gl-transitions
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The open collection of GL Transitions
117 lines (107 loc) • 3.22 kB
text/wgsl
// dissolve — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/dissolve.glsl
// Author: hjm1fb
// License: MIT
// Description: The incoming image spreads over the outgoing one with a hot, glowing edge
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
uLineWidth: f32,
uSpreadClr: vec3<f32>,
uHotClr: vec3<f32>,
uPow: f32,
uIntensity: 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 _e26 = (*uv)[0u];
let _e28 = (*uv)[1u];
let _e31 = textureSampleLevel(_to, _sampler, vec2<f32>(_e26, (1f - _e28)), 0f);
return _e31;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e26 = (*uv_1)[0u];
let _e28 = (*uv_1)[1u];
let _e31 = textureSampleLevel(_from, _sampler, vec2<f32>(_e26, (1f - _e28)), 0f);
return _e31;
}
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 burn: f32;
var show: f32;
var outColor: vec4<f32>;
var factor: f32;
var burnColor: vec3<f32>;
var finalRGB: vec3<f32>;
let _e35 = (*uv_2);
param = _e35;
let _e36 = getFromColor((¶m));
from_ = _e36;
let _e37 = (*uv_2);
param_1 = _e37;
let _e38 = getToColor((¶m_1));
to = _e38;
let _e40 = from_[0u];
let _e43 = from_[1u];
let _e47 = from_[2u];
burn = (0.5f + (0.5f * (((0.299f * _e40) + (0.587f * _e43)) + (0.114f * _e47))));
let _e52 = burn;
let _e54 = uniforms.progress;
show = (_e52 - _e54);
let _e56 = show;
if (_e56 < 0.001f) {
let _e58 = to;
outColor = _e58;
} else {
let _e60 = uniforms.uLineWidth;
let _e61 = show;
factor = (1f - smoothstep(0f, _e60, _e61));
let _e65 = uniforms.uSpreadClr;
let _e67 = uniforms.uHotClr;
let _e68 = factor;
burnColor = mix(_e65, _e67, vec3(_e68));
let _e71 = burnColor;
let _e73 = uniforms.uPow;
let _e77 = uniforms.uIntensity;
burnColor = (pow(_e71, vec3(_e73)) * _e77);
let _e79 = from_;
let _e81 = burnColor;
let _e82 = factor;
let _e84 = uniforms.progress;
finalRGB = mix(_e79.xyz, _e81, vec3((_e82 * step(0.0001f, _e84))));
let _e89 = finalRGB;
let _e91 = from_[3u];
let _e92 = (_e89 * _e91);
let _e94 = from_[3u];
outColor = vec4<f32>(_e92.x, _e92.y, _e92.z, _e94);
}
let _e99 = outColor;
return _e99;
}
fn main_1() {
var param_2: vec2<f32>;
let _e25 = _uv_1;
param_2 = _e25;
let _e26 = transition((¶m_2));
_fragColor = _e26;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}