{
  "name": "Grid Zoom",
  "curve": "Exponential InOut",
  "type": "fixed-intro",
  "duration": 0.75,
  "passes": [
    {
      "name": "grid zoom",
      "inputs": [
        "default"
      ],
      "glsl": "precision highp float;

varying vec2 textureCoordinate;
varying vec2 sourceTextureCoordinate;

// default uniforms for all filters
uniform float time;
uniform float strength;
uniform vec2 outputSize; // size of the output fbo
uniform vec2 inputSize; // size of the original default input texture
uniform vec2 tex0Size; // size of tex0 for this pass

// default uniforms for transitions and video effects
uniform float progress; // normalized 0-1

// default uniforms for video effects
uniform float duration; // in seconds
uniform float clipDuration; // in seconds

// effect uniforms
void main() {

vec2 uv = sourceTextureCoordinate;

vec2 gridUV = fract(uv * 3.0);
vec4 gridColor = sampleInput(gridUV);

float scale = mix(1.0, 1.0/3.0, progress);
vec2 zoomed = (uv - 0.5) * scale + 0.5;
vec2 zoomGridUV = fract(zoomed * 3.0);
vec4 zoomCol = sampleInput(zoomGridUV);

vec4 color = mix(gridColor, zoomCol, progress);




gl_FragColor = toOutputFormat(zoomCol);
}
",
"metal": "
using namespace metal;
struct fragmentIn { float2 sourceTextureCoordinate [[user(locn1)]]; };
struct fragmentOut { float4 _gl_FragColor [[color(0)]]; };
typedef struct {
  float4x4 content_transform;
  float4x4 texture_transform;
  float strength;
  float progress;
  float time_sec;
  float duration_sec;
  float clip_duration_sec;
  float2 input_size;
  float2 output_size;
  float2 tex0Size;
 } Uniforms;
fragment fragmentOut fragmentShader(fragmentIn in [[stage_in]],
 constant Uniforms & uniforms [[buffer(1)]],
 DefaultInputs defaultInputs) {

float2 uv = in.sourceTextureCoordinate;

float2 gridUV = fract(uv * 3.0);
float4 gridColor = sampleInput(defaultInputs, gridUV);

float scale = mix(1.0, 1.0/3.0, uniforms.progress);
float2 zoomed = (uv - 0.5) * scale + 0.5;
float2 zoomGridUV = fract(zoomed * 3.0);
float4 zoomCol = sampleInput(defaultInputs, zoomGridUV);

float4 color = mix(gridColor, zoomCol, uniforms.progress);




return {toOutputFormat(zoomCol)};
}
  ",
      "uniforms": {}
    }
  ]
}
