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/circle.glsl",
    "DESCRIPTION": "",
    "INPUTS": [
        {
            "NAME": "startImage",
            "TYPE": "image"
        },
        {
            "NAME": "endImage",
            "TYPE": "image"
        },
        {
            "DEFAULT": 0,
            "MAX": 1,
            "MIN": 0,
            "NAME": "progress",
            "TYPE": "float"
        },
        {
            "DEFAULT": [
                0,
                0,
                0,
                1
            ],
            "NAME": "backColor",
            "TYPE": "color"
        },
        {
            "DEFAULT": [
                0.5,
                0.5
            ],
            "MAX": [
                1,
                1
            ],
            "MIN": [
                0,
                0
            ],
            "NAME": "center",
            "TYPE": "point2D"
        }
    ],
    "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


vec4 transition (vec2 uv) {
  
  float distance = length(uv - center);
  float radius = sqrt(8.0) * abs(progress - 0.5);
  
  if (distance > radius) {
    return backColor;
  }
  else {
    if (progress < 0.5) return getFromColor(uv);
    else return getToColor(uv);
  }
}



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