UNPKG

gl-transitions

Version:

The open collection of GL Transitions

125 lines (115 loc) • 3.23 kB
// parametric_glitch — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/parametric_glitch.glsl // Author: Yoni Maltsman @friendlyspinach // License: MIT // Description: A crossfade with glitchy horizontal bands and color shifts // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, ampx: f32, ampy: f32, } @group(0) @binding(2) var _from: texture_2d<f32>; @group(0) @binding(1) var _sampler: sampler; @group(0) @binding(3) var _to: texture_2d<f32>; @group(0) @binding(0) 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 _e17 = (*uv)[0u]; let _e19 = (*uv)[1u]; let _e22 = textureSampleLevel(_to, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f); return _e22; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e17 = (*uv_1)[0u]; let _e19 = (*uv_1)[1u]; let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f); return _e22; } 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 r: f32; var g: f32; var b: f32; var sphere: f32; var spiralX: f32; var spiralY: f32; var st: vec2<f32>; var diff: vec2<f32>; var param_2: vec2<f32>; let _e29 = (*uv_2); param = _e29; let _e30 = getFromColor((&param)); from_ = _e30; let _e31 = (*uv_2); param_1 = _e31; let _e32 = getToColor((&param_1)); to = _e32; let _e34 = from_[0u]; r = _e34; let _e36 = from_[1u]; g = _e36; let _e38 = from_[2u]; b = _e38; let _e39 = r; let _e40 = r; let _e42 = g; let _e43 = g; let _e46 = b; let _e47 = b; sphere = ((((_e39 * _e40) + (_e42 * _e43)) + (_e46 * _e47)) - 1f); let _e51 = sphere; let _e53 = (*uv_2)[0u]; let _e55 = uniforms.progress; spiralX = cos((_e51 - (_e53 / (_e55 + 0.01f)))); let _e60 = sphere; let _e62 = (*uv_2)[1u]; let _e64 = uniforms.progress; spiralY = sin((_e60 - (_e62 / (_e64 + 0.01f)))); let _e69 = (*uv_2); st = _e69; let _e71 = uniforms.ampx; let _e73 = st[0u]; let _e75 = spiralX; st[0u] = fract(((_e71 * _e73) * _e75)); let _e80 = uniforms.ampy; let _e82 = st[1u]; let _e84 = spiralY; st[1u] = fract(((_e80 * _e82) * _e84)); let _e88 = (*uv_2); let _e89 = st; diff = (_e88 - _e89); let _e91 = (*uv_2); let _e93 = uniforms.progress; let _e94 = diff; param_2 = (_e91 + (_e94 * _e93)); let _e97 = getFromColor((&param_2)); from_ = _e97; let _e98 = from_; let _e99 = to; let _e101 = uniforms.progress; return mix(_e98, _e99, vec4(_e101)); } fn main_1() { var param_3: vec2<f32>; let _e16 = _uv_1; param_3 = _e16; let _e17 = transition((&param_3)); _fragColor = _e17; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }