gl-transitions
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The open collection of GL Transitions
93 lines (83 loc) • 2.54 kB
text/wgsl
// 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>,
}
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 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((¶m));
let _e76 = (*uv_2);
let _e79 = m;
param_1 = (((_e76 - vec2(0.5f)) * _e79) + vec2(0.5f));
let _e83 = getToColor((¶m_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((¶m_2));
_fragColor = _e17;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}