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gl-transitions

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The open collection of GL Transitions

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// DirectionalScaled — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/DirectionalScaled.glsl // Author: Thibaut Foussard // License: MIT // Description: Like Directional, with both images scaled down while they slide // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, direction: vec2<f32>, scale: 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 _e19 = (*uv)[0u]; let _e21 = (*uv)[1u]; let _e24 = textureSampleLevel(_from, _sampler, vec2<f32>(_e19, (1f - _e21)), 0f); return _e24; } fn getToColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e19 = (*uv_1)[0u]; let _e21 = (*uv_1)[1u]; let _e24 = textureSampleLevel(_to, _sampler, vec2<f32>(_e19, (1f - _e21)), 0f); return _e24; } fn parabola(x: ptr<function, f32>) -> f32 { var y: f32; let _e19 = (*x); y = pow(sin((_e19 * 3.1415927f)), 1f); let _e23 = y; return _e23; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var easedProgress: f32; var p: vec2<f32>; var f: vec2<f32>; var s: f32; var param: f32; var mixer: f32; var col: vec4<f32>; var param_1: vec2<f32>; var param_2: vec2<f32>; var border: f32; let _e29 = uniforms.progress; easedProgress = pow(sin(((_e29 * 3.1415927f) / 2f)), 3f); let _e34 = (*uv_2); let _e35 = easedProgress; let _e37 = uniforms.direction; p = (_e34 + (sign(_e37) * _e35)); let _e41 = p; f = fract(_e41); let _e44 = uniforms.scale; let _e48 = uniforms.progress; param = _e48; let _e49 = parabola((&param)); s = (1f - ((1f - (1f / _e44)) * _e49)); let _e52 = f; let _e55 = s; f = (((_e52 - vec2(0.5f)) * _e55) + vec2(0.5f)); let _e60 = p[1u]; let _e63 = p[1u]; let _e67 = p[0u]; let _e71 = p[0u]; mixer = (((step(0f, _e60) * step(_e63, 1f)) * step(0f, _e67)) * step(_e71, 1f)); let _e74 = f; param_1 = _e74; let _e75 = getToColor((&param_1)); let _e76 = f; param_2 = _e76; let _e77 = getFromColor((&param_2)); let _e78 = mixer; col = mix(_e75, _e77, vec4(_e78)); let _e82 = f[0u]; let _e85 = f[0u]; let _e90 = f[1u]; let _e94 = f[1u]; border = (((step(0f, _e82) * step(0f, (1f - _e85))) * step(0f, _e90)) * step(0f, (1f - _e94))); let _e98 = border; let _e99 = col; col = (_e99 * _e98); let _e101 = col; return _e101; } fn main_1() { var param_3: vec2<f32>; let _e18 = _uv_1; param_3 = _e18; let _e19 = transition((&param_3)); _fragColor = _e19; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }