gl-transitions
Version:
The open collection of GL Transitions
104 lines (94 loc) • 2.7 kB
text/wgsl
// morph — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/morph.glsl
// Author: paniq
// License: MIT
// Description: A crossfade in which each image is displaced by the other's colors, like a morph
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
strength: 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 _e17 = (*uv)[0u];
let _e19 = (*uv)[1u];
let _e22 = textureSampleLevel(_to, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
return _e22;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e17 = (*uv_1)[0u];
let _e19 = (*uv_1)[1u];
let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f);
return _e22;
}
fn transition(p: ptr<function, vec2<f32>>) -> vec4<f32> {
var ca: vec4<f32>;
var param: vec2<f32>;
var cb: vec4<f32>;
var param_1: vec2<f32>;
var oa: vec2<f32>;
var ob: vec2<f32>;
var oc: vec2<f32>;
var w0_: f32;
var w1_: f32;
var param_2: vec2<f32>;
var param_3: vec2<f32>;
let _e27 = (*p);
param = _e27;
let _e28 = getFromColor((¶m));
ca = _e28;
let _e29 = (*p);
param_1 = _e29;
let _e30 = getToColor((¶m_1));
cb = _e30;
let _e31 = ca;
let _e34 = ca[2u];
oa = ((((_e31.xy + vec2(_e34)) * 0.5f) * 2f) - vec2(1f));
let _e41 = cb;
let _e44 = cb[2u];
ob = ((((_e41.xy + vec2(_e44)) * 0.5f) * 2f) - vec2(1f));
let _e51 = oa;
let _e52 = ob;
let _e56 = uniforms.strength;
oc = (mix(_e51, _e52, vec2(0.5f)) * _e56);
let _e59 = uniforms.progress;
w0_ = _e59;
let _e60 = w0_;
w1_ = (1f - _e60);
let _e62 = (*p);
let _e63 = oc;
let _e64 = w0_;
param_2 = (_e62 + (_e63 * _e64));
let _e67 = getFromColor((¶m_2));
let _e68 = (*p);
let _e69 = oc;
let _e70 = w1_;
param_3 = (_e68 - (_e69 * _e70));
let _e73 = getToColor((¶m_3));
let _e75 = uniforms.progress;
return mix(_e67, _e73, vec4(_e75));
}
fn main_1() {
var param_4: vec2<f32>;
let _e16 = _uv_1;
param_4 = _e16;
let _e17 = transition((¶m_4));
_fragColor = _e17;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}