/*{ "CATEGORIES": [ "Distortion" ], "CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/directionalwarp.glsl", "DESCRIPTION": "", "INPUTS": [ { "NAME": "startImage", "TYPE": "image" }, { "NAME": "endImage", "TYPE": "image" }, { "DEFAULT": 0, "MAX": 1, "MIN": 0, "NAME": "progress", "TYPE": "float" }, { "DEFAULT": [ -1, 1 ], "MAX": [ 1, 1 ], "MIN": [ -1, -1 ], "NAME": "direction", "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: pschroen // License: MIT const float smoothness = 0.5; const vec2 center = vec2(0.5, 0.5); vec4 transition (vec2 uv) { vec2 v = normalize(direction); v /= abs(v.x) + abs(v.y); float d = v.x * center.x + v.y * center.y; float m = 1.0 - smoothstep(-smoothness, 0.0, v.x * uv.x + v.y * uv.y - (d - 0.5 + progress * (1.0 + smoothness))); return mix(getFromColor((uv - 0.5) * (1.0 - m) + 0.5), getToColor((uv - 0.5) * m + 0.5), m); } void main() { gl_FragColor = transition(isf_FragNormCoord.xy); }