//
// 0 w
// luma: |---------------------|
- // mix: |----|
- // 0 1
+ // mix: |----|
+ // 0 1
//
// Then as we progress, eventually the luma range should move to the right
// so that more pixels start moving towards higher mix value:
//
// 0 w
// luma: |---------------------|
- // mix: |----|
- // 0 1
+ // mix: |----|
+ // 0 1
//
// and at the very end, all pixels should be in the state 1.0 (0% first image,
// 100% second image):
//
// 0 w
// luma: |---------------------|
- // mix: |----|
- // 0 1
+ // mix: |----|
+ // 0 1
//
// So clearly, it should move (w+1) units to the right, and apart from that
// just stay a simple mapping.
float m = clamp((luma - w) + PREFIX(progress_mul_w_plus_one), 0.0, 1.0);
return mix(first, second, m);
-// return vec4(luma, luma, luma, 1.0);
}