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gl-transitions

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The open collection of GL Transitions

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// doorway — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/doorway.glsl // Author: gre // License: MIT // Description: The outgoing image opens like double doors as the incoming one comes forward, with a floor reflection // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, reflection: f32, perspective: f32, depth: 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 _e30 = (*uv)[0u]; let _e32 = (*uv)[1u]; let _e35 = textureSampleLevel(_to, _sampler, vec2<f32>(_e30, (1f - _e32)), 0f); return _e35; } fn inBounds(p: ptr<function, vec2<f32>>) -> bool { var phi_83_: bool; let _e29 = (*p); let _e31 = all((vec2<f32>(0f, 0f) < _e29)); phi_83_ = _e31; if _e31 { let _e32 = (*p); phi_83_ = all((_e32 < vec2<f32>(1f, 1f))); } let _e36 = phi_83_; return _e36; } fn project(p_1: ptr<function, vec2<f32>>) -> vec2<f32> { let _e29 = (*p_1); return ((_e29 * vec2<f32>(1f, -1.2f)) + vec2<f32>(0f, -0.02f)); } fn bgColor(p_2: ptr<function, vec2<f32>>, pto: ptr<function, vec2<f32>>) -> vec4<f32> { var c: vec4<f32>; var param: vec2<f32>; var param_1: vec2<f32>; var param_2: vec2<f32>; c = vec4<f32>(0f, 0f, 0f, 1f); let _e34 = (*pto); param = _e34; let _e35 = project((&param)); (*pto) = _e35; let _e36 = (*pto); param_1 = _e36; let _e37 = inBounds((&param_1)); if _e37 { let _e38 = (*pto); param_2 = _e38; let _e39 = getToColor((&param_2)); let _e41 = uniforms.reflection; let _e43 = (*pto)[1u]; let _e48 = c; c = (_e48 + mix(vec4<f32>(0f, 0f, 0f, 1f), _e39, vec4((_e41 * mix(1f, 0f, _e43))))); } let _e50 = c; return _e50; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e30 = (*uv_1)[0u]; let _e32 = (*uv_1)[1u]; let _e35 = textureSampleLevel(_from, _sampler, vec2<f32>(_e30, (1f - _e32)), 0f); return _e35; } fn transition(p_3: ptr<function, vec2<f32>>) -> vec4<f32> { var pfr: vec2<f32>; var pto_1: vec2<f32>; var middleSlit: f32; var d: f32; var size: f32; var param_3: vec2<f32>; var param_4: vec2<f32>; var param_5: vec2<f32>; var param_6: vec2<f32>; var param_7: vec2<f32>; var param_8: vec2<f32>; pfr = vec2<f32>(-1f, -1f); pto_1 = vec2<f32>(-1f, -1f); let _e41 = (*p_3)[0u]; let _e46 = uniforms.progress; middleSlit = ((2f * abs((_e41 - 0.5f))) - _e46); let _e48 = middleSlit; if (_e48 > 0f) { let _e50 = (*p_3); let _e52 = (*p_3)[0u]; let _e56 = uniforms.progress; pfr = (_e50 + (vec2<f32>((0.5f * _e56), 0f) * select(1f, -1f, (_e52 > 0.5f)))); let _e62 = uniforms.perspective; let _e64 = uniforms.progress; let _e66 = middleSlit; d = (1f / (1f + ((_e62 * _e64) * (1f - _e66)))); let _e71 = d; let _e74 = pfr[1u]; pfr[1u] = (_e74 - (_e71 / 2f)); let _e77 = d; let _e79 = pfr[1u]; pfr[1u] = (_e79 * _e77); let _e82 = d; let _e85 = pfr[1u]; pfr[1u] = (_e85 + (_e82 / 2f)); } let _e89 = uniforms.depth; let _e91 = uniforms.progress; size = mix(1f, _e89, (1f - _e91)); let _e94 = (*p_3); let _e96 = size; pto_1 = (((_e94 + vec2<f32>(-0.5f, -0.5f)) * vec2(_e96)) + vec2<f32>(0.5f, 0.5f)); let _e100 = pfr; param_3 = _e100; let _e101 = inBounds((&param_3)); if _e101 { let _e102 = pfr; param_4 = _e102; let _e103 = getFromColor((&param_4)); return _e103; } else { let _e104 = pto_1; param_5 = _e104; let _e105 = inBounds((&param_5)); if _e105 { let _e106 = pto_1; param_6 = _e106; let _e107 = getToColor((&param_6)); return _e107; } else { let _e108 = (*p_3); param_7 = _e108; let _e109 = pto_1; param_8 = _e109; let _e110 = bgColor((&param_7), (&param_8)); return _e110; } } } fn main_1() { var param_9: vec2<f32>; let _e29 = _uv_1; param_9 = _e29; let _e30 = transition((&param_9)); _fragColor = _e30; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }