gl-transitions
Version:
The open collection of GL Transitions
132 lines (122 loc) • 3.57 kB
text/wgsl
// LinearBlur — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/LinearBlur.glsl
// Author: gre
// License: MIT
// Description: A crossfade through a blur
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
intensity: 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 _e20 = (*uv)[0u];
let _e22 = (*uv)[1u];
let _e25 = textureSampleLevel(_to, _sampler, vec2<f32>(_e20, (1f - _e22)), 0f);
return _e25;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e20 = (*uv_1)[0u];
let _e22 = (*uv_1)[1u];
let _e25 = textureSampleLevel(_from, _sampler, vec2<f32>(_e20, (1f - _e22)), 0f);
return _e25;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var c1_: vec4<f32>;
var c2_: vec4<f32>;
var disp: f32;
var xi: i32;
var x: f32;
var yi: i32;
var y: f32;
var v: vec2<f32>;
var d: f32;
var param: vec2<f32>;
var param_1: vec2<f32>;
c1_ = vec4<f32>(0f, 0f, 0f, 0f);
c2_ = vec4<f32>(0f, 0f, 0f, 0f);
let _e31 = uniforms.intensity;
let _e33 = uniforms.progress;
disp = (_e31 * (0.5f - distance(0.5f, _e33)));
xi = 0i;
loop {
let _e37 = xi;
if (_e37 < 6i) {
let _e39 = xi;
x = ((f32(_e39) / 6f) - 0.5f);
yi = 0i;
loop {
let _e43 = yi;
if (_e43 < 6i) {
let _e45 = yi;
y = ((f32(_e45) / 6f) - 0.5f);
let _e49 = x;
let _e50 = y;
v = vec2<f32>(_e49, _e50);
let _e52 = disp;
d = _e52;
let _e53 = (*uv_2);
let _e54 = d;
let _e55 = v;
param = (_e53 + (_e55 * _e54));
let _e58 = getFromColor((¶m));
let _e59 = c1_;
c1_ = (_e59 + _e58);
let _e61 = (*uv_2);
let _e62 = d;
let _e63 = v;
param_1 = (_e61 + (_e63 * _e62));
let _e66 = getToColor((¶m_1));
let _e67 = c2_;
c2_ = (_e67 + _e66);
continue;
} else {
break;
}
continuing {
let _e69 = yi;
yi = (_e69 + 1i);
}
}
continue;
} else {
break;
}
continuing {
let _e71 = xi;
xi = (_e71 + 1i);
}
}
let _e73 = c1_;
c1_ = (_e73 / vec4(36f));
let _e76 = c2_;
c2_ = (_e76 / vec4(36f));
let _e79 = c1_;
let _e80 = c2_;
let _e82 = uniforms.progress;
return mix(_e79, _e80, vec4(_e82));
}
fn main_1() {
var param_2: vec2<f32>;
let _e19 = _uv_1;
param_2 = _e19;
let _e20 = transition((¶m_2));
_fragColor = _e20;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}