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gl-transitions

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The open collection of GL Transitions

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// Mosaic — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/Mosaic.glsl // Author: Xaychru // License: MIT // Description: The view pans across a mosaic of rotated tiles from both images and settles on the incoming one // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, endx: i32, endy: i32, } @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 getFromColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> { let _e26 = (*uv)[0u]; let _e28 = (*uv)[1u]; let _e31 = textureSampleLevel(_from, _sampler, vec2<f32>(_e26, (1f - _e28)), 0f); return _e31; } fn getToColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e26 = (*uv_1)[0u]; let _e28 = (*uv_1)[1u]; let _e31 = textureSampleLevel(_to, _sampler, vec2<f32>(_e26, (1f - _e28)), 0f); return _e31; } fn Rotate(v: ptr<function, vec2<f32>>, a: ptr<function, f32>) -> vec2<f32> { var rm: mat2x2<f32>; let _e27 = (*a); let _e29 = (*a); let _e32 = (*a); let _e34 = (*a); rm = mat2x2<f32>(vec2<f32>(cos(_e27), -(sin(_e29))), vec2<f32>(sin(_e32), cos(_e34))); let _e39 = rm; let _e40 = (*v); return (_e39 * _e40); } fn Rand(v_1: ptr<function, vec2<f32>>) -> f32 { let _e25 = (*v_1); return fract((sin(dot(_e25, vec2<f32>(12.9898f, 78.233f))) * 43758.547f)); } fn CosInterpolation(x: ptr<function, f32>) -> f32 { let _e25 = (*x); return ((-(cos((_e25 * 3.1415927f))) / 2f) + 0.5f); } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var p: vec2<f32>; var rp: vec2<f32>; var rpr: f32; var z: f32; var az: f32; var param: f32; var param_1: f32; var mrp: vec2<f32>; var crp: vec2<f32>; var onEnd: bool; var ang: f32; var param_2: vec2<f32>; var param_3: vec2<f32>; var param_4: f32; var param_5: vec2<f32>; var param_6: vec2<f32>; var param_7: vec2<f32>; var phi_197_: bool; var phi_229_: bool; let _e42 = (*uv_2); p = ((_e42 / vec2<f32>(1f, 1f)) - vec2(0.5f)); let _e46 = p; rp = _e46; let _e48 = uniforms.progress; rpr = ((_e48 * 2f) - 1f); let _e51 = rpr; let _e52 = rpr; z = (-(((_e51 * _e52) * 2f)) + 3f); let _e57 = z; az = abs(_e57); let _e59 = az; let _e60 = rp; rp = (_e60 * _e59); let _e63 = uniforms.endx; let _e67 = uniforms.endy; let _e72 = uniforms.progress; param = _e72; let _e73 = CosInterpolation((&param)); let _e75 = uniforms.progress; param_1 = _e75; let _e76 = CosInterpolation((&param_1)); let _e80 = rp; rp = (_e80 + mix(vec2<f32>(0.5f, 0.5f), vec2<f32>((f32(_e63) + 0.5f), (f32(_e67) + 0.5f)), vec2((_e73 * _e76)))); let _e82 = rp; let _e83 = vec2(1f); mrp = (_e82 - (floor((_e82 / _e83)) * _e83)); let _e88 = rp; crp = _e88; let _e90 = crp[0u]; let _e94 = uniforms.endx; let _e95 = (i32(floor(_e90)) == _e94); phi_197_ = _e95; if _e95 { let _e97 = crp[1u]; let _e101 = uniforms.endy; phi_197_ = (i32(floor(_e97)) == _e101); } let _e104 = phi_197_; onEnd = _e104; let _e105 = onEnd; if !(_e105) { let _e107 = crp; param_2 = floor(_e107); let _e109 = Rand((&param_2)); ang = ((f32(i32((_e109 * 4f))) * 0.5f) * 3.1415927f); let _e115 = mrp; param_3 = (_e115 - vec2<f32>(0.5f, 0.5f)); let _e117 = ang; param_4 = _e117; let _e118 = Rotate((&param_3), (&param_4)); mrp = (vec2<f32>(0.5f, 0.5f) + _e118); } let _e120 = onEnd; phi_229_ = _e120; if !(_e120) { let _e122 = crp; param_5 = floor(_e122); let _e124 = Rand((&param_5)); phi_229_ = (_e124 > 0.5f); } let _e127 = phi_229_; if _e127 { let _e128 = mrp; param_6 = _e128; let _e129 = getToColor((&param_6)); return _e129; } else { let _e130 = mrp; param_7 = _e130; let _e131 = getFromColor((&param_7)); return _e131; } } fn main_1() { var param_8: vec2<f32>; let _e25 = _uv_1; param_8 = _e25; let _e26 = transition((&param_8)); _fragColor = _e26; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }