/*{ "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); }