/*{
"CATEGORIES": [
"Distortion"
],
"CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/morph.glsl",
"DESCRIPTION": "",
"INPUTS": [
{
"NAME": "startImage",
"TYPE": "image"
},
{
"NAME": "endImage",
"TYPE": "image"
},
{
"DEFAULT": 0,
"MAX": 1,
"MIN": 0,
"NAME": "progress",
"TYPE": "float"
},
{
"DEFAULT": 0.1,
"MAX": 1,
"MIN": 0,
"NAME": "strength",
"TYPE": "float"
}
],
"ISFVSN": "2"
}
*/
vec4 getFromColor(vec2 inUV) {
return IMG_NORM_PIXEL(startImage, inUV);
}
vec4 getToColor(vec2 inUV) {
return IMG_NORM_PIXEL(endImage, inUV);
}
// Author: paniq
// License: MIT
vec4 transition(vec2 p) {
vec4 ca = getFromColor(p);
vec4 cb = getToColor(p);
vec2 oa = (((ca.rg+ca.b)*0.5)*2.0-1.0);
vec2 ob = (((cb.rg+cb.b)*0.5)*2.0-1.0);
vec2 oc = mix(oa,ob,0.5)*strength;
float w0 = progress;
float w1 = 1.0-w0;
return mix(getFromColor(p+oc*w0), getToColor(p-oc*w1), progress);
}
void main() {
gl_FragColor = transition(isf_FragNormCoord.xy);
}