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gl-transitions

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The open collection of GL Transitions

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// fadegrayscale — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/fadegrayscale.glsl // Author: gre // License: MIT // Description: A crossfade through grayscale // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, intensity: 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 grayscale(color: ptr<function, vec3<f32>>) -> vec3<f32> { let _e18 = (*color)[0u]; let _e21 = (*color)[1u]; let _e25 = (*color)[2u]; return vec3((((0.2126f * _e18) + (0.7152f * _e21)) + (0.0722f * _e25))); } 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(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var fc: vec4<f32>; var param: vec2<f32>; var tc: vec4<f32>; var param_1: vec2<f32>; var param_2: vec3<f32>; var param_3: vec3<f32>; let _e23 = (*uv_2); param = _e23; let _e24 = getFromColor((&param)); fc = _e24; let _e25 = (*uv_2); param_1 = _e25; let _e26 = getToColor((&param_1)); tc = _e26; let _e27 = fc; param_2 = _e27.xyz; let _e29 = grayscale((&param_2)); let _e34 = fc; let _e36 = uniforms.intensity; let _e39 = uniforms.progress; let _e43 = tc; param_3 = _e43.xyz; let _e45 = grayscale((&param_3)); let _e50 = tc; let _e52 = uniforms.intensity; let _e54 = uniforms.progress; let _e59 = uniforms.progress; return mix(mix(vec4<f32>(_e29.x, _e29.y, _e29.z, 1f), _e34, vec4(smoothstep((1f - _e36), 0f, _e39))), mix(vec4<f32>(_e45.x, _e45.y, _e45.z, 1f), _e50, vec4(smoothstep(_e52, 1f, _e54))), vec4(_e59)); } fn main_1() { var param_4: vec2<f32>; let _e17 = _uv_1; param_4 = _e17; let _e18 = transition((&param_4)); _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; }