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gl-transitions

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The open collection of GL Transitions

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// windowslice — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/windowslice.glsl // Author: gre // License: MIT // Description: The incoming image appears through vertical slices that widen // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, count: f32, smoothness: 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 _e15 = (*uv)[0u]; let _e17 = (*uv)[1u]; let _e20 = textureSampleLevel(_to, _sampler, vec2<f32>(_e15, (1f - _e17)), 0f); return _e20; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e15 = (*uv_1)[0u]; let _e17 = (*uv_1)[1u]; let _e20 = textureSampleLevel(_from, _sampler, vec2<f32>(_e15, (1f - _e17)), 0f); return _e20; } fn transition(p: ptr<function, vec2<f32>>) -> vec4<f32> { var pr: f32; var s: f32; var param: vec2<f32>; var param_1: vec2<f32>; let _e19 = uniforms.smoothness; let _e22 = (*p)[0u]; let _e24 = uniforms.progress; let _e26 = uniforms.smoothness; pr = smoothstep(-(_e19), 0f, (_e22 - (_e24 * (1f + _e26)))); let _e31 = pr; let _e33 = uniforms.count; let _e35 = (*p)[0u]; s = step(_e31, fract((_e33 * _e35))); let _e39 = (*p); param = _e39; let _e40 = getFromColor((&param)); let _e41 = (*p); param_1 = _e41; let _e42 = getToColor((&param_1)); let _e43 = s; return mix(_e40, _e42, vec4(_e43)); } fn main_1() { var param_2: vec2<f32>; let _e14 = _uv_1; param_2 = _e14; let _e15 = transition((&param_2)); _fragColor = _e15; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }