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gl-transitions

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The open collection of GL Transitions

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// LeftRight — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/LeftRight.glsl // Author: zhmy // License: MIT // Description: The outgoing image shrinks away to the left while the incoming one slides in from the right // 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 getFromColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> { let _e24 = (*uv)[0u]; let _e26 = (*uv)[1u]; let _e29 = textureSampleLevel(_from, _sampler, vec2<f32>(_e24, (1f - _e26)), 0f); return _e29; } fn getToColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e24 = (*uv_1)[0u]; let _e26 = (*uv_1)[1u]; let _e29 = textureSampleLevel(_to, _sampler, vec2<f32>(_e24, (1f - _e26)), 0f); return _e29; } fn inBounds(p: ptr<function, vec2<f32>>) -> bool { var phi_74_: bool; let _e23 = (*p); let _e25 = all((vec2<f32>(0f, 0f) < _e23)); phi_74_ = _e25; if _e25 { let _e26 = (*p); phi_74_ = all((_e26 < vec2<f32>(1f, 1f))); } let _e30 = phi_74_; return _e30; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var spto: vec2<f32>; var size: f32; var spfr: vec2<f32>; var param: vec2<f32>; var param_1: vec2<f32>; var param_2: vec2<f32>; var param_3: vec2<f32>; spto = vec2<f32>(-1f, -1f); let _e31 = uniforms.progress; size = mix(1f, 3f, (_e31 * 0.2f)); let _e34 = (*uv_2); let _e36 = size; spto = (((_e34 + vec2<f32>(-0.5f, -0.5f)) * vec2(_e36)) + vec2<f32>(0.5f, 0.5f)); let _e40 = (*uv_2); let _e42 = uniforms.progress; spfr = (_e40 - vec2<f32>((1f - _e42), 0f)); let _e46 = spfr; param = _e46; let _e47 = inBounds((&param)); if _e47 { let _e48 = spfr; param_1 = _e48; let _e49 = getToColor((&param_1)); return _e49; } else { let _e50 = spto; param_2 = _e50; let _e51 = inBounds((&param_2)); if _e51 { let _e52 = spto; param_3 = _e52; let _e53 = getFromColor((&param_3)); let _e55 = uniforms.progress; return (_e53 * (1f - _e55)); } else { return vec4<f32>(0f, 0f, 0f, 1f); } } } fn main_1() { var param_4: vec2<f32>; let _e23 = _uv_1; param_4 = _e23; let _e24 = transition((&param_4)); _fragColor = _e24; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }