File: wipe.glsl

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papers 49.1-1
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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);
}

// Source: https://gl-transitions.com/editor/directionalwipe
// License: MIT
// Author: gre

const float smoothness = 0.0;
const vec2 center = vec2(0.5, 0.5);

vec4 transition (vec2 uv) {
  float r = radians(float(angle));
  vec2 direction = vec2(cos(r), sin(r));
  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 mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv)
{
  fragColor = transition(uv);
}