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gl-transitions

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The open collection of GL Transitions

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// ZoomRigthWipe — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/ZoomRigthWipe.glsl // Author: Handk // License: MIT // Description: Zooms into the outgoing image, then the incoming one wipes in from left to right // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, zoom_quickness: 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 zoom(uv_2: ptr<function, vec2<f32>>, amount: ptr<function, f32>) -> vec2<f32> { let _e17 = (*amount); if (_e17 < 0.5f) { let _e19 = (*uv_2); let _e22 = (*amount); return (vec2(0.5f) + ((_e19 - vec2(0.5f)) * (1f - _e22))); } else { let _e27 = (*uv_2); let _e30 = (*amount); return (vec2(0.5f) + ((_e27 - vec2(0.5f)) * _e30)); } } fn transition(uv_3: ptr<function, vec2<f32>>) -> vec4<f32> { var nQuick: f32; var c: vec4<f32>; var param: vec2<f32>; var param_1: f32; var param_2: vec2<f32>; var param_3: vec2<f32>; var p: vec2<f32>; var d: vec4<f32>; var param_4: vec2<f32>; var e: vec4<f32>; var param_5: vec2<f32>; var f: vec4<f32>; let _e29 = uniforms.zoom_quickness; nQuick = clamp(_e29, 0f, 0.5f); let _e32 = uniforms.progress; if (_e32 < 0.5f) { let _e34 = nQuick; let _e36 = uniforms.progress; let _e38 = (*uv_3); param = _e38; param_1 = smoothstep(0f, _e34, _e36); let _e39 = zoom((&param), (&param_1)); param_2 = _e39; let _e40 = getFromColor((&param_2)); let _e41 = (*uv_3); param_3 = _e41; let _e42 = getToColor((&param_3)); let _e44 = uniforms.progress; c = mix(_e40, _e42, vec4(step(0.5f, _e44))); let _e48 = c; return _e48; } else { let _e49 = (*uv_3); p = (_e49 / vec2<f32>(1f, 1f)); let _e51 = p; param_4 = _e51; let _e52 = getFromColor((&param_4)); d = _e52; let _e53 = p; param_5 = _e53; let _e54 = getToColor((&param_5)); e = _e54; let _e55 = d; let _e56 = e; let _e58 = p[0u]; let _e61 = uniforms.progress; f = mix(_e55, _e56, vec4(step((0f + _e58), ((_e61 - 0.5f) * 2f)))); let _e67 = f; return _e67; } } fn main_1() { var param_6: vec2<f32>; let _e16 = _uv_1; param_6 = _e16; let _e17 = transition((&param_6)); _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; }