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gl-transitions

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The open collection of GL Transitions

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// wind — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/wind.glsl // Author: gre // License: MIT // Description: A ragged left-to-right wipe, as if the image was blown away by the wind // Bindings and uniform layout: see the gl-transitions package README struct Uniforms { progress: f32, ratio: f32, size: f32, reversed: 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 _e19 = (*uv)[0u]; let _e21 = (*uv)[1u]; let _e24 = textureSampleLevel(_to, _sampler, vec2<f32>(_e19, (1f - _e21)), 0f); return _e24; } fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> { let _e19 = (*uv_1)[0u]; let _e21 = (*uv_1)[1u]; let _e24 = textureSampleLevel(_from, _sampler, vec2<f32>(_e19, (1f - _e21)), 0f); return _e24; } fn rand(co: ptr<function, vec2<f32>>) -> f32 { let _e18 = (*co); return fract((sin(dot(_e18, vec2<f32>(12.9898f, 78.233f))) * 43758.547f)); } fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> { var x: f32; var local: f32; var r: f32; var param: vec2<f32>; var m: f32; var param_1: vec2<f32>; var param_2: vec2<f32>; let _e26 = uniforms.reversed; if (_e26 != 0i) { let _e29 = (*uv_2)[0u]; local = (1f - _e29); } else { let _e32 = (*uv_2)[0u]; local = _e32; } let _e33 = local; x = _e33; let _e35 = (*uv_2)[1u]; param = vec2<f32>(0f, _e35); let _e37 = rand((&param)); r = _e37; let _e39 = uniforms.size; let _e41 = x; let _e43 = uniforms.size; let _e47 = uniforms.size; let _e48 = r; let _e52 = uniforms.progress; let _e54 = uniforms.size; m = smoothstep(0f, -(_e39), (((_e41 * (1f - _e43)) + (_e47 * _e48)) - (_e52 * (1f + _e54)))); let _e59 = (*uv_2); param_1 = _e59; let _e60 = getFromColor((&param_1)); let _e61 = (*uv_2); param_2 = _e61; let _e62 = getToColor((&param_2)); let _e63 = m; return mix(_e60, _e62, vec4(_e63)); } fn main_1() { var param_3: vec2<f32>; let _e18 = _uv_1; param_3 = _e18; let _e19 = transition((&param_3)); _fragColor = _e19; return; } @fragment fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> { _uv_1 = _uv; main_1(); let _e3 = _fragColor; return _e3; }