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gl-transitions

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The open collection of GL Transitions

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// SimpleFlip — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/SimpleFlip.glsl // Author: nwoeanhinnogaehr // License: MIT // Description: The outgoing image flips around the vertical axis into the incoming one // 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 _e14 = (*uv)[0u]; let _e16 = (*uv)[1u]; let _e19 = textureSampleLevel(_to, _sampler, vec2<f32>(_e14, (1f - _e16)), 0f); return _e19; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e14 = (*uv_1)[0u]; let _e16 = (*uv_1)[1u]; let _e19 = textureSampleLevel(_from, _sampler, vec2<f32>(_e14, (1f - _e16)), 0f); return _e19; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var q: vec2<f32>; var a: vec4<f32>; var param: vec2<f32>; var b: vec4<f32>; var param_1: vec2<f32>; let _e18 = (*uv_2); q = _e18; let _e20 = (*uv_2)[0u]; let _e23 = uniforms.progress; (*uv_2)[0u] = ((((_e20 - 0.5f) / abs((_e23 - 0.5f))) * 0.5f) + 0.5f); let _e30 = (*uv_2); param = _e30; let _e31 = getFromColor((&param)); a = _e31; let _e32 = (*uv_2); param_1 = _e32; let _e33 = getToColor((&param_1)); b = _e33; let _e34 = a; let _e35 = b; let _e37 = uniforms.progress; let _e43 = q[0u]; let _e47 = uniforms.progress; let _e51 = (mix(_e34, _e35, vec4(step(0.5f, _e37))).xyz * step(abs((_e43 - 0.5f)), abs((_e47 - 0.5f)))); return vec4<f32>(_e51.x, _e51.y, _e51.z, 1f); } fn main_1() { var param_2: vec2<f32>; let _e13 = _uv_1; param_2 = _e13; let _e14 = transition((&param_2)); _fragColor = _e14; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }