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gl-transitions

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The open collection of GL Transitions

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// morph — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/morph.glsl // Author: paniq // License: MIT // Description: A crossfade in which each image is displaced by the other's colors, like a morph // 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(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 _e17 = (*uv)[0u]; let _e19 = (*uv)[1u]; let _e22 = textureSampleLevel(_to, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f); return _e22; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e17 = (*uv_1)[0u]; let _e19 = (*uv_1)[1u]; let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f); return _e22; } fn transition(p: ptr<function, vec2<f32>>) -> vec4<f32> { var ca: vec4<f32>; var param: vec2<f32>; var cb: vec4<f32>; var param_1: vec2<f32>; var oa: vec2<f32>; var ob: vec2<f32>; var oc: vec2<f32>; var w0_: f32; var w1_: f32; var param_2: vec2<f32>; var param_3: vec2<f32>; let _e27 = (*p); param = _e27; let _e28 = getFromColor((&param)); ca = _e28; let _e29 = (*p); param_1 = _e29; let _e30 = getToColor((&param_1)); cb = _e30; let _e31 = ca; let _e34 = ca[2u]; oa = ((((_e31.xy + vec2(_e34)) * 0.5f) * 2f) - vec2(1f)); let _e41 = cb; let _e44 = cb[2u]; ob = ((((_e41.xy + vec2(_e44)) * 0.5f) * 2f) - vec2(1f)); let _e51 = oa; let _e52 = ob; let _e56 = uniforms.strength; oc = (mix(_e51, _e52, vec2(0.5f)) * _e56); let _e59 = uniforms.progress; w0_ = _e59; let _e60 = w0_; w1_ = (1f - _e60); let _e62 = (*p); let _e63 = oc; let _e64 = w0_; param_2 = (_e62 + (_e63 * _e64)); let _e67 = getFromColor((&param_2)); let _e68 = (*p); let _e69 = oc; let _e70 = w1_; param_3 = (_e68 - (_e69 * _e70)); let _e73 = getToColor((&param_3)); let _e75 = uniforms.progress; return mix(_e67, _e73, vec4(_e75)); } 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; }