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gl-transitions

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The open collection of GL Transitions

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// SimpleZoomOut — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/SimpleZoomOut.glsl // Author: Tianshuo // License: MIT // Description: The incoming image zooms out into place while fading in // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, zoom_quickness: f32, fade: 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 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 zoom(uv_1: ptr<function, vec2<f32>>, amount: ptr<function, f32>) -> vec2<f32> { let _e17 = (*uv_1); let _e20 = (*amount); return (vec2(0.5f) + ((_e17 - vec2(0.5f)) * (1f - _e20))); } fn getFromColor(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { let _e17 = (*uv_2)[0u]; let _e19 = (*uv_2)[1u]; let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f); return _e22; } fn transition(uv_3: ptr<function, vec2<f32>>) -> vec4<f32> { var nQuick: f32; var param: vec2<f32>; var param_1: vec2<f32>; var param_2: f32; var param_3: vec2<f32>; var local: f32; let _e23 = uniforms.zoom_quickness; nQuick = clamp(_e23, 0.2f, 1f); let _e25 = (*uv_3); param = _e25; let _e26 = getFromColor((&param)); let _e27 = nQuick; let _e30 = uniforms.progress; let _e33 = (*uv_3); param_1 = _e33; param_2 = (1f - smoothstep((1f - _e27), 1f, _e30)); let _e34 = zoom((&param_1), (&param_2)); param_3 = _e34; let _e35 = getToColor((&param_3)); let _e37 = uniforms.fade; if (_e37 != 0i) { let _e39 = nQuick; let _e42 = uniforms.progress; local = smoothstep((1f - _e39), 1f, _e42); } else { let _e45 = uniforms.progress; let _e46 = nQuick; local = select(1f, 0f, (_e45 < (1f - _e46))); } let _e50 = local; return mix(_e26, _e35, vec4(_e50)); } fn main_1() { var param_4: vec2<f32>; let _e16 = _uv_1; param_4 = _e16; let _e17 = transition((&param_4)); _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; }