gl-transitions
Version:
The open collection of GL Transitions
117 lines (107 loc) • 2.96 kB
text/wgsl
// chessboard — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/chessboard.glsl
// Author: lql
// License: MIT
// Description: A chessboard pattern of squares reveals the incoming image
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
grid_num: 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 transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var st: vec2<f32>;
var idx: vec2<f32>;
var grid: vec2<f32>;
var a: vec4<f32>;
var param: vec2<f32>;
var b: vec4<f32>;
var param_1: vec2<f32>;
var checker: f32;
var mixFactor: f32;
var local: f32;
var local_1: f32;
let _e26 = (*uv_2);
let _e28 = uniforms.grid_num;
st = (_e26 * _e28);
let _e30 = st;
idx = floor(_e30);
let _e32 = st;
grid = fract(_e32);
let _e34 = (*uv_2);
param = _e34;
let _e35 = getFromColor((¶m));
a = _e35;
let _e36 = (*uv_2);
param_1 = _e36;
let _e37 = getToColor((¶m_1));
b = _e37;
let _e39 = idx[0u];
let _e41 = idx[1u];
let _e42 = (_e39 + _e41);
checker = (_e42 - (floor((_e42 / 2f)) * 2f));
let _e48 = uniforms.progress;
if (_e48 <= 0.5f) {
let _e50 = checker;
if (_e50 > 0.5f) {
let _e53 = grid[0u];
let _e55 = uniforms.progress;
local = step(_e53, (_e55 * 2f));
} else {
local = 0f;
}
let _e58 = local;
mixFactor = _e58;
} else {
let _e59 = checker;
if (_e59 < 0.5f) {
let _e62 = grid[0u];
let _e64 = uniforms.progress;
local_1 = step(_e62, ((_e64 - 0.5f) * 2f));
} else {
local_1 = 1f;
}
let _e68 = local_1;
mixFactor = _e68;
}
let _e69 = a;
let _e70 = b;
let _e71 = mixFactor;
return mix(_e69, _e70, vec4(_e71));
}
fn main_1() {
var param_2: vec2<f32>;
let _e15 = _uv_1;
param_2 = _e15;
let _e16 = transition((¶m_2));
_fragColor = _e16;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}