UNPKG

gl-transitions

Version:

The open collection of GL Transitions

116 lines (106 loc) • 3.2 kB
// squareswire — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/squareswire.glsl // Author: gre // License: MIT // Description: Squares grow along a diagonal sweep to reveal the incoming image // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, squares: vec2<i32>, direction: vec2<f32>, smoothness: 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 _e19 = (*uv)[0u]; let _e21 = (*uv)[1u]; let _e24 = textureSampleLevel(_to, _sampler, vec2<f32>(_e19, (1f - _e21)), 0f); return _e24; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e19 = (*uv_1)[0u]; let _e21 = (*uv_1)[1u]; let _e24 = textureSampleLevel(_from, _sampler, vec2<f32>(_e19, (1f - _e21)), 0f); return _e24; } fn transition(p: ptr<function, vec2<f32>>) -> vec4<f32> { var v: vec2<f32>; var d: f32; var offset: f32; var pr: f32; var squarep: vec2<f32>; var squaremin: vec2<f32>; var squaremax: vec2<f32>; var a: f32; var param: vec2<f32>; var param_1: vec2<f32>; let _e29 = uniforms.direction; v = normalize(_e29); let _e32 = v[0u]; let _e35 = v[1u]; let _e38 = v; v = (_e38 / vec2((abs(_e32) + abs(_e35)))); let _e42 = v[0u]; let _e45 = v[1u]; d = ((_e42 * 0.5f) + (_e45 * 0.5f)); let _e49 = uniforms.smoothness; offset = _e49; let _e50 = offset; let _e53 = v[0u]; let _e55 = (*p)[0u]; let _e58 = v[1u]; let _e60 = (*p)[1u]; let _e63 = d; let _e66 = uniforms.progress; let _e67 = offset; pr = smoothstep(-(_e50), 0f, (((_e53 * _e55) + (_e58 * _e60)) - ((_e63 - 0.5f) + (_e66 * (1f + _e67))))); let _e73 = (*p); let _e75 = uniforms.squares; squarep = fract((_e73 * vec2<f32>(_e75))); let _e79 = pr; squaremin = vec2((_e79 / 2f)); let _e82 = pr; squaremax = vec2((1f - (_e82 / 2f))); let _e87 = uniforms.progress; let _e91 = squaremin[0u]; let _e93 = squarep[0u]; let _e97 = squaremin[1u]; let _e99 = squarep[1u]; let _e103 = squarep[0u]; let _e105 = squaremax[0u]; let _e109 = squarep[1u]; let _e111 = squaremax[1u]; a = (((((1f - step(_e87, 0f)) * step(_e91, _e93)) * step(_e97, _e99)) * step(_e103, _e105)) * step(_e109, _e111)); let _e114 = (*p); param = _e114; let _e115 = getFromColor((&param)); let _e116 = (*p); param_1 = _e116; let _e117 = getToColor((&param_1)); let _e118 = a; return mix(_e115, _e117, vec4(_e118)); } fn main_1() { var param_2: vec2<f32>; let _e18 = _uv_1; param_2 = _e18; let _e19 = transition((&param_2)); _fragColor = _e19; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }