gl-transitions
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The open collection of GL Transitions
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text/wgsl
// WaterDrop — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/WaterDrop.glsl
// Author: Paweł Płóciennik
// License: MIT
// Description: Ripples spread from the center like a drop falling into water, crossfading to the incoming image
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
amplitude: f32,
speed: 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(p: ptr<function, vec2<f32>>) -> vec4<f32> {
var dir: vec2<f32>;
var dist: f32;
var param: vec2<f32>;
var param_1: vec2<f32>;
var offset: vec2<f32>;
var param_2: vec2<f32>;
var param_3: vec2<f32>;
let _e23 = (*p);
dir = (_e23 - vec2<f32>(0.5f, 0.5f));
let _e25 = dir;
dist = length(_e25);
let _e27 = dist;
let _e29 = uniforms.progress;
if (_e27 > _e29) {
let _e31 = (*p);
param = _e31;
let _e32 = getFromColor((¶m));
let _e33 = (*p);
param_1 = _e33;
let _e34 = getToColor((¶m_1));
let _e36 = uniforms.progress;
return mix(_e32, _e34, vec4(_e36));
} else {
let _e39 = dir;
let _e40 = dist;
let _e42 = uniforms.amplitude;
let _e45 = uniforms.progress;
let _e47 = uniforms.speed;
offset = (_e39 * sin(((_e40 * _e42) - (_e45 * _e47))));
let _e52 = (*p);
let _e53 = offset;
param_2 = (_e52 + _e53);
let _e55 = getFromColor((¶m_2));
let _e56 = (*p);
param_3 = _e56;
let _e57 = getToColor((¶m_3));
let _e59 = uniforms.progress;
return mix(_e55, _e57, vec4(_e59));
}
}
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;
}