gl-transitions
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The open collection of GL Transitions
109 lines (99 loc) • 2.79 kB
text/wgsl
// AdvancedMosaic — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/AdvancedMosaic.glsl
// Author: Sergey Kosarevsky
// License: MIT
// Description: Both images break into large blocks that blend, then sharpen into the incoming image
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
pixelSize: 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 _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 transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var T: f32;
var half: f32;
var size: f32;
var local: f32;
var D: f32;
var UV: vec2<f32>;
var coord: vec2<f32>;
var C0_: vec4<f32>;
var param: vec2<f32>;
var C1_: vec4<f32>;
var param_1: vec2<f32>;
let _e27 = uniforms.progress;
T = _e27;
half = 0.5f;
let _e28 = T;
let _e29 = half;
if (_e28 < _e29) {
let _e32 = uniforms.pixelSize;
let _e33 = T;
let _e34 = half;
local = mix(1f, _e32, (_e33 / _e34));
} else {
let _e38 = uniforms.pixelSize;
let _e39 = T;
let _e40 = half;
let _e42 = half;
local = mix(_e38, 1f, ((_e39 - _e40) / _e42));
}
let _e45 = local;
size = _e45;
let _e46 = size;
D = (_e46 * 0.005f);
let _e48 = (*uv_2);
let _e51 = D;
UV = ((_e48 - vec2(0.5f)) / vec2(_e51));
let _e54 = D;
let _e55 = UV;
coord = clamp(((ceil((_e55 - vec2(0.5f))) * _e54) + vec2(0.5f)), vec2(0f), vec2(1f));
let _e65 = coord;
param = _e65;
let _e66 = getFromColor((¶m));
C0_ = _e66;
let _e67 = coord;
param_1 = _e67;
let _e68 = getToColor((¶m_1));
C1_ = _e68;
let _e69 = C0_;
let _e70 = C1_;
let _e71 = T;
return mix(_e69, _e70, vec4(_e71));
}
fn main_1() {
var param_2: vec2<f32>;
let _e15 = _uv_1;
param_2 = _e15;
let _e16 = transition((¶m_2));
_fragColor = _e16;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}