gl-transitions
Version:
The open collection of GL Transitions
108 lines (96 loc) • 2.9 kB
text/wgsl
// mosaic_transition — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/mosaic_transition.glsl
// Author: YueDev
// License: MIT
// Description: Both images break into mosaic blocks that blend, then sharpen into the incoming image
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
mosaicNum: 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 getMosaicUV(uv_2: ptr<function, vec2<f32>>) -> vec2<f32> {
var mosaicWidth: f32;
var mX: f32;
var mY: f32;
let _e19 = uniforms.mosaicNum;
let _e22 = uniforms.progress;
let _e24 = uniforms.progress;
mosaicWidth = ((2f / _e19) * min(_e22, (1f - _e24)));
let _e29 = (*uv_2)[0u];
let _e30 = mosaicWidth;
mX = (floor((_e29 / _e30)) + 0.5f);
let _e35 = (*uv_2)[1u];
let _e36 = mosaicWidth;
mY = (floor((_e35 / _e36)) + 0.5f);
let _e40 = mX;
let _e41 = mosaicWidth;
let _e43 = mY;
let _e44 = mosaicWidth;
return vec2<f32>((_e40 * _e41), (_e43 * _e44));
}
fn transition(uv_3: ptr<function, vec2<f32>>) -> vec4<f32> {
var mosaicUV: vec2<f32>;
var local: vec2<f32>;
var param: vec2<f32>;
var param_1: vec2<f32>;
var param_2: vec2<f32>;
let _e21 = uniforms.progress;
let _e23 = uniforms.progress;
if (min(_e21, (1f - _e23)) == 0f) {
let _e27 = (*uv_3);
local = _e27;
} else {
let _e28 = (*uv_3);
param = _e28;
let _e29 = getMosaicUV((¶m));
local = _e29;
}
let _e30 = local;
mosaicUV = _e30;
let _e31 = mosaicUV;
param_1 = _e31;
let _e32 = getFromColor((¶m_1));
let _e33 = mosaicUV;
param_2 = _e33;
let _e34 = getToColor((¶m_2));
let _e36 = uniforms.progress;
let _e38 = uniforms.progress;
return mix(_e32, _e34, vec4((_e36 * _e38)));
}
fn main_1() {
var param_3: vec2<f32>;
let _e15 = _uv_1;
param_3 = _e15;
let _e16 = transition((¶m_3));
_fragColor = _e16;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}