/*{
"CATEGORIES": [
"Wipe"
],
"CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/angular.glsl",
"DESCRIPTION": "",
"INPUTS": [
{
"NAME": "startImage",
"TYPE": "image"
},
{
"NAME": "endImage",
"TYPE": "image"
},
{
"DEFAULT": 0,
"MAX": 1,
"MIN": 0,
"NAME": "progress",
"TYPE": "float"
},
{
"DEFAULT": 90,
"MAX": 360,
"MIN": 0,
"NAME": "startingAngle",
"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: Fernando Kuteken
// License: MIT
#define PI 3.141592653589
vec4 transition (vec2 uv) {
float offset = startingAngle * PI / 180.0;
float angle = atan(uv.y - 0.5, uv.x - 0.5) + offset;
float normalizedAngle = (angle + PI) / (2.0 * PI);
normalizedAngle = normalizedAngle - floor(normalizedAngle);
return mix(
getFromColor(uv),
getToColor(uv),
step(normalizedAngle, progress)
);
}
void main() {
gl_FragColor = transition(isf_FragNormCoord.xy);
}