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gl-transitions

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The open collection of GL Transitions

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// Dreamy — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/Dreamy.glsl // Author: mikolalysenko // License: MIT // Description: A crossfade with a gentle wavy distortion // 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 _e16 = (*uv)[0u]; let _e18 = (*uv)[1u]; let _e21 = textureSampleLevel(_to, _sampler, vec2<f32>(_e16, (1f - _e18)), 0f); return _e21; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e16 = (*uv_1)[0u]; let _e18 = (*uv_1)[1u]; let _e21 = textureSampleLevel(_from, _sampler, vec2<f32>(_e16, (1f - _e18)), 0f); return _e21; } fn offset(progress: ptr<function, f32>, x: ptr<function, f32>, theta: ptr<function, f32>) -> vec2<f32> { var phase: f32; var shifty: f32; let _e19 = (*progress); let _e20 = (*progress); let _e22 = (*progress); let _e24 = (*theta); phase = (((_e19 * _e20) + _e22) + _e24); let _e26 = (*progress); let _e28 = (*progress); let _e29 = (*x); shifty = ((0.03f * _e26) * cos((10f * (_e28 + _e29)))); let _e34 = shifty; return vec2<f32>(0f, _e34); } fn transition(p: ptr<function, vec2<f32>>) -> vec4<f32> { var param: f32; var param_1: f32; var param_2: f32; var param_3: vec2<f32>; var param_4: f32; var param_5: f32; var param_6: f32; var param_7: vec2<f32>; let _e23 = (*p); let _e25 = uniforms.progress; param = _e25; let _e27 = (*p)[0u]; param_1 = _e27; param_2 = 0f; let _e28 = offset((&param), (&param_1), (&param_2)); param_3 = (_e23 + _e28); let _e30 = getFromColor((&param_3)); let _e31 = (*p); let _e33 = uniforms.progress; param_4 = (1f - _e33); let _e36 = (*p)[0u]; param_5 = _e36; param_6 = 3.14f; let _e37 = offset((&param_4), (&param_5), (&param_6)); param_7 = (_e31 + _e37); let _e39 = getToColor((&param_7)); let _e41 = uniforms.progress; return mix(_e30, _e39, vec4(_e41)); } fn main_1() { var param_8: vec2<f32>; let _e15 = _uv_1; param_8 = _e15; let _e16 = transition((&param_8)); _fragColor = _e16; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }