gl-transitions
Version:
The open collection of GL Transitions
314 lines (297 loc) • 9.18 kB
text/wgsl
// BowTieWithParameter — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/BowTieWithParameter.glsl
// Author: KMojek
// License: MIT
// Description: A bow-tie wipe with an adjustable shape that can run in reverse
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
adjust: f32,
reverse: i32,
}
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 getFromColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e18 = (*uv)[0u];
let _e20 = (*uv)[1u];
let _e23 = textureSampleLevel(_from, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
return _e23;
}
fn getToColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e18 = (*uv_1)[0u];
let _e20 = (*uv_1)[1u];
let _e23 = textureSampleLevel(_to, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
return _e23;
}
fn check(p1_: ptr<function, vec2<f32>>, p2_: ptr<function, vec2<f32>>, p3_: ptr<function, vec2<f32>>) -> f32 {
let _e20 = (*p1_)[0u];
let _e22 = (*p3_)[0u];
let _e25 = (*p2_)[1u];
let _e27 = (*p3_)[1u];
let _e31 = (*p2_)[0u];
let _e33 = (*p3_)[0u];
let _e36 = (*p1_)[1u];
let _e38 = (*p3_)[1u];
return (((_e20 - _e22) * (_e25 - _e27)) - ((_e31 - _e33) * (_e36 - _e38)));
}
fn pointInTriangle(pt: ptr<function, vec2<f32>>, p1_1: ptr<function, vec2<f32>>, p2_1: ptr<function, vec2<f32>>, p3_1: ptr<function, vec2<f32>>) -> bool {
var b1_: bool;
var param: vec2<f32>;
var param_1: vec2<f32>;
var param_2: vec2<f32>;
var b2_: bool;
var param_3: vec2<f32>;
var param_4: vec2<f32>;
var param_5: vec2<f32>;
var b3_: bool;
var param_6: vec2<f32>;
var param_7: vec2<f32>;
var param_8: vec2<f32>;
let _e32 = (*pt);
param = _e32;
let _e33 = (*p1_1);
param_1 = _e33;
let _e34 = (*p2_1);
param_2 = _e34;
let _e35 = check((¶m), (¶m_1), (¶m_2));
b1_ = (_e35 < 0f);
let _e37 = (*pt);
param_3 = _e37;
let _e38 = (*p2_1);
param_4 = _e38;
let _e39 = (*p3_1);
param_5 = _e39;
let _e40 = check((¶m_3), (¶m_4), (¶m_5));
b2_ = (_e40 < 0f);
let _e42 = (*pt);
param_6 = _e42;
let _e43 = (*p3_1);
param_7 = _e43;
let _e44 = (*p1_1);
param_8 = _e44;
let _e45 = check((¶m_6), (¶m_7), (¶m_8));
b3_ = (_e45 < 0f);
let _e47 = b1_;
let _e48 = b2_;
let _e50 = b2_;
let _e51 = b3_;
return ((_e47 == _e48) && (_e50 == _e51));
}
fn transition_firstHalf(uv_2: ptr<function, vec2<f32>>, prog: ptr<function, f32>) -> vec4<f32> {
var botLeft: vec2<f32>;
var botRight: vec2<f32>;
var tip: vec2<f32>;
var param_9: vec2<f32>;
var param_10: vec2<f32>;
var param_11: vec2<f32>;
var param_12: vec2<f32>;
var param_13: vec2<f32>;
var topLeft: vec2<f32>;
var topRight: vec2<f32>;
var tip_1: vec2<f32>;
var param_14: vec2<f32>;
var param_15: vec2<f32>;
var param_16: vec2<f32>;
var param_17: vec2<f32>;
var param_18: vec2<f32>;
var param_19: vec2<f32>;
let _e36 = (*uv_2)[1u];
if (_e36 < 0.5f) {
let _e38 = (*prog);
botLeft = vec2<f32>(-0f, (_e38 - 0.5f));
let _e41 = (*prog);
botRight = vec2<f32>(1f, (_e41 - 0.5f));
let _e45 = uniforms.adjust;
let _e46 = (*prog);
tip = vec2<f32>(_e45, _e46);
let _e48 = (*uv_2);
param_9 = _e48;
let _e49 = botLeft;
param_10 = _e49;
let _e50 = botRight;
param_11 = _e50;
let _e51 = tip;
param_12 = _e51;
let _e52 = pointInTriangle((¶m_9), (¶m_10), (¶m_11), (¶m_12));
if _e52 {
let _e53 = (*uv_2);
param_13 = _e53;
let _e54 = getToColor((¶m_13));
return _e54;
}
} else {
let _e55 = (*prog);
topLeft = vec2<f32>(-0f, ((1f - _e55) + 0.5f));
let _e59 = (*prog);
topRight = vec2<f32>(1f, ((1f - _e59) + 0.5f));
let _e64 = uniforms.adjust;
let _e65 = (*prog);
tip_1 = vec2<f32>(_e64, (1f - _e65));
let _e68 = (*uv_2);
param_14 = _e68;
let _e69 = topLeft;
param_15 = _e69;
let _e70 = topRight;
param_16 = _e70;
let _e71 = tip_1;
param_17 = _e71;
let _e72 = pointInTriangle((¶m_14), (¶m_15), (¶m_16), (¶m_17));
if _e72 {
let _e73 = (*uv_2);
param_18 = _e73;
let _e74 = getToColor((¶m_18));
return _e74;
}
}
let _e75 = (*uv_2);
param_19 = _e75;
let _e76 = getFromColor((¶m_19));
return _e76;
}
fn transition_secondHalf(uv_3: ptr<function, vec2<f32>>, prog_1: ptr<function, f32>) -> vec4<f32> {
var top: vec2<f32>;
var bot: vec2<f32>;
var tip_2: vec2<f32>;
var param_20: vec2<f32>;
var param_21: vec2<f32>;
var param_22: vec2<f32>;
var param_23: vec2<f32>;
var param_24: vec2<f32>;
var top_1: vec2<f32>;
var bot_1: vec2<f32>;
var tip_3: vec2<f32>;
var param_25: vec2<f32>;
var param_26: vec2<f32>;
var param_27: vec2<f32>;
var param_28: vec2<f32>;
var param_29: vec2<f32>;
var param_30: vec2<f32>;
let _e36 = (*uv_3)[0u];
let _e38 = uniforms.adjust;
if (_e36 > _e38) {
let _e40 = (*prog_1);
top = vec2<f32>((_e40 + 0.5f), 1f);
let _e43 = (*prog_1);
bot = vec2<f32>((_e43 + 0.5f), -0f);
let _e47 = uniforms.adjust;
let _e48 = (*prog_1);
tip_2 = vec2<f32>(mix(_e47, 1f, (2f * (_e48 - 0.5f))), 0.5f);
let _e53 = (*uv_3);
param_20 = _e53;
let _e54 = top;
param_21 = _e54;
let _e55 = bot;
param_22 = _e55;
let _e56 = tip_2;
param_23 = _e56;
let _e57 = pointInTriangle((¶m_20), (¶m_21), (¶m_22), (¶m_23));
if _e57 {
let _e58 = (*uv_3);
param_24 = _e58;
let _e59 = getFromColor((¶m_24));
return _e59;
}
} else {
let _e60 = (*prog_1);
top_1 = vec2<f32>(((1f - _e60) - 0.5f), 1f);
let _e64 = (*prog_1);
bot_1 = vec2<f32>(((1f - _e64) - 0.5f), -0f);
let _e69 = uniforms.adjust;
let _e70 = (*prog_1);
tip_3 = vec2<f32>(mix(_e69, 0f, (2f * (_e70 - 0.5f))), 0.5f);
let _e75 = (*uv_3);
param_25 = _e75;
let _e76 = top_1;
param_26 = _e76;
let _e77 = bot_1;
param_27 = _e77;
let _e78 = tip_3;
param_28 = _e78;
let _e79 = pointInTriangle((¶m_25), (¶m_26), (¶m_27), (¶m_28));
if _e79 {
let _e80 = (*uv_3);
param_29 = _e80;
let _e81 = getFromColor((¶m_29));
return _e81;
}
}
let _e82 = (*uv_3);
param_30 = _e82;
let _e83 = getToColor((¶m_30));
return _e83;
}
fn transition(uv_4: ptr<function, vec2<f32>>) -> vec4<f32> {
var local: vec4<f32>;
var param_31: vec2<f32>;
var param_32: f32;
var param_33: vec2<f32>;
var param_34: f32;
var local_1: vec4<f32>;
var param_35: vec2<f32>;
var param_36: f32;
var param_37: vec2<f32>;
var param_38: f32;
let _e28 = uniforms.reverse;
if (_e28 != 0i) {
let _e31 = uniforms.progress;
if (_e31 < 0.5f) {
let _e34 = uniforms.progress;
let _e36 = (*uv_4);
param_31 = _e36;
param_32 = (1f - _e34);
let _e37 = transition_secondHalf((¶m_31), (¶m_32));
local = _e37;
} else {
let _e39 = uniforms.progress;
let _e41 = (*uv_4);
param_33 = _e41;
param_34 = (1f - _e39);
let _e42 = transition_firstHalf((¶m_33), (¶m_34));
local = _e42;
}
let _e43 = local;
return _e43;
} else {
let _e45 = uniforms.progress;
if (_e45 < 0.5f) {
let _e47 = (*uv_4);
param_35 = _e47;
let _e49 = uniforms.progress;
param_36 = _e49;
let _e50 = transition_firstHalf((¶m_35), (¶m_36));
local_1 = _e50;
} else {
let _e51 = (*uv_4);
param_37 = _e51;
let _e53 = uniforms.progress;
param_38 = _e53;
let _e54 = transition_secondHalf((¶m_37), (¶m_38));
local_1 = _e54;
}
let _e55 = local_1;
return _e55;
}
}
fn main_1() {
var param_39: vec2<f32>;
let _e17 = _uv_1;
param_39 = _e17;
let _e18 = transition((¶m_39));
_fragColor = _e18;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}