gl-transitions
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The open collection of GL Transitions
125 lines (115 loc) • 3.32 kB
text/wgsl
// kaleidoscope — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/kaleidoscope.glsl
// Author: nwoeanhinnogaehr
// License: MIT
// Description: A crossfade through a spinning kaleidoscope
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
speed: f32,
angle: f32,
power: 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 _e21 = (*uv)[0u];
let _e23 = (*uv)[1u];
let _e26 = textureSampleLevel(_to, _sampler, vec2<f32>(_e21, (1f - _e23)), 0f);
return _e26;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e21 = (*uv_1)[0u];
let _e23 = (*uv_1)[1u];
let _e26 = textureSampleLevel(_from, _sampler, vec2<f32>(_e21, (1f - _e23)), 0f);
return _e26;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var p: vec2<f32>;
var q: vec2<f32>;
var t: f32;
var i: i32;
var param: vec2<f32>;
var param_1: vec2<f32>;
var param_2: vec2<f32>;
var param_3: vec2<f32>;
let _e28 = (*uv_2);
p = (_e28 / vec2<f32>(1f, 1f));
let _e30 = p;
q = _e30;
let _e32 = uniforms.progress;
let _e34 = uniforms.power;
let _e37 = uniforms.speed;
t = (pow(_e32, _e34) * _e37);
let _e39 = p;
p = (_e39 - vec2(0.5f));
i = 0i;
loop {
let _e42 = i;
if (_e42 < 7i) {
let _e44 = t;
let _e47 = p[0u];
let _e49 = t;
let _e52 = p[1u];
let _e55 = t;
let _e58 = p[1u];
let _e60 = t;
let _e63 = p[0u];
p = vec2<f32>(((sin(_e44) * _e47) + (cos(_e49) * _e52)), ((sin(_e55) * _e58) - (cos(_e60) * _e63)));
let _e68 = uniforms.angle;
let _e69 = t;
t = (_e69 + _e68);
let _e71 = p;
let _e72 = vec2(2f);
p = abs(((_e71 - (floor((_e71 / _e72)) * _e72)) - vec2(1f)));
continue;
} else {
break;
}
continuing {
let _e80 = i;
i = (_e80 + 1i);
}
}
let _e82 = p;
let _e83 = vec2(1f);
let _e89 = q;
param = _e89;
let _e90 = getFromColor((¶m));
let _e91 = q;
param_1 = _e91;
let _e92 = getToColor((¶m_1));
let _e94 = uniforms.progress;
let _e97 = p;
param_2 = _e97;
let _e98 = getFromColor((¶m_2));
let _e99 = p;
param_3 = _e99;
let _e100 = getToColor((¶m_3));
let _e102 = uniforms.progress;
let _e106 = uniforms.progress;
return mix(mix(_e90, _e92, vec4(_e94)), mix(_e98, _e100, vec4(_e102)), vec4((1f - (2f * abs((_e106 - 0.5f))))));
}
fn main_1() {
var param_4: vec2<f32>;
let _e20 = _uv_1;
param_4 = _e20;
let _e21 = transition((¶m_4));
_fragColor = _e21;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}