gl-transitions
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The open collection of GL Transitions
116 lines (106 loc) • 3.2 kB
text/wgsl
// squareswire — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/squareswire.glsl
// Author: gre
// License: MIT
// Description: Squares grow along a diagonal sweep to reveal the incoming image
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
squares: vec2<i32>,
direction: vec2<f32>,
smoothness: 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(p: ptr<function, vec2<f32>>) -> vec4<f32> {
var v: vec2<f32>;
var d: f32;
var offset: f32;
var pr: f32;
var squarep: vec2<f32>;
var squaremin: vec2<f32>;
var squaremax: vec2<f32>;
var a: f32;
var param: vec2<f32>;
var param_1: vec2<f32>;
let _e29 = uniforms.direction;
v = normalize(_e29);
let _e32 = v[0u];
let _e35 = v[1u];
let _e38 = v;
v = (_e38 / vec2((abs(_e32) + abs(_e35))));
let _e42 = v[0u];
let _e45 = v[1u];
d = ((_e42 * 0.5f) + (_e45 * 0.5f));
let _e49 = uniforms.smoothness;
offset = _e49;
let _e50 = offset;
let _e53 = v[0u];
let _e55 = (*p)[0u];
let _e58 = v[1u];
let _e60 = (*p)[1u];
let _e63 = d;
let _e66 = uniforms.progress;
let _e67 = offset;
pr = smoothstep(-(_e50), 0f, (((_e53 * _e55) + (_e58 * _e60)) - ((_e63 - 0.5f) + (_e66 * (1f + _e67)))));
let _e73 = (*p);
let _e75 = uniforms.squares;
squarep = fract((_e73 * vec2<f32>(_e75)));
let _e79 = pr;
squaremin = vec2((_e79 / 2f));
let _e82 = pr;
squaremax = vec2((1f - (_e82 / 2f)));
let _e87 = uniforms.progress;
let _e91 = squaremin[0u];
let _e93 = squarep[0u];
let _e97 = squaremin[1u];
let _e99 = squarep[1u];
let _e103 = squarep[0u];
let _e105 = squaremax[0u];
let _e109 = squarep[1u];
let _e111 = squaremax[1u];
a = (((((1f - step(_e87, 0f)) * step(_e91, _e93)) * step(_e97, _e99)) * step(_e103, _e105)) * step(_e109, _e111));
let _e114 = (*p);
param = _e114;
let _e115 = getFromColor((¶m));
let _e116 = (*p);
param_1 = _e116;
let _e117 = getToColor((¶m_1));
let _e118 = a;
return mix(_e115, _e117, vec4(_e118));
}
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;
}