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gl-transitions

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The open collection of GL Transitions

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// ZoomInCircles — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/ZoomInCircles.glsl // Author: dycm8009 // License: MIT // Description: Concentric rings of the outgoing image zoom at different speeds before revealing the incoming one // 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 zoom(uv_2: ptr<function, vec2<f32>>, amount: ptr<function, f32>) -> vec2<f32> { let _e25 = (*uv_2); let _e28 = (*amount); return (vec2(0.5f) + ((_e25 - vec2(0.5f)) * _e28)); } fn transition(uv_3: ptr<function, vec2<f32>>) -> vec4<f32> { var ratio2_: vec2<f32>; var r: vec2<f32>; var pro: f32; var z: f32; var t: f32; var param: vec2<f32>; var param_1: f32; var param_2: vec2<f32>; var param_3: f32; var param_4: vec2<f32>; var param_5: f32; var param_6: vec2<f32>; var param_7: vec2<f32>; let _e38 = uniforms.ratio; ratio2_ = vec2<f32>(1f, (1f / _e38)); let _e41 = (*uv_3); let _e44 = ratio2_; r = (((_e41 - vec2(0.5f)) * _e44) * 2f); let _e48 = uniforms.progress; pro = (_e48 / 0.8f); let _e50 = pro; z = (_e50 * 0.2f); t = 0f; let _e52 = pro; if (_e52 > 1f) { let _e54 = pro; z = (0.2f + ((_e54 - 1f) * 5f)); let _e59 = uniforms.progress; t = clamp(((_e59 - 0.8f) / 0.07f), 0f, 1f); } let _e63 = r; let _e65 = z; if (length(_e63) < (0.5f + _e65)) { } else { let _e68 = r; let _e70 = z; if (length(_e68) < (0.8f + (_e70 * 1.5f))) { let _e74 = pro; let _e77 = (*uv_3); param = _e77; param_1 = (1f - (0.15f * _e74)); let _e78 = zoom((&param), (&param_1)); (*uv_3) = _e78; let _e79 = t; t = (_e79 * 0.5f); } else { let _e81 = r; let _e83 = z; if (length(_e81) < (1.2f + (_e83 * 2.5f))) { let _e87 = pro; let _e90 = (*uv_3); param_2 = _e90; param_3 = (1f - (0.2f * _e87)); let _e91 = zoom((&param_2), (&param_3)); (*uv_3) = _e91; let _e92 = t; t = (_e92 * 0.2f); } else { let _e94 = pro; let _e97 = (*uv_3); param_4 = _e97; param_5 = (1f - (0.25f * _e94)); let _e98 = zoom((&param_4), (&param_5)); (*uv_3) = _e98; } } } let _e99 = (*uv_3); param_6 = _e99; let _e100 = getFromColor((&param_6)); let _e101 = (*uv_3); param_7 = _e101; let _e102 = getToColor((&param_7)); let _e103 = t; return mix(_e100, _e102, vec4(_e103)); } fn main_1() { var param_8: vec2<f32>; let _e24 = _uv_1; param_8 = _e24; let _e25 = transition((&param_8)); _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; }