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gl-transitions

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The open collection of GL Transitions

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// windowblinds — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/windowblinds.glsl // Author: Fabien Benetou // License: MIT // Description: A crossfade through horizontal window blinds // 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 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 t: f32; var param: vec2<f32>; var param_1: vec2<f32>; let _e20 = uniforms.progress; t = _e20; let _e22 = (*uv_2)[1u]; let _e25 = uniforms.progress; let _e27 = floor(((_e22 * 100f) * _e25)); if ((_e27 - (floor((_e27 / 2f)) * 2f)) == 0f) { let _e33 = t; t = (_e33 * 1.5f); } let _e35 = (*uv_2); param = _e35; let _e36 = getFromColor((&param)); let _e37 = (*uv_2); param_1 = _e37; let _e38 = getToColor((&param_1)); let _e39 = t; let _e41 = uniforms.progress; let _e43 = uniforms.progress; return mix(_e36, _e38, vec4(mix(_e39, _e41, smoothstep(0.8f, 1f, _e43)))); } 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; }