uniform float intensity; uniform float progress; uniform sampler2D src1; uniform sampler2D src2; varying vec2 vUv; uniform vec4 resolution; const float PI = 3.141592653589793; float Linear_ease(in float begin, in float change, in float duration, in float time) { return change * time / duration + begin; } float Exponential_easeInOut(in float begin, in float change, in float duration, in float time) { if (time == 0.0) return begin; else if (time == duration) return begin + change; time = time / (duration / 2.0); if (time < 1.0) return change / 2.0 * pow(2.0, 10.0 * (time - 1.0)) + begin; return change / 2.0 * (-pow(2.0, -10.0 * (time - 1.0)) + 2.0) + begin; } float Sinusoidal_easeInOut(in float begin, in float change, in float duration, in float time) { return -change / 2.0 * (cos(PI * time / duration) - 1.0) + begin; } float random(in vec3 scale, in float seed) { return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed); } vec4 crossFade(in vec2 uv, in float dissolve) { return mix(TEXTURE2D(src1, uv), TEXTURE2D(src2, uv), dissolve); } void main() { vec2 texCoord = vUv / resolution.zw; vec2 center = vec2(Linear_ease(0.5, 0.0, 1.0, progress), 0.5); float dissolve = Exponential_easeInOut(0.0, 1.0, 1.0, progress); float intensity = Sinusoidal_easeInOut(0.0, intensity, 0.5, progress); vec4 color = vec4(0.0); float total = 0.0; vec2 toCenter = center - texCoord; float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0) * 0.5; for (float t = 0.0; t <= 20.0; t++) { float percent = (t + offset) / 20.0; float weight = 1.0 * (percent - percent * percent); color += crossFade(texCoord + toCenter * percent * intensity, dissolve) * weight; total += weight; } gl_FragColor = color / total; }