gl-transitions
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The open collection of GL Transitions
158 lines (140 loc) • 4.27 kB
text/wgsl
// BookFlip — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/BookFlip.glsl
// Author: hong
// License: MIT
// Description: The outgoing image turns like a book page from right to left, revealing the incoming one
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
}
var _from: texture_2d<f32>;
var _sampler: sampler;
var _to: texture_2d<f32>;
var<uniform> uniforms: Uniforms;
var<private> _fragColor: vec4<f32>;
var<private> _uv_1: vec2<f32>;
fn nonZero(x: ptr<function, f32>) -> f32 {
var local: f32;
let _e18 = (*x);
if (abs(_e18) < 0.0001f) {
let _e21 = (*x);
local = select(0.0001f, -0.0001f, (_e21 < 0f));
} else {
let _e24 = (*x);
local = _e24;
}
let _e25 = local;
return _e25;
}
fn skewRight(p: ptr<function, vec2<f32>>) -> vec2<f32> {
var skewX: f32;
var param: f32;
var skewY: f32;
let _e21 = (*p)[0u];
let _e23 = uniforms.progress;
let _e26 = uniforms.progress;
param = (0.5f - _e26);
let _e28 = nonZero((¶m));
skewX = (((_e21 - _e23) / _e28) * 0.5f);
let _e32 = (*p)[1u];
let _e35 = uniforms.progress;
let _e37 = (*p)[0u];
skewY = ((((_e32 - 0.5f) / (0.5f + ((_e35 * (_e37 - 0.5f)) / 0.5f))) * 0.5f) + 0.5f);
let _e45 = skewX;
let _e46 = skewY;
return vec2<f32>(_e45, _e46);
}
fn addShade_u0028_() -> vec4<f32> {
var shadeVal: f32;
let _e18 = uniforms.progress;
shadeVal = max(0.7f, (abs((_e18 - 0.5f)) * 2f));
let _e23 = shadeVal;
let _e24 = vec3(_e23);
return vec4<f32>(_e24.x, _e24.y, _e24.z, 1f);
}
fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e18 = (*uv)[0u];
let _e20 = (*uv)[1u];
let _e23 = textureSampleLevel(_to, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
return _e23;
}
fn skewLeft(p_1: ptr<function, vec2<f32>>) -> vec2<f32> {
var skewX_1: f32;
var param_1: f32;
var skewY_1: f32;
let _e21 = (*p_1)[0u];
let _e24 = uniforms.progress;
param_1 = (_e24 - 0.5f);
let _e26 = nonZero((¶m_1));
skewX_1 = ((((_e21 - 0.5f) / _e26) * 0.5f) + 0.5f);
let _e31 = (*p_1)[1u];
let _e34 = uniforms.progress;
let _e37 = (*p_1)[0u];
skewY_1 = ((((_e31 - 0.5f) / (0.5f + (((1f - _e34) * (0.5f - _e37)) / 0.5f))) * 0.5f) + 0.5f);
let _e45 = skewX_1;
let _e46 = skewY_1;
return vec2<f32>(_e45, _e46);
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e18 = (*uv_1)[0u];
let _e20 = (*uv_1)[1u];
let _e23 = textureSampleLevel(_from, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
return _e23;
}
fn transition(p_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var pr: f32;
var param_2: vec2<f32>;
var param_3: vec2<f32>;
var param_4: vec2<f32>;
var param_5: vec2<f32>;
var param_6: vec2<f32>;
var param_7: vec2<f32>;
let _e25 = uniforms.progress;
let _e28 = (*p_2)[0u];
pr = step((1f - _e25), _e28);
let _e31 = (*p_2)[0u];
if (_e31 < 0.5f) {
let _e33 = (*p_2);
param_2 = _e33;
let _e34 = getFromColor((¶m_2));
let _e35 = (*p_2);
param_3 = _e35;
let _e36 = skewLeft((¶m_3));
param_4 = _e36;
let _e37 = getToColor((¶m_4));
let _e38 = addShade_u0028_();
let _e40 = pr;
return mix(_e34, (_e37 * _e38), vec4(_e40));
} else {
let _e43 = (*p_2);
param_5 = _e43;
let _e44 = skewRight((¶m_5));
param_6 = _e44;
let _e45 = getFromColor((¶m_6));
let _e46 = addShade_u0028_();
let _e48 = (*p_2);
param_7 = _e48;
let _e49 = getToColor((¶m_7));
let _e50 = pr;
return mix((_e45 * _e46), _e49, vec4(_e50));
}
}
fn main_1() {
var param_8: vec2<f32>;
let _e17 = _uv_1;
param_8 = _e17;
let _e18 = transition((¶m_8));
_fragColor = _e18;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}