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gl-transitions

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The open collection of GL Transitions

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// randomNoisex — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/randomNoisex.glsl // Author: towrabbit // License: MIT // Description: The incoming image appears pixel by pixel in random noise // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: 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 random(st: ptr<function, vec2<f32>>) -> f32 { let _e16 = (*st); return fract((sin(dot(_e16, vec2<f32>(12.9898f, 78.233f))) * 43758.547f)); } 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(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var leftSide: vec4<f32>; var param: vec2<f32>; var rightSide: vec4<f32>; var param_1: vec2<f32>; var uvz: f32; var param_2: vec2<f32>; let _e22 = (*uv_2); param = _e22; let _e23 = getFromColor((&param)); leftSide = _e23; let _e24 = (*uv_2); param_1 = _e24; let _e25 = getToColor((&param_1)); rightSide = _e25; let _e26 = (*uv_2); param_2 = _e26; let _e27 = random((&param_2)); let _e29 = uniforms.progress; uvz = floor((_e27 + _e29)); let _e32 = leftSide; let _e33 = rightSide; let _e34 = uvz; return mix(_e32, _e33, vec4(_e34)); } fn main_1() { var param_3: vec2<f32>; let _e16 = _uv_1; param_3 = _e16; let _e17 = transition((&param_3)); _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; }