@driftengine/core 3.61.0

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 (955) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +9 -0
  3. package/README.md +9 -0
  4. package/dist/behavior/behaviorTree.d.ts +140 -0
  5. package/dist/behavior/behaviorTree.js +289 -0
  6. package/dist/build/shaderComments.d.ts +64 -0
  7. package/dist/build/shaderComments.js +0 -0
  8. package/dist/cinematic/player.d.ts +80 -0
  9. package/dist/cinematic/player.js +184 -0
  10. package/dist/cinematic/script.d.ts +63 -0
  11. package/dist/cinematic/script.js +141 -0
  12. package/dist/core/bootGate.d.ts +37 -0
  13. package/dist/core/bootGate.js +47 -0
  14. package/dist/core/loadTracker.d.ts +78 -0
  15. package/dist/core/loadTracker.js +106 -0
  16. package/dist/core/loop.d.ts +118 -0
  17. package/dist/core/loop.js +84 -0
  18. package/dist/core/messageQueue.d.ts +61 -0
  19. package/dist/core/messageQueue.js +104 -0
  20. package/dist/core/onceSet.d.ts +27 -0
  21. package/dist/core/onceSet.js +62 -0
  22. package/dist/core/preferences.d.ts +47 -0
  23. package/dist/core/preferences.js +140 -0
  24. package/dist/core/remoteSave.d.ts +154 -0
  25. package/dist/core/remoteSave.js +249 -0
  26. package/dist/core/rng.d.ts +64 -0
  27. package/dist/core/rng.js +72 -0
  28. package/dist/core/stepBudget.d.ts +91 -0
  29. package/dist/core/stepBudget.js +105 -0
  30. package/dist/core/storage.d.ts +52 -0
  31. package/dist/core/storage.js +85 -0
  32. package/dist/core/tickTrace.d.ts +72 -0
  33. package/dist/core/tickTrace.js +102 -0
  34. package/dist/core/timeCurve.d.ts +83 -0
  35. package/dist/core/timeCurve.js +107 -0
  36. package/dist/core/withDefaults.d.ts +21 -0
  37. package/dist/core/withDefaults.js +29 -0
  38. package/dist/dev/contactProbe.d.ts +41 -0
  39. package/dist/dev/contactProbe.js +58 -0
  40. package/dist/dev/fpsMeter.d.ts +45 -0
  41. package/dist/dev/fpsMeter.js +86 -0
  42. package/dist/environment/celestialClock.d.ts +141 -0
  43. package/dist/environment/celestialClock.js +262 -0
  44. package/dist/geometry/decal.d.ts +61 -0
  45. package/dist/geometry/decal.js +178 -0
  46. package/dist/geometry/filmPatch.d.ts +35 -0
  47. package/dist/geometry/filmPatch.js +112 -0
  48. package/dist/geometry/growable.d.ts +70 -0
  49. package/dist/geometry/growable.js +167 -0
  50. package/dist/geometry/lightVolume.d.ts +76 -0
  51. package/dist/geometry/lightVolume.js +65 -0
  52. package/dist/geometry/meshBuilder.d.ts +426 -0
  53. package/dist/geometry/meshBuilder.js +1184 -0
  54. package/dist/geometry/pixelFont.d.ts +59 -0
  55. package/dist/geometry/pixelFont.js +179 -0
  56. package/dist/geometry/ribbon.d.ts +101 -0
  57. package/dist/geometry/ribbon.js +546 -0
  58. package/dist/geometry/shellFill.d.ts +101 -0
  59. package/dist/geometry/shellFill.js +203 -0
  60. package/dist/geometry/spline.d.ts +162 -0
  61. package/dist/geometry/spline.js +527 -0
  62. package/dist/geometry/tangents.d.ts +30 -0
  63. package/dist/geometry/tangents.js +142 -0
  64. package/dist/geometry/textMesh.d.ts +51 -0
  65. package/dist/geometry/textMesh.js +57 -0
  66. package/dist/geometry/treeBuilder.d.ts +37 -0
  67. package/dist/geometry/treeBuilder.js +56 -0
  68. package/dist/host/display.d.ts +135 -0
  69. package/dist/host/display.js +114 -0
  70. package/dist/host/files.d.ts +25 -0
  71. package/dist/host/files.js +44 -0
  72. package/dist/host/lifecycle.d.ts +45 -0
  73. package/dist/host/lifecycle.js +28 -0
  74. package/dist/host/platformServices.d.ts +23 -0
  75. package/dist/host/platformServices.js +1 -0
  76. package/dist/host/screen.d.ts +49 -0
  77. package/dist/host/screen.js +90 -0
  78. package/dist/index.d.ts +289 -0
  79. package/dist/index.js +320 -0
  80. package/dist/input/actionMap.d.ts +181 -0
  81. package/dist/input/actionMap.js +314 -0
  82. package/dist/input/activeDevice.d.ts +55 -0
  83. package/dist/input/activeDevice.js +83 -0
  84. package/dist/input/gamepadIdentity.d.ts +43 -0
  85. package/dist/input/gamepadIdentity.js +108 -0
  86. package/dist/input/gamepadMapping.d.ts +56 -0
  87. package/dist/input/gamepadMapping.js +91 -0
  88. package/dist/input/input.d.ts +281 -0
  89. package/dist/input/input.js +703 -0
  90. package/dist/input/inputHarness.d.ts +42 -0
  91. package/dist/input/inputHarness.js +193 -0
  92. package/dist/input/rightGesture.d.ts +57 -0
  93. package/dist/input/rightGesture.js +49 -0
  94. package/dist/input/rumble.d.ts +71 -0
  95. package/dist/input/rumble.js +119 -0
  96. package/dist/input/touchControls.d.ts +138 -0
  97. package/dist/input/touchControls.js +352 -0
  98. package/dist/input/typingTarget.d.ts +6 -0
  99. package/dist/input/typingTarget.js +27 -0
  100. package/dist/math/bounds.d.ts +61 -0
  101. package/dist/math/bounds.js +121 -0
  102. package/dist/math/color.d.ts +8 -0
  103. package/dist/math/color.js +35 -0
  104. package/dist/math/exact.d.ts +66 -0
  105. package/dist/math/exact.js +262 -0
  106. package/dist/math/frustum.d.ts +44 -0
  107. package/dist/math/frustum.js +90 -0
  108. package/dist/math/intersect.d.ts +76 -0
  109. package/dist/math/intersect.js +185 -0
  110. package/dist/math/scalar.d.ts +51 -0
  111. package/dist/math/scalar.js +99 -0
  112. package/dist/math/spring.d.ts +59 -0
  113. package/dist/math/spring.js +88 -0
  114. package/dist/nav/navGraph.d.ts +71 -0
  115. package/dist/nav/navGraph.js +111 -0
  116. package/dist/nav/navPath.d.ts +93 -0
  117. package/dist/nav/navPath.js +162 -0
  118. package/dist/nav/navSearch.d.ts +74 -0
  119. package/dist/nav/navSearch.js +198 -0
  120. package/dist/physics/boxSurface.d.ts +48 -0
  121. package/dist/physics/boxSurface.js +73 -0
  122. package/dist/physics/colliderSurface.d.ts +46 -0
  123. package/dist/physics/colliderSurface.js +146 -0
  124. package/dist/physics/compositeSurface.d.ts +33 -0
  125. package/dist/physics/compositeSurface.js +108 -0
  126. package/dist/physics/heightSurface.d.ts +103 -0
  127. package/dist/physics/heightSurface.js +153 -0
  128. package/dist/physics/ribbonSurface.d.ts +239 -0
  129. package/dist/physics/ribbonSurface.js +522 -0
  130. package/dist/render/ambientOcclusionPass.d.ts +53 -0
  131. package/dist/render/ambientOcclusionPass.js +179 -0
  132. package/dist/render/areaLights.d.ts +116 -0
  133. package/dist/render/areaLights.js +91 -0
  134. package/dist/render/areaShadowSet.d.ts +184 -0
  135. package/dist/render/areaShadowSet.js +277 -0
  136. package/dist/render/atmosphere.d.ts +94 -0
  137. package/dist/render/atmosphere.js +91 -0
  138. package/dist/render/backend/api.d.ts +496 -0
  139. package/dist/render/backend/api.js +1 -0
  140. package/dist/render/backend/budget.d.ts +82 -0
  141. package/dist/render/backend/budget.js +99 -0
  142. package/dist/render/backend/createRenderer.d.ts +135 -0
  143. package/dist/render/backend/createRenderer.js +201 -0
  144. package/dist/render/backend/deadline.d.ts +24 -0
  145. package/dist/render/backend/deadline.js +38 -0
  146. package/dist/render/backend/probe.d.ts +30 -0
  147. package/dist/render/backend/probe.js +129 -0
  148. package/dist/render/backend/select.d.ts +70 -0
  149. package/dist/render/backend/select.js +249 -0
  150. package/dist/render/backend/timer.d.ts +50 -0
  151. package/dist/render/backend/timer.js +1 -0
  152. package/dist/render/backend/webgl2/instanced.d.ts +21 -0
  153. package/dist/render/backend/webgl2/instanced.js +42 -0
  154. package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
  155. package/dist/render/backend/webgl2/morphTexture.js +55 -0
  156. package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
  157. package/dist/render/backend/webgl2/renderer.js +6041 -0
  158. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
  159. package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
  160. package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
  161. package/dist/render/backend/webgpu/boltPass.js +160 -0
  162. package/dist/render/backend/webgpu/buffers.d.ts +159 -0
  163. package/dist/render/backend/webgpu/buffers.js +402 -0
  164. package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
  165. package/dist/render/backend/webgpu/causticsPass.js +138 -0
  166. package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
  167. package/dist/render/backend/webgpu/clusterBinner.js +206 -0
  168. package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
  169. package/dist/render/backend/webgpu/depthPass.js +228 -0
  170. package/dist/render/backend/webgpu/device.d.ts +52 -0
  171. package/dist/render/backend/webgpu/device.js +121 -0
  172. package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
  173. package/dist/render/backend/webgpu/drawCommand.js +54 -0
  174. package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
  175. package/dist/render/backend/webgpu/environmentTexels.js +79 -0
  176. package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
  177. package/dist/render/backend/webgpu/filmPass.js +97 -0
  178. package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
  179. package/dist/render/backend/webgpu/flatPass.js +482 -0
  180. package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
  181. package/dist/render/backend/webgpu/flockPass.js +129 -0
  182. package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
  183. package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
  184. package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
  185. package/dist/render/backend/webgpu/insetPass.js +108 -0
  186. package/dist/render/backend/webgpu/instanced.d.ts +27 -0
  187. package/dist/render/backend/webgpu/instanced.js +49 -0
  188. package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
  189. package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
  190. package/dist/render/backend/webgpu/linePass.d.ts +90 -0
  191. package/dist/render/backend/webgpu/linePass.js +220 -0
  192. package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
  193. package/dist/render/backend/webgpu/morphTexture.js +51 -0
  194. package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
  195. package/dist/render/backend/webgpu/panelPass.js +114 -0
  196. package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
  197. package/dist/render/backend/webgpu/particlePass.js +280 -0
  198. package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
  199. package/dist/render/backend/webgpu/pipelineCache.js +140 -0
  200. package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
  201. package/dist/render/backend/webgpu/plumePass.js +213 -0
  202. package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
  203. package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
  204. package/dist/render/backend/webgpu/postPass.d.ts +342 -0
  205. package/dist/render/backend/webgpu/postPass.js +366 -0
  206. package/dist/render/backend/webgpu/probePass.d.ts +108 -0
  207. package/dist/render/backend/webgpu/probePass.js +188 -0
  208. package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
  209. package/dist/render/backend/webgpu/reflectionPass.js +87 -0
  210. package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
  211. package/dist/render/backend/webgpu/renderer.js +10911 -0
  212. package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
  213. package/dist/render/backend/webgpu/scatterPass.js +266 -0
  214. package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
  215. package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
  216. package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
  217. package/dist/render/backend/webgpu/shaderModules.js +45 -0
  218. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
  219. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
  220. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
  221. package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
  222. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
  223. package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
  224. package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
  225. package/dist/render/backend/webgpu/skyPass.js +70 -0
  226. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
  227. package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
  228. package/dist/render/backend/webgpu/textPass.d.ts +73 -0
  229. package/dist/render/backend/webgpu/textPass.js +190 -0
  230. package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
  231. package/dist/render/backend/webgpu/uniformRing.js +208 -0
  232. package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
  233. package/dist/render/backend/webgpu/waterPass.js +160 -0
  234. package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
  235. package/dist/render/backend/webgpu/windStreakPass.js +153 -0
  236. package/dist/render/billboard.d.ts +27 -0
  237. package/dist/render/billboard.js +79 -0
  238. package/dist/render/bloomChain.d.ts +66 -0
  239. package/dist/render/bloomChain.js +83 -0
  240. package/dist/render/bloomPass.d.ts +54 -0
  241. package/dist/render/bloomPass.js +219 -0
  242. package/dist/render/boltBatch.d.ts +39 -0
  243. package/dist/render/boltBatch.js +121 -0
  244. package/dist/render/boltPool.d.ts +135 -0
  245. package/dist/render/boltPool.js +259 -0
  246. package/dist/render/boom.d.ts +46 -0
  247. package/dist/render/boom.js +81 -0
  248. package/dist/render/camera.d.ts +119 -0
  249. package/dist/render/camera.js +304 -0
  250. package/dist/render/causticsRenderer.d.ts +63 -0
  251. package/dist/render/causticsRenderer.js +119 -0
  252. package/dist/render/cinematicCamera.d.ts +102 -0
  253. package/dist/render/cinematicCamera.js +227 -0
  254. package/dist/render/clusteredLights.d.ts +260 -0
  255. package/dist/render/clusteredLights.js +479 -0
  256. package/dist/render/colourGrade.d.ts +62 -0
  257. package/dist/render/colourGrade.js +91 -0
  258. package/dist/render/compute.d.ts +74 -0
  259. package/dist/render/compute.js +8 -0
  260. package/dist/render/contextLoss.d.ts +32 -0
  261. package/dist/render/contextLoss.js +46 -0
  262. package/dist/render/debugLines.d.ts +75 -0
  263. package/dist/render/debugLines.js +281 -0
  264. package/dist/render/decalPass.d.ts +34 -0
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  266. package/dist/render/decalProjector.d.ts +140 -0
  267. package/dist/render/decalProjector.js +282 -0
  268. package/dist/render/decalQueue.d.ts +53 -0
  269. package/dist/render/decalQueue.js +87 -0
  270. package/dist/render/depthConvention.d.ts +314 -0
  271. package/dist/render/depthConvention.js +346 -0
  272. package/dist/render/drawingBuffer.d.ts +52 -0
  273. package/dist/render/drawingBuffer.js +67 -0
  274. package/dist/render/emptyTexture.d.ts +60 -0
  275. package/dist/render/emptyTexture.js +103 -0
  276. package/dist/render/envProbeArray.d.ts +85 -0
  277. package/dist/render/envProbeArray.js +164 -0
  278. package/dist/render/equirectToCube.d.ts +54 -0
  279. package/dist/render/equirectToCube.js +123 -0
  280. package/dist/render/flockGeometry.d.ts +23 -0
  281. package/dist/render/flockGeometry.js +43 -0
  282. package/dist/render/flockRenderer.d.ts +37 -0
  283. package/dist/render/flockRenderer.js +70 -0
  284. package/dist/render/frame/arena.d.ts +32 -0
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  286. package/dist/render/frame/index.d.ts +18 -0
  287. package/dist/render/frame/index.js +4 -0
  288. package/dist/render/frame/replay.d.ts +34 -0
  289. package/dist/render/frame/replay.js +48 -0
  290. package/dist/render/frame/resources.d.ts +25 -0
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  292. package/dist/render/frame/schedule.d.ts +37 -0
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  294. package/dist/render/frameView.d.ts +19 -0
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  296. package/dist/render/gizmo.d.ts +236 -0
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  298. package/dist/render/globalMedium.d.ts +124 -0
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  300. package/dist/render/globalMediumPass.d.ts +101 -0
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  302. package/dist/render/gpuCapability.d.ts +111 -0
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  304. package/dist/render/gpuTimer.d.ts +87 -0
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  306. package/dist/render/halfFloat.d.ts +4 -0
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  310. package/dist/render/iesProfile.d.ts +64 -0
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  314. package/dist/render/instancedMesh.d.ts +48 -0
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  316. package/dist/render/instances.d.ts +69 -0
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  318. package/dist/render/lightBudget.d.ts +397 -0
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  320. package/dist/render/lightMatrix.d.ts +3 -0
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  322. package/dist/render/lightVolumeDraw.d.ts +132 -0
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  330. package/dist/render/lod.d.ts +35 -0
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  332. package/dist/render/mesh.d.ts +177 -0
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  334. package/dist/render/occlusion.d.ts +81 -0
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  336. package/dist/render/oitPass.d.ts +67 -0
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  338. package/dist/render/orderIndependent.d.ts +92 -0
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  340. package/dist/render/particleBatch.d.ts +140 -0
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  342. package/dist/render/particleMaterial.d.ts +54 -0
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  344. package/dist/render/particlePool.d.ts +124 -0
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  346. package/dist/render/pass.d.ts +195 -0
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  348. package/dist/render/passTarget.d.ts +86 -0
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  350. package/dist/render/pickable.d.ts +31 -0
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  352. package/dist/render/planarReflection.d.ts +59 -0
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  356. package/dist/render/plumeGeometry.d.ts +25 -0
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  358. package/dist/render/plumeMaterial.d.ts +31 -0
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  364. package/dist/render/pointShadowArray.d.ts +95 -0
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  366. package/dist/render/pointShadowBudget.d.ts +118 -0
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  372. package/dist/render/pointShadowSystem.d.ts +195 -0
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  865. package/src/render/shaders/generated/bloom.wgsl.ts +79 -0
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  952. package/src/ui/fullscreen.ts +113 -0
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  954. package/src/ui/splash.ts +347 -0
  955. package/src/ui/stillFrame.ts +44 -0
@@ -0,0 +1,71 @@
1
+ /*
2
+ * Generated from ../ambientOcclusion.ts by `npm run wgsl`. Do not edit.
3
+ *
4
+ * The GLSL beside this file is the source of truth. A hand edit here is discarded by
5
+ * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
+ */
7
+ export const AO_BLUR_FRAG_WGSL = "struct Uniforms {\n uStep: vec2<f32>,\n uDepthToViewZ: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uAo_s: sampler;\nvar<private> fragColor: f32;\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e22 = (*depth);\n ndc = (1f - (_e22 * 2f));\n let _e27 = unnamed.uDepthToViewZ[0u];\n let _e28 = ndc;\n let _e32 = unnamed.uDepthToViewZ[1u];\n let _e36 = unnamed.uDepthToViewZ[2u];\n let _e37 = ndc;\n let _e41 = unnamed.uDepthToViewZ[3u];\n return (((_e27 * _e28) + _e32) / ((_e36 * _e37) + _e41));\n}\n\nfn main_1() {\n var centre: f32;\n var param: f32;\n var tolerance: f32;\n var sum: f32;\n var weight: f32;\n var i: i32;\n var uv: vec2<f32>;\n var z: f32;\n var param_1: f32;\n var w: f32;\n var local: f32;\n\n let _e31 = vUv_1;\n let _e32 = textureSampleLevel(uDepth_t, uDepth_s, _e31, 0f);\n param = _e32.x;\n let _e34 = viewZ_u0028_f1_u003b((&param));\n centre = _e34;\n let _e35 = centre;\n tolerance = ((0.02f * abs(_e35)) + 0.0001f);\n sum = 0f;\n weight = 0f;\n i = -3i;\n loop {\n let _e39 = i;\n if (_e39 <= 4i) {\n let _e41 = vUv_1;\n let _e43 = unnamed.uStep;\n let _e44 = i;\n uv = (_e41 + (_e43 * f32(_e44)));\n let _e48 = uv;\n let _e49 = textureSampleLevel(uDepth_t, uDepth_s, _e48, 0f);\n param_1 = _e49.x;\n let _e51 = viewZ_u0028_f1_u003b((&param_1));\n z = _e51;\n let _e52 = z;\n let _e53 = centre;\n let _e56 = tolerance;\n w = max(0f, (1f - (abs((_e52 - _e53)) / _e56)));\n let _e60 = uv;\n let _e61 = textureSampleLevel(uAo_t, uAo_s, _e60, 0f);\n let _e63 = w;\n let _e65 = sum;\n sum = (_e65 + (_e61.x * _e63));\n let _e67 = w;\n let _e68 = weight;\n weight = (_e68 + _e67);\n continue;\n } else {\n break;\n }\n continuing {\n let _e70 = i;\n i = (_e70 + 1i);\n }\n }\n let _e72 = weight;\n if (_e72 > 0f) {\n let _e74 = sum;\n let _e75 = weight;\n local = (_e74 / _e75);\n } else {\n let _e77 = vUv_1;\n let _e78 = textureSampleLevel(uAo_t, uAo_s, _e77, 0f);\n local = _e78.x;\n }\n let _e80 = local;\n fragColor = _e80;\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
8
+ export const AO_FRAG_WGSL = "struct Uniforms {\n uProjScale: vec2<f32>,\n uInvProjection: mat4x4<f32>,\n uRadius: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDepth_s: sampler;\nvar<private> fragColor: f32;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn viewPosition_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, depth: ptr<function, f32>) -> vec3<f32> {\n var clip: vec4<f32>;\n var view: vec4<f32>;\n\n let _e33 = (*uv);\n let _e36 = ((_e33 * 2f) - vec2(1f));\n let _e37 = (*depth);\n clip = vec4<f32>(_e36.x, _e36.y, (1f - (_e37 * 2f)), 1f);\n let _e44 = unnamed.uInvProjection;\n let _e45 = clip;\n view = (_e44 * _e45);\n let _e47 = view;\n let _e50 = view[3u];\n return (_e47.xyz / vec3(_e50));\n}\n\nfn main_1() {\n var stepX: vec2<f32>;\n var stepY: vec2<f32>;\n var depth_1: f32;\n var p: vec3<f32>;\n var param: vec2<f32>;\n var param_1: f32;\n var dpdx_: vec3<f32>;\n var dpdy_: vec3<f32>;\n var right: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var left: vec3<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var down: vec3<f32>;\n var param_6: vec2<f32>;\n var param_7: f32;\n var up: vec3<f32>;\n var param_8: vec2<f32>;\n var param_9: f32;\n var here: f32;\n var edgeFloor: f32;\n var rightGap: f32;\n var leftGap: f32;\n var downGap: f32;\n var upGap: f32;\n var n: vec3<f32>;\n var reach: vec2<f32>;\n var tile: f32;\n var turn: f32;\n var sum: f32;\n var i: i32;\n var t: f32;\n var angle: f32;\n var uv_1: vec2<f32>;\n var sampled: f32;\n var v: vec3<f32>;\n var param_10: vec2<f32>;\n var param_11: f32;\n var vv: f32;\n\n let _e69 = vUv_1;\n let _e70 = dpdx(_e69);\n stepX = _e70;\n let _e71 = vUv_1;\n let _e72 = dpdy(_e71);\n stepY = _e72;\n let _e73 = vUv_1;\n let _e74 = textureSampleLevel(uDepth_t, uDepth_s, _e73, 0f);\n depth_1 = _e74.x;\n let _e76 = vUv_1;\n param = _e76;\n let _e77 = depth_1;\n param_1 = _e77;\n let _e78 = viewPosition_u0028_vf2_u003b_f1_u003b((&param), (&param_1));\n p = _e78;\n let _e79 = p;\n let _e80 = dpdx(_e79);\n dpdx_ = _e80;\n let _e81 = p;\n let _e82 = dpdy(_e81);\n dpdy_ = _e82;\n let _e83 = depth_1;\n if (_e83 <= 0f) {\n fragColor = 1f;\n return;\n }\n let _e85 = vUv_1;\n let _e86 = stepX;\n let _e88 = vUv_1;\n let _e89 = stepX;\n let _e91 = textureSampleLevel(uDepth_t, uDepth_s, (_e88 + _e89), 0f);\n param_2 = (_e85 + _e86);\n param_3 = _e91.x;\n let _e93 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_2), (&param_3));\n right = _e93;\n let _e94 = vUv_1;\n let _e95 = stepX;\n let _e97 = vUv_1;\n let _e98 = stepX;\n let _e100 = textureSampleLevel(uDepth_t, uDepth_s, (_e97 - _e98), 0f);\n param_4 = (_e94 - _e95);\n param_5 = _e100.x;\n let _e102 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_4), (&param_5));\n left = _e102;\n let _e103 = vUv_1;\n let _e104 = stepY;\n let _e106 = vUv_1;\n let _e107 = stepY;\n let _e109 = textureSampleLevel(uDepth_t, uDepth_s, (_e106 + _e107), 0f);\n param_6 = (_e103 + _e104);\n param_7 = _e109.x;\n let _e111 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_6), (&param_7));\n down = _e111;\n let _e112 = vUv_1;\n let _e113 = stepY;\n let _e115 = vUv_1;\n let _e116 = stepY;\n let _e118 = textureSampleLevel(uDepth_t, uDepth_s, (_e115 - _e116), 0f);\n param_8 = (_e112 - _e113);\n param_9 = _e118.x;\n let _e120 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n up = _e120;\n let _e122 = p[2u];\n here = -(_e122);\n let _e124 = here;\n edgeFloor = (0.05f * _e124);\n let _e127 = right[2u];\n let _e129 = here;\n rightGap = abs((-(_e127) - _e129));\n let _e133 = left[2u];\n let _e135 = here;\n leftGap = abs((-(_e133) - _e135));\n let _e139 = down[2u];\n let _e141 = here;\n downGap = abs((-(_e139) - _e141));\n let _e145 = up[2u];\n let _e147 = here;\n upGap = abs((-(_e145) - _e147));\n let _e150 = rightGap;\n let _e151 = leftGap;\n let _e153 = edgeFloor;\n if (_e150 > ((_e151 * 8f) + _e153)) {\n let _e156 = p;\n let _e157 = left;\n dpdx_ = (_e156 - _e157);\n } else {\n let _e159 = leftGap;\n let _e160 = rightGap;\n let _e162 = edgeFloor;\n if (_e159 > ((_e160 * 8f) + _e162)) {\n let _e165 = right;\n let _e166 = p;\n dpdx_ = (_e165 - _e166);\n }\n }\n let _e168 = downGap;\n let _e169 = upGap;\n let _e171 = edgeFloor;\n if (_e168 > ((_e169 * 8f) + _e171)) {\n let _e174 = p;\n let _e175 = up;\n dpdy_ = (_e174 - _e175);\n } else {\n let _e177 = upGap;\n let _e178 = downGap;\n let _e180 = edgeFloor;\n if (_e177 > ((_e178 * 8f) + _e180)) {\n let _e183 = down;\n let _e184 = p;\n dpdy_ = (_e183 - _e184);\n }\n }\n let _e186 = dpdx_;\n let _e187 = dpdy_;\n n = normalize(cross(_e186, _e187));\n let _e190 = n;\n let _e191 = p;\n if (dot(_e190, _e191) > 0f) {\n let _e194 = n;\n n = -(_e194);\n }\n let _e197 = unnamed.uRadius;\n let _e199 = unnamed.uProjScale;\n let _e203 = p[2u];\n reach = min((((_e199 * _e197) * 0.5f) / vec2(max(-(_e203), 0.001f))), vec2<f32>(0.06f, 0.06f));\n let _e210 = gl_FragCoord_1[0u];\n let _e216 = gl_FragCoord_1[1u];\n tile = ((_e210 - (floor((_e210 / 4f)) * 4f)) + (4f * (_e216 - (floor((_e216 / 4f)) * 4f))));\n let _e223 = tile;\n turn = (_e223 * 0.3926991f);\n sum = 0f;\n i = 0i;\n loop {\n let _e225 = i;\n if (_e225 < 12i) {\n let _e227 = i;\n t = ((f32(_e227) + 0.5f) / 12f);\n let _e231 = turn;\n let _e232 = i;\n angle = (_e231 + (f32(_e232) * 2.3999631f));\n let _e236 = vUv_1;\n let _e237 = angle;\n let _e239 = angle;\n let _e242 = t;\n let _e245 = reach;\n uv_1 = (_e236 + ((vec2<f32>(cos(_e237), sin(_e239)) * sqrt(_e242)) * _e245));\n let _e248 = uv_1;\n let _e249 = textureSampleLevel(uDepth_t, uDepth_s, _e248, 0f);\n sampled = _e249.x;\n let _e251 = sampled;\n if (_e251 <= 0f) {\n continue;\n }\n let _e253 = uv_1;\n param_10 = _e253;\n let _e254 = sampled;\n param_11 = _e254;\n let _e255 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_10), (&param_11));\n let _e256 = p;\n v = (_e255 - _e256);\n let _e258 = v;\n let _e259 = v;\n vv = dot(_e258, _e259);\n let _e261 = vv;\n let _e263 = unnamed.uRadius;\n let _e265 = unnamed.uRadius;\n if (_e261 > (_e263 * _e265)) {\n continue;\n }\n let _e268 = v;\n let _e269 = n;\n let _e272 = p[2u];\n let _e277 = vv;\n let _e280 = sum;\n sum = (_e280 + (max(0f, (dot(_e268, _e269) - (0.004f * -(_e272)))) / (_e277 + 0.01f)));\n continue;\n } else {\n break;\n }\n continuing {\n let _e282 = i;\n i = (_e282 + 1i);\n }\n }\n let _e285 = unnamed.uRadius;\n let _e287 = sum;\n fragColor = clamp((1f - (((2f * _e285) * _e287) / 12f)), 0f, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
9
+ /**
10
+ * What the transform assigned, so the renderer binds the same numbers.
11
+ *
12
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
13
+ */
14
+ export const AMBIENTOCCLUSION_BINDINGS = {
15
+ "AO_BLUR_FRAG": {
16
+ "uniforms": 1,
17
+ "uniformSize": 32,
18
+ "fields": {
19
+ "uStep": {
20
+ "offset": 0,
21
+ "size": 8,
22
+ "type": "vec2"
23
+ },
24
+ "uDepthToViewZ": {
25
+ "offset": 16,
26
+ "size": 16,
27
+ "type": "vec4"
28
+ }
29
+ },
30
+ "textures": {
31
+ "uAo": {
32
+ "texture": 32,
33
+ "sampler": 33,
34
+ "type": "sampler2D"
35
+ },
36
+ "uDepth": {
37
+ "texture": 34,
38
+ "sampler": 35,
39
+ "type": "sampler2D"
40
+ }
41
+ }
42
+ },
43
+ "AO_FRAG": {
44
+ "uniforms": 1,
45
+ "uniformSize": 96,
46
+ "fields": {
47
+ "uProjScale": {
48
+ "offset": 0,
49
+ "size": 8,
50
+ "type": "vec2"
51
+ },
52
+ "uInvProjection": {
53
+ "offset": 16,
54
+ "size": 64,
55
+ "type": "mat4"
56
+ },
57
+ "uRadius": {
58
+ "offset": 80,
59
+ "size": 4,
60
+ "type": "float"
61
+ }
62
+ },
63
+ "textures": {
64
+ "uDepth": {
65
+ "texture": 32,
66
+ "sampler": 33,
67
+ "type": "sampler2D"
68
+ }
69
+ }
70
+ }
71
+ };
@@ -0,0 +1,90 @@
1
+ export declare const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e59 = unnamed.uFogColor;\n let _e61 = unnamed.uUnderwaterColor;\n let _e63 = unnamed.uUnderwaterFactor;\n return mix(_e59, _e61, vec3(_e63));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e68 = unnamed.uFogMode;\n if (_e68 == 1i) {\n let _e71 = unnamed.uFogFar;\n let _e73 = unnamed.uFogNear;\n span = max((_e71 - _e73), 0.0001f);\n let _e76 = (*dist);\n let _e78 = unnamed.uFogNear;\n let _e80 = span;\n ramp = clamp(((_e76 - _e78) / _e80), 0f, 1f);\n let _e84 = unnamed.uUnderwaterFactor;\n if (_e84 <= 0f) {\n let _e86 = ramp;\n return _e86;\n }\n let _e88 = unnamed.uUnderwaterFogDensity;\n let _e89 = (*dist);\n wetLinear = (_e88 * _e89);\n let _e91 = ramp;\n let _e92 = wetLinear;\n let _e94 = wetLinear;\n let _e100 = unnamed.uUnderwaterFactor;\n return mix(_e91, (1f - exp2(((-(_e92) * _e94) * 1.442695f))), _e100);\n }\n let _e102 = (*pointY);\n let _e104 = unnamed.uFogEyeY;\n let _e107 = unnamed.uFogHeightFalloff;\n t = ((_e102 - _e104) * _e107);\n let _e109 = t;\n let _e112 = t;\n denom = select(_e112, 0.0001f, (abs(_e109) < 0.0001f));\n let _e115 = unnamed.uFogDensity;\n let _e117 = (*dist);\n let _e119 = denom;\n let _e124 = denom;\n air = (1f - exp((((-(_e115) * _e117) * (1f - exp(-(_e119)))) / _e124)));\n let _e129 = unnamed.uUnderwaterFactor;\n if (_e129 <= 0f) {\n let _e131 = air;\n return _e131;\n }\n let _e133 = unnamed.uUnderwaterFogDensity;\n let _e134 = (*dist);\n wet = (_e133 * _e134);\n let _e136 = air;\n let _e137 = wet;\n let _e139 = wet;\n let _e145 = unnamed.uUnderwaterFactor;\n return mix(_e136, (1f - exp2(((-(_e137) * _e139) * 1.442695f))), _e145);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e59 = (*p);\n return fract((sin(dot(_e59, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e66 = (*p_1);\n i = floor(_e66);\n let _e68 = (*p_1);\n f = fract(_e68);\n let _e70 = f;\n let _e71 = f;\n let _e73 = f;\n u = ((_e70 * _e71) * (vec2(3f) - (_e73 * 2f)));\n let _e78 = i;\n param = _e78;\n let _e79 = hash21_u0028_vf2_u003b((&param));\n let _e80 = i;\n param_1 = (_e80 + vec2<f32>(1f, 0f));\n let _e82 = hash21_u0028_vf2_u003b((&param_1));\n let _e84 = u[0u];\n let _e86 = i;\n param_2 = (_e86 + vec2<f32>(0f, 1f));\n let _e88 = hash21_u0028_vf2_u003b((&param_2));\n let _e89 = i;\n param_3 = (_e89 + vec2<f32>(1f, 1f));\n let _e91 = hash21_u0028_vf2_u003b((&param_3));\n let _e93 = u[0u];\n let _e96 = u[1u];\n return mix(mix(_e79, _e82, _e84), mix(_e88, _e91, _e93), _e96);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_4: vec2<f32>;\n var outer: f32;\n var param_5: vec2<f32>;\n var swirl: f32;\n var param_6: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_7: f32;\n var param_8: f32;\n var phi_237_: bool;\n\n let _e77 = unnamed.uClipEnabled;\n let _e78 = (_e77 != 0i);\n phi_237_ = _e78;\n if _e78 {\n let _e79 = vWorldPos_1;\n let _e85 = unnamed.uClipPlane;\n phi_237_ = (dot(vec4<f32>(_e79.x, _e79.y, _e79.z, 1f), _e85) < 0f);\n }\n let _e89 = phi_237_;\n if _e89 {\n discard;\n }\n let _e90 = vUv_1;\n radius = (length((_e90 - vec2(0.5f))) * 2f);\n let _e95 = radius;\n if (_e95 >= 1f) {\n discard;\n }\n let _e97 = vUv_1;\n d = (_e97 - vec2(0.5f));\n let _e101 = d[1u];\n let _e103 = d[0u];\n angle = atan2(_e101, _e103);\n let _e106 = unnamed.uTime;\n let _e107 = vSeed_1;\n t_1 = (_e106 + (_e107 * 37f));\n let _e110 = angle;\n let _e112 = t_1;\n let _e115 = radius;\n param_4 = vec2<f32>(((_e110 * 1.9f) + (_e112 * 0.55f)), (_e115 * 4.2f));\n let _e118 = valueNoise_u0028_vf2_u003b((&param_4));\n inner = _e118;\n let _e119 = angle;\n let _e121 = t_1;\n let _e124 = radius;\n param_5 = vec2<f32>(((_e119 * 3.1f) - (_e121 * 0.34f)), (_e124 * 2.6f));\n let _e127 = valueNoise_u0028_vf2_u003b((&param_5));\n outer = _e127;\n let _e128 = inner;\n let _e130 = outer;\n swirl = ((_e128 * 0.62f) + (_e130 * 0.38f));\n let _e134 = unnamed.uNoiseOctaves;\n if (_e134 > 1i) {\n let _e136 = swirl;\n let _e137 = swirl;\n let _e138 = angle;\n let _e140 = t_1;\n let _e143 = radius;\n param_6 = vec2<f32>(((_e138 * 6.3f) + (_e140 * 0.9f)), (_e143 * 8f));\n let _e146 = valueNoise_u0028_vf2_u003b((&param_6));\n swirl = mix(_e136, ((_e137 * _e146) * 2f), 0.35f);\n }\n let _e150 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e150));\n let _e153 = radius;\n let _e156 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e153)) * (0.35f + (_e156 * 0.65f)));\n let _e160 = core;\n let _e162 = corona;\n body = ((_e160 * 0.9f) + _e162);\n let _e164 = body;\n if (_e164 <= 0.02f) {\n discard;\n }\n let _e167 = unnamed.uTint;\n let _e170 = unnamed.uTint;\n let _e171 = body;\n col = mix((_e167 * 0.35f), _e170, vec3(smoothstep(0f, 0.55f, _e171)));\n let _e175 = col;\n let _e176 = body;\n col = mix(_e175, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e176)));\n let _e181 = unnamed.uTint;\n let _e182 = col;\n col = (_e182 * _e181);\n let _e184 = body;\n alpha = clamp((_e184 * 1.6f), 0f, 1f);\n let _e187 = vDistance_1;\n param_7 = _e187;\n let _e189 = vWorldPos_1[1u];\n param_8 = _e189;\n let _e190 = mediumFog_u0028_f1_u003b_f1_u003b((&param_7), (&param_8));\n fog = _e190;\n let _e191 = col;\n let _e192 = mediumColor_u0028_();\n let _e193 = fog;\n col = mix(_e191, _e192, vec3(_e193));\n let _e196 = fog;\n let _e198 = alpha;\n alpha = (_e198 * (1f - _e196));\n let _e200 = col;\n let _e201 = alpha;\n outColor = vec4<f32>(_e200.x, _e200.y, _e200.z, _e201);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
2
+ /**
3
+ * What the transform assigned, so the renderer binds the same numbers.
4
+ *
5
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
6
+ */
7
+ export declare const ARCANE_BINDINGS: {
8
+ readonly ARCANE_FRAG: {
9
+ readonly uniforms: 1;
10
+ readonly uniformSize: 144;
11
+ readonly fields: {
12
+ readonly uTime: {
13
+ readonly offset: 0;
14
+ readonly size: 4;
15
+ readonly type: "float";
16
+ };
17
+ readonly uFogColor: {
18
+ readonly offset: 16;
19
+ readonly size: 12;
20
+ readonly type: "vec3";
21
+ };
22
+ readonly uFogDensity: {
23
+ readonly offset: 28;
24
+ readonly size: 4;
25
+ readonly type: "float";
26
+ };
27
+ readonly uFogHeightFalloff: {
28
+ readonly offset: 32;
29
+ readonly size: 4;
30
+ readonly type: "float";
31
+ };
32
+ readonly uFogEyeY: {
33
+ readonly offset: 36;
34
+ readonly size: 4;
35
+ readonly type: "float";
36
+ };
37
+ readonly uUnderwaterColor: {
38
+ readonly offset: 48;
39
+ readonly size: 12;
40
+ readonly type: "vec3";
41
+ };
42
+ readonly uUnderwaterFogDensity: {
43
+ readonly offset: 60;
44
+ readonly size: 4;
45
+ readonly type: "float";
46
+ };
47
+ readonly uUnderwaterFactor: {
48
+ readonly offset: 64;
49
+ readonly size: 4;
50
+ readonly type: "float";
51
+ };
52
+ readonly uFogMode: {
53
+ readonly offset: 68;
54
+ readonly size: 4;
55
+ readonly type: "int";
56
+ };
57
+ readonly uFogNear: {
58
+ readonly offset: 72;
59
+ readonly size: 4;
60
+ readonly type: "float";
61
+ };
62
+ readonly uFogFar: {
63
+ readonly offset: 76;
64
+ readonly size: 4;
65
+ readonly type: "float";
66
+ };
67
+ readonly uNoiseOctaves: {
68
+ readonly offset: 80;
69
+ readonly size: 4;
70
+ readonly type: "int";
71
+ };
72
+ readonly uClipPlane: {
73
+ readonly offset: 96;
74
+ readonly size: 16;
75
+ readonly type: "vec4";
76
+ };
77
+ readonly uClipEnabled: {
78
+ readonly offset: 112;
79
+ readonly size: 4;
80
+ readonly type: "int";
81
+ };
82
+ readonly uTint: {
83
+ readonly offset: 128;
84
+ readonly size: 12;
85
+ readonly type: "vec3";
86
+ };
87
+ };
88
+ readonly textures: {};
89
+ };
90
+ };
@@ -0,0 +1,96 @@
1
+ /*
2
+ * Generated from ../arcane.ts by `npm run wgsl`. Do not edit.
3
+ *
4
+ * The GLSL beside this file is the source of truth. A hand edit here is discarded by
5
+ * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
+ */
7
+ export const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e59 = unnamed.uFogColor;\n let _e61 = unnamed.uUnderwaterColor;\n let _e63 = unnamed.uUnderwaterFactor;\n return mix(_e59, _e61, vec3(_e63));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e68 = unnamed.uFogMode;\n if (_e68 == 1i) {\n let _e71 = unnamed.uFogFar;\n let _e73 = unnamed.uFogNear;\n span = max((_e71 - _e73), 0.0001f);\n let _e76 = (*dist);\n let _e78 = unnamed.uFogNear;\n let _e80 = span;\n ramp = clamp(((_e76 - _e78) / _e80), 0f, 1f);\n let _e84 = unnamed.uUnderwaterFactor;\n if (_e84 <= 0f) {\n let _e86 = ramp;\n return _e86;\n }\n let _e88 = unnamed.uUnderwaterFogDensity;\n let _e89 = (*dist);\n wetLinear = (_e88 * _e89);\n let _e91 = ramp;\n let _e92 = wetLinear;\n let _e94 = wetLinear;\n let _e100 = unnamed.uUnderwaterFactor;\n return mix(_e91, (1f - exp2(((-(_e92) * _e94) * 1.442695f))), _e100);\n }\n let _e102 = (*pointY);\n let _e104 = unnamed.uFogEyeY;\n let _e107 = unnamed.uFogHeightFalloff;\n t = ((_e102 - _e104) * _e107);\n let _e109 = t;\n let _e112 = t;\n denom = select(_e112, 0.0001f, (abs(_e109) < 0.0001f));\n let _e115 = unnamed.uFogDensity;\n let _e117 = (*dist);\n let _e119 = denom;\n let _e124 = denom;\n air = (1f - exp((((-(_e115) * _e117) * (1f - exp(-(_e119)))) / _e124)));\n let _e129 = unnamed.uUnderwaterFactor;\n if (_e129 <= 0f) {\n let _e131 = air;\n return _e131;\n }\n let _e133 = unnamed.uUnderwaterFogDensity;\n let _e134 = (*dist);\n wet = (_e133 * _e134);\n let _e136 = air;\n let _e137 = wet;\n let _e139 = wet;\n let _e145 = unnamed.uUnderwaterFactor;\n return mix(_e136, (1f - exp2(((-(_e137) * _e139) * 1.442695f))), _e145);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e59 = (*p);\n return fract((sin(dot(_e59, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e66 = (*p_1);\n i = floor(_e66);\n let _e68 = (*p_1);\n f = fract(_e68);\n let _e70 = f;\n let _e71 = f;\n let _e73 = f;\n u = ((_e70 * _e71) * (vec2(3f) - (_e73 * 2f)));\n let _e78 = i;\n param = _e78;\n let _e79 = hash21_u0028_vf2_u003b((&param));\n let _e80 = i;\n param_1 = (_e80 + vec2<f32>(1f, 0f));\n let _e82 = hash21_u0028_vf2_u003b((&param_1));\n let _e84 = u[0u];\n let _e86 = i;\n param_2 = (_e86 + vec2<f32>(0f, 1f));\n let _e88 = hash21_u0028_vf2_u003b((&param_2));\n let _e89 = i;\n param_3 = (_e89 + vec2<f32>(1f, 1f));\n let _e91 = hash21_u0028_vf2_u003b((&param_3));\n let _e93 = u[0u];\n let _e96 = u[1u];\n return mix(mix(_e79, _e82, _e84), mix(_e88, _e91, _e93), _e96);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_4: vec2<f32>;\n var outer: f32;\n var param_5: vec2<f32>;\n var swirl: f32;\n var param_6: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_7: f32;\n var param_8: f32;\n var phi_237_: bool;\n\n let _e77 = unnamed.uClipEnabled;\n let _e78 = (_e77 != 0i);\n phi_237_ = _e78;\n if _e78 {\n let _e79 = vWorldPos_1;\n let _e85 = unnamed.uClipPlane;\n phi_237_ = (dot(vec4<f32>(_e79.x, _e79.y, _e79.z, 1f), _e85) < 0f);\n }\n let _e89 = phi_237_;\n if _e89 {\n discard;\n }\n let _e90 = vUv_1;\n radius = (length((_e90 - vec2(0.5f))) * 2f);\n let _e95 = radius;\n if (_e95 >= 1f) {\n discard;\n }\n let _e97 = vUv_1;\n d = (_e97 - vec2(0.5f));\n let _e101 = d[1u];\n let _e103 = d[0u];\n angle = atan2(_e101, _e103);\n let _e106 = unnamed.uTime;\n let _e107 = vSeed_1;\n t_1 = (_e106 + (_e107 * 37f));\n let _e110 = angle;\n let _e112 = t_1;\n let _e115 = radius;\n param_4 = vec2<f32>(((_e110 * 1.9f) + (_e112 * 0.55f)), (_e115 * 4.2f));\n let _e118 = valueNoise_u0028_vf2_u003b((&param_4));\n inner = _e118;\n let _e119 = angle;\n let _e121 = t_1;\n let _e124 = radius;\n param_5 = vec2<f32>(((_e119 * 3.1f) - (_e121 * 0.34f)), (_e124 * 2.6f));\n let _e127 = valueNoise_u0028_vf2_u003b((&param_5));\n outer = _e127;\n let _e128 = inner;\n let _e130 = outer;\n swirl = ((_e128 * 0.62f) + (_e130 * 0.38f));\n let _e134 = unnamed.uNoiseOctaves;\n if (_e134 > 1i) {\n let _e136 = swirl;\n let _e137 = swirl;\n let _e138 = angle;\n let _e140 = t_1;\n let _e143 = radius;\n param_6 = vec2<f32>(((_e138 * 6.3f) + (_e140 * 0.9f)), (_e143 * 8f));\n let _e146 = valueNoise_u0028_vf2_u003b((&param_6));\n swirl = mix(_e136, ((_e137 * _e146) * 2f), 0.35f);\n }\n let _e150 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e150));\n let _e153 = radius;\n let _e156 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e153)) * (0.35f + (_e156 * 0.65f)));\n let _e160 = core;\n let _e162 = corona;\n body = ((_e160 * 0.9f) + _e162);\n let _e164 = body;\n if (_e164 <= 0.02f) {\n discard;\n }\n let _e167 = unnamed.uTint;\n let _e170 = unnamed.uTint;\n let _e171 = body;\n col = mix((_e167 * 0.35f), _e170, vec3(smoothstep(0f, 0.55f, _e171)));\n let _e175 = col;\n let _e176 = body;\n col = mix(_e175, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e176)));\n let _e181 = unnamed.uTint;\n let _e182 = col;\n col = (_e182 * _e181);\n let _e184 = body;\n alpha = clamp((_e184 * 1.6f), 0f, 1f);\n let _e187 = vDistance_1;\n param_7 = _e187;\n let _e189 = vWorldPos_1[1u];\n param_8 = _e189;\n let _e190 = mediumFog_u0028_f1_u003b_f1_u003b((&param_7), (&param_8));\n fog = _e190;\n let _e191 = col;\n let _e192 = mediumColor_u0028_();\n let _e193 = fog;\n col = mix(_e191, _e192, vec3(_e193));\n let _e196 = fog;\n let _e198 = alpha;\n alpha = (_e198 * (1f - _e196));\n let _e200 = col;\n let _e201 = alpha;\n outColor = vec4<f32>(_e200.x, _e200.y, _e200.z, _e201);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
8
+ /**
9
+ * What the transform assigned, so the renderer binds the same numbers.
10
+ *
11
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
12
+ */
13
+ export const ARCANE_BINDINGS = {
14
+ "ARCANE_FRAG": {
15
+ "uniforms": 1,
16
+ "uniformSize": 144,
17
+ "fields": {
18
+ "uTime": {
19
+ "offset": 0,
20
+ "size": 4,
21
+ "type": "float"
22
+ },
23
+ "uFogColor": {
24
+ "offset": 16,
25
+ "size": 12,
26
+ "type": "vec3"
27
+ },
28
+ "uFogDensity": {
29
+ "offset": 28,
30
+ "size": 4,
31
+ "type": "float"
32
+ },
33
+ "uFogHeightFalloff": {
34
+ "offset": 32,
35
+ "size": 4,
36
+ "type": "float"
37
+ },
38
+ "uFogEyeY": {
39
+ "offset": 36,
40
+ "size": 4,
41
+ "type": "float"
42
+ },
43
+ "uUnderwaterColor": {
44
+ "offset": 48,
45
+ "size": 12,
46
+ "type": "vec3"
47
+ },
48
+ "uUnderwaterFogDensity": {
49
+ "offset": 60,
50
+ "size": 4,
51
+ "type": "float"
52
+ },
53
+ "uUnderwaterFactor": {
54
+ "offset": 64,
55
+ "size": 4,
56
+ "type": "float"
57
+ },
58
+ "uFogMode": {
59
+ "offset": 68,
60
+ "size": 4,
61
+ "type": "int"
62
+ },
63
+ "uFogNear": {
64
+ "offset": 72,
65
+ "size": 4,
66
+ "type": "float"
67
+ },
68
+ "uFogFar": {
69
+ "offset": 76,
70
+ "size": 4,
71
+ "type": "float"
72
+ },
73
+ "uNoiseOctaves": {
74
+ "offset": 80,
75
+ "size": 4,
76
+ "type": "int"
77
+ },
78
+ "uClipPlane": {
79
+ "offset": 96,
80
+ "size": 16,
81
+ "type": "vec4"
82
+ },
83
+ "uClipEnabled": {
84
+ "offset": 112,
85
+ "size": 4,
86
+ "type": "int"
87
+ },
88
+ "uTint": {
89
+ "offset": 128,
90
+ "size": 12,
91
+ "type": "vec3"
92
+ }
93
+ },
94
+ "textures": {}
95
+ }
96
+ };
@@ -0,0 +1,69 @@
1
+ export declare const BLOOM_DOWNSAMPLE_FRAG_WGSL = "struct Uniforms {\n uTexel: vec2<f32>,\n}\n\n@group(0) @binding(32) \nvar uSource_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSource_s: sampler;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> fragColor: vec4<f32>;\n\nfn fetch_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n let _e27 = (*uv);\n let _e28 = textureSampleLevel(uSource_t, uSource_s, _e27, 0f);\n return _e28.xyz;\n}\n\nfn main_1() {\n var t: vec2<f32>;\n var a: vec3<f32>;\n var param: vec2<f32>;\n var b: vec3<f32>;\n var param_1: vec2<f32>;\n var c: vec3<f32>;\n var param_2: vec2<f32>;\n var d: vec3<f32>;\n var param_3: vec2<f32>;\n var e: vec3<f32>;\n var param_4: vec2<f32>;\n var f: vec3<f32>;\n var param_5: vec2<f32>;\n var g: vec3<f32>;\n var param_6: vec2<f32>;\n var h: vec3<f32>;\n var param_7: vec2<f32>;\n var i: vec3<f32>;\n var param_8: vec2<f32>;\n var j: vec3<f32>;\n var param_9: vec2<f32>;\n var k: vec3<f32>;\n var param_10: vec2<f32>;\n var l: vec3<f32>;\n var param_11: vec2<f32>;\n var m: vec3<f32>;\n var param_12: vec2<f32>;\n var box0_: vec3<f32>;\n var box1_: vec3<f32>;\n var box2_: vec3<f32>;\n var box3_: vec3<f32>;\n var box4_: vec3<f32>;\n\n let _e59 = unnamed.uTexel;\n t = _e59;\n let _e60 = vUv_1;\n let _e61 = t;\n param = (_e60 + (vec2<f32>(-2f, 2f) * _e61));\n let _e64 = fetch_u0028_vf2_u003b((&param));\n a = _e64;\n let _e65 = vUv_1;\n let _e66 = t;\n param_1 = (_e65 + (vec2<f32>(0f, 2f) * _e66));\n let _e69 = fetch_u0028_vf2_u003b((&param_1));\n b = _e69;\n let _e70 = vUv_1;\n let _e71 = t;\n param_2 = (_e70 + (vec2<f32>(2f, 2f) * _e71));\n let _e74 = fetch_u0028_vf2_u003b((&param_2));\n c = _e74;\n let _e75 = vUv_1;\n let _e76 = t;\n param_3 = (_e75 + (vec2<f32>(-2f, 0f) * _e76));\n let _e79 = fetch_u0028_vf2_u003b((&param_3));\n d = _e79;\n let _e80 = vUv_1;\n param_4 = _e80;\n let _e81 = fetch_u0028_vf2_u003b((&param_4));\n e = _e81;\n let _e82 = vUv_1;\n let _e83 = t;\n param_5 = (_e82 + (vec2<f32>(2f, 0f) * _e83));\n let _e86 = fetch_u0028_vf2_u003b((&param_5));\n f = _e86;\n let _e87 = vUv_1;\n let _e88 = t;\n param_6 = (_e87 + (vec2<f32>(-2f, -2f) * _e88));\n let _e91 = fetch_u0028_vf2_u003b((&param_6));\n g = _e91;\n let _e92 = vUv_1;\n let _e93 = t;\n param_7 = (_e92 + (vec2<f32>(0f, -2f) * _e93));\n let _e96 = fetch_u0028_vf2_u003b((&param_7));\n h = _e96;\n let _e97 = vUv_1;\n let _e98 = t;\n param_8 = (_e97 + (vec2<f32>(2f, -2f) * _e98));\n let _e101 = fetch_u0028_vf2_u003b((&param_8));\n i = _e101;\n let _e102 = vUv_1;\n let _e103 = t;\n param_9 = (_e102 + (vec2<f32>(-1f, 1f) * _e103));\n let _e106 = fetch_u0028_vf2_u003b((&param_9));\n j = _e106;\n let _e107 = vUv_1;\n let _e108 = t;\n param_10 = (_e107 + (vec2<f32>(1f, 1f) * _e108));\n let _e111 = fetch_u0028_vf2_u003b((&param_10));\n k = _e111;\n let _e112 = vUv_1;\n let _e113 = t;\n param_11 = (_e112 + (vec2<f32>(-1f, -1f) * _e113));\n let _e116 = fetch_u0028_vf2_u003b((&param_11));\n l = _e116;\n let _e117 = vUv_1;\n let _e118 = t;\n param_12 = (_e117 + (vec2<f32>(1f, -1f) * _e118));\n let _e121 = fetch_u0028_vf2_u003b((&param_12));\n m = _e121;\n let _e122 = a;\n let _e123 = b;\n let _e125 = d;\n let _e127 = e;\n box0_ = ((((_e122 + _e123) + _e125) + _e127) * 0.25f);\n let _e130 = b;\n let _e131 = c;\n let _e133 = e;\n let _e135 = f;\n box1_ = ((((_e130 + _e131) + _e133) + _e135) * 0.25f);\n let _e138 = d;\n let _e139 = e;\n let _e141 = g;\n let _e143 = h;\n box2_ = ((((_e138 + _e139) + _e141) + _e143) * 0.25f);\n let _e146 = e;\n let _e147 = f;\n let _e149 = h;\n let _e151 = i;\n box3_ = ((((_e146 + _e147) + _e149) + _e151) * 0.25f);\n let _e154 = j;\n let _e155 = k;\n let _e157 = l;\n let _e159 = m;\n box4_ = ((((_e154 + _e155) + _e157) + _e159) * 0.25f);\n let _e162 = box4_;\n let _e164 = box0_;\n let _e165 = box1_;\n let _e167 = box2_;\n let _e169 = box3_;\n let _e172 = ((_e162 * 0.5f) + ((((_e164 + _e165) + _e167) + _e169) * 0.125f));\n fragColor = vec4<f32>(_e172.x, _e172.y, _e172.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
2
+ export declare const BLOOM_PREFILTER_FRAG_WGSL = "struct Uniforms {\n uTexel: vec2<f32>,\n uThreshold: f32,\n}\n\n@group(0) @binding(32) \nvar uSource_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSource_s: sampler;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> fragColor: vec4<f32>;\n\nfn brightness_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> f32 {\n let _e35 = (*c)[0u];\n let _e37 = (*c)[1u];\n let _e39 = (*c)[2u];\n return max(_e35, max(_e37, _e39));\n}\n\nfn firefly_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> f32 {\n var param: vec3<f32>;\n\n let _e35 = (*c_1);\n param = _e35;\n let _e36 = brightness_u0028_vf3_u003b((&param));\n return (1f / (1f + _e36));\n}\n\nfn fetch_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n var c_2: vec3<f32>;\n var bright: f32;\n var param_1: vec3<f32>;\n\n let _e37 = (*uv);\n let _e38 = textureSampleLevel(uSource_t, uSource_s, _e37, 0f);\n c_2 = min(_e38.xyz, vec3<f32>(256f, 256f, 256f));\n let _e41 = c_2;\n param_1 = _e41;\n let _e42 = brightness_u0028_vf3_u003b((&param_1));\n bright = _e42;\n let _e43 = c_2;\n let _e44 = bright;\n let _e46 = unnamed.uThreshold;\n let _e49 = bright;\n return (_e43 * (max((_e44 - _e46), 0f) / max(_e49, 0.0001f)));\n}\n\nfn main_1() {\n var t: vec2<f32>;\n var a: vec3<f32>;\n var param_2: vec2<f32>;\n var b: vec3<f32>;\n var param_3: vec2<f32>;\n var c_3: vec3<f32>;\n var param_4: vec2<f32>;\n var d: vec3<f32>;\n var param_5: vec2<f32>;\n var e: vec3<f32>;\n var param_6: vec2<f32>;\n var f: vec3<f32>;\n var param_7: vec2<f32>;\n var g: vec3<f32>;\n var param_8: vec2<f32>;\n var h: vec3<f32>;\n var param_9: vec2<f32>;\n var i: vec3<f32>;\n var param_10: vec2<f32>;\n var j: vec3<f32>;\n var param_11: vec2<f32>;\n var k: vec3<f32>;\n var param_12: vec2<f32>;\n var l: vec3<f32>;\n var param_13: vec2<f32>;\n var m: vec3<f32>;\n var param_14: vec2<f32>;\n var box0_: vec3<f32>;\n var box1_: vec3<f32>;\n var box2_: vec3<f32>;\n var box3_: vec3<f32>;\n var box4_: vec3<f32>;\n var w0_: f32;\n var param_15: vec3<f32>;\n var w1_: f32;\n var param_16: vec3<f32>;\n var w2_: f32;\n var param_17: vec3<f32>;\n var w3_: f32;\n var param_18: vec3<f32>;\n var w4_: f32;\n var param_19: vec3<f32>;\n var sum: vec3<f32>;\n\n let _e77 = unnamed.uTexel;\n t = _e77;\n let _e78 = vUv_1;\n let _e79 = t;\n param_2 = (_e78 + (vec2<f32>(-2f, 2f) * _e79));\n let _e82 = fetch_u0028_vf2_u003b((&param_2));\n a = _e82;\n let _e83 = vUv_1;\n let _e84 = t;\n param_3 = (_e83 + (vec2<f32>(0f, 2f) * _e84));\n let _e87 = fetch_u0028_vf2_u003b((&param_3));\n b = _e87;\n let _e88 = vUv_1;\n let _e89 = t;\n param_4 = (_e88 + (vec2<f32>(2f, 2f) * _e89));\n let _e92 = fetch_u0028_vf2_u003b((&param_4));\n c_3 = _e92;\n let _e93 = vUv_1;\n let _e94 = t;\n param_5 = (_e93 + (vec2<f32>(-2f, 0f) * _e94));\n let _e97 = fetch_u0028_vf2_u003b((&param_5));\n d = _e97;\n let _e98 = vUv_1;\n param_6 = _e98;\n let _e99 = fetch_u0028_vf2_u003b((&param_6));\n e = _e99;\n let _e100 = vUv_1;\n let _e101 = t;\n param_7 = (_e100 + (vec2<f32>(2f, 0f) * _e101));\n let _e104 = fetch_u0028_vf2_u003b((&param_7));\n f = _e104;\n let _e105 = vUv_1;\n let _e106 = t;\n param_8 = (_e105 + (vec2<f32>(-2f, -2f) * _e106));\n let _e109 = fetch_u0028_vf2_u003b((&param_8));\n g = _e109;\n let _e110 = vUv_1;\n let _e111 = t;\n param_9 = (_e110 + (vec2<f32>(0f, -2f) * _e111));\n let _e114 = fetch_u0028_vf2_u003b((&param_9));\n h = _e114;\n let _e115 = vUv_1;\n let _e116 = t;\n param_10 = (_e115 + (vec2<f32>(2f, -2f) * _e116));\n let _e119 = fetch_u0028_vf2_u003b((&param_10));\n i = _e119;\n let _e120 = vUv_1;\n let _e121 = t;\n param_11 = (_e120 + (vec2<f32>(-1f, 1f) * _e121));\n let _e124 = fetch_u0028_vf2_u003b((&param_11));\n j = _e124;\n let _e125 = vUv_1;\n let _e126 = t;\n param_12 = (_e125 + (vec2<f32>(1f, 1f) * _e126));\n let _e129 = fetch_u0028_vf2_u003b((&param_12));\n k = _e129;\n let _e130 = vUv_1;\n let _e131 = t;\n param_13 = (_e130 + (vec2<f32>(-1f, -1f) * _e131));\n let _e134 = fetch_u0028_vf2_u003b((&param_13));\n l = _e134;\n let _e135 = vUv_1;\n let _e136 = t;\n param_14 = (_e135 + (vec2<f32>(1f, -1f) * _e136));\n let _e139 = fetch_u0028_vf2_u003b((&param_14));\n m = _e139;\n let _e140 = a;\n let _e141 = b;\n let _e143 = d;\n let _e145 = e;\n box0_ = ((((_e140 + _e141) + _e143) + _e145) * 0.25f);\n let _e148 = b;\n let _e149 = c_3;\n let _e151 = e;\n let _e153 = f;\n box1_ = ((((_e148 + _e149) + _e151) + _e153) * 0.25f);\n let _e156 = d;\n let _e157 = e;\n let _e159 = g;\n let _e161 = h;\n box2_ = ((((_e156 + _e157) + _e159) + _e161) * 0.25f);\n let _e164 = e;\n let _e165 = f;\n let _e167 = h;\n let _e169 = i;\n box3_ = ((((_e164 + _e165) + _e167) + _e169) * 0.25f);\n let _e172 = j;\n let _e173 = k;\n let _e175 = l;\n let _e177 = m;\n box4_ = ((((_e172 + _e173) + _e175) + _e177) * 0.25f);\n let _e180 = box0_;\n param_15 = _e180;\n let _e181 = firefly_u0028_vf3_u003b((&param_15));\n w0_ = (_e181 * 0.125f);\n let _e183 = box1_;\n param_16 = _e183;\n let _e184 = firefly_u0028_vf3_u003b((&param_16));\n w1_ = (_e184 * 0.125f);\n let _e186 = box2_;\n param_17 = _e186;\n let _e187 = firefly_u0028_vf3_u003b((&param_17));\n w2_ = (_e187 * 0.125f);\n let _e189 = box3_;\n param_18 = _e189;\n let _e190 = firefly_u0028_vf3_u003b((&param_18));\n w3_ = (_e190 * 0.125f);\n let _e192 = box4_;\n param_19 = _e192;\n let _e193 = firefly_u0028_vf3_u003b((&param_19));\n w4_ = (_e193 * 0.5f);\n let _e195 = box0_;\n let _e196 = w0_;\n let _e198 = box1_;\n let _e199 = w1_;\n let _e202 = box2_;\n let _e203 = w2_;\n let _e206 = box3_;\n let _e207 = w3_;\n let _e210 = box4_;\n let _e211 = w4_;\n sum = (((((_e195 * _e196) + (_e198 * _e199)) + (_e202 * _e203)) + (_e206 * _e207)) + (_e210 * _e211));\n let _e214 = sum;\n let _e215 = w0_;\n let _e216 = w1_;\n let _e218 = w2_;\n let _e220 = w3_;\n let _e222 = w4_;\n let _e226 = (_e214 / vec3(max(((((_e215 + _e216) + _e218) + _e220) + _e222), 0.0001f)));\n fragColor = vec4<f32>(_e226.x, _e226.y, _e226.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
3
+ export declare const BLOOM_UPSAMPLE_FRAG_WGSL = "struct Uniforms {\n uRadius: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uSource_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSource_s: sampler;\nvar<private> vUv_1: vec2<f32>;\nvar<private> fragColor: vec4<f32>;\n\nfn main_1() {\n var r: f32;\n var a: vec3<f32>;\n var b: vec3<f32>;\n var c: vec3<f32>;\n var d: vec3<f32>;\n var e: vec3<f32>;\n var f: vec3<f32>;\n var g: vec3<f32>;\n var h: vec3<f32>;\n var i: vec3<f32>;\n var sum: vec3<f32>;\n\n let _e23 = unnamed.uRadius;\n r = _e23;\n let _e24 = vUv_1;\n let _e25 = r;\n let _e27 = r;\n let _e30 = textureSampleLevel(uSource_t, uSource_s, (_e24 + vec2<f32>(-(_e25), _e27)), 0f);\n a = _e30.xyz;\n let _e32 = vUv_1;\n let _e33 = r;\n let _e36 = textureSampleLevel(uSource_t, uSource_s, (_e32 + vec2<f32>(0f, _e33)), 0f);\n b = _e36.xyz;\n let _e38 = vUv_1;\n let _e39 = r;\n let _e40 = r;\n let _e43 = textureSampleLevel(uSource_t, uSource_s, (_e38 + vec2<f32>(_e39, _e40)), 0f);\n c = _e43.xyz;\n let _e45 = vUv_1;\n let _e46 = r;\n let _e50 = textureSampleLevel(uSource_t, uSource_s, (_e45 + vec2<f32>(-(_e46), 0f)), 0f);\n d = _e50.xyz;\n let _e52 = vUv_1;\n let _e53 = textureSampleLevel(uSource_t, uSource_s, _e52, 0f);\n e = _e53.xyz;\n let _e55 = vUv_1;\n let _e56 = r;\n let _e59 = textureSampleLevel(uSource_t, uSource_s, (_e55 + vec2<f32>(_e56, 0f)), 0f);\n f = _e59.xyz;\n let _e61 = vUv_1;\n let _e62 = r;\n let _e64 = r;\n let _e68 = textureSampleLevel(uSource_t, uSource_s, (_e61 + vec2<f32>(-(_e62), -(_e64))), 0f);\n g = _e68.xyz;\n let _e70 = vUv_1;\n let _e71 = r;\n let _e75 = textureSampleLevel(uSource_t, uSource_s, (_e70 + vec2<f32>(0f, -(_e71))), 0f);\n h = _e75.xyz;\n let _e77 = vUv_1;\n let _e78 = r;\n let _e79 = r;\n let _e83 = textureSampleLevel(uSource_t, uSource_s, (_e77 + vec2<f32>(_e78, -(_e79))), 0f);\n i = _e83.xyz;\n let _e85 = e;\n let _e87 = b;\n let _e88 = d;\n let _e90 = f;\n let _e92 = h;\n let _e96 = a;\n let _e97 = c;\n let _e99 = g;\n let _e101 = i;\n sum = (((_e85 * 4f) + ((((_e87 + _e88) + _e90) + _e92) * 2f)) + (((_e96 + _e97) + _e99) + _e101));\n let _e104 = sum;\n let _e105 = (_e104 * 0.0625f);\n fragColor = vec4<f32>(_e105.x, _e105.y, _e105.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
4
+ /**
5
+ * What the transform assigned, so the renderer binds the same numbers.
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+ *
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+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
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+ */
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+ export declare const BLOOM_BINDINGS: {
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+ readonly BLOOM_DOWNSAMPLE_FRAG: {
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+ readonly uniforms: 1;
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+ readonly uniformSize: 16;
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+ readonly fields: {
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+ readonly uTexel: {
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+ readonly offset: 0;
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+ readonly size: 8;
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+ readonly type: "vec2";
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+ };
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+ };
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+ readonly textures: {
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+ readonly uSource: {
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+ readonly texture: 32;
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+ readonly sampler: 33;
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+ readonly type: "sampler2D";
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+ };
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+ };
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+ };
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+ readonly BLOOM_PREFILTER_FRAG: {
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+ readonly uniforms: 1;
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+ readonly uniformSize: 16;
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+ readonly fields: {
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+ readonly uTexel: {
33
+ readonly offset: 0;
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+ readonly size: 8;
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+ readonly type: "vec2";
36
+ };
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+ readonly uThreshold: {
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+ readonly offset: 8;
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+ readonly size: 4;
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+ readonly type: "float";
41
+ };
42
+ };
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+ readonly textures: {
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+ readonly uSource: {
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+ readonly texture: 32;
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+ readonly sampler: 33;
47
+ readonly type: "sampler2D";
48
+ };
49
+ };
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+ };
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+ readonly BLOOM_UPSAMPLE_FRAG: {
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+ readonly uniforms: 1;
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+ readonly uniformSize: 16;
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+ readonly fields: {
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+ readonly uRadius: {
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+ readonly offset: 0;
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+ readonly size: 4;
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+ readonly type: "float";
59
+ };
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+ };
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+ readonly textures: {
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+ readonly uSource: {
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+ readonly texture: 32;
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+ readonly sampler: 33;
65
+ readonly type: "sampler2D";
66
+ };
67
+ };
68
+ };
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+ };
@@ -0,0 +1,75 @@
1
+ /*
2
+ * Generated from ../bloom.ts by `npm run wgsl`. Do not edit.
3
+ *
4
+ * The GLSL beside this file is the source of truth. A hand edit here is discarded by
5
+ * the next generation, and `npm run wgsl:check` fails the build when this is stale.
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+ */
7
+ export const BLOOM_DOWNSAMPLE_FRAG_WGSL = "struct Uniforms {\n uTexel: vec2<f32>,\n}\n\n@group(0) @binding(32) \nvar uSource_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSource_s: sampler;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> fragColor: vec4<f32>;\n\nfn fetch_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n let _e27 = (*uv);\n let _e28 = textureSampleLevel(uSource_t, uSource_s, _e27, 0f);\n return _e28.xyz;\n}\n\nfn main_1() {\n var t: vec2<f32>;\n var a: vec3<f32>;\n var param: vec2<f32>;\n var b: vec3<f32>;\n var param_1: vec2<f32>;\n var c: vec3<f32>;\n var param_2: vec2<f32>;\n var d: vec3<f32>;\n var param_3: vec2<f32>;\n var e: vec3<f32>;\n var param_4: vec2<f32>;\n var f: vec3<f32>;\n var param_5: vec2<f32>;\n var g: vec3<f32>;\n var param_6: vec2<f32>;\n var h: vec3<f32>;\n var param_7: vec2<f32>;\n var i: vec3<f32>;\n var param_8: vec2<f32>;\n var j: vec3<f32>;\n var param_9: vec2<f32>;\n var k: vec3<f32>;\n var param_10: vec2<f32>;\n var l: vec3<f32>;\n var param_11: vec2<f32>;\n var m: vec3<f32>;\n var param_12: vec2<f32>;\n var box0_: vec3<f32>;\n var box1_: vec3<f32>;\n var box2_: vec3<f32>;\n var box3_: vec3<f32>;\n var box4_: vec3<f32>;\n\n let _e59 = unnamed.uTexel;\n t = _e59;\n let _e60 = vUv_1;\n let _e61 = t;\n param = (_e60 + (vec2<f32>(-2f, 2f) * _e61));\n let _e64 = fetch_u0028_vf2_u003b((&param));\n a = _e64;\n let _e65 = vUv_1;\n let _e66 = t;\n param_1 = (_e65 + (vec2<f32>(0f, 2f) * _e66));\n let _e69 = fetch_u0028_vf2_u003b((&param_1));\n b = _e69;\n let _e70 = vUv_1;\n let _e71 = t;\n param_2 = (_e70 + (vec2<f32>(2f, 2f) * _e71));\n let _e74 = fetch_u0028_vf2_u003b((&param_2));\n c = _e74;\n let _e75 = vUv_1;\n let _e76 = t;\n param_3 = (_e75 + (vec2<f32>(-2f, 0f) * _e76));\n let _e79 = fetch_u0028_vf2_u003b((&param_3));\n d = _e79;\n let _e80 = vUv_1;\n param_4 = _e80;\n let _e81 = fetch_u0028_vf2_u003b((&param_4));\n e = _e81;\n let _e82 = vUv_1;\n let _e83 = t;\n param_5 = (_e82 + (vec2<f32>(2f, 0f) * _e83));\n let _e86 = fetch_u0028_vf2_u003b((&param_5));\n f = _e86;\n let _e87 = vUv_1;\n let _e88 = t;\n param_6 = (_e87 + (vec2<f32>(-2f, -2f) * _e88));\n let _e91 = fetch_u0028_vf2_u003b((&param_6));\n g = _e91;\n let _e92 = vUv_1;\n let _e93 = t;\n param_7 = (_e92 + (vec2<f32>(0f, -2f) * _e93));\n let _e96 = fetch_u0028_vf2_u003b((&param_7));\n h = _e96;\n let _e97 = vUv_1;\n let _e98 = t;\n param_8 = (_e97 + (vec2<f32>(2f, -2f) * _e98));\n let _e101 = fetch_u0028_vf2_u003b((&param_8));\n i = _e101;\n let _e102 = vUv_1;\n let _e103 = t;\n param_9 = (_e102 + (vec2<f32>(-1f, 1f) * _e103));\n let _e106 = fetch_u0028_vf2_u003b((&param_9));\n j = _e106;\n let _e107 = vUv_1;\n let _e108 = t;\n param_10 = (_e107 + (vec2<f32>(1f, 1f) * _e108));\n let _e111 = fetch_u0028_vf2_u003b((&param_10));\n k = _e111;\n let _e112 = vUv_1;\n let _e113 = t;\n param_11 = (_e112 + (vec2<f32>(-1f, -1f) * _e113));\n let _e116 = fetch_u0028_vf2_u003b((&param_11));\n l = _e116;\n let _e117 = vUv_1;\n let _e118 = t;\n param_12 = (_e117 + (vec2<f32>(1f, -1f) * _e118));\n let _e121 = fetch_u0028_vf2_u003b((&param_12));\n m = _e121;\n let _e122 = a;\n let _e123 = b;\n let _e125 = d;\n let _e127 = e;\n box0_ = ((((_e122 + _e123) + _e125) + _e127) * 0.25f);\n let _e130 = b;\n let _e131 = c;\n let _e133 = e;\n let _e135 = f;\n box1_ = ((((_e130 + _e131) + _e133) + _e135) * 0.25f);\n let _e138 = d;\n let _e139 = e;\n let _e141 = g;\n let _e143 = h;\n box2_ = ((((_e138 + _e139) + _e141) + _e143) * 0.25f);\n let _e146 = e;\n let _e147 = f;\n let _e149 = h;\n let _e151 = i;\n box3_ = ((((_e146 + _e147) + _e149) + _e151) * 0.25f);\n let _e154 = j;\n let _e155 = k;\n let _e157 = l;\n let _e159 = m;\n box4_ = ((((_e154 + _e155) + _e157) + _e159) * 0.25f);\n let _e162 = box4_;\n let _e164 = box0_;\n let _e165 = box1_;\n let _e167 = box2_;\n let _e169 = box3_;\n let _e172 = ((_e162 * 0.5f) + ((((_e164 + _e165) + _e167) + _e169) * 0.125f));\n fragColor = vec4<f32>(_e172.x, _e172.y, _e172.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
8
+ export const BLOOM_PREFILTER_FRAG_WGSL = "struct Uniforms {\n uTexel: vec2<f32>,\n uThreshold: f32,\n}\n\n@group(0) @binding(32) \nvar uSource_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSource_s: sampler;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> fragColor: vec4<f32>;\n\nfn brightness_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> f32 {\n let _e35 = (*c)[0u];\n let _e37 = (*c)[1u];\n let _e39 = (*c)[2u];\n return max(_e35, max(_e37, _e39));\n}\n\nfn firefly_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> f32 {\n var param: vec3<f32>;\n\n let _e35 = (*c_1);\n param = _e35;\n let _e36 = brightness_u0028_vf3_u003b((&param));\n return (1f / (1f + _e36));\n}\n\nfn fetch_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n var c_2: vec3<f32>;\n var bright: f32;\n var param_1: vec3<f32>;\n\n let _e37 = (*uv);\n let _e38 = textureSampleLevel(uSource_t, uSource_s, _e37, 0f);\n c_2 = min(_e38.xyz, vec3<f32>(256f, 256f, 256f));\n let _e41 = c_2;\n param_1 = _e41;\n let _e42 = brightness_u0028_vf3_u003b((&param_1));\n bright = _e42;\n let _e43 = c_2;\n let _e44 = bright;\n let _e46 = unnamed.uThreshold;\n let _e49 = bright;\n return (_e43 * (max((_e44 - _e46), 0f) / max(_e49, 0.0001f)));\n}\n\nfn main_1() {\n var t: vec2<f32>;\n var a: vec3<f32>;\n var param_2: vec2<f32>;\n var b: vec3<f32>;\n var param_3: vec2<f32>;\n var c_3: vec3<f32>;\n var param_4: vec2<f32>;\n var d: vec3<f32>;\n var param_5: vec2<f32>;\n var e: vec3<f32>;\n var param_6: vec2<f32>;\n var f: vec3<f32>;\n var param_7: vec2<f32>;\n var g: vec3<f32>;\n var param_8: vec2<f32>;\n var h: vec3<f32>;\n var param_9: vec2<f32>;\n var i: vec3<f32>;\n var param_10: vec2<f32>;\n var j: vec3<f32>;\n var param_11: vec2<f32>;\n var k: vec3<f32>;\n var param_12: vec2<f32>;\n var l: vec3<f32>;\n var param_13: vec2<f32>;\n var m: vec3<f32>;\n var param_14: vec2<f32>;\n var box0_: vec3<f32>;\n var box1_: vec3<f32>;\n var box2_: vec3<f32>;\n var box3_: vec3<f32>;\n var box4_: vec3<f32>;\n var w0_: f32;\n var param_15: vec3<f32>;\n var w1_: f32;\n var param_16: vec3<f32>;\n var w2_: f32;\n var param_17: vec3<f32>;\n var w3_: f32;\n var param_18: vec3<f32>;\n var w4_: f32;\n var param_19: vec3<f32>;\n var sum: vec3<f32>;\n\n let _e77 = unnamed.uTexel;\n t = _e77;\n let _e78 = vUv_1;\n let _e79 = t;\n param_2 = (_e78 + (vec2<f32>(-2f, 2f) * _e79));\n let _e82 = fetch_u0028_vf2_u003b((&param_2));\n a = _e82;\n let _e83 = vUv_1;\n let _e84 = t;\n param_3 = (_e83 + (vec2<f32>(0f, 2f) * _e84));\n let _e87 = fetch_u0028_vf2_u003b((&param_3));\n b = _e87;\n let _e88 = vUv_1;\n let _e89 = t;\n param_4 = (_e88 + (vec2<f32>(2f, 2f) * _e89));\n let _e92 = fetch_u0028_vf2_u003b((&param_4));\n c_3 = _e92;\n let _e93 = vUv_1;\n let _e94 = t;\n param_5 = (_e93 + (vec2<f32>(-2f, 0f) * _e94));\n let _e97 = fetch_u0028_vf2_u003b((&param_5));\n d = _e97;\n let _e98 = vUv_1;\n param_6 = _e98;\n let _e99 = fetch_u0028_vf2_u003b((&param_6));\n e = _e99;\n let _e100 = vUv_1;\n let _e101 = t;\n param_7 = (_e100 + (vec2<f32>(2f, 0f) * _e101));\n let _e104 = fetch_u0028_vf2_u003b((&param_7));\n f = _e104;\n let _e105 = vUv_1;\n let _e106 = t;\n param_8 = (_e105 + (vec2<f32>(-2f, -2f) * _e106));\n let _e109 = fetch_u0028_vf2_u003b((&param_8));\n g = _e109;\n let _e110 = vUv_1;\n let _e111 = t;\n param_9 = (_e110 + (vec2<f32>(0f, -2f) * _e111));\n let _e114 = fetch_u0028_vf2_u003b((&param_9));\n h = _e114;\n let _e115 = vUv_1;\n let _e116 = t;\n param_10 = (_e115 + (vec2<f32>(2f, -2f) * _e116));\n let _e119 = fetch_u0028_vf2_u003b((&param_10));\n i = _e119;\n let _e120 = vUv_1;\n let _e121 = t;\n param_11 = (_e120 + (vec2<f32>(-1f, 1f) * _e121));\n let _e124 = fetch_u0028_vf2_u003b((&param_11));\n j = _e124;\n let _e125 = vUv_1;\n let _e126 = t;\n param_12 = (_e125 + (vec2<f32>(1f, 1f) * _e126));\n let _e129 = fetch_u0028_vf2_u003b((&param_12));\n k = _e129;\n let _e130 = vUv_1;\n let _e131 = t;\n param_13 = (_e130 + (vec2<f32>(-1f, -1f) * _e131));\n let _e134 = fetch_u0028_vf2_u003b((&param_13));\n l = _e134;\n let _e135 = vUv_1;\n let _e136 = t;\n param_14 = (_e135 + (vec2<f32>(1f, -1f) * _e136));\n let _e139 = fetch_u0028_vf2_u003b((&param_14));\n m = _e139;\n let _e140 = a;\n let _e141 = b;\n let _e143 = d;\n let _e145 = e;\n box0_ = ((((_e140 + _e141) + _e143) + _e145) * 0.25f);\n let _e148 = b;\n let _e149 = c_3;\n let _e151 = e;\n let _e153 = f;\n box1_ = ((((_e148 + _e149) + _e151) + _e153) * 0.25f);\n let _e156 = d;\n let _e157 = e;\n let _e159 = g;\n let _e161 = h;\n box2_ = ((((_e156 + _e157) + _e159) + _e161) * 0.25f);\n let _e164 = e;\n let _e165 = f;\n let _e167 = h;\n let _e169 = i;\n box3_ = ((((_e164 + _e165) + _e167) + _e169) * 0.25f);\n let _e172 = j;\n let _e173 = k;\n let _e175 = l;\n let _e177 = m;\n box4_ = ((((_e172 + _e173) + _e175) + _e177) * 0.25f);\n let _e180 = box0_;\n param_15 = _e180;\n let _e181 = firefly_u0028_vf3_u003b((&param_15));\n w0_ = (_e181 * 0.125f);\n let _e183 = box1_;\n param_16 = _e183;\n let _e184 = firefly_u0028_vf3_u003b((&param_16));\n w1_ = (_e184 * 0.125f);\n let _e186 = box2_;\n param_17 = _e186;\n let _e187 = firefly_u0028_vf3_u003b((&param_17));\n w2_ = (_e187 * 0.125f);\n let _e189 = box3_;\n param_18 = _e189;\n let _e190 = firefly_u0028_vf3_u003b((&param_18));\n w3_ = (_e190 * 0.125f);\n let _e192 = box4_;\n param_19 = _e192;\n let _e193 = firefly_u0028_vf3_u003b((&param_19));\n w4_ = (_e193 * 0.5f);\n let _e195 = box0_;\n let _e196 = w0_;\n let _e198 = box1_;\n let _e199 = w1_;\n let _e202 = box2_;\n let _e203 = w2_;\n let _e206 = box3_;\n let _e207 = w3_;\n let _e210 = box4_;\n let _e211 = w4_;\n sum = (((((_e195 * _e196) + (_e198 * _e199)) + (_e202 * _e203)) + (_e206 * _e207)) + (_e210 * _e211));\n let _e214 = sum;\n let _e215 = w0_;\n let _e216 = w1_;\n let _e218 = w2_;\n let _e220 = w3_;\n let _e222 = w4_;\n let _e226 = (_e214 / vec3(max(((((_e215 + _e216) + _e218) + _e220) + _e222), 0.0001f)));\n fragColor = vec4<f32>(_e226.x, _e226.y, _e226.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
9
+ export const BLOOM_UPSAMPLE_FRAG_WGSL = "struct Uniforms {\n uRadius: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uSource_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSource_s: sampler;\nvar<private> vUv_1: vec2<f32>;\nvar<private> fragColor: vec4<f32>;\n\nfn main_1() {\n var r: f32;\n var a: vec3<f32>;\n var b: vec3<f32>;\n var c: vec3<f32>;\n var d: vec3<f32>;\n var e: vec3<f32>;\n var f: vec3<f32>;\n var g: vec3<f32>;\n var h: vec3<f32>;\n var i: vec3<f32>;\n var sum: vec3<f32>;\n\n let _e23 = unnamed.uRadius;\n r = _e23;\n let _e24 = vUv_1;\n let _e25 = r;\n let _e27 = r;\n let _e30 = textureSampleLevel(uSource_t, uSource_s, (_e24 + vec2<f32>(-(_e25), _e27)), 0f);\n a = _e30.xyz;\n let _e32 = vUv_1;\n let _e33 = r;\n let _e36 = textureSampleLevel(uSource_t, uSource_s, (_e32 + vec2<f32>(0f, _e33)), 0f);\n b = _e36.xyz;\n let _e38 = vUv_1;\n let _e39 = r;\n let _e40 = r;\n let _e43 = textureSampleLevel(uSource_t, uSource_s, (_e38 + vec2<f32>(_e39, _e40)), 0f);\n c = _e43.xyz;\n let _e45 = vUv_1;\n let _e46 = r;\n let _e50 = textureSampleLevel(uSource_t, uSource_s, (_e45 + vec2<f32>(-(_e46), 0f)), 0f);\n d = _e50.xyz;\n let _e52 = vUv_1;\n let _e53 = textureSampleLevel(uSource_t, uSource_s, _e52, 0f);\n e = _e53.xyz;\n let _e55 = vUv_1;\n let _e56 = r;\n let _e59 = textureSampleLevel(uSource_t, uSource_s, (_e55 + vec2<f32>(_e56, 0f)), 0f);\n f = _e59.xyz;\n let _e61 = vUv_1;\n let _e62 = r;\n let _e64 = r;\n let _e68 = textureSampleLevel(uSource_t, uSource_s, (_e61 + vec2<f32>(-(_e62), -(_e64))), 0f);\n g = _e68.xyz;\n let _e70 = vUv_1;\n let _e71 = r;\n let _e75 = textureSampleLevel(uSource_t, uSource_s, (_e70 + vec2<f32>(0f, -(_e71))), 0f);\n h = _e75.xyz;\n let _e77 = vUv_1;\n let _e78 = r;\n let _e79 = r;\n let _e83 = textureSampleLevel(uSource_t, uSource_s, (_e77 + vec2<f32>(_e78, -(_e79))), 0f);\n i = _e83.xyz;\n let _e85 = e;\n let _e87 = b;\n let _e88 = d;\n let _e90 = f;\n let _e92 = h;\n let _e96 = a;\n let _e97 = c;\n let _e99 = g;\n let _e101 = i;\n sum = (((_e85 * 4f) + ((((_e87 + _e88) + _e90) + _e92) * 2f)) + (((_e96 + _e97) + _e99) + _e101));\n let _e104 = sum;\n let _e105 = (_e104 * 0.0625f);\n fragColor = vec4<f32>(_e105.x, _e105.y, _e105.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
10
+ /**
11
+ * What the transform assigned, so the renderer binds the same numbers.
12
+ *
13
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
14
+ */
15
+ export const BLOOM_BINDINGS = {
16
+ "BLOOM_DOWNSAMPLE_FRAG": {
17
+ "uniforms": 1,
18
+ "uniformSize": 16,
19
+ "fields": {
20
+ "uTexel": {
21
+ "offset": 0,
22
+ "size": 8,
23
+ "type": "vec2"
24
+ }
25
+ },
26
+ "textures": {
27
+ "uSource": {
28
+ "texture": 32,
29
+ "sampler": 33,
30
+ "type": "sampler2D"
31
+ }
32
+ }
33
+ },
34
+ "BLOOM_PREFILTER_FRAG": {
35
+ "uniforms": 1,
36
+ "uniformSize": 16,
37
+ "fields": {
38
+ "uTexel": {
39
+ "offset": 0,
40
+ "size": 8,
41
+ "type": "vec2"
42
+ },
43
+ "uThreshold": {
44
+ "offset": 8,
45
+ "size": 4,
46
+ "type": "float"
47
+ }
48
+ },
49
+ "textures": {
50
+ "uSource": {
51
+ "texture": 32,
52
+ "sampler": 33,
53
+ "type": "sampler2D"
54
+ }
55
+ }
56
+ },
57
+ "BLOOM_UPSAMPLE_FRAG": {
58
+ "uniforms": 1,
59
+ "uniformSize": 16,
60
+ "fields": {
61
+ "uRadius": {
62
+ "offset": 0,
63
+ "size": 4,
64
+ "type": "float"
65
+ }
66
+ },
67
+ "textures": {
68
+ "uSource": {
69
+ "texture": 32,
70
+ "sampler": 33,
71
+ "type": "sampler2D"
72
+ }
73
+ }
74
+ }
75
+ };
@@ -0,0 +1,118 @@
1
+ export declare const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e48 = unnamed.uFogMode;\n if (_e48 == 1i) {\n let _e51 = unnamed.uFogFar;\n let _e53 = unnamed.uFogNear;\n span = max((_e51 - _e53), 0.0001f);\n let _e56 = (*dist);\n let _e58 = unnamed.uFogNear;\n let _e60 = span;\n ramp = clamp(((_e56 - _e58) / _e60), 0f, 1f);\n let _e64 = unnamed.uUnderwaterFactor;\n if (_e64 <= 0f) {\n let _e66 = ramp;\n return _e66;\n }\n let _e68 = unnamed.uUnderwaterFogDensity;\n let _e69 = (*dist);\n wetLinear = (_e68 * _e69);\n let _e71 = ramp;\n let _e72 = wetLinear;\n let _e74 = wetLinear;\n let _e80 = unnamed.uUnderwaterFactor;\n return mix(_e71, (1f - exp2(((-(_e72) * _e74) * 1.442695f))), _e80);\n }\n let _e82 = (*pointY);\n let _e84 = unnamed.uFogEyeY;\n let _e87 = unnamed.uFogHeightFalloff;\n t = ((_e82 - _e84) * _e87);\n let _e89 = t;\n let _e92 = t;\n denom = select(_e92, 0.0001f, (abs(_e89) < 0.0001f));\n let _e95 = unnamed.uFogDensity;\n let _e97 = (*dist);\n let _e99 = denom;\n let _e104 = denom;\n air = (1f - exp((((-(_e95) * _e97) * (1f - exp(-(_e99)))) / _e104)));\n let _e109 = unnamed.uUnderwaterFactor;\n if (_e109 <= 0f) {\n let _e111 = air;\n return _e111;\n }\n let _e113 = unnamed.uUnderwaterFogDensity;\n let _e114 = (*dist);\n wet = (_e113 * _e114);\n let _e116 = air;\n let _e117 = wet;\n let _e119 = wet;\n let _e125 = unnamed.uUnderwaterFactor;\n return mix(_e116, (1f - exp2(((-(_e117) * _e119) * 1.442695f))), _e125);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e39 = (*p);\n return fract((sin((_e39 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param: f32;\n var param_1: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_2: f32;\n var param_3: f32;\n\n let _e51 = vSide_1;\n across = (1f - abs(_e51));\n let _e54 = across;\n core = pow(_e54, 10f);\n let _e56 = across;\n glow = pow(_e56, 1.1f);\n let _e59 = unnamed.uTime;\n let _e61 = vSeed_1;\n t_1 = ((_e59 * 47f) + (_e61 * 17f));\n let _e64 = t_1;\n param = floor(_e64);\n let _e66 = hash11_u0028_f1_u003b((&param));\n let _e68 = t_1;\n param_1 = floor((_e68 * 2.37f));\n let _e71 = hash11_u0028_f1_u003b((&param_1));\n stutter = (0.78f + (0.22f * ((_e66 * 0.6f) + (_e71 * 0.4f))));\n let _e76 = vAlong_1;\n taper = (1f - (_e76 * 0.55f));\n let _e79 = vFade_1;\n let _e80 = stutter;\n let _e82 = taper;\n let _e84 = vGain_1;\n energy = (((_e79 * _e80) * _e82) * _e84);\n let _e87 = unnamed.uEdgeColor;\n let _e88 = glow;\n let _e91 = unnamed.uCoreColor;\n let _e92 = core;\n let _e95 = unnamed.uCoreGain;\n lit = ((_e87 * _e88) + ((_e91 * _e92) * _e95));\n let _e98 = vWorldPos_1;\n let _e100 = unnamed.uCameraPos;\n param_2 = distance(_e98, _e100);\n let _e103 = vWorldPos_1[1u];\n param_3 = _e103;\n let _e104 = mediumFog_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n fog = _e104;\n let _e105 = lit;\n let _e106 = energy;\n let _e108 = fog;\n let _e110 = ((_e105 * _e106) * (1f - _e108));\n outColor = vec4<f32>(_e110.x, _e110.y, _e110.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
2
+ export declare const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWidth: f32,\n uMinWidthPerMetre: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n @location(3) member_3: f32,\n @location(4) member_4: f32,\n @location(5) member_5: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aFrom_1: vec3<f32>;\nvar<private> aTo_1: vec3<f32>;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide: f32;\nvar<private> vAlong: f32;\nvar<private> aArc_1: vec4<f32>;\nvar<private> vFade: f32;\nvar<private> vSeed: f32;\nvar<private> vGain: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var mid: vec3<f32>;\n var dir: vec3<f32>;\n var len: f32;\n var local: vec3<f32>;\n var view: vec3<f32>;\n var dist: f32;\n var local_1: vec3<f32>;\n var across: vec3<f32>;\n var span: f32;\n var local_2: vec3<f32>;\n var halfWidth: f32;\n var world: vec3<f32>;\n\n let _e40 = aFrom_1;\n let _e41 = aTo_1;\n let _e43 = aCorner_1[0u];\n mid = mix(_e40, _e41, vec3(_e43));\n let _e46 = aTo_1;\n let _e47 = aFrom_1;\n dir = (_e46 - _e47);\n let _e49 = dir;\n len = length(_e49);\n let _e51 = len;\n if (_e51 > 0.000001f) {\n let _e53 = dir;\n let _e54 = len;\n local = (_e53 / vec3(_e54));\n } else {\n local = vec3<f32>(0f, 1f, 0f);\n }\n let _e57 = local;\n dir = _e57;\n let _e58 = mid;\n let _e60 = unnamed.uCameraPos;\n view = (_e58 - _e60);\n let _e62 = view;\n dist = length(_e62);\n let _e64 = dist;\n if (_e64 > 0.000001f) {\n let _e66 = view;\n let _e67 = dist;\n local_1 = (_e66 / vec3(_e67));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e70 = local_1;\n view = _e70;\n let _e71 = dir;\n let _e72 = view;\n across = cross(_e71, _e72);\n let _e74 = across;\n span = length(_e74);\n let _e76 = span;\n if (_e76 > 0.0001f) {\n let _e78 = across;\n let _e79 = span;\n local_2 = (_e78 / vec3(_e79));\n } else {\n let _e82 = dir;\n local_2 = normalize((cross(_e82, vec3<f32>(0f, 1f, 0f)) + vec3<f32>(0.001f, 0.001f, 0.001f)));\n }\n let _e86 = local_2;\n across = _e86;\n let _e88 = unnamed.uWidth;\n let _e89 = dist;\n let _e91 = unnamed.uMinWidthPerMetre;\n halfWidth = max(_e88, (_e89 * _e91));\n let _e94 = mid;\n let _e95 = across;\n let _e97 = aCorner_1[1u];\n let _e99 = halfWidth;\n world = (_e94 + ((_e95 * _e97) * _e99));\n let _e103 = aCorner_1[1u];\n vSide = _e103;\n let _e105 = aArc_1[0u];\n vAlong = _e105;\n let _e107 = aArc_1[1u];\n vFade = _e107;\n let _e109 = aArc_1[2u];\n vSeed = _e109;\n let _e111 = aArc_1[3u];\n vGain = _e111;\n let _e112 = world;\n vWorldPos = _e112;\n let _e114 = unnamed.uViewProj;\n let _e115 = world;\n unnamed_1.gl_Position = (_e114 * vec4<f32>(_e115.x, _e115.y, _e115.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aFrom: vec3<f32>, @location(1) aTo: vec3<f32>, @location(2) aCorner: vec2<f32>, @location(3) aArc: vec4<f32>) -> VertexOutput {\n aFrom_1 = aFrom;\n aTo_1 = aTo;\n aCorner_1 = aCorner;\n aArc_1 = aArc;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vSide;\n let _e20 = vAlong;\n let _e21 = vFade;\n let _e22 = vSeed;\n let _e23 = vGain;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e19, _e20, _e21, _e22, _e23, _e24, _e25);\n}\n";
3
+ /**
4
+ * What the transform assigned, so the renderer binds the same numbers.
5
+ *
6
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
7
+ */
8
+ export declare const BOLT_BINDINGS: {
9
+ readonly BOLT_FRAG: {
10
+ readonly uniforms: 1;
11
+ readonly uniformSize: 128;
12
+ readonly fields: {
13
+ readonly uTime: {
14
+ readonly offset: 0;
15
+ readonly size: 4;
16
+ readonly type: "float";
17
+ };
18
+ readonly uCoreColor: {
19
+ readonly offset: 16;
20
+ readonly size: 12;
21
+ readonly type: "vec3";
22
+ };
23
+ readonly uEdgeColor: {
24
+ readonly offset: 32;
25
+ readonly size: 12;
26
+ readonly type: "vec3";
27
+ };
28
+ readonly uCoreGain: {
29
+ readonly offset: 44;
30
+ readonly size: 4;
31
+ readonly type: "float";
32
+ };
33
+ readonly uFogColor: {
34
+ readonly offset: 48;
35
+ readonly size: 12;
36
+ readonly type: "vec3";
37
+ };
38
+ readonly uFogDensity: {
39
+ readonly offset: 60;
40
+ readonly size: 4;
41
+ readonly type: "float";
42
+ };
43
+ readonly uFogHeightFalloff: {
44
+ readonly offset: 64;
45
+ readonly size: 4;
46
+ readonly type: "float";
47
+ };
48
+ readonly uFogEyeY: {
49
+ readonly offset: 68;
50
+ readonly size: 4;
51
+ readonly type: "float";
52
+ };
53
+ readonly uUnderwaterColor: {
54
+ readonly offset: 80;
55
+ readonly size: 12;
56
+ readonly type: "vec3";
57
+ };
58
+ readonly uUnderwaterFogDensity: {
59
+ readonly offset: 92;
60
+ readonly size: 4;
61
+ readonly type: "float";
62
+ };
63
+ readonly uUnderwaterFactor: {
64
+ readonly offset: 96;
65
+ readonly size: 4;
66
+ readonly type: "float";
67
+ };
68
+ readonly uFogMode: {
69
+ readonly offset: 100;
70
+ readonly size: 4;
71
+ readonly type: "int";
72
+ };
73
+ readonly uFogNear: {
74
+ readonly offset: 104;
75
+ readonly size: 4;
76
+ readonly type: "float";
77
+ };
78
+ readonly uFogFar: {
79
+ readonly offset: 108;
80
+ readonly size: 4;
81
+ readonly type: "float";
82
+ };
83
+ readonly uCameraPos: {
84
+ readonly offset: 112;
85
+ readonly size: 12;
86
+ readonly type: "vec3";
87
+ };
88
+ };
89
+ readonly textures: {};
90
+ };
91
+ readonly BOLT_VERT: {
92
+ readonly uniforms: 0;
93
+ readonly uniformSize: 96;
94
+ readonly fields: {
95
+ readonly uViewProj: {
96
+ readonly offset: 0;
97
+ readonly size: 64;
98
+ readonly type: "mat4";
99
+ };
100
+ readonly uCameraPos: {
101
+ readonly offset: 64;
102
+ readonly size: 12;
103
+ readonly type: "vec3";
104
+ };
105
+ readonly uWidth: {
106
+ readonly offset: 76;
107
+ readonly size: 4;
108
+ readonly type: "float";
109
+ };
110
+ readonly uMinWidthPerMetre: {
111
+ readonly offset: 80;
112
+ readonly size: 4;
113
+ readonly type: "float";
114
+ };
115
+ };
116
+ readonly textures: {};
117
+ };
118
+ };