UNPKG

gl-transitions

Version:

The open collection of GL Transitions

86 lines (75 loc) • 2.35 kB
// rotateTransition — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/rotateTransition.glsl // Author: haiyoucuv // License: MIT // Description: The images spin around the center while crossfading // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: 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 _e16 = (*uv)[0u]; let _e18 = (*uv)[1u]; let _e21 = textureSampleLevel(_to, _sampler, vec2<f32>(_e16, (1f - _e18)), 0f); return _e21; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e16 = (*uv_1)[0u]; let _e18 = (*uv_1)[1u]; let _e21 = textureSampleLevel(_from, _sampler, vec2<f32>(_e16, (1f - _e18)), 0f); return _e21; } fn rotate2D(uv_2: ptr<function, vec2<f32>>, angle: ptr<function, f32>) -> vec2<f32> { let _e16 = (*uv_2); let _e17 = (*angle); let _e19 = (*angle); let _e22 = (*angle); let _e24 = (*angle); return (_e16 * mat2x2<f32>(vec2<f32>(cos(_e17), -(sin(_e19))), vec2<f32>(sin(_e22), cos(_e24)))); } fn transition(uv_3: ptr<function, vec2<f32>>) -> vec4<f32> { var p: vec2<f32>; var param: vec2<f32>; var param_1: f32; var param_2: vec2<f32>; var param_3: vec2<f32>; let _e20 = (*uv_3); let _e24 = uniforms.progress; param = (_e20 - vec2(0.5f)); param_1 = ((_e24 * 3.1415925f) * 2f); let _e27 = rotate2D((&param), (&param_1)); p = fract((_e27 + vec2(0.5f))); let _e31 = p; param_2 = _e31; let _e32 = getFromColor((&param_2)); let _e33 = p; param_3 = _e33; let _e34 = getToColor((&param_3)); let _e36 = uniforms.progress; return mix(_e32, _e34, vec4(_e36)); } fn main_1() { var param_4: vec2<f32>; let _e15 = _uv_1; param_4 = _e15; let _e16 = transition((&param_4)); _fragColor = _e16; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }