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gl-transitions

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The open collection of GL Transitions

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// coord-from-in — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/coord-from-in.glsl // Author: haiyoucuv // License: MIT // Description: A crossfade in which the colors of one image displace the other // 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 getFromColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> { let _e13 = (*uv)[0u]; let _e15 = (*uv)[1u]; let _e18 = textureSampleLevel(_from, _sampler, vec2<f32>(_e13, (1f - _e15)), 0f); return _e18; } fn getToColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e13 = (*uv_1)[0u]; let _e15 = (*uv_1)[1u]; let _e18 = textureSampleLevel(_to, _sampler, vec2<f32>(_e13, (1f - _e15)), 0f); return _e18; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var coordTo: vec4<f32>; var param: vec2<f32>; var coordFrom: vec4<f32>; var param_1: vec2<f32>; var param_2: vec2<f32>; var param_3: vec2<f32>; let _e18 = (*uv_2); param = _e18; let _e19 = getToColor((&param)); coordTo = _e19; let _e20 = (*uv_2); param_1 = _e20; let _e21 = getFromColor((&param_1)); coordFrom = _e21; let _e22 = (*uv_2); let _e23 = coordTo; let _e26 = uniforms.progress; param_2 = mix(_e22, _e23.xy, vec2(_e26)); let _e29 = getFromColor((&param_2)); let _e30 = coordFrom; let _e32 = (*uv_2); let _e34 = uniforms.progress; param_3 = mix(_e30.xy, _e32, vec2(_e34)); let _e37 = getToColor((&param_3)); let _e39 = uniforms.progress; return mix(_e29, _e37, vec4(_e39)); } fn main_1() { var param_4: vec2<f32>; let _e12 = _uv_1; param_4 = _e12; let _e13 = transition((&param_4)); _fragColor = _e13; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }