// Hard-edged wipe from top to bottom, from gl-transitions.com // Author: Jake Nelson (MIT) // // Ported to ZShell's GLSL ABI (see wallpaper_trans_bowtie.frag). uniform sampler2D from; uniform sampler2D to; uniform vec2 size; uniform vec4 fromCrop; uniform vec4 toCrop; uniform float progress; uniform float fromFlip; uniform float toFlip; out vec4 outColor; vec4 getFromColor(vec2 uv) { vec2 s = vec2(uv.x, fromFlip > 0.5 ? 1.0 - uv.y : uv.y); return texture(from, fromCrop.xy + s * fromCrop.zw); } vec4 getToColor(vec2 uv) { vec2 s = vec2(uv.x, toFlip > 0.5 ? 1.0 - uv.y : uv.y); return texture(to, toCrop.xy + s * toCrop.zw); } vec4 transition(vec2 uv) { return mix(getFromColor(uv), getToColor(uv), step(1.0 - uv.y, progress)); } void main() { vec2 uv = gl_FragCoord.xy / size; outColor = transition(uv); }