GL Transitions gallery (sharing place, share the code here)

Comments

Howard-Vigorita wrote on 11/6/2022, 12:50 AM

@Reyfox I think the folder off of your Documents folder is just for the custom transitions you add in. The ones supplied with Vegas are somewhere else. I think you can just navigate directly to your documents folder rather than from the root of the C: drive. It should already contain the OFX Preset sub-folder. Then create any further sub-folders as needed, and save the xml into the "OFX Presets\de.magix_glTransition\Transition" folder. I did the cut-paste-save with Notepad.

Reyfox wrote on 11/6/2022, 1:15 PM

@Howard-Vigorita thanks! I created the folder, used Notepad, changed the extension to .xml and the transition is there.

Wonderful!

Some days, the one brain cell I have left is working, other days....

Newbie😁

Vegas Pro 22 (VP18-21 also installed)

Win 11 Pro always updated

AMD Ryzen 9 5950X 16 cores / 32 threads

32GB DDR4 3200

Sapphire RX6700XT 12GB Driver: 25.3.1

Gigabyte X570 Elite Motherboard

Panasonic G9, G7, FZ300

walter-i. wrote on 11/6/2022, 2:51 PM
 

Some days, the one brain cell I have left is working, other days....

..... you are certainly not alone......😏

m3lquixd wrote on 1/27/2023, 2:07 PM

@boundless-beta The transitions you made are amazing! In the meantime, did you make anything new for us?

About me:
Hi! Melqui Calheiros Here. I've been using Vegas as my only video editor for over 10 years. I edit professionally for various influencers, public bodies and small businesses. My goal is to squeeze Vegas to the fullest! And end the prejudice that software has here in Brazil.

⬇️ Some of my jobs. ⬇️
https://www.vegascreativesoftware.info/us/forum/post-your-vegas-creations--109464/?page=37#ca872169

PC Specs:
Operating System:
    Windows 11 Pro 64-bit
CPU:
    AMD Ryzen 7 5700G 3.80 GHz
RAM:
    32,0GB Dual-Channel DDR4 3200MHz
Motherboard:
    ASRock B450M Steel Legend (AM4)
Graphics:
    MSI RTX 4060 Ventus 2X Black OC 8GB
Storage:
    476GB ADATA SU650 (SATA (SSD))
    931GB KINGSTON SNV2S1000G (SATA-2 (SSD))

3POINT wrote on 1/27/2023, 2:45 PM

@boundless-beta The transitions you made are amazing! In the meantime, did you make anything new for us?

To give a few ideas for transitions I would like to have/use in Vegas:

m3lquixd wrote on 1/27/2023, 2:57 PM

This one I think is cool!

About me:
Hi! Melqui Calheiros Here. I've been using Vegas as my only video editor for over 10 years. I edit professionally for various influencers, public bodies and small businesses. My goal is to squeeze Vegas to the fullest! And end the prejudice that software has here in Brazil.

⬇️ Some of my jobs. ⬇️
https://www.vegascreativesoftware.info/us/forum/post-your-vegas-creations--109464/?page=37#ca872169

PC Specs:
Operating System:
    Windows 11 Pro 64-bit
CPU:
    AMD Ryzen 7 5700G 3.80 GHz
RAM:
    32,0GB Dual-Channel DDR4 3200MHz
Motherboard:
    ASRock B450M Steel Legend (AM4)
Graphics:
    MSI RTX 4060 Ventus 2X Black OC 8GB
Storage:
    476GB ADATA SU650 (SATA (SSD))
    931GB KINGSTON SNV2S1000G (SATA-2 (SSD))

relaxvideo wrote on 1/29/2023, 1:14 AM

Yeah, looks like from a 360 cam :)
I also like to use transitions in Vegas like the best from Proshow gold modern ones.

#1 Ryzen 5-1600, 16GB DDR4, Nvidia 1660 Super, M2-SSD, Acer freesync monitor

#2 i7-2600, 32GB, Nvidia 1660Ti, SSD for system, M2-SSD for work, 2x4TB hdd, LG 3D monitor +3DTV +3D projectors

Win10 x64, Vegas22 latest

relaxvideo wrote on 1/29/2023, 1:56 AM

yess! possible with GL programming?

#1 Ryzen 5-1600, 16GB DDR4, Nvidia 1660 Super, M2-SSD, Acer freesync monitor

#2 i7-2600, 32GB, Nvidia 1660Ti, SSD for system, M2-SSD for work, 2x4TB hdd, LG 3D monitor +3DTV +3D projectors

Win10 x64, Vegas22 latest

3POINT wrote on 1/29/2023, 5:41 AM

yess! possible with GL programming?

Already a lot is possible when modifying the swish transition from @boundless-beta earlier in this thread.

relaxvideo wrote on 1/29/2023, 5:48 AM

yes, so even rotate in 3D space is possible. great to know.

now i have to learn programming :)

#1 Ryzen 5-1600, 16GB DDR4, Nvidia 1660 Super, M2-SSD, Acer freesync monitor

#2 i7-2600, 32GB, Nvidia 1660Ti, SSD for system, M2-SSD for work, 2x4TB hdd, LG 3D monitor +3DTV +3D projectors

Win10 x64, Vegas22 latest

set wrote on 10/20/2023, 6:29 PM

Thank you @boundless-beta for updating the beautiful Exponential Swish transition code that now can work with AMD Devices.

For users who have a glitch issue in AMD Devices, please update the code.

I can't thank you enough to you because how many recent videos that I create using this, but it really helps me on telling the story and 'at least' modernize the look of transition, plus the UI interface makes it easy to customize it so instead of zoom in only, zoom out or doing panning is also possible:

https://www.instagram.com/p/Cxz5-4yvkJh/

Last changed by set on 10/20/2023, 6:37 PM, changed a total of 1 times.

Setiawan Kartawidjaja
Bandung, West Java, Indonesia (UTC+7 Time Area)

Personal FB | Personal IG | Personal YT Channel
Chungs Video FB | Chungs Video IG | Chungs Video YT Channel
Personal Portfolios YouTube Playlist
Pond5 page: My Stock Footage of Bandung city

 

System 5-2021:
Processor: Intel(R) Core(TM) i7-10700 CPU @ 2.90GHz   2.90 GHz
Video Card1: Intel UHD Graphics 630 (Driver 31.0.101.2127 (Feb 1 2024 Release date))
Video Card2: NVIDIA GeForce RTX 3060 Ti 8GB GDDR6 (Driver Version 551.23 Studio Driver (Jan 24 2024 Release Date))
RAM: 32.0 GB
OS: Windows 10 Pro Version 22H2 OS Build 19045.3693
Drive OS: SSD 240GB
Drive Working: NVMe 1TB
Drive Storage: 4TB+2TB

 

System 2-2018:
ASUS ROG Strix Hero II GL504GM Gaming Laptop
Processor: Intel(R) Core(TM) i7 8750H CPU @2.20GHz 2.21 GHz
Video Card 1: Intel(R) UHD Graphics 630 (Driver 31.0.101.2111)
Video Card 2: NVIDIA GeForce GTX 1060 6GB GDDR5 VRAM (Driver Version 537.58)
RAM: 16GB
OS: Win11 Home 64-bit Version 22H2 OS Build 22621.2428
Storage: M.2 NVMe PCIe 256GB SSD & 2.5" 5400rpm 1TB SSHD

 

* I don't work for VEGAS Creative Software Team. I'm just Voluntary Moderator in this forum.

Reyfox wrote on 10/21/2023, 1:53 AM

+1 to @boundless-beta!!

Newbie😁

Vegas Pro 22 (VP18-21 also installed)

Win 11 Pro always updated

AMD Ryzen 9 5950X 16 cores / 32 threads

32GB DDR4 3200

Sapphire RX6700XT 12GB Driver: 25.3.1

Gigabyte X570 Elite Motherboard

Panasonic G9, G7, FZ300

set wrote on 10/22/2023, 8:10 AM

Previously an error on Exponential Swish:

....
// Name: Exponential Swish
// Author: Boundless
// License: MIT#define PI 3.14159265
uniform float kParamFloat0;// =0.8; [-1, 1]
 ....

 

due to no enter new line.

@boundless-beta, I edit your post and code so it should be safe from error now:

....
// Name: Exponential Swish
// Author: Boundless
// License: MIT

#define PI 3.14159265
uniform float kParamFloat0;// =0.8; [-1, 1]
​​​​​​​ ....

 

Setiawan Kartawidjaja
Bandung, West Java, Indonesia (UTC+7 Time Area)

Personal FB | Personal IG | Personal YT Channel
Chungs Video FB | Chungs Video IG | Chungs Video YT Channel
Personal Portfolios YouTube Playlist
Pond5 page: My Stock Footage of Bandung city

 

System 5-2021:
Processor: Intel(R) Core(TM) i7-10700 CPU @ 2.90GHz   2.90 GHz
Video Card1: Intel UHD Graphics 630 (Driver 31.0.101.2127 (Feb 1 2024 Release date))
Video Card2: NVIDIA GeForce RTX 3060 Ti 8GB GDDR6 (Driver Version 551.23 Studio Driver (Jan 24 2024 Release Date))
RAM: 32.0 GB
OS: Windows 10 Pro Version 22H2 OS Build 19045.3693
Drive OS: SSD 240GB
Drive Working: NVMe 1TB
Drive Storage: 4TB+2TB

 

System 2-2018:
ASUS ROG Strix Hero II GL504GM Gaming Laptop
Processor: Intel(R) Core(TM) i7 8750H CPU @2.20GHz 2.21 GHz
Video Card 1: Intel(R) UHD Graphics 630 (Driver 31.0.101.2111)
Video Card 2: NVIDIA GeForce GTX 1060 6GB GDDR5 VRAM (Driver Version 537.58)
RAM: 16GB
OS: Win11 Home 64-bit Version 22H2 OS Build 22621.2428
Storage: M.2 NVMe PCIe 256GB SSD & 2.5" 5400rpm 1TB SSHD

 

* I don't work for VEGAS Creative Software Team. I'm just Voluntary Moderator in this forum.

iEmby wrote on 5/5/2024, 10:14 PM

First scripting, now transitions, I really think team VEGAS needs to keep putting more customization options into the hands of users who can write their own code, which then creates a thriving community of users sharing their customizations. I think it would be cool, for instance, for a user to be able to create their own version of the preview window, with added functions, or create custom skins for VEGAS. that last one especially, you will never please all users with aesthetic decisions made, but if you let them customize the look themselves completely, they can skin it however they like and everyone is happy.

but there should be also an appreciation section for those who are not developers but still working for some growth of VEGAS with doing there small contribute somehow. Like one of them is @jetdv sir who is creating scripts and helping others in there scripts. Even i create two tools for VEGAS users which can be helpful in fast workflow. i.e. Quick Render & MiniTools.

I posted my new created tool Quick Render as separate thread. But no one is focusing on it.

So my point is there should be a USER CREATIONS section in this community page. So everyone can check those creations at priorities.

Last changed by iEmby on 5/5/2024, 10:15 PM, changed a total of 1 times.

PROCESSOR
     

Operating System: Windows 11 Pro 64-bit (Always Updated)
System Manufacturer: ASUS
12th Gen Intel(R) Core(TM) i7-12700 (20 CPUs), ~2.1GHz - 4.90GHz
Memory: 32GB RAM
Page File: 11134MB used, 7934MB Available
DirectX Version: DirectX 12

-----------------------------------------------

MOTHERBOARD

 

ASUS PRIME H610-CS D4
Intel® H610 (LGA 1700)
Ready for 12th Gen Intel® Processors
Micro-ATX Motherboard with DDR4
Realtek 1 Gb Ethernet
PCH Heatsink
PCIe 4.0 | M.2 slot (32Gbps) 
HDMI® | D-Sub | USB 3.2 Gen 1 ports
SATA 6 Gbps | COM header
LPT header | TPM header
Luminous Anti-Moisture Coating
5X Protection III
(Multiple Hardware Safeguards
For all-round protection)

-----------------------------------------------
EXTERNAL GRAPHIC CARD

-----------------------------------------------

INTERNAL GRAPHIC CARD (iGPU)

------------------------------------------------

LED - MONITOR

Monitor Name: Generic PnP Monitor
Monitor Model: HP 22es
Monitor Id: HWP331B
Native Mode: 1920 x 1080(p) (60.000Hz)
Output Type: HDMI

-----------------------------------------------

STORAGE DRIVE

Drive: C:
Free Space: 182.3 GB
Total Space: 253.9 GB
File System: NTFS
Model: WD Blue SN570 1TB (NVMe)

---------------O----------------

My System Info (PDF File).

https://drive.google.com/open?id=1-eoLmuXzshTRH_8RunAYAuNocKpiLoiV&usp=drive_fs

 

Also Check

Some useful creations by me including VEGAS Scripts

https://getopensofts.blogspot.com/

 

My YouTube Channel Dedicated to Only VEGAS Pro Tutorials

EDITROOM : My YouTube Channel (For VEGAS Tutorials)

iEmby wrote on 5/6/2024, 4:25 AM

Vegas 21 introduced adjustment events and Offset&Wrap plug-in, which enables users to make transitions such as Swish, Slide and Zoom without programming.

Maybe it would be a good idea to create an post named "Adjustment-Event Transitions gallery".

this is the idea i was thinking about

PROCESSOR
     

Operating System: Windows 11 Pro 64-bit (Always Updated)
System Manufacturer: ASUS
12th Gen Intel(R) Core(TM) i7-12700 (20 CPUs), ~2.1GHz - 4.90GHz
Memory: 32GB RAM
Page File: 11134MB used, 7934MB Available
DirectX Version: DirectX 12

-----------------------------------------------

MOTHERBOARD

 

ASUS PRIME H610-CS D4
Intel® H610 (LGA 1700)
Ready for 12th Gen Intel® Processors
Micro-ATX Motherboard with DDR4
Realtek 1 Gb Ethernet
PCH Heatsink
PCIe 4.0 | M.2 slot (32Gbps) 
HDMI® | D-Sub | USB 3.2 Gen 1 ports
SATA 6 Gbps | COM header
LPT header | TPM header
Luminous Anti-Moisture Coating
5X Protection III
(Multiple Hardware Safeguards
For all-round protection)

-----------------------------------------------
EXTERNAL GRAPHIC CARD

-----------------------------------------------

INTERNAL GRAPHIC CARD (iGPU)

------------------------------------------------

LED - MONITOR

Monitor Name: Generic PnP Monitor
Monitor Model: HP 22es
Monitor Id: HWP331B
Native Mode: 1920 x 1080(p) (60.000Hz)
Output Type: HDMI

-----------------------------------------------

STORAGE DRIVE

Drive: C:
Free Space: 182.3 GB
Total Space: 253.9 GB
File System: NTFS
Model: WD Blue SN570 1TB (NVMe)

---------------O----------------

My System Info (PDF File).

https://drive.google.com/open?id=1-eoLmuXzshTRH_8RunAYAuNocKpiLoiV&usp=drive_fs

 

Also Check

Some useful creations by me including VEGAS Scripts

https://getopensofts.blogspot.com/

 

My YouTube Channel Dedicated to Only VEGAS Pro Tutorials

EDITROOM : My YouTube Channel (For VEGAS Tutorials)

paul-marshall wrote on 5/6/2024, 4:36 AM

Thats odd. If I use the copy from above I get the error too. Maybe something in the formatting.

This is the original code and it works fine. Be sure to delete the default code and dont miss off any opening // and closing } 's.

// author: Hewlett-Packard
// license: BSD 3 Clause
// Adapted by Sergey Kosarevsky from:
// http://rectalogic.github.io/webvfx/examples_2transition-shader-pagecurl_8html-example.html

/*
Copyright (c) 2010 Hewlett-Packard Development Company, L.P. All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:

   * Redistributions of source code must retain the above copyright
     notice, this list of conditions and the following disclaimer.
   * Redistributions in binary form must reproduce the above
     copyright notice, this list of conditions and the following disclaimer
     in the documentation and/or other materials provided with the
     distribution.
   * Neither the name of Hewlett-Packard nor the names of its
     contributors may be used to endorse or promote products derived from
     this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
in vec2 texCoord;
*/

const float MIN_AMOUNT = -0.16;
const float MAX_AMOUNT = 1.5;
float amount = progress * (MAX_AMOUNT - MIN_AMOUNT) + MIN_AMOUNT;

const float PI = 3.141592653589793;

const float scale = 512.0;
const float sharpness = 3.0;

float cylinderCenter = amount;
// 360 degrees * amount
float cylinderAngle = 2.0 * PI * amount;

const float cylinderRadius = 1.0 / PI / 2.0;

vec3 hitPoint(float hitAngle, float yc, vec3 point, mat3 rrotation)
{
        float hitPoint = hitAngle / (2.0 * PI);
        point.y = hitPoint;
        return rrotation * point;
}

vec4 antiAlias(vec4 color1, vec4 color2, float distanc)
{
        distanc *= scale;
        if (distanc < 0.0) return color2;
        if (distanc > 2.0) return color1;
        float dd = pow(1.0 - distanc / 2.0, sharpness);
        return ((color2 - color1) * dd) + color1;
}

float distanceToEdge(vec3 point)
{
        float dx = abs(point.x > 0.5 ? 1.0 - point.x : point.x);
        float dy = abs(point.y > 0.5 ? 1.0 - point.y : point.y);
        if (point.x < 0.0) dx = -point.x;
        if (point.x > 1.0) dx = point.x - 1.0;
        if (point.y < 0.0) dy = -point.y;
        if (point.y > 1.0) dy = point.y - 1.0;
        if ((point.x < 0.0 || point.x > 1.0) && (point.y < 0.0 || point.y > 1.0)) return sqrt(dx * dx + dy * dy);
        return min(dx, dy);
}

vec4 seeThrough(float yc, vec2 p, mat3 rotation, mat3 rrotation)
{
        float hitAngle = PI - (acos(yc / cylinderRadius) - cylinderAngle);
        vec3 point = hitPoint(hitAngle, yc, rotation * vec3(p, 1.0), rrotation);
        if (yc <= 0.0 && (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0))
        {
            return getToColor(p);
        }

        if (yc > 0.0) return getFromColor(p);

        vec4 color = getFromColor(point.xy);
        vec4 tcolor = vec4(0.0);

        return antiAlias(color, tcolor, distanceToEdge(point));
}

vec4 seeThroughWithShadow(float yc, vec2 p, vec3 point, mat3 rotation, mat3 rrotation)
{
        float shadow = distanceToEdge(point) * 30.0;
        shadow = (1.0 - shadow) / 3.0;

        if (shadow < 0.0) shadow = 0.0; else shadow *= amount;

        vec4 shadowColor = seeThrough(yc, p, rotation, rrotation);
        shadowColor.r -= shadow;
        shadowColor.g -= shadow;
        shadowColor.b -= shadow;

        return shadowColor;
}

vec4 backside(float yc, vec3 point)
{
        vec4 color = getFromColor(point.xy);
        float gray = (color.r + color.b + color.g) / 15.0;
        gray += (8.0 / 10.0) * (pow(1.0 - abs(yc / cylinderRadius), 2.0 / 10.0) / 2.0 + (5.0 / 10.0));
        color.rgb = vec3(gray);
        return color;
}

vec4 behindSurface(vec2 p, float yc, vec3 point, mat3 rrotation)
{
        float shado = (1.0 - ((-cylinderRadius - yc) / amount * 7.0)) / 6.0;
        shado *= 1.0 - abs(point.x - 0.5);

        yc = (-cylinderRadius - cylinderRadius - yc);

        float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;
        point = hitPoint(hitAngle, yc, point, rrotation);

        if (yc < 0.0 && point.x >= 0.0 && point.y >= 0.0 && point.x <= 1.0 && point.y <= 1.0 && (hitAngle < PI || amount > 0.5))
        {
                shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / (71.0 / 100.0));
                shado *= pow(-yc / cylinderRadius, 3.0);
                shado *= 0.5;
        }
        else
        {
                shado = 0.0;
        }
        return vec4(getToColor(p).rgb - shado, 1.0);
}

vec4 transition(vec2 p) {

  const float angle = 100.0 * PI / 180.0;
        float c = cos(-angle);
        float s = sin(-angle);

        mat3 rotation = mat3( c, s, 0,
                                                                -s, c, 0,
                                                                -0.801, 0.8900, 1
                                                                );
        c = cos(angle);
        s = sin(angle);

        mat3 rrotation = mat3(    c, s, 0,
                                                                        -s, c, 0,
                                                                        0.98500, 0.985, 1
                                                                );

        vec3 point = rotation * vec3(p, 1.0);

        float yc = point.y - cylinderCenter;

        if (yc < -cylinderRadius)
        {
                // Behind surface
                return behindSurface(p,yc, point, rrotation);
        }

        if (yc > cylinderRadius)
        {
                // Flat surface
                return getFromColor(p);
        }

        float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;

        float hitAngleMod = mod(hitAngle, 2.0 * PI);
        if ((hitAngleMod > PI && amount < 0.5) || (hitAngleMod > PI/2.0 && amount < 0.0))
        {
                return seeThrough(yc, p, rotation, rrotation);
        }

        point = hitPoint(hitAngle, yc, point, rrotation);

        if (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0)
        {
                return seeThroughWithShadow(yc, p, point, rotation, rrotation);
        }

        vec4 color = backside(yc, point);

        vec4 otherColor;
        if (yc < 0.0)
        {
                float shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / 0.71);
                shado *= pow(-yc / cylinderRadius, 3.0);
                shado *= 0.5;
                otherColor = vec4(0.0, 0.0, 0.0, shado);
        }
        else
        {
                otherColor = getFromColor(p);
        }

        color = antiAlias(color, otherColor, cylinderRadius - abs(yc));

        vec4 cl = seeThroughWithShadow(yc, p, point, rotation, rrotation);
        float dist = distanceToEdge(point);

        return antiAlias(color, cl, dist);
}

Windows 11.0 (64-bit)
Intel® Core™ i9 Eight-Core Processor i9-11900K (3.5GHz) 16MB Cache
Motherboard GIGABYTE Z590 UD AC (C (LGA1200, USB 3.2)
64GB Corsair VENGEANCE DDR4 3200MHz (4 x 16GB)
GPU Nvidia GEFORCE RTX3060Ti
I/O drives: Intel SSD PEKNU020TZ 2TB, Samsung SSD 870 EVO 1TB, Samsung SSD 870 EVO 1TB
SEAGATE BARRACUDA SATA-III 3.5" HDD, 2TB, 6GB/s, 7200RPM, 256MB CACHE
Audio: Soundblaster Z SE
Cameras: Sony AX-700, A7-IV, RX10-II
Vegas Po 22 latest version. Vegas user since V10

 

set wrote on 5/6/2024, 5:15 AM

Thanks @paul-marshall, I thought that copy-paste that into a code section is fine...but something change... anyway...I'll delete my post above to avoid any confusion.

Ref: https://www.vegascreativesoftware.info/us/forum/book-page-turn-effect--137158/#ca913369

 

Also,

@iEmby, the adjustment event gallery is here too: https://www.vegascreativesoftware.info/us/forum/adjustment-event-filters-transition-gallery--143622/

Last changed by set on 5/6/2024, 5:18 AM, changed a total of 1 times.

Setiawan Kartawidjaja
Bandung, West Java, Indonesia (UTC+7 Time Area)

Personal FB | Personal IG | Personal YT Channel
Chungs Video FB | Chungs Video IG | Chungs Video YT Channel
Personal Portfolios YouTube Playlist
Pond5 page: My Stock Footage of Bandung city

 

System 5-2021:
Processor: Intel(R) Core(TM) i7-10700 CPU @ 2.90GHz   2.90 GHz
Video Card1: Intel UHD Graphics 630 (Driver 31.0.101.2127 (Feb 1 2024 Release date))
Video Card2: NVIDIA GeForce RTX 3060 Ti 8GB GDDR6 (Driver Version 551.23 Studio Driver (Jan 24 2024 Release Date))
RAM: 32.0 GB
OS: Windows 10 Pro Version 22H2 OS Build 19045.3693
Drive OS: SSD 240GB
Drive Working: NVMe 1TB
Drive Storage: 4TB+2TB

 

System 2-2018:
ASUS ROG Strix Hero II GL504GM Gaming Laptop
Processor: Intel(R) Core(TM) i7 8750H CPU @2.20GHz 2.21 GHz
Video Card 1: Intel(R) UHD Graphics 630 (Driver 31.0.101.2111)
Video Card 2: NVIDIA GeForce GTX 1060 6GB GDDR5 VRAM (Driver Version 537.58)
RAM: 16GB
OS: Win11 Home 64-bit Version 22H2 OS Build 22621.2428
Storage: M.2 NVMe PCIe 256GB SSD & 2.5" 5400rpm 1TB SSHD

 

* I don't work for VEGAS Creative Software Team. I'm just Voluntary Moderator in this forum.

Time-Tree wrote on 7/11/2024, 7:42 PM

Thats odd. If I use the copy from above I get the error too. Maybe something in the formatting.

This is the original code and it works fine. Be sure to delete the default code and dont miss off any opening // and closing } 's.

// author: Hewlett-Packard
// license: BSD 3 Clause
// Adapted by Sergey Kosarevsky from:
// http://rectalogic.github.io/webvfx/examples_2transition-shader-pagecurl_8html-example.html

/*
Copyright (c) 2010 Hewlett-Packard Development Company, L.P. All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:

   * Redistributions of source code must retain the above copyright
     notice, this list of conditions and the following disclaimer.
   * Redistributions in binary form must reproduce the above
     copyright notice, this list of conditions and the following disclaimer
     in the documentation and/or other materials provided with the
     distribution.
   * Neither the name of Hewlett-Packard nor the names of its
     contributors may be used to endorse or promote products derived from
     this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
in vec2 texCoord;
*/

const float MIN_AMOUNT = -0.16;
const float MAX_AMOUNT = 1.5;
float amount = progress * (MAX_AMOUNT - MIN_AMOUNT) + MIN_AMOUNT;

const float PI = 3.141592653589793;

const float scale = 512.0;
const float sharpness = 3.0;

float cylinderCenter = amount;
// 360 degrees * amount
float cylinderAngle = 2.0 * PI * amount;

const float cylinderRadius = 1.0 / PI / 2.0;

vec3 hitPoint(float hitAngle, float yc, vec3 point, mat3 rrotation)
{
        float hitPoint = hitAngle / (2.0 * PI);
        point.y = hitPoint;
        return rrotation * point;
}

vec4 antiAlias(vec4 color1, vec4 color2, float distanc)
{
        distanc *= scale;
        if (distanc < 0.0) return color2;
        if (distanc > 2.0) return color1;
        float dd = pow(1.0 - distanc / 2.0, sharpness);
        return ((color2 - color1) * dd) + color1;
}

float distanceToEdge(vec3 point)
{
        float dx = abs(point.x > 0.5 ? 1.0 - point.x : point.x);
        float dy = abs(point.y > 0.5 ? 1.0 - point.y : point.y);
        if (point.x < 0.0) dx = -point.x;
        if (point.x > 1.0) dx = point.x - 1.0;
        if (point.y < 0.0) dy = -point.y;
        if (point.y > 1.0) dy = point.y - 1.0;
        if ((point.x < 0.0 || point.x > 1.0) && (point.y < 0.0 || point.y > 1.0)) return sqrt(dx * dx + dy * dy);
        return min(dx, dy);
}

vec4 seeThrough(float yc, vec2 p, mat3 rotation, mat3 rrotation)
{
        float hitAngle = PI - (acos(yc / cylinderRadius) - cylinderAngle);
        vec3 point = hitPoint(hitAngle, yc, rotation * vec3(p, 1.0), rrotation);
        if (yc <= 0.0 && (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0))
        {
            return getToColor(p);
        }

        if (yc > 0.0) return getFromColor(p);

        vec4 color = getFromColor(point.xy);
        vec4 tcolor = vec4(0.0);

        return antiAlias(color, tcolor, distanceToEdge(point));
}

vec4 seeThroughWithShadow(float yc, vec2 p, vec3 point, mat3 rotation, mat3 rrotation)
{
        float shadow = distanceToEdge(point) * 30.0;
        shadow = (1.0 - shadow) / 3.0;

        if (shadow < 0.0) shadow = 0.0; else shadow *= amount;

        vec4 shadowColor = seeThrough(yc, p, rotation, rrotation);
        shadowColor.r -= shadow;
        shadowColor.g -= shadow;
        shadowColor.b -= shadow;

        return shadowColor;
}

vec4 backside(float yc, vec3 point)
{
        vec4 color = getFromColor(point.xy);
        float gray = (color.r + color.b + color.g) / 15.0;
        gray += (8.0 / 10.0) * (pow(1.0 - abs(yc / cylinderRadius), 2.0 / 10.0) / 2.0 + (5.0 / 10.0));
        color.rgb = vec3(gray);
        return color;
}

vec4 behindSurface(vec2 p, float yc, vec3 point, mat3 rrotation)
{
        float shado = (1.0 - ((-cylinderRadius - yc) / amount * 7.0)) / 6.0;
        shado *= 1.0 - abs(point.x - 0.5);

        yc = (-cylinderRadius - cylinderRadius - yc);

        float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;
        point = hitPoint(hitAngle, yc, point, rrotation);

        if (yc < 0.0 && point.x >= 0.0 && point.y >= 0.0 && point.x <= 1.0 && point.y <= 1.0 && (hitAngle < PI || amount > 0.5))
        {
                shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / (71.0 / 100.0));
                shado *= pow(-yc / cylinderRadius, 3.0);
                shado *= 0.5;
        }
        else
        {
                shado = 0.0;
        }
        return vec4(getToColor(p).rgb - shado, 1.0);
}

vec4 transition(vec2 p) {

  const float angle = 100.0 * PI / 180.0;
        float c = cos(-angle);
        float s = sin(-angle);

        mat3 rotation = mat3( c, s, 0,
                                                                -s, c, 0,
                                                                -0.801, 0.8900, 1
                                                                );
        c = cos(angle);
        s = sin(angle);

        mat3 rrotation = mat3(    c, s, 0,
                                                                        -s, c, 0,
                                                                        0.98500, 0.985, 1
                                                                );

        vec3 point = rotation * vec3(p, 1.0);

        float yc = point.y - cylinderCenter;

        if (yc < -cylinderRadius)
        {
                // Behind surface
                return behindSurface(p,yc, point, rrotation);
        }

        if (yc > cylinderRadius)
        {
                // Flat surface
                return getFromColor(p);
        }

        float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;

        float hitAngleMod = mod(hitAngle, 2.0 * PI);
        if ((hitAngleMod > PI && amount < 0.5) || (hitAngleMod > PI/2.0 && amount < 0.0))
        {
                return seeThrough(yc, p, rotation, rrotation);
        }

        point = hitPoint(hitAngle, yc, point, rrotation);

        if (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0)
        {
                return seeThroughWithShadow(yc, p, point, rotation, rrotation);
        }

        vec4 color = backside(yc, point);

        vec4 otherColor;
        if (yc < 0.0)
        {
                float shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / 0.71);
                shado *= pow(-yc / cylinderRadius, 3.0);
                shado *= 0.5;
                otherColor = vec4(0.0, 0.0, 0.0, shado);
        }
        else
        {
                otherColor = getFromColor(p);
        }

        color = antiAlias(color, otherColor, cylinderRadius - abs(yc));

        vec4 cl = seeThroughWithShadow(yc, p, point, rotation, rrotation);
        float dist = distanceToEdge(point);

        return antiAlias(color, cl, dist);
}

Very Nice Transition! (Is it possible to put this in an xml file because I like to preview certain transitions, instead of just guessing that it's in a "default preset")