gl-transitions
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The open collection of GL Transitions
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text/wgsl
// 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,
}
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 _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((¶m));
let _e53 = (*uv_2);
param_1 = _e53;
let _e54 = getToColor((¶m_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((¶m_2));
_fragColor = _e19;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}