// BowTieVertical — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/BowTieVertical.glsl
// Author: huynx
// License: MIT
// Description: Two triangles grow from the top and bottom edges into a bow tie that reveals 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 check(p1_: ptr<function, vec2<f32>>, p2_: ptr<function, vec2<f32>>, p3_: ptr<function, vec2<f32>>) -> f32 {
    let _e20 = (*p1_)[0u];
    let _e22 = (*p3_)[0u];
    let _e25 = (*p2_)[1u];
    let _e27 = (*p3_)[1u];
    let _e31 = (*p2_)[0u];
    let _e33 = (*p3_)[0u];
    let _e36 = (*p1_)[1u];
    let _e38 = (*p3_)[1u];
    return (((_e20 - _e22) * (_e25 - _e27)) - ((_e31 - _e33) * (_e36 - _e38)));
}

fn PointInTriangle(pt: ptr<function, vec2<f32>>, p1_1: ptr<function, vec2<f32>>, p2_1: ptr<function, vec2<f32>>, p3_1: ptr<function, vec2<f32>>) -> bool {
    var b1_: bool;
    var param: vec2<f32>;
    var param_1: vec2<f32>;
    var param_2: vec2<f32>;
    var b2_: bool;
    var param_3: vec2<f32>;
    var param_4: vec2<f32>;
    var param_5: vec2<f32>;
    var b3_: bool;
    var param_6: vec2<f32>;
    var param_7: vec2<f32>;
    var param_8: vec2<f32>;

    let _e32 = (*pt);
    param = _e32;
    let _e33 = (*p1_1);
    param_1 = _e33;
    let _e34 = (*p2_1);
    param_2 = _e34;
    let _e35 = check((&param), (&param_1), (&param_2));
    b1_ = (_e35 < 0f);
    let _e37 = (*pt);
    param_3 = _e37;
    let _e38 = (*p2_1);
    param_4 = _e38;
    let _e39 = (*p3_1);
    param_5 = _e39;
    let _e40 = check((&param_3), (&param_4), (&param_5));
    b2_ = (_e40 < 0f);
    let _e42 = (*pt);
    param_6 = _e42;
    let _e43 = (*p3_1);
    param_7 = _e43;
    let _e44 = (*p1_1);
    param_8 = _e44;
    let _e45 = check((&param_6), (&param_7), (&param_8));
    b3_ = (_e45 < 0f);
    let _e47 = b1_;
    let _e48 = b2_;
    let _e50 = b2_;
    let _e51 = b3_;
    return ((_e47 == _e48) && (_e50 == _e51));
}

fn in_bottom_triangle(p: ptr<function, vec2<f32>>) -> bool {
    var vertex1_: vec2<f32>;
    var vertex2_: vec2<f32>;
    var vertex3_: vec2<f32>;
    var param_9: vec2<f32>;
    var param_10: vec2<f32>;
    var param_11: vec2<f32>;
    var param_12: vec2<f32>;

    let _e25 = uniforms.progress;
    vertex1_ = vec2<f32>(0.5f, (1f - _e25));
    let _e29 = uniforms.progress;
    vertex2_ = vec2<f32>((0.5f - _e29), 1f);
    let _e33 = uniforms.progress;
    vertex3_ = vec2<f32>((0.5f + _e33), 1f);
    let _e36 = (*p);
    param_9 = _e36;
    let _e37 = vertex1_;
    param_10 = _e37;
    let _e38 = vertex2_;
    param_11 = _e38;
    let _e39 = vertex3_;
    param_12 = _e39;
    let _e40 = PointInTriangle((&param_9), (&param_10), (&param_11), (&param_12));
    if _e40 {
        return true;
    }
    return false;
}

fn blur_edge(bot1_: ptr<function, vec2<f32>>, bot2_: ptr<function, vec2<f32>>, top: ptr<function, vec2<f32>>, testPt: ptr<function, vec2<f32>>) -> f32 {
    var lineDir: vec2<f32>;
    var perpDir: vec2<f32>;
    var dirToPt1_: vec2<f32>;
    var dist1_: f32;
    var min_dist: f32;

    let _e25 = (*bot1_);
    let _e26 = (*top);
    lineDir = (_e25 - _e26);
    let _e29 = lineDir[1u];
    let _e31 = lineDir[0u];
    perpDir = vec2<f32>(_e29, -(_e31));
    let _e34 = (*bot1_);
    let _e35 = (*testPt);
    dirToPt1_ = (_e34 - _e35);
    let _e37 = perpDir;
    let _e39 = dirToPt1_;
    dist1_ = abs(dot(normalize(_e37), _e39));
    let _e42 = (*bot2_);
    let _e43 = (*top);
    lineDir = (_e42 - _e43);
    let _e46 = lineDir[1u];
    let _e48 = lineDir[0u];
    perpDir = vec2<f32>(_e46, -(_e48));
    let _e51 = (*bot2_);
    let _e52 = (*testPt);
    dirToPt1_ = (_e51 - _e52);
    let _e54 = perpDir;
    let _e56 = dirToPt1_;
    let _e59 = dist1_;
    min_dist = min(abs(dot(normalize(_e54), _e56)), _e59);
    let _e61 = min_dist;
    if (_e61 < 0.005f) {
        let _e63 = min_dist;
        return (_e63 / 0.005f);
    } else {
        return 1f;
    }
}

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 in_top_triangle(p_1: ptr<function, vec2<f32>>) -> bool {
    var vertex1_1: vec2<f32>;
    var vertex2_1: vec2<f32>;
    var vertex3_1: vec2<f32>;
    var param_13: vec2<f32>;
    var param_14: vec2<f32>;
    var param_15: vec2<f32>;
    var param_16: vec2<f32>;

    let _e25 = uniforms.progress;
    vertex1_1 = vec2<f32>(0.5f, _e25);
    let _e28 = uniforms.progress;
    vertex2_1 = vec2<f32>((0.5f - _e28), 0f);
    let _e32 = uniforms.progress;
    vertex3_1 = vec2<f32>((0.5f + _e32), 0f);
    let _e35 = (*p_1);
    param_13 = _e35;
    let _e36 = vertex1_1;
    param_14 = _e36;
    let _e37 = vertex2_1;
    param_15 = _e37;
    let _e38 = vertex3_1;
    param_16 = _e38;
    let _e39 = PointInTriangle((&param_13), (&param_14), (&param_15), (&param_16));
    if _e39 {
        return true;
    }
    return false;
}

fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
    var param_17: vec2<f32>;
    var param_18: vec2<f32>;
    var vertex1_2: vec2<f32>;
    var vertex2_2: vec2<f32>;
    var vertex3_2: vec2<f32>;
    var param_19: vec2<f32>;
    var param_20: vec2<f32>;
    var param_21: vec2<f32>;
    var param_22: vec2<f32>;
    var param_23: vec2<f32>;
    var param_24: vec2<f32>;
    var param_25: vec2<f32>;
    var param_26: vec2<f32>;
    var param_27: vec2<f32>;
    var vertex1_3: vec2<f32>;
    var vertex2_3: vec2<f32>;
    var vertex3_3: vec2<f32>;
    var param_28: vec2<f32>;
    var param_29: vec2<f32>;
    var param_30: vec2<f32>;
    var param_31: vec2<f32>;
    var param_32: vec2<f32>;
    var param_33: vec2<f32>;
    var param_34: vec2<f32>;
    var param_35: vec2<f32>;

    let _e42 = (*uv_2);
    param_17 = _e42;
    let _e43 = in_top_triangle((&param_17));
    if _e43 {
        let _e45 = uniforms.progress;
        if (_e45 < 0.1f) {
            let _e47 = (*uv_2);
            param_18 = _e47;
            let _e48 = getFromColor((&param_18));
            return _e48;
        }
        let _e50 = (*uv_2)[1u];
        if (_e50 < 0.5f) {
            let _e53 = uniforms.progress;
            vertex1_2 = vec2<f32>(0.5f, _e53);
            let _e56 = uniforms.progress;
            vertex2_2 = vec2<f32>((0.5f - _e56), 0f);
            let _e60 = uniforms.progress;
            vertex3_2 = vec2<f32>((0.5f + _e60), 0f);
            let _e63 = (*uv_2);
            param_19 = _e63;
            let _e64 = getFromColor((&param_19));
            let _e65 = (*uv_2);
            param_20 = _e65;
            let _e66 = getToColor((&param_20));
            let _e67 = vertex2_2;
            param_21 = _e67;
            let _e68 = vertex3_2;
            param_22 = _e68;
            let _e69 = vertex1_2;
            param_23 = _e69;
            let _e70 = (*uv_2);
            param_24 = _e70;
            let _e71 = blur_edge((&param_21), (&param_22), (&param_23), (&param_24));
            return mix(_e64, _e66, vec4(_e71));
        } else {
            let _e75 = uniforms.progress;
            if (_e75 > 0f) {
                let _e77 = (*uv_2);
                param_25 = _e77;
                let _e78 = getToColor((&param_25));
                return _e78;
            } else {
                let _e79 = (*uv_2);
                param_26 = _e79;
                let _e80 = getFromColor((&param_26));
                return _e80;
            }
        }
    } else {
        let _e81 = (*uv_2);
        param_27 = _e81;
        let _e82 = in_bottom_triangle((&param_27));
        if _e82 {
            let _e84 = (*uv_2)[1u];
            if (_e84 >= 0.5f) {
                let _e87 = uniforms.progress;
                vertex1_3 = vec2<f32>(0.5f, (1f - _e87));
                let _e91 = uniforms.progress;
                vertex2_3 = vec2<f32>((0.5f - _e91), 1f);
                let _e95 = uniforms.progress;
                vertex3_3 = vec2<f32>((0.5f + _e95), 1f);
                let _e98 = (*uv_2);
                param_28 = _e98;
                let _e99 = getFromColor((&param_28));
                let _e100 = (*uv_2);
                param_29 = _e100;
                let _e101 = getToColor((&param_29));
                let _e102 = vertex2_3;
                param_30 = _e102;
                let _e103 = vertex3_3;
                param_31 = _e103;
                let _e104 = vertex1_3;
                param_32 = _e104;
                let _e105 = (*uv_2);
                param_33 = _e105;
                let _e106 = blur_edge((&param_30), (&param_31), (&param_32), (&param_33));
                return mix(_e99, _e101, vec4(_e106));
            } else {
                let _e109 = (*uv_2);
                param_34 = _e109;
                let _e110 = getFromColor((&param_34));
                return _e110;
            }
        } else {
            let _e111 = (*uv_2);
            param_35 = _e111;
            let _e112 = getFromColor((&param_35));
            return _e112;
        }
    }
}

fn main_1() {
    var param_36: vec2<f32>;

    let _e17 = _uv_1;
    param_36 = _e17;
    let _e18 = transition((&param_36));
    _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;
}
