gl-transitions
Version:
The open collection of GL Transitions
97 lines (86 loc) • 2.63 kB
text/wgsl
// SimpleZoomOut — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/SimpleZoomOut.glsl
// Author: Tianshuo
// License: MIT
// Description: The incoming image zooms out into place while fading in
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
zoom_quickness: f32,
fade: i32,
}
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 _e17 = (*uv)[0u];
let _e19 = (*uv)[1u];
let _e22 = textureSampleLevel(_to, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
return _e22;
}
fn zoom(uv_1: ptr<function, vec2<f32>>, amount: ptr<function, f32>) -> vec2<f32> {
let _e17 = (*uv_1);
let _e20 = (*amount);
return (vec2(0.5f) + ((_e17 - vec2(0.5f)) * (1f - _e20)));
}
fn getFromColor(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e17 = (*uv_2)[0u];
let _e19 = (*uv_2)[1u];
let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
return _e22;
}
fn transition(uv_3: ptr<function, vec2<f32>>) -> vec4<f32> {
var nQuick: f32;
var param: vec2<f32>;
var param_1: vec2<f32>;
var param_2: f32;
var param_3: vec2<f32>;
var local: f32;
let _e23 = uniforms.zoom_quickness;
nQuick = clamp(_e23, 0.2f, 1f);
let _e25 = (*uv_3);
param = _e25;
let _e26 = getFromColor((¶m));
let _e27 = nQuick;
let _e30 = uniforms.progress;
let _e33 = (*uv_3);
param_1 = _e33;
param_2 = (1f - smoothstep((1f - _e27), 1f, _e30));
let _e34 = zoom((¶m_1), (¶m_2));
param_3 = _e34;
let _e35 = getToColor((¶m_3));
let _e37 = uniforms.fade;
if (_e37 != 0i) {
let _e39 = nQuick;
let _e42 = uniforms.progress;
local = smoothstep((1f - _e39), 1f, _e42);
} else {
let _e45 = uniforms.progress;
let _e46 = nQuick;
local = select(1f, 0f, (_e45 < (1f - _e46)));
}
let _e50 = local;
return mix(_e26, _e35, vec4(_e50));
}
fn main_1() {
var param_4: vec2<f32>;
let _e16 = _uv_1;
param_4 = _e16;
let _e17 = transition((¶m_4));
_fragColor = _e17;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}