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gl-transitions

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The open collection of GL Transitions

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// pinwheel — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/pinwheel.glsl // Author: Mr Speaker // License: MIT // Description: A spinning pinwheel reveals the incoming image // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, speed: 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(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var p: vec2<f32>; var circPos: f32; var modPos: f32; var signed: f32; var param: vec2<f32>; var param_1: vec2<f32>; let _e22 = (*uv_2); p = (_e22 / vec2<f32>(1f, 1f)); let _e25 = p[1u]; let _e28 = p[0u]; let _e32 = uniforms.progress; let _e34 = uniforms.speed; circPos = (atan2((_e25 - 0.5f), (_e28 - 0.5f)) + (_e32 * _e34)); let _e37 = circPos; modPos = (_e37 - (floor((_e37 / 0.785375f)) * 0.785375f)); let _e43 = uniforms.progress; let _e44 = modPos; signed = sign((_e43 - _e44)); let _e47 = p; param = _e47; let _e48 = getToColor((&param)); let _e49 = p; param_1 = _e49; let _e50 = getFromColor((&param_1)); let _e51 = signed; return mix(_e48, _e50, vec4(step(_e51, 0.5f))); } fn main_1() { var param_2: vec2<f32>; let _e16 = _uv_1; param_2 = _e16; let _e17 = transition((&param_2)); _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; }