/*{
"CATEGORIES": [
"Distortion"
],
"CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/hexagonalize.glsl",
"DESCRIPTION": "",
"INPUTS": [
{
"NAME": "startImage",
"TYPE": "image"
},
{
"NAME": "endImage",
"TYPE": "image"
},
{
"DEFAULT": 0,
"MAX": 1,
"MIN": 0,
"NAME": "progress",
"TYPE": "float"
},
{
"DEFAULT": 50,
"MAX": 100,
"MIN": 0,
"NAME": "steps",
"TYPE": "float"
},
{
"DEFAULT": 20,
"MAX": 100,
"MIN": 0,
"NAME": "horizontalHexagons",
"TYPE": "float"
}
],
"ISFVSN": "2"
}
*/
vec4 getFromColor(vec2 inUV) {
return IMG_NORM_PIXEL(startImage, inUV);
}
vec4 getToColor(vec2 inUV) {
return IMG_NORM_PIXEL(endImage, inUV);
}
float ratio = RENDERSIZE.x/RENDERSIZE.y;
// Author: Fernando Kuteken
// License: MIT
// Hexagonal math from: http://www.redblobgames.com/grids/hexagons/
struct Hexagon {
float q;
float r;
float s;
};
Hexagon createHexagon(float q, float r){
Hexagon hex;
hex.q = q;
hex.r = r;
hex.s = -q - r;
return hex;
}
Hexagon roundHexagon(Hexagon hex){
float q = floor(hex.q + 0.5);
float r = floor(hex.r + 0.5);
float s = floor(hex.s + 0.5);
float deltaQ = abs(q - hex.q);
float deltaR = abs(r - hex.r);
float deltaS = abs(s - hex.s);
if (deltaQ > deltaR && deltaQ > deltaS)
q = -r - s;
else if (deltaR > deltaS)
r = -q - s;
else
s = -q - r;
return createHexagon(q, r);
}
Hexagon hexagonFromPoint(vec2 point, float size) {
point.y /= ratio;
point = (point - 0.5) / size;
float q = (sqrt(3.0) / 3.0) * point.x + (-1.0 / 3.0) * point.y;
float r = 0.0 * point.x + 2.0 / 3.0 * point.y;
Hexagon hex = createHexagon(q, r);
return roundHexagon(hex);
}
vec2 pointFromHexagon(Hexagon hex, float size) {
float x = (sqrt(3.0) * hex.q + (sqrt(3.0) / 2.0) * hex.r) * size + 0.5;
float y = (0.0 * hex.q + (3.0 / 2.0) * hex.r) * size + 0.5;
return vec2(x, y * ratio);
}
vec4 transition (vec2 uv) {
float dist = 2.0 * min(progress, 1.0 - progress);
dist = steps > 0 ? ceil(dist * float(steps)) / float(steps) : dist;
float size = (sqrt(3.0) / 3.0) * dist / horizontalHexagons;
vec2 point = dist > 0.0 ? pointFromHexagon(hexagonFromPoint(uv, size), size) : uv;
return mix(getFromColor(point), getToColor(point), progress);
}
void main() {
gl_FragColor = transition(isf_FragNormCoord.xy);
}