gl-transitions
Version:
The open collection of GL Transitions
97 lines (86 loc) • 2.59 kB
text/wgsl
// multiply_blend — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/multiply_blend.glsl
// Author: Fernando Kuteken
// License: MIT
// Description: A crossfade through the multiplied blend of both images
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: 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 blend(a: ptr<function, vec4<f32>>, b: ptr<function, vec4<f32>>) -> vec4<f32> {
let _e15 = (*a);
let _e16 = (*b);
return (_e15 * _e16);
}
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 transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var blended: vec4<f32>;
var param: vec2<f32>;
var param_1: vec2<f32>;
var param_2: vec4<f32>;
var param_3: vec4<f32>;
var param_4: vec2<f32>;
var param_5: vec2<f32>;
let _e21 = (*uv_2);
param = _e21;
let _e22 = getFromColor((¶m));
let _e23 = (*uv_2);
param_1 = _e23;
let _e24 = getToColor((¶m_1));
param_2 = _e22;
param_3 = _e24;
let _e25 = blend((¶m_2), (¶m_3));
blended = _e25;
let _e27 = uniforms.progress;
if (_e27 < 0.5f) {
let _e29 = (*uv_2);
param_4 = _e29;
let _e30 = getFromColor((¶m_4));
let _e31 = blended;
let _e33 = uniforms.progress;
return mix(_e30, _e31, vec4((2f * _e33)));
} else {
let _e37 = blended;
let _e38 = (*uv_2);
param_5 = _e38;
let _e39 = getToColor((¶m_5));
let _e41 = uniforms.progress;
return mix(_e37, _e39, vec4(((2f * _e41) - 1f)));
}
}
fn main_1() {
var param_6: vec2<f32>;
let _e14 = _uv_1;
param_6 = _e14;
let _e15 = transition((¶m_6));
_fragColor = _e15;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}