gl-transitions
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The open collection of GL Transitions
94 lines (83 loc) • 2.6 kB
text/wgsl
// fadegrayscale — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/fadegrayscale.glsl
// Author: gre
// License: MIT
// Description: A crossfade through grayscale
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
intensity: 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 grayscale(color: ptr<function, vec3<f32>>) -> vec3<f32> {
let _e18 = (*color)[0u];
let _e21 = (*color)[1u];
let _e25 = (*color)[2u];
return vec3((((0.2126f * _e18) + (0.7152f * _e21)) + (0.0722f * _e25)));
}
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(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var fc: vec4<f32>;
var param: vec2<f32>;
var tc: vec4<f32>;
var param_1: vec2<f32>;
var param_2: vec3<f32>;
var param_3: vec3<f32>;
let _e23 = (*uv_2);
param = _e23;
let _e24 = getFromColor((¶m));
fc = _e24;
let _e25 = (*uv_2);
param_1 = _e25;
let _e26 = getToColor((¶m_1));
tc = _e26;
let _e27 = fc;
param_2 = _e27.xyz;
let _e29 = grayscale((¶m_2));
let _e34 = fc;
let _e36 = uniforms.intensity;
let _e39 = uniforms.progress;
let _e43 = tc;
param_3 = _e43.xyz;
let _e45 = grayscale((¶m_3));
let _e50 = tc;
let _e52 = uniforms.intensity;
let _e54 = uniforms.progress;
let _e59 = uniforms.progress;
return mix(mix(vec4<f32>(_e29.x, _e29.y, _e29.z, 1f), _e34, vec4(smoothstep((1f - _e36), 0f, _e39))), mix(vec4<f32>(_e45.x, _e45.y, _e45.z, 1f), _e50, vec4(smoothstep(_e52, 1f, _e54))), vec4(_e59));
}
fn main_1() {
var param_4: vec2<f32>;
let _e17 = _uv_1;
param_4 = _e17;
let _e18 = transition((¶m_4));
_fragColor = _e18;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}