uniform float progress; 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/wind // Author: gre // License: MIT const float size = 0.2; float rand(vec2 co) { return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } vec4 transition(vec2 p) { float r = rand(vec2(0, p.y)); float m = smoothstep(0.0, -size, p.x*(1.0-size) + size*r - (progress * (1.0 + size))); return mix(getFromColor(p), getToColor(p), m); } void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv) { fragColor = transition(uv); }