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gl-transitions

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The open collection of GL Transitions

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// flyeye — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/flyeye.glsl // Author: gre // License: MIT // Description: The image breaks into a fly's-eye grid of lenses with color separation // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, size: f32, zoom: f32, colorSeparation: 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 _e17 = (*uv)[0u]; let _e19 = (*uv)[1u]; let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f); return _e22; } fn getToColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e17 = (*uv_1)[0u]; let _e19 = (*uv_1)[1u]; let _e22 = textureSampleLevel(_to, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f); return _e22; } fn transition(p: ptr<function, vec2<f32>>) -> vec4<f32> { var inv: f32; var disp: vec2<f32>; var texTo: vec4<f32>; var param: vec2<f32>; var texFrom: vec4<f32>; var param_1: vec2<f32>; var param_2: vec2<f32>; var param_3: vec2<f32>; let _e25 = uniforms.progress; inv = (1f - _e25); let _e28 = uniforms.size; let _e30 = uniforms.zoom; let _e32 = (*p)[0u]; let _e36 = uniforms.zoom; let _e38 = (*p)[1u]; disp = (vec2<f32>(cos((_e30 * _e32)), sin((_e36 * _e38))) * _e28); let _e43 = (*p); let _e44 = inv; let _e45 = disp; param = (_e43 + (_e45 * _e44)); let _e48 = getToColor((&param)); texTo = _e48; let _e49 = (*p); let _e51 = uniforms.progress; let _e52 = disp; let _e55 = uniforms.colorSeparation; param_1 = (_e49 + ((_e52 * _e51) * (1f - _e55))); let _e59 = getFromColor((&param_1)); let _e61 = (*p); let _e63 = uniforms.progress; let _e64 = disp; param_2 = (_e61 + (_e64 * _e63)); let _e67 = getFromColor((&param_2)); let _e69 = (*p); let _e71 = uniforms.progress; let _e72 = disp; let _e75 = uniforms.colorSeparation; param_3 = (_e69 + ((_e72 * _e71) * (1f + _e75))); let _e79 = getFromColor((&param_3)); texFrom = vec4<f32>(_e59.x, _e67.y, _e79.z, 1f); let _e82 = texTo; let _e84 = uniforms.progress; let _e86 = texFrom; let _e87 = inv; return ((_e82 * _e84) + (_e86 * _e87)); } fn main_1() { var param_4: vec2<f32>; let _e16 = _uv_1; param_4 = _e16; let _e17 = transition((&param_4)); _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; }