gl-transitions
Version:
The open collection of GL Transitions
103 lines (91 loc) • 2.73 kB
text/wgsl
// Dreamy — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/Dreamy.glsl
// Author: mikolalysenko
// License: MIT
// Description: A crossfade with a gentle wavy distortion
// 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 _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 offset(progress: ptr<function, f32>, x: ptr<function, f32>, theta: ptr<function, f32>) -> vec2<f32> {
var phase: f32;
var shifty: f32;
let _e19 = (*progress);
let _e20 = (*progress);
let _e22 = (*progress);
let _e24 = (*theta);
phase = (((_e19 * _e20) + _e22) + _e24);
let _e26 = (*progress);
let _e28 = (*progress);
let _e29 = (*x);
shifty = ((0.03f * _e26) * cos((10f * (_e28 + _e29))));
let _e34 = shifty;
return vec2<f32>(0f, _e34);
}
fn transition(p: ptr<function, vec2<f32>>) -> vec4<f32> {
var param: f32;
var param_1: f32;
var param_2: f32;
var param_3: vec2<f32>;
var param_4: f32;
var param_5: f32;
var param_6: f32;
var param_7: vec2<f32>;
let _e23 = (*p);
let _e25 = uniforms.progress;
param = _e25;
let _e27 = (*p)[0u];
param_1 = _e27;
param_2 = 0f;
let _e28 = offset((¶m), (¶m_1), (¶m_2));
param_3 = (_e23 + _e28);
let _e30 = getFromColor((¶m_3));
let _e31 = (*p);
let _e33 = uniforms.progress;
param_4 = (1f - _e33);
let _e36 = (*p)[0u];
param_5 = _e36;
param_6 = 3.14f;
let _e37 = offset((¶m_4), (¶m_5), (¶m_6));
param_7 = (_e31 + _e37);
let _e39 = getToColor((¶m_7));
let _e41 = uniforms.progress;
return mix(_e30, _e39, vec4(_e41));
}
fn main_1() {
var param_8: vec2<f32>;
let _e15 = _uv_1;
param_8 = _e15;
let _e16 = transition((¶m_8));
_fragColor = _e16;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}