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gl-transitions

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The open collection of GL Transitions

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// SimpleZoom — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/SimpleZoom.glsl // Author: 0gust1 // License: MIT // Description: Zooms into the outgoing image, then fades to the incoming one // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, zoom_quickness: 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 zoom(uv_2: ptr<function, vec2<f32>>, amount: ptr<function, f32>) -> vec2<f32> { let _e16 = (*uv_2); let _e19 = (*amount); return (vec2(0.5f) + ((_e16 - vec2(0.5f)) * (1f - _e19))); } fn transition(uv_3: ptr<function, vec2<f32>>) -> vec4<f32> { var nQuick: f32; var param: vec2<f32>; var param_1: f32; var param_2: vec2<f32>; var param_3: vec2<f32>; let _e21 = uniforms.zoom_quickness; nQuick = clamp(_e21, 0.2f, 1f); let _e23 = nQuick; let _e25 = uniforms.progress; let _e27 = (*uv_3); param = _e27; param_1 = smoothstep(0f, _e23, _e25); let _e28 = zoom((&param), (&param_1)); param_2 = _e28; let _e29 = getFromColor((&param_2)); let _e30 = (*uv_3); param_3 = _e30; let _e31 = getToColor((&param_3)); let _e32 = nQuick; let _e35 = uniforms.progress; return mix(_e29, _e31, vec4(smoothstep((_e32 - 0.2f), 1f, _e35))); } fn main_1() { var param_4: vec2<f32>; let _e15 = _uv_1; param_4 = _e15; let _e16 = transition((&param_4)); _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; }