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gl-transitions

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The open collection of GL Transitions

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// squeeze — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/squeeze.glsl // Author: gre // License: MIT // Description: The outgoing image is squeezed into a line with color separation, revealing the incoming one // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, colorSeparation: 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 y: f32; var param: vec2<f32>; var fp: vec2<f32>; var off: vec2<f32>; var c: vec4<f32>; var param_1: vec2<f32>; var cn: vec4<f32>; var param_2: vec2<f32>; var cp: vec4<f32>; var param_3: vec2<f32>; let _e27 = (*uv_2)[1u]; let _e30 = uniforms.progress; y = (0.5f + ((_e27 - 0.5f) / (1f - _e30))); let _e34 = y; let _e36 = y; if ((_e34 < 0f) || (_e36 > 1f)) { let _e39 = (*uv_2); param = _e39; let _e40 = getToColor((&param)); return _e40; } else { let _e42 = (*uv_2)[0u]; let _e43 = y; fp = vec2<f32>(_e42, _e43); let _e46 = uniforms.progress; let _e48 = uniforms.colorSeparation; off = (vec2<f32>(0f, _e48) * _e46); let _e51 = fp; param_1 = _e51; let _e52 = getFromColor((&param_1)); c = _e52; let _e53 = fp; let _e54 = off; param_2 = (_e53 - _e54); let _e56 = getFromColor((&param_2)); cn = _e56; let _e57 = fp; let _e58 = off; param_3 = (_e57 + _e58); let _e60 = getFromColor((&param_3)); cp = _e60; let _e62 = cn[0u]; let _e64 = c[1u]; let _e66 = cp[2u]; let _e68 = c[3u]; return vec4<f32>(_e62, _e64, _e66, _e68); } } 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; }