UNPKG

gl-transitions

Version:

The open collection of GL Transitions

86 lines (76 loc) • 2.3 kB
// ripple — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/ripple.glsl // Author: gre // License: MIT // Description: Ripples spread from the center while crossfading // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, amplitude: f32, speed: 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 _e19 = (*uv)[0u]; let _e21 = (*uv)[1u]; let _e24 = textureSampleLevel(_to, _sampler, vec2<f32>(_e19, (1f - _e21)), 0f); return _e24; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e19 = (*uv_1)[0u]; let _e21 = (*uv_1)[1u]; let _e24 = textureSampleLevel(_from, _sampler, vec2<f32>(_e19, (1f - _e21)), 0f); return _e24; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var dir: vec2<f32>; var dist: f32; var offset: vec2<f32>; var param: vec2<f32>; var param_1: vec2<f32>; let _e23 = (*uv_2); dir = (_e23 - vec2<f32>(0.5f, 0.5f)); let _e25 = dir; dist = length(_e25); let _e27 = dir; let _e29 = uniforms.progress; let _e30 = dist; let _e33 = uniforms.amplitude; let _e36 = uniforms.progress; let _e38 = uniforms.speed; let _e47 = uniforms.progress; offset = (((_e27 * (sin((((_e29 * _e30) * _e33) - (_e36 * _e38))) + 0.5f)) / vec2(30f)) * _e47); let _e49 = (*uv_2); let _e50 = offset; param = (_e49 + _e50); let _e52 = getFromColor((&param)); let _e53 = (*uv_2); param_1 = _e53; let _e54 = getToColor((&param_1)); let _e56 = uniforms.progress; return mix(_e52, _e54, vec4(smoothstep(0.2f, 1f, _e56))); } fn main_1() { var param_2: vec2<f32>; let _e18 = _uv_1; param_2 = _e18; let _e19 = transition((&param_2)); _fragColor = _e19; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }