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gl-transitions

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The open collection of GL Transitions

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// StaticFade — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/StaticFade.glsl // Author: Ben Lucas // License: MIT // Description: Cuts to the incoming image halfway, hidden behind a burst of TV static // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, n_noise_pixels: f32, static_luminosity: 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 rnd(st: ptr<function, vec2<f32>>) -> f32 { let _e25 = (*st); return fract((sin(dot(_e25, vec2<f32>(10.530234f, 70.23493f))) * 12345.545f)); } fn staticIntensity(t: ptr<function, f32>) -> f32 { var transitionProgress: f32; var transformedThreshold: f32; let _e27 = (*t); transitionProgress = abs((2f * (_e27 - 0.5f))); let _e31 = transitionProgress; transformedThreshold = ((1.2f * (1f - _e31)) - 0.1f); let _e35 = transformedThreshold; return min(1f, _e35); } fn staticNoise(st_1: ptr<function, vec2<f32>>, offset: ptr<function, f32>, luminosity: ptr<function, f32>) -> vec4<f32> { var staticR: f32; var param: vec2<f32>; var staticG: f32; var param_1: vec2<f32>; var staticB: f32; var param_2: vec2<f32>; let _e33 = (*luminosity); let _e34 = (*st_1); let _e35 = (*offset); let _e37 = (*offset); param = (_e34 * vec2<f32>((_e35 * 2f), (_e37 * 3f))); let _e41 = rnd((&param)); staticR = (_e33 * _e41); let _e43 = (*luminosity); let _e44 = (*st_1); let _e45 = (*offset); let _e47 = (*offset); param_1 = (_e44 * vec2<f32>((_e45 * 3f), (_e47 * 5f))); let _e51 = rnd((&param_1)); staticG = (_e43 * _e51); let _e53 = (*luminosity); let _e54 = (*st_1); let _e55 = (*offset); let _e57 = (*offset); param_2 = (_e54 * vec2<f32>((_e55 * 5f), (_e57 * 7f))); let _e61 = rnd((&param_2)); staticB = (_e53 * _e61); let _e63 = staticR; let _e64 = staticG; let _e65 = staticB; return vec4<f32>(_e63, _e64, _e65, 1f); } fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> { let _e26 = (*uv)[0u]; let _e28 = (*uv)[1u]; let _e31 = textureSampleLevel(_to, _sampler, vec2<f32>(_e26, (1f - _e28)), 0f); return _e31; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e26 = (*uv_1)[0u]; let _e28 = (*uv_1)[1u]; let _e31 = textureSampleLevel(_from, _sampler, vec2<f32>(_e26, (1f - _e28)), 0f); return _e31; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var baseMix: f32; var transitionMix: vec4<f32>; var param_3: vec2<f32>; var param_4: vec2<f32>; var uvStatic: vec2<f32>; var staticColor: vec4<f32>; var param_5: vec2<f32>; var param_6: f32; var param_7: f32; var staticThresh: f32; var param_8: f32; var staticMix: f32; var param_9: vec2<f32>; let _e39 = uniforms.progress; baseMix = step(0.5f, _e39); let _e41 = (*uv_2); param_3 = _e41; let _e42 = getFromColor((&param_3)); let _e43 = (*uv_2); param_4 = _e43; let _e44 = getToColor((&param_4)); let _e45 = baseMix; transitionMix = mix(_e42, _e44, vec4(_e45)); let _e48 = (*uv_2); let _e50 = uniforms.n_noise_pixels; let _e54 = uniforms.n_noise_pixels; uvStatic = (floor((_e48 * _e50)) / vec2(_e54)); let _e57 = uvStatic; param_5 = _e57; let _e59 = uniforms.progress; param_6 = _e59; let _e61 = uniforms.static_luminosity; param_7 = _e61; let _e62 = staticNoise((&param_5), (&param_6), (&param_7)); staticColor = _e62; let _e64 = uniforms.progress; param_8 = _e64; let _e65 = staticIntensity((&param_8)); staticThresh = _e65; let _e66 = uvStatic; param_9 = _e66; let _e67 = rnd((&param_9)); let _e68 = staticThresh; staticMix = step(_e67, _e68); let _e70 = transitionMix; let _e71 = staticColor; let _e72 = staticMix; return mix(_e70, _e71, vec4(_e72)); } fn main_1() { var param_10: vec2<f32>; let _e25 = _uv_1; param_10 = _e25; let _e26 = transition((&param_10)); _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; }