gl-transitions
Version:
The open collection of GL Transitions
218 lines (201 loc) • 6.17 kB
text/wgsl
// cube — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/cube.glsl
// Author: gre
// License: MIT
// Description: The two images are faces of a rotating 3D cube, with a floor reflection
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
persp: f32,
unzoom: f32,
reflection: f32,
floating: 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 _e27 = (*uv)[0u];
let _e29 = (*uv)[1u];
let _e32 = textureSampleLevel(_to, _sampler, vec2<f32>(_e27, (1f - _e29)), 0f);
return _e32;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e27 = (*uv_1)[0u];
let _e29 = (*uv_1)[1u];
let _e32 = textureSampleLevel(_from, _sampler, vec2<f32>(_e27, (1f - _e29)), 0f);
return _e32;
}
fn inBounds(p: ptr<function, vec2<f32>>) -> bool {
var phi_109_: bool;
let _e26 = (*p);
let _e28 = all((vec2<f32>(0f, 0f) < _e26));
phi_109_ = _e28;
if _e28 {
let _e29 = (*p);
phi_109_ = all((_e29 < vec2<f32>(1f, 1f)));
}
let _e33 = phi_109_;
return _e33;
}
fn project(p_1: ptr<function, vec2<f32>>) -> vec2<f32> {
let _e26 = (*p_1);
let _e29 = uniforms.floating;
return ((_e26 * vec2<f32>(1f, -1.2f)) + vec2<f32>(0f, (-(_e29) / 100f)));
}
fn bgColor(p_2: ptr<function, vec2<f32>>, pfr: ptr<function, vec2<f32>>, pto: ptr<function, vec2<f32>>) -> vec4<f32> {
var c: vec4<f32>;
var param: vec2<f32>;
var param_1: vec2<f32>;
var param_2: vec2<f32>;
var param_3: vec2<f32>;
var param_4: vec2<f32>;
var param_5: vec2<f32>;
c = vec4<f32>(0f, 0f, 0f, 1f);
let _e35 = (*pfr);
param = _e35;
let _e36 = project((¶m));
(*pfr) = _e36;
let _e37 = (*pfr);
param_1 = _e37;
let _e38 = inBounds((¶m_1));
if _e38 {
let _e39 = (*pfr);
param_2 = _e39;
let _e40 = getFromColor((¶m_2));
let _e42 = uniforms.reflection;
let _e44 = (*pfr)[1u];
let _e49 = c;
c = (_e49 + mix(vec4<f32>(0f, 0f, 0f, 0f), _e40, vec4((_e42 * mix(1f, 0f, _e44)))));
}
let _e51 = (*pto);
param_3 = _e51;
let _e52 = project((¶m_3));
(*pto) = _e52;
let _e53 = (*pto);
param_4 = _e53;
let _e54 = inBounds((¶m_4));
if _e54 {
let _e55 = (*pto);
param_5 = _e55;
let _e56 = getToColor((¶m_5));
let _e58 = uniforms.reflection;
let _e60 = (*pto)[1u];
let _e65 = c;
c = (_e65 + mix(vec4<f32>(0f, 0f, 0f, 0f), _e56, vec4((_e58 * mix(1f, 0f, _e60)))));
}
let _e67 = c;
return _e67;
}
fn xskew(p_3: ptr<function, vec2<f32>>, persp: ptr<function, f32>, center: ptr<function, f32>) -> vec2<f32> {
var x: f32;
let _e30 = (*p_3)[0u];
let _e32 = (*p_3)[0u];
let _e34 = (*center);
x = mix(_e30, (1f - _e32), _e34);
let _e36 = x;
let _e38 = (*p_3)[1u];
let _e39 = (*persp);
let _e42 = x;
let _e45 = (*persp);
let _e47 = x;
let _e52 = (*center);
let _e57 = (*center);
let _e60 = (*center);
let _e66 = (*center);
return (((vec2<f32>(_e36, ((_e38 - ((0.5f * (1f - _e39)) * _e42)) / (1f + ((_e45 - 1f) * _e47)))) - vec2<f32>((0.5f - distance(_e52, 0.5f)), 0f)) * vec2<f32>(((0.5f / distance(_e57, 0.5f)) * select(-1f, 1f, (_e60 < 0.5f))), 1f)) + vec2<f32>(select(1f, 0f, (_e66 < 0.5f)), 0f));
}
fn transition(op: ptr<function, vec2<f32>>) -> vec4<f32> {
var uz: f32;
var p_4: vec2<f32>;
var fromP: vec2<f32>;
var param_6: vec2<f32>;
var param_7: f32;
var param_8: f32;
var toP: vec2<f32>;
var param_9: vec2<f32>;
var param_10: f32;
var param_11: f32;
var param_12: vec2<f32>;
var param_13: vec2<f32>;
var param_14: vec2<f32>;
var param_15: vec2<f32>;
var param_16: vec2<f32>;
var param_17: vec2<f32>;
var param_18: vec2<f32>;
let _e44 = uniforms.unzoom;
let _e47 = uniforms.progress;
uz = ((_e44 * 2f) * (0.5f - distance(0.5f, _e47)));
let _e51 = uz;
let _e54 = uz;
let _e56 = (*op);
p_4 = (vec2((-(_e51) * 0.5f)) + (_e56 * (1f + _e54)));
let _e60 = p_4;
let _e62 = uniforms.progress;
let _e66 = uniforms.progress;
let _e71 = uniforms.progress;
let _e73 = uniforms.persp;
param_6 = ((_e60 - vec2<f32>(_e62, 0f)) / vec2<f32>((1f - _e66), 1f));
param_7 = (1f - mix(_e71, 0f, _e73));
param_8 = 0f;
let _e76 = xskew((¶m_6), (¶m_7), (¶m_8));
fromP = _e76;
let _e77 = p_4;
let _e79 = uniforms.progress;
let _e83 = uniforms.progress;
let _e86 = uniforms.persp;
param_9 = (_e77 / vec2<f32>(_e79, 1f));
param_10 = mix(pow(_e83, 2f), 1f, _e86);
param_11 = 1f;
let _e88 = xskew((¶m_9), (¶m_10), (¶m_11));
toP = _e88;
let _e89 = fromP;
param_12 = _e89;
let _e90 = inBounds((¶m_12));
if _e90 {
let _e91 = fromP;
param_13 = _e91;
let _e92 = getFromColor((¶m_13));
return _e92;
} else {
let _e93 = toP;
param_14 = _e93;
let _e94 = inBounds((¶m_14));
if _e94 {
let _e95 = toP;
param_15 = _e95;
let _e96 = getToColor((¶m_15));
return _e96;
}
}
let _e97 = (*op);
param_16 = _e97;
let _e98 = fromP;
param_17 = _e98;
let _e99 = toP;
param_18 = _e99;
let _e100 = bgColor((¶m_16), (¶m_17), (¶m_18));
return _e100;
}
fn main_1() {
var param_19: vec2<f32>;
let _e26 = _uv_1;
param_19 = _e26;
let _e27 = transition((¶m_19));
_fragColor = _e27;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}