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gl-transitions

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The open collection of GL Transitions

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// Overexposure — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/Overexposure.glsl // Author: Ben Zhang // License: MIT // Description: A crossfade through a washed-out, overexposed white // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, strength: 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 _e17 = (*uv)[0u]; let _e19 = (*uv)[1u]; let _e22 = textureSampleLevel(_to, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f); return _e22; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e17 = (*uv_1)[0u]; let _e19 = (*uv_1)[1u]; let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f); return _e22; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var from_: vec4<f32>; var param: vec2<f32>; var to: vec4<f32>; var param_1: vec2<f32>; var from_m: f32; var to_m: f32; let _e22 = (*uv_2); param = _e22; let _e23 = getFromColor((&param)); from_ = _e23; let _e24 = (*uv_2); param_1 = _e24; let _e25 = getToColor((&param_1)); to = _e25; let _e27 = uniforms.progress; let _e30 = uniforms.progress; let _e34 = uniforms.strength; from_m = ((1f - _e27) + (sin((3.1415927f * _e30)) * _e34)); let _e38 = uniforms.progress; let _e40 = uniforms.progress; let _e44 = uniforms.strength; to_m = (_e38 + (sin((3.1415927f * _e40)) * _e44)); let _e48 = from_[0u]; let _e50 = from_[3u]; let _e52 = from_m; let _e55 = to[0u]; let _e57 = to[3u]; let _e59 = to_m; let _e63 = from_[1u]; let _e65 = from_[3u]; let _e67 = from_m; let _e70 = to[1u]; let _e72 = to[3u]; let _e74 = to_m; let _e78 = from_[2u]; let _e80 = from_[3u]; let _e82 = from_m; let _e85 = to[2u]; let _e87 = to[3u]; let _e89 = to_m; let _e93 = from_[3u]; let _e95 = to[3u]; let _e97 = uniforms.progress; return vec4<f32>((((_e48 * _e50) * _e52) + ((_e55 * _e57) * _e59)), (((_e63 * _e65) * _e67) + ((_e70 * _e72) * _e74)), (((_e78 * _e80) * _e82) + ((_e85 * _e87) * _e89)), mix(_e93, _e95, _e97)); } fn main_1() { var param_2: vec2<f32>; let _e16 = _uv_1; param_2 = _e16; let _e17 = transition((&param_2)); _fragColor = _e17; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }