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gl-transitions

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The open collection of GL Transitions

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// CrazyParametricFun — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/CrazyParametricFun.glsl // Author: mandubian // License: MIT // Description: The outgoing image is pulled along a parametric curve into a psychedelic swirl // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, a: f32, b: f32, amplitude: f32, smoothness: 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 _e21 = (*uv)[0u]; let _e23 = (*uv)[1u]; let _e26 = textureSampleLevel(_to, _sampler, vec2<f32>(_e21, (1f - _e23)), 0f); return _e26; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e21 = (*uv_1)[0u]; let _e23 = (*uv_1)[1u]; let _e26 = textureSampleLevel(_from, _sampler, vec2<f32>(_e21, (1f - _e23)), 0f); return _e26; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var p: vec2<f32>; var dir: vec2<f32>; var dist: f32; var x: f32; var y: f32; var offset: vec2<f32>; var param: vec2<f32>; var param_1: vec2<f32>; let _e28 = (*uv_2); p = (_e28 / vec2<f32>(1f, 1f)); let _e30 = p; dir = (_e30 - vec2<f32>(0.5f, 0.5f)); let _e32 = dir; dist = length(_e32); let _e35 = uniforms.a; let _e37 = uniforms.b; let _e40 = uniforms.progress; let _e44 = uniforms.b; let _e46 = uniforms.progress; let _e48 = uniforms.a; let _e50 = uniforms.b; x = (((_e35 - _e37) * cos(_e40)) + (_e44 * cos((_e46 * ((_e48 / _e50) - 1f))))); let _e58 = uniforms.a; let _e60 = uniforms.b; let _e63 = uniforms.progress; let _e67 = uniforms.b; let _e69 = uniforms.progress; let _e71 = uniforms.a; let _e73 = uniforms.b; y = (((_e58 - _e60) * sin(_e63)) - (_e67 * sin((_e69 * ((_e71 / _e73) - 1f))))); let _e80 = dir; let _e82 = uniforms.progress; let _e83 = dist; let _e86 = uniforms.amplitude; let _e88 = x; let _e92 = uniforms.progress; let _e93 = dist; let _e96 = uniforms.amplitude; let _e98 = y; let _e104 = uniforms.smoothness; offset = ((_e80 * vec2<f32>(sin((((_e82 * _e83) * _e86) * _e88)), sin((((_e92 * _e93) * _e96) * _e98)))) / vec2(_e104)); let _e107 = p; let _e108 = offset; param = (_e107 + _e108); let _e110 = getFromColor((&param)); let _e111 = p; param_1 = _e111; let _e112 = getToColor((&param_1)); let _e114 = uniforms.progress; return mix(_e110, _e112, vec4(smoothstep(0.2f, 1f, _e114))); } fn main_1() { var param_2: vec2<f32>; let _e20 = _uv_1; param_2 = _e20; let _e21 = transition((&param_2)); _fragColor = _e21; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }