isf 0.1.0

Parsing, Deserialization and Serialization of the Interactive Shader Format.
Documentation
/*{
    "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);
}