/*{
"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);
}