- Website: gl-transitions.com (alternative hosting: gl-transitions.surge.sh)
- NPM package: gl-transitions
- Libraries for gl-transitions: gl-transition-libs
- For coding agents: llms.txt and an Agent Skill
Each commit that gets to gl-transitions/gl-transitions's master automatically generates a new npm minor release.
NB. This is a technical documentation, for more informal information, please see the gl-transitions.com homepage.
This document specifies GL Transition Specification v1, 1 as in gl-transitions @ 1 (consistently to the NPM package major). For any breaking changes in this specification, semver will be respected and the major will get bumped.
A Transition is an animation that smoothly animates the intermediary steps between 2 textures: from and to. The step is specified by a progress value that moves from 0.0 to 1.0.
important feature to respect: When progress is 0.0, exclusively the
fromtexture must be rendered. When progress is 1.0, exclusively thetotexture must be rendered.
// transition of a simple fade.
vec4 transition (vec2 uv) {
return mix(
getFromColor(uv),
getToColor(uv),
progress
);
}A GL Transition is a GLSL code that implements a transition function which takes a vec2 uv pixel position and returns a vec4 color. This color represents the mix of the from to the to textures based on the variation of a contextual progress value from 0.0 to 1.0.
progress(float): a value that moves from 0.0 to 1.0 during the transition.ratio(float): the ratio of the viewport. It equalswidth / height. (width and height are not exposed because you don't need them. A transition code should be scalable to any size. ratio can still be used to preserve some shape ratio, e.g. you want to draw squares)
vec4 getFromColor(vec2 uv): lookup the "from" texture at a given uv coordinate.vec4 getToColor(vec2 uv): lookup the "to" texture at a given uv coordinate.
don't directly use
texture2Dto get a texture pixel out of from and to textures. Instead, usegetFromColor(vec2)andgetToColor(vec2). That way, the "implementer" can properly implement ratio preserving support as well as choosing a different color for the "out of bound" case.
Transition parameters are parameters that the final user can set to tweak the transition. They are constant over a full run of a transition (no parameter changes when progress moves from 0.0 to 1.0).
any constant you define in your transitions are potential parameters to expose.
When you define a transition parameter, you must also define a default value that will get set in case the final user didn't provide it. It's unfortunately not possible to initialize a uniform in GLSL 120 (WebGL 1) but we support commented code // = value
Examples:
uniform float foo; // = 42.0
uniform vec2 foo; // = vec2(42.0, 42.0)The following variants are also supported:
uniform float foo/* = 42.0 */;
uniform vec2 foo /*= vec2(42.0, 42.0)*/, bar /* = vec2(1.) */;
uniform vec2 foo, bar; // = vec2(1.0, 2.0); // both at the same time ! (needs a ';' if you have this second //, like usual glsl code)Transitions can describe themselves so that tools, editors and package integrations can list, search and expose them with a proper UI. All of it is optional and lives in comments, so the shader stays valid GLSL.
Header lines, next to Author and License:
// Author: Adrian Purser
// License: MIT
// Description: The outgoing image drops out of the frame with a few bounces, revealing the incoming one
// Tags: bounce, slide, vertical, shadowDescription: one line describing what the transition looks like.Tags: comma-separated, lowercase words or dash-separated words (e.g.wipe,zoom-in).
Parameter hints go on comment lines directly above the uniform they describe. Text after the hints is the parameter description; @param alone marks a description-only line:
// @color Color of the shadow cast on the incoming image
uniform vec4 shadow_colour; // = vec4(0.,0.,0.,.6)
// @range(1, 10, 1) Number of bounces before settling
uniform float bounces; // = 3.0
// @param Wipe from right to left instead
uniform bool reversed; // = false| Hint | Applies to | Meaning |
|---|---|---|
@range(min, max) / @range(min, max, step) |
float, int, vec*, ivec* |
Suggested bounds for a UI control (applies per component for vectors) |
@color |
vec3, vec4 |
The value is an RGB / RGBA color |
@param |
any | No hint, only a description |
Hints are on their own line (not after the default value) so that existing parsers of the // = value syntax keep working.
A transition may declare additional uniform sampler2D inputs (e.g. luma, displacement). They are listed in the textures field of gl-transitions.json; the implementer is responsible for providing them.
The npm package exposes the collection as an array of objects:
| Field | Description |
|---|---|
name |
File name without .glsl. Stable: never renamed once published |
author, license |
From the header comments |
glsl |
The transition source |
paramsTypes, defaultParams |
Parameter types and default values (legacy, kept for compatibility) |
params |
Per parameter: type, default, and when annotated min, max, step, color, description |
description, tags |
From the header comments (tags is always an array) |
textures |
Extra sampler2D inputs beyond from and to |
createdAt, updatedAt |
From git history |
- If we have duplicated transitions or one transition is more generic than another one, we don't necessarily drop the less generic one: it might be more performant and might fit for some users. We also want to keep backward compat'. If we still want to drop it, what we will do is to deprecate it and drop it at the next major bump.