gl-transitions 1.74.0 → 1.76.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +78 -0
- package/compatibility.json +2070 -0
- package/glsl3/AdvancedMosaic.glsl +21 -0
- package/glsl3/BlockDissolve.glsl +16 -0
- package/glsl3/BookFlip.glsl +37 -0
- package/glsl3/Bounce.glsl +35 -0
- package/glsl3/BowTieHorizontal.glsl +123 -0
- package/glsl3/BowTieVertical.glsl +117 -0
- package/glsl3/BowTieWithParameter.glsl +74 -0
- package/glsl3/Box.glsl +33 -0
- package/glsl3/ButterflyWaveScrawler.glsl +33 -0
- package/glsl3/CircleCrop.glsl +20 -0
- package/glsl3/ColourDistance.glsl +19 -0
- package/glsl3/CrazyParametricFun.glsl +20 -0
- package/glsl3/CrossZoom.glsl +68 -0
- package/glsl3/DefocusBlur.glsl +47 -0
- package/glsl3/Directional.glsl +18 -0
- package/glsl3/DirectionalScaled.glsl +35 -0
- package/glsl3/DoomScreenTransition.glsl +62 -0
- package/glsl3/Dreamy.glsl +14 -0
- package/glsl3/DreamyZoom.glsl +43 -0
- package/glsl3/Drop_Zone_Flicker.glsl +159 -0
- package/glsl3/EdgeTransition.glsl +50 -0
- package/glsl3/FilmBurn.glsl +63 -0
- package/glsl3/Fold.glsl +12 -0
- package/glsl3/GlitchDisplace.glsl +78 -0
- package/glsl3/GlitchMemories.glsl +17 -0
- package/glsl3/GridFlip.glsl +77 -0
- package/glsl3/HSVfade.glsl +29 -0
- package/glsl3/HorizontalClose.glsl +16 -0
- package/glsl3/HorizontalOpen.glsl +18 -0
- package/glsl3/InvertedPageCurl.glsl +228 -0
- package/glsl3/LeftRight.glsl +28 -0
- package/glsl3/LinearBlur.glsl +30 -0
- package/glsl3/Mosaic.glsl +45 -0
- package/glsl3/Overexposure.glsl +25 -0
- package/glsl3/PolkaDotsCurtain.glsl +14 -0
- package/glsl3/PuzzleRight.glsl +57 -0
- package/glsl3/Radial.glsl +19 -0
- package/glsl3/Rectangle.glsl +29 -0
- package/glsl3/RectangleCrop.glsl +30 -0
- package/glsl3/Revolve_Left.glsl +98 -0
- package/glsl3/Rolls.glsl +42 -0
- package/glsl3/RotateScaleVanish.glsl +42 -0
- package/glsl3/SimpleFlip.glsl +14 -0
- package/glsl3/SimpleZoom.glsl +20 -0
- package/glsl3/SimpleZoomOut.glsl +23 -0
- package/glsl3/Slides.glsl +41 -0
- package/glsl3/StarWipe.glsl +51 -0
- package/glsl3/StaticFade.glsl +47 -0
- package/glsl3/StereoViewer.glsl +214 -0
- package/glsl3/StripDatamoshGlitch.glsl +187 -0
- package/glsl3/Swirl.glsl +34 -0
- package/glsl3/TVStatic.glsl +29 -0
- package/glsl3/TilesWave.glsl +63 -0
- package/glsl3/TopBottom.glsl +27 -0
- package/glsl3/VerticalClose.glsl +16 -0
- package/glsl3/VerticalOpen.glsl +17 -0
- package/glsl3/WaterDrop.glsl +21 -0
- package/glsl3/ZoomInCircles.glsl +40 -0
- package/glsl3/ZoomLeftWipe.glsl +36 -0
- package/glsl3/ZoomRigthWipe.glsl +36 -0
- package/glsl3/angular.glsl +25 -0
- package/glsl3/burn.glsl +14 -0
- package/glsl3/burn0.glsl +55 -0
- package/glsl3/cannabisleaf.glsl +18 -0
- package/glsl3/chessboard.glsl +28 -0
- package/glsl3/circle.glsl +24 -0
- package/glsl3/circleopen.glsl +18 -0
- package/glsl3/colorphase.glsl +19 -0
- package/glsl3/coord-from-in.glsl +18 -0
- package/glsl3/crosshatch.glsl +20 -0
- package/glsl3/crosswarp.glsl +10 -0
- package/glsl3/cube.glsl +71 -0
- package/glsl3/directional-easing.glsl +19 -0
- package/glsl3/directionalwarp.glsl +20 -0
- package/glsl3/directionalwipe.glsl +22 -0
- package/glsl3/displacement.glsl +26 -0
- package/glsl3/dissolve.glsl +54 -0
- package/glsl3/doorway.glsl +55 -0
- package/glsl3/fade.glsl +13 -0
- package/glsl3/fadecolor.glsl +15 -0
- package/glsl3/fadegrayscale.glsl +21 -0
- package/glsl3/flyeye.glsl +20 -0
- package/glsl3/fragment.glsl +54 -0
- package/glsl3/heart.glsl +19 -0
- package/glsl3/hexagonalize.glsl +78 -0
- package/glsl3/kaleidoscope.glsl +25 -0
- package/glsl3/luma.glsl +15 -0
- package/glsl3/luminance_melt.glsl +131 -0
- package/glsl3/morph.glsl +20 -0
- package/glsl3/mosaic_transition.glsl +20 -0
- package/glsl3/multiply_blend.glsl +19 -0
- package/glsl3/old_tv_lost_signal.glsl +51 -0
- package/glsl3/parametric_glitch.glsl +29 -0
- package/glsl3/perlin.glsl +66 -0
- package/glsl3/pinwheel.glsl +20 -0
- package/glsl3/pixelize.glsl +21 -0
- package/glsl3/polar_function.glsl +24 -0
- package/glsl3/powerKaleido.glsl +57 -0
- package/glsl3/randomNoisex.glsl +15 -0
- package/glsl3/randomsquares.glsl +20 -0
- package/glsl3/ripple.glsl +20 -0
- package/glsl3/rotateTransition.glsl +22 -0
- package/glsl3/rotate_scale_fade.glsl +39 -0
- package/glsl3/scale-in.glsl +18 -0
- package/glsl3/splitSlideInHorizontal.glsl +26 -0
- package/glsl3/splitSlideInOutHorizontal.glsl +23 -0
- package/glsl3/splitSlideInOutVertical.glsl +23 -0
- package/glsl3/splitSlideInVertical.glsl +24 -0
- package/glsl3/splitSlideOutHorizontal.glsl +22 -0
- package/glsl3/splitSlideOutVertical.glsl +22 -0
- package/glsl3/squareswire.glsl +26 -0
- package/glsl3/squeeze.glsl +23 -0
- package/glsl3/static_wipe.glsl +39 -0
- package/glsl3/swap.glsl +64 -0
- package/glsl3/tangentMotionBlur.glsl +139 -0
- package/glsl3/undulatingBurnOut.glsl +56 -0
- package/glsl3/wind.glsl +25 -0
- package/glsl3/windowblinds.glsl +18 -0
- package/glsl3/windowslice.glsl +16 -0
- package/glsl3/wipeDown.glsl +12 -0
- package/glsl3/wipeLeft.glsl +12 -0
- package/glsl3/wipeRight.glsl +12 -0
- package/glsl3/wipeUp.glsl +12 -0
- package/glsl3/x_axis_translation.glsl +21 -0
- package/glsl3/zoomInOut.glsl +20 -0
- package/index.d.ts +61 -0
- package/layouts.json +2956 -0
- package/llms-full.txt +1707 -0
- package/llms.txt +153 -0
- package/msl/AdvancedMosaic.metal +136 -0
- package/msl/BlockDissolve.metal +108 -0
- package/msl/BookFlip.metal +191 -0
- package/msl/Bounce.metal +128 -0
- package/msl/BowTieHorizontal.metal +375 -0
- package/msl/BowTieVertical.metal +375 -0
- package/msl/BowTieWithParameter.metal +361 -0
- package/msl/Box.metal +204 -0
- package/msl/ButterflyWaveScrawler.metal +190 -0
- package/msl/CircleCrop.metal +117 -0
- package/msl/ColourDistance.metal +110 -0
- package/msl/CrazyParametricFun.metal +139 -0
- package/msl/CrossZoom.metal +274 -0
- package/msl/DefocusBlur.metal +297 -0
- package/msl/Directional.metal +107 -0
- package/msl/DirectionalScaled.metal +147 -0
- package/msl/DoomScreenTransition.metal +212 -0
- package/msl/Dreamy.metal +133 -0
- package/msl/DreamyZoom.metal +182 -0
- package/msl/Drop_Zone_Flicker.metal +561 -0
- package/msl/EdgeTransition.metal +277 -0
- package/msl/FilmBurn.metal +425 -0
- package/msl/Fold.metal +110 -0
- package/msl/GlitchDisplace.metal +374 -0
- package/msl/GlitchMemories.metal +146 -0
- package/msl/GridFlip.metal +285 -0
- package/msl/HSVfade.metal +161 -0
- package/msl/HorizontalClose.metal +100 -0
- package/msl/HorizontalOpen.metal +103 -0
- package/msl/InvertedPageCurl.metal +762 -0
- package/msl/LeftRight.metal +138 -0
- package/msl/LinearBlur.metal +169 -0
- package/msl/Mosaic.metal +212 -0
- package/msl/Overexposure.metal +130 -0
- package/msl/PolkaDotsCurtain.metal +112 -0
- package/msl/PuzzleRight.metal +262 -0
- package/msl/Radial.metal +102 -0
- package/msl/Rectangle.metal +129 -0
- package/msl/RectangleCrop.metal +127 -0
- package/msl/Revolve_Left.metal +363 -0
- package/msl/Rolls.metal +209 -0
- package/msl/RotateScaleVanish.metal +227 -0
- package/msl/SimpleFlip.metal +110 -0
- package/msl/SimpleZoom.metal +116 -0
- package/msl/SimpleZoomOut.metal +127 -0
- package/msl/Slides.metal +244 -0
- package/msl/StarWipe.metal +204 -0
- package/msl/StaticFade.metal +193 -0
- package/msl/StereoViewer.metal +707 -0
- package/msl/StripDatamoshGlitch.metal +828 -0
- package/msl/Swirl.metal +152 -0
- package/msl/TVStatic.metal +136 -0
- package/msl/TilesWave.metal +290 -0
- package/msl/TopBottom.metal +138 -0
- package/msl/VerticalClose.metal +100 -0
- package/msl/VerticalOpen.metal +103 -0
- package/msl/WaterDrop.metal +126 -0
- package/msl/ZoomInCircles.metal +169 -0
- package/msl/ZoomLeftWipe.metal +152 -0
- package/msl/ZoomRigthWipe.metal +152 -0
- package/msl/angular.metal +111 -0
- package/msl/burn.metal +103 -0
- package/msl/burn0.metal +236 -0
- package/msl/cannabisleaf.metal +120 -0
- package/msl/chessboard.metal +144 -0
- package/msl/circle.metal +115 -0
- package/msl/circleopen.metal +124 -0
- package/msl/colorphase.metal +106 -0
- package/msl/coord-from-in.metal +111 -0
- package/msl/crosshatch.metal +126 -0
- package/msl/crosswarp.metal +103 -0
- package/msl/cube.metal +259 -0
- package/msl/directional-easing.metal +111 -0
- package/msl/directionalwarp.metal +121 -0
- package/msl/directionalwipe.metal +120 -0
- package/msl/displacement.metal +129 -0
- package/msl/dissolve.metal +146 -0
- package/msl/doorway.metal +210 -0
- package/msl/fade.metal +95 -0
- package/msl/fadecolor.metal +104 -0
- package/msl/fadegrayscale.metal +123 -0
- package/msl/flyeye.metal +133 -0
- package/msl/fragment.metal +276 -0
- package/msl/heart.metal +134 -0
- package/msl/hexagonalize.metal +274 -0
- package/msl/kaleidoscope.metal +157 -0
- package/msl/luma.metal +113 -0
- package/msl/luminance_melt.metal +337 -0
- package/msl/morph.metal +131 -0
- package/msl/mosaic_transition.metal +137 -0
- package/msl/multiply_blend.metal +127 -0
- package/msl/old_tv_lost_signal.metal +172 -0
- package/msl/parametric_glitch.metal +152 -0
- package/msl/perlin.metal +206 -0
- package/msl/pinwheel.metal +112 -0
- package/msl/pixelize.metal +134 -0
- package/msl/polar_function.metal +116 -0
- package/msl/powerKaleido.metal +304 -0
- package/msl/randomNoisex.metal +115 -0
- package/msl/randomsquares.metal +118 -0
- package/msl/ripple.metal +113 -0
- package/msl/rotateTransition.metal +116 -0
- package/msl/rotate_scale_fade.metal +167 -0
- package/msl/scale-in.metal +111 -0
- package/msl/splitSlideInHorizontal.metal +147 -0
- package/msl/splitSlideInOutHorizontal.metal +138 -0
- package/msl/splitSlideInOutVertical.metal +138 -0
- package/msl/splitSlideInVertical.metal +144 -0
- package/msl/splitSlideOutHorizontal.metal +131 -0
- package/msl/splitSlideOutVertical.metal +131 -0
- package/msl/squareswire.metal +144 -0
- package/msl/squeeze.metal +133 -0
- package/msl/static_wipe.metal +147 -0
- package/msl/swap.metal +256 -0
- package/msl/tangentMotionBlur.metal +583 -0
- package/msl/undulatingBurnOut.metal +217 -0
- package/msl/wind.metal +131 -0
- package/msl/windowblinds.metal +107 -0
- package/msl/windowslice.metal +108 -0
- package/msl/wipeDown.metal +105 -0
- package/msl/wipeLeft.metal +105 -0
- package/msl/wipeRight.metal +105 -0
- package/msl/wipeUp.metal +105 -0
- package/msl/x_axis_translation.metal +110 -0
- package/msl/zoomInOut.metal +125 -0
- package/package.json +1 -1
- package/skills/gl-transitions/SKILL.md +46 -0
- package/skills/gl-transitions/references/catalog.md +224 -0
- package/skills/gl-transitions/references/skia.md +118 -0
- package/skills/gl-transitions/references/video.md +71 -0
- package/skills/gl-transitions/references/webgl.md +122 -0
- package/sksl/index.d.ts +4 -0
- package/sksl/index.js +1 -0
- package/wgsl/AdvancedMosaic.wgsl +108 -0
- package/wgsl/BlockDissolve.wgsl +78 -0
- package/wgsl/BookFlip.wgsl +157 -0
- package/wgsl/Bounce.wgsl +98 -0
- package/wgsl/BowTieHorizontal.wgsl +331 -0
- package/wgsl/BowTieVertical.wgsl +331 -0
- package/wgsl/BowTieWithParameter.wgsl +313 -0
- package/wgsl/Box.wgsl +176 -0
- package/wgsl/ButterflyWaveScrawler.wgsl +158 -0
- package/wgsl/CircleCrop.wgsl +88 -0
- package/wgsl/ColourDistance.wgsl +82 -0
- package/wgsl/CrazyParametricFun.wgsl +111 -0
- package/wgsl/CrossZoom.wgsl +219 -0
- package/wgsl/DefocusBlur.wgsl +269 -0
- package/wgsl/Directional.wgsl +79 -0
- package/wgsl/DirectionalScaled.wgsl +117 -0
- package/wgsl/DoomScreenTransition.wgsl +171 -0
- package/wgsl/Dreamy.wgsl +102 -0
- package/wgsl/DreamyZoom.wgsl +154 -0
- package/wgsl/Drop_Zone_Flicker.wgsl +513 -0
- package/wgsl/EdgeTransition.wgsl +216 -0
- package/wgsl/FilmBurn.wgsl +361 -0
- package/wgsl/Fold.wgsl +82 -0
- package/wgsl/GlitchDisplace.wgsl +327 -0
- package/wgsl/GlitchMemories.wgsl +118 -0
- package/wgsl/GridFlip.wgsl +250 -0
- package/wgsl/HSVfade.wgsl +131 -0
- package/wgsl/HorizontalClose.wgsl +72 -0
- package/wgsl/HorizontalOpen.wgsl +75 -0
- package/wgsl/InvertedPageCurl.wgsl +690 -0
- package/wgsl/LeftRight.wgsl +109 -0
- package/wgsl/LinearBlur.wgsl +131 -0
- package/wgsl/Mosaic.wgsl +174 -0
- package/wgsl/Overexposure.wgsl +102 -0
- package/wgsl/PolkaDotsCurtain.wgsl +83 -0
- package/wgsl/PuzzleRight.wgsl +230 -0
- package/wgsl/Radial.wgsl +74 -0
- package/wgsl/Rectangle.wgsl +100 -0
- package/wgsl/RectangleCrop.wgsl +98 -0
- package/wgsl/Revolve_Left.wgsl +314 -0
- package/wgsl/Rolls.wgsl +181 -0
- package/wgsl/RotateScaleVanish.wgsl +199 -0
- package/wgsl/SimpleFlip.wgsl +82 -0
- package/wgsl/SimpleZoom.wgsl +85 -0
- package/wgsl/SimpleZoomOut.wgsl +96 -0
- package/wgsl/Slides.wgsl +216 -0
- package/wgsl/StarWipe.wgsl +169 -0
- package/wgsl/StaticFade.wgsl +159 -0
- package/wgsl/StereoViewer.wgsl +625 -0
- package/wgsl/StripDatamoshGlitch.wgsl +755 -0
- package/wgsl/Swirl.wgsl +124 -0
- package/wgsl/TVStatic.wgsl +106 -0
- package/wgsl/TilesWave.wgsl +262 -0
- package/wgsl/TopBottom.wgsl +109 -0
- package/wgsl/VerticalClose.wgsl +72 -0
- package/wgsl/VerticalOpen.wgsl +75 -0
- package/wgsl/WaterDrop.wgsl +98 -0
- package/wgsl/ZoomInCircles.wgsl +138 -0
- package/wgsl/ZoomLeftWipe.wgsl +121 -0
- package/wgsl/ZoomRigthWipe.wgsl +121 -0
- package/wgsl/angular.wgsl +83 -0
- package/wgsl/burn.wgsl +74 -0
- package/wgsl/burn0.wgsl +198 -0
- package/wgsl/cannabisleaf.wgsl +92 -0
- package/wgsl/chessboard.wgsl +116 -0
- package/wgsl/circle.wgsl +87 -0
- package/wgsl/circleopen.wgsl +96 -0
- package/wgsl/colorphase.wgsl +77 -0
- package/wgsl/coord-from-in.wgsl +83 -0
- package/wgsl/crosshatch.wgsl +96 -0
- package/wgsl/crosswarp.wgsl +75 -0
- package/wgsl/cube.wgsl +217 -0
- package/wgsl/directional-easing.wgsl +83 -0
- package/wgsl/directionalwarp.wgsl +92 -0
- package/wgsl/directionalwipe.wgsl +91 -0
- package/wgsl/displacement.wgsl +96 -0
- package/wgsl/dissolve.wgsl +116 -0
- package/wgsl/doorway.wgsl +174 -0
- package/wgsl/fade.wgsl +67 -0
- package/wgsl/fadecolor.wgsl +75 -0
- package/wgsl/fadegrayscale.wgsl +93 -0
- package/wgsl/flyeye.wgsl +105 -0
- package/wgsl/fragment.wgsl +227 -0
- package/wgsl/heart.wgsl +103 -0
- package/wgsl/hexagonalize.wgsl +238 -0
- package/wgsl/kaleidoscope.wgsl +124 -0
- package/wgsl/luma.wgsl +80 -0
- package/wgsl/luminance_melt.wgsl +299 -0
- package/wgsl/morph.wgsl +103 -0
- package/wgsl/mosaic_transition.wgsl +107 -0
- package/wgsl/multiply_blend.wgsl +96 -0
- package/wgsl/old_tv_lost_signal.wgsl +142 -0
- package/wgsl/parametric_glitch.wgsl +124 -0
- package/wgsl/perlin.wgsl +174 -0
- package/wgsl/pinwheel.wgsl +84 -0
- package/wgsl/pixelize.wgsl +105 -0
- package/wgsl/polar_function.wgsl +88 -0
- package/wgsl/powerKaleido.wgsl +254 -0
- package/wgsl/randomNoisex.wgsl +85 -0
- package/wgsl/randomsquares.wgsl +87 -0
- package/wgsl/ripple.wgsl +85 -0
- package/wgsl/rotateTransition.wgsl +85 -0
- package/wgsl/rotate_scale_fade.wgsl +138 -0
- package/wgsl/scale-in.wgsl +79 -0
- package/wgsl/splitSlideInHorizontal.wgsl +118 -0
- package/wgsl/splitSlideInOutHorizontal.wgsl +109 -0
- package/wgsl/splitSlideInOutVertical.wgsl +109 -0
- package/wgsl/splitSlideInVertical.wgsl +115 -0
- package/wgsl/splitSlideOutHorizontal.wgsl +102 -0
- package/wgsl/splitSlideOutVertical.wgsl +102 -0
- package/wgsl/squareswire.wgsl +115 -0
- package/wgsl/squeeze.wgsl +105 -0
- package/wgsl/static_wipe.wgsl +117 -0
- package/wgsl/swap.wgsl +218 -0
- package/wgsl/tangentMotionBlur.wgsl +503 -0
- package/wgsl/undulatingBurnOut.wgsl +181 -0
- package/wgsl/wind.wgsl +101 -0
- package/wgsl/windowblinds.wgsl +79 -0
- package/wgsl/windowslice.wgsl +80 -0
- package/wgsl/wipeDown.wgsl +77 -0
- package/wgsl/wipeLeft.wgsl +77 -0
- package/wgsl/wipeRight.wgsl +77 -0
- package/wgsl/wipeUp.wgsl +77 -0
- package/wgsl/x_axis_translation.wgsl +82 -0
- package/wgsl/zoomInOut.wgsl +94 -0
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// VerticalOpen — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/VerticalOpen.glsl
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// Author: martiniti
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// Description: The incoming image opens from a line in the middle toward the left and right edges
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// Bindings and uniform layout: see the gl-transitions package README
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struct Uniforms {
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progress: f32,
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ratio: f32,
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}
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@group(0) @binding(1)
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var<uniform> uniforms: Uniforms;
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var<private> _fragColor: vec4<f32>;
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var<private> _uv_1: vec2<f32>;
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fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
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let _e20 = textureSampleLevel(_to, _sampler, vec2<f32>(_e15, (1f - _e17)), 0f);
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}
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fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
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let _e17 = (*uv_1)[1u];
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let _e20 = textureSampleLevel(_from, _sampler, vec2<f32>(_e15, (1f - _e17)), 0f);
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return _e20;
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}
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fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
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var regress: f32;
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+
var s: f32;
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var param: vec2<f32>;
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var param_1: vec2<f32>;
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let _e19 = uniforms.progress;
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regress = (1f - _e19);
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+
let _e22 = (*uv_2)[0u];
|
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let _e24 = regress;
|
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+
let _e29 = regress;
|
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s = ((2f - abs(((_e22 - 0.5f) / (_e24 - 1f)))) - (2f * _e29));
|
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+
let _e32 = (*uv_2);
|
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param = _e32;
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let _e33 = getFromColor((¶m));
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let _e34 = (*uv_2);
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param_1 = _e34;
|
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let _e35 = getToColor((¶m_1));
|
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let _e36 = s;
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return mix(_e33, _e35, vec4(smoothstep(0f, 0.5f, _e36)));
|
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}
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+
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fn main_1() {
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var param_2: vec2<f32>;
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+
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let _e14 = _uv_1;
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param_2 = _e14;
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+
let _e15 = transition((¶m_2));
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_fragColor = _e15;
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return;
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+
}
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+
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@fragment
|
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fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> {
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_uv_1 = _uv;
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main_1();
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let _e3 = _fragColor;
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return _e3;
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+
}
|
|
@@ -0,0 +1,98 @@
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1
|
+
// WaterDrop — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/WaterDrop.glsl
|
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2
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+
// Author: Paweł Płóciennik
|
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3
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+
// License: MIT
|
|
4
|
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// Description: Ripples spread from the center like a drop falling into water, crossfading to the incoming image
|
|
5
|
+
// Bindings and uniform layout: see the gl-transitions package README
|
|
6
|
+
|
|
7
|
+
struct Uniforms {
|
|
8
|
+
progress: f32,
|
|
9
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+
ratio: f32,
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10
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+
amplitude: f32,
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11
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+
speed: f32,
|
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+
}
|
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13
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+
|
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14
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+
@group(0) @binding(2)
|
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15
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+
var _from: texture_2d<f32>;
|
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16
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+
@group(0) @binding(1)
|
|
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+
var _sampler: sampler;
|
|
18
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+
@group(0) @binding(3)
|
|
19
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+
var _to: texture_2d<f32>;
|
|
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+
@group(0) @binding(0)
|
|
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+
var<uniform> uniforms: Uniforms;
|
|
22
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+
var<private> _fragColor: vec4<f32>;
|
|
23
|
+
var<private> _uv_1: vec2<f32>;
|
|
24
|
+
|
|
25
|
+
fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
26
|
+
let _e17 = (*uv)[0u];
|
|
27
|
+
let _e19 = (*uv)[1u];
|
|
28
|
+
let _e22 = textureSampleLevel(_to, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
|
|
29
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+
return _e22;
|
|
30
|
+
}
|
|
31
|
+
|
|
32
|
+
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
33
|
+
let _e17 = (*uv_1)[0u];
|
|
34
|
+
let _e19 = (*uv_1)[1u];
|
|
35
|
+
let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
|
|
36
|
+
return _e22;
|
|
37
|
+
}
|
|
38
|
+
|
|
39
|
+
fn transition(p: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
40
|
+
var dir: vec2<f32>;
|
|
41
|
+
var dist: f32;
|
|
42
|
+
var param: vec2<f32>;
|
|
43
|
+
var param_1: vec2<f32>;
|
|
44
|
+
var offset: vec2<f32>;
|
|
45
|
+
var param_2: vec2<f32>;
|
|
46
|
+
var param_3: vec2<f32>;
|
|
47
|
+
|
|
48
|
+
let _e23 = (*p);
|
|
49
|
+
dir = (_e23 - vec2<f32>(0.5f, 0.5f));
|
|
50
|
+
let _e25 = dir;
|
|
51
|
+
dist = length(_e25);
|
|
52
|
+
let _e27 = dist;
|
|
53
|
+
let _e29 = uniforms.progress;
|
|
54
|
+
if (_e27 > _e29) {
|
|
55
|
+
let _e31 = (*p);
|
|
56
|
+
param = _e31;
|
|
57
|
+
let _e32 = getFromColor((¶m));
|
|
58
|
+
let _e33 = (*p);
|
|
59
|
+
param_1 = _e33;
|
|
60
|
+
let _e34 = getToColor((¶m_1));
|
|
61
|
+
let _e36 = uniforms.progress;
|
|
62
|
+
return mix(_e32, _e34, vec4(_e36));
|
|
63
|
+
} else {
|
|
64
|
+
let _e39 = dir;
|
|
65
|
+
let _e40 = dist;
|
|
66
|
+
let _e42 = uniforms.amplitude;
|
|
67
|
+
let _e45 = uniforms.progress;
|
|
68
|
+
let _e47 = uniforms.speed;
|
|
69
|
+
offset = (_e39 * sin(((_e40 * _e42) - (_e45 * _e47))));
|
|
70
|
+
let _e52 = (*p);
|
|
71
|
+
let _e53 = offset;
|
|
72
|
+
param_2 = (_e52 + _e53);
|
|
73
|
+
let _e55 = getFromColor((¶m_2));
|
|
74
|
+
let _e56 = (*p);
|
|
75
|
+
param_3 = _e56;
|
|
76
|
+
let _e57 = getToColor((¶m_3));
|
|
77
|
+
let _e59 = uniforms.progress;
|
|
78
|
+
return mix(_e55, _e57, vec4(_e59));
|
|
79
|
+
}
|
|
80
|
+
}
|
|
81
|
+
|
|
82
|
+
fn main_1() {
|
|
83
|
+
var param_4: vec2<f32>;
|
|
84
|
+
|
|
85
|
+
let _e16 = _uv_1;
|
|
86
|
+
param_4 = _e16;
|
|
87
|
+
let _e17 = transition((¶m_4));
|
|
88
|
+
_fragColor = _e17;
|
|
89
|
+
return;
|
|
90
|
+
}
|
|
91
|
+
|
|
92
|
+
@fragment
|
|
93
|
+
fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> {
|
|
94
|
+
_uv_1 = _uv;
|
|
95
|
+
main_1();
|
|
96
|
+
let _e3 = _fragColor;
|
|
97
|
+
return _e3;
|
|
98
|
+
}
|
|
@@ -0,0 +1,138 @@
|
|
|
1
|
+
// ZoomInCircles — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/ZoomInCircles.glsl
|
|
2
|
+
// Author: dycm8009
|
|
3
|
+
// License: MIT
|
|
4
|
+
// Description: Concentric rings of the outgoing image zoom at different speeds before revealing the incoming one
|
|
5
|
+
// Bindings and uniform layout: see the gl-transitions package README
|
|
6
|
+
|
|
7
|
+
struct Uniforms {
|
|
8
|
+
progress: f32,
|
|
9
|
+
ratio: f32,
|
|
10
|
+
}
|
|
11
|
+
|
|
12
|
+
@group(0) @binding(2)
|
|
13
|
+
var _from: texture_2d<f32>;
|
|
14
|
+
@group(0) @binding(1)
|
|
15
|
+
var _sampler: sampler;
|
|
16
|
+
@group(0) @binding(3)
|
|
17
|
+
var _to: texture_2d<f32>;
|
|
18
|
+
@group(0) @binding(0)
|
|
19
|
+
var<uniform> uniforms: Uniforms;
|
|
20
|
+
var<private> _fragColor: vec4<f32>;
|
|
21
|
+
var<private> _uv_1: vec2<f32>;
|
|
22
|
+
|
|
23
|
+
fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
24
|
+
let _e25 = (*uv)[0u];
|
|
25
|
+
let _e27 = (*uv)[1u];
|
|
26
|
+
let _e30 = textureSampleLevel(_to, _sampler, vec2<f32>(_e25, (1f - _e27)), 0f);
|
|
27
|
+
return _e30;
|
|
28
|
+
}
|
|
29
|
+
|
|
30
|
+
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
31
|
+
let _e25 = (*uv_1)[0u];
|
|
32
|
+
let _e27 = (*uv_1)[1u];
|
|
33
|
+
let _e30 = textureSampleLevel(_from, _sampler, vec2<f32>(_e25, (1f - _e27)), 0f);
|
|
34
|
+
return _e30;
|
|
35
|
+
}
|
|
36
|
+
|
|
37
|
+
fn zoom(uv_2: ptr<function, vec2<f32>>, amount: ptr<function, f32>) -> vec2<f32> {
|
|
38
|
+
let _e25 = (*uv_2);
|
|
39
|
+
let _e28 = (*amount);
|
|
40
|
+
return (vec2(0.5f) + ((_e25 - vec2(0.5f)) * _e28));
|
|
41
|
+
}
|
|
42
|
+
|
|
43
|
+
fn transition(uv_3: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
44
|
+
var ratio2_: vec2<f32>;
|
|
45
|
+
var r: vec2<f32>;
|
|
46
|
+
var pro: f32;
|
|
47
|
+
var z: f32;
|
|
48
|
+
var t: f32;
|
|
49
|
+
var param: vec2<f32>;
|
|
50
|
+
var param_1: f32;
|
|
51
|
+
var param_2: vec2<f32>;
|
|
52
|
+
var param_3: f32;
|
|
53
|
+
var param_4: vec2<f32>;
|
|
54
|
+
var param_5: f32;
|
|
55
|
+
var param_6: vec2<f32>;
|
|
56
|
+
var param_7: vec2<f32>;
|
|
57
|
+
|
|
58
|
+
let _e38 = uniforms.ratio;
|
|
59
|
+
ratio2_ = vec2<f32>(1f, (1f / _e38));
|
|
60
|
+
let _e41 = (*uv_3);
|
|
61
|
+
let _e44 = ratio2_;
|
|
62
|
+
r = (((_e41 - vec2(0.5f)) * _e44) * 2f);
|
|
63
|
+
let _e48 = uniforms.progress;
|
|
64
|
+
pro = (_e48 / 0.8f);
|
|
65
|
+
let _e50 = pro;
|
|
66
|
+
z = (_e50 * 0.2f);
|
|
67
|
+
t = 0f;
|
|
68
|
+
let _e52 = pro;
|
|
69
|
+
if (_e52 > 1f) {
|
|
70
|
+
let _e54 = pro;
|
|
71
|
+
z = (0.2f + ((_e54 - 1f) * 5f));
|
|
72
|
+
let _e59 = uniforms.progress;
|
|
73
|
+
t = clamp(((_e59 - 0.8f) / 0.07f), 0f, 1f);
|
|
74
|
+
}
|
|
75
|
+
let _e63 = r;
|
|
76
|
+
let _e65 = z;
|
|
77
|
+
if (length(_e63) < (0.5f + _e65)) {
|
|
78
|
+
} else {
|
|
79
|
+
let _e68 = r;
|
|
80
|
+
let _e70 = z;
|
|
81
|
+
if (length(_e68) < (0.8f + (_e70 * 1.5f))) {
|
|
82
|
+
let _e74 = pro;
|
|
83
|
+
let _e77 = (*uv_3);
|
|
84
|
+
param = _e77;
|
|
85
|
+
param_1 = (1f - (0.15f * _e74));
|
|
86
|
+
let _e78 = zoom((¶m), (¶m_1));
|
|
87
|
+
(*uv_3) = _e78;
|
|
88
|
+
let _e79 = t;
|
|
89
|
+
t = (_e79 * 0.5f);
|
|
90
|
+
} else {
|
|
91
|
+
let _e81 = r;
|
|
92
|
+
let _e83 = z;
|
|
93
|
+
if (length(_e81) < (1.2f + (_e83 * 2.5f))) {
|
|
94
|
+
let _e87 = pro;
|
|
95
|
+
let _e90 = (*uv_3);
|
|
96
|
+
param_2 = _e90;
|
|
97
|
+
param_3 = (1f - (0.2f * _e87));
|
|
98
|
+
let _e91 = zoom((¶m_2), (¶m_3));
|
|
99
|
+
(*uv_3) = _e91;
|
|
100
|
+
let _e92 = t;
|
|
101
|
+
t = (_e92 * 0.2f);
|
|
102
|
+
} else {
|
|
103
|
+
let _e94 = pro;
|
|
104
|
+
let _e97 = (*uv_3);
|
|
105
|
+
param_4 = _e97;
|
|
106
|
+
param_5 = (1f - (0.25f * _e94));
|
|
107
|
+
let _e98 = zoom((¶m_4), (¶m_5));
|
|
108
|
+
(*uv_3) = _e98;
|
|
109
|
+
}
|
|
110
|
+
}
|
|
111
|
+
}
|
|
112
|
+
let _e99 = (*uv_3);
|
|
113
|
+
param_6 = _e99;
|
|
114
|
+
let _e100 = getFromColor((¶m_6));
|
|
115
|
+
let _e101 = (*uv_3);
|
|
116
|
+
param_7 = _e101;
|
|
117
|
+
let _e102 = getToColor((¶m_7));
|
|
118
|
+
let _e103 = t;
|
|
119
|
+
return mix(_e100, _e102, vec4(_e103));
|
|
120
|
+
}
|
|
121
|
+
|
|
122
|
+
fn main_1() {
|
|
123
|
+
var param_8: vec2<f32>;
|
|
124
|
+
|
|
125
|
+
let _e24 = _uv_1;
|
|
126
|
+
param_8 = _e24;
|
|
127
|
+
let _e25 = transition((¶m_8));
|
|
128
|
+
_fragColor = _e25;
|
|
129
|
+
return;
|
|
130
|
+
}
|
|
131
|
+
|
|
132
|
+
@fragment
|
|
133
|
+
fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> {
|
|
134
|
+
_uv_1 = _uv;
|
|
135
|
+
main_1();
|
|
136
|
+
let _e3 = _fragColor;
|
|
137
|
+
return _e3;
|
|
138
|
+
}
|
|
@@ -0,0 +1,121 @@
|
|
|
1
|
+
// ZoomLeftWipe — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/ZoomLeftWipe.glsl
|
|
2
|
+
// Author: Handk
|
|
3
|
+
// License: MIT
|
|
4
|
+
// Description: Zooms into the outgoing image, then the incoming one wipes in from right to left
|
|
5
|
+
// Bindings and uniform layout: see the gl-transitions package README
|
|
6
|
+
|
|
7
|
+
struct Uniforms {
|
|
8
|
+
progress: f32,
|
|
9
|
+
ratio: f32,
|
|
10
|
+
zoom_quickness: f32,
|
|
11
|
+
}
|
|
12
|
+
|
|
13
|
+
@group(0) @binding(2)
|
|
14
|
+
var _from: texture_2d<f32>;
|
|
15
|
+
@group(0) @binding(1)
|
|
16
|
+
var _sampler: sampler;
|
|
17
|
+
@group(0) @binding(3)
|
|
18
|
+
var _to: texture_2d<f32>;
|
|
19
|
+
@group(0) @binding(0)
|
|
20
|
+
var<uniform> uniforms: Uniforms;
|
|
21
|
+
var<private> _fragColor: vec4<f32>;
|
|
22
|
+
var<private> _uv_1: vec2<f32>;
|
|
23
|
+
|
|
24
|
+
fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
25
|
+
let _e17 = (*uv)[0u];
|
|
26
|
+
let _e19 = (*uv)[1u];
|
|
27
|
+
let _e22 = textureSampleLevel(_to, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
|
|
28
|
+
return _e22;
|
|
29
|
+
}
|
|
30
|
+
|
|
31
|
+
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
32
|
+
let _e17 = (*uv_1)[0u];
|
|
33
|
+
let _e19 = (*uv_1)[1u];
|
|
34
|
+
let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
|
|
35
|
+
return _e22;
|
|
36
|
+
}
|
|
37
|
+
|
|
38
|
+
fn zoom(uv_2: ptr<function, vec2<f32>>, amount: ptr<function, f32>) -> vec2<f32> {
|
|
39
|
+
let _e17 = (*amount);
|
|
40
|
+
if (_e17 < 0.5f) {
|
|
41
|
+
let _e19 = (*uv_2);
|
|
42
|
+
let _e22 = (*amount);
|
|
43
|
+
return (vec2(0.5f) + ((_e19 - vec2(0.5f)) * (1f - _e22)));
|
|
44
|
+
} else {
|
|
45
|
+
let _e27 = (*uv_2);
|
|
46
|
+
let _e30 = (*amount);
|
|
47
|
+
return (vec2(0.5f) + ((_e27 - vec2(0.5f)) * _e30));
|
|
48
|
+
}
|
|
49
|
+
}
|
|
50
|
+
|
|
51
|
+
fn transition(uv_3: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
52
|
+
var nQuick: f32;
|
|
53
|
+
var c: vec4<f32>;
|
|
54
|
+
var param: vec2<f32>;
|
|
55
|
+
var param_1: f32;
|
|
56
|
+
var param_2: vec2<f32>;
|
|
57
|
+
var param_3: vec2<f32>;
|
|
58
|
+
var p: vec2<f32>;
|
|
59
|
+
var d: vec4<f32>;
|
|
60
|
+
var param_4: vec2<f32>;
|
|
61
|
+
var e: vec4<f32>;
|
|
62
|
+
var param_5: vec2<f32>;
|
|
63
|
+
var f: vec4<f32>;
|
|
64
|
+
|
|
65
|
+
let _e29 = uniforms.zoom_quickness;
|
|
66
|
+
nQuick = clamp(_e29, 0f, 0.5f);
|
|
67
|
+
let _e32 = uniforms.progress;
|
|
68
|
+
if (_e32 < 0.5f) {
|
|
69
|
+
let _e34 = nQuick;
|
|
70
|
+
let _e36 = uniforms.progress;
|
|
71
|
+
let _e38 = (*uv_3);
|
|
72
|
+
param = _e38;
|
|
73
|
+
param_1 = smoothstep(0f, _e34, _e36);
|
|
74
|
+
let _e39 = zoom((¶m), (¶m_1));
|
|
75
|
+
param_2 = _e39;
|
|
76
|
+
let _e40 = getFromColor((¶m_2));
|
|
77
|
+
let _e41 = (*uv_3);
|
|
78
|
+
param_3 = _e41;
|
|
79
|
+
let _e42 = getToColor((¶m_3));
|
|
80
|
+
let _e44 = uniforms.progress;
|
|
81
|
+
c = mix(_e40, _e42, vec4(step(0.5f, _e44)));
|
|
82
|
+
let _e48 = c;
|
|
83
|
+
return _e48;
|
|
84
|
+
} else {
|
|
85
|
+
let _e49 = (*uv_3);
|
|
86
|
+
p = (_e49 / vec2<f32>(1f, 1f));
|
|
87
|
+
let _e51 = p;
|
|
88
|
+
param_4 = _e51;
|
|
89
|
+
let _e52 = getFromColor((¶m_4));
|
|
90
|
+
d = _e52;
|
|
91
|
+
let _e53 = p;
|
|
92
|
+
param_5 = _e53;
|
|
93
|
+
let _e54 = getToColor((¶m_5));
|
|
94
|
+
e = _e54;
|
|
95
|
+
let _e55 = d;
|
|
96
|
+
let _e56 = e;
|
|
97
|
+
let _e58 = p[0u];
|
|
98
|
+
let _e61 = uniforms.progress;
|
|
99
|
+
f = mix(_e55, _e56, vec4(step((1f - _e58), ((_e61 - 0.5f) * 2f))));
|
|
100
|
+
let _e67 = f;
|
|
101
|
+
return _e67;
|
|
102
|
+
}
|
|
103
|
+
}
|
|
104
|
+
|
|
105
|
+
fn main_1() {
|
|
106
|
+
var param_6: vec2<f32>;
|
|
107
|
+
|
|
108
|
+
let _e16 = _uv_1;
|
|
109
|
+
param_6 = _e16;
|
|
110
|
+
let _e17 = transition((¶m_6));
|
|
111
|
+
_fragColor = _e17;
|
|
112
|
+
return;
|
|
113
|
+
}
|
|
114
|
+
|
|
115
|
+
@fragment
|
|
116
|
+
fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> {
|
|
117
|
+
_uv_1 = _uv;
|
|
118
|
+
main_1();
|
|
119
|
+
let _e3 = _fragColor;
|
|
120
|
+
return _e3;
|
|
121
|
+
}
|
|
@@ -0,0 +1,121 @@
|
|
|
1
|
+
// ZoomRigthWipe — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/ZoomRigthWipe.glsl
|
|
2
|
+
// Author: Handk
|
|
3
|
+
// License: MIT
|
|
4
|
+
// Description: Zooms into the outgoing image, then the incoming one wipes in from left to right
|
|
5
|
+
// Bindings and uniform layout: see the gl-transitions package README
|
|
6
|
+
|
|
7
|
+
struct Uniforms {
|
|
8
|
+
progress: f32,
|
|
9
|
+
ratio: f32,
|
|
10
|
+
zoom_quickness: f32,
|
|
11
|
+
}
|
|
12
|
+
|
|
13
|
+
@group(0) @binding(2)
|
|
14
|
+
var _from: texture_2d<f32>;
|
|
15
|
+
@group(0) @binding(1)
|
|
16
|
+
var _sampler: sampler;
|
|
17
|
+
@group(0) @binding(3)
|
|
18
|
+
var _to: texture_2d<f32>;
|
|
19
|
+
@group(0) @binding(0)
|
|
20
|
+
var<uniform> uniforms: Uniforms;
|
|
21
|
+
var<private> _fragColor: vec4<f32>;
|
|
22
|
+
var<private> _uv_1: vec2<f32>;
|
|
23
|
+
|
|
24
|
+
fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
25
|
+
let _e17 = (*uv)[0u];
|
|
26
|
+
let _e19 = (*uv)[1u];
|
|
27
|
+
let _e22 = textureSampleLevel(_to, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
|
|
28
|
+
return _e22;
|
|
29
|
+
}
|
|
30
|
+
|
|
31
|
+
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
32
|
+
let _e17 = (*uv_1)[0u];
|
|
33
|
+
let _e19 = (*uv_1)[1u];
|
|
34
|
+
let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
|
|
35
|
+
return _e22;
|
|
36
|
+
}
|
|
37
|
+
|
|
38
|
+
fn zoom(uv_2: ptr<function, vec2<f32>>, amount: ptr<function, f32>) -> vec2<f32> {
|
|
39
|
+
let _e17 = (*amount);
|
|
40
|
+
if (_e17 < 0.5f) {
|
|
41
|
+
let _e19 = (*uv_2);
|
|
42
|
+
let _e22 = (*amount);
|
|
43
|
+
return (vec2(0.5f) + ((_e19 - vec2(0.5f)) * (1f - _e22)));
|
|
44
|
+
} else {
|
|
45
|
+
let _e27 = (*uv_2);
|
|
46
|
+
let _e30 = (*amount);
|
|
47
|
+
return (vec2(0.5f) + ((_e27 - vec2(0.5f)) * _e30));
|
|
48
|
+
}
|
|
49
|
+
}
|
|
50
|
+
|
|
51
|
+
fn transition(uv_3: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
52
|
+
var nQuick: f32;
|
|
53
|
+
var c: vec4<f32>;
|
|
54
|
+
var param: vec2<f32>;
|
|
55
|
+
var param_1: f32;
|
|
56
|
+
var param_2: vec2<f32>;
|
|
57
|
+
var param_3: vec2<f32>;
|
|
58
|
+
var p: vec2<f32>;
|
|
59
|
+
var d: vec4<f32>;
|
|
60
|
+
var param_4: vec2<f32>;
|
|
61
|
+
var e: vec4<f32>;
|
|
62
|
+
var param_5: vec2<f32>;
|
|
63
|
+
var f: vec4<f32>;
|
|
64
|
+
|
|
65
|
+
let _e29 = uniforms.zoom_quickness;
|
|
66
|
+
nQuick = clamp(_e29, 0f, 0.5f);
|
|
67
|
+
let _e32 = uniforms.progress;
|
|
68
|
+
if (_e32 < 0.5f) {
|
|
69
|
+
let _e34 = nQuick;
|
|
70
|
+
let _e36 = uniforms.progress;
|
|
71
|
+
let _e38 = (*uv_3);
|
|
72
|
+
param = _e38;
|
|
73
|
+
param_1 = smoothstep(0f, _e34, _e36);
|
|
74
|
+
let _e39 = zoom((¶m), (¶m_1));
|
|
75
|
+
param_2 = _e39;
|
|
76
|
+
let _e40 = getFromColor((¶m_2));
|
|
77
|
+
let _e41 = (*uv_3);
|
|
78
|
+
param_3 = _e41;
|
|
79
|
+
let _e42 = getToColor((¶m_3));
|
|
80
|
+
let _e44 = uniforms.progress;
|
|
81
|
+
c = mix(_e40, _e42, vec4(step(0.5f, _e44)));
|
|
82
|
+
let _e48 = c;
|
|
83
|
+
return _e48;
|
|
84
|
+
} else {
|
|
85
|
+
let _e49 = (*uv_3);
|
|
86
|
+
p = (_e49 / vec2<f32>(1f, 1f));
|
|
87
|
+
let _e51 = p;
|
|
88
|
+
param_4 = _e51;
|
|
89
|
+
let _e52 = getFromColor((¶m_4));
|
|
90
|
+
d = _e52;
|
|
91
|
+
let _e53 = p;
|
|
92
|
+
param_5 = _e53;
|
|
93
|
+
let _e54 = getToColor((¶m_5));
|
|
94
|
+
e = _e54;
|
|
95
|
+
let _e55 = d;
|
|
96
|
+
let _e56 = e;
|
|
97
|
+
let _e58 = p[0u];
|
|
98
|
+
let _e61 = uniforms.progress;
|
|
99
|
+
f = mix(_e55, _e56, vec4(step((0f + _e58), ((_e61 - 0.5f) * 2f))));
|
|
100
|
+
let _e67 = f;
|
|
101
|
+
return _e67;
|
|
102
|
+
}
|
|
103
|
+
}
|
|
104
|
+
|
|
105
|
+
fn main_1() {
|
|
106
|
+
var param_6: vec2<f32>;
|
|
107
|
+
|
|
108
|
+
let _e16 = _uv_1;
|
|
109
|
+
param_6 = _e16;
|
|
110
|
+
let _e17 = transition((¶m_6));
|
|
111
|
+
_fragColor = _e17;
|
|
112
|
+
return;
|
|
113
|
+
}
|
|
114
|
+
|
|
115
|
+
@fragment
|
|
116
|
+
fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> {
|
|
117
|
+
_uv_1 = _uv;
|
|
118
|
+
main_1();
|
|
119
|
+
let _e3 = _fragColor;
|
|
120
|
+
return _e3;
|
|
121
|
+
}
|
|
@@ -0,0 +1,83 @@
|
|
|
1
|
+
// angular — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/angular.glsl
|
|
2
|
+
// Author: Fernando Kuteken
|
|
3
|
+
// License: MIT
|
|
4
|
+
// Description: A wipe that sweeps around the center from a starting angle
|
|
5
|
+
// Bindings and uniform layout: see the gl-transitions package README
|
|
6
|
+
|
|
7
|
+
struct Uniforms {
|
|
8
|
+
progress: f32,
|
|
9
|
+
ratio: f32,
|
|
10
|
+
startingAngle: f32,
|
|
11
|
+
}
|
|
12
|
+
|
|
13
|
+
@group(0) @binding(2)
|
|
14
|
+
var _from: texture_2d<f32>;
|
|
15
|
+
@group(0) @binding(1)
|
|
16
|
+
var _sampler: sampler;
|
|
17
|
+
@group(0) @binding(3)
|
|
18
|
+
var _to: texture_2d<f32>;
|
|
19
|
+
@group(0) @binding(0)
|
|
20
|
+
var<uniform> uniforms: Uniforms;
|
|
21
|
+
var<private> _fragColor: vec4<f32>;
|
|
22
|
+
var<private> _uv_1: vec2<f32>;
|
|
23
|
+
|
|
24
|
+
fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
25
|
+
let _e18 = (*uv)[0u];
|
|
26
|
+
let _e20 = (*uv)[1u];
|
|
27
|
+
let _e23 = textureSampleLevel(_to, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
|
|
28
|
+
return _e23;
|
|
29
|
+
}
|
|
30
|
+
|
|
31
|
+
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
32
|
+
let _e18 = (*uv_1)[0u];
|
|
33
|
+
let _e20 = (*uv_1)[1u];
|
|
34
|
+
let _e23 = textureSampleLevel(_from, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
|
|
35
|
+
return _e23;
|
|
36
|
+
}
|
|
37
|
+
|
|
38
|
+
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
39
|
+
var offset: f32;
|
|
40
|
+
var angle: f32;
|
|
41
|
+
var normalizedAngle: f32;
|
|
42
|
+
var param: vec2<f32>;
|
|
43
|
+
var param_1: vec2<f32>;
|
|
44
|
+
|
|
45
|
+
let _e23 = uniforms.startingAngle;
|
|
46
|
+
offset = ((_e23 * 3.1415927f) / 180f);
|
|
47
|
+
let _e27 = (*uv_2)[1u];
|
|
48
|
+
let _e30 = (*uv_2)[0u];
|
|
49
|
+
let _e33 = offset;
|
|
50
|
+
angle = (atan2((_e27 - 0.5f), (_e30 - 0.5f)) + _e33);
|
|
51
|
+
let _e35 = angle;
|
|
52
|
+
normalizedAngle = ((_e35 + 3.1415927f) / 6.2831855f);
|
|
53
|
+
let _e38 = normalizedAngle;
|
|
54
|
+
let _e39 = normalizedAngle;
|
|
55
|
+
normalizedAngle = (_e38 - floor(_e39));
|
|
56
|
+
let _e42 = (*uv_2);
|
|
57
|
+
param = _e42;
|
|
58
|
+
let _e43 = getFromColor((¶m));
|
|
59
|
+
let _e44 = (*uv_2);
|
|
60
|
+
param_1 = _e44;
|
|
61
|
+
let _e45 = getToColor((¶m_1));
|
|
62
|
+
let _e46 = normalizedAngle;
|
|
63
|
+
let _e48 = uniforms.progress;
|
|
64
|
+
return mix(_e43, _e45, vec4(step(_e46, _e48)));
|
|
65
|
+
}
|
|
66
|
+
|
|
67
|
+
fn main_1() {
|
|
68
|
+
var param_2: vec2<f32>;
|
|
69
|
+
|
|
70
|
+
let _e17 = _uv_1;
|
|
71
|
+
param_2 = _e17;
|
|
72
|
+
let _e18 = transition((¶m_2));
|
|
73
|
+
_fragColor = _e18;
|
|
74
|
+
return;
|
|
75
|
+
}
|
|
76
|
+
|
|
77
|
+
@fragment
|
|
78
|
+
fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> {
|
|
79
|
+
_uv_1 = _uv;
|
|
80
|
+
main_1();
|
|
81
|
+
let _e3 = _fragColor;
|
|
82
|
+
return _e3;
|
|
83
|
+
}
|
package/wgsl/burn.wgsl
ADDED
|
@@ -0,0 +1,74 @@
|
|
|
1
|
+
// burn — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/burn.glsl
|
|
2
|
+
// Author: gre
|
|
3
|
+
// License: MIT
|
|
4
|
+
// Description: A crossfade that brightens toward a color in the middle
|
|
5
|
+
// Bindings and uniform layout: see the gl-transitions package README
|
|
6
|
+
|
|
7
|
+
struct Uniforms {
|
|
8
|
+
progress: f32,
|
|
9
|
+
ratio: f32,
|
|
10
|
+
color: vec3<f32>,
|
|
11
|
+
}
|
|
12
|
+
|
|
13
|
+
@group(0) @binding(2)
|
|
14
|
+
var _from: texture_2d<f32>;
|
|
15
|
+
@group(0) @binding(1)
|
|
16
|
+
var _sampler: sampler;
|
|
17
|
+
@group(0) @binding(3)
|
|
18
|
+
var _to: texture_2d<f32>;
|
|
19
|
+
@group(0) @binding(0)
|
|
20
|
+
var<uniform> uniforms: Uniforms;
|
|
21
|
+
var<private> _fragColor: vec4<f32>;
|
|
22
|
+
var<private> _uv_1: vec2<f32>;
|
|
23
|
+
|
|
24
|
+
fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
25
|
+
let _e14 = (*uv)[0u];
|
|
26
|
+
let _e16 = (*uv)[1u];
|
|
27
|
+
let _e19 = textureSampleLevel(_to, _sampler, vec2<f32>(_e14, (1f - _e16)), 0f);
|
|
28
|
+
return _e19;
|
|
29
|
+
}
|
|
30
|
+
|
|
31
|
+
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
32
|
+
let _e14 = (*uv_1)[0u];
|
|
33
|
+
let _e16 = (*uv_1)[1u];
|
|
34
|
+
let _e19 = textureSampleLevel(_from, _sampler, vec2<f32>(_e14, (1f - _e16)), 0f);
|
|
35
|
+
return _e19;
|
|
36
|
+
}
|
|
37
|
+
|
|
38
|
+
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
|
|
39
|
+
var param: vec2<f32>;
|
|
40
|
+
var param_1: vec2<f32>;
|
|
41
|
+
|
|
42
|
+
let _e15 = (*uv_2);
|
|
43
|
+
param = _e15;
|
|
44
|
+
let _e16 = getFromColor((¶m));
|
|
45
|
+
let _e18 = uniforms.progress;
|
|
46
|
+
let _e20 = uniforms.color;
|
|
47
|
+
let _e21 = (_e20 * _e18);
|
|
48
|
+
let _e27 = (*uv_2);
|
|
49
|
+
param_1 = _e27;
|
|
50
|
+
let _e28 = getToColor((¶m_1));
|
|
51
|
+
let _e30 = uniforms.progress;
|
|
52
|
+
let _e33 = uniforms.color;
|
|
53
|
+
let _e34 = (_e33 * (1f - _e30));
|
|
54
|
+
let _e41 = uniforms.progress;
|
|
55
|
+
return mix((_e16 + vec4<f32>(_e21.x, _e21.y, _e21.z, 1f)), (_e28 + vec4<f32>(_e34.x, _e34.y, _e34.z, 1f)), vec4(_e41));
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
fn main_1() {
|
|
59
|
+
var param_2: vec2<f32>;
|
|
60
|
+
|
|
61
|
+
let _e13 = _uv_1;
|
|
62
|
+
param_2 = _e13;
|
|
63
|
+
let _e14 = transition((¶m_2));
|
|
64
|
+
_fragColor = _e14;
|
|
65
|
+
return;
|
|
66
|
+
}
|
|
67
|
+
|
|
68
|
+
@fragment
|
|
69
|
+
fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> {
|
|
70
|
+
_uv_1 = _uv;
|
|
71
|
+
main_1();
|
|
72
|
+
let _e3 = _fragColor;
|
|
73
|
+
return _e3;
|
|
74
|
+
}
|