// Packet Loss // blurb: Blocks drop out of the stream, rows tear, and the new frame retransmits block by block. // Author: Dan (ByteTinker) // License: MIT // GL Transitions v1 — GLSL ES 1.0, runs unmodified in WebGL1 and Android GLES2. uniform float cols; // = 26.0 [4.0..80.0] uniform float rows; // = 15.0 [3.0..48.0] uniform float rowTear; // = 0.06 [0.0..0.3] uniform float garbage; // = 0.5 [0.0..1.0] float bt_hash(vec2 p){ return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123); } vec4 transition(vec2 uv){ float env = sin(3.14159265 * progress); vec2 bs = vec2(cols, rows); float rowId = floor(uv.y * rows); float tear = (bt_hash(vec2(rowId, floor(progress * 24.0))) - 0.5) * rowTear * env; vec2 uvt = vec2(fract(uv.x + tear), uv.y); vec2 blk = floor(uvt * bs); float dropT = 0.05 + bt_hash(blk) * 0.40; float backT = 0.55 + bt_hash(blk + 11.3) * 0.40; float gone = step(dropT, progress); float back = step(backT, progress); vec3 a = getFromColor(uvt).rgb; vec3 b = getToColor(uvt).rgb; vec3 junk = getFromColor(fract(uvt + vec2(bt_hash(blk + 3.1) * 0.5, bt_hash(blk + 5.7) * 0.5))).rgb; junk = junk.gbr * (0.4 + bt_hash(blk + 9.0) * 0.6); vec3 hole = mix(vec3(0.0), junk, garbage * step(0.55, bt_hash(blk + 2.2))); vec3 col = mix(a, hole, gone * (1.0 - back)); col = mix(col, b, back); return vec4(col, 1.0); }