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uniform float progress;
uniform int angle;
uniform sampler2D u_texture1;
uniform sampler2D u_texture2;
vec4 getFromColor (vec2 uv) {
return GskTexture(u_texture1, uv);
}
vec4 getToColor (vec2 uv) {
return GskTexture(u_texture2, uv);
}
// License: MIT
// Author: Qiu Wenbo
vec4 transition (vec2 uv) {
float r = radians(float(angle));
vec2 direction = vec2(cos(r), sin(r));
vec2 p = uv - progress * sign(direction);
vec2 f = fract(p);
return mix(
getToColor(uv),
getFromColor(f),
step(0.0, p.y) * step(p.y, 1.0) * step(0.0, p.x) * step(p.x, 1.0)
);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv)
{
fragColor = transition(uv);
}
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