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gl-transitions

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The open collection of GL Transitions

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// AdvancedMosaic — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/AdvancedMosaic.glsl // Author: Sergey Kosarevsky // License: MIT // Description: Both images break into large blocks that blend, then sharpen into the incoming image // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, pixelSize: f32, } @group(0) @binding(2) var _from: texture_2d<f32>; @group(0) @binding(1) var _sampler: sampler; @group(0) @binding(3) var _to: texture_2d<f32>; @group(0) @binding(0) 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 _e16 = (*uv)[0u]; let _e18 = (*uv)[1u]; let _e21 = textureSampleLevel(_to, _sampler, vec2<f32>(_e16, (1f - _e18)), 0f); return _e21; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e16 = (*uv_1)[0u]; let _e18 = (*uv_1)[1u]; let _e21 = textureSampleLevel(_from, _sampler, vec2<f32>(_e16, (1f - _e18)), 0f); return _e21; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var T: f32; var half: f32; var size: f32; var local: f32; var D: f32; var UV: vec2<f32>; var coord: vec2<f32>; var C0_: vec4<f32>; var param: vec2<f32>; var C1_: vec4<f32>; var param_1: vec2<f32>; let _e27 = uniforms.progress; T = _e27; half = 0.5f; let _e28 = T; let _e29 = half; if (_e28 < _e29) { let _e32 = uniforms.pixelSize; let _e33 = T; let _e34 = half; local = mix(1f, _e32, (_e33 / _e34)); } else { let _e38 = uniforms.pixelSize; let _e39 = T; let _e40 = half; let _e42 = half; local = mix(_e38, 1f, ((_e39 - _e40) / _e42)); } let _e45 = local; size = _e45; let _e46 = size; D = (_e46 * 0.005f); let _e48 = (*uv_2); let _e51 = D; UV = ((_e48 - vec2(0.5f)) / vec2(_e51)); let _e54 = D; let _e55 = UV; coord = clamp(((ceil((_e55 - vec2(0.5f))) * _e54) + vec2(0.5f)), vec2(0f), vec2(1f)); let _e65 = coord; param = _e65; let _e66 = getFromColor((&param)); C0_ = _e66; let _e67 = coord; param_1 = _e67; let _e68 = getToColor((&param_1)); C1_ = _e68; let _e69 = C0_; let _e70 = C1_; let _e71 = T; return mix(_e69, _e70, vec4(_e71)); } fn main_1() { var param_2: vec2<f32>; let _e15 = _uv_1; param_2 = _e15; let _e16 = transition((&param_2)); _fragColor = _e16; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }