/shaders/fragment/dissolve.fs

https://github.com/ajanthanm/cssfilterlab · F# · 171 lines · 118 code · 40 blank · 13 comment · 1 complexity · 803fc07122e38468ce528e90208c9ef6 MD5 · raw file

  1. /*
  2. * Copyright (c) 2012 Adobe Systems Incorporated. All rights reserved.
  3. * Copyright (c) 2012 Branislav Ulicny
  4. *
  5. * Licensed under the Apache License, Version 2.0 (the "License");
  6. * you may not use this file except in compliance with the License.
  7. * You may obtain a copy of the License at
  8. *
  9. * http://www.apache.org/licenses/LICENSE-2.0
  10. *
  11. * Unless required by applicable law or agreed to in writing, software
  12. * distributed under the License is distributed on an "AS IS" BASIS,
  13. * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  14. * See the License for the specific language governing permissions and
  15. * limitations under the License.
  16. */
  17. precision mediump float;
  18. /*
  19. * WebGL Noise (Start)
  20. * From: https://github.com/ashima/webgl-noise
  21. */
  22. /*
  23. * Copyright (C) 2011 by Ashima Arts (Simplex noise)
  24. * Copyright (C) 2011 by Stefan Gustavson (Classic noise)
  25. *
  26. * Permission is hereby granted, free of charge, to any person obtaining a copy
  27. * of this software and associated documentation files (the "Software"), to deal
  28. * in the Software without restriction, including without limitation the rights
  29. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  30. * copies of the Software, and to permit persons to whom the Software is
  31. * furnished to do so, subject to the following conditions:
  32. *
  33. * The above copyright notice and this permission notice shall be included in
  34. * all copies or substantial portions of the Software.
  35. *
  36. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  37. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  38. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  39. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  40. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  41. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  42. * THE SOFTWARE.
  43. */
  44. vec4 permute(vec4 x)
  45. {
  46. return mod(((x * 34.0) + 1.0) * x, 289.0);
  47. }
  48. vec4 taylorInvSqrt(vec4 r)
  49. {
  50. return 1.79284291400159 - 0.85373472095314 * r;
  51. }
  52. float snoise(vec3 v)
  53. {
  54. const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
  55. const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
  56. // First corner
  57. vec3 i = floor(v + dot(v, C.yyy));
  58. vec3 x0 = v - i + dot(i, C.xxx);
  59. // Other corners
  60. vec3 g = step(x0.yzx, x0.xyz);
  61. vec3 l = 1.0 - g;
  62. vec3 i1 = min(g.xyz, l.zxy);
  63. vec3 i2 = max(g.xyz, l.zxy);
  64. vec3 x1 = x0 - i1 + 1.0 * C.xxx;
  65. vec3 x2 = x0 - i2 + 2.0 * C.xxx;
  66. vec3 x3 = x0 - 1. + 3.0 * C.xxx;
  67. // Permutations
  68. i = mod(i, 289.0);
  69. vec4 p = permute(permute(permute(
  70. i.z + vec4(0.0, i1.z, i2.z, 1.0))
  71. + i.y + vec4(0.0, i1.y, i2.y, 1.0))
  72. + i.x + vec4(0.0, i1.x, i2.x, 1.0));
  73. // Gradients
  74. // (N*N points uniformly over a square, mapped onto an octahedron.)
  75. float n_ = 1.0 / 7.0; // N=7
  76. vec3 ns = n_ * D.wyz - D.xzx;
  77. vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
  78. vec4 x_ = floor(j * ns.z);
  79. vec4 y_ = floor(j - 7.0 * x_); // mod(j,N)
  80. vec4 x = x_ *ns.x + ns.yyyy;
  81. vec4 y = y_ *ns.x + ns.yyyy;
  82. vec4 h = 1.0 - abs(x) - abs(y);
  83. vec4 b0 = vec4(x.xy, y.xy);
  84. vec4 b1 = vec4(x.zw, y.zw);
  85. vec4 s0 = floor(b0) * 2.0 + 1.0;
  86. vec4 s1 = floor(b1) * 2.0 + 1.0;
  87. vec4 sh = -step(h, vec4(0.0));
  88. vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
  89. vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
  90. vec3 p0 = vec3(a0.xy, h.x);
  91. vec3 p1 = vec3(a0.zw, h.y);
  92. vec3 p2 = vec3(a1.xy, h.z);
  93. vec3 p3 = vec3(a1.zw, h.w);
  94. // Normalise gradients
  95. vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
  96. p0 *= norm.x;
  97. p1 *= norm.y;
  98. p2 *= norm.z;
  99. p3 *= norm.w;
  100. // Mix final noise value
  101. vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
  102. m = m * m;
  103. return 42.0 * dot(m*m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
  104. }
  105. /*
  106. * WebGL Noise (End)
  107. */
  108. // Uniforms passed in from CSS
  109. uniform float amount;
  110. // Varyings
  111. varying vec2 v_uv;
  112. // Construct height map out of base noise function
  113. float surface(vec2 p, float time)
  114. {
  115. vec3 coord = vec3(p, -time * 0.001125);
  116. float n = 0.5;
  117. //n += 0.5 * abs(snoise(coord * 128.0));
  118. n += 0.25 * abs(snoise(coord * 256.0));
  119. n += 0.5 * abs(snoise(coord * 512.0));
  120. n += 0.25 * abs(snoise(coord * 1024.0));
  121. //n += 0.125 * abs(snoise(coord * 2048.0));
  122. return n;
  123. }
  124. // Main
  125. void main()
  126. {
  127. float time = 0.075 + amount * 0.75;
  128. float n = surface(0.035 * v_uv, time) * v_uv.y;
  129. bool isVisible = (n >= 1.25 * amount);
  130. css_ColorMatrix = isVisible ? mat4(1.0) : mat4(0.0);
  131. }