isf 0.1.0

Parsing, Deserialization and Serialization of the Interactive Shader Format.
Documentation
/*{
    "CATEGORIES": [
        "Wipe"
    ],
    "CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/pinwheel.glsl",
    "DESCRIPTION": "",
    "INPUTS": [
        {
            "NAME": "startImage",
            "TYPE": "image"
        },
        {
            "NAME": "endImage",
            "TYPE": "image"
        },
        {
            "DEFAULT": 0,
            "MAX": 1,
            "MIN": 0,
            "NAME": "progress",
            "TYPE": "float"
        },
        {
            "DEFAULT": 2,
            "MAX": 10,
            "MIN": 0,
            "NAME": "speed",
            "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: Mr Speaker
// License: MIT


vec4 transition(vec2 uv) {
  
  vec2 p = uv.xy / vec2(1.0).xy;
  
  float circPos = atan(p.y - 0.5, p.x - 0.5) + progress * speed;
  float modPos = mod(circPos, 3.1415 / 4.);
  float signed = sign(progress - modPos);
  
  return mix(getToColor(p), getFromColor(p), step(signed, 0.5));
  
}



void main()	{
	gl_FragColor = transition(isf_FragNormCoord.xy);
}