isf 0.1.0

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


const float smoothness = 0.5;
const vec2 center = vec2(0.5, 0.5);

vec4 transition (vec2 uv) {
  vec2 v = normalize(direction);
  v /= abs(v.x) + abs(v.y);
  float d = v.x * center.x + v.y * center.y;
  float m = 1.0 - smoothstep(-smoothness, 0.0, v.x * uv.x + v.y * uv.y - (d - 0.5 + progress * (1.0 + smoothness)));
  return mix(getFromColor((uv - 0.5) * (1.0 - m) + 0.5), getToColor((uv - 0.5) * m + 0.5), m);
}



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