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gl-transitions

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The open collection of GL Transitions

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// DoomScreenTransition — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/DoomScreenTransition.glsl // Author: Zeh Fernando // License: MIT // Description: The outgoing image melts down in uneven columns, like the Doom screen wipe // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, bars: i32, amplitude: f32, noise: f32, frequency: f32, dripScale: 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 _e30 = (*uv)[0u]; let _e32 = (*uv)[1u]; let _e35 = textureSampleLevel(_to, _sampler, vec2<f32>(_e30, (1f - _e32)), 0f); return _e35; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e30 = (*uv_1)[0u]; let _e32 = (*uv_1)[1u]; let _e35 = textureSampleLevel(_from, _sampler, vec2<f32>(_e30, (1f - _e32)), 0f); return _e35; } fn drip(num: ptr<function, i32>) -> f32 { let _e29 = (*num); let _e32 = uniforms.bars; let _e39 = uniforms.dripScale; return (sin(((f32(_e29) / f32((_e32 - 1i))) * 3.141592f)) * _e39); } fn rand(num_1: ptr<function, i32>) -> f32 { let _e29 = (*num_1); let _e31 = (f32(_e29) * 67123.31f); let _e36 = (*num_1); let _e41 = (*num_1); return fract((((_e31 - (floor((_e31 / 12f)) * 12f)) * sin((f32(_e36) * 10.3f))) * cos(f32(_e41)))); } fn wave(num_2: ptr<function, i32>) -> f32 { var fn_: f32; let _e30 = (*num_2); let _e33 = uniforms.frequency; let _e37 = uniforms.bars; fn_ = (((f32(_e30) * _e33) * 0.1f) * f32(_e37)); let _e40 = fn_; let _e43 = fn_; let _e47 = fn_; return ((((cos((_e40 * 0.5f)) * cos((_e43 * 0.13f))) * sin(((_e47 + 10f) * 0.3f))) / 2f) + 0.5f); } fn pos(num_3: ptr<function, i32>) -> f32 { var local: f32; var param: i32; var param_1: i32; var param_2: i32; var local_1: f32; var param_3: i32; let _e36 = uniforms.noise; if (_e36 == 0f) { let _e38 = (*num_3); param = _e38; let _e39 = wave((&param)); local = _e39; } else { let _e40 = (*num_3); param_1 = _e40; let _e41 = wave((&param_1)); let _e42 = (*num_3); param_2 = _e42; let _e43 = rand((&param_2)); let _e45 = uniforms.noise; local = mix(_e41, _e43, _e45); } let _e47 = local; let _e49 = uniforms.dripScale; if (_e49 == 0f) { local_1 = 0f; } else { let _e51 = (*num_3); param_3 = _e51; let _e52 = drip((&param_3)); local_1 = _e52; } let _e53 = local_1; return (_e47 + _e53); } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var bar: i32; var scale: f32; var param_4: i32; var phase: f32; var posY: f32; var p: vec2<f32>; var c: vec4<f32>; var param_5: vec2<f32>; var param_6: vec2<f32>; let _e39 = (*uv_2)[0u]; let _e41 = uniforms.bars; bar = i32((_e39 * f32(_e41))); let _e45 = bar; param_4 = _e45; let _e46 = pos((&param_4)); let _e48 = uniforms.amplitude; scale = (1f + (_e46 * _e48)); let _e52 = uniforms.progress; let _e53 = scale; phase = (_e52 * _e53); let _e56 = (*uv_2)[1u]; posY = (_e56 / 1f); let _e58 = phase; let _e59 = posY; if ((_e58 + _e59) < 1f) { let _e63 = (*uv_2)[0u]; let _e65 = (*uv_2)[1u]; let _e66 = phase; p = (vec2<f32>(_e63, (_e65 + mix(0f, 1f, _e66))) / vec2<f32>(1f, 1f)); let _e71 = p; param_5 = _e71; let _e72 = getFromColor((&param_5)); c = _e72; } else { let _e73 = (*uv_2); p = (_e73 / vec2<f32>(1f, 1f)); let _e75 = p; param_6 = _e75; let _e76 = getToColor((&param_6)); c = _e76; } let _e77 = c; return _e77; } fn main_1() { var param_7: vec2<f32>; let _e29 = _uv_1; param_7 = _e29; let _e30 = transition((&param_7)); _fragColor = _e30; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }