UNPKG

gl-transitions

Version:

The open collection of GL Transitions

99 lines (89 loc) • 2.72 kB
// RectangleCrop — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/RectangleCrop.glsl // Author: martiniti // License: MIT // Description: The outgoing image shrinks into a small rectangle over a background color, then the incoming one grows from it // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, bgcolor: vec4<f32>, } @group(0) @binding(2) var _from: texture_2d<f32>; @group(0) @binding(1) var _sampler: sampler; @group(0) @binding(3) var _to: texture_2d<f32>; @group(0) @binding(0) 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(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var s: f32; var q: vec2<f32>; var bl: vec2<f32>; var tr: vec2<f32>; var dist: 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 = (*uv_2); q = (_e33 / vec2<f32>(1f, 1f)); let _e36 = uniforms.progress; let _e42 = q; bl = step(vec2((1f - (2f * abs((_e36 - 0.5f))))), (_e42 + vec2(0.25f))); let _e47 = uniforms.progress; let _e53 = q; tr = step(vec2((1f - (2f * abs((_e47 - 0.5f))))), (vec2(1.25f) - _e53)); let _e58 = bl[0u]; let _e60 = bl[1u]; let _e63 = tr[0u]; let _e66 = tr[1u]; dist = length((1f - (((_e58 * _e60) * _e63) * _e66))); let _e71 = uniforms.progress; if (_e71 < 0.5f) { let _e73 = (*uv_2); param = _e73; let _e74 = getFromColor((&param)); local = _e74; } else { let _e75 = (*uv_2); param_1 = _e75; let _e76 = getToColor((&param_1)); local = _e76; } let _e77 = local; let _e79 = uniforms.bgcolor; let _e80 = s; let _e81 = dist; return mix(_e77, _e79, vec4(step(_e80, _e81))); } fn main_1() { var param_2: vec2<f32>; let _e19 = _uv_1; param_2 = _e19; let _e20 = transition((&param_2)); _fragColor = _e20; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }