// Reel Change // blurb: Cue mark burns in the corner, the splice jumps the frame, dust settles on the new reel. // Author: Dan (ByteTinker) // License: MIT // GL Transitions v1 — GLSL ES 1.0, runs unmodified in WebGL1 and Android GLES2. uniform float cueSize; // = 0.045 [0.0..0.12] uniform float jumpAmt; // = 0.16 [0.0..0.5] uniform float dust; // = 0.6 [0.0..1.0] uniform float scratch; // = 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 e = progress; float splice = clamp((e - 0.46) / 0.16, 0.0, 1.0); float active = step(0.46, e) * step(e, 0.62); // stepped misregistration through the splice float k = floor(splice * 4.0); float off = (bt_hash(vec2(k, 2.0)) - 0.5) * jumpAmt * (1.0 - splice) * active; vec2 su = vec2(uv.x, fract(uv.y + off)); vec3 a = getFromColor(su).rgb; vec3 b = getToColor(su).rgb; vec3 col = mix(a, b, step(0.54, e)); // black frame bar riding through during the splice float barY = fract(uv.y + off * 3.0 + k * 0.37); float bar = (1.0 - smoothstep(0.0, 0.045, abs(barY - 0.5))) * active; col = mix(col, vec3(0.02), bar); // cue mark, upper right, four-frame flicker vec2 cp = (uv - vec2(0.865, 0.855)) * vec2(ratio, 1.0); float ring = 1.0 - smoothstep(cueSize * 0.72, cueSize, length(cp)); float cueWin = step(0.20, e) * step(e, 0.47); float flick = 0.55 + 0.45 * step(0.5, fract(e * 26.0)); col += vec3(1.0, 0.94, 0.80) * ring * cueWin * flick * 0.85; // dust and scratches, decaying after the change float decay = exp(-max(e - 0.54, 0.0) * 9.0) * step(0.46, e); float sp = bt_hash(uv * vec2(300.0, 170.0) + floor(e * 40.0)); col += vec3(0.9) * step(0.9975, sp) * dust * decay; float sc = bt_hash(vec2(floor(uv.x * 260.0), floor(e * 20.0))); col += vec3(0.85, 0.82, 0.74) * step(0.995, sc) * scratch * decay * 0.7; return vec4(col, 1.0); }