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gl-transitions

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The open collection of GL Transitions

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// heart — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/heart.glsl // Author: gre // License: MIT // Description: A heart shape grows from the center to reveal the incoming image // 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 inHeart(p: ptr<function, vec2<f32>>, center: ptr<function, vec2<f32>>, size: ptr<function, f32>) -> f32 { var o: vec2<f32>; var a: f32; let _e21 = (*size); if (_e21 == 0f) { return 0f; } let _e23 = (*p); let _e24 = (*center); let _e26 = (*size); o = ((_e23 - _e24) / vec2((1.6f * _e26))); let _e31 = o[0u]; let _e33 = o[0u]; let _e36 = o[1u]; let _e38 = o[1u]; a = (((_e31 * _e33) + (_e36 * _e38)) - 0.3f); let _e42 = a; let _e43 = a; let _e45 = a; let _e48 = o[0u]; let _e50 = o[0u]; let _e53 = o[1u]; let _e56 = o[1u]; let _e59 = o[1u]; return step(((_e42 * _e43) * _e45), ((((_e48 * _e50) * _e53) * _e56) * _e59)); } 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 param: vec2<f32>; var param_1: vec2<f32>; var param_2: vec2<f32>; var param_3: vec2<f32>; var param_4: f32; let _e22 = (*uv_2); param = _e22; let _e23 = getFromColor((&param)); let _e24 = (*uv_2); param_1 = _e24; let _e25 = getToColor((&param_1)); let _e26 = (*uv_2); param_2 = _e26; param_3 = vec2<f32>(0.5f, 0.4f); let _e28 = uniforms.progress; param_4 = _e28; let _e29 = inHeart((&param_2), (&param_3), (&param_4)); return mix(_e23, _e25, vec4(_e29)); } fn main_1() { var param_5: vec2<f32>; let _e17 = _uv_1; param_5 = _e17; let _e18 = transition((&param_5)); _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; }