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gl-transitions

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The open collection of GL Transitions

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// pixelize — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/pixelize.glsl // Author: gre // License: MIT // Description: Both images pixelate, crossfade, then sharpen again // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, squaresMin: vec2<i32>, steps: i32, } @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(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var d: f32; var dist: f32; var local: f32; var squareSize: vec2<f32>; var p: vec2<f32>; var local_1: vec2<f32>; var param: vec2<f32>; var param_1: vec2<f32>; let _e25 = uniforms.progress; let _e27 = uniforms.progress; d = min(_e25, (1f - _e27)); let _e31 = uniforms.steps; if (_e31 > 0i) { let _e33 = d; let _e35 = uniforms.steps; let _e40 = uniforms.steps; local = (ceil((_e33 * f32(_e35))) / f32(_e40)); } else { let _e43 = d; local = _e43; } let _e44 = local; dist = _e44; let _e45 = dist; let _e48 = uniforms.squaresMin; squareSize = (vec2((2f * _e45)) / vec2<f32>(_e48)); let _e52 = dist; if (_e52 > 0f) { let _e54 = (*uv_2); let _e55 = squareSize; let _e60 = squareSize; local_1 = ((floor((_e54 / _e55)) + vec2(0.5f)) * _e60); } else { let _e62 = (*uv_2); local_1 = _e62; } let _e63 = local_1; p = _e63; let _e64 = p; param = _e64; let _e65 = getFromColor((&param)); let _e66 = p; param_1 = _e66; let _e67 = getToColor((&param_1)); let _e69 = uniforms.progress; return mix(_e65, _e67, vec4(_e69)); } fn main_1() { var param_2: vec2<f32>; let _e16 = _uv_1; param_2 = _e16; let _e17 = transition((&param_2)); _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; }