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/displacement.glsl",
    "DESCRIPTION": "",
    "INPUTS": [
        {
            "NAME": "startImage",
            "TYPE": "image"
        },
        {
            "NAME": "endImage",
            "TYPE": "image"
        },
        {
            "DEFAULT": 0,
            "MAX": 1,
            "MIN": 0,
            "NAME": "progress",
            "TYPE": "float"
        },
        {
            "NAME": "displacementMap",
            "TYPE": "image"
        },
        {
            "DEFAULT": 0.5,
            "MAX": 1,
            "MIN": 0,
            "NAME": "strength",
            "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: Travis Fischer
// License: MIT
//
// Adapted from a Codrops article by Robin Delaporte
// https://tympanus.net/Development/DistortionHoverEffect



vec4 transition (vec2 uv) {
  float displacement = IMG_NORM_PIXEL(displacementMap, uv).r * strength;

  vec2 uvFrom = vec2(uv.x + progress * displacement, uv.y);
  vec2 uvTo = vec2(uv.x - (1.0 - progress) * displacement, uv.y);

  return mix(
    getFromColor(uvFrom),
    getToColor(uvTo),
    progress
  );
}



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