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gl-transitions

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The open collection of GL Transitions

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// rotate_scale_fade — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/rotate_scale_fade.glsl // Author: Fernando Kuteken // License: MIT // Description: The outgoing image spins and zooms while fading to the incoming one, over a background color // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, center: vec2<f32>, rotations: f32, scale: f32, backColor: vec4<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 _e20 = (*uv)[0u]; let _e22 = (*uv)[1u]; let _e25 = textureSampleLevel(_to, _sampler, vec2<f32>(_e20, (1f - _e22)), 0f); return _e25; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e20 = (*uv_1)[0u]; let _e22 = (*uv_1)[1u]; let _e25 = textureSampleLevel(_from, _sampler, vec2<f32>(_e20, (1f - _e22)), 0f); return _e25; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var difference: vec2<f32>; var dir: vec2<f32>; var dist: f32; var angle: f32; var c: f32; var s: f32; var currentScale: f32; var rotatedDir: vec2<f32>; var rotatedUv: vec2<f32>; var param: vec2<f32>; var param_1: vec2<f32>; var phi_144_: bool; var phi_151_: bool; var phi_158_: bool; let _e30 = (*uv_2); let _e32 = uniforms.center; difference = (_e30 - _e32); let _e34 = difference; dir = normalize(_e34); let _e36 = difference; dist = length(_e36); let _e39 = uniforms.rotations; let _e42 = uniforms.progress; angle = ((6.2831855f * _e39) * _e42); let _e44 = angle; c = cos(_e44); let _e46 = angle; s = sin(_e46); let _e49 = uniforms.scale; let _e51 = uniforms.progress; currentScale = mix(_e49, 1f, (2f * abs((_e51 - 0.5f)))); let _e57 = dir[0u]; let _e58 = c; let _e61 = dir[1u]; let _e62 = s; let _e66 = dir[0u]; let _e67 = s; let _e70 = dir[1u]; let _e71 = c; rotatedDir = vec2<f32>(((_e57 * _e58) - (_e61 * _e62)), ((_e66 * _e67) + (_e70 * _e71))); let _e76 = uniforms.center; let _e77 = rotatedDir; let _e78 = dist; let _e80 = currentScale; rotatedUv = (_e76 + ((_e77 * _e78) / vec2(_e80))); let _e85 = rotatedUv[0u]; let _e86 = (_e85 < 0f); phi_144_ = _e86; if !(_e86) { let _e89 = rotatedUv[0u]; phi_144_ = (_e89 > 1f); } let _e92 = phi_144_; phi_151_ = _e92; if !(_e92) { let _e95 = rotatedUv[1u]; phi_151_ = (_e95 < 0f); } let _e98 = phi_151_; phi_158_ = _e98; if !(_e98) { let _e101 = rotatedUv[1u]; phi_158_ = (_e101 > 1f); } let _e104 = phi_158_; if _e104 { let _e106 = uniforms.backColor; return _e106; } let _e107 = rotatedUv; param = _e107; let _e108 = getFromColor((&param)); let _e109 = rotatedUv; param_1 = _e109; let _e110 = getToColor((&param_1)); let _e112 = uniforms.progress; return mix(_e108, _e110, vec4(_e112)); } fn main_1() { var param_2: vec2<f32>; let _e19 = _uv_1; param_2 = _e19; let _e20 = transition((&param_2)); _fragColor = _e20; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }