/*{
"CATEGORIES": [
"Distortion"
],
"CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/pixelize.glsl",
"DESCRIPTION": "",
"INPUTS": [
{
"NAME": "startImage",
"TYPE": "image"
},
{
"NAME": "endImage",
"TYPE": "image"
},
{
"DEFAULT": 0,
"MAX": 1,
"MIN": 0,
"NAME": "progress",
"TYPE": "float"
},
{
"DEFAULT": 50,
"MAX": 100,
"MIN": 0,
"NAME": "steps",
"TYPE": "float"
},
{
"DEFAULT": [
20,
20
],
"MAX": [
100,
100
],
"MIN": [
1,
1
],
"NAME": "squaresMin",
"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: gre
// License: MIT
// forked from https://gist.github.com/benraziel/c528607361d90a072e98
float d = min(progress, 1.0 - progress);
float dist = steps>0 ? ceil(d * float(steps)) / float(steps) : d;
vec2 squareSize = 2.0 * dist / vec2(squaresMin);
vec4 transition(vec2 uv) {
vec2 p = dist>0.0 ? (floor(uv / squareSize) + 0.5) * squareSize : uv;
return mix(getFromColor(p), getToColor(p), progress);
}
void main() {
gl_FragColor = transition(isf_FragNormCoord.xy);
}