isf 0.1.0

Parsing, Deserialization and Serialization of the Interactive Shader Format.
Documentation
/*{
    "CATEGORIES": [
        "Dissolve"
    ],
    "CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/LinearBlur.glsl",
    "DESCRIPTION": "",
    "INPUTS": [
        {
            "NAME": "startImage",
            "TYPE": "image"
        },
        {
            "NAME": "endImage",
            "TYPE": "image"
        },
        {
            "DEFAULT": 0,
            "MAX": 1,
            "MIN": 0,
            "NAME": "progress",
            "TYPE": "float"
        },
        {
            "DEFAULT": 0.1,
            "MAX": 1,
            "MIN": 0,
            "NAME": "intensity",
            "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: gre
// license: MIT
const int passes = 6;

vec4 transition(vec2 uv) {
    vec4 c1 = vec4(0.0);
    vec4 c2 = vec4(0.0);

    float disp = intensity*(0.5-distance(0.5, progress));
    for (int xi=0; xi<passes; xi++)
    {
        float x = float(xi) / float(passes) - 0.5;
        for (int yi=0; yi<passes; yi++)
        {
            float y = float(yi) / float(passes) - 0.5;
            vec2 v = vec2(x,y);
            float d = disp;
            c1 += getFromColor( uv + d*v);
            c2 += getToColor( uv + d*v);
        }
    }
    c1 /= float(passes*passes);
    c2 /= float(passes*passes);
    return mix(c1, c2, progress);
}



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