com/ashima/webgl-noise
- */
- /*
- * Copyright (C) 2011 by Ashima Arts (Simplex noise)
- * Copyright (C) 2011 by Stefan Gustavson (Classic noise)
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * of this software and associated documentation files (the "Software"), to deal
- * in the Software without restriction, including without limitation the rights
- * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- * copies of the Software, and to permit persons to whom the Software is
- * furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- * THE SOFTWARE.
- */
- vec4 permute(vec4 x)
- {
- return mod(((x * 34.0) + 1.0) * x, 289.0);
- }
- vec4 taylorInvSqrt(vec4 r)
- {
- return 1.79284291400159 - 0.85373472095314 * r;
- }
- float snoise(vec3 v)
- {
- const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
- const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
- // First corner
- vec3 i = floor(v + dot(v, C.yyy));
- vec3 x0 = v - i + dot(i, C.xxx);
- // Other corners
- vec3 g = step(x0.yzx, x0.xyz);
- vec3 l = 1.0 - g;
- vec3 i1 = min(g.xyz, l.zxy);
- vec3 i2 = max(g.xyz, l.zxy);
- vec3 x1 = x0 - i1 + 1.0 * C.xxx;
- vec3 x2 = x0 - i2 + 2.0 * C.xxx;
- vec3 x3 = x0 - 1. + 3.0 * C.xxx;
- // Permutations
- i = mod(i, 289.0);
- vec4 p = permute(permute(permute(
- i.z + vec4(0.0, i1.z, i2.z, 1.0))
- + i.y + vec4(0.0, i1.y, i2.y, 1.0))
- + i.x + vec4(0.0, i1.x, i2.x, 1.0));
- // Gradients
- // (N*N points uniformly over a square, mapped onto an octahedron.)
- float n_ = 1.0 / 7.0; // N=7
- vec3 ns = n_ * D.wyz - D.xzx;
- vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
- vec4 x_ = floor(j * ns.z);
- vec4 y_ = floor(j - 7.0 * x_); // mod(j,N)
- vec4 x = x_ *ns.x + ns.yyyy;
- vec4 y = y_ *ns.x + ns.yyyy;
- vec4 h = 1.0 - abs(x) - abs(y);
- vec4 b0 = vec4(x.xy, y.xy);
- vec4 b1 = vec4(x.zw, y.zw);
- vec4 s0 = floor(b0) * 2.0 + 1.0;
- vec4 s1 = floor(b1) * 2.0 + 1.0;
- vec4 sh = -step(h, vec4(0.0));
- vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
- vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
- vec3 p0 = vec3(a0.xy, h.x);
- vec3 p1 = vec3(a0.zw, h.y);
- vec3 p2 = vec3(a1.xy, h.z);
- vec3 p3 = vec3(a1.zw, h.w);
- // Normalise gradients
- vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
- p0 *= norm.x;
- p1 *= norm.y;
- p2 *= norm.z;
- p3 *= norm.w;
- // Mix final noise value
- vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
- m = m * m;
- return 42.0 * dot(m*m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
- }
- /*
- * WebGL Noise (End)
- */
- // Uniforms passed in from CSS
- uniform float amount;
- // Varyings
- varying vec2 v_uv;
- // Construct height map out of base noise function
- float surface(vec2 p, float time)
- {
- vec3 coord = vec3(p, -time * 0.001125);
- float n = 0.5;
- //n += 0.5 * abs(snoise(coord * 128.0));
- n += 0.25 * abs(snoise(coord * 256.0));
- n += 0.5 * abs(snoise(coord * 512.0));
- n += 0.25 * abs(snoise(coord * 1024.0));
- //n += 0.125 * abs(snoise(coord * 2048.0));
- return n;
- }
- // Main
- void main()
- {
- float time = 0.075 + amount * 0.75;
- float n = surface(0.035 * v_uv, time) * v_uv.y;
- bool isVisible = (n >= 1.25 * amount);
- css_ColorMatrix = isVisible ? mat4(1.0) : mat4(0.0);
- }