gl-transitions
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The open collection of GL Transitions
97 lines (87 loc) • 2.49 kB
text/wgsl
// circleopen — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/circleopen.glsl
// Author: gre
// License: MIT
// Description: A soft-edged circle opens from the center to reveal the incoming image
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
smoothness: f32,
opening: 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 _e18 = (*uv)[0u];
let _e20 = (*uv)[1u];
let _e23 = textureSampleLevel(_to, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
return _e23;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e18 = (*uv_1)[0u];
let _e20 = (*uv_1)[1u];
let _e23 = textureSampleLevel(_from, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
return _e23;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var x: f32;
var local: f32;
var m: f32;
var param: vec2<f32>;
var param_1: vec2<f32>;
var local_1: f32;
let _e24 = uniforms.opening;
if (_e24 != 0i) {
let _e27 = uniforms.progress;
local = _e27;
} else {
let _e29 = uniforms.progress;
local = (1f - _e29);
}
let _e31 = local;
x = _e31;
let _e33 = uniforms.smoothness;
let _e35 = (*uv_2);
let _e38 = x;
let _e40 = uniforms.smoothness;
m = smoothstep(-(_e33), 0f, ((1.4142135f * distance(vec2<f32>(0.5f, 0.5f), _e35)) - (_e38 * (1f + _e40))));
let _e45 = (*uv_2);
param = _e45;
let _e46 = getFromColor((¶m));
let _e47 = (*uv_2);
param_1 = _e47;
let _e48 = getToColor((¶m_1));
let _e50 = uniforms.opening;
if (_e50 != 0i) {
let _e52 = m;
local_1 = (1f - _e52);
} else {
let _e54 = m;
local_1 = _e54;
}
let _e55 = local_1;
return mix(_e46, _e48, vec4(_e55));
}
fn main_1() {
var param_2: vec2<f32>;
let _e17 = _uv_1;
param_2 = _e17;
let _e18 = transition((¶m_2));
_fragColor = _e18;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}