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gl-transitions

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The open collection of GL Transitions

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// GlitchMemories — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/GlitchMemories.glsl // Author: Gunnar Roth // License: MIT // Description: A crossfade with glitchy, color-shifted blocks // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: 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 _e25 = (*uv)[0u]; let _e27 = (*uv)[1u]; let _e30 = textureSampleLevel(_to, _sampler, vec2<f32>(_e25, (1f - _e27)), 0f); return _e30; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e25 = (*uv_1)[0u]; let _e27 = (*uv_1)[1u]; let _e30 = textureSampleLevel(_from, _sampler, vec2<f32>(_e25, (1f - _e27)), 0f); return _e30; } fn transition(p: ptr<function, vec2<f32>>) -> vec4<f32> { var block: vec2<f32>; var uv_noise: vec2<f32>; var dist: vec2<f32>; var local: vec2<f32>; var red: vec2<f32>; var green: vec2<f32>; var blue: vec2<f32>; var param: vec2<f32>; var param_1: vec2<f32>; var param_2: vec2<f32>; var param_3: vec2<f32>; var param_4: vec2<f32>; var param_5: vec2<f32>; let _e37 = (*p); block = floor((_e37 / vec2<f32>(16f, 16f))); let _e40 = block; uv_noise = (_e40 / vec2<f32>(64f, 64f)); let _e43 = uniforms.progress; let _e48 = uv_noise; uv_noise = (_e48 + (floor((vec2(_e43) * vec2<f32>(1200f, 3500f))) / vec2<f32>(64f, 64f))); let _e51 = uniforms.progress; if (_e51 > 0f) { let _e53 = uv_noise; let _e59 = uniforms.progress; local = (((fract(_e53) - vec2(0.5f)) * 0.3f) * (1f - _e59)); } else { local = vec2<f32>(0f, 0f); } let _e62 = local; dist = _e62; let _e63 = (*p); let _e64 = dist; red = (_e63 + (_e64 * 0.2f)); let _e67 = (*p); let _e68 = dist; green = (_e67 + (_e68 * 0.3f)); let _e71 = (*p); let _e72 = dist; blue = (_e71 + (_e72 * 0.5f)); let _e75 = red; param = _e75; let _e76 = getFromColor((&param)); let _e77 = red; param_1 = _e77; let _e78 = getToColor((&param_1)); let _e80 = uniforms.progress; let _e84 = green; param_2 = _e84; let _e85 = getFromColor((&param_2)); let _e86 = green; param_3 = _e86; let _e87 = getToColor((&param_3)); let _e89 = uniforms.progress; let _e93 = blue; param_4 = _e93; let _e94 = getFromColor((&param_4)); let _e95 = blue; param_5 = _e95; let _e96 = getToColor((&param_5)); let _e98 = uniforms.progress; return vec4<f32>(mix(_e76, _e78, vec4(_e80)).x, mix(_e85, _e87, vec4(_e89)).y, mix(_e94, _e96, vec4(_e98)).z, 1f); } fn main_1() { var param_6: vec2<f32>; let _e24 = _uv_1; param_6 = _e24; let _e25 = transition((&param_6)); _fragColor = _e25; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }