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/kaleidoscope // Author: nwoeanhinnogaehr // License: MIT const float speed = 1.0; const float angle = 1.0; const float power = 1.5; vec4 transition(vec2 uv) { vec2 p = uv.xy / vec2(1.0).xy; vec2 q = p; float t = pow(progress, power)*speed; p = p -0.5; for (int i = 0; i < 7; i++) { p = vec2(sin(t)*p.x + cos(t)*p.y, sin(t)*p.y - cos(t)*p.x); t += angle; p = abs(mod(p, 2.0) - 1.0); } abs(mod(p, 1.0)); return mix( mix(getFromColor(q), getToColor(q), progress), mix(getFromColor(p), getToColor(p), progress), 1.0 - 2.0*abs(progress - 0.5)); } void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv) { fragColor = transition(uv); }