/*{
"CATEGORIES": [
"Wipe"
],
"CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/Radial.glsl",
"DESCRIPTION": "",
"INPUTS": [
{
"NAME": "startImage",
"TYPE": "image"
},
{
"NAME": "endImage",
"TYPE": "image"
},
{
"DEFAULT": 0,
"MAX": 1,
"MIN": 0,
"NAME": "progress",
"TYPE": "float"
},
{
"DEFAULT": 0.5,
"MAX": 1,
"MIN": 0,
"NAME": "smoothness",
"TYPE": "float"
}
],
"ISFVSN": "2"
}
*/
vec4 getFromColor(vec2 inUV) {
return IMG_NORM_PIXEL(startImage, inUV);
}
vec4 getToColor(vec2 inUV) {
return IMG_NORM_PIXEL(endImage, inUV);
}
// License: MIT
// Author: Xaychru
// ported by gre from https://gist.github.com/Xaychru/ce1d48f0ce00bb379750
const float PI = 3.141592653589;
vec4 transition(vec2 p) {
vec2 rp = p*2.-1.;
return mix(
getToColor(p),
getFromColor(p),
smoothstep(0., smoothness, atan(rp.y,rp.x) - (progress-.5) * PI * 2.5)
);
}
void main() {
gl_FragColor = transition(isf_FragNormCoord.xy);
}