gl-transitions
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The open collection of GL Transitions
332 lines (313 loc) • 9.96 kB
text/wgsl
// BowTieHorizontal — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/BowTieHorizontal.glsl
// Author: huynx
// License: MIT
// Description: Two triangles grow from the left and right edges into a bow tie that reveals the incoming image
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: 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 check(p1_: ptr<function, vec2<f32>>, p2_: ptr<function, vec2<f32>>, p3_: ptr<function, vec2<f32>>) -> f32 {
let _e25 = (*p1_)[0u];
let _e27 = (*p3_)[0u];
let _e30 = (*p2_)[1u];
let _e32 = (*p3_)[1u];
let _e36 = (*p2_)[0u];
let _e38 = (*p3_)[0u];
let _e41 = (*p1_)[1u];
let _e43 = (*p3_)[1u];
return (((_e25 - _e27) * (_e30 - _e32)) - ((_e36 - _e38) * (_e41 - _e43)));
}
fn PointInTriangle(pt: ptr<function, vec2<f32>>, p1_1: ptr<function, vec2<f32>>, p2_1: ptr<function, vec2<f32>>, p3_1: ptr<function, vec2<f32>>) -> bool {
var b1_: bool;
var param: vec2<f32>;
var param_1: vec2<f32>;
var param_2: vec2<f32>;
var b2_: bool;
var param_3: vec2<f32>;
var param_4: vec2<f32>;
var param_5: vec2<f32>;
var b3_: bool;
var param_6: vec2<f32>;
var param_7: vec2<f32>;
var param_8: vec2<f32>;
let _e37 = (*pt);
param = _e37;
let _e38 = (*p1_1);
param_1 = _e38;
let _e39 = (*p2_1);
param_2 = _e39;
let _e40 = check((¶m), (¶m_1), (¶m_2));
b1_ = (_e40 < 0f);
let _e42 = (*pt);
param_3 = _e42;
let _e43 = (*p2_1);
param_4 = _e43;
let _e44 = (*p3_1);
param_5 = _e44;
let _e45 = check((¶m_3), (¶m_4), (¶m_5));
b2_ = (_e45 < 0f);
let _e47 = (*pt);
param_6 = _e47;
let _e48 = (*p3_1);
param_7 = _e48;
let _e49 = (*p1_1);
param_8 = _e49;
let _e50 = check((¶m_6), (¶m_7), (¶m_8));
b3_ = (_e50 < 0f);
let _e52 = b1_;
let _e53 = b2_;
let _e55 = b2_;
let _e56 = b3_;
return ((_e52 == _e53) && (_e55 == _e56));
}
fn in_right_triangle(p: ptr<function, vec2<f32>>) -> bool {
var vertex1_: vec2<f32>;
var vertex2_: vec2<f32>;
var vertex3_: vec2<f32>;
var param_9: vec2<f32>;
var param_10: vec2<f32>;
var param_11: vec2<f32>;
var param_12: vec2<f32>;
let _e30 = uniforms.progress;
vertex1_ = vec2<f32>((1f - _e30), 0.5f);
let _e34 = uniforms.progress;
vertex2_ = vec2<f32>(1f, (0.5f - _e34));
let _e38 = uniforms.progress;
vertex3_ = vec2<f32>(1f, (0.5f + _e38));
let _e41 = (*p);
param_9 = _e41;
let _e42 = vertex1_;
param_10 = _e42;
let _e43 = vertex2_;
param_11 = _e43;
let _e44 = vertex3_;
param_12 = _e44;
let _e45 = PointInTriangle((¶m_9), (¶m_10), (¶m_11), (¶m_12));
if _e45 {
return true;
}
return false;
}
fn blur_edge(bot1_: ptr<function, vec2<f32>>, bot2_: ptr<function, vec2<f32>>, top: ptr<function, vec2<f32>>, testPt: ptr<function, vec2<f32>>) -> f32 {
var lineDir: vec2<f32>;
var perpDir: vec2<f32>;
var dirToPt1_: vec2<f32>;
var dist1_: f32;
var min_dist: f32;
let _e30 = (*bot1_);
let _e31 = (*top);
lineDir = (_e30 - _e31);
let _e34 = lineDir[1u];
let _e36 = lineDir[0u];
perpDir = vec2<f32>(_e34, -(_e36));
let _e39 = (*bot1_);
let _e40 = (*testPt);
dirToPt1_ = (_e39 - _e40);
let _e42 = perpDir;
let _e44 = dirToPt1_;
dist1_ = abs(dot(normalize(_e42), _e44));
let _e47 = (*bot2_);
let _e48 = (*top);
lineDir = (_e47 - _e48);
let _e51 = lineDir[1u];
let _e53 = lineDir[0u];
perpDir = vec2<f32>(_e51, -(_e53));
let _e56 = (*bot2_);
let _e57 = (*testPt);
dirToPt1_ = (_e56 - _e57);
let _e59 = perpDir;
let _e61 = dirToPt1_;
let _e64 = dist1_;
min_dist = min(abs(dot(normalize(_e59), _e61)), _e64);
let _e66 = min_dist;
if (_e66 < 0.005f) {
let _e68 = min_dist;
return (_e68 / 0.005f);
} else {
return 1f;
}
}
fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e23 = (*uv)[0u];
let _e25 = (*uv)[1u];
let _e28 = textureSampleLevel(_to, _sampler, vec2<f32>(_e23, (1f - _e25)), 0f);
return _e28;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e23 = (*uv_1)[0u];
let _e25 = (*uv_1)[1u];
let _e28 = textureSampleLevel(_from, _sampler, vec2<f32>(_e23, (1f - _e25)), 0f);
return _e28;
}
fn in_left_triangle(p_1: ptr<function, vec2<f32>>) -> bool {
var vertex1_1: vec2<f32>;
var vertex2_1: vec2<f32>;
var vertex3_1: vec2<f32>;
var param_13: vec2<f32>;
var param_14: vec2<f32>;
var param_15: vec2<f32>;
var param_16: vec2<f32>;
let _e30 = uniforms.progress;
vertex1_1 = vec2<f32>(_e30, 0.5f);
let _e33 = uniforms.progress;
vertex2_1 = vec2<f32>(0f, (0.5f - _e33));
let _e37 = uniforms.progress;
vertex3_1 = vec2<f32>(0f, (0.5f + _e37));
let _e40 = (*p_1);
param_13 = _e40;
let _e41 = vertex1_1;
param_14 = _e41;
let _e42 = vertex2_1;
param_15 = _e42;
let _e43 = vertex3_1;
param_16 = _e43;
let _e44 = PointInTriangle((¶m_13), (¶m_14), (¶m_15), (¶m_16));
if _e44 {
return true;
}
return false;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var param_17: vec2<f32>;
var param_18: vec2<f32>;
var vertex1_2: vec2<f32>;
var vertex2_2: vec2<f32>;
var vertex3_2: vec2<f32>;
var param_19: vec2<f32>;
var param_20: vec2<f32>;
var param_21: vec2<f32>;
var param_22: vec2<f32>;
var param_23: vec2<f32>;
var param_24: vec2<f32>;
var param_25: vec2<f32>;
var param_26: vec2<f32>;
var param_27: vec2<f32>;
var vertex1_3: vec2<f32>;
var vertex2_3: vec2<f32>;
var vertex3_3: vec2<f32>;
var param_28: vec2<f32>;
var param_29: vec2<f32>;
var param_30: vec2<f32>;
var param_31: vec2<f32>;
var param_32: vec2<f32>;
var param_33: vec2<f32>;
var param_34: vec2<f32>;
var param_35: vec2<f32>;
let _e47 = (*uv_2);
param_17 = _e47;
let _e48 = in_left_triangle((¶m_17));
if _e48 {
let _e50 = uniforms.progress;
if (_e50 < 0.1f) {
let _e52 = (*uv_2);
param_18 = _e52;
let _e53 = getFromColor((¶m_18));
return _e53;
}
let _e55 = (*uv_2)[0u];
if (_e55 < 0.5f) {
let _e58 = uniforms.progress;
vertex1_2 = vec2<f32>(_e58, 0.5f);
let _e61 = uniforms.progress;
vertex2_2 = vec2<f32>(0f, (0.5f - _e61));
let _e65 = uniforms.progress;
vertex3_2 = vec2<f32>(0f, (0.5f + _e65));
let _e68 = (*uv_2);
param_19 = _e68;
let _e69 = getFromColor((¶m_19));
let _e70 = (*uv_2);
param_20 = _e70;
let _e71 = getToColor((¶m_20));
let _e72 = vertex2_2;
param_21 = _e72;
let _e73 = vertex3_2;
param_22 = _e73;
let _e74 = vertex1_2;
param_23 = _e74;
let _e75 = (*uv_2);
param_24 = _e75;
let _e76 = blur_edge((¶m_21), (¶m_22), (¶m_23), (¶m_24));
return mix(_e69, _e71, vec4(_e76));
} else {
let _e80 = uniforms.progress;
if (_e80 > 0f) {
let _e82 = (*uv_2);
param_25 = _e82;
let _e83 = getToColor((¶m_25));
return _e83;
} else {
let _e84 = (*uv_2);
param_26 = _e84;
let _e85 = getFromColor((¶m_26));
return _e85;
}
}
} else {
let _e86 = (*uv_2);
param_27 = _e86;
let _e87 = in_right_triangle((¶m_27));
if _e87 {
let _e89 = (*uv_2)[0u];
if (_e89 >= 0.5f) {
let _e92 = uniforms.progress;
vertex1_3 = vec2<f32>((1f - _e92), 0.5f);
let _e96 = uniforms.progress;
vertex2_3 = vec2<f32>(1f, (0.5f - _e96));
let _e100 = uniforms.progress;
vertex3_3 = vec2<f32>(1f, (0.5f + _e100));
let _e103 = (*uv_2);
param_28 = _e103;
let _e104 = getFromColor((¶m_28));
let _e105 = (*uv_2);
param_29 = _e105;
let _e106 = getToColor((¶m_29));
let _e107 = vertex2_3;
param_30 = _e107;
let _e108 = vertex3_3;
param_31 = _e108;
let _e109 = vertex1_3;
param_32 = _e109;
let _e110 = (*uv_2);
param_33 = _e110;
let _e111 = blur_edge((¶m_30), (¶m_31), (¶m_32), (¶m_33));
return mix(_e104, _e106, vec4(_e111));
} else {
let _e114 = (*uv_2);
param_34 = _e114;
let _e115 = getFromColor((¶m_34));
return _e115;
}
} else {
let _e116 = (*uv_2);
param_35 = _e116;
let _e117 = getFromColor((¶m_35));
return _e117;
}
}
}
fn main_1() {
var param_36: vec2<f32>;
let _e22 = _uv_1;
param_36 = _e22;
let _e23 = transition((¶m_36));
_fragColor = _e23;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}