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gl-transitions

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The open collection of GL Transitions

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// burn0 — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/burn0.glsl // Author: liubailin2020@gmail.com // License: MIT // Description: The outgoing image burns away in noisy, glowing patches // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, burnColor: vec3<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 random(st: ptr<function, vec2<f32>>) -> f32 { let _e28 = (*st); return fract((sin(dot(_e28, vec2<f32>(12.9898f, 78.233f))) * 43758.547f)); } fn noise(st_1: ptr<function, vec2<f32>>) -> f32 { var i: vec2<f32>; var f: vec2<f32>; var a: f32; var param: vec2<f32>; var b: f32; var param_1: vec2<f32>; var c: f32; var param_2: vec2<f32>; var d: f32; var param_3: vec2<f32>; var u: vec2<f32>; let _e39 = (*st_1); i = floor(_e39); let _e41 = (*st_1); f = fract(_e41); let _e43 = i; param = _e43; let _e44 = random((&param)); a = _e44; let _e45 = i; param_1 = (_e45 + vec2<f32>(1f, 0f)); let _e47 = random((&param_1)); b = _e47; let _e48 = i; param_2 = (_e48 + vec2<f32>(0f, 1f)); let _e50 = random((&param_2)); c = _e50; let _e51 = i; param_3 = (_e51 + vec2<f32>(1f, 1f)); let _e53 = random((&param_3)); d = _e53; let _e54 = f; let _e55 = f; let _e57 = f; u = ((_e54 * _e55) * (vec2(3f) - (_e57 * 2f))); let _e62 = a; let _e63 = b; let _e65 = u[0u]; let _e67 = c; let _e68 = a; let _e71 = u[1u]; let _e74 = u[0u]; let _e78 = d; let _e79 = b; let _e82 = u[0u]; let _e85 = u[1u]; return ((mix(_e62, _e63, _e65) + (((_e67 - _e68) * _e71) * (1f - _e74))) + (((_e78 - _e79) * _e82) * _e85)); } fn fbm(st_2: ptr<function, vec2<f32>>) -> f32 { var value: f32; var amplitude: f32; var i_1: i32; var param_4: vec2<f32>; value = 0f; amplitude = 0.5f; i_1 = 0i; loop { let _e32 = i_1; if (_e32 < 4i) { let _e34 = amplitude; let _e35 = (*st_2); param_4 = _e35; let _e36 = noise((&param_4)); let _e38 = value; value = (_e38 + (_e34 * _e36)); let _e40 = (*st_2); (*st_2) = (_e40 * 2f); let _e42 = amplitude; amplitude = (_e42 * 0.5f); continue; } else { break; } continuing { let _e44 = i_1; i_1 = (_e44 + 1i); } } let _e46 = value; return _e46; } fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> { let _e29 = (*uv)[0u]; let _e31 = (*uv)[1u]; let _e34 = textureSampleLevel(_to, _sampler, vec2<f32>(_e29, (1f - _e31)), 0f); return _e34; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e29 = (*uv_1)[0u]; let _e31 = (*uv_1)[1u]; let _e34 = textureSampleLevel(_from, _sampler, vec2<f32>(_e29, (1f - _e31)), 0f); return _e34; } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var param_5: vec2<f32>; var param_6: vec2<f32>; var from_: vec4<f32>; var param_7: vec2<f32>; var to: vec4<f32>; var param_8: vec2<f32>; var n: f32; var param_9: vec2<f32>; var l: f32; var edge: f32; let _e39 = uniforms.progress; if (_e39 <= 0f) { let _e41 = (*uv_2); param_5 = _e41; let _e42 = getFromColor((&param_5)); return _e42; } let _e44 = uniforms.progress; if (_e44 >= 1f) { let _e46 = (*uv_2); param_6 = _e46; let _e47 = getToColor((&param_6)); return _e47; } let _e48 = (*uv_2); param_7 = _e48; let _e49 = getFromColor((&param_7)); from_ = _e49; let _e50 = (*uv_2); param_8 = _e50; let _e51 = getToColor((&param_8)); to = _e51; let _e52 = (*uv_2); param_9 = (_e52 * 4f); let _e54 = fbm((&param_9)); n = _e54; let _e56 = uniforms.progress; let _e58 = uniforms.progress; let _e60 = n; l = smoothstep(_e56, (_e58 + 0.05f), _e60); let _e62 = l; let _e64 = l; edge = (((1f - _e62) * _e64) * 5f); let _e67 = to; let _e68 = from_; let _e69 = l; let _e73 = uniforms.burnColor; let _e78 = edge; return (mix(_e67, _e68, vec4(_e69)) + (vec4<f32>(_e73.x, _e73.y, _e73.z, 0f) * _e78)); } fn main_1() { var param_10: vec2<f32>; let _e28 = _uv_1; param_10 = _e28; let _e29 = transition((&param_10)); _fragColor = _e29; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }