isf 0.1.0

Parsing, Deserialization and Serialization of the Interactive Shader Format.
Documentation
/*{
    "CATEGORIES": [
        "Distortion",
        "Dissolve"
    ],
    "CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/SimpleZoom.glsl",
    "DESCRIPTION": "",
    "INPUTS": [
        {
            "NAME": "startImage",
            "TYPE": "image"
        },
        {
            "NAME": "endImage",
            "TYPE": "image"
        },
        {
            "DEFAULT": 0,
            "MAX": 1,
            "MIN": 0,
            "NAME": "progress",
            "TYPE": "float"
        },
        {
            "DEFAULT": 0.8,
            "MAX": 1,
            "MIN": 0,
            "NAME": "zoom_quickness",
            "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: 0gust1
// License: MIT

float nQuick = clamp(zoom_quickness,0.2,1.0);

vec2 zoom(vec2 uv, float amount) {
  return 0.5 + ((uv - 0.5) * (1.0-amount));	
}

vec4 transition (vec2 uv) {
  return mix(
    getFromColor(zoom(uv, smoothstep(0.0, nQuick, progress))),
    getToColor(uv),
   smoothstep(nQuick-0.2, 1.0, progress)
  );
}



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