gl-transitions
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The open collection of GL Transitions
182 lines (172 loc) • 5.22 kB
text/wgsl
// Rolls — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/Rolls.glsl
// Author: Mark Craig
// License: MIT
// Description: The outgoing image rolls away around a corner, revealing the incoming one
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
type_: i32,
RotDown: 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 _e19 = (*uv)[0u];
let _e21 = (*uv)[1u];
let _e24 = textureSampleLevel(_to, _sampler, vec2<f32>(_e19, (1f - _e21)), 0f);
return _e24;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e19 = (*uv_1)[0u];
let _e21 = (*uv_1)[1u];
let _e24 = textureSampleLevel(_from, _sampler, vec2<f32>(_e19, (1f - _e21)), 0f);
return _e24;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var iResolution: vec2<f32>;
var theta: f32;
var uvi: vec2<f32>;
var c1_: f32;
var s1_: f32;
var uv2_: vec2<f32>;
var param: vec2<f32>;
var param_1: vec2<f32>;
var phi_200_: bool;
var phi_206_: bool;
var phi_214_: bool;
let _e27 = uniforms.ratio;
iResolution = vec2<f32>(_e27, 1f);
let _e30 = uniforms.type_;
if (_e30 == 0i) {
let _e33 = uniforms.RotDown;
let _e38 = uniforms.progress;
theta = ((select(-3.1415927f, 3.1415927f, (_e33 != 0i)) / 2f) * _e38);
let _e41 = (*uv_2)[0u];
uvi[0u] = (1f - _e41);
let _e45 = (*uv_2)[1u];
uvi[1u] = _e45;
} else {
let _e48 = uniforms.type_;
if (_e48 == 1i) {
let _e51 = uniforms.RotDown;
let _e56 = uniforms.progress;
theta = ((select(-3.1415927f, 3.1415927f, (_e51 != 0i)) / 2f) * _e56);
let _e58 = (*uv_2);
uvi = _e58;
} else {
let _e60 = uniforms.type_;
if (_e60 == 2i) {
let _e63 = uniforms.RotDown;
let _e68 = uniforms.progress;
theta = ((select(3.1415927f, -3.1415927f, (_e63 != 0i)) / 2f) * _e68);
let _e71 = (*uv_2)[0u];
uvi[0u] = _e71;
let _e74 = (*uv_2)[1u];
uvi[1u] = (1f - _e74);
} else {
let _e78 = uniforms.type_;
if (_e78 == 3i) {
let _e81 = uniforms.RotDown;
let _e86 = uniforms.progress;
theta = ((select(3.1415927f, -3.1415927f, (_e81 != 0i)) / 2f) * _e86);
let _e88 = (*uv_2);
uvi = (vec2(1f) - _e88);
}
}
}
}
let _e91 = theta;
c1_ = cos(_e91);
let _e93 = theta;
s1_ = sin(_e93);
let _e96 = uvi[0u];
let _e98 = iResolution[0u];
let _e100 = c1_;
let _e103 = uvi[1u];
let _e105 = iResolution[1u];
let _e107 = s1_;
uv2_[0u] = (((_e96 * _e98) * _e100) - ((_e103 * _e105) * _e107));
let _e112 = uvi[0u];
let _e114 = iResolution[0u];
let _e116 = s1_;
let _e119 = uvi[1u];
let _e121 = iResolution[1u];
let _e123 = c1_;
uv2_[1u] = (((_e112 * _e114) * _e116) + ((_e119 * _e121) * _e123));
let _e128 = uv2_[0u];
let _e129 = (_e128 >= 0f);
phi_200_ = _e129;
if _e129 {
let _e131 = uv2_[0u];
let _e133 = iResolution[0u];
phi_200_ = (_e131 <= _e133);
}
let _e136 = phi_200_;
phi_206_ = _e136;
if _e136 {
let _e138 = uv2_[1u];
phi_206_ = (_e138 >= 0f);
}
let _e141 = phi_206_;
phi_214_ = _e141;
if _e141 {
let _e143 = uv2_[1u];
let _e145 = iResolution[1u];
phi_214_ = (_e143 <= _e145);
}
let _e148 = phi_214_;
if _e148 {
let _e149 = iResolution;
let _e150 = uv2_;
uv2_ = (_e150 / _e149);
let _e153 = uniforms.type_;
if (_e153 == 0i) {
let _e156 = uv2_[0u];
uv2_[0u] = (1f - _e156);
} else {
let _e160 = uniforms.type_;
if (_e160 == 2i) {
let _e163 = uv2_[1u];
uv2_[1u] = (1f - _e163);
} else {
let _e167 = uniforms.type_;
if (_e167 == 3i) {
let _e169 = uv2_;
uv2_ = (vec2(1f) - _e169);
}
}
}
let _e172 = uv2_;
param = _e172;
let _e173 = getFromColor((¶m));
return _e173;
}
let _e174 = (*uv_2);
param_1 = _e174;
let _e175 = getToColor((¶m_1));
return _e175;
}
fn main_1() {
var param_2: vec2<f32>;
let _e18 = _uv_1;
param_2 = _e18;
let _e19 = transition((¶m_2));
_fragColor = _e19;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}