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gl-transitions

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The open collection of GL Transitions

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// HSVfade — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/HSVfade.glsl // Author: nwoeanhinnogaehr // License: MIT // Description: A crossfade through the HSV color space that cycles through hues // 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 hsv2rgb(c: ptr<function, vec3<f32>>) -> vec3<f32> { var p: vec3<f32>; let _e27 = (*c); p = abs(((fract((_e27.xxx + vec3<f32>(1f, 0.6666667f, 0.33333334f))) * 6f) - vec3<f32>(3f, 3f, 3f))); let _e35 = (*c)[2u]; let _e36 = p; let _e42 = (*c)[1u]; return (mix(vec3<f32>(1f, 1f, 1f), clamp((_e36 - vec3<f32>(1f, 1f, 1f)), vec3(0f), vec3(1f)), vec3(_e42)) * _e35); } fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> { let _e27 = (*uv)[0u]; let _e29 = (*uv)[1u]; let _e32 = textureSampleLevel(_to, _sampler, vec2<f32>(_e27, (1f - _e29)), 0f); return _e32; } fn rgb2hsv(c_1: ptr<function, vec3<f32>>) -> vec3<f32> { var p_1: vec4<f32>; var q: vec4<f32>; var d: f32; let _e29 = (*c_1); let _e30 = _e29.zy; let _e36 = (*c_1); let _e37 = _e36.yz; let _e44 = (*c_1)[2u]; let _e46 = (*c_1)[1u]; p_1 = mix(vec4<f32>(_e30.x, _e30.y, vec2<f32>(-1f, 0.6666667f).x, vec2<f32>(-1f, 0.6666667f).y), vec4<f32>(_e37.x, _e37.y, vec2<f32>(0f, -0.33333334f).x, vec2<f32>(0f, -0.33333334f).y), vec4(step(_e44, _e46))); let _e50 = p_1; let _e51 = _e50.xyw; let _e53 = (*c_1)[0u]; let _e59 = (*c_1)[0u]; let _e60 = p_1; let _e61 = _e60.yzx; let _e67 = p_1[0u]; let _e69 = (*c_1)[0u]; q = mix(vec4<f32>(_e51.x, _e51.y, _e51.z, _e53), vec4<f32>(_e59, _e61.x, _e61.y, _e61.z), vec4(step(_e67, _e69))); let _e74 = q[0u]; let _e76 = q[3u]; let _e78 = q[1u]; d = (_e74 - min(_e76, _e78)); let _e82 = q[2u]; let _e84 = q[3u]; let _e86 = q[1u]; let _e88 = d; let _e94 = d; let _e96 = q[0u]; let _e100 = q[0u]; return vec3<f32>(abs((_e82 + ((_e84 - _e86) / ((6f * _e88) + 0.001f)))), (_e94 / (_e96 + 0.001f)), _e100); } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e27 = (*uv_1)[0u]; let _e29 = (*uv_1)[1u]; let _e32 = textureSampleLevel(_from, _sampler, vec2<f32>(_e27, (1f - _e29)), 0f); return _e32; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var a: vec3<f32>; var param: vec2<f32>; var param_1: vec3<f32>; var b: vec3<f32>; var param_2: vec2<f32>; var param_3: vec3<f32>; var m: vec3<f32>; var param_4: vec3<f32>; let _e34 = (*uv_2); param = _e34; let _e35 = getFromColor((&param)); param_1 = _e35.xyz; let _e37 = rgb2hsv((&param_1)); a = _e37; let _e38 = (*uv_2); param_2 = _e38; let _e39 = getToColor((&param_2)); param_3 = _e39.xyz; let _e41 = rgb2hsv((&param_3)); b = _e41; let _e42 = a; let _e43 = b; let _e45 = uniforms.progress; m = mix(_e42, _e43, vec3(_e45)); let _e48 = m; param_4 = _e48; let _e49 = hsv2rgb((&param_4)); return vec4<f32>(_e49.x, _e49.y, _e49.z, 1f); } fn main_1() { var param_5: vec2<f32>; let _e26 = _uv_1; param_5 = _e26; let _e27 = transition((&param_5)); _fragColor = _e27; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }