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gl-transitions

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The open collection of GL Transitions

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// circleopen — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/circleopen.glsl // Author: gre // License: MIT // Description: A soft-edged circle opens from the center to reveal the incoming image // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, smoothness: f32, opening: 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 _e18 = (*uv)[0u]; let _e20 = (*uv)[1u]; let _e23 = textureSampleLevel(_to, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f); return _e23; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e18 = (*uv_1)[0u]; let _e20 = (*uv_1)[1u]; let _e23 = textureSampleLevel(_from, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f); return _e23; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var x: f32; var local: f32; var m: f32; var param: vec2<f32>; var param_1: vec2<f32>; var local_1: f32; let _e24 = uniforms.opening; if (_e24 != 0i) { let _e27 = uniforms.progress; local = _e27; } else { let _e29 = uniforms.progress; local = (1f - _e29); } let _e31 = local; x = _e31; let _e33 = uniforms.smoothness; let _e35 = (*uv_2); let _e38 = x; let _e40 = uniforms.smoothness; m = smoothstep(-(_e33), 0f, ((1.4142135f * distance(vec2<f32>(0.5f, 0.5f), _e35)) - (_e38 * (1f + _e40)))); let _e45 = (*uv_2); param = _e45; let _e46 = getFromColor((&param)); let _e47 = (*uv_2); param_1 = _e47; let _e48 = getToColor((&param_1)); let _e50 = uniforms.opening; if (_e50 != 0i) { let _e52 = m; local_1 = (1f - _e52); } else { let _e54 = m; local_1 = _e54; } let _e55 = local_1; return mix(_e46, _e48, vec4(_e55)); } fn main_1() { var param_2: vec2<f32>; let _e17 = _uv_1; param_2 = _e17; let _e18 = transition((&param_2)); _fragColor = _e18; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }