gl-transitions
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The open collection of GL Transitions
132 lines (118 loc) • 3.76 kB
text/wgsl
// HSVfade — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/HSVfade.glsl
// Author: nwoeanhinnogaehr
// License: MIT
// Description: A crossfade through the HSV color space that cycles through hues
// 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 hsv2rgb(c: ptr<function, vec3<f32>>) -> vec3<f32> {
var p: vec3<f32>;
let _e27 = (*c);
p = abs(((fract((_e27.xxx + vec3<f32>(1f, 0.6666667f, 0.33333334f))) * 6f) - vec3<f32>(3f, 3f, 3f)));
let _e35 = (*c)[2u];
let _e36 = p;
let _e42 = (*c)[1u];
return (mix(vec3<f32>(1f, 1f, 1f), clamp((_e36 - vec3<f32>(1f, 1f, 1f)), vec3(0f), vec3(1f)), vec3(_e42)) * _e35);
}
fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e27 = (*uv)[0u];
let _e29 = (*uv)[1u];
let _e32 = textureSampleLevel(_to, _sampler, vec2<f32>(_e27, (1f - _e29)), 0f);
return _e32;
}
fn rgb2hsv(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {
var p_1: vec4<f32>;
var q: vec4<f32>;
var d: f32;
let _e29 = (*c_1);
let _e30 = _e29.zy;
let _e36 = (*c_1);
let _e37 = _e36.yz;
let _e44 = (*c_1)[2u];
let _e46 = (*c_1)[1u];
p_1 = mix(vec4<f32>(_e30.x, _e30.y, vec2<f32>(-1f, 0.6666667f).x, vec2<f32>(-1f, 0.6666667f).y), vec4<f32>(_e37.x, _e37.y, vec2<f32>(0f, -0.33333334f).x, vec2<f32>(0f, -0.33333334f).y), vec4(step(_e44, _e46)));
let _e50 = p_1;
let _e51 = _e50.xyw;
let _e53 = (*c_1)[0u];
let _e59 = (*c_1)[0u];
let _e60 = p_1;
let _e61 = _e60.yzx;
let _e67 = p_1[0u];
let _e69 = (*c_1)[0u];
q = mix(vec4<f32>(_e51.x, _e51.y, _e51.z, _e53), vec4<f32>(_e59, _e61.x, _e61.y, _e61.z), vec4(step(_e67, _e69)));
let _e74 = q[0u];
let _e76 = q[3u];
let _e78 = q[1u];
d = (_e74 - min(_e76, _e78));
let _e82 = q[2u];
let _e84 = q[3u];
let _e86 = q[1u];
let _e88 = d;
let _e94 = d;
let _e96 = q[0u];
let _e100 = q[0u];
return vec3<f32>(abs((_e82 + ((_e84 - _e86) / ((6f * _e88) + 0.001f)))), (_e94 / (_e96 + 0.001f)), _e100);
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e27 = (*uv_1)[0u];
let _e29 = (*uv_1)[1u];
let _e32 = textureSampleLevel(_from, _sampler, vec2<f32>(_e27, (1f - _e29)), 0f);
return _e32;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var a: vec3<f32>;
var param: vec2<f32>;
var param_1: vec3<f32>;
var b: vec3<f32>;
var param_2: vec2<f32>;
var param_3: vec3<f32>;
var m: vec3<f32>;
var param_4: vec3<f32>;
let _e34 = (*uv_2);
param = _e34;
let _e35 = getFromColor((¶m));
param_1 = _e35.xyz;
let _e37 = rgb2hsv((¶m_1));
a = _e37;
let _e38 = (*uv_2);
param_2 = _e38;
let _e39 = getToColor((¶m_2));
param_3 = _e39.xyz;
let _e41 = rgb2hsv((¶m_3));
b = _e41;
let _e42 = a;
let _e43 = b;
let _e45 = uniforms.progress;
m = mix(_e42, _e43, vec3(_e45));
let _e48 = m;
param_4 = _e48;
let _e49 = hsv2rgb((¶m_4));
return vec4<f32>(_e49.x, _e49.y, _e49.z, 1f);
}
fn main_1() {
var param_5: vec2<f32>;
let _e26 = _uv_1;
param_5 = _e26;
let _e27 = transition((¶m_5));
_fragColor = _e27;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}