gl-transitions
Version:
The open collection of GL Transitions
175 lines (160 loc) • 4.81 kB
text/wgsl
// 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,
}
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 _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((¶m));
(*pto) = _e35;
let _e36 = (*pto);
param_1 = _e36;
let _e37 = inBounds((¶m_1));
if _e37 {
let _e38 = (*pto);
param_2 = _e38;
let _e39 = getToColor((¶m_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((¶m_3));
if _e101 {
let _e102 = pfr;
param_4 = _e102;
let _e103 = getFromColor((¶m_4));
return _e103;
} else {
let _e104 = pto_1;
param_5 = _e104;
let _e105 = inBounds((¶m_5));
if _e105 {
let _e106 = pto_1;
param_6 = _e106;
let _e107 = getToColor((¶m_6));
return _e107;
} else {
let _e108 = (*p_3);
param_7 = _e108;
let _e109 = pto_1;
param_8 = _e109;
let _e110 = bgColor((¶m_7), (¶m_8));
return _e110;
}
}
}
fn main_1() {
var param_9: vec2<f32>;
let _e29 = _uv_1;
param_9 = _e29;
let _e30 = transition((¶m_9));
_fragColor = _e30;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}