gl-transitions
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The open collection of GL Transitions
125 lines (115 loc) • 3.19 kB
text/wgsl
// Swirl — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/Swirl.glsl
// Author: Sergey Kosarevsky
// License: MIT
// Description: Both images swirl around the center while crossfading
// 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 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 getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e17 = (*uv_1)[0u];
let _e19 = (*uv_1)[1u];
let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
return _e22;
}
fn transition(UV: ptr<function, vec2<f32>>) -> vec4<f32> {
var Radius: f32;
var T: f32;
var Dist: f32;
var Percent: f32;
var A: f32;
var local: f32;
var Theta: f32;
var S: f32;
var C: f32;
var C0_: vec4<f32>;
var param: vec2<f32>;
var C1_: vec4<f32>;
var param_1: vec2<f32>;
Radius = 1f;
let _e30 = uniforms.progress;
T = _e30;
let _e31 = (*UV);
(*UV) = (_e31 - vec2<f32>(0.5f, 0.5f));
let _e33 = (*UV);
Dist = length(_e33);
let _e35 = Dist;
let _e36 = Radius;
if (_e35 < _e36) {
let _e38 = Radius;
let _e39 = Dist;
let _e41 = Radius;
Percent = ((_e38 - _e39) / _e41);
let _e43 = T;
if (_e43 <= 0.5f) {
let _e45 = T;
local = mix(0f, 1f, (_e45 / 0.5f));
} else {
let _e48 = T;
local = mix(1f, 0f, ((_e48 - 0.5f) / 0.5f));
}
let _e52 = local;
A = _e52;
let _e53 = Percent;
let _e54 = Percent;
let _e56 = A;
Theta = ((((_e53 * _e54) * _e56) * 8f) * 3.14159f);
let _e60 = Theta;
S = sin(_e60);
let _e62 = Theta;
C = cos(_e62);
let _e64 = (*UV);
let _e65 = C;
let _e66 = S;
let _e70 = (*UV);
let _e71 = S;
let _e72 = C;
(*UV) = vec2<f32>(dot(_e64, vec2<f32>(_e65, -(_e66))), dot(_e70, vec2<f32>(_e71, _e72)));
}
let _e76 = (*UV);
(*UV) = (_e76 + vec2<f32>(0.5f, 0.5f));
let _e78 = (*UV);
param = _e78;
let _e79 = getFromColor((¶m));
C0_ = _e79;
let _e80 = (*UV);
param_1 = _e80;
let _e81 = getToColor((¶m_1));
C1_ = _e81;
let _e82 = C0_;
let _e83 = C1_;
let _e84 = T;
return mix(_e82, _e83, vec4(_e84));
}
fn main_1() {
var param_2: vec2<f32>;
let _e16 = _uv_1;
param_2 = _e16;
let _e17 = transition((¶m_2));
_fragColor = _e17;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}