UNPKG

gl-transitions

Version:

The open collection of GL Transitions

118 lines (107 loc) • 3.32 kB
// static_wipe — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/static_wipe.glsl // Author: Ben Lucas // License: MIT // Description: A wipe from top to bottom with a band of TV static at its edge // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, u_transitionUpToDown: i32, u_max_static_span: 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 rnd(st: ptr<function, vec2<f32>>) -> f32 { let _e20 = (*st); return fract((sin(dot(_e20, vec2<f32>(10f, 70f))) * 12345.545f)); } fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> { let _e21 = (*uv)[0u]; let _e23 = (*uv)[1u]; let _e26 = textureSampleLevel(_to, _sampler, vec2<f32>(_e21, (1f - _e23)), 0f); return _e26; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e21 = (*uv_1)[0u]; let _e23 = (*uv_1)[1u]; let _e26 = textureSampleLevel(_from, _sampler, vec2<f32>(_e21, (1f - _e23)), 0f); return _e26; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var span: f32; var transitionEdge: f32; var local: f32; var mixRatio: f32; var transitionMix: vec4<f32>; var param: vec2<f32>; var param_1: vec2<f32>; var noiseEnvelope: f32; var noise: vec4<f32>; var param_2: vec2<f32>; let _e31 = uniforms.u_max_static_span; let _e33 = uniforms.progress; span = (_e31 * pow(sin((3.1415927f * _e33)), 0.5f)); let _e39 = uniforms.u_transitionUpToDown; if (_e39 != 0i) { let _e42 = (*uv_2)[1u]; local = (1f - _e42); } else { let _e45 = (*uv_2)[1u]; local = _e45; } let _e46 = local; transitionEdge = _e46; let _e48 = uniforms.progress; let _e49 = transitionEdge; mixRatio = (1f - step(_e48, _e49)); let _e52 = (*uv_2); param = _e52; let _e53 = getFromColor((&param)); let _e54 = (*uv_2); param_1 = _e54; let _e55 = getToColor((&param_1)); let _e56 = mixRatio; transitionMix = mix(_e53, _e55, vec4(_e56)); let _e60 = uniforms.progress; let _e61 = span; let _e64 = uniforms.progress; let _e65 = transitionEdge; let _e68 = uniforms.progress; let _e70 = uniforms.progress; let _e71 = span; let _e73 = transitionEdge; noiseEnvelope = (smoothstep((_e60 - _e61), _e64, _e65) * (1f - smoothstep(_e68, (_e70 + _e71), _e73))); let _e77 = (*uv_2); let _e79 = uniforms.progress; param_2 = (_e77 * (1f + _e79)); let _e82 = rnd((&param_2)); let _e83 = vec3(_e82); noise = vec4<f32>(_e83.x, _e83.y, _e83.z, 1f); let _e88 = transitionMix; let _e89 = noise; let _e90 = noiseEnvelope; return mix(_e88, _e89, vec4(_e90)); } fn main_1() { var param_3: vec2<f32>; let _e20 = _uv_1; param_3 = _e20; let _e21 = transition((&param_3)); _fragColor = _e21; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }