gl-transitions
Version:
The open collection of GL Transitions
107 lines (95 loc) • 2.71 kB
text/wgsl
// TVStatic — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/TVStatic.glsl
// Author: Brandon Anzaldi
// License: MIT
// Description: Cuts to full-screen TV static, then to the incoming image
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
offset: 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 noise(co: ptr<function, vec2<f32>>) -> f32 {
var a: f32;
var b: f32;
var c: f32;
var dt: f32;
var sn: f32;
a = 12.9898f;
b = 78.233f;
c = 43758.547f;
let _e22 = (*co);
let _e24 = uniforms.progress;
let _e26 = a;
let _e27 = b;
dt = dot((_e22 * _e24), vec2<f32>(_e26, _e27));
let _e30 = dt;
sn = (_e30 - (floor((_e30 / 3.14f)) * 3.14f));
let _e35 = sn;
let _e37 = c;
return fract((sin(_e35) * _e37));
}
fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e18 = (*uv)[0u];
let _e20 = (*uv)[1u];
let _e23 = textureSampleLevel(_to, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
return _e23;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e18 = (*uv_1)[0u];
let _e20 = (*uv_1)[1u];
let _e23 = textureSampleLevel(_from, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
return _e23;
}
fn transition(p: ptr<function, vec2<f32>>) -> vec4<f32> {
var param: vec2<f32>;
var param_1: vec2<f32>;
var param_2: vec2<f32>;
let _e21 = uniforms.progress;
let _e23 = uniforms.offset;
if (_e21 < _e23) {
let _e25 = (*p);
param = _e25;
let _e26 = getFromColor((¶m));
return _e26;
} else {
let _e28 = uniforms.progress;
let _e30 = uniforms.offset;
if (_e28 > (1f - _e30)) {
let _e33 = (*p);
param_1 = _e33;
let _e34 = getToColor((¶m_1));
return _e34;
} else {
let _e35 = (*p);
param_2 = _e35;
let _e36 = noise((¶m_2));
let _e37 = vec3(_e36);
return vec4<f32>(_e37.x, _e37.y, _e37.z, 1f);
}
}
}
fn main_1() {
var param_3: vec2<f32>;
let _e17 = _uv_1;
param_3 = _e17;
let _e18 = transition((¶m_3));
_fragColor = _e18;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}