gl-transitions
Version:
The open collection of GL Transitions
175 lines (161 loc) • 4.67 kB
text/wgsl
// Mosaic — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/Mosaic.glsl
// Author: Xaychru
// License: MIT
// Description: The view pans across a mosaic of rotated tiles from both images and settles on the incoming one
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
endx: i32,
endy: i32,
}
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 getFromColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e26 = (*uv)[0u];
let _e28 = (*uv)[1u];
let _e31 = textureSampleLevel(_from, _sampler, vec2<f32>(_e26, (1f - _e28)), 0f);
return _e31;
}
fn getToColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e26 = (*uv_1)[0u];
let _e28 = (*uv_1)[1u];
let _e31 = textureSampleLevel(_to, _sampler, vec2<f32>(_e26, (1f - _e28)), 0f);
return _e31;
}
fn Rotate(v: ptr<function, vec2<f32>>, a: ptr<function, f32>) -> vec2<f32> {
var rm: mat2x2<f32>;
let _e27 = (*a);
let _e29 = (*a);
let _e32 = (*a);
let _e34 = (*a);
rm = mat2x2<f32>(vec2<f32>(cos(_e27), -(sin(_e29))), vec2<f32>(sin(_e32), cos(_e34)));
let _e39 = rm;
let _e40 = (*v);
return (_e39 * _e40);
}
fn Rand(v_1: ptr<function, vec2<f32>>) -> f32 {
let _e25 = (*v_1);
return fract((sin(dot(_e25, vec2<f32>(12.9898f, 78.233f))) * 43758.547f));
}
fn CosInterpolation(x: ptr<function, f32>) -> f32 {
let _e25 = (*x);
return ((-(cos((_e25 * 3.1415927f))) / 2f) + 0.5f);
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var p: vec2<f32>;
var rp: vec2<f32>;
var rpr: f32;
var z: f32;
var az: f32;
var param: f32;
var param_1: f32;
var mrp: vec2<f32>;
var crp: vec2<f32>;
var onEnd: bool;
var ang: f32;
var param_2: vec2<f32>;
var param_3: vec2<f32>;
var param_4: f32;
var param_5: vec2<f32>;
var param_6: vec2<f32>;
var param_7: vec2<f32>;
var phi_197_: bool;
var phi_229_: bool;
let _e42 = (*uv_2);
p = ((_e42 / vec2<f32>(1f, 1f)) - vec2(0.5f));
let _e46 = p;
rp = _e46;
let _e48 = uniforms.progress;
rpr = ((_e48 * 2f) - 1f);
let _e51 = rpr;
let _e52 = rpr;
z = (-(((_e51 * _e52) * 2f)) + 3f);
let _e57 = z;
az = abs(_e57);
let _e59 = az;
let _e60 = rp;
rp = (_e60 * _e59);
let _e63 = uniforms.endx;
let _e67 = uniforms.endy;
let _e72 = uniforms.progress;
param = _e72;
let _e73 = CosInterpolation((¶m));
let _e75 = uniforms.progress;
param_1 = _e75;
let _e76 = CosInterpolation((¶m_1));
let _e80 = rp;
rp = (_e80 + mix(vec2<f32>(0.5f, 0.5f), vec2<f32>((f32(_e63) + 0.5f), (f32(_e67) + 0.5f)), vec2((_e73 * _e76))));
let _e82 = rp;
let _e83 = vec2(1f);
mrp = (_e82 - (floor((_e82 / _e83)) * _e83));
let _e88 = rp;
crp = _e88;
let _e90 = crp[0u];
let _e94 = uniforms.endx;
let _e95 = (i32(floor(_e90)) == _e94);
phi_197_ = _e95;
if _e95 {
let _e97 = crp[1u];
let _e101 = uniforms.endy;
phi_197_ = (i32(floor(_e97)) == _e101);
}
let _e104 = phi_197_;
onEnd = _e104;
let _e105 = onEnd;
if !(_e105) {
let _e107 = crp;
param_2 = floor(_e107);
let _e109 = Rand((¶m_2));
ang = ((f32(i32((_e109 * 4f))) * 0.5f) * 3.1415927f);
let _e115 = mrp;
param_3 = (_e115 - vec2<f32>(0.5f, 0.5f));
let _e117 = ang;
param_4 = _e117;
let _e118 = Rotate((¶m_3), (¶m_4));
mrp = (vec2<f32>(0.5f, 0.5f) + _e118);
}
let _e120 = onEnd;
phi_229_ = _e120;
if !(_e120) {
let _e122 = crp;
param_5 = floor(_e122);
let _e124 = Rand((¶m_5));
phi_229_ = (_e124 > 0.5f);
}
let _e127 = phi_229_;
if _e127 {
let _e128 = mrp;
param_6 = _e128;
let _e129 = getToColor((¶m_6));
return _e129;
} else {
let _e130 = mrp;
param_7 = _e130;
let _e131 = getFromColor((¶m_7));
return _e131;
}
}
fn main_1() {
var param_8: vec2<f32>;
let _e25 = _uv_1;
param_8 = _e25;
let _e26 = transition((¶m_8));
_fragColor = _e26;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}