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gl-transitions

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The open collection of GL Transitions

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// CircleCrop — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/CircleCrop.glsl // Author: fkuteken // License: MIT // Description: The outgoing image closes into a circle over a background color, then the incoming one opens from it // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, bgcolor: vec4<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 _e18 = (*uv)[0u]; let _e20 = (*uv)[1u]; let _e23 = textureSampleLevel(_to, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f); return _e23; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e18 = (*uv_1)[0u]; let _e20 = (*uv_1)[1u]; let _e23 = textureSampleLevel(_from, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f); return _e23; } fn transition(p: ptr<function, vec2<f32>>) -> vec4<f32> { var ratio2_: vec2<f32>; var s: f32; var dist: f32; var local: vec4<f32>; var param: vec2<f32>; var param_1: vec2<f32>; let _e24 = uniforms.ratio; ratio2_ = vec2<f32>(1f, (1f / _e24)); let _e28 = uniforms.progress; s = pow((2f * abs((_e28 - 0.5f))), 3f); let _e33 = (*p); let _e36 = ratio2_; dist = length(((_e33 - vec2(0.5f)) * _e36)); let _e40 = uniforms.progress; if (_e40 < 0.5f) { let _e42 = (*p); param = _e42; let _e43 = getFromColor((&param)); local = _e43; } else { let _e44 = (*p); param_1 = _e44; let _e45 = getToColor((&param_1)); local = _e45; } let _e46 = local; let _e48 = uniforms.bgcolor; let _e49 = s; let _e50 = dist; return mix(_e46, _e48, vec4(step(_e49, _e50))); } fn main_1() { var param_2: vec2<f32>; let _e17 = _uv_1; param_2 = _e17; let _e18 = transition((&param_2)); _fragColor = _e18; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }