gl-transitions
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The open collection of GL Transitions
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text/wgsl
// CrazyParametricFun — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/CrazyParametricFun.glsl
// Author: mandubian
// License: MIT
// Description: The outgoing image is pulled along a parametric curve into a psychedelic swirl
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
a: f32,
b: f32,
amplitude: 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 _e21 = (*uv)[0u];
let _e23 = (*uv)[1u];
let _e26 = textureSampleLevel(_to, _sampler, vec2<f32>(_e21, (1f - _e23)), 0f);
return _e26;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e21 = (*uv_1)[0u];
let _e23 = (*uv_1)[1u];
let _e26 = textureSampleLevel(_from, _sampler, vec2<f32>(_e21, (1f - _e23)), 0f);
return _e26;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var p: vec2<f32>;
var dir: vec2<f32>;
var dist: f32;
var x: f32;
var y: f32;
var offset: vec2<f32>;
var param: vec2<f32>;
var param_1: vec2<f32>;
let _e28 = (*uv_2);
p = (_e28 / vec2<f32>(1f, 1f));
let _e30 = p;
dir = (_e30 - vec2<f32>(0.5f, 0.5f));
let _e32 = dir;
dist = length(_e32);
let _e35 = uniforms.a;
let _e37 = uniforms.b;
let _e40 = uniforms.progress;
let _e44 = uniforms.b;
let _e46 = uniforms.progress;
let _e48 = uniforms.a;
let _e50 = uniforms.b;
x = (((_e35 - _e37) * cos(_e40)) + (_e44 * cos((_e46 * ((_e48 / _e50) - 1f)))));
let _e58 = uniforms.a;
let _e60 = uniforms.b;
let _e63 = uniforms.progress;
let _e67 = uniforms.b;
let _e69 = uniforms.progress;
let _e71 = uniforms.a;
let _e73 = uniforms.b;
y = (((_e58 - _e60) * sin(_e63)) - (_e67 * sin((_e69 * ((_e71 / _e73) - 1f)))));
let _e80 = dir;
let _e82 = uniforms.progress;
let _e83 = dist;
let _e86 = uniforms.amplitude;
let _e88 = x;
let _e92 = uniforms.progress;
let _e93 = dist;
let _e96 = uniforms.amplitude;
let _e98 = y;
let _e104 = uniforms.smoothness;
offset = ((_e80 * vec2<f32>(sin((((_e82 * _e83) * _e86) * _e88)), sin((((_e92 * _e93) * _e96) * _e98)))) / vec2(_e104));
let _e107 = p;
let _e108 = offset;
param = (_e107 + _e108);
let _e110 = getFromColor((¶m));
let _e111 = p;
param_1 = _e111;
let _e112 = getToColor((¶m_1));
let _e114 = uniforms.progress;
return mix(_e110, _e112, vec4(smoothstep(0.2f, 1f, _e114)));
}
fn main_1() {
var param_2: vec2<f32>;
let _e20 = _uv_1;
param_2 = _e20;
let _e21 = transition((¶m_2));
_fragColor = _e21;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}