/*{ "CATEGORIES": [ "Wipe" ], "CREDIT": "Automatically converted from https://www.github.com/gl-transitions/gl-transitions/tree/master/directionalwipe.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" }, { "DEFAULT": 0.5, "MAX": 1, "MIN": 0, "NAME": "smoothness", "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 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-step(progress, 0.0)) * // there is something wrong with our formula that makes m not equals 0.0 with progress is 0.0 (1.0 - smoothstep(-smoothness, 0.0, v.x * uv.x + v.y * uv.y - (d-0.5+progress*(1.+smoothness)))); return mix(getFromColor(uv), getToColor(uv), m); } void main() { gl_FragColor = transition(isf_FragNormCoord.xy); }