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gl-transitions

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The open collection of GL Transitions

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// LinearBlur — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/LinearBlur.glsl // Author: gre // License: MIT // Description: A crossfade through a blur // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, intensity: 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 _e20 = (*uv)[0u]; let _e22 = (*uv)[1u]; let _e25 = textureSampleLevel(_to, _sampler, vec2<f32>(_e20, (1f - _e22)), 0f); return _e25; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e20 = (*uv_1)[0u]; let _e22 = (*uv_1)[1u]; let _e25 = textureSampleLevel(_from, _sampler, vec2<f32>(_e20, (1f - _e22)), 0f); return _e25; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var c1_: vec4<f32>; var c2_: vec4<f32>; var disp: f32; var xi: i32; var x: f32; var yi: i32; var y: f32; var v: vec2<f32>; var d: f32; var param: vec2<f32>; var param_1: vec2<f32>; c1_ = vec4<f32>(0f, 0f, 0f, 0f); c2_ = vec4<f32>(0f, 0f, 0f, 0f); let _e31 = uniforms.intensity; let _e33 = uniforms.progress; disp = (_e31 * (0.5f - distance(0.5f, _e33))); xi = 0i; loop { let _e37 = xi; if (_e37 < 6i) { let _e39 = xi; x = ((f32(_e39) / 6f) - 0.5f); yi = 0i; loop { let _e43 = yi; if (_e43 < 6i) { let _e45 = yi; y = ((f32(_e45) / 6f) - 0.5f); let _e49 = x; let _e50 = y; v = vec2<f32>(_e49, _e50); let _e52 = disp; d = _e52; let _e53 = (*uv_2); let _e54 = d; let _e55 = v; param = (_e53 + (_e55 * _e54)); let _e58 = getFromColor((&param)); let _e59 = c1_; c1_ = (_e59 + _e58); let _e61 = (*uv_2); let _e62 = d; let _e63 = v; param_1 = (_e61 + (_e63 * _e62)); let _e66 = getToColor((&param_1)); let _e67 = c2_; c2_ = (_e67 + _e66); continue; } else { break; } continuing { let _e69 = yi; yi = (_e69 + 1i); } } continue; } else { break; } continuing { let _e71 = xi; xi = (_e71 + 1i); } } let _e73 = c1_; c1_ = (_e73 / vec4(36f)); let _e76 = c2_; c2_ = (_e76 / vec4(36f)); let _e79 = c1_; let _e80 = c2_; let _e82 = uniforms.progress; return mix(_e79, _e80, vec4(_e82)); } fn main_1() { var param_2: vec2<f32>; let _e19 = _uv_1; param_2 = _e19; let _e20 = transition((&param_2)); _fragColor = _e20; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }