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gl-transitions

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The open collection of GL Transitions

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// Swirl — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/Swirl.glsl // Author: Sergey Kosarevsky // License: MIT // Description: Both images swirl around the center while crossfading // 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 _e17 = (*uv)[0u]; let _e19 = (*uv)[1u]; let _e22 = textureSampleLevel(_to, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f); return _e22; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e17 = (*uv_1)[0u]; let _e19 = (*uv_1)[1u]; let _e22 = textureSampleLevel(_from, _sampler, vec2<f32>(_e17, (1f - _e19)), 0f); return _e22; } fn transition(UV: ptr<function, vec2<f32>>) -> vec4<f32> { var Radius: f32; var T: f32; var Dist: f32; var Percent: f32; var A: f32; var local: f32; var Theta: f32; var S: f32; var C: f32; var C0_: vec4<f32>; var param: vec2<f32>; var C1_: vec4<f32>; var param_1: vec2<f32>; Radius = 1f; let _e30 = uniforms.progress; T = _e30; let _e31 = (*UV); (*UV) = (_e31 - vec2<f32>(0.5f, 0.5f)); let _e33 = (*UV); Dist = length(_e33); let _e35 = Dist; let _e36 = Radius; if (_e35 < _e36) { let _e38 = Radius; let _e39 = Dist; let _e41 = Radius; Percent = ((_e38 - _e39) / _e41); let _e43 = T; if (_e43 <= 0.5f) { let _e45 = T; local = mix(0f, 1f, (_e45 / 0.5f)); } else { let _e48 = T; local = mix(1f, 0f, ((_e48 - 0.5f) / 0.5f)); } let _e52 = local; A = _e52; let _e53 = Percent; let _e54 = Percent; let _e56 = A; Theta = ((((_e53 * _e54) * _e56) * 8f) * 3.14159f); let _e60 = Theta; S = sin(_e60); let _e62 = Theta; C = cos(_e62); let _e64 = (*UV); let _e65 = C; let _e66 = S; let _e70 = (*UV); let _e71 = S; let _e72 = C; (*UV) = vec2<f32>(dot(_e64, vec2<f32>(_e65, -(_e66))), dot(_e70, vec2<f32>(_e71, _e72))); } let _e76 = (*UV); (*UV) = (_e76 + vec2<f32>(0.5f, 0.5f)); let _e78 = (*UV); param = _e78; let _e79 = getFromColor((&param)); C0_ = _e79; let _e80 = (*UV); param_1 = _e80; let _e81 = getToColor((&param_1)); C1_ = _e81; let _e82 = C0_; let _e83 = C1_; let _e84 = T; return mix(_e82, _e83, vec4(_e84)); } fn main_1() { var param_2: vec2<f32>; let _e16 = _uv_1; param_2 = _e16; let _e17 = transition((&param_2)); _fragColor = _e17; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }