gl-transitions
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The open collection of GL Transitions
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text/wgsl
// splitSlideInHorizontal — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/splitSlideInHorizontal.glsl
// Author: OllyOllyOlly
// License: MIT
// Description: The incoming image slides in as two halves moving horizontally in opposite directions
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
reverse: i32,
}
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 getFromColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e18 = (*uv)[0u];
let _e20 = (*uv)[1u];
let _e23 = textureSampleLevel(_from, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
return _e23;
}
fn getToColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e18 = (*uv_1)[0u];
let _e20 = (*uv_1)[1u];
let _e23 = textureSampleLevel(_to, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
return _e23;
}
fn inBounds(p: ptr<function, vec2<f32>>) -> bool {
var phi_74_: bool;
let _e17 = (*p);
let _e19 = all((vec2<f32>(0f, 0f) < _e17));
phi_74_ = _e19;
if _e19 {
let _e20 = (*p);
phi_74_ = all((_e20 < vec2<f32>(1f, 1f)));
}
let _e24 = phi_74_;
return _e24;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var modifier: f32;
var toP: vec2<f32>;
var local: vec2<f32>;
var fromP: vec2<f32>;
var param: vec2<f32>;
var local_1: vec4<f32>;
var param_1: vec2<f32>;
var param_2: vec2<f32>;
let _e26 = uniforms.reverse;
modifier = select(1f, -1f, (_e26 != 0i));
let _e30 = (*uv_2)[1u];
if (_e30 > 0.5f) {
let _e33 = (*uv_2)[0u];
let _e35 = uniforms.progress;
let _e36 = modifier;
let _e39 = modifier;
let _e42 = (*uv_2)[1u];
local = vec2<f32>(((_e33 - (_e35 * _e36)) + _e39), _e42);
} else {
let _e45 = (*uv_2)[0u];
let _e47 = uniforms.progress;
let _e48 = modifier;
let _e51 = modifier;
let _e54 = (*uv_2)[1u];
local = vec2<f32>(((_e45 + (_e47 * _e48)) - _e51), _e54);
}
let _e56 = local;
toP = _e56;
let _e57 = (*uv_2);
fromP = _e57;
let _e58 = toP;
param = _e58;
let _e59 = inBounds((¶m));
if _e59 {
let _e60 = toP;
param_1 = _e60;
let _e61 = getToColor((¶m_1));
local_1 = _e61;
} else {
let _e62 = fromP;
param_2 = _e62;
let _e63 = getFromColor((¶m_2));
local_1 = _e63;
}
let _e64 = local_1;
return _e64;
}
fn main_1() {
var param_3: vec2<f32>;
let _e17 = _uv_1;
param_3 = _e17;
let _e18 = transition((¶m_3));
_fragColor = _e18;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}