gl-transitions
Version:
The open collection of GL Transitions
177 lines (167 loc) • 4.55 kB
text/wgsl
// Box — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/Box.glsl
// Author: lql
// License: MIT
// Description: The outgoing image shrinks into a box, toward the center or a corner, revealing the incoming one
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
rectIn: i32,
location: 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 getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e17 = (*uv)[0u];
let _e19 = (*uv)[1u];
let _e22 = textureSampleLevel(_to, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
return _e22;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e17 = (*uv_1)[0u];
let _e19 = (*uv_1)[1u];
let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
return _e22;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var p: f32;
var local: f32;
var x1_: f32;
var y1_: f32;
var x2_: f32;
var y2_: f32;
var local_1: f32;
var local_2: f32;
var in_rect: f32;
var local_3: f32;
var param: vec2<f32>;
var param_1: vec2<f32>;
var phi_108_: bool;
var phi_125_: bool;
var phi_142_: bool;
var phi_154_: bool;
let _e29 = uniforms.rectIn;
if (_e29 == 1i) {
let _e32 = uniforms.progress;
local = (1f - _e32);
} else {
let _e35 = uniforms.progress;
local = _e35;
}
let _e36 = local;
p = _e36;
let _e38 = uniforms.location;
if (_e38 == 0i) {
let _e40 = p;
let _e42 = (0.5f * (1f - _e40));
y1_ = _e42;
x1_ = _e42;
let _e43 = x1_;
let _e44 = (1f - _e43);
y2_ = _e44;
x2_ = _e44;
} else {
let _e46 = uniforms.location;
let _e47 = (_e46 == 1i);
phi_108_ = _e47;
if !(_e47) {
let _e50 = uniforms.location;
phi_108_ = (_e50 == 2i);
}
let _e53 = phi_108_;
if _e53 {
local_1 = 0f;
} else {
let _e54 = p;
local_1 = (1f - _e54);
}
let _e56 = local_1;
x1_ = _e56;
let _e58 = uniforms.location;
let _e59 = (_e58 == 1i);
phi_125_ = _e59;
if !(_e59) {
let _e62 = uniforms.location;
phi_125_ = (_e62 == 3i);
}
let _e65 = phi_125_;
if _e65 {
let _e66 = p;
local_2 = (1f - _e66);
} else {
local_2 = 0f;
}
let _e68 = local_2;
y1_ = _e68;
let _e70 = uniforms.location;
let _e71 = (_e70 == 1i);
phi_142_ = _e71;
if !(_e71) {
let _e74 = uniforms.location;
phi_142_ = (_e74 == 2i);
}
let _e77 = phi_142_;
let _e78 = p;
x2_ = select(1f, _e78, _e77);
let _e81 = uniforms.location;
let _e82 = (_e81 == 1i);
phi_154_ = _e82;
if !(_e82) {
let _e85 = uniforms.location;
phi_154_ = (_e85 == 3i);
}
let _e88 = phi_154_;
let _e89 = p;
y2_ = select(_e89, 1f, _e88);
}
let _e91 = x1_;
let _e93 = (*uv_2)[0u];
let _e96 = (*uv_2)[0u];
let _e97 = x2_;
let _e100 = y1_;
let _e102 = (*uv_2)[1u];
let _e106 = (*uv_2)[1u];
let _e107 = y2_;
in_rect = (((step(_e91, _e93) * step(_e96, _e97)) * step(_e100, _e102)) * step(_e106, _e107));
let _e111 = uniforms.rectIn;
if (_e111 == 1i) {
let _e113 = in_rect;
local_3 = (1f - _e113);
} else {
let _e115 = in_rect;
local_3 = _e115;
}
let _e116 = local_3;
in_rect = _e116;
let _e117 = (*uv_2);
param = _e117;
let _e118 = getFromColor((¶m));
let _e119 = (*uv_2);
param_1 = _e119;
let _e120 = getToColor((¶m_1));
let _e121 = in_rect;
return mix(_e118, _e120, vec4(_e121));
}
fn main_1() {
var param_2: vec2<f32>;
let _e16 = _uv_1;
param_2 = _e16;
let _e17 = transition((¶m_2));
_fragColor = _e17;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}