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gl-transitions

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The open collection of GL Transitions

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// WaterDrop — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/WaterDrop.glsl // Author: Paweł Płóciennik // License: MIT // Description: Ripples spread from the center like a drop falling into water, crossfading to the incoming image // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, amplitude: f32, speed: 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(p: ptr<function, vec2<f32>>) -> vec4<f32> { var dir: vec2<f32>; var dist: f32; var param: vec2<f32>; var param_1: vec2<f32>; var offset: vec2<f32>; var param_2: vec2<f32>; var param_3: vec2<f32>; let _e23 = (*p); dir = (_e23 - vec2<f32>(0.5f, 0.5f)); let _e25 = dir; dist = length(_e25); let _e27 = dist; let _e29 = uniforms.progress; if (_e27 > _e29) { let _e31 = (*p); param = _e31; let _e32 = getFromColor((&param)); let _e33 = (*p); param_1 = _e33; let _e34 = getToColor((&param_1)); let _e36 = uniforms.progress; return mix(_e32, _e34, vec4(_e36)); } else { let _e39 = dir; let _e40 = dist; let _e42 = uniforms.amplitude; let _e45 = uniforms.progress; let _e47 = uniforms.speed; offset = (_e39 * sin(((_e40 * _e42) - (_e45 * _e47)))); let _e52 = (*p); let _e53 = offset; param_2 = (_e52 + _e53); let _e55 = getFromColor((&param_2)); let _e56 = (*p); param_3 = _e56; let _e57 = getToColor((&param_3)); let _e59 = uniforms.progress; return mix(_e55, _e57, vec4(_e59)); } } fn main_1() { var param_4: vec2<f32>; let _e16 = _uv_1; param_4 = _e16; let _e17 = transition((&param_4)); _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; }