gl-transitions
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The open collection of GL Transitions
81 lines (71 loc) • 2.1 kB
text/wgsl
// windowslice — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/windowslice.glsl
// Author: gre
// License: MIT
// Description: The incoming image appears through vertical slices that widen
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
count: f32,
smoothness: 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 _e15 = (*uv)[0u];
let _e17 = (*uv)[1u];
let _e20 = textureSampleLevel(_to, _sampler, vec2<f32>(_e15, (1f - _e17)), 0f);
return _e20;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e15 = (*uv_1)[0u];
let _e17 = (*uv_1)[1u];
let _e20 = textureSampleLevel(_from, _sampler, vec2<f32>(_e15, (1f - _e17)), 0f);
return _e20;
}
fn transition(p: ptr<function, vec2<f32>>) -> vec4<f32> {
var pr: f32;
var s: f32;
var param: vec2<f32>;
var param_1: vec2<f32>;
let _e19 = uniforms.smoothness;
let _e22 = (*p)[0u];
let _e24 = uniforms.progress;
let _e26 = uniforms.smoothness;
pr = smoothstep(-(_e19), 0f, (_e22 - (_e24 * (1f + _e26))));
let _e31 = pr;
let _e33 = uniforms.count;
let _e35 = (*p)[0u];
s = step(_e31, fract((_e33 * _e35)));
let _e39 = (*p);
param = _e39;
let _e40 = getFromColor((¶m));
let _e41 = (*p);
param_1 = _e41;
let _e42 = getToColor((¶m_1));
let _e43 = s;
return mix(_e40, _e42, vec4(_e43));
}
fn main_1() {
var param_2: vec2<f32>;
let _e14 = _uv_1;
param_2 = _e14;
let _e15 = transition((¶m_2));
_fragColor = _e15;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}