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gl-transitions

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The open collection of GL Transitions

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// displacement — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/displacement.glsl // Author: Travis Fischer // License: MIT // Description: A crossfade in which a displacement map (an extra grayscale texture) warps both images // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, strength: 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(4) var displacementMap: 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 _e15 = (*uv)[0u]; let _e17 = (*uv)[1u]; let _e20 = textureSampleLevel(_to, _sampler, vec2<f32>(_e15, (1f - _e17)), 0f); return _e20; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e15 = (*uv_1)[0u]; let _e17 = (*uv_1)[1u]; let _e20 = textureSampleLevel(_from, _sampler, vec2<f32>(_e15, (1f - _e17)), 0f); return _e20; } fn _texture_displacementMap(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { let _e15 = (*uv_2)[0u]; let _e17 = (*uv_2)[1u]; let _e20 = textureSampleLevel(displacementMap, _sampler, vec2<f32>(_e15, (1f - _e17)), 0f); return _e20; } fn transition(uv_3: ptr<function, vec2<f32>>) -> vec4<f32> { var displacement: f32; var param: vec2<f32>; var uvFrom: vec2<f32>; var uvTo: vec2<f32>; var param_1: vec2<f32>; var param_2: vec2<f32>; let _e20 = (*uv_3); param = _e20; let _e21 = _texture_displacementMap((&param)); let _e24 = uniforms.strength; displacement = (_e21.x * _e24); let _e27 = (*uv_3)[0u]; let _e29 = uniforms.progress; let _e30 = displacement; let _e34 = (*uv_3)[1u]; uvFrom = vec2<f32>((_e27 + (_e29 * _e30)), _e34); let _e37 = (*uv_3)[0u]; let _e39 = uniforms.progress; let _e41 = displacement; let _e45 = (*uv_3)[1u]; uvTo = vec2<f32>((_e37 - ((1f - _e39) * _e41)), _e45); let _e47 = uvFrom; param_1 = _e47; let _e48 = getFromColor((&param_1)); let _e49 = uvTo; param_2 = _e49; let _e50 = getToColor((&param_2)); let _e52 = uniforms.progress; return mix(_e48, _e50, vec4(_e52)); } fn main_1() { var param_3: vec2<f32>; let _e14 = _uv_1; param_3 = _e14; let _e15 = transition((&param_3)); _fragColor = _e15; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }