gl-transitions
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The open collection of GL Transitions
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text/wgsl
// Rectangle — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/Rectangle.glsl
// Author: martiniti
// License: MIT
// Description: A rectangle grows from the center to cover the outgoing image, then shrinks to reveal the incoming one
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
bgcolor: vec4<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 _e20 = (*uv)[0u];
let _e22 = (*uv)[1u];
let _e25 = textureSampleLevel(_to, _sampler, vec2<f32>(_e20, (1f - _e22)), 0f);
return _e25;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e20 = (*uv_1)[0u];
let _e22 = (*uv_1)[1u];
let _e25 = textureSampleLevel(_from, _sampler, vec2<f32>(_e20, (1f - _e22)), 0f);
return _e25;
}
fn transition(p: ptr<function, vec2<f32>>) -> vec4<f32> {
var s: f32;
var sq: vec2<f32>;
var bl: vec2<f32>;
var dist: f32;
var tr: vec2<f32>;
var local: vec4<f32>;
var param: vec2<f32>;
var param_1: vec2<f32>;
let _e28 = uniforms.progress;
s = pow((2f * abs((_e28 - 0.5f))), 3f);
let _e33 = (*p);
sq = (_e33 / vec2<f32>(1f, 1f));
let _e36 = uniforms.progress;
let _e41 = sq;
bl = step(vec2(abs((1f - (2f * _e36)))), (_e41 + vec2(0.25f)));
let _e46 = bl[0u];
let _e48 = bl[1u];
dist = (_e46 * _e48);
let _e51 = uniforms.progress;
let _e56 = sq;
tr = step(vec2(abs((1f - (2f * _e51)))), (vec2(1.25f) - _e56));
let _e61 = tr[0u];
let _e64 = tr[1u];
let _e66 = dist;
dist = (_e66 * ((1f * _e61) * _e64));
let _e69 = uniforms.progress;
if (_e69 < 0.5f) {
let _e71 = (*p);
param = _e71;
let _e72 = getFromColor((¶m));
local = _e72;
} else {
let _e73 = (*p);
param_1 = _e73;
let _e74 = getToColor((¶m_1));
local = _e74;
}
let _e75 = local;
let _e77 = uniforms.bgcolor;
let _e78 = s;
let _e79 = dist;
return mix(_e75, _e77, vec4(step(_e78, _e79)));
}
fn main_1() {
var param_2: vec2<f32>;
let _e19 = _uv_1;
param_2 = _e19;
let _e20 = transition((¶m_2));
_fragColor = _e20;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}