gl-transitions
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The open collection of GL Transitions
182 lines (166 loc) • 4.75 kB
text/wgsl
// undulatingBurnOut — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/undulatingBurnOut.glsl
// Author: pthrasher
// License: MIT
// Description: A circle with a wavy edge burns out from the center to reveal the incoming image
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
smoothness: f32,
center: vec2<f32>,
color: vec3<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 _e37 = (*uv)[0u];
let _e39 = (*uv)[1u];
let _e42 = textureSampleLevel(_to, _sampler, vec2<f32>(_e37, (1f - _e39)), 0f);
return _e42;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e37 = (*uv_1)[0u];
let _e39 = (*uv_1)[1u];
let _e42 = textureSampleLevel(_from, _sampler, vec2<f32>(_e37, (1f - _e39)), 0f);
return _e42;
}
fn getGradient(r: ptr<function, f32>, dist: ptr<function, f32>) -> f32 {
var d: f32;
let _e38 = (*r);
let _e39 = (*dist);
d = (_e38 - _e39);
let _e42 = uniforms.smoothness;
let _e44 = (*r);
let _e45 = (*dist);
let _e47 = uniforms.smoothness;
let _e52 = d;
let _e55 = d;
let _e57 = d;
return mix(smoothstep(-(_e42), 0f, (_e44 - (_e45 * (1f + _e47)))), (-1f - step(0.005f, _e52)), (step(-0.005f, _e55) * step(_e57, 0.01f)));
}
fn quadraticInOut(t: ptr<function, f32>) -> f32 {
var p: f32;
var local: f32;
let _e38 = (*t);
let _e40 = (*t);
p = ((2f * _e38) * _e40);
let _e42 = (*t);
if (_e42 < 0.5f) {
let _e44 = p;
local = _e44;
} else {
let _e45 = p;
let _e47 = (*t);
local = ((-(_e45) + (4f * _e47)) - 1f);
}
let _e51 = local;
return _e51;
}
fn getWave(p_1: ptr<function, vec2<f32>>) -> f32 {
var _p: vec2<f32>;
var rads: f32;
var degs: f32;
var range: vec2<f32>;
var domain: vec2<f32>;
var ratio: f32;
var x: f32;
var magnitude: f32;
var offset: f32;
var ease_degs: f32;
var param: f32;
var deg_wave_pos: f32;
let _e48 = (*p_1);
let _e50 = uniforms.center;
_p = (_e48 - _e50);
let _e53 = _p[1u];
let _e55 = _p[0u];
rads = atan2(_e53, _e55);
let _e57 = rads;
degs = (degrees(_e57) + 180f);
range = vec2<f32>(0f, 94.24778f);
domain = vec2<f32>(0f, 360f);
ratio = 0.2617994f;
let _e60 = degs;
let _e61 = ratio;
degs = (_e60 * _e61);
let _e64 = uniforms.progress;
x = _e64;
let _e65 = x;
magnitude = mix(0.02f, 0.09f, smoothstep(0f, 1f, _e65));
let _e68 = x;
offset = mix(40f, 30f, smoothstep(0f, 1f, _e68));
let _e71 = degs;
param = sin(_e71);
let _e73 = quadraticInOut((¶m));
ease_degs = _e73;
let _e74 = ease_degs;
let _e75 = magnitude;
let _e77 = x;
let _e78 = offset;
deg_wave_pos = ((_e74 * _e75) * sin((_e77 * _e78)));
let _e82 = x;
let _e84 = uniforms.smoothness;
let _e86 = x;
let _e91 = deg_wave_pos;
return ((_e82 - (max(_e84, 0.01f) * (1f - smoothstep(0f, 0.1f, _e86)))) + _e91);
}
fn transition(p_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var dist_1: f32;
var m: f32;
var param_1: vec2<f32>;
var param_2: f32;
var param_3: f32;
var cfrom: vec4<f32>;
var param_4: vec2<f32>;
var cto: vec4<f32>;
var param_5: vec2<f32>;
let _e46 = uniforms.center;
let _e47 = (*p_2);
dist_1 = distance(_e46, _e47);
let _e49 = (*p_2);
param_1 = _e49;
let _e50 = getWave((¶m_1));
param_2 = _e50;
let _e51 = dist_1;
param_3 = _e51;
let _e52 = getGradient((¶m_2), (¶m_3));
m = _e52;
let _e53 = (*p_2);
param_4 = _e53;
let _e54 = getFromColor((¶m_4));
cfrom = _e54;
let _e55 = (*p_2);
param_5 = _e55;
let _e56 = getToColor((¶m_5));
cto = _e56;
let _e57 = cfrom;
let _e58 = cto;
let _e59 = m;
let _e62 = cfrom;
let _e64 = uniforms.color;
let _e71 = m;
return mix(mix(_e57, _e58, vec4(_e59)), mix(_e62, vec4<f32>(_e64.x, _e64.y, _e64.z, 1f), vec4(0.75f)), vec4(step(_e71, -2f)));
}
fn main_1() {
var param_6: vec2<f32>;
let _e36 = _uv_1;
param_6 = _e36;
let _e37 = transition((¶m_6));
_fragColor = _e37;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}