gl-transitions
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The open collection of GL Transitions
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text/wgsl
// StaticFade — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/StaticFade.glsl
// Author: Ben Lucas
// License: MIT
// Description: Cuts to the incoming image halfway, hidden behind a burst of TV static
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
n_noise_pixels: f32,
static_luminosity: 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 _e25 = (*st);
return fract((sin(dot(_e25, vec2<f32>(10.530234f, 70.23493f))) * 12345.545f));
}
fn staticIntensity(t: ptr<function, f32>) -> f32 {
var transitionProgress: f32;
var transformedThreshold: f32;
let _e27 = (*t);
transitionProgress = abs((2f * (_e27 - 0.5f)));
let _e31 = transitionProgress;
transformedThreshold = ((1.2f * (1f - _e31)) - 0.1f);
let _e35 = transformedThreshold;
return min(1f, _e35);
}
fn staticNoise(st_1: ptr<function, vec2<f32>>, offset: ptr<function, f32>, luminosity: ptr<function, f32>) -> vec4<f32> {
var staticR: f32;
var param: vec2<f32>;
var staticG: f32;
var param_1: vec2<f32>;
var staticB: f32;
var param_2: vec2<f32>;
let _e33 = (*luminosity);
let _e34 = (*st_1);
let _e35 = (*offset);
let _e37 = (*offset);
param = (_e34 * vec2<f32>((_e35 * 2f), (_e37 * 3f)));
let _e41 = rnd((¶m));
staticR = (_e33 * _e41);
let _e43 = (*luminosity);
let _e44 = (*st_1);
let _e45 = (*offset);
let _e47 = (*offset);
param_1 = (_e44 * vec2<f32>((_e45 * 3f), (_e47 * 5f)));
let _e51 = rnd((¶m_1));
staticG = (_e43 * _e51);
let _e53 = (*luminosity);
let _e54 = (*st_1);
let _e55 = (*offset);
let _e57 = (*offset);
param_2 = (_e54 * vec2<f32>((_e55 * 5f), (_e57 * 7f)));
let _e61 = rnd((¶m_2));
staticB = (_e53 * _e61);
let _e63 = staticR;
let _e64 = staticG;
let _e65 = staticB;
return vec4<f32>(_e63, _e64, _e65, 1f);
}
fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e26 = (*uv)[0u];
let _e28 = (*uv)[1u];
let _e31 = textureSampleLevel(_to, _sampler, vec2<f32>(_e26, (1f - _e28)), 0f);
return _e31;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e26 = (*uv_1)[0u];
let _e28 = (*uv_1)[1u];
let _e31 = textureSampleLevel(_from, _sampler, vec2<f32>(_e26, (1f - _e28)), 0f);
return _e31;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var baseMix: f32;
var transitionMix: vec4<f32>;
var param_3: vec2<f32>;
var param_4: vec2<f32>;
var uvStatic: vec2<f32>;
var staticColor: vec4<f32>;
var param_5: vec2<f32>;
var param_6: f32;
var param_7: f32;
var staticThresh: f32;
var param_8: f32;
var staticMix: f32;
var param_9: vec2<f32>;
let _e39 = uniforms.progress;
baseMix = step(0.5f, _e39);
let _e41 = (*uv_2);
param_3 = _e41;
let _e42 = getFromColor((¶m_3));
let _e43 = (*uv_2);
param_4 = _e43;
let _e44 = getToColor((¶m_4));
let _e45 = baseMix;
transitionMix = mix(_e42, _e44, vec4(_e45));
let _e48 = (*uv_2);
let _e50 = uniforms.n_noise_pixels;
let _e54 = uniforms.n_noise_pixels;
uvStatic = (floor((_e48 * _e50)) / vec2(_e54));
let _e57 = uvStatic;
param_5 = _e57;
let _e59 = uniforms.progress;
param_6 = _e59;
let _e61 = uniforms.static_luminosity;
param_7 = _e61;
let _e62 = staticNoise((¶m_5), (¶m_6), (¶m_7));
staticColor = _e62;
let _e64 = uniforms.progress;
param_8 = _e64;
let _e65 = staticIntensity((¶m_8));
staticThresh = _e65;
let _e66 = uvStatic;
param_9 = _e66;
let _e67 = rnd((¶m_9));
let _e68 = staticThresh;
staticMix = step(_e67, _e68);
let _e70 = transitionMix;
let _e71 = staticColor;
let _e72 = staticMix;
return mix(_e70, _e71, vec4(_e72));
}
fn main_1() {
var param_10: vec2<f32>;
let _e25 = _uv_1;
param_10 = _e25;
let _e26 = transition((¶m_10));
_fragColor = _e26;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}