gl-transitions
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The open collection of GL Transitions
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text/wgsl
// crosshatch — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/crosshatch.glsl
// Author: pthrasher
// License: MIT
// Description: The incoming image appears through a crosshatch of lines spreading from the center
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
center: vec2<f32>,
threshold: f32,
fadeEdge: 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 getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e20 = (*uv)[0u];
let _e22 = (*uv)[1u];
let _e25 = textureSampleLevel(_to, _sampler, vec2<f32>(_e20, (1f - _e22)), 0f);
return _e25;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e20 = (*uv_1)[0u];
let _e22 = (*uv_1)[1u];
let _e25 = textureSampleLevel(_from, _sampler, vec2<f32>(_e20, (1f - _e22)), 0f);
return _e25;
}
fn rand(co: ptr<function, vec2<f32>>) -> f32 {
let _e19 = (*co);
return fract((sin(dot(_e19, vec2<f32>(12.9898f, 78.233f))) * 43758.547f));
}
fn transition(p: ptr<function, vec2<f32>>) -> vec4<f32> {
var dist: f32;
var r: f32;
var param: vec2<f32>;
var param_1: vec2<f32>;
var param_2: vec2<f32>;
var param_3: vec2<f32>;
let _e26 = uniforms.center;
let _e27 = (*p);
let _e30 = uniforms.threshold;
dist = (distance(_e26, _e27) / _e30);
let _e33 = uniforms.progress;
let _e35 = (*p)[1u];
param = vec2<f32>(_e35, 0f);
let _e37 = rand((¶m));
let _e39 = (*p)[0u];
param_1 = vec2<f32>(0f, _e39);
let _e41 = rand((¶m_1));
r = (_e33 - min(_e37, _e41));
let _e44 = (*p);
param_2 = _e44;
let _e45 = getFromColor((¶m_2));
let _e46 = (*p);
param_3 = _e46;
let _e47 = getToColor((¶m_3));
let _e48 = dist;
let _e49 = r;
let _e52 = uniforms.fadeEdge;
let _e55 = uniforms.progress;
let _e59 = uniforms.fadeEdge;
let _e61 = uniforms.progress;
return mix(_e45, _e47, vec4(mix(0f, mix(step(_e48, _e49), 1f, smoothstep((1f - _e52), 1f, _e55)), smoothstep(0f, _e59, _e61))));
}
fn main_1() {
var param_4: vec2<f32>;
let _e19 = _uv_1;
param_4 = _e19;
let _e20 = transition((¶m_4));
_fragColor = _e20;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}