gl-transitions
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The open collection of GL Transitions
362 lines (337 loc) • 10.8 kB
text/wgsl
// FilmBurn — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/FilmBurn.glsl
// Author: Anastasia Dunbar
// License: MIT
// Description: Glowing film-burn light leaks wash over the image and reveal the incoming one
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
Seed: 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 sigmoid(x: ptr<function, f32>, a: ptr<function, f32>) -> f32 {
var b: f32;
let _e51 = (*x);
let _e53 = (*a);
b = (pow((_e51 * 2f), _e53) / 2f);
let _e56 = (*x);
if (_e56 > 0.5f) {
let _e58 = (*x);
let _e61 = (*a);
b = (1f - (pow((2f - (_e58 * 2f)), _e61) / 2f));
}
let _e65 = b;
return _e65;
}
fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e50 = (*uv)[0u];
let _e52 = (*uv)[1u];
let _e55 = textureSampleLevel(_to, _sampler, vec2<f32>(_e50, (1f - _e52)), 0f);
return _e55;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e50 = (*uv_1)[0u];
let _e52 = (*uv_1)[1u];
let _e55 = textureSampleLevel(_from, _sampler, vec2<f32>(_e50, (1f - _e52)), 0f);
return _e55;
}
fn blendedColor(p: ptr<function, vec2<f32>>) -> vec4<f32> {
var param: vec2<f32>;
var param_1: vec2<f32>;
var param_2: f32;
var param_3: f32;
let _e53 = (*p);
param = _e53;
let _e54 = getFromColor((¶m));
let _e55 = (*p);
param_1 = _e55;
let _e56 = getToColor((¶m_1));
let _e58 = uniforms.progress;
param_2 = _e58;
param_3 = 10f;
let _e59 = sigmoid((¶m_2), (¶m_3));
return mix(_e54, _e56, vec4(_e59));
}
fn rand_u0028_vf2_u003b(co: ptr<function, vec2<f32>>) -> f32 {
let _e49 = (*co);
return fract((sin(dot(_e49, vec2<f32>(12.9898f, 78.233f))) * 43758.547f));
}
fn apow(a_1: ptr<function, f32>, b_1: ptr<function, f32>) -> f32 {
let _e50 = (*a_1);
let _e52 = (*b_1);
let _e54 = (*b_1);
return (pow(abs(_e50), _e52) * sign(_e54));
}
fn pow3(a_2: ptr<function, vec3<f32>>, b_2: ptr<function, vec3<f32>>) -> vec3<f32> {
var param_4: f32;
var param_5: f32;
var param_6: f32;
var param_7: f32;
var param_8: f32;
var param_9: f32;
let _e57 = (*a_2)[0u];
param_4 = _e57;
let _e59 = (*b_2)[0u];
param_5 = _e59;
let _e60 = apow((¶m_4), (¶m_5));
let _e62 = (*a_2)[1u];
param_6 = _e62;
let _e64 = (*b_2)[1u];
param_7 = _e64;
let _e65 = apow((¶m_6), (¶m_7));
let _e67 = (*a_2)[2u];
param_8 = _e67;
let _e69 = (*b_2)[2u];
param_9 = _e69;
let _e70 = apow((¶m_8), (¶m_9));
return vec3<f32>(_e60, _e65, _e70);
}
fn smooth_mix(a_3: ptr<function, f32>, b_3: ptr<function, f32>, c: ptr<function, f32>) -> f32 {
var param_10: f32;
var param_11: f32;
let _e53 = (*a_3);
let _e54 = (*b_3);
let _e55 = (*c);
param_10 = _e55;
param_11 = 2f;
let _e56 = sigmoid((¶m_10), (¶m_11));
return mix(_e53, _e54, _e56);
}
fn random(co_1: ptr<function, vec2<f32>>, shft: ptr<function, f32>) -> f32 {
var param_12: f32;
var param_13: f32;
var param_14: f32;
let _e53 = (*co_1);
(*co_1) = (_e53 + vec2(10f));
let _e56 = (*co_1);
let _e57 = (*shft);
let _e62 = uniforms.Seed;
let _e69 = (*co_1);
let _e70 = (*shft);
let _e76 = uniforms.Seed;
let _e83 = (*shft);
param_12 = fract((sin(dot(_e56, vec2<f32>((12.9898f + (floor(_e57) * 0.5f)), (78.233f + _e62)))) * 43758.547f));
param_13 = fract((sin(dot(_e69, vec2<f32>((12.9898f + (floor((_e70 + 1f)) * 0.5f)), (78.233f + _e76)))) * 43758.547f));
param_14 = fract(_e83);
let _e85 = smooth_mix((¶m_12), (¶m_13), (¶m_14));
return _e85;
}
fn smooth_random(co_2: ptr<function, vec2<f32>>, shft_1: ptr<function, f32>) -> f32 {
var param_15: vec2<f32>;
var param_16: f32;
var param_17: vec2<f32>;
var param_18: f32;
var param_19: f32;
var param_20: f32;
var param_21: f32;
var param_22: vec2<f32>;
var param_23: f32;
var param_24: vec2<f32>;
var param_25: f32;
var param_26: f32;
var param_27: f32;
var param_28: f32;
var param_29: f32;
var param_30: f32;
var param_31: f32;
let _e67 = (*co_2);
param_15 = floor(_e67);
let _e69 = (*shft_1);
param_16 = _e69;
let _e70 = random((¶m_15), (¶m_16));
let _e71 = (*co_2);
param_17 = floor((_e71 + vec2<f32>(1f, 0f)));
let _e74 = (*shft_1);
param_18 = _e74;
let _e75 = random((¶m_17), (¶m_18));
let _e77 = (*co_2)[0u];
param_19 = _e70;
param_20 = _e75;
param_21 = fract(_e77);
let _e79 = smooth_mix((¶m_19), (¶m_20), (¶m_21));
let _e80 = (*co_2);
param_22 = floor((_e80 + vec2<f32>(0f, 1f)));
let _e83 = (*shft_1);
param_23 = _e83;
let _e84 = random((¶m_22), (¶m_23));
let _e85 = (*co_2);
param_24 = floor((_e85 + vec2<f32>(1f, 1f)));
let _e88 = (*shft_1);
param_25 = _e88;
let _e89 = random((¶m_24), (¶m_25));
let _e91 = (*co_2)[0u];
param_26 = _e84;
param_27 = _e89;
param_28 = fract(_e91);
let _e93 = smooth_mix((¶m_26), (¶m_27), (¶m_28));
let _e95 = (*co_2)[1u];
param_29 = _e79;
param_30 = _e93;
param_31 = fract(_e95);
let _e97 = smooth_mix((¶m_29), (¶m_30), (¶m_31));
return _e97;
}
fn rand_u0028_f1_u003b(co_3: ptr<function, f32>) -> f32 {
let _e49 = (*co_3);
let _e52 = uniforms.Seed;
return fract((sin(((_e49 * 24.9898f) + _e52)) * 43758.547f));
}
fn transition(p_1: ptr<function, vec2<f32>>) -> vec4<f32> {
var f: vec3<f32>;
var i: f32;
var param_32: f32;
var param_33: f32;
var param_34: f32;
var param_35: f32;
var param_36: vec2<f32>;
var param_37: f32;
var param_38: vec2<f32>;
var param_39: f32;
var param_40: f32;
var param_41: vec3<f32>;
var param_42: vec3<f32>;
var param_43: vec2<f32>;
var param_44: f32;
var blurred_image: vec4<f32>;
var bluramount: f32;
var i_1: f32;
var q: vec2<f32>;
var param_45: vec2<f32>;
var uv2_: vec2<f32>;
var param_46: vec2<f32>;
f = vec3<f32>(0f, 0f, 0f);
i = 0f;
loop {
let _e71 = i;
if (_e71 < 13f) {
let _e74 = (*p_1)[0u];
let _e75 = i;
param_32 = _e75;
let _e76 = rand_u0028_f1_u003b((¶m_32));
let _e80 = uniforms.progress;
let _e83 = i;
param_33 = (_e83 + 1.43f);
let _e85 = rand_u0028_f1_u003b((¶m_33));
let _e89 = (*p_1)[1u];
let _e90 = i;
param_34 = (_e90 + 4.4f);
let _e92 = rand_u0028_f1_u003b((¶m_34));
let _e96 = uniforms.progress;
let _e99 = i;
param_35 = (_e99 + 2.4f);
let _e101 = rand_u0028_f1_u003b((¶m_35));
let _e105 = f;
f = (_e105 + vec3((sin(((((_e74 * _e76) * 6f) + (_e80 * 8f)) + _e85)) * sin(((((_e89 * _e92) * 6f) + (_e96 * 6f)) + _e101)))));
let _e108 = (*p_1);
let _e110 = uniforms.progress;
let _e113 = i;
param_36 = vec2((_e110 * 1.3f));
param_37 = (_e113 + 1f);
let _e115 = smooth_random((¶m_36), (¶m_37));
let _e117 = uniforms.progress;
let _e120 = i;
param_38 = vec2((_e117 * 0.5f));
param_39 = (_e120 + 6.25f);
let _e122 = smooth_random((¶m_38), (¶m_39));
let _e126 = i;
param_40 = _e126;
let _e127 = rand_u0028_f1_u003b((¶m_40));
let _e132 = f;
f = (_e132 + vec3((1f - clamp((length((_e108 - vec2<f32>(_e115, _e122))) * mix(20f, 70f, _e127)), 0f, 1f))));
continue;
} else {
break;
}
continuing {
let _e135 = i;
i = (_e135 + 1f);
}
}
let _e137 = f;
f = (_e137 + vec3(4f));
let _e140 = f;
f = (_e140 / vec3(11f));
let _e143 = f;
let _e146 = uniforms.progress;
param_41 = (_e143 * vec3<f32>(1f, 0.7f, 0.6f));
param_42 = vec3<f32>(1f, (2f - sin((_e146 * 3.1415927f))), 1.3f);
let _e151 = pow3((¶m_41), (¶m_42));
f = _e151;
let _e153 = uniforms.progress;
let _e156 = f;
f = (_e156 * sin((_e153 * 3.1415927f)));
let _e158 = (*p_1);
(*p_1) = (_e158 - vec2(0.5f));
let _e162 = uniforms.progress;
param_43 = vec2((_e162 * 5f));
param_44 = 6.3f;
let _e165 = smooth_random((¶m_43), (¶m_44));
let _e167 = uniforms.progress;
let _e173 = (*p_1);
(*p_1) = (_e173 * (1f + ((_e165 * sin((_e167 * 3.1415927f))) * 0.05f)));
let _e175 = (*p_1);
(*p_1) = (_e175 + vec2(0.5f));
blurred_image = vec4<f32>(0f, 0f, 0f, 0f);
let _e179 = uniforms.progress;
bluramount = (sin((_e179 * 3.1415927f)) * 0.03f);
i_1 = 0f;
loop {
let _e183 = i_1;
if (_e183 < 50f) {
let _e185 = i_1;
let _e190 = i_1;
let _e196 = i_1;
let _e198 = (*p_1)[0u];
let _e200 = (*p_1)[1u];
param_45 = vec2<f32>(_e196, (_e198 + _e200));
let _e203 = rand_u0028_vf2_u003b((¶m_45));
let _e204 = bluramount;
q = (vec2<f32>(cos(degrees(((_e185 / 50f) * 360f))), sin(degrees(((_e190 / 50f) * 360f)))) * (_e203 + _e204));
let _e207 = (*p_1);
let _e208 = q;
let _e209 = bluramount;
uv2_ = (_e207 + (_e208 * _e209));
let _e212 = uv2_;
param_46 = _e212;
let _e213 = blendedColor((¶m_46));
let _e214 = blurred_image;
blurred_image = (_e214 + _e213);
continue;
} else {
break;
}
continuing {
let _e216 = i_1;
i_1 = (_e216 + 1f);
}
}
let _e218 = blurred_image;
blurred_image = (_e218 / vec4(50f));
let _e221 = blurred_image;
let _e222 = f;
return (_e221 + vec4<f32>(_e222.x, _e222.y, _e222.z, 0f));
}
fn main_1() {
var param_47: vec2<f32>;
let _e49 = _uv_1;
param_47 = _e49;
let _e50 = transition((¶m_47));
_fragColor = _e50;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}