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gl-transitions

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The open collection of GL Transitions

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// kaleidoscope — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/kaleidoscope.glsl // Author: nwoeanhinnogaehr // License: MIT // Description: A crossfade through a spinning kaleidoscope // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, speed: f32, angle: f32, power: 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 _e21 = (*uv)[0u]; let _e23 = (*uv)[1u]; let _e26 = textureSampleLevel(_to, _sampler, vec2<f32>(_e21, (1f - _e23)), 0f); return _e26; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e21 = (*uv_1)[0u]; let _e23 = (*uv_1)[1u]; let _e26 = textureSampleLevel(_from, _sampler, vec2<f32>(_e21, (1f - _e23)), 0f); return _e26; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var p: vec2<f32>; var q: vec2<f32>; var t: f32; var i: i32; var param: vec2<f32>; var param_1: vec2<f32>; var param_2: vec2<f32>; var param_3: vec2<f32>; let _e28 = (*uv_2); p = (_e28 / vec2<f32>(1f, 1f)); let _e30 = p; q = _e30; let _e32 = uniforms.progress; let _e34 = uniforms.power; let _e37 = uniforms.speed; t = (pow(_e32, _e34) * _e37); let _e39 = p; p = (_e39 - vec2(0.5f)); i = 0i; loop { let _e42 = i; if (_e42 < 7i) { let _e44 = t; let _e47 = p[0u]; let _e49 = t; let _e52 = p[1u]; let _e55 = t; let _e58 = p[1u]; let _e60 = t; let _e63 = p[0u]; p = vec2<f32>(((sin(_e44) * _e47) + (cos(_e49) * _e52)), ((sin(_e55) * _e58) - (cos(_e60) * _e63))); let _e68 = uniforms.angle; let _e69 = t; t = (_e69 + _e68); let _e71 = p; let _e72 = vec2(2f); p = abs(((_e71 - (floor((_e71 / _e72)) * _e72)) - vec2(1f))); continue; } else { break; } continuing { let _e80 = i; i = (_e80 + 1i); } } let _e82 = p; let _e83 = vec2(1f); let _e89 = q; param = _e89; let _e90 = getFromColor((&param)); let _e91 = q; param_1 = _e91; let _e92 = getToColor((&param_1)); let _e94 = uniforms.progress; let _e97 = p; param_2 = _e97; let _e98 = getFromColor((&param_2)); let _e99 = p; param_3 = _e99; let _e100 = getToColor((&param_3)); let _e102 = uniforms.progress; let _e106 = uniforms.progress; return mix(mix(_e90, _e92, vec4(_e94)), mix(_e98, _e100, vec4(_e102)), vec4((1f - (2f * abs((_e106 - 0.5f)))))); } fn main_1() { var param_4: vec2<f32>; let _e20 = _uv_1; param_4 = _e20; let _e21 = transition((&param_4)); _fragColor = _e21; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }