gl-transitions
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The open collection of GL Transitions
159 lines (147 loc) • 4.37 kB
text/wgsl
// ButterflyWaveScrawler — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/ButterflyWaveScrawler.glsl
// Author: mandubian
// License: MIT
// Description: Wavy, color-separated ripples scramble the outgoing image into the incoming one
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
amplitude: f32,
waves: f32,
colorSeparation: 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 compute(p: ptr<function, vec2<f32>>, progress: ptr<function, f32>, center: ptr<function, vec2<f32>>) -> f32 {
var o: vec2<f32>;
var h: vec2<f32>;
var theta: f32;
var s: f32;
var s2_: f32;
let _e31 = (*p);
let _e32 = (*progress);
let _e34 = uniforms.amplitude;
let _e38 = (*center);
o = ((_e31 * sin((_e32 * _e34))) - _e38);
h = vec2<f32>(1f, 0f);
let _e40 = o;
let _e41 = h;
let _e45 = uniforms.waves;
theta = (acos(dot(_e40, _e41)) * _e45);
let _e47 = theta;
s = sin((((2f * _e47) - 3.1415927f) / 24f));
let _e52 = s;
let _e53 = s;
s2_ = (_e52 * _e53);
let _e55 = theta;
let _e58 = theta;
let _e63 = s2_;
let _e64 = s2_;
let _e66 = s;
return (((exp(cos(_e55)) - (2f * cos((4f * _e58)))) + ((_e63 * _e64) * _e66)) / 10f);
}
fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e25 = (*uv)[0u];
let _e27 = (*uv)[1u];
let _e30 = textureSampleLevel(_to, _sampler, vec2<f32>(_e25, (1f - _e27)), 0f);
return _e30;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e25 = (*uv_1)[0u];
let _e27 = (*uv_1)[1u];
let _e30 = textureSampleLevel(_from, _sampler, vec2<f32>(_e25, (1f - _e27)), 0f);
return _e30;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var param: vec2<f32>;
var param_1: vec2<f32>;
var p_1: vec2<f32>;
var inv: f32;
var disp: f32;
var param_2: vec2<f32>;
var param_3: f32;
var param_4: vec2<f32>;
var texTo: vec4<f32>;
var param_5: vec2<f32>;
var texFrom: vec4<f32>;
var param_6: vec2<f32>;
var param_7: vec2<f32>;
var param_8: vec2<f32>;
let _e39 = uniforms.progress;
if (_e39 <= 0f) {
let _e41 = (*uv_2);
param = _e41;
let _e42 = getFromColor((¶m));
return _e42;
}
let _e44 = uniforms.progress;
if (_e44 >= 1f) {
let _e46 = (*uv_2);
param_1 = _e46;
let _e47 = getToColor((¶m_1));
return _e47;
}
let _e48 = (*uv_2);
p_1 = _e48;
let _e50 = uniforms.progress;
inv = (1f - _e50);
let _e52 = p_1;
param_2 = _e52;
let _e54 = uniforms.progress;
param_3 = _e54;
param_4 = vec2<f32>(0.5f, 0.5f);
let _e55 = compute((¶m_2), (¶m_3), (¶m_4));
disp = _e55;
let _e56 = p_1;
let _e57 = inv;
let _e58 = disp;
param_5 = (_e56 + vec2((_e57 * _e58)));
let _e62 = getToColor((¶m_5));
texTo = _e62;
let _e63 = p_1;
let _e65 = uniforms.progress;
let _e66 = disp;
let _e69 = uniforms.colorSeparation;
param_6 = (_e63 + vec2(((_e65 * _e66) * (1f - _e69))));
let _e74 = getFromColor((¶m_6));
let _e76 = p_1;
let _e78 = uniforms.progress;
let _e79 = disp;
param_7 = (_e76 + vec2((_e78 * _e79)));
let _e83 = getFromColor((¶m_7));
let _e85 = p_1;
let _e87 = uniforms.progress;
let _e88 = disp;
let _e91 = uniforms.colorSeparation;
param_8 = (_e85 + vec2(((_e87 * _e88) * (1f + _e91))));
let _e96 = getFromColor((¶m_8));
texFrom = vec4<f32>(_e74.x, _e83.y, _e96.z, 1f);
let _e99 = texTo;
let _e101 = uniforms.progress;
let _e103 = texFrom;
let _e104 = inv;
return ((_e99 * _e101) + (_e103 * _e104));
}
fn main_1() {
var param_9: vec2<f32>;
let _e24 = _uv_1;
param_9 = _e24;
let _e25 = transition((¶m_9));
_fragColor = _e25;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}