// AdvancedMosaic — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/AdvancedMosaic.glsl
// Author: Sergey Kosarevsky
// License: MIT
// Description: Both images break into large blocks that blend, then sharpen into the incoming image
// Bindings and uniform layout: see the gl-transitions package README

struct Uniforms {
    progress: f32,
    ratio: f32,
    pixelSize: 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 getToColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
    let _e16 = (*uv)[0u];
    let _e18 = (*uv)[1u];
    let _e21 = textureSampleLevel(_to, _sampler, vec2<f32>(_e16, (1f - _e18)), 0f);
    return _e21;
}

fn getFromColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
    let _e16 = (*uv_1)[0u];
    let _e18 = (*uv_1)[1u];
    let _e21 = textureSampleLevel(_from, _sampler, vec2<f32>(_e16, (1f - _e18)), 0f);
    return _e21;
}

fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
    var T: f32;
    var half: f32;
    var size: f32;
    var local: f32;
    var D: f32;
    var UV: vec2<f32>;
    var coord: vec2<f32>;
    var C0_: vec4<f32>;
    var param: vec2<f32>;
    var C1_: vec4<f32>;
    var param_1: vec2<f32>;

    let _e27 = uniforms.progress;
    T = _e27;
    half = 0.5f;
    let _e28 = T;
    let _e29 = half;
    if (_e28 < _e29) {
        let _e32 = uniforms.pixelSize;
        let _e33 = T;
        let _e34 = half;
        local = mix(1f, _e32, (_e33 / _e34));
    } else {
        let _e38 = uniforms.pixelSize;
        let _e39 = T;
        let _e40 = half;
        let _e42 = half;
        local = mix(_e38, 1f, ((_e39 - _e40) / _e42));
    }
    let _e45 = local;
    size = _e45;
    let _e46 = size;
    D = (_e46 * 0.005f);
    let _e48 = (*uv_2);
    let _e51 = D;
    UV = ((_e48 - vec2(0.5f)) / vec2(_e51));
    let _e54 = D;
    let _e55 = UV;
    coord = clamp(((ceil((_e55 - vec2(0.5f))) * _e54) + vec2(0.5f)), vec2(0f), vec2(1f));
    let _e65 = coord;
    param = _e65;
    let _e66 = getFromColor((&param));
    C0_ = _e66;
    let _e67 = coord;
    param_1 = _e67;
    let _e68 = getToColor((&param_1));
    C1_ = _e68;
    let _e69 = C0_;
    let _e70 = C1_;
    let _e71 = T;
    return mix(_e69, _e70, vec4(_e71));
}

fn main_1() {
    var param_2: vec2<f32>;

    let _e15 = _uv_1;
    param_2 = _e15;
    let _e16 = transition((&param_2));
    _fragColor = _e16;
    return;
}

@fragment 
fn main(@location(0) _uv: vec2<f32>) -> @location(0) vec4<f32> {
    _uv_1 = _uv;
    main_1();
    let _e3 = _fragColor;
    return _e3;
}
