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gl-transitions

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The open collection of GL Transitions

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// 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, } @group(0) @binding(2) var _from: texture_2d<f32>; @group(0) @binding(1) var _sampler: sampler; @group(0) @binding(3) var _to: texture_2d<f32>; @group(0) @binding(0) 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((&param)); (*pfr) = _e36; let _e37 = (*pfr); param_1 = _e37; let _e38 = inBounds((&param_1)); if _e38 { let _e39 = (*pfr); param_2 = _e39; let _e40 = getFromColor((&param_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((&param_3)); (*pto) = _e52; let _e53 = (*pto); param_4 = _e53; let _e54 = inBounds((&param_4)); if _e54 { let _e55 = (*pto); param_5 = _e55; let _e56 = getToColor((&param_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((&param_6), (&param_7), (&param_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((&param_9), (&param_10), (&param_11)); toP = _e88; let _e89 = fromP; param_12 = _e89; let _e90 = inBounds((&param_12)); if _e90 { let _e91 = fromP; param_13 = _e91; let _e92 = getFromColor((&param_13)); return _e92; } else { let _e93 = toP; param_14 = _e93; let _e94 = inBounds((&param_14)); if _e94 { let _e95 = toP; param_15 = _e95; let _e96 = getToColor((&param_15)); return _e96; } } let _e97 = (*op); param_16 = _e97; let _e98 = fromP; param_17 = _e98; let _e99 = toP; param_18 = _e99; let _e100 = bgColor((&param_16), (&param_17), (&param_18)); return _e100; } fn main_1() { var param_19: vec2<f32>; let _e26 = _uv_1; param_19 = _e26; let _e27 = transition((&param_19)); _fragColor = _e27; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }