gl-transitions
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The open collection of GL Transitions
155 lines (145 loc) • 4.1 kB
text/wgsl
// DreamyZoom — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/DreamyZoom.glsl
// Author: Zeh Fernando
// License: MIT
// Description: Zooms and rotates into a bright flash, then out to the incoming image
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
rotation: 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 getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e21 = (*uv)[0u];
let _e23 = (*uv)[1u];
let _e26 = textureSampleLevel(_to, _sampler, vec2<f32>(_e21, (1f - _e23)), 0f);
return _e26;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e21 = (*uv_1)[0u];
let _e23 = (*uv_1)[1u];
let _e26 = textureSampleLevel(_from, _sampler, vec2<f32>(_e21, (1f - _e23)), 0f);
return _e26;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var phase: f32;
var local: f32;
var angleOffset: f32;
var local_1: f32;
var newScale: f32;
var local_2: f32;
var center: vec2<f32>;
var assumedCenter: vec2<f32>;
var p: vec2<f32>;
var angle: f32;
var dist: f32;
var c: vec4<f32>;
var local_3: vec4<f32>;
var param: vec2<f32>;
var param_1: vec2<f32>;
var local_4: f32;
let _e37 = uniforms.progress;
if (_e37 < 0.5f) {
let _e40 = uniforms.progress;
local = (_e40 * 2f);
} else {
let _e43 = uniforms.progress;
local = ((_e43 - 0.5f) * 2f);
}
let _e46 = local;
phase = _e46;
let _e48 = uniforms.progress;
if (_e48 < 0.5f) {
let _e51 = uniforms.rotation;
let _e53 = phase;
local_1 = mix(0f, (_e51 * 0.03926991f), _e53);
} else {
let _e56 = uniforms.rotation;
let _e59 = phase;
local_1 = mix((-(_e56) * 0.03926991f), 0f, _e59);
}
let _e61 = local_1;
angleOffset = _e61;
let _e63 = uniforms.progress;
if (_e63 < 0.5f) {
let _e66 = uniforms.scale;
let _e67 = phase;
local_2 = mix(1f, _e66, _e67);
} else {
let _e70 = uniforms.scale;
let _e71 = phase;
local_2 = mix(_e70, 1f, _e71);
}
let _e73 = local_2;
newScale = _e73;
center = vec2<f32>(0f, 0f);
assumedCenter = vec2<f32>(0.5f, 0.5f);
let _e74 = (*uv_2);
let _e76 = newScale;
let _e80 = uniforms.ratio;
p = (((_e74 - vec2<f32>(0.5f, 0.5f)) / vec2(_e76)) * vec2<f32>(_e80, 1f));
let _e84 = p[1u];
let _e86 = p[0u];
let _e88 = angleOffset;
angle = (atan2(_e84, _e86) + _e88);
let _e90 = center;
let _e91 = p;
dist = distance(_e90, _e91);
let _e93 = angle;
let _e95 = dist;
let _e98 = uniforms.ratio;
p[0u] = (((cos(_e93) * _e95) / _e98) + 0.5f);
let _e102 = angle;
let _e104 = dist;
p[1u] = ((sin(_e102) * _e104) + 0.5f);
let _e109 = uniforms.progress;
if (_e109 < 0.5f) {
let _e111 = p;
param = _e111;
let _e112 = getFromColor((¶m));
local_3 = _e112;
} else {
let _e113 = p;
param_1 = _e113;
let _e114 = getToColor((¶m_1));
local_3 = _e114;
}
let _e115 = local_3;
c = _e115;
let _e116 = c;
let _e118 = uniforms.progress;
if (_e118 < 0.5f) {
let _e120 = phase;
local_4 = mix(0f, 1f, _e120);
} else {
let _e122 = phase;
local_4 = mix(1f, 0f, _e122);
}
let _e124 = local_4;
return (_e116 + vec4(_e124));
}
fn main_1() {
var param_2: vec2<f32>;
let _e20 = _uv_1;
param_2 = _e20;
let _e21 = transition((¶m_2));
_fragColor = _e21;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}