UNPKG

gl-transitions

Version:

The open collection of GL Transitions

93 lines (83 loc) • 2.54 kB
// directionalwarp — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/directionalwarp.glsl // Author: pschroen // License: MIT // Description: A diagonal wipe with a warped, smeared edge // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, smoothness: f32, direction: vec2<f32>, } @group(0) @binding(2) var _from: texture_2d<f32>; @group(0) @binding(1) var _sampler: sampler; @group(0) @binding(3) var _to: texture_2d<f32>; @group(0) @binding(0) 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 transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var v: vec2<f32>; var d: f32; var m: f32; var param: vec2<f32>; var param_1: vec2<f32>; let _e22 = uniforms.direction; v = normalize(_e22); let _e25 = v[0u]; let _e28 = v[1u]; let _e31 = v; v = (_e31 / vec2((abs(_e25) + abs(_e28)))); let _e35 = v[0u]; let _e38 = v[1u]; d = ((_e35 * 0.5f) + (_e38 * 0.5f)); let _e42 = uniforms.smoothness; let _e45 = v[0u]; let _e47 = (*uv_2)[0u]; let _e50 = v[1u]; let _e52 = (*uv_2)[1u]; let _e55 = d; let _e58 = uniforms.progress; let _e60 = uniforms.smoothness; m = (1f - smoothstep(-(_e42), 0f, (((_e45 * _e47) + (_e50 * _e52)) - ((_e55 - 0.5f) + (_e58 * (1f + _e60)))))); let _e67 = (*uv_2); let _e70 = m; param = (((_e67 - vec2(0.5f)) * (1f - _e70)) + vec2(0.5f)); let _e75 = getFromColor((&param)); let _e76 = (*uv_2); let _e79 = m; param_1 = (((_e76 - vec2(0.5f)) * _e79) + vec2(0.5f)); let _e83 = getToColor((&param_1)); let _e84 = m; return mix(_e75, _e83, vec4(_e84)); } fn main_1() { var param_2: vec2<f32>; let _e16 = _uv_1; param_2 = _e16; let _e17 = transition((&param_2)); _fragColor = _e17; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }