gl-transitions
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The open collection of GL Transitions
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text/wgsl
// zoomInOut — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/zoomInOut.glsl
// Author: OllyOllyOlly
// License: MIT
// Description: Zooms into the outgoing image until it blurs into a flat color, then out to the incoming one
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: 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 _e17 = (*uv)[0u];
let _e19 = (*uv)[1u];
let _e22 = textureSampleLevel(_to, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
return _e22;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e17 = (*uv_1)[0u];
let _e19 = (*uv_1)[1u];
let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
return _e22;
}
fn zoom(uv_2: ptr<function, vec2<f32>>, amount: ptr<function, f32>) -> vec2<f32> {
let _e17 = (*uv_2);
let _e20 = (*amount);
return (vec2(0.5f) + ((_e17 - vec2(0.5f)) * (1f - _e20)));
}
fn transition(uv_3: ptr<function, vec2<f32>>) -> vec4<f32> {
var zoomFrom: f32;
var zoomTo: f32;
var crossfade: f32;
var param: vec2<f32>;
var param_1: f32;
var param_2: vec2<f32>;
var param_3: vec2<f32>;
var param_4: f32;
var param_5: vec2<f32>;
let _e26 = uniforms.progress;
zoomFrom = smoothstep(0f, 1f, (_e26 * 2f));
let _e30 = uniforms.progress;
zoomTo = smoothstep(0f, 1f, ((1f - _e30) * 2f));
let _e35 = uniforms.progress;
crossfade = smoothstep(0.4f, 0.6f, _e35);
let _e37 = (*uv_3);
param = _e37;
let _e38 = zoomFrom;
param_1 = _e38;
let _e39 = zoom((¶m), (¶m_1));
param_2 = _e39;
let _e40 = getFromColor((¶m_2));
let _e41 = (*uv_3);
param_3 = _e41;
let _e42 = zoomTo;
param_4 = _e42;
let _e43 = zoom((¶m_3), (¶m_4));
param_5 = _e43;
let _e44 = getToColor((¶m_5));
let _e45 = crossfade;
return mix(_e40, _e44, vec4(_e45));
}
fn main_1() {
var param_6: vec2<f32>;
let _e16 = _uv_1;
param_6 = _e16;
let _e17 = transition((¶m_6));
_fragColor = _e17;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}