gl-transitions
Version:
The open collection of GL Transitions
332 lines (313 loc) • 9.95 kB
text/wgsl
// BowTieVertical — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/BowTieVertical.glsl
// Author: huynx
// License: MIT
// Description: Two triangles grow from the top and bottom 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 _e20 = (*p1_)[0u];
let _e22 = (*p3_)[0u];
let _e25 = (*p2_)[1u];
let _e27 = (*p3_)[1u];
let _e31 = (*p2_)[0u];
let _e33 = (*p3_)[0u];
let _e36 = (*p1_)[1u];
let _e38 = (*p3_)[1u];
return (((_e20 - _e22) * (_e25 - _e27)) - ((_e31 - _e33) * (_e36 - _e38)));
}
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 _e32 = (*pt);
param = _e32;
let _e33 = (*p1_1);
param_1 = _e33;
let _e34 = (*p2_1);
param_2 = _e34;
let _e35 = check((¶m), (¶m_1), (¶m_2));
b1_ = (_e35 < 0f);
let _e37 = (*pt);
param_3 = _e37;
let _e38 = (*p2_1);
param_4 = _e38;
let _e39 = (*p3_1);
param_5 = _e39;
let _e40 = check((¶m_3), (¶m_4), (¶m_5));
b2_ = (_e40 < 0f);
let _e42 = (*pt);
param_6 = _e42;
let _e43 = (*p3_1);
param_7 = _e43;
let _e44 = (*p1_1);
param_8 = _e44;
let _e45 = check((¶m_6), (¶m_7), (¶m_8));
b3_ = (_e45 < 0f);
let _e47 = b1_;
let _e48 = b2_;
let _e50 = b2_;
let _e51 = b3_;
return ((_e47 == _e48) && (_e50 == _e51));
}
fn in_bottom_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 _e25 = uniforms.progress;
vertex1_ = vec2<f32>(0.5f, (1f - _e25));
let _e29 = uniforms.progress;
vertex2_ = vec2<f32>((0.5f - _e29), 1f);
let _e33 = uniforms.progress;
vertex3_ = vec2<f32>((0.5f + _e33), 1f);
let _e36 = (*p);
param_9 = _e36;
let _e37 = vertex1_;
param_10 = _e37;
let _e38 = vertex2_;
param_11 = _e38;
let _e39 = vertex3_;
param_12 = _e39;
let _e40 = PointInTriangle((¶m_9), (¶m_10), (¶m_11), (¶m_12));
if _e40 {
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 _e25 = (*bot1_);
let _e26 = (*top);
lineDir = (_e25 - _e26);
let _e29 = lineDir[1u];
let _e31 = lineDir[0u];
perpDir = vec2<f32>(_e29, -(_e31));
let _e34 = (*bot1_);
let _e35 = (*testPt);
dirToPt1_ = (_e34 - _e35);
let _e37 = perpDir;
let _e39 = dirToPt1_;
dist1_ = abs(dot(normalize(_e37), _e39));
let _e42 = (*bot2_);
let _e43 = (*top);
lineDir = (_e42 - _e43);
let _e46 = lineDir[1u];
let _e48 = lineDir[0u];
perpDir = vec2<f32>(_e46, -(_e48));
let _e51 = (*bot2_);
let _e52 = (*testPt);
dirToPt1_ = (_e51 - _e52);
let _e54 = perpDir;
let _e56 = dirToPt1_;
let _e59 = dist1_;
min_dist = min(abs(dot(normalize(_e54), _e56)), _e59);
let _e61 = min_dist;
if (_e61 < 0.005f) {
let _e63 = min_dist;
return (_e63 / 0.005f);
} else {
return 1f;
}
}
fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e18 = (*uv)[0u];
let _e20 = (*uv)[1u];
let _e23 = textureSampleLevel(_to, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
return _e23;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e18 = (*uv_1)[0u];
let _e20 = (*uv_1)[1u];
let _e23 = textureSampleLevel(_from, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
return _e23;
}
fn in_top_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 _e25 = uniforms.progress;
vertex1_1 = vec2<f32>(0.5f, _e25);
let _e28 = uniforms.progress;
vertex2_1 = vec2<f32>((0.5f - _e28), 0f);
let _e32 = uniforms.progress;
vertex3_1 = vec2<f32>((0.5f + _e32), 0f);
let _e35 = (*p_1);
param_13 = _e35;
let _e36 = vertex1_1;
param_14 = _e36;
let _e37 = vertex2_1;
param_15 = _e37;
let _e38 = vertex3_1;
param_16 = _e38;
let _e39 = PointInTriangle((¶m_13), (¶m_14), (¶m_15), (¶m_16));
if _e39 {
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 _e42 = (*uv_2);
param_17 = _e42;
let _e43 = in_top_triangle((¶m_17));
if _e43 {
let _e45 = uniforms.progress;
if (_e45 < 0.1f) {
let _e47 = (*uv_2);
param_18 = _e47;
let _e48 = getFromColor((¶m_18));
return _e48;
}
let _e50 = (*uv_2)[1u];
if (_e50 < 0.5f) {
let _e53 = uniforms.progress;
vertex1_2 = vec2<f32>(0.5f, _e53);
let _e56 = uniforms.progress;
vertex2_2 = vec2<f32>((0.5f - _e56), 0f);
let _e60 = uniforms.progress;
vertex3_2 = vec2<f32>((0.5f + _e60), 0f);
let _e63 = (*uv_2);
param_19 = _e63;
let _e64 = getFromColor((¶m_19));
let _e65 = (*uv_2);
param_20 = _e65;
let _e66 = getToColor((¶m_20));
let _e67 = vertex2_2;
param_21 = _e67;
let _e68 = vertex3_2;
param_22 = _e68;
let _e69 = vertex1_2;
param_23 = _e69;
let _e70 = (*uv_2);
param_24 = _e70;
let _e71 = blur_edge((¶m_21), (¶m_22), (¶m_23), (¶m_24));
return mix(_e64, _e66, vec4(_e71));
} else {
let _e75 = uniforms.progress;
if (_e75 > 0f) {
let _e77 = (*uv_2);
param_25 = _e77;
let _e78 = getToColor((¶m_25));
return _e78;
} else {
let _e79 = (*uv_2);
param_26 = _e79;
let _e80 = getFromColor((¶m_26));
return _e80;
}
}
} else {
let _e81 = (*uv_2);
param_27 = _e81;
let _e82 = in_bottom_triangle((¶m_27));
if _e82 {
let _e84 = (*uv_2)[1u];
if (_e84 >= 0.5f) {
let _e87 = uniforms.progress;
vertex1_3 = vec2<f32>(0.5f, (1f - _e87));
let _e91 = uniforms.progress;
vertex2_3 = vec2<f32>((0.5f - _e91), 1f);
let _e95 = uniforms.progress;
vertex3_3 = vec2<f32>((0.5f + _e95), 1f);
let _e98 = (*uv_2);
param_28 = _e98;
let _e99 = getFromColor((¶m_28));
let _e100 = (*uv_2);
param_29 = _e100;
let _e101 = getToColor((¶m_29));
let _e102 = vertex2_3;
param_30 = _e102;
let _e103 = vertex3_3;
param_31 = _e103;
let _e104 = vertex1_3;
param_32 = _e104;
let _e105 = (*uv_2);
param_33 = _e105;
let _e106 = blur_edge((¶m_30), (¶m_31), (¶m_32), (¶m_33));
return mix(_e99, _e101, vec4(_e106));
} else {
let _e109 = (*uv_2);
param_34 = _e109;
let _e110 = getFromColor((¶m_34));
return _e110;
}
} else {
let _e111 = (*uv_2);
param_35 = _e111;
let _e112 = getFromColor((¶m_35));
return _e112;
}
}
}
fn main_1() {
var param_36: vec2<f32>;
let _e17 = _uv_1;
param_36 = _e17;
let _e18 = transition((¶m_36));
_fragColor = _e18;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}