gl-transitions
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The open collection of GL Transitions
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text/wgsl
// 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,
}
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 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((¶m));
let _e54 = (*uv_2);
param_1 = _e54;
let _e55 = getToColor((¶m_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((¶m_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((¶m_3));
_fragColor = _e21;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}