gl-transitions
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The open collection of GL Transitions
106 lines (96 loc) • 2.72 kB
text/wgsl
// pixelize — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/pixelize.glsl
// Author: gre
// License: MIT
// Description: Both images pixelate, crossfade, then sharpen again
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
squaresMin: vec2<i32>,
steps: i32,
}
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 d: f32;
var dist: f32;
var local: f32;
var squareSize: vec2<f32>;
var p: vec2<f32>;
var local_1: vec2<f32>;
var param: vec2<f32>;
var param_1: vec2<f32>;
let _e25 = uniforms.progress;
let _e27 = uniforms.progress;
d = min(_e25, (1f - _e27));
let _e31 = uniforms.steps;
if (_e31 > 0i) {
let _e33 = d;
let _e35 = uniforms.steps;
let _e40 = uniforms.steps;
local = (ceil((_e33 * f32(_e35))) / f32(_e40));
} else {
let _e43 = d;
local = _e43;
}
let _e44 = local;
dist = _e44;
let _e45 = dist;
let _e48 = uniforms.squaresMin;
squareSize = (vec2((2f * _e45)) / vec2<f32>(_e48));
let _e52 = dist;
if (_e52 > 0f) {
let _e54 = (*uv_2);
let _e55 = squareSize;
let _e60 = squareSize;
local_1 = ((floor((_e54 / _e55)) + vec2(0.5f)) * _e60);
} else {
let _e62 = (*uv_2);
local_1 = _e62;
}
let _e63 = local_1;
p = _e63;
let _e64 = p;
param = _e64;
let _e65 = getFromColor((¶m));
let _e66 = p;
param_1 = _e66;
let _e67 = getToColor((¶m_1));
let _e69 = uniforms.progress;
return mix(_e65, _e67, vec4(_e69));
}
fn main_1() {
var param_2: vec2<f32>;
let _e16 = _uv_1;
param_2 = _e16;
let _e17 = transition((¶m_2));
_fragColor = _e17;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}