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gl-transitions

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The open collection of GL Transitions

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// TVStatic — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/TVStatic.glsl // Author: Brandon Anzaldi // License: MIT // Description: Cuts to full-screen TV static, then to the incoming image // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, offset: 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 noise(co: ptr<function, vec2<f32>>) -> f32 { var a: f32; var b: f32; var c: f32; var dt: f32; var sn: f32; a = 12.9898f; b = 78.233f; c = 43758.547f; let _e22 = (*co); let _e24 = uniforms.progress; let _e26 = a; let _e27 = b; dt = dot((_e22 * _e24), vec2<f32>(_e26, _e27)); let _e30 = dt; sn = (_e30 - (floor((_e30 / 3.14f)) * 3.14f)); let _e35 = sn; let _e37 = c; return fract((sin(_e35) * _e37)); } fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> { let _e18 = (*uv)[0u]; let _e20 = (*uv)[1u]; let _e23 = textureSampleLevel(_to, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f); return _e23; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e18 = (*uv_1)[0u]; let _e20 = (*uv_1)[1u]; let _e23 = textureSampleLevel(_from, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f); return _e23; } fn transition(p: ptr<function, vec2<f32>>) -> vec4<f32> { var param: vec2<f32>; var param_1: vec2<f32>; var param_2: vec2<f32>; let _e21 = uniforms.progress; let _e23 = uniforms.offset; if (_e21 < _e23) { let _e25 = (*p); param = _e25; let _e26 = getFromColor((&param)); return _e26; } else { let _e28 = uniforms.progress; let _e30 = uniforms.offset; if (_e28 > (1f - _e30)) { let _e33 = (*p); param_1 = _e33; let _e34 = getToColor((&param_1)); return _e34; } else { let _e35 = (*p); param_2 = _e35; let _e36 = noise((&param_2)); let _e37 = vec3(_e36); return vec4<f32>(_e37.x, _e37.y, _e37.z, 1f); } } } fn main_1() { var param_3: vec2<f32>; let _e17 = _uv_1; param_3 = _e17; let _e18 = transition((&param_3)); _fragColor = _e18; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }