// Quantum Dither // blurb: Pixels stay undecided, shimmering between both frames, then collapse on an ordered threshold. // Author: Dan (ByteTinker) // License: MIT // GL Transitions v1 — GLSL ES 1.0, runs unmodified in WebGL1 and Android GLES2. uniform float grain; // = 180.0 [20.0..600.0] uniform float coherence; // = 0.6 [0.0..1.0] uniform float shimmer; // = 0.5 [0.0..1.0] uniform float edgeSoft; // = 0.10 [0.01..0.4] float bt_hash(vec2 p){ return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123); } float bt_bayer2(vec2 a){ a = floor(a); return fract(a.x * 0.5 + a.y * a.y * 0.75); } float bt_bayer4(vec2 a){ return (bt_bayer2(a * 0.5) * 0.25 + bt_bayer2(a)) / 0.9375; } vec4 transition(vec2 uv){ vec2 g = floor(uv * vec2(grain * ratio, grain)); float n = bt_hash(g); float bo = bt_bayer4(g); float thr = mix(n, bo, coherence); float w = edgeSoft; float front = abs(progress - thr); float undecided = exp(-front / max(w, 0.01) * 1.4); thr += (bt_hash(g + floor(progress * 45.0) * 17.0) - 0.5) * shimmer * undecided * 0.5; float t = smoothstep(thr - w, thr + w, progress * (1.0 + 2.0 * w) - w); vec3 a = getFromColor(uv).rgb; vec3 b = getToColor(uv).rgb; vec3 col = mix(a, b, t); col += vec3(0.18, 0.55, 0.62) * undecided * shimmer * 0.5; return vec4(col, 1.0); }