/*{
"CATEGORIES": [
"Dissolve"
],
"CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/randomsquares.glsl",
"DESCRIPTION": "",
"INPUTS": [
{
"NAME": "startImage",
"TYPE": "image"
},
{
"NAME": "endImage",
"TYPE": "image"
},
{
"DEFAULT": 0,
"MAX": 1,
"MIN": 0,
"NAME": "progress",
"TYPE": "float"
},
{
"DEFAULT": 0.5,
"MAX": 1,
"MIN": 0,
"NAME": "smoothness",
"TYPE": "float"
},
{
"DEFAULT": [
10,
10
],
"MAX": [
100,
100
],
"MIN": [
0,
0
],
"NAME": "size",
"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
float rand (vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
vec4 transition(vec2 p) {
float r = rand(floor(vec2(size) * p));
float m = smoothstep(0.0, -smoothness, r - (progress * (1.0 + smoothness)));
return mix(getFromColor(p), getToColor(p), m);
}
void main() {
gl_FragColor = transition(isf_FragNormCoord.xy);
}