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gl-transitions

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The open collection of GL Transitions

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// dissolve — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/dissolve.glsl // Author: hjm1fb // License: MIT // Description: The incoming image spreads over the outgoing one with a hot, glowing edge // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, uLineWidth: f32, uSpreadClr: vec3<f32>, uHotClr: vec3<f32>, uPow: f32, uIntensity: 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 _e26 = (*uv)[0u]; let _e28 = (*uv)[1u]; let _e31 = textureSampleLevel(_to, _sampler, vec2<f32>(_e26, (1f - _e28)), 0f); return _e31; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e26 = (*uv_1)[0u]; let _e28 = (*uv_1)[1u]; let _e31 = textureSampleLevel(_from, _sampler, vec2<f32>(_e26, (1f - _e28)), 0f); return _e31; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var from_: vec4<f32>; var param: vec2<f32>; var to: vec4<f32>; var param_1: vec2<f32>; var burn: f32; var show: f32; var outColor: vec4<f32>; var factor: f32; var burnColor: vec3<f32>; var finalRGB: vec3<f32>; let _e35 = (*uv_2); param = _e35; let _e36 = getFromColor((&param)); from_ = _e36; let _e37 = (*uv_2); param_1 = _e37; let _e38 = getToColor((&param_1)); to = _e38; let _e40 = from_[0u]; let _e43 = from_[1u]; let _e47 = from_[2u]; burn = (0.5f + (0.5f * (((0.299f * _e40) + (0.587f * _e43)) + (0.114f * _e47)))); let _e52 = burn; let _e54 = uniforms.progress; show = (_e52 - _e54); let _e56 = show; if (_e56 < 0.001f) { let _e58 = to; outColor = _e58; } else { let _e60 = uniforms.uLineWidth; let _e61 = show; factor = (1f - smoothstep(0f, _e60, _e61)); let _e65 = uniforms.uSpreadClr; let _e67 = uniforms.uHotClr; let _e68 = factor; burnColor = mix(_e65, _e67, vec3(_e68)); let _e71 = burnColor; let _e73 = uniforms.uPow; let _e77 = uniforms.uIntensity; burnColor = (pow(_e71, vec3(_e73)) * _e77); let _e79 = from_; let _e81 = burnColor; let _e82 = factor; let _e84 = uniforms.progress; finalRGB = mix(_e79.xyz, _e81, vec3((_e82 * step(0.0001f, _e84)))); let _e89 = finalRGB; let _e91 = from_[3u]; let _e92 = (_e89 * _e91); let _e94 = from_[3u]; outColor = vec4<f32>(_e92.x, _e92.y, _e92.z, _e94); } let _e99 = outColor; return _e99; } fn main_1() { var param_2: vec2<f32>; let _e25 = _uv_1; param_2 = _e25; let _e26 = transition((&param_2)); _fragColor = _e26; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }