gl-transitions
Version:
The open collection of GL Transitions
86 lines (75 loc) • 2.23 kB
text/wgsl
// randomNoisex — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/randomNoisex.glsl
// Author: towrabbit
// License: MIT
// Description: The incoming image appears pixel by pixel in random noise
// 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 random(st: ptr<function, vec2<f32>>) -> f32 {
let _e16 = (*st);
return fract((sin(dot(_e16, vec2<f32>(12.9898f, 78.233f))) * 43758.547f));
}
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 leftSide: vec4<f32>;
var param: vec2<f32>;
var rightSide: vec4<f32>;
var param_1: vec2<f32>;
var uvz: f32;
var param_2: vec2<f32>;
let _e22 = (*uv_2);
param = _e22;
let _e23 = getFromColor((¶m));
leftSide = _e23;
let _e24 = (*uv_2);
param_1 = _e24;
let _e25 = getToColor((¶m_1));
rightSide = _e25;
let _e26 = (*uv_2);
param_2 = _e26;
let _e27 = random((¶m_2));
let _e29 = uniforms.progress;
uvz = floor((_e27 + _e29));
let _e32 = leftSide;
let _e33 = rightSide;
let _e34 = uvz;
return mix(_e32, _e33, vec4(_e34));
}
fn main_1() {
var param_3: vec2<f32>;
let _e16 = _uv_1;
param_3 = _e16;
let _e17 = transition((¶m_3));
_fragColor = _e17;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}