gl-transitions
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The open collection of GL Transitions
103 lines (93 loc) • 2.84 kB
text/wgsl
// Overexposure — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/Overexposure.glsl
// Author: Ben Zhang
// License: MIT
// Description: A crossfade through a washed-out, overexposed white
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
strength: 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 _e17 = (*uv)[0u];
let _e19 = (*uv)[1u];
let _e22 = textureSampleLevel(_to, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
return _e22;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e17 = (*uv_1)[0u];
let _e19 = (*uv_1)[1u];
let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
return _e22;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var from_: vec4<f32>;
var param: vec2<f32>;
var to: vec4<f32>;
var param_1: vec2<f32>;
var from_m: f32;
var to_m: f32;
let _e22 = (*uv_2);
param = _e22;
let _e23 = getFromColor((¶m));
from_ = _e23;
let _e24 = (*uv_2);
param_1 = _e24;
let _e25 = getToColor((¶m_1));
to = _e25;
let _e27 = uniforms.progress;
let _e30 = uniforms.progress;
let _e34 = uniforms.strength;
from_m = ((1f - _e27) + (sin((3.1415927f * _e30)) * _e34));
let _e38 = uniforms.progress;
let _e40 = uniforms.progress;
let _e44 = uniforms.strength;
to_m = (_e38 + (sin((3.1415927f * _e40)) * _e44));
let _e48 = from_[0u];
let _e50 = from_[3u];
let _e52 = from_m;
let _e55 = to[0u];
let _e57 = to[3u];
let _e59 = to_m;
let _e63 = from_[1u];
let _e65 = from_[3u];
let _e67 = from_m;
let _e70 = to[1u];
let _e72 = to[3u];
let _e74 = to_m;
let _e78 = from_[2u];
let _e80 = from_[3u];
let _e82 = from_m;
let _e85 = to[2u];
let _e87 = to[3u];
let _e89 = to_m;
let _e93 = from_[3u];
let _e95 = to[3u];
let _e97 = uniforms.progress;
return vec4<f32>((((_e48 * _e50) * _e52) + ((_e55 * _e57) * _e59)), (((_e63 * _e65) * _e67) + ((_e70 * _e72) * _e74)), (((_e78 * _e80) * _e82) + ((_e85 * _e87) * _e89)), mix(_e93, _e95, _e97));
}
fn main_1() {
var param_2: vec2<f32>;
let _e16 = _uv_1;
param_2 = _e16;
let _e17 = transition((¶m_2));
_fragColor = _e17;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}