// Etch // blurb: Photomask reveal — the frame develops in on a stepper field, with a hot exposure edge. // Author: Dan (ByteTinker) // License: MIT // GL Transitions v1 — GLSL ES 1.0, runs unmodified in WebGL1 and Android GLES2. uniform float cellSize; // = 26.0 [6.0..90.0] uniform float edgeGlow; // = 1.0 [0.0..3.0] uniform float randomness;// = 0.55 [0.0..1.0] uniform float softness; // = 0.09 [0.005..0.3] float bt_hash(vec2 p){ return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123); } vec4 transition(vec2 uv){ vec2 g = floor(uv * vec2(cellSize * ratio, cellSize)); float m = bt_hash(g); float sweep = (uv.x + uv.y) * 0.5; float mask = clamp(mix(sweep, m, randomness), 0.0, 1.0); float e = softness; float pp = progress * (1.0 + e); float t = smoothstep(mask, mask + e, pp); vec3 a = getFromColor(uv).rgb; vec3 b = getToColor(uv).rgb; vec3 res = mix(a, b, t); float edge = exp(-abs(pp - mask) / max(e, 0.005) * 1.6); edge *= (1.0 - smoothstep(0.92, 1.0, progress)) * smoothstep(0.0, 0.05, progress); res += vec3(1.0, 0.70, 0.22) * edge * edgeGlow * 0.7; return vec4(res, 1.0); }