gl-transitions 1.74.0 → 1.76.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (389) hide show
  1. package/README.md +78 -0
  2. package/compatibility.json +2070 -0
  3. package/glsl3/AdvancedMosaic.glsl +21 -0
  4. package/glsl3/BlockDissolve.glsl +16 -0
  5. package/glsl3/BookFlip.glsl +37 -0
  6. package/glsl3/Bounce.glsl +35 -0
  7. package/glsl3/BowTieHorizontal.glsl +123 -0
  8. package/glsl3/BowTieVertical.glsl +117 -0
  9. package/glsl3/BowTieWithParameter.glsl +74 -0
  10. package/glsl3/Box.glsl +33 -0
  11. package/glsl3/ButterflyWaveScrawler.glsl +33 -0
  12. package/glsl3/CircleCrop.glsl +20 -0
  13. package/glsl3/ColourDistance.glsl +19 -0
  14. package/glsl3/CrazyParametricFun.glsl +20 -0
  15. package/glsl3/CrossZoom.glsl +68 -0
  16. package/glsl3/DefocusBlur.glsl +47 -0
  17. package/glsl3/Directional.glsl +18 -0
  18. package/glsl3/DirectionalScaled.glsl +35 -0
  19. package/glsl3/DoomScreenTransition.glsl +62 -0
  20. package/glsl3/Dreamy.glsl +14 -0
  21. package/glsl3/DreamyZoom.glsl +43 -0
  22. package/glsl3/Drop_Zone_Flicker.glsl +159 -0
  23. package/glsl3/EdgeTransition.glsl +50 -0
  24. package/glsl3/FilmBurn.glsl +63 -0
  25. package/glsl3/Fold.glsl +12 -0
  26. package/glsl3/GlitchDisplace.glsl +78 -0
  27. package/glsl3/GlitchMemories.glsl +17 -0
  28. package/glsl3/GridFlip.glsl +77 -0
  29. package/glsl3/HSVfade.glsl +29 -0
  30. package/glsl3/HorizontalClose.glsl +16 -0
  31. package/glsl3/HorizontalOpen.glsl +18 -0
  32. package/glsl3/InvertedPageCurl.glsl +228 -0
  33. package/glsl3/LeftRight.glsl +28 -0
  34. package/glsl3/LinearBlur.glsl +30 -0
  35. package/glsl3/Mosaic.glsl +45 -0
  36. package/glsl3/Overexposure.glsl +25 -0
  37. package/glsl3/PolkaDotsCurtain.glsl +14 -0
  38. package/glsl3/PuzzleRight.glsl +57 -0
  39. package/glsl3/Radial.glsl +19 -0
  40. package/glsl3/Rectangle.glsl +29 -0
  41. package/glsl3/RectangleCrop.glsl +30 -0
  42. package/glsl3/Revolve_Left.glsl +98 -0
  43. package/glsl3/Rolls.glsl +42 -0
  44. package/glsl3/RotateScaleVanish.glsl +42 -0
  45. package/glsl3/SimpleFlip.glsl +14 -0
  46. package/glsl3/SimpleZoom.glsl +20 -0
  47. package/glsl3/SimpleZoomOut.glsl +23 -0
  48. package/glsl3/Slides.glsl +41 -0
  49. package/glsl3/StarWipe.glsl +51 -0
  50. package/glsl3/StaticFade.glsl +47 -0
  51. package/glsl3/StereoViewer.glsl +214 -0
  52. package/glsl3/StripDatamoshGlitch.glsl +187 -0
  53. package/glsl3/Swirl.glsl +34 -0
  54. package/glsl3/TVStatic.glsl +29 -0
  55. package/glsl3/TilesWave.glsl +63 -0
  56. package/glsl3/TopBottom.glsl +27 -0
  57. package/glsl3/VerticalClose.glsl +16 -0
  58. package/glsl3/VerticalOpen.glsl +17 -0
  59. package/glsl3/WaterDrop.glsl +21 -0
  60. package/glsl3/ZoomInCircles.glsl +40 -0
  61. package/glsl3/ZoomLeftWipe.glsl +36 -0
  62. package/glsl3/ZoomRigthWipe.glsl +36 -0
  63. package/glsl3/angular.glsl +25 -0
  64. package/glsl3/burn.glsl +14 -0
  65. package/glsl3/burn0.glsl +55 -0
  66. package/glsl3/cannabisleaf.glsl +18 -0
  67. package/glsl3/chessboard.glsl +28 -0
  68. package/glsl3/circle.glsl +24 -0
  69. package/glsl3/circleopen.glsl +18 -0
  70. package/glsl3/colorphase.glsl +19 -0
  71. package/glsl3/coord-from-in.glsl +18 -0
  72. package/glsl3/crosshatch.glsl +20 -0
  73. package/glsl3/crosswarp.glsl +10 -0
  74. package/glsl3/cube.glsl +71 -0
  75. package/glsl3/directional-easing.glsl +19 -0
  76. package/glsl3/directionalwarp.glsl +20 -0
  77. package/glsl3/directionalwipe.glsl +22 -0
  78. package/glsl3/displacement.glsl +26 -0
  79. package/glsl3/dissolve.glsl +54 -0
  80. package/glsl3/doorway.glsl +55 -0
  81. package/glsl3/fade.glsl +13 -0
  82. package/glsl3/fadecolor.glsl +15 -0
  83. package/glsl3/fadegrayscale.glsl +21 -0
  84. package/glsl3/flyeye.glsl +20 -0
  85. package/glsl3/fragment.glsl +54 -0
  86. package/glsl3/heart.glsl +19 -0
  87. package/glsl3/hexagonalize.glsl +78 -0
  88. package/glsl3/kaleidoscope.glsl +25 -0
  89. package/glsl3/luma.glsl +15 -0
  90. package/glsl3/luminance_melt.glsl +131 -0
  91. package/glsl3/morph.glsl +20 -0
  92. package/glsl3/mosaic_transition.glsl +20 -0
  93. package/glsl3/multiply_blend.glsl +19 -0
  94. package/glsl3/old_tv_lost_signal.glsl +51 -0
  95. package/glsl3/parametric_glitch.glsl +29 -0
  96. package/glsl3/perlin.glsl +66 -0
  97. package/glsl3/pinwheel.glsl +20 -0
  98. package/glsl3/pixelize.glsl +21 -0
  99. package/glsl3/polar_function.glsl +24 -0
  100. package/glsl3/powerKaleido.glsl +57 -0
  101. package/glsl3/randomNoisex.glsl +15 -0
  102. package/glsl3/randomsquares.glsl +20 -0
  103. package/glsl3/ripple.glsl +20 -0
  104. package/glsl3/rotateTransition.glsl +22 -0
  105. package/glsl3/rotate_scale_fade.glsl +39 -0
  106. package/glsl3/scale-in.glsl +18 -0
  107. package/glsl3/splitSlideInHorizontal.glsl +26 -0
  108. package/glsl3/splitSlideInOutHorizontal.glsl +23 -0
  109. package/glsl3/splitSlideInOutVertical.glsl +23 -0
  110. package/glsl3/splitSlideInVertical.glsl +24 -0
  111. package/glsl3/splitSlideOutHorizontal.glsl +22 -0
  112. package/glsl3/splitSlideOutVertical.glsl +22 -0
  113. package/glsl3/squareswire.glsl +26 -0
  114. package/glsl3/squeeze.glsl +23 -0
  115. package/glsl3/static_wipe.glsl +39 -0
  116. package/glsl3/swap.glsl +64 -0
  117. package/glsl3/tangentMotionBlur.glsl +139 -0
  118. package/glsl3/undulatingBurnOut.glsl +56 -0
  119. package/glsl3/wind.glsl +25 -0
  120. package/glsl3/windowblinds.glsl +18 -0
  121. package/glsl3/windowslice.glsl +16 -0
  122. package/glsl3/wipeDown.glsl +12 -0
  123. package/glsl3/wipeLeft.glsl +12 -0
  124. package/glsl3/wipeRight.glsl +12 -0
  125. package/glsl3/wipeUp.glsl +12 -0
  126. package/glsl3/x_axis_translation.glsl +21 -0
  127. package/glsl3/zoomInOut.glsl +20 -0
  128. package/index.d.ts +61 -0
  129. package/layouts.json +2956 -0
  130. package/llms-full.txt +1707 -0
  131. package/llms.txt +153 -0
  132. package/msl/AdvancedMosaic.metal +136 -0
  133. package/msl/BlockDissolve.metal +108 -0
  134. package/msl/BookFlip.metal +191 -0
  135. package/msl/Bounce.metal +128 -0
  136. package/msl/BowTieHorizontal.metal +375 -0
  137. package/msl/BowTieVertical.metal +375 -0
  138. package/msl/BowTieWithParameter.metal +361 -0
  139. package/msl/Box.metal +204 -0
  140. package/msl/ButterflyWaveScrawler.metal +190 -0
  141. package/msl/CircleCrop.metal +117 -0
  142. package/msl/ColourDistance.metal +110 -0
  143. package/msl/CrazyParametricFun.metal +139 -0
  144. package/msl/CrossZoom.metal +274 -0
  145. package/msl/DefocusBlur.metal +297 -0
  146. package/msl/Directional.metal +107 -0
  147. package/msl/DirectionalScaled.metal +147 -0
  148. package/msl/DoomScreenTransition.metal +212 -0
  149. package/msl/Dreamy.metal +133 -0
  150. package/msl/DreamyZoom.metal +182 -0
  151. package/msl/Drop_Zone_Flicker.metal +561 -0
  152. package/msl/EdgeTransition.metal +277 -0
  153. package/msl/FilmBurn.metal +425 -0
  154. package/msl/Fold.metal +110 -0
  155. package/msl/GlitchDisplace.metal +374 -0
  156. package/msl/GlitchMemories.metal +146 -0
  157. package/msl/GridFlip.metal +285 -0
  158. package/msl/HSVfade.metal +161 -0
  159. package/msl/HorizontalClose.metal +100 -0
  160. package/msl/HorizontalOpen.metal +103 -0
  161. package/msl/InvertedPageCurl.metal +762 -0
  162. package/msl/LeftRight.metal +138 -0
  163. package/msl/LinearBlur.metal +169 -0
  164. package/msl/Mosaic.metal +212 -0
  165. package/msl/Overexposure.metal +130 -0
  166. package/msl/PolkaDotsCurtain.metal +112 -0
  167. package/msl/PuzzleRight.metal +262 -0
  168. package/msl/Radial.metal +102 -0
  169. package/msl/Rectangle.metal +129 -0
  170. package/msl/RectangleCrop.metal +127 -0
  171. package/msl/Revolve_Left.metal +363 -0
  172. package/msl/Rolls.metal +209 -0
  173. package/msl/RotateScaleVanish.metal +227 -0
  174. package/msl/SimpleFlip.metal +110 -0
  175. package/msl/SimpleZoom.metal +116 -0
  176. package/msl/SimpleZoomOut.metal +127 -0
  177. package/msl/Slides.metal +244 -0
  178. package/msl/StarWipe.metal +204 -0
  179. package/msl/StaticFade.metal +193 -0
  180. package/msl/StereoViewer.metal +707 -0
  181. package/msl/StripDatamoshGlitch.metal +828 -0
  182. package/msl/Swirl.metal +152 -0
  183. package/msl/TVStatic.metal +136 -0
  184. package/msl/TilesWave.metal +290 -0
  185. package/msl/TopBottom.metal +138 -0
  186. package/msl/VerticalClose.metal +100 -0
  187. package/msl/VerticalOpen.metal +103 -0
  188. package/msl/WaterDrop.metal +126 -0
  189. package/msl/ZoomInCircles.metal +169 -0
  190. package/msl/ZoomLeftWipe.metal +152 -0
  191. package/msl/ZoomRigthWipe.metal +152 -0
  192. package/msl/angular.metal +111 -0
  193. package/msl/burn.metal +103 -0
  194. package/msl/burn0.metal +236 -0
  195. package/msl/cannabisleaf.metal +120 -0
  196. package/msl/chessboard.metal +144 -0
  197. package/msl/circle.metal +115 -0
  198. package/msl/circleopen.metal +124 -0
  199. package/msl/colorphase.metal +106 -0
  200. package/msl/coord-from-in.metal +111 -0
  201. package/msl/crosshatch.metal +126 -0
  202. package/msl/crosswarp.metal +103 -0
  203. package/msl/cube.metal +259 -0
  204. package/msl/directional-easing.metal +111 -0
  205. package/msl/directionalwarp.metal +121 -0
  206. package/msl/directionalwipe.metal +120 -0
  207. package/msl/displacement.metal +129 -0
  208. package/msl/dissolve.metal +146 -0
  209. package/msl/doorway.metal +210 -0
  210. package/msl/fade.metal +95 -0
  211. package/msl/fadecolor.metal +104 -0
  212. package/msl/fadegrayscale.metal +123 -0
  213. package/msl/flyeye.metal +133 -0
  214. package/msl/fragment.metal +276 -0
  215. package/msl/heart.metal +134 -0
  216. package/msl/hexagonalize.metal +274 -0
  217. package/msl/kaleidoscope.metal +157 -0
  218. package/msl/luma.metal +113 -0
  219. package/msl/luminance_melt.metal +337 -0
  220. package/msl/morph.metal +131 -0
  221. package/msl/mosaic_transition.metal +137 -0
  222. package/msl/multiply_blend.metal +127 -0
  223. package/msl/old_tv_lost_signal.metal +172 -0
  224. package/msl/parametric_glitch.metal +152 -0
  225. package/msl/perlin.metal +206 -0
  226. package/msl/pinwheel.metal +112 -0
  227. package/msl/pixelize.metal +134 -0
  228. package/msl/polar_function.metal +116 -0
  229. package/msl/powerKaleido.metal +304 -0
  230. package/msl/randomNoisex.metal +115 -0
  231. package/msl/randomsquares.metal +118 -0
  232. package/msl/ripple.metal +113 -0
  233. package/msl/rotateTransition.metal +116 -0
  234. package/msl/rotate_scale_fade.metal +167 -0
  235. package/msl/scale-in.metal +111 -0
  236. package/msl/splitSlideInHorizontal.metal +147 -0
  237. package/msl/splitSlideInOutHorizontal.metal +138 -0
  238. package/msl/splitSlideInOutVertical.metal +138 -0
  239. package/msl/splitSlideInVertical.metal +144 -0
  240. package/msl/splitSlideOutHorizontal.metal +131 -0
  241. package/msl/splitSlideOutVertical.metal +131 -0
  242. package/msl/squareswire.metal +144 -0
  243. package/msl/squeeze.metal +133 -0
  244. package/msl/static_wipe.metal +147 -0
  245. package/msl/swap.metal +256 -0
  246. package/msl/tangentMotionBlur.metal +583 -0
  247. package/msl/undulatingBurnOut.metal +217 -0
  248. package/msl/wind.metal +131 -0
  249. package/msl/windowblinds.metal +107 -0
  250. package/msl/windowslice.metal +108 -0
  251. package/msl/wipeDown.metal +105 -0
  252. package/msl/wipeLeft.metal +105 -0
  253. package/msl/wipeRight.metal +105 -0
  254. package/msl/wipeUp.metal +105 -0
  255. package/msl/x_axis_translation.metal +110 -0
  256. package/msl/zoomInOut.metal +125 -0
  257. package/package.json +1 -1
  258. package/skills/gl-transitions/SKILL.md +46 -0
  259. package/skills/gl-transitions/references/catalog.md +224 -0
  260. package/skills/gl-transitions/references/skia.md +118 -0
  261. package/skills/gl-transitions/references/video.md +71 -0
  262. package/skills/gl-transitions/references/webgl.md +122 -0
  263. package/sksl/index.d.ts +4 -0
  264. package/sksl/index.js +1 -0
  265. package/wgsl/AdvancedMosaic.wgsl +108 -0
  266. package/wgsl/BlockDissolve.wgsl +78 -0
  267. package/wgsl/BookFlip.wgsl +157 -0
  268. package/wgsl/Bounce.wgsl +98 -0
  269. package/wgsl/BowTieHorizontal.wgsl +331 -0
  270. package/wgsl/BowTieVertical.wgsl +331 -0
  271. package/wgsl/BowTieWithParameter.wgsl +313 -0
  272. package/wgsl/Box.wgsl +176 -0
  273. package/wgsl/ButterflyWaveScrawler.wgsl +158 -0
  274. package/wgsl/CircleCrop.wgsl +88 -0
  275. package/wgsl/ColourDistance.wgsl +82 -0
  276. package/wgsl/CrazyParametricFun.wgsl +111 -0
  277. package/wgsl/CrossZoom.wgsl +219 -0
  278. package/wgsl/DefocusBlur.wgsl +269 -0
  279. package/wgsl/Directional.wgsl +79 -0
  280. package/wgsl/DirectionalScaled.wgsl +117 -0
  281. package/wgsl/DoomScreenTransition.wgsl +171 -0
  282. package/wgsl/Dreamy.wgsl +102 -0
  283. package/wgsl/DreamyZoom.wgsl +154 -0
  284. package/wgsl/Drop_Zone_Flicker.wgsl +513 -0
  285. package/wgsl/EdgeTransition.wgsl +216 -0
  286. package/wgsl/FilmBurn.wgsl +361 -0
  287. package/wgsl/Fold.wgsl +82 -0
  288. package/wgsl/GlitchDisplace.wgsl +327 -0
  289. package/wgsl/GlitchMemories.wgsl +118 -0
  290. package/wgsl/GridFlip.wgsl +250 -0
  291. package/wgsl/HSVfade.wgsl +131 -0
  292. package/wgsl/HorizontalClose.wgsl +72 -0
  293. package/wgsl/HorizontalOpen.wgsl +75 -0
  294. package/wgsl/InvertedPageCurl.wgsl +690 -0
  295. package/wgsl/LeftRight.wgsl +109 -0
  296. package/wgsl/LinearBlur.wgsl +131 -0
  297. package/wgsl/Mosaic.wgsl +174 -0
  298. package/wgsl/Overexposure.wgsl +102 -0
  299. package/wgsl/PolkaDotsCurtain.wgsl +83 -0
  300. package/wgsl/PuzzleRight.wgsl +230 -0
  301. package/wgsl/Radial.wgsl +74 -0
  302. package/wgsl/Rectangle.wgsl +100 -0
  303. package/wgsl/RectangleCrop.wgsl +98 -0
  304. package/wgsl/Revolve_Left.wgsl +314 -0
  305. package/wgsl/Rolls.wgsl +181 -0
  306. package/wgsl/RotateScaleVanish.wgsl +199 -0
  307. package/wgsl/SimpleFlip.wgsl +82 -0
  308. package/wgsl/SimpleZoom.wgsl +85 -0
  309. package/wgsl/SimpleZoomOut.wgsl +96 -0
  310. package/wgsl/Slides.wgsl +216 -0
  311. package/wgsl/StarWipe.wgsl +169 -0
  312. package/wgsl/StaticFade.wgsl +159 -0
  313. package/wgsl/StereoViewer.wgsl +625 -0
  314. package/wgsl/StripDatamoshGlitch.wgsl +755 -0
  315. package/wgsl/Swirl.wgsl +124 -0
  316. package/wgsl/TVStatic.wgsl +106 -0
  317. package/wgsl/TilesWave.wgsl +262 -0
  318. package/wgsl/TopBottom.wgsl +109 -0
  319. package/wgsl/VerticalClose.wgsl +72 -0
  320. package/wgsl/VerticalOpen.wgsl +75 -0
  321. package/wgsl/WaterDrop.wgsl +98 -0
  322. package/wgsl/ZoomInCircles.wgsl +138 -0
  323. package/wgsl/ZoomLeftWipe.wgsl +121 -0
  324. package/wgsl/ZoomRigthWipe.wgsl +121 -0
  325. package/wgsl/angular.wgsl +83 -0
  326. package/wgsl/burn.wgsl +74 -0
  327. package/wgsl/burn0.wgsl +198 -0
  328. package/wgsl/cannabisleaf.wgsl +92 -0
  329. package/wgsl/chessboard.wgsl +116 -0
  330. package/wgsl/circle.wgsl +87 -0
  331. package/wgsl/circleopen.wgsl +96 -0
  332. package/wgsl/colorphase.wgsl +77 -0
  333. package/wgsl/coord-from-in.wgsl +83 -0
  334. package/wgsl/crosshatch.wgsl +96 -0
  335. package/wgsl/crosswarp.wgsl +75 -0
  336. package/wgsl/cube.wgsl +217 -0
  337. package/wgsl/directional-easing.wgsl +83 -0
  338. package/wgsl/directionalwarp.wgsl +92 -0
  339. package/wgsl/directionalwipe.wgsl +91 -0
  340. package/wgsl/displacement.wgsl +96 -0
  341. package/wgsl/dissolve.wgsl +116 -0
  342. package/wgsl/doorway.wgsl +174 -0
  343. package/wgsl/fade.wgsl +67 -0
  344. package/wgsl/fadecolor.wgsl +75 -0
  345. package/wgsl/fadegrayscale.wgsl +93 -0
  346. package/wgsl/flyeye.wgsl +105 -0
  347. package/wgsl/fragment.wgsl +227 -0
  348. package/wgsl/heart.wgsl +103 -0
  349. package/wgsl/hexagonalize.wgsl +238 -0
  350. package/wgsl/kaleidoscope.wgsl +124 -0
  351. package/wgsl/luma.wgsl +80 -0
  352. package/wgsl/luminance_melt.wgsl +299 -0
  353. package/wgsl/morph.wgsl +103 -0
  354. package/wgsl/mosaic_transition.wgsl +107 -0
  355. package/wgsl/multiply_blend.wgsl +96 -0
  356. package/wgsl/old_tv_lost_signal.wgsl +142 -0
  357. package/wgsl/parametric_glitch.wgsl +124 -0
  358. package/wgsl/perlin.wgsl +174 -0
  359. package/wgsl/pinwheel.wgsl +84 -0
  360. package/wgsl/pixelize.wgsl +105 -0
  361. package/wgsl/polar_function.wgsl +88 -0
  362. package/wgsl/powerKaleido.wgsl +254 -0
  363. package/wgsl/randomNoisex.wgsl +85 -0
  364. package/wgsl/randomsquares.wgsl +87 -0
  365. package/wgsl/ripple.wgsl +85 -0
  366. package/wgsl/rotateTransition.wgsl +85 -0
  367. package/wgsl/rotate_scale_fade.wgsl +138 -0
  368. package/wgsl/scale-in.wgsl +79 -0
  369. package/wgsl/splitSlideInHorizontal.wgsl +118 -0
  370. package/wgsl/splitSlideInOutHorizontal.wgsl +109 -0
  371. package/wgsl/splitSlideInOutVertical.wgsl +109 -0
  372. package/wgsl/splitSlideInVertical.wgsl +115 -0
  373. package/wgsl/splitSlideOutHorizontal.wgsl +102 -0
  374. package/wgsl/splitSlideOutVertical.wgsl +102 -0
  375. package/wgsl/squareswire.wgsl +115 -0
  376. package/wgsl/squeeze.wgsl +105 -0
  377. package/wgsl/static_wipe.wgsl +117 -0
  378. package/wgsl/swap.wgsl +218 -0
  379. package/wgsl/tangentMotionBlur.wgsl +503 -0
  380. package/wgsl/undulatingBurnOut.wgsl +181 -0
  381. package/wgsl/wind.wgsl +101 -0
  382. package/wgsl/windowblinds.wgsl +79 -0
  383. package/wgsl/windowslice.wgsl +80 -0
  384. package/wgsl/wipeDown.wgsl +77 -0
  385. package/wgsl/wipeLeft.wgsl +77 -0
  386. package/wgsl/wipeRight.wgsl +77 -0
  387. package/wgsl/wipeUp.wgsl +77 -0
  388. package/wgsl/x_axis_translation.wgsl +82 -0
  389. package/wgsl/zoomInOut.wgsl +94 -0
@@ -0,0 +1,108 @@
1
+ // AdvancedMosaic — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/AdvancedMosaic.glsl
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+ // Author: Sergey Kosarevsky
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+ // License: MIT
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+ // Description: Both images break into large blocks that blend, then sharpen into the incoming image
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+ // Bindings and uniform layout: see the gl-transitions package README
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+
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+ struct Uniforms {
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+ progress: f32,
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+ ratio: f32,
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+ pixelSize: f32,
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+ }
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+
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+ @group(0) @binding(2)
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+ var _from: texture_2d<f32>;
15
+ @group(0) @binding(1)
16
+ var _sampler: sampler;
17
+ @group(0) @binding(3)
18
+ var _to: texture_2d<f32>;
19
+ @group(0) @binding(0)
20
+ var<uniform> uniforms: Uniforms;
21
+ var<private> _fragColor: vec4<f32>;
22
+ var<private> _uv_1: vec2<f32>;
23
+
24
+ fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
25
+ let _e16 = (*uv)[0u];
26
+ let _e18 = (*uv)[1u];
27
+ let _e21 = textureSampleLevel(_to, _sampler, vec2<f32>(_e16, (1f - _e18)), 0f);
28
+ return _e21;
29
+ }
30
+
31
+ fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
32
+ let _e16 = (*uv_1)[0u];
33
+ let _e18 = (*uv_1)[1u];
34
+ let _e21 = textureSampleLevel(_from, _sampler, vec2<f32>(_e16, (1f - _e18)), 0f);
35
+ return _e21;
36
+ }
37
+
38
+ fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
39
+ var T: f32;
40
+ var half: f32;
41
+ var size: f32;
42
+ var local: f32;
43
+ var D: f32;
44
+ var UV: vec2<f32>;
45
+ var coord: vec2<f32>;
46
+ var C0_: vec4<f32>;
47
+ var param: vec2<f32>;
48
+ var C1_: vec4<f32>;
49
+ var param_1: vec2<f32>;
50
+
51
+ let _e27 = uniforms.progress;
52
+ T = _e27;
53
+ half = 0.5f;
54
+ let _e28 = T;
55
+ let _e29 = half;
56
+ if (_e28 < _e29) {
57
+ let _e32 = uniforms.pixelSize;
58
+ let _e33 = T;
59
+ let _e34 = half;
60
+ local = mix(1f, _e32, (_e33 / _e34));
61
+ } else {
62
+ let _e38 = uniforms.pixelSize;
63
+ let _e39 = T;
64
+ let _e40 = half;
65
+ let _e42 = half;
66
+ local = mix(_e38, 1f, ((_e39 - _e40) / _e42));
67
+ }
68
+ let _e45 = local;
69
+ size = _e45;
70
+ let _e46 = size;
71
+ D = (_e46 * 0.005f);
72
+ let _e48 = (*uv_2);
73
+ let _e51 = D;
74
+ UV = ((_e48 - vec2(0.5f)) / vec2(_e51));
75
+ let _e54 = D;
76
+ let _e55 = UV;
77
+ coord = clamp(((ceil((_e55 - vec2(0.5f))) * _e54) + vec2(0.5f)), vec2(0f), vec2(1f));
78
+ let _e65 = coord;
79
+ param = _e65;
80
+ let _e66 = getFromColor((&param));
81
+ C0_ = _e66;
82
+ let _e67 = coord;
83
+ param_1 = _e67;
84
+ let _e68 = getToColor((&param_1));
85
+ C1_ = _e68;
86
+ let _e69 = C0_;
87
+ let _e70 = C1_;
88
+ let _e71 = T;
89
+ return mix(_e69, _e70, vec4(_e71));
90
+ }
91
+
92
+ fn main_1() {
93
+ var param_2: vec2<f32>;
94
+
95
+ let _e15 = _uv_1;
96
+ param_2 = _e15;
97
+ let _e16 = transition((&param_2));
98
+ _fragColor = _e16;
99
+ return;
100
+ }
101
+
102
+ @fragment
103
+ fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> {
104
+ _uv_1 = _uv;
105
+ main_1();
106
+ let _e3 = _fragColor;
107
+ return _e3;
108
+ }
@@ -0,0 +1,78 @@
1
+ // BlockDissolve — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/BlockDissolve.glsl
2
+ // Author: nwoeanhinnogaehr
3
+ // License: MIT
4
+ // Description: The incoming image appears in small random blocks
5
+ // Bindings and uniform layout: see the gl-transitions package README
6
+
7
+ struct Uniforms {
8
+ progress: f32,
9
+ ratio: f32,
10
+ blocksize: f32,
11
+ }
12
+
13
+ @group(0) @binding(2)
14
+ var _from: texture_2d<f32>;
15
+ @group(0) @binding(1)
16
+ var _sampler: sampler;
17
+ @group(0) @binding(3)
18
+ var _to: texture_2d<f32>;
19
+ @group(0) @binding(0)
20
+ var<uniform> uniforms: Uniforms;
21
+ var<private> _fragColor: vec4<f32>;
22
+ var<private> _uv_1: vec2<f32>;
23
+
24
+ fn rand(co: ptr<function, vec2<f32>>) -> f32 {
25
+ let _e17 = (*co);
26
+ return fract((sin(dot(_e17, vec2<f32>(12.9898f, 78.233f))) * 43758.547f));
27
+ }
28
+
29
+ fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
30
+ let _e18 = (*uv)[0u];
31
+ let _e20 = (*uv)[1u];
32
+ let _e23 = textureSampleLevel(_to, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
33
+ return _e23;
34
+ }
35
+
36
+ fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
37
+ let _e18 = (*uv_1)[0u];
38
+ let _e20 = (*uv_1)[1u];
39
+ let _e23 = textureSampleLevel(_from, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
40
+ return _e23;
41
+ }
42
+
43
+ fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
44
+ var param: vec2<f32>;
45
+ var param_1: vec2<f32>;
46
+ var param_2: vec2<f32>;
47
+
48
+ let _e20 = (*uv_2);
49
+ param = _e20;
50
+ let _e21 = getFromColor((&param));
51
+ let _e22 = (*uv_2);
52
+ param_1 = _e22;
53
+ let _e23 = getToColor((&param_1));
54
+ let _e24 = (*uv_2);
55
+ let _e26 = uniforms.blocksize;
56
+ param_2 = floor((_e24 / vec2(_e26)));
57
+ let _e30 = rand((&param_2));
58
+ let _e32 = uniforms.progress;
59
+ return mix(_e21, _e23, vec4(step(_e30, _e32)));
60
+ }
61
+
62
+ fn main_1() {
63
+ var param_3: vec2<f32>;
64
+
65
+ let _e17 = _uv_1;
66
+ param_3 = _e17;
67
+ let _e18 = transition((&param_3));
68
+ _fragColor = _e18;
69
+ return;
70
+ }
71
+
72
+ @fragment
73
+ fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> {
74
+ _uv_1 = _uv;
75
+ main_1();
76
+ let _e3 = _fragColor;
77
+ return _e3;
78
+ }
@@ -0,0 +1,157 @@
1
+ // BookFlip — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/BookFlip.glsl
2
+ // Author: hong
3
+ // License: MIT
4
+ // Description: The outgoing image turns like a book page from right to left, revealing the incoming one
5
+ // Bindings and uniform layout: see the gl-transitions package README
6
+
7
+ struct Uniforms {
8
+ progress: f32,
9
+ ratio: f32,
10
+ }
11
+
12
+ @group(0) @binding(2)
13
+ var _from: texture_2d<f32>;
14
+ @group(0) @binding(1)
15
+ var _sampler: sampler;
16
+ @group(0) @binding(3)
17
+ var _to: texture_2d<f32>;
18
+ @group(0) @binding(0)
19
+ var<uniform> uniforms: Uniforms;
20
+ var<private> _fragColor: vec4<f32>;
21
+ var<private> _uv_1: vec2<f32>;
22
+
23
+ fn nonZero(x: ptr<function, f32>) -> f32 {
24
+ var local: f32;
25
+
26
+ let _e18 = (*x);
27
+ if (abs(_e18) < 0.0001f) {
28
+ let _e21 = (*x);
29
+ local = select(0.0001f, -0.0001f, (_e21 < 0f));
30
+ } else {
31
+ let _e24 = (*x);
32
+ local = _e24;
33
+ }
34
+ let _e25 = local;
35
+ return _e25;
36
+ }
37
+
38
+ fn skewRight(p: ptr<function, vec2<f32>>) -> vec2<f32> {
39
+ var skewX: f32;
40
+ var param: f32;
41
+ var skewY: f32;
42
+
43
+ let _e21 = (*p)[0u];
44
+ let _e23 = uniforms.progress;
45
+ let _e26 = uniforms.progress;
46
+ param = (0.5f - _e26);
47
+ let _e28 = nonZero((&param));
48
+ skewX = (((_e21 - _e23) / _e28) * 0.5f);
49
+ let _e32 = (*p)[1u];
50
+ let _e35 = uniforms.progress;
51
+ let _e37 = (*p)[0u];
52
+ skewY = ((((_e32 - 0.5f) / (0.5f + ((_e35 * (_e37 - 0.5f)) / 0.5f))) * 0.5f) + 0.5f);
53
+ let _e45 = skewX;
54
+ let _e46 = skewY;
55
+ return vec2<f32>(_e45, _e46);
56
+ }
57
+
58
+ fn addShade_u0028_() -> vec4<f32> {
59
+ var shadeVal: f32;
60
+
61
+ let _e18 = uniforms.progress;
62
+ shadeVal = max(0.7f, (abs((_e18 - 0.5f)) * 2f));
63
+ let _e23 = shadeVal;
64
+ let _e24 = vec3(_e23);
65
+ return vec4<f32>(_e24.x, _e24.y, _e24.z, 1f);
66
+ }
67
+
68
+ fn getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
69
+ let _e18 = (*uv)[0u];
70
+ let _e20 = (*uv)[1u];
71
+ let _e23 = textureSampleLevel(_to, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
72
+ return _e23;
73
+ }
74
+
75
+ fn skewLeft(p_1: ptr<function, vec2<f32>>) -> vec2<f32> {
76
+ var skewX_1: f32;
77
+ var param_1: f32;
78
+ var skewY_1: f32;
79
+
80
+ let _e21 = (*p_1)[0u];
81
+ let _e24 = uniforms.progress;
82
+ param_1 = (_e24 - 0.5f);
83
+ let _e26 = nonZero((&param_1));
84
+ skewX_1 = ((((_e21 - 0.5f) / _e26) * 0.5f) + 0.5f);
85
+ let _e31 = (*p_1)[1u];
86
+ let _e34 = uniforms.progress;
87
+ let _e37 = (*p_1)[0u];
88
+ skewY_1 = ((((_e31 - 0.5f) / (0.5f + (((1f - _e34) * (0.5f - _e37)) / 0.5f))) * 0.5f) + 0.5f);
89
+ let _e45 = skewX_1;
90
+ let _e46 = skewY_1;
91
+ return vec2<f32>(_e45, _e46);
92
+ }
93
+
94
+ fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
95
+ let _e18 = (*uv_1)[0u];
96
+ let _e20 = (*uv_1)[1u];
97
+ let _e23 = textureSampleLevel(_from, _sampler, vec2<f32>(_e18, (1f - _e20)), 0f);
98
+ return _e23;
99
+ }
100
+
101
+ fn transition(p_2: ptr<function, vec2<f32>>) -> vec4<f32> {
102
+ var pr: f32;
103
+ var param_2: vec2<f32>;
104
+ var param_3: vec2<f32>;
105
+ var param_4: vec2<f32>;
106
+ var param_5: vec2<f32>;
107
+ var param_6: vec2<f32>;
108
+ var param_7: vec2<f32>;
109
+
110
+ let _e25 = uniforms.progress;
111
+ let _e28 = (*p_2)[0u];
112
+ pr = step((1f - _e25), _e28);
113
+ let _e31 = (*p_2)[0u];
114
+ if (_e31 < 0.5f) {
115
+ let _e33 = (*p_2);
116
+ param_2 = _e33;
117
+ let _e34 = getFromColor((&param_2));
118
+ let _e35 = (*p_2);
119
+ param_3 = _e35;
120
+ let _e36 = skewLeft((&param_3));
121
+ param_4 = _e36;
122
+ let _e37 = getToColor((&param_4));
123
+ let _e38 = addShade_u0028_();
124
+ let _e40 = pr;
125
+ return mix(_e34, (_e37 * _e38), vec4(_e40));
126
+ } else {
127
+ let _e43 = (*p_2);
128
+ param_5 = _e43;
129
+ let _e44 = skewRight((&param_5));
130
+ param_6 = _e44;
131
+ let _e45 = getFromColor((&param_6));
132
+ let _e46 = addShade_u0028_();
133
+ let _e48 = (*p_2);
134
+ param_7 = _e48;
135
+ let _e49 = getToColor((&param_7));
136
+ let _e50 = pr;
137
+ return mix((_e45 * _e46), _e49, vec4(_e50));
138
+ }
139
+ }
140
+
141
+ fn main_1() {
142
+ var param_8: vec2<f32>;
143
+
144
+ let _e17 = _uv_1;
145
+ param_8 = _e17;
146
+ let _e18 = transition((&param_8));
147
+ _fragColor = _e18;
148
+ return;
149
+ }
150
+
151
+ @fragment
152
+ fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> {
153
+ _uv_1 = _uv;
154
+ main_1();
155
+ let _e3 = _fragColor;
156
+ return _e3;
157
+ }
@@ -0,0 +1,98 @@
1
+ // Bounce — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/Bounce.glsl
2
+ // Author: Adrian Purser
3
+ // License: MIT
4
+ // Description: The outgoing image drops out of the frame with a few bounces, revealing the incoming one
5
+ // Bindings and uniform layout: see the gl-transitions package README
6
+
7
+ struct Uniforms {
8
+ progress: f32,
9
+ ratio: f32,
10
+ shadow_colour: vec4<f32>,
11
+ shadow_height: f32,
12
+ bounces: f32,
13
+ }
14
+
15
+ @group(0) @binding(2)
16
+ var _from: texture_2d<f32>;
17
+ @group(0) @binding(1)
18
+ var _sampler: sampler;
19
+ @group(0) @binding(3)
20
+ var _to: texture_2d<f32>;
21
+ @group(0) @binding(0)
22
+ var<uniform> uniforms: Uniforms;
23
+ var<private> _fragColor: vec4<f32>;
24
+ var<private> _uv_1: vec2<f32>;
25
+
26
+ fn getFromColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
27
+ let _e20 = (*uv)[0u];
28
+ let _e22 = (*uv)[1u];
29
+ let _e25 = textureSampleLevel(_from, _sampler, vec2<f32>(_e20, (1f - _e22)), 0f);
30
+ return _e25;
31
+ }
32
+
33
+ fn getToColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
34
+ let _e20 = (*uv_1)[0u];
35
+ let _e22 = (*uv_1)[1u];
36
+ let _e25 = textureSampleLevel(_to, _sampler, vec2<f32>(_e20, (1f - _e22)), 0f);
37
+ return _e25;
38
+ }
39
+
40
+ fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
41
+ var time: f32;
42
+ var stime: f32;
43
+ var phase: f32;
44
+ var y: f32;
45
+ var d: f32;
46
+ var param: vec2<f32>;
47
+ var param_1: vec2<f32>;
48
+
49
+ let _e27 = uniforms.progress;
50
+ time = _e27;
51
+ let _e28 = time;
52
+ stime = sin(((_e28 * 3.1415927f) / 2f));
53
+ let _e32 = time;
54
+ let _e35 = uniforms.bounces;
55
+ phase = ((_e32 * 3.1415927f) * _e35);
56
+ let _e37 = phase;
57
+ let _e40 = stime;
58
+ y = (abs(cos(_e37)) * (1f - _e40));
59
+ let _e44 = (*uv_2)[1u];
60
+ let _e45 = y;
61
+ d = (_e44 - _e45);
62
+ let _e47 = (*uv_2);
63
+ param = _e47;
64
+ let _e48 = getToColor((&param));
65
+ let _e50 = uniforms.shadow_colour;
66
+ let _e51 = d;
67
+ let _e53 = uniforms.shadow_height;
68
+ let _e55 = d;
69
+ let _e57 = uniforms.shadow_height;
70
+ let _e61 = uniforms.shadow_colour[3u];
71
+ let _e65 = uniforms.shadow_colour[3u];
72
+ let _e69 = uniforms.progress;
73
+ let _e77 = (*uv_2)[0u];
74
+ let _e79 = (*uv_2)[1u];
75
+ let _e80 = y;
76
+ param_1 = vec2<f32>(_e77, (_e79 + (1f - _e80)));
77
+ let _e84 = getFromColor((&param_1));
78
+ let _e85 = d;
79
+ return mix(mix(_e48, _e50, vec4((step(_e51, _e53) * (1f - mix((((_e55 / _e57) * _e61) + (1f - _e65)), 1f, smoothstep(0.95f, 1f, _e69)))))), _e84, vec4(step(_e85, 0f)));
80
+ }
81
+
82
+ fn main_1() {
83
+ var param_2: vec2<f32>;
84
+
85
+ let _e19 = _uv_1;
86
+ param_2 = _e19;
87
+ let _e20 = transition((&param_2));
88
+ _fragColor = _e20;
89
+ return;
90
+ }
91
+
92
+ @fragment
93
+ fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> {
94
+ _uv_1 = _uv;
95
+ main_1();
96
+ let _e3 = _fragColor;
97
+ return _e3;
98
+ }