gl-transitions
Version:
The open collection of GL Transitions
125 lines (115 loc) • 3.23 kB
text/wgsl
// parametric_glitch — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/parametric_glitch.glsl
// Author: Yoni Maltsman @friendlyspinach
// License: MIT
// Description: A crossfade with glitchy horizontal bands and color shifts
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
ampx: f32,
ampy: 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(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var from_: vec4<f32>;
var param: vec2<f32>;
var to: vec4<f32>;
var param_1: vec2<f32>;
var r: f32;
var g: f32;
var b: f32;
var sphere: f32;
var spiralX: f32;
var spiralY: f32;
var st: vec2<f32>;
var diff: vec2<f32>;
var param_2: vec2<f32>;
let _e29 = (*uv_2);
param = _e29;
let _e30 = getFromColor((¶m));
from_ = _e30;
let _e31 = (*uv_2);
param_1 = _e31;
let _e32 = getToColor((¶m_1));
to = _e32;
let _e34 = from_[0u];
r = _e34;
let _e36 = from_[1u];
g = _e36;
let _e38 = from_[2u];
b = _e38;
let _e39 = r;
let _e40 = r;
let _e42 = g;
let _e43 = g;
let _e46 = b;
let _e47 = b;
sphere = ((((_e39 * _e40) + (_e42 * _e43)) + (_e46 * _e47)) - 1f);
let _e51 = sphere;
let _e53 = (*uv_2)[0u];
let _e55 = uniforms.progress;
spiralX = cos((_e51 - (_e53 / (_e55 + 0.01f))));
let _e60 = sphere;
let _e62 = (*uv_2)[1u];
let _e64 = uniforms.progress;
spiralY = sin((_e60 - (_e62 / (_e64 + 0.01f))));
let _e69 = (*uv_2);
st = _e69;
let _e71 = uniforms.ampx;
let _e73 = st[0u];
let _e75 = spiralX;
st[0u] = fract(((_e71 * _e73) * _e75));
let _e80 = uniforms.ampy;
let _e82 = st[1u];
let _e84 = spiralY;
st[1u] = fract(((_e80 * _e82) * _e84));
let _e88 = (*uv_2);
let _e89 = st;
diff = (_e88 - _e89);
let _e91 = (*uv_2);
let _e93 = uniforms.progress;
let _e94 = diff;
param_2 = (_e91 + (_e94 * _e93));
let _e97 = getFromColor((¶m_2));
from_ = _e97;
let _e98 = from_;
let _e99 = to;
let _e101 = uniforms.progress;
return mix(_e98, _e99, vec4(_e101));
}
fn main_1() {
var param_3: vec2<f32>;
let _e16 = _uv_1;
param_3 = _e16;
let _e17 = transition((¶m_3));
_fragColor = _e17;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}