gl-transitions
Version:
The open collection of GL Transitions
106 lines (96 loc) • 2.91 kB
text/wgsl
// flyeye — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/flyeye.glsl
// Author: gre
// License: MIT
// Description: The image breaks into a fly's-eye grid of lenses with color separation
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
size: f32,
zoom: f32,
colorSeparation: 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 getFromColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e17 = (*uv)[0u];
let _e19 = (*uv)[1u];
let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
return _e22;
}
fn getToColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e17 = (*uv_1)[0u];
let _e19 = (*uv_1)[1u];
let _e22 = textureSampleLevel(_to, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
return _e22;
}
fn transition(p: ptr<function, vec2<f32>>) -> vec4<f32> {
var inv: f32;
var disp: vec2<f32>;
var texTo: vec4<f32>;
var param: vec2<f32>;
var texFrom: vec4<f32>;
var param_1: vec2<f32>;
var param_2: vec2<f32>;
var param_3: vec2<f32>;
let _e25 = uniforms.progress;
inv = (1f - _e25);
let _e28 = uniforms.size;
let _e30 = uniforms.zoom;
let _e32 = (*p)[0u];
let _e36 = uniforms.zoom;
let _e38 = (*p)[1u];
disp = (vec2<f32>(cos((_e30 * _e32)), sin((_e36 * _e38))) * _e28);
let _e43 = (*p);
let _e44 = inv;
let _e45 = disp;
param = (_e43 + (_e45 * _e44));
let _e48 = getToColor((¶m));
texTo = _e48;
let _e49 = (*p);
let _e51 = uniforms.progress;
let _e52 = disp;
let _e55 = uniforms.colorSeparation;
param_1 = (_e49 + ((_e52 * _e51) * (1f - _e55)));
let _e59 = getFromColor((¶m_1));
let _e61 = (*p);
let _e63 = uniforms.progress;
let _e64 = disp;
param_2 = (_e61 + (_e64 * _e63));
let _e67 = getFromColor((¶m_2));
let _e69 = (*p);
let _e71 = uniforms.progress;
let _e72 = disp;
let _e75 = uniforms.colorSeparation;
param_3 = (_e69 + ((_e72 * _e71) * (1f + _e75)));
let _e79 = getFromColor((¶m_3));
texFrom = vec4<f32>(_e59.x, _e67.y, _e79.z, 1f);
let _e82 = texTo;
let _e84 = uniforms.progress;
let _e86 = texFrom;
let _e87 = inv;
return ((_e82 * _e84) + (_e86 * _e87));
}
fn main_1() {
var param_4: vec2<f32>;
let _e16 = _uv_1;
param_4 = _e16;
let _e17 = transition((¶m_4));
_fragColor = _e17;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}