gl-transitions
Version:
The open collection of GL Transitions
104 lines (92 loc) • 2.7 kB
text/wgsl
// heart — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/heart.glsl
// Author: gre
// License: MIT
// Description: A heart shape grows from the center to reveal the incoming image
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: 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 inHeart(p: ptr<function, vec2<f32>>, center: ptr<function, vec2<f32>>, size: ptr<function, f32>) -> f32 {
var o: vec2<f32>;
var a: f32;
let _e21 = (*size);
if (_e21 == 0f) {
return 0f;
}
let _e23 = (*p);
let _e24 = (*center);
let _e26 = (*size);
o = ((_e23 - _e24) / vec2((1.6f * _e26)));
let _e31 = o[0u];
let _e33 = o[0u];
let _e36 = o[1u];
let _e38 = o[1u];
a = (((_e31 * _e33) + (_e36 * _e38)) - 0.3f);
let _e42 = a;
let _e43 = a;
let _e45 = a;
let _e48 = o[0u];
let _e50 = o[0u];
let _e53 = o[1u];
let _e56 = o[1u];
let _e59 = o[1u];
return step(((_e42 * _e43) * _e45), ((((_e48 * _e50) * _e53) * _e56) * _e59));
}
fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e18 = (*uv)[0u];
let _e20 = (*uv)[1u];
let _e23 = textureSampleLevel(_to, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
return _e23;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e18 = (*uv_1)[0u];
let _e20 = (*uv_1)[1u];
let _e23 = textureSampleLevel(_from, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
return _e23;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var param: vec2<f32>;
var param_1: vec2<f32>;
var param_2: vec2<f32>;
var param_3: vec2<f32>;
var param_4: f32;
let _e22 = (*uv_2);
param = _e22;
let _e23 = getFromColor((¶m));
let _e24 = (*uv_2);
param_1 = _e24;
let _e25 = getToColor((¶m_1));
let _e26 = (*uv_2);
param_2 = _e26;
param_3 = vec2<f32>(0.5f, 0.4f);
let _e28 = uniforms.progress;
param_4 = _e28;
let _e29 = inHeart((¶m_2), (¶m_3), (¶m_4));
return mix(_e23, _e25, vec4(_e29));
}
fn main_1() {
var param_5: vec2<f32>;
let _e17 = _uv_1;
param_5 = _e17;
let _e18 = transition((¶m_5));
_fragColor = _e18;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}