/*{
"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);
}