// randomNoisex — generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/randomNoisex.glsl
// Author: towrabbit
// License: MIT
// Description: The incoming image appears pixel by pixel in random noise

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))); }

float random (vec2 st) {
    return fract(sin(dot(st.xy,vec2(12.9898,78.233)))*43758.5453123);
}
vec4 transition (vec2 uv) {
  vec4 leftSide = getFromColor(uv);
  vec4 rightSide = getToColor(uv);
  float uvz = floor(random(uv)+progress);
  return mix(leftSide,rightSide,uvz);
}

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);
}
