// Directional — generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/Directional.glsl
// Author: Gaëtan Renaudeau
// License: MIT
// Description: The incoming image pushes the outgoing one out in a given direction

uniform shader _from;
uniform shader _to;
uniform float2 _resolution;
uniform float progress;
uniform float ratio;

vec4 getFromColor(vec2 uv) { return vec4(unpremul(_from.eval(vec2(uv.x, 1.0 - uv.y) * _resolution))); }
vec4 getToColor(vec2 uv) { return vec4(unpremul(_to.eval(vec2(uv.x, 1.0 - uv.y) * _resolution))); }

uniform vec2 direction; 

vec4 transition (vec2 uv) {
  vec2 p = uv + progress * sign(direction);
  vec2 f = fract(p);
  return mix(
    getToColor(f),
    getFromColor(f),
    step(0.0, p.y) * step(p.y, 1.0) * step(0.0, p.x) * step(p.x, 1.0)
  );
}

half4 main(float2 _coord) {
  vec2 _uv = _coord / _resolution;
  vec4 _c = clamp(transition(vec2(_uv.x, 1.0 - _uv.y)), 0.0, 1.0);
  return half4(_c.rgb * _c.a, _c.a);
}
