gl-transitions
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The open collection of GL Transitions
97 lines (86 loc) • 2.73 kB
text/wgsl
// displacement — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/displacement.glsl
// Author: Travis Fischer
// License: MIT
// Description: A crossfade in which a displacement map (an extra grayscale texture) warps both images
// 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 displacementMap: 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 _e15 = (*uv)[0u];
let _e17 = (*uv)[1u];
let _e20 = textureSampleLevel(_to, _sampler, vec2<f32>(_e15, (1f - _e17)), 0f);
return _e20;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e15 = (*uv_1)[0u];
let _e17 = (*uv_1)[1u];
let _e20 = textureSampleLevel(_from, _sampler, vec2<f32>(_e15, (1f - _e17)), 0f);
return _e20;
}
fn _texture_displacementMap(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e15 = (*uv_2)[0u];
let _e17 = (*uv_2)[1u];
let _e20 = textureSampleLevel(displacementMap, _sampler, vec2<f32>(_e15, (1f - _e17)), 0f);
return _e20;
}
fn transition(uv_3: ptr<function, vec2<f32>>) -> vec4<f32> {
var displacement: f32;
var param: vec2<f32>;
var uvFrom: vec2<f32>;
var uvTo: vec2<f32>;
var param_1: vec2<f32>;
var param_2: vec2<f32>;
let _e20 = (*uv_3);
param = _e20;
let _e21 = _texture_displacementMap((¶m));
let _e24 = uniforms.strength;
displacement = (_e21.x * _e24);
let _e27 = (*uv_3)[0u];
let _e29 = uniforms.progress;
let _e30 = displacement;
let _e34 = (*uv_3)[1u];
uvFrom = vec2<f32>((_e27 + (_e29 * _e30)), _e34);
let _e37 = (*uv_3)[0u];
let _e39 = uniforms.progress;
let _e41 = displacement;
let _e45 = (*uv_3)[1u];
uvTo = vec2<f32>((_e37 - ((1f - _e39) * _e41)), _e45);
let _e47 = uvFrom;
param_1 = _e47;
let _e48 = getFromColor((¶m_1));
let _e49 = uvTo;
param_2 = _e49;
let _e50 = getToColor((¶m_2));
let _e52 = uniforms.progress;
return mix(_e48, _e50, vec4(_e52));
}
fn main_1() {
var param_3: vec2<f32>;
let _e14 = _uv_1;
param_3 = _e14;
let _e15 = transition((¶m_3));
_fragColor = _e15;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}