gl-transitions
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The open collection of GL Transitions
139 lines (129 loc) • 3.67 kB
text/wgsl
// rotate_scale_fade — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/rotate_scale_fade.glsl
// Author: Fernando Kuteken
// License: MIT
// Description: The outgoing image spins and zooms while fading to the incoming one, over a background color
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
center: vec2<f32>,
rotations: f32,
scale: f32,
backColor: vec4<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 _e20 = (*uv)[0u];
let _e22 = (*uv)[1u];
let _e25 = textureSampleLevel(_to, _sampler, vec2<f32>(_e20, (1f - _e22)), 0f);
return _e25;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e20 = (*uv_1)[0u];
let _e22 = (*uv_1)[1u];
let _e25 = textureSampleLevel(_from, _sampler, vec2<f32>(_e20, (1f - _e22)), 0f);
return _e25;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var difference: vec2<f32>;
var dir: vec2<f32>;
var dist: f32;
var angle: f32;
var c: f32;
var s: f32;
var currentScale: f32;
var rotatedDir: vec2<f32>;
var rotatedUv: vec2<f32>;
var param: vec2<f32>;
var param_1: vec2<f32>;
var phi_144_: bool;
var phi_151_: bool;
var phi_158_: bool;
let _e30 = (*uv_2);
let _e32 = uniforms.center;
difference = (_e30 - _e32);
let _e34 = difference;
dir = normalize(_e34);
let _e36 = difference;
dist = length(_e36);
let _e39 = uniforms.rotations;
let _e42 = uniforms.progress;
angle = ((6.2831855f * _e39) * _e42);
let _e44 = angle;
c = cos(_e44);
let _e46 = angle;
s = sin(_e46);
let _e49 = uniforms.scale;
let _e51 = uniforms.progress;
currentScale = mix(_e49, 1f, (2f * abs((_e51 - 0.5f))));
let _e57 = dir[0u];
let _e58 = c;
let _e61 = dir[1u];
let _e62 = s;
let _e66 = dir[0u];
let _e67 = s;
let _e70 = dir[1u];
let _e71 = c;
rotatedDir = vec2<f32>(((_e57 * _e58) - (_e61 * _e62)), ((_e66 * _e67) + (_e70 * _e71)));
let _e76 = uniforms.center;
let _e77 = rotatedDir;
let _e78 = dist;
let _e80 = currentScale;
rotatedUv = (_e76 + ((_e77 * _e78) / vec2(_e80)));
let _e85 = rotatedUv[0u];
let _e86 = (_e85 < 0f);
phi_144_ = _e86;
if !(_e86) {
let _e89 = rotatedUv[0u];
phi_144_ = (_e89 > 1f);
}
let _e92 = phi_144_;
phi_151_ = _e92;
if !(_e92) {
let _e95 = rotatedUv[1u];
phi_151_ = (_e95 < 0f);
}
let _e98 = phi_151_;
phi_158_ = _e98;
if !(_e98) {
let _e101 = rotatedUv[1u];
phi_158_ = (_e101 > 1f);
}
let _e104 = phi_158_;
if _e104 {
let _e106 = uniforms.backColor;
return _e106;
}
let _e107 = rotatedUv;
param = _e107;
let _e108 = getFromColor((¶m));
let _e109 = rotatedUv;
param_1 = _e109;
let _e110 = getToColor((¶m_1));
let _e112 = uniforms.progress;
return mix(_e108, _e110, vec4(_e112));
}
fn main_1() {
var param_2: vec2<f32>;
let _e19 = _uv_1;
param_2 = _e19;
let _e20 = transition((¶m_2));
_fragColor = _e20;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}