gl-transitions
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The open collection of GL Transitions
118 lines (106 loc) • 3.11 kB
text/wgsl
// DirectionalScaled — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/DirectionalScaled.glsl
// Author: Thibaut Foussard
// License: MIT
// Description: Like Directional, with both images scaled down while they slide
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
direction: vec2<f32>,
scale: 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 getFromColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e19 = (*uv)[0u];
let _e21 = (*uv)[1u];
let _e24 = textureSampleLevel(_from, _sampler, vec2<f32>(_e19, (1f - _e21)), 0f);
return _e24;
}
fn getToColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e19 = (*uv_1)[0u];
let _e21 = (*uv_1)[1u];
let _e24 = textureSampleLevel(_to, _sampler, vec2<f32>(_e19, (1f - _e21)), 0f);
return _e24;
}
fn parabola(x: ptr<function, f32>) -> f32 {
var y: f32;
let _e19 = (*x);
y = pow(sin((_e19 * 3.1415927f)), 1f);
let _e23 = y;
return _e23;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var easedProgress: f32;
var p: vec2<f32>;
var f: vec2<f32>;
var s: f32;
var param: f32;
var mixer: f32;
var col: vec4<f32>;
var param_1: vec2<f32>;
var param_2: vec2<f32>;
var border: f32;
let _e29 = uniforms.progress;
easedProgress = pow(sin(((_e29 * 3.1415927f) / 2f)), 3f);
let _e34 = (*uv_2);
let _e35 = easedProgress;
let _e37 = uniforms.direction;
p = (_e34 + (sign(_e37) * _e35));
let _e41 = p;
f = fract(_e41);
let _e44 = uniforms.scale;
let _e48 = uniforms.progress;
param = _e48;
let _e49 = parabola((¶m));
s = (1f - ((1f - (1f / _e44)) * _e49));
let _e52 = f;
let _e55 = s;
f = (((_e52 - vec2(0.5f)) * _e55) + vec2(0.5f));
let _e60 = p[1u];
let _e63 = p[1u];
let _e67 = p[0u];
let _e71 = p[0u];
mixer = (((step(0f, _e60) * step(_e63, 1f)) * step(0f, _e67)) * step(_e71, 1f));
let _e74 = f;
param_1 = _e74;
let _e75 = getToColor((¶m_1));
let _e76 = f;
param_2 = _e76;
let _e77 = getFromColor((¶m_2));
let _e78 = mixer;
col = mix(_e75, _e77, vec4(_e78));
let _e82 = f[0u];
let _e85 = f[0u];
let _e90 = f[1u];
let _e94 = f[1u];
border = (((step(0f, _e82) * step(0f, (1f - _e85))) * step(0f, _e90)) * step(0f, (1f - _e94)));
let _e98 = border;
let _e99 = col;
col = (_e99 * _e98);
let _e101 = col;
return _e101;
}
fn main_1() {
var param_3: vec2<f32>;
let _e18 = _uv_1;
param_3 = _e18;
let _e19 = transition((¶m_3));
_fragColor = _e19;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}