// splitSlideInOutHorizontal — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/splitSlideInOutHorizontal.glsl
// Author: OllyOllyOlly
// License: MIT
// Description: The halves of both images slide horizontally in opposite directions, out and in at once
// Bindings and uniform layout: see the gl-transitions package README

struct Uniforms {
    progress: f32,
    ratio: f32,
    reverse: 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 _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 inBounds(p: ptr<function, vec2<f32>>) -> bool {
    var phi_74_: bool;

    let _e17 = (*p);
    let _e19 = all((vec2<f32>(0f, 0f) < _e17));
    phi_74_ = _e19;
    if _e19 {
        let _e20 = (*p);
        phi_74_ = all((_e20 < vec2<f32>(1f, 1f)));
    }
    let _e24 = phi_74_;
    return _e24;
}

fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
    var modifier: f32;
    var fromP: vec2<f32>;
    var toP: vec2<f32>;
    var param: vec2<f32>;
    var local: vec4<f32>;
    var param_1: vec2<f32>;
    var param_2: vec2<f32>;

    let _e25 = (*uv_2)[1u];
    let _e29 = uniforms.reverse;
    modifier = (select(-1f, 1f, (_e25 > 0.5f)) * select(1f, -1f, (_e29 != 0i)));
    let _e34 = (*uv_2)[0u];
    let _e36 = uniforms.progress;
    let _e37 = modifier;
    let _e41 = (*uv_2)[1u];
    fromP = vec2<f32>((_e34 + (_e36 * _e37)), _e41);
    let _e44 = (*uv_2)[0u];
    let _e46 = uniforms.progress;
    let _e47 = modifier;
    let _e50 = modifier;
    let _e53 = (*uv_2)[1u];
    toP = vec2<f32>(((_e44 + (_e46 * _e47)) - _e50), _e53);
    let _e55 = fromP;
    param = _e55;
    let _e56 = inBounds((&param));
    if _e56 {
        let _e57 = fromP;
        param_1 = _e57;
        let _e58 = getFromColor((&param_1));
        local = _e58;
    } else {
        let _e59 = toP;
        param_2 = _e59;
        let _e60 = getToColor((&param_2));
        local = _e60;
    }
    let _e61 = local;
    return _e61;
}

fn main_1() {
    var param_3: vec2<f32>;

    let _e17 = _uv_1;
    param_3 = _e17;
    let _e18 = transition((&param_3));
    _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;
}
