gl-transitions
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The open collection of GL Transitions
139 lines (128 loc) • 3.88 kB
text/wgsl
// ZoomInCircles — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/ZoomInCircles.glsl
// Author: dycm8009
// License: MIT
// Description: Concentric rings of the outgoing image zoom at different speeds before revealing the incoming one
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: 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 _e25 = (*uv)[0u];
let _e27 = (*uv)[1u];
let _e30 = textureSampleLevel(_to, _sampler, vec2<f32>(_e25, (1f - _e27)), 0f);
return _e30;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e25 = (*uv_1)[0u];
let _e27 = (*uv_1)[1u];
let _e30 = textureSampleLevel(_from, _sampler, vec2<f32>(_e25, (1f - _e27)), 0f);
return _e30;
}
fn zoom(uv_2: ptr<function, vec2<f32>>, amount: ptr<function, f32>) -> vec2<f32> {
let _e25 = (*uv_2);
let _e28 = (*amount);
return (vec2(0.5f) + ((_e25 - vec2(0.5f)) * _e28));
}
fn transition(uv_3: ptr<function, vec2<f32>>) -> vec4<f32> {
var ratio2_: vec2<f32>;
var r: vec2<f32>;
var pro: f32;
var z: f32;
var t: f32;
var param: vec2<f32>;
var param_1: f32;
var param_2: vec2<f32>;
var param_3: f32;
var param_4: vec2<f32>;
var param_5: f32;
var param_6: vec2<f32>;
var param_7: vec2<f32>;
let _e38 = uniforms.ratio;
ratio2_ = vec2<f32>(1f, (1f / _e38));
let _e41 = (*uv_3);
let _e44 = ratio2_;
r = (((_e41 - vec2(0.5f)) * _e44) * 2f);
let _e48 = uniforms.progress;
pro = (_e48 / 0.8f);
let _e50 = pro;
z = (_e50 * 0.2f);
t = 0f;
let _e52 = pro;
if (_e52 > 1f) {
let _e54 = pro;
z = (0.2f + ((_e54 - 1f) * 5f));
let _e59 = uniforms.progress;
t = clamp(((_e59 - 0.8f) / 0.07f), 0f, 1f);
}
let _e63 = r;
let _e65 = z;
if (length(_e63) < (0.5f + _e65)) {
} else {
let _e68 = r;
let _e70 = z;
if (length(_e68) < (0.8f + (_e70 * 1.5f))) {
let _e74 = pro;
let _e77 = (*uv_3);
param = _e77;
param_1 = (1f - (0.15f * _e74));
let _e78 = zoom((¶m), (¶m_1));
(*uv_3) = _e78;
let _e79 = t;
t = (_e79 * 0.5f);
} else {
let _e81 = r;
let _e83 = z;
if (length(_e81) < (1.2f + (_e83 * 2.5f))) {
let _e87 = pro;
let _e90 = (*uv_3);
param_2 = _e90;
param_3 = (1f - (0.2f * _e87));
let _e91 = zoom((¶m_2), (¶m_3));
(*uv_3) = _e91;
let _e92 = t;
t = (_e92 * 0.2f);
} else {
let _e94 = pro;
let _e97 = (*uv_3);
param_4 = _e97;
param_5 = (1f - (0.25f * _e94));
let _e98 = zoom((¶m_4), (¶m_5));
(*uv_3) = _e98;
}
}
}
let _e99 = (*uv_3);
param_6 = _e99;
let _e100 = getFromColor((¶m_6));
let _e101 = (*uv_3);
param_7 = _e101;
let _e102 = getToColor((¶m_7));
let _e103 = t;
return mix(_e100, _e102, vec4(_e103));
}
fn main_1() {
var param_8: vec2<f32>;
let _e24 = _uv_1;
param_8 = _e24;
let _e25 = transition((¶m_8));
_fragColor = _e25;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}