gl-transitions
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The open collection of GL Transitions
122 lines (111 loc) • 3.36 kB
text/wgsl
// ZoomLeftWipe — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/ZoomLeftWipe.glsl
// Author: Handk
// License: MIT
// Description: Zooms into the outgoing image, then the incoming one wipes in from right to left
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
zoom_quickness: 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 _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 zoom(uv_2: ptr<function, vec2<f32>>, amount: ptr<function, f32>) -> vec2<f32> {
let _e17 = (*amount);
if (_e17 < 0.5f) {
let _e19 = (*uv_2);
let _e22 = (*amount);
return (vec2(0.5f) + ((_e19 - vec2(0.5f)) * (1f - _e22)));
} else {
let _e27 = (*uv_2);
let _e30 = (*amount);
return (vec2(0.5f) + ((_e27 - vec2(0.5f)) * _e30));
}
}
fn transition(uv_3: ptr<function, vec2<f32>>) -> vec4<f32> {
var nQuick: f32;
var c: vec4<f32>;
var param: vec2<f32>;
var param_1: f32;
var param_2: vec2<f32>;
var param_3: vec2<f32>;
var p: vec2<f32>;
var d: vec4<f32>;
var param_4: vec2<f32>;
var e: vec4<f32>;
var param_5: vec2<f32>;
var f: vec4<f32>;
let _e29 = uniforms.zoom_quickness;
nQuick = clamp(_e29, 0f, 0.5f);
let _e32 = uniforms.progress;
if (_e32 < 0.5f) {
let _e34 = nQuick;
let _e36 = uniforms.progress;
let _e38 = (*uv_3);
param = _e38;
param_1 = smoothstep(0f, _e34, _e36);
let _e39 = zoom((¶m), (¶m_1));
param_2 = _e39;
let _e40 = getFromColor((¶m_2));
let _e41 = (*uv_3);
param_3 = _e41;
let _e42 = getToColor((¶m_3));
let _e44 = uniforms.progress;
c = mix(_e40, _e42, vec4(step(0.5f, _e44)));
let _e48 = c;
return _e48;
} else {
let _e49 = (*uv_3);
p = (_e49 / vec2<f32>(1f, 1f));
let _e51 = p;
param_4 = _e51;
let _e52 = getFromColor((¶m_4));
d = _e52;
let _e53 = p;
param_5 = _e53;
let _e54 = getToColor((¶m_5));
e = _e54;
let _e55 = d;
let _e56 = e;
let _e58 = p[0u];
let _e61 = uniforms.progress;
f = mix(_e55, _e56, vec4(step((1f - _e58), ((_e61 - 0.5f) * 2f))));
let _e67 = f;
return _e67;
}
}
fn main_1() {
var param_6: vec2<f32>;
let _e16 = _uv_1;
param_6 = _e16;
let _e17 = transition((¶m_6));
_fragColor = _e17;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}