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gl-transitions

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The open collection of GL Transitions

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// undulatingBurnOut — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/undulatingBurnOut.glsl // Author: pthrasher // License: MIT // Description: A circle with a wavy edge burns out from the center to reveal the incoming image // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, smoothness: f32, center: vec2<f32>, color: vec3<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 _e37 = (*uv)[0u]; let _e39 = (*uv)[1u]; let _e42 = textureSampleLevel(_to, _sampler, vec2<f32>(_e37, (1f - _e39)), 0f); return _e42; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e37 = (*uv_1)[0u]; let _e39 = (*uv_1)[1u]; let _e42 = textureSampleLevel(_from, _sampler, vec2<f32>(_e37, (1f - _e39)), 0f); return _e42; } fn getGradient(r: ptr<function, f32>, dist: ptr<function, f32>) -> f32 { var d: f32; let _e38 = (*r); let _e39 = (*dist); d = (_e38 - _e39); let _e42 = uniforms.smoothness; let _e44 = (*r); let _e45 = (*dist); let _e47 = uniforms.smoothness; let _e52 = d; let _e55 = d; let _e57 = d; return mix(smoothstep(-(_e42), 0f, (_e44 - (_e45 * (1f + _e47)))), (-1f - step(0.005f, _e52)), (step(-0.005f, _e55) * step(_e57, 0.01f))); } fn quadraticInOut(t: ptr<function, f32>) -> f32 { var p: f32; var local: f32; let _e38 = (*t); let _e40 = (*t); p = ((2f * _e38) * _e40); let _e42 = (*t); if (_e42 < 0.5f) { let _e44 = p; local = _e44; } else { let _e45 = p; let _e47 = (*t); local = ((-(_e45) + (4f * _e47)) - 1f); } let _e51 = local; return _e51; } fn getWave(p_1: ptr<function, vec2<f32>>) -> f32 { var _p: vec2<f32>; var rads: f32; var degs: f32; var range: vec2<f32>; var domain: vec2<f32>; var ratio: f32; var x: f32; var magnitude: f32; var offset: f32; var ease_degs: f32; var param: f32; var deg_wave_pos: f32; let _e48 = (*p_1); let _e50 = uniforms.center; _p = (_e48 - _e50); let _e53 = _p[1u]; let _e55 = _p[0u]; rads = atan2(_e53, _e55); let _e57 = rads; degs = (degrees(_e57) + 180f); range = vec2<f32>(0f, 94.24778f); domain = vec2<f32>(0f, 360f); ratio = 0.2617994f; let _e60 = degs; let _e61 = ratio; degs = (_e60 * _e61); let _e64 = uniforms.progress; x = _e64; let _e65 = x; magnitude = mix(0.02f, 0.09f, smoothstep(0f, 1f, _e65)); let _e68 = x; offset = mix(40f, 30f, smoothstep(0f, 1f, _e68)); let _e71 = degs; param = sin(_e71); let _e73 = quadraticInOut((&param)); ease_degs = _e73; let _e74 = ease_degs; let _e75 = magnitude; let _e77 = x; let _e78 = offset; deg_wave_pos = ((_e74 * _e75) * sin((_e77 * _e78))); let _e82 = x; let _e84 = uniforms.smoothness; let _e86 = x; let _e91 = deg_wave_pos; return ((_e82 - (max(_e84, 0.01f) * (1f - smoothstep(0f, 0.1f, _e86)))) + _e91); } fn transition(p_2: ptr<function, vec2<f32>>) -> vec4<f32> { var dist_1: f32; var m: f32; var param_1: vec2<f32>; var param_2: f32; var param_3: f32; var cfrom: vec4<f32>; var param_4: vec2<f32>; var cto: vec4<f32>; var param_5: vec2<f32>; let _e46 = uniforms.center; let _e47 = (*p_2); dist_1 = distance(_e46, _e47); let _e49 = (*p_2); param_1 = _e49; let _e50 = getWave((&param_1)); param_2 = _e50; let _e51 = dist_1; param_3 = _e51; let _e52 = getGradient((&param_2), (&param_3)); m = _e52; let _e53 = (*p_2); param_4 = _e53; let _e54 = getFromColor((&param_4)); cfrom = _e54; let _e55 = (*p_2); param_5 = _e55; let _e56 = getToColor((&param_5)); cto = _e56; let _e57 = cfrom; let _e58 = cto; let _e59 = m; let _e62 = cfrom; let _e64 = uniforms.color; let _e71 = m; return mix(mix(_e57, _e58, vec4(_e59)), mix(_e62, vec4<f32>(_e64.x, _e64.y, _e64.z, 1f), vec4(0.75f)), vec4(step(_e71, -2f))); } fn main_1() { var param_6: vec2<f32>; let _e36 = _uv_1; param_6 = _e36; let _e37 = transition((&param_6)); _fragColor = _e37; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }