#version 330
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform float progress;
in vec2 vsoTexCoord;
out vec4 fragColor;
// Fonction de déformation
vec2 deform(float it) {
vec2 center = vec2(0.5);
vec2 offset = vsoTexCoord - center;
// Torsion
float angle = offset.y * it * radians(180) * 2;
float cosTheta = cos(angle);
float sinTheta = sin(angle);
vec2 twistedOffset = vec2(cosTheta * offset.x - sinTheta * offset.y, sinTheta * offset.x + cosTheta * offset.y);
// Vague
float wave = sin(twistedOffset.y * 20);
vec2 deformedUV = twistedOffset + vec2(wave * it, 0);
return center + deformedUV;
}
void main() {
vec4 color1 = texture(tex0, deform(progress));
vec4 color2 = texture(tex1, deform(1. - progress));
fragColor = mix(color1, color2, smoothstep(0., 1., progress));