gl-transitions
Version:
The open collection of GL Transitions
106 lines (96 loc) • 2.83 kB
text/wgsl
// squeeze — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/squeeze.glsl
// Author: gre
// License: MIT
// Description: The outgoing image is squeezed into a line with color separation, revealing the incoming one
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
colorSeparation: 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 getFromColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e17 = (*uv)[0u];
let _e19 = (*uv)[1u];
let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
return _e22;
}
fn getToColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e17 = (*uv_1)[0u];
let _e19 = (*uv_1)[1u];
let _e22 = textureSampleLevel(_to, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
return _e22;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var y: f32;
var param: vec2<f32>;
var fp: vec2<f32>;
var off: vec2<f32>;
var c: vec4<f32>;
var param_1: vec2<f32>;
var cn: vec4<f32>;
var param_2: vec2<f32>;
var cp: vec4<f32>;
var param_3: vec2<f32>;
let _e27 = (*uv_2)[1u];
let _e30 = uniforms.progress;
y = (0.5f + ((_e27 - 0.5f) / (1f - _e30)));
let _e34 = y;
let _e36 = y;
if ((_e34 < 0f) || (_e36 > 1f)) {
let _e39 = (*uv_2);
param = _e39;
let _e40 = getToColor((¶m));
return _e40;
} else {
let _e42 = (*uv_2)[0u];
let _e43 = y;
fp = vec2<f32>(_e42, _e43);
let _e46 = uniforms.progress;
let _e48 = uniforms.colorSeparation;
off = (vec2<f32>(0f, _e48) * _e46);
let _e51 = fp;
param_1 = _e51;
let _e52 = getFromColor((¶m_1));
c = _e52;
let _e53 = fp;
let _e54 = off;
param_2 = (_e53 - _e54);
let _e56 = getFromColor((¶m_2));
cn = _e56;
let _e57 = fp;
let _e58 = off;
param_3 = (_e57 + _e58);
let _e60 = getFromColor((¶m_3));
cp = _e60;
let _e62 = cn[0u];
let _e64 = c[1u];
let _e66 = cp[2u];
let _e68 = c[3u];
return vec4<f32>(_e62, _e64, _e66, _e68);
}
}
fn main_1() {
var param_4: vec2<f32>;
let _e16 = _uv_1;
param_4 = _e16;
let _e17 = transition((¶m_4));
_fragColor = _e17;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}