gl-transitions
Version:
The open collection of GL Transitions
102 lines (91 loc) • 2.63 kB
text/wgsl
// wind — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/wind.glsl
// Author: gre
// License: MIT
// Description: A ragged left-to-right wipe, as if the image was blown away by the wind
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
size: f32,
reversed: 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 _e19 = (*uv)[0u];
let _e21 = (*uv)[1u];
let _e24 = textureSampleLevel(_to, _sampler, vec2<f32>(_e19, (1f - _e21)), 0f);
return _e24;
}
fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e19 = (*uv_1)[0u];
let _e21 = (*uv_1)[1u];
let _e24 = textureSampleLevel(_from, _sampler, vec2<f32>(_e19, (1f - _e21)), 0f);
return _e24;
}
fn rand(co: ptr<function, vec2<f32>>) -> f32 {
let _e18 = (*co);
return fract((sin(dot(_e18, vec2<f32>(12.9898f, 78.233f))) * 43758.547f));
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var x: f32;
var local: f32;
var r: f32;
var param: vec2<f32>;
var m: f32;
var param_1: vec2<f32>;
var param_2: vec2<f32>;
let _e26 = uniforms.reversed;
if (_e26 != 0i) {
let _e29 = (*uv_2)[0u];
local = (1f - _e29);
} else {
let _e32 = (*uv_2)[0u];
local = _e32;
}
let _e33 = local;
x = _e33;
let _e35 = (*uv_2)[1u];
param = vec2<f32>(0f, _e35);
let _e37 = rand((¶m));
r = _e37;
let _e39 = uniforms.size;
let _e41 = x;
let _e43 = uniforms.size;
let _e47 = uniforms.size;
let _e48 = r;
let _e52 = uniforms.progress;
let _e54 = uniforms.size;
m = smoothstep(0f, -(_e39), (((_e41 * (1f - _e43)) + (_e47 * _e48)) - (_e52 * (1f + _e54))));
let _e59 = (*uv_2);
param_1 = _e59;
let _e60 = getFromColor((¶m_1));
let _e61 = (*uv_2);
param_2 = _e61;
let _e62 = getToColor((¶m_2));
let _e63 = m;
return mix(_e60, _e62, vec4(_e63));
}
fn main_1() {
var param_3: vec2<f32>;
let _e18 = _uv_1;
param_3 = _e18;
let _e19 = transition((¶m_3));
_fragColor = _e19;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}