gl-transitions
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The open collection of GL Transitions
172 lines (156 loc) • 4.47 kB
text/wgsl
// DoomScreenTransition — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/DoomScreenTransition.glsl
// Author: Zeh Fernando
// License: MIT
// Description: The outgoing image melts down in uneven columns, like the Doom screen wipe
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
bars: i32,
amplitude: f32,
noise: f32,
frequency: f32,
dripScale: 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 _e30 = (*uv)[0u];
let _e32 = (*uv)[1u];
let _e35 = textureSampleLevel(_to, _sampler, vec2<f32>(_e30, (1f - _e32)), 0f);
return _e35;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e30 = (*uv_1)[0u];
let _e32 = (*uv_1)[1u];
let _e35 = textureSampleLevel(_from, _sampler, vec2<f32>(_e30, (1f - _e32)), 0f);
return _e35;
}
fn drip(num: ptr<function, i32>) -> f32 {
let _e29 = (*num);
let _e32 = uniforms.bars;
let _e39 = uniforms.dripScale;
return (sin(((f32(_e29) / f32((_e32 - 1i))) * 3.141592f)) * _e39);
}
fn rand(num_1: ptr<function, i32>) -> f32 {
let _e29 = (*num_1);
let _e31 = (f32(_e29) * 67123.31f);
let _e36 = (*num_1);
let _e41 = (*num_1);
return fract((((_e31 - (floor((_e31 / 12f)) * 12f)) * sin((f32(_e36) * 10.3f))) * cos(f32(_e41))));
}
fn wave(num_2: ptr<function, i32>) -> f32 {
var fn_: f32;
let _e30 = (*num_2);
let _e33 = uniforms.frequency;
let _e37 = uniforms.bars;
fn_ = (((f32(_e30) * _e33) * 0.1f) * f32(_e37));
let _e40 = fn_;
let _e43 = fn_;
let _e47 = fn_;
return ((((cos((_e40 * 0.5f)) * cos((_e43 * 0.13f))) * sin(((_e47 + 10f) * 0.3f))) / 2f) + 0.5f);
}
fn pos(num_3: ptr<function, i32>) -> f32 {
var local: f32;
var param: i32;
var param_1: i32;
var param_2: i32;
var local_1: f32;
var param_3: i32;
let _e36 = uniforms.noise;
if (_e36 == 0f) {
let _e38 = (*num_3);
param = _e38;
let _e39 = wave((¶m));
local = _e39;
} else {
let _e40 = (*num_3);
param_1 = _e40;
let _e41 = wave((¶m_1));
let _e42 = (*num_3);
param_2 = _e42;
let _e43 = rand((¶m_2));
let _e45 = uniforms.noise;
local = mix(_e41, _e43, _e45);
}
let _e47 = local;
let _e49 = uniforms.dripScale;
if (_e49 == 0f) {
local_1 = 0f;
} else {
let _e51 = (*num_3);
param_3 = _e51;
let _e52 = drip((¶m_3));
local_1 = _e52;
}
let _e53 = local_1;
return (_e47 + _e53);
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var bar: i32;
var scale: f32;
var param_4: i32;
var phase: f32;
var posY: f32;
var p: vec2<f32>;
var c: vec4<f32>;
var param_5: vec2<f32>;
var param_6: vec2<f32>;
let _e39 = (*uv_2)[0u];
let _e41 = uniforms.bars;
bar = i32((_e39 * f32(_e41)));
let _e45 = bar;
param_4 = _e45;
let _e46 = pos((¶m_4));
let _e48 = uniforms.amplitude;
scale = (1f + (_e46 * _e48));
let _e52 = uniforms.progress;
let _e53 = scale;
phase = (_e52 * _e53);
let _e56 = (*uv_2)[1u];
posY = (_e56 / 1f);
let _e58 = phase;
let _e59 = posY;
if ((_e58 + _e59) < 1f) {
let _e63 = (*uv_2)[0u];
let _e65 = (*uv_2)[1u];
let _e66 = phase;
p = (vec2<f32>(_e63, (_e65 + mix(0f, 1f, _e66))) / vec2<f32>(1f, 1f));
let _e71 = p;
param_5 = _e71;
let _e72 = getFromColor((¶m_5));
c = _e72;
} else {
let _e73 = (*uv_2);
p = (_e73 / vec2<f32>(1f, 1f));
let _e75 = p;
param_6 = _e75;
let _e76 = getToColor((¶m_6));
c = _e76;
}
let _e77 = c;
return _e77;
}
fn main_1() {
var param_7: vec2<f32>;
let _e29 = _uv_1;
param_7 = _e29;
let _e30 = transition((¶m_7));
_fragColor = _e30;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}