@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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@@ -0,0 +1,131 @@
1
+ export declare const DEPTH_FRAG_WGSL = "struct Uniforms {\n uPeelShadowLayer: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLightPosition_1: vec4<f32>;\n@group(0) @binding(32) \nvar uPreviousShadowMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uPreviousShadowMap_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn main_1() {\n var p: vec3<f32>;\n var uv: vec2<f32>;\n var previousDepth: f32;\n\n let _e15 = unnamed.uPeelShadowLayer;\n if (_e15 != 0i) {\n let _e17 = vLightPosition_1;\n let _e20 = vLightPosition_1[3u];\n p = (_e17.xyz / vec3(_e20));\n let _e23 = p;\n uv = ((_e23.xy * 0.5f) + vec2(0.5f));\n let _e28 = uv;\n let _e29 = textureSample(uPreviousShadowMap_t, uPreviousShadowMap_s, _e28);\n previousDepth = _e29.x;\n let _e32 = gl_FragCoord_1[2u];\n let _e33 = previousDepth;\n if (_e32 <= (_e33 + 0.00001f)) {\n discard;\n }\n }\n return;\n}\n\n@fragment \nfn main(@location(0) vLightPosition: vec4<f32>, @builtin(position) gl_FragCoord: vec4<f32>) {\n vLightPosition_1 = vLightPosition;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n}\n";
2
+ export declare const DEPTH_INSTANCED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<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: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e16 = aPosition_1;\n local = vec4<f32>(_e16.x, _e16.y, _e16.z, 1f);\n let _e21 = aInstanceModel0_1;\n let _e22 = aInstanceModel1_1;\n let _e23 = aInstanceModel2_1;\n let _e24 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e21.x, _e21.y, _e21.z, _e21.w), vec4<f32>(_e22.x, _e22.y, _e22.z, _e22.w), vec4<f32>(_e23.x, _e23.y, _e23.z, _e23.w), vec4<f32>(_e24.x, _e24.y, _e24.z, _e24.w));\n let _e46 = model;\n let _e47 = local;\n world = (_e46 * _e47);\n let _e49 = world;\n bent = _e49.xyz;\n let _e52 = unnamed.uLightViewProj;\n let _e53 = bent;\n let _e55 = world[3u];\n vLightPosition = (_e52 * vec4<f32>(_e53.x, _e53.y, _e53.z, _e55));\n let _e61 = vLightPosition;\n unnamed_1.gl_Position = _e61;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = vLightPosition;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e16, _e17);\n}\n";
3
+ export declare const DEPTH_SKINNED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<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: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(16) \nvar uJointPalette_t: texture_2d<f32>;\nvar<private> aJoints_1: vec4<f32>;\nvar<private> aWeights_1: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(17) \nvar uJointPalette_s: sampler;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e26 = (*sway);\n if (_e26 <= 0f) {\n let _e28 = (*worldPos);\n return _e28;\n }\n let _e29 = (*worldPos);\n let _e32 = unnamed.uWindSpatialPhase;\n let _e35 = unnamed.uWindTime;\n phase = (dot(_e29.xz, _e32) + _e35);\n let _e38 = unnamed.uWindSpeed;\n let _e40 = unnamed.uWindGust;\n let _e42 = phase;\n let _e45 = (*sway);\n bend = (((_e38 + _e40) * sin(_e42)) * _e45);\n let _e48 = (*worldPos)[0u];\n let _e51 = unnamed.uWindDirection[0u];\n let _e52 = bend;\n let _e56 = (*worldPos)[1u];\n let _e58 = (*worldPos)[2u];\n let _e61 = unnamed.uWindDirection[1u];\n let _e62 = bend;\n return vec3<f32>((_e48 + (_e51 * _e52)), _e56, (_e58 + (_e61 * _e62)));\n}\n\nfn jointMatrix_u0028_i1_u003b(index: ptr<function, i32>) -> mat4x4<f32> {\n var x: i32;\n\n let _e24 = (*index);\n x = (_e24 * 4i);\n let _e26 = x;\n let _e28 = textureLoad(uJointPalette_t, vec2<i32>(_e26, 0i), 0i);\n let _e29 = x;\n let _e32 = textureLoad(uJointPalette_t, vec2<i32>((_e29 + 1i), 0i), 0i);\n let _e33 = x;\n let _e36 = textureLoad(uJointPalette_t, vec2<i32>((_e33 + 2i), 0i), 0i);\n let _e37 = x;\n let _e40 = textureLoad(uJointPalette_t, vec2<i32>((_e37 + 3i), 0i), 0i);\n return mat4x4<f32>(vec4<f32>(_e28.x, _e28.y, _e28.z, _e28.w), vec4<f32>(_e32.x, _e32.y, _e32.z, _e32.w), vec4<f32>(_e36.x, _e36.y, _e36.z, _e36.w), vec4<f32>(_e40.x, _e40.y, _e40.z, _e40.w));\n}\n\nfn skinMatrix_u0028_() -> mat4x4<f32> {\n var param: i32;\n var param_1: i32;\n var param_2: i32;\n var param_3: i32;\n\n let _e27 = aJoints_1[0u];\n param = i32(_e27);\n let _e29 = jointMatrix_u0028_i1_u003b((&param));\n let _e31 = aWeights_1[0u];\n let _e32 = (_e29 * _e31);\n let _e34 = aJoints_1[1u];\n param_1 = i32(_e34);\n let _e36 = jointMatrix_u0028_i1_u003b((&param_1));\n let _e38 = aWeights_1[1u];\n let _e39 = (_e36 * _e38);\n let _e52 = mat4x4<f32>((_e32[0] + _e39[0]), (_e32[1] + _e39[1]), (_e32[2] + _e39[2]), (_e32[3] + _e39[3]));\n let _e54 = aJoints_1[2u];\n param_2 = i32(_e54);\n let _e56 = jointMatrix_u0028_i1_u003b((&param_2));\n let _e58 = aWeights_1[2u];\n let _e59 = (_e56 * _e58);\n let _e72 = mat4x4<f32>((_e52[0] + _e59[0]), (_e52[1] + _e59[1]), (_e52[2] + _e59[2]), (_e52[3] + _e59[3]));\n let _e74 = aJoints_1[3u];\n param_3 = i32(_e74);\n let _e76 = jointMatrix_u0028_i1_u003b((&param_3));\n let _e78 = aWeights_1[3u];\n let _e79 = (_e76 * _e78);\n return mat4x4<f32>((_e72[0] + _e79[0]), (_e72[1] + _e79[1]), (_e72[2] + _e79[2]), (_e72[3] + _e79[3]));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: f32;\n\n let _e28 = skinMatrix_u0028_();\n let _e29 = aPosition_1;\n local = (_e28 * vec4<f32>(_e29.x, _e29.y, _e29.z, 1f));\n let _e36 = unnamed.uModel;\n model = _e36;\n let _e37 = model;\n let _e38 = local;\n world = (_e37 * _e38);\n let _e40 = world;\n param_4 = _e40.xyz;\n let _e43 = aChannel_1[0u];\n param_5 = _e43;\n let _e44 = channelBend_u0028_vf3_u003b_f1_u003b((&param_4), (&param_5));\n bent = _e44;\n let _e46 = unnamed.uLightViewProj;\n let _e47 = bent;\n let _e49 = world[3u];\n vLightPosition = (_e46 * vec4<f32>(_e47.x, _e47.y, _e47.z, _e49));\n let _e55 = vLightPosition;\n unnamed_1.gl_Position = _e55;\n return;\n}\n\n@vertex \nfn main(@location(11) aJoints: vec4<f32>, @location(12) aWeights: vec4<f32>, @location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aJoints_1 = aJoints;\n aWeights_1 = aWeights;\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e12 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e12);\n let _e14 = vLightPosition;\n let _e15 = unnamed_1.gl_Position;\n return VertexOutput(_e14, _e15);\n}\n";
4
+ export declare const DEPTH_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<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: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e22 = (*sway);\n if (_e22 <= 0f) {\n let _e24 = (*worldPos);\n return _e24;\n }\n let _e25 = (*worldPos);\n let _e28 = unnamed.uWindSpatialPhase;\n let _e31 = unnamed.uWindTime;\n phase = (dot(_e25.xz, _e28) + _e31);\n let _e34 = unnamed.uWindSpeed;\n let _e36 = unnamed.uWindGust;\n let _e38 = phase;\n let _e41 = (*sway);\n bend = (((_e34 + _e36) * sin(_e38)) * _e41);\n let _e44 = (*worldPos)[0u];\n let _e47 = unnamed.uWindDirection[0u];\n let _e48 = bend;\n let _e52 = (*worldPos)[1u];\n let _e54 = (*worldPos)[2u];\n let _e57 = unnamed.uWindDirection[1u];\n let _e58 = bend;\n return vec3<f32>((_e44 + (_e47 * _e48)), _e52, (_e54 + (_e57 * _e58)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e24 = aPosition_1;\n local = vec4<f32>(_e24.x, _e24.y, _e24.z, 1f);\n let _e30 = unnamed.uModel;\n model = _e30;\n let _e31 = model;\n let _e32 = local;\n world = (_e31 * _e32);\n let _e34 = world;\n param = _e34.xyz;\n let _e37 = aChannel_1[0u];\n param_1 = _e37;\n let _e38 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e38;\n let _e40 = unnamed.uLightViewProj;\n let _e41 = bent;\n let _e43 = world[3u];\n vLightPosition = (_e40 * vec4<f32>(_e41.x, _e41.y, _e41.z, _e43));\n let _e49 = vLightPosition;\n unnamed_1.gl_Position = _e49;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e8 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e8);\n let _e10 = vLightPosition;\n let _e11 = unnamed_1.gl_Position;\n return VertexOutput(_e10, _e11);\n}\n";
5
+ /**
6
+ * What the transform assigned, so the renderer binds the same numbers.
7
+ *
8
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
9
+ */
10
+ export declare const DEPTH_BINDINGS: {
11
+ readonly DEPTH_FRAG: {
12
+ readonly uniforms: 1;
13
+ readonly uniformSize: 16;
14
+ readonly fields: {
15
+ readonly uPeelShadowLayer: {
16
+ readonly offset: 0;
17
+ readonly size: 4;
18
+ readonly type: "int";
19
+ };
20
+ };
21
+ readonly textures: {
22
+ readonly uPreviousShadowMap: {
23
+ readonly texture: 32;
24
+ readonly sampler: 33;
25
+ readonly type: "sampler2D";
26
+ };
27
+ };
28
+ };
29
+ readonly DEPTH_INSTANCED_VERT: {
30
+ readonly uniforms: 0;
31
+ readonly uniformSize: 64;
32
+ readonly fields: {
33
+ readonly uLightViewProj: {
34
+ readonly offset: 0;
35
+ readonly size: 64;
36
+ readonly type: "mat4";
37
+ };
38
+ };
39
+ readonly textures: {};
40
+ };
41
+ readonly DEPTH_SKINNED_VERT: {
42
+ readonly uniforms: 0;
43
+ readonly uniformSize: 160;
44
+ readonly fields: {
45
+ readonly uLightViewProj: {
46
+ readonly offset: 0;
47
+ readonly size: 64;
48
+ readonly type: "mat4";
49
+ };
50
+ readonly uModel: {
51
+ readonly offset: 64;
52
+ readonly size: 64;
53
+ readonly type: "mat4";
54
+ };
55
+ readonly uWindDirection: {
56
+ readonly offset: 128;
57
+ readonly size: 8;
58
+ readonly type: "vec2";
59
+ };
60
+ readonly uWindSpeed: {
61
+ readonly offset: 136;
62
+ readonly size: 4;
63
+ readonly type: "float";
64
+ };
65
+ readonly uWindGust: {
66
+ readonly offset: 140;
67
+ readonly size: 4;
68
+ readonly type: "float";
69
+ };
70
+ readonly uWindTime: {
71
+ readonly offset: 144;
72
+ readonly size: 4;
73
+ readonly type: "float";
74
+ };
75
+ readonly uWindSpatialPhase: {
76
+ readonly offset: 152;
77
+ readonly size: 8;
78
+ readonly type: "vec2";
79
+ };
80
+ };
81
+ readonly textures: {
82
+ readonly uJointPalette: {
83
+ readonly texture: 16;
84
+ readonly sampler: 17;
85
+ readonly type: "sampler2D";
86
+ };
87
+ };
88
+ };
89
+ readonly DEPTH_VERT: {
90
+ readonly uniforms: 0;
91
+ readonly uniformSize: 160;
92
+ readonly fields: {
93
+ readonly uLightViewProj: {
94
+ readonly offset: 0;
95
+ readonly size: 64;
96
+ readonly type: "mat4";
97
+ };
98
+ readonly uModel: {
99
+ readonly offset: 64;
100
+ readonly size: 64;
101
+ readonly type: "mat4";
102
+ };
103
+ readonly uWindDirection: {
104
+ readonly offset: 128;
105
+ readonly size: 8;
106
+ readonly type: "vec2";
107
+ };
108
+ readonly uWindSpeed: {
109
+ readonly offset: 136;
110
+ readonly size: 4;
111
+ readonly type: "float";
112
+ };
113
+ readonly uWindGust: {
114
+ readonly offset: 140;
115
+ readonly size: 4;
116
+ readonly type: "float";
117
+ };
118
+ readonly uWindTime: {
119
+ readonly offset: 144;
120
+ readonly size: 4;
121
+ readonly type: "float";
122
+ };
123
+ readonly uWindSpatialPhase: {
124
+ readonly offset: 152;
125
+ readonly size: 8;
126
+ readonly type: "vec2";
127
+ };
128
+ };
129
+ readonly textures: {};
130
+ };
131
+ };
@@ -0,0 +1,137 @@
1
+ /*
2
+ * Generated from ../depth.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 DEPTH_FRAG_WGSL = "struct Uniforms {\n uPeelShadowLayer: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLightPosition_1: vec4<f32>;\n@group(0) @binding(32) \nvar uPreviousShadowMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uPreviousShadowMap_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn main_1() {\n var p: vec3<f32>;\n var uv: vec2<f32>;\n var previousDepth: f32;\n\n let _e15 = unnamed.uPeelShadowLayer;\n if (_e15 != 0i) {\n let _e17 = vLightPosition_1;\n let _e20 = vLightPosition_1[3u];\n p = (_e17.xyz / vec3(_e20));\n let _e23 = p;\n uv = ((_e23.xy * 0.5f) + vec2(0.5f));\n let _e28 = uv;\n let _e29 = textureSample(uPreviousShadowMap_t, uPreviousShadowMap_s, _e28);\n previousDepth = _e29.x;\n let _e32 = gl_FragCoord_1[2u];\n let _e33 = previousDepth;\n if (_e32 <= (_e33 + 0.00001f)) {\n discard;\n }\n }\n return;\n}\n\n@fragment \nfn main(@location(0) vLightPosition: vec4<f32>, @builtin(position) gl_FragCoord: vec4<f32>) {\n vLightPosition_1 = vLightPosition;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n}\n";
8
+ export const DEPTH_INSTANCED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<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: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e16 = aPosition_1;\n local = vec4<f32>(_e16.x, _e16.y, _e16.z, 1f);\n let _e21 = aInstanceModel0_1;\n let _e22 = aInstanceModel1_1;\n let _e23 = aInstanceModel2_1;\n let _e24 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e21.x, _e21.y, _e21.z, _e21.w), vec4<f32>(_e22.x, _e22.y, _e22.z, _e22.w), vec4<f32>(_e23.x, _e23.y, _e23.z, _e23.w), vec4<f32>(_e24.x, _e24.y, _e24.z, _e24.w));\n let _e46 = model;\n let _e47 = local;\n world = (_e46 * _e47);\n let _e49 = world;\n bent = _e49.xyz;\n let _e52 = unnamed.uLightViewProj;\n let _e53 = bent;\n let _e55 = world[3u];\n vLightPosition = (_e52 * vec4<f32>(_e53.x, _e53.y, _e53.z, _e55));\n let _e61 = vLightPosition;\n unnamed_1.gl_Position = _e61;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = vLightPosition;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e16, _e17);\n}\n";
9
+ export const DEPTH_SKINNED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<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: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(16) \nvar uJointPalette_t: texture_2d<f32>;\nvar<private> aJoints_1: vec4<f32>;\nvar<private> aWeights_1: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(17) \nvar uJointPalette_s: sampler;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e26 = (*sway);\n if (_e26 <= 0f) {\n let _e28 = (*worldPos);\n return _e28;\n }\n let _e29 = (*worldPos);\n let _e32 = unnamed.uWindSpatialPhase;\n let _e35 = unnamed.uWindTime;\n phase = (dot(_e29.xz, _e32) + _e35);\n let _e38 = unnamed.uWindSpeed;\n let _e40 = unnamed.uWindGust;\n let _e42 = phase;\n let _e45 = (*sway);\n bend = (((_e38 + _e40) * sin(_e42)) * _e45);\n let _e48 = (*worldPos)[0u];\n let _e51 = unnamed.uWindDirection[0u];\n let _e52 = bend;\n let _e56 = (*worldPos)[1u];\n let _e58 = (*worldPos)[2u];\n let _e61 = unnamed.uWindDirection[1u];\n let _e62 = bend;\n return vec3<f32>((_e48 + (_e51 * _e52)), _e56, (_e58 + (_e61 * _e62)));\n}\n\nfn jointMatrix_u0028_i1_u003b(index: ptr<function, i32>) -> mat4x4<f32> {\n var x: i32;\n\n let _e24 = (*index);\n x = (_e24 * 4i);\n let _e26 = x;\n let _e28 = textureLoad(uJointPalette_t, vec2<i32>(_e26, 0i), 0i);\n let _e29 = x;\n let _e32 = textureLoad(uJointPalette_t, vec2<i32>((_e29 + 1i), 0i), 0i);\n let _e33 = x;\n let _e36 = textureLoad(uJointPalette_t, vec2<i32>((_e33 + 2i), 0i), 0i);\n let _e37 = x;\n let _e40 = textureLoad(uJointPalette_t, vec2<i32>((_e37 + 3i), 0i), 0i);\n return mat4x4<f32>(vec4<f32>(_e28.x, _e28.y, _e28.z, _e28.w), vec4<f32>(_e32.x, _e32.y, _e32.z, _e32.w), vec4<f32>(_e36.x, _e36.y, _e36.z, _e36.w), vec4<f32>(_e40.x, _e40.y, _e40.z, _e40.w));\n}\n\nfn skinMatrix_u0028_() -> mat4x4<f32> {\n var param: i32;\n var param_1: i32;\n var param_2: i32;\n var param_3: i32;\n\n let _e27 = aJoints_1[0u];\n param = i32(_e27);\n let _e29 = jointMatrix_u0028_i1_u003b((&param));\n let _e31 = aWeights_1[0u];\n let _e32 = (_e29 * _e31);\n let _e34 = aJoints_1[1u];\n param_1 = i32(_e34);\n let _e36 = jointMatrix_u0028_i1_u003b((&param_1));\n let _e38 = aWeights_1[1u];\n let _e39 = (_e36 * _e38);\n let _e52 = mat4x4<f32>((_e32[0] + _e39[0]), (_e32[1] + _e39[1]), (_e32[2] + _e39[2]), (_e32[3] + _e39[3]));\n let _e54 = aJoints_1[2u];\n param_2 = i32(_e54);\n let _e56 = jointMatrix_u0028_i1_u003b((&param_2));\n let _e58 = aWeights_1[2u];\n let _e59 = (_e56 * _e58);\n let _e72 = mat4x4<f32>((_e52[0] + _e59[0]), (_e52[1] + _e59[1]), (_e52[2] + _e59[2]), (_e52[3] + _e59[3]));\n let _e74 = aJoints_1[3u];\n param_3 = i32(_e74);\n let _e76 = jointMatrix_u0028_i1_u003b((&param_3));\n let _e78 = aWeights_1[3u];\n let _e79 = (_e76 * _e78);\n return mat4x4<f32>((_e72[0] + _e79[0]), (_e72[1] + _e79[1]), (_e72[2] + _e79[2]), (_e72[3] + _e79[3]));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: f32;\n\n let _e28 = skinMatrix_u0028_();\n let _e29 = aPosition_1;\n local = (_e28 * vec4<f32>(_e29.x, _e29.y, _e29.z, 1f));\n let _e36 = unnamed.uModel;\n model = _e36;\n let _e37 = model;\n let _e38 = local;\n world = (_e37 * _e38);\n let _e40 = world;\n param_4 = _e40.xyz;\n let _e43 = aChannel_1[0u];\n param_5 = _e43;\n let _e44 = channelBend_u0028_vf3_u003b_f1_u003b((&param_4), (&param_5));\n bent = _e44;\n let _e46 = unnamed.uLightViewProj;\n let _e47 = bent;\n let _e49 = world[3u];\n vLightPosition = (_e46 * vec4<f32>(_e47.x, _e47.y, _e47.z, _e49));\n let _e55 = vLightPosition;\n unnamed_1.gl_Position = _e55;\n return;\n}\n\n@vertex \nfn main(@location(11) aJoints: vec4<f32>, @location(12) aWeights: vec4<f32>, @location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aJoints_1 = aJoints;\n aWeights_1 = aWeights;\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e12 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e12);\n let _e14 = vLightPosition;\n let _e15 = unnamed_1.gl_Position;\n return VertexOutput(_e14, _e15);\n}\n";
10
+ export const DEPTH_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<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: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e22 = (*sway);\n if (_e22 <= 0f) {\n let _e24 = (*worldPos);\n return _e24;\n }\n let _e25 = (*worldPos);\n let _e28 = unnamed.uWindSpatialPhase;\n let _e31 = unnamed.uWindTime;\n phase = (dot(_e25.xz, _e28) + _e31);\n let _e34 = unnamed.uWindSpeed;\n let _e36 = unnamed.uWindGust;\n let _e38 = phase;\n let _e41 = (*sway);\n bend = (((_e34 + _e36) * sin(_e38)) * _e41);\n let _e44 = (*worldPos)[0u];\n let _e47 = unnamed.uWindDirection[0u];\n let _e48 = bend;\n let _e52 = (*worldPos)[1u];\n let _e54 = (*worldPos)[2u];\n let _e57 = unnamed.uWindDirection[1u];\n let _e58 = bend;\n return vec3<f32>((_e44 + (_e47 * _e48)), _e52, (_e54 + (_e57 * _e58)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e24 = aPosition_1;\n local = vec4<f32>(_e24.x, _e24.y, _e24.z, 1f);\n let _e30 = unnamed.uModel;\n model = _e30;\n let _e31 = model;\n let _e32 = local;\n world = (_e31 * _e32);\n let _e34 = world;\n param = _e34.xyz;\n let _e37 = aChannel_1[0u];\n param_1 = _e37;\n let _e38 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e38;\n let _e40 = unnamed.uLightViewProj;\n let _e41 = bent;\n let _e43 = world[3u];\n vLightPosition = (_e40 * vec4<f32>(_e41.x, _e41.y, _e41.z, _e43));\n let _e49 = vLightPosition;\n unnamed_1.gl_Position = _e49;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e8 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e8);\n let _e10 = vLightPosition;\n let _e11 = unnamed_1.gl_Position;\n return VertexOutput(_e10, _e11);\n}\n";
11
+ /**
12
+ * What the transform assigned, so the renderer binds the same numbers.
13
+ *
14
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
15
+ */
16
+ export const DEPTH_BINDINGS = {
17
+ "DEPTH_FRAG": {
18
+ "uniforms": 1,
19
+ "uniformSize": 16,
20
+ "fields": {
21
+ "uPeelShadowLayer": {
22
+ "offset": 0,
23
+ "size": 4,
24
+ "type": "int"
25
+ }
26
+ },
27
+ "textures": {
28
+ "uPreviousShadowMap": {
29
+ "texture": 32,
30
+ "sampler": 33,
31
+ "type": "sampler2D"
32
+ }
33
+ }
34
+ },
35
+ "DEPTH_INSTANCED_VERT": {
36
+ "uniforms": 0,
37
+ "uniformSize": 64,
38
+ "fields": {
39
+ "uLightViewProj": {
40
+ "offset": 0,
41
+ "size": 64,
42
+ "type": "mat4"
43
+ }
44
+ },
45
+ "textures": {}
46
+ },
47
+ "DEPTH_SKINNED_VERT": {
48
+ "uniforms": 0,
49
+ "uniformSize": 160,
50
+ "fields": {
51
+ "uLightViewProj": {
52
+ "offset": 0,
53
+ "size": 64,
54
+ "type": "mat4"
55
+ },
56
+ "uModel": {
57
+ "offset": 64,
58
+ "size": 64,
59
+ "type": "mat4"
60
+ },
61
+ "uWindDirection": {
62
+ "offset": 128,
63
+ "size": 8,
64
+ "type": "vec2"
65
+ },
66
+ "uWindSpeed": {
67
+ "offset": 136,
68
+ "size": 4,
69
+ "type": "float"
70
+ },
71
+ "uWindGust": {
72
+ "offset": 140,
73
+ "size": 4,
74
+ "type": "float"
75
+ },
76
+ "uWindTime": {
77
+ "offset": 144,
78
+ "size": 4,
79
+ "type": "float"
80
+ },
81
+ "uWindSpatialPhase": {
82
+ "offset": 152,
83
+ "size": 8,
84
+ "type": "vec2"
85
+ }
86
+ },
87
+ "textures": {
88
+ "uJointPalette": {
89
+ "texture": 16,
90
+ "sampler": 17,
91
+ "type": "sampler2D"
92
+ }
93
+ }
94
+ },
95
+ "DEPTH_VERT": {
96
+ "uniforms": 0,
97
+ "uniformSize": 160,
98
+ "fields": {
99
+ "uLightViewProj": {
100
+ "offset": 0,
101
+ "size": 64,
102
+ "type": "mat4"
103
+ },
104
+ "uModel": {
105
+ "offset": 64,
106
+ "size": 64,
107
+ "type": "mat4"
108
+ },
109
+ "uWindDirection": {
110
+ "offset": 128,
111
+ "size": 8,
112
+ "type": "vec2"
113
+ },
114
+ "uWindSpeed": {
115
+ "offset": 136,
116
+ "size": 4,
117
+ "type": "float"
118
+ },
119
+ "uWindGust": {
120
+ "offset": 140,
121
+ "size": 4,
122
+ "type": "float"
123
+ },
124
+ "uWindTime": {
125
+ "offset": 144,
126
+ "size": 4,
127
+ "type": "float"
128
+ },
129
+ "uWindSpatialPhase": {
130
+ "offset": 152,
131
+ "size": 8,
132
+ "type": "vec2"
133
+ }
134
+ },
135
+ "textures": {}
136
+ }
137
+ };
@@ -0,0 +1,134 @@
1
+ export declare const FILM_FRAG_WGSL = "struct Uniforms {\n uReflectionEnabled: i32,\n uReflectionStrength: f32,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\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 uSheen: f32,\n uFilmRoughness: f32,\n uFilmRoughnessCycles: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorld_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vTint_1: vec3<f32>;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vCoverage_1: f32;\nvar<private> fragColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e75 = unnamed.uFogColor;\n let _e77 = unnamed.uUnderwaterColor;\n let _e79 = unnamed.uUnderwaterFactor;\n return mix(_e75, _e77, vec3(_e79));\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 _e84 = unnamed.uFogMode;\n if (_e84 == 1i) {\n let _e87 = unnamed.uFogFar;\n let _e89 = unnamed.uFogNear;\n span = max((_e87 - _e89), 0.0001f);\n let _e92 = (*dist);\n let _e94 = unnamed.uFogNear;\n let _e96 = span;\n ramp = clamp(((_e92 - _e94) / _e96), 0f, 1f);\n let _e100 = unnamed.uUnderwaterFactor;\n if (_e100 <= 0f) {\n let _e102 = ramp;\n return _e102;\n }\n let _e104 = unnamed.uUnderwaterFogDensity;\n let _e105 = (*dist);\n wetLinear = (_e104 * _e105);\n let _e107 = ramp;\n let _e108 = wetLinear;\n let _e110 = wetLinear;\n let _e116 = unnamed.uUnderwaterFactor;\n return mix(_e107, (1f - exp2(((-(_e108) * _e110) * 1.442695f))), _e116);\n }\n let _e118 = (*pointY);\n let _e120 = unnamed.uFogEyeY;\n let _e123 = unnamed.uFogHeightFalloff;\n t = ((_e118 - _e120) * _e123);\n let _e125 = t;\n let _e128 = t;\n denom = select(_e128, 0.0001f, (abs(_e125) < 0.0001f));\n let _e131 = unnamed.uFogDensity;\n let _e133 = (*dist);\n let _e135 = denom;\n let _e140 = denom;\n air = (1f - exp((((-(_e131) * _e133) * (1f - exp(-(_e135)))) / _e140)));\n let _e145 = unnamed.uUnderwaterFactor;\n if (_e145 <= 0f) {\n let _e147 = air;\n return _e147;\n }\n let _e149 = unnamed.uUnderwaterFogDensity;\n let _e150 = (*dist);\n wet = (_e149 * _e150);\n let _e152 = air;\n let _e153 = wet;\n let _e155 = wet;\n let _e161 = unnamed.uUnderwaterFactor;\n return mix(_e152, (1f - exp2(((-(_e153) * _e155) * 1.442695f))), _e161);\n}\n\nfn filmHash_u0028_vf3_u003b(p: ptr<function, vec3<f32>>) -> f32 {\n let _e75 = (*p);\n (*p) = fract((_e75 * 0.1031f));\n let _e78 = (*p);\n let _e79 = (*p);\n let _e84 = (*p);\n (*p) = (_e84 + vec3(dot(_e78, (_e79.zyx + vec3(31.32f)))));\n let _e88 = (*p)[0u];\n let _e90 = (*p)[1u];\n let _e93 = (*p)[2u];\n return fract(((_e88 + _e90) * _e93));\n}\n\nfn filmNoise_u0028_vf3_u003b(p_1: ptr<function, vec3<f32>>) -> f32 {\n var i: vec3<f32>;\n var f: vec3<f32>;\n var u: vec3<f32>;\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n\n let _e86 = (*p_1);\n i = floor(_e86);\n let _e88 = (*p_1);\n f = fract(_e88);\n let _e90 = f;\n let _e91 = f;\n let _e93 = f;\n u = ((_e90 * _e91) * (vec3(3f) - (_e93 * 2f)));\n let _e98 = i;\n param = (_e98 + vec3<f32>(0f, 0f, 0f));\n let _e100 = filmHash_u0028_vf3_u003b((&param));\n let _e101 = i;\n param_1 = (_e101 + vec3<f32>(1f, 0f, 0f));\n let _e103 = filmHash_u0028_vf3_u003b((&param_1));\n let _e105 = u[0u];\n let _e107 = i;\n param_2 = (_e107 + vec3<f32>(0f, 1f, 0f));\n let _e109 = filmHash_u0028_vf3_u003b((&param_2));\n let _e110 = i;\n param_3 = (_e110 + vec3<f32>(1f, 1f, 0f));\n let _e112 = filmHash_u0028_vf3_u003b((&param_3));\n let _e114 = u[0u];\n let _e117 = u[1u];\n let _e119 = i;\n param_4 = (_e119 + vec3<f32>(0f, 0f, 1f));\n let _e121 = filmHash_u0028_vf3_u003b((&param_4));\n let _e122 = i;\n param_5 = (_e122 + vec3<f32>(1f, 0f, 1f));\n let _e124 = filmHash_u0028_vf3_u003b((&param_5));\n let _e126 = u[0u];\n let _e128 = i;\n param_6 = (_e128 + vec3<f32>(0f, 1f, 1f));\n let _e130 = filmHash_u0028_vf3_u003b((&param_6));\n let _e131 = i;\n param_7 = (_e131 + vec3<f32>(1f, 1f, 1f));\n let _e133 = filmHash_u0028_vf3_u003b((&param_7));\n let _e135 = u[0u];\n let _e138 = u[1u];\n let _e141 = u[2u];\n return mix(mix(mix(_e100, _e103, _e105), mix(_e109, _e112, _e114), _e117), mix(mix(_e121, _e124, _e126), mix(_e130, _e133, _e135), _e138), _e141);\n}\n\nfn hue_u0028_f1_u003b(h: ptr<function, f32>) -> vec3<f32> {\n var c: vec3<f32>;\n\n let _e76 = (*h);\n (*h) = (fract(_e76) * 6f);\n let _e79 = (*h);\n let _e83 = (*h);\n let _e87 = (*h);\n c = clamp(vec3<f32>((abs((_e79 - 3f)) - 1f), (2f - abs((_e83 - 2f))), (2f - abs((_e87 - 4f)))), vec3(0f), vec3(1f));\n let _e95 = c;\n return _e95;\n}\n\nfn main_1() {\n var view: vec3<f32>;\n var facing: f32;\n var grazing: f32;\n var ripple: f32;\n var sheen: vec3<f32>;\n var param_8: f32;\n var base: vec3<f32>;\n var color: vec3<f32>;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var valid: f32;\n var at: vec3<f32>;\n var here: f32;\n var param_9: vec3<f32>;\n var slope: vec2<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var along: vec2<f32>;\n var smear: vec2<f32>;\n var movedBorder: vec2<f32>;\n var mirrored: vec3<f32>;\n var fog: f32;\n var param_12: f32;\n var param_13: f32;\n var coverage: f32;\n var alpha: f32;\n var phi_315_: bool;\n var phi_409_: bool;\n var phi_418_: bool;\n\n let _e101 = unnamed.uClipEnabled;\n let _e102 = (_e101 != 0i);\n phi_315_ = _e102;\n if _e102 {\n let _e103 = vWorld_1;\n let _e109 = unnamed.uClipPlane;\n phi_315_ = (dot(vec4<f32>(_e103.x, _e103.y, _e103.z, 1f), _e109) < 0f);\n }\n let _e113 = phi_315_;\n if _e113 {\n discard;\n }\n let _e115 = unnamed.uCameraPos;\n let _e116 = vWorld_1;\n view = normalize((_e115 - _e116));\n let _e119 = vNormal_1;\n let _e121 = view;\n facing = max(dot(normalize(_e119), _e121), 0f);\n let _e124 = facing;\n grazing = pow((1f - _e124), 3f);\n let _e128 = vWorld_1[0u];\n let _e131 = vWorld_1[2u];\n let _e135 = unnamed.uTime;\n let _e140 = vWorld_1[2u];\n let _e143 = vWorld_1[0u];\n let _e147 = unnamed.uTime;\n ripple = (sin((((_e128 * 0.73f) + (_e131 * 0.41f)) + (_e135 * 0.55f))) * cos((((_e140 * 0.91f) - (_e143 * 0.29f)) - (_e147 * 0.37f))));\n let _e152 = grazing;\n let _e154 = ripple;\n param_8 = (((_e152 * 1.35f) + (_e154 * 0.14f)) + 0.55f);\n let _e158 = hue_u0028_f1_u003b((&param_8));\n sheen = _e158;\n let _e159 = vTint_1;\n base = (_e159 * 0.9f);\n let _e161 = base;\n let _e162 = sheen;\n let _e164 = unnamed.uSheen;\n let _e166 = grazing;\n color = (_e161 + ((_e162 * _e164) * (0.22f + (_e166 * 0.75f))));\n let _e172 = unnamed.uReflectionEnabled;\n let _e173 = (_e172 != 0i);\n phi_409_ = _e173;\n if _e173 {\n let _e175 = unnamed.uReflectionStrength;\n phi_409_ = (_e175 > 0f);\n }\n let _e178 = phi_409_;\n phi_418_ = _e178;\n if _e178 {\n let _e180 = vReflectionClip_1[3u];\n phi_418_ = (_e180 > 0f);\n }\n let _e183 = phi_418_;\n if _e183 {\n let _e184 = vReflectionClip_1;\n let _e187 = vReflectionClip_1[3u];\n reflectionUv = (((_e184.xy / vec2(_e187)) * 0.5f) + vec2(0.5f));\n let _e193 = reflectionUv;\n let _e194 = reflectionUv;\n border = min(_e193, (vec2(1f) - _e194));\n let _e199 = border[0u];\n let _e201 = border[1u];\n valid = smoothstep(0f, 0.025f, min(_e199, _e201));\n let _e205 = unnamed.uFilmRoughness;\n if (_e205 > 0f) {\n let _e207 = vWorld_1;\n let _e209 = unnamed.uFilmRoughnessCycles;\n at = (_e207 * _e209);\n let _e211 = at;\n param_9 = _e211;\n let _e212 = filmNoise_u0028_vf3_u003b((&param_9));\n here = _e212;\n let _e213 = at;\n param_10 = (_e213 + vec3<f32>(0.5f, 0f, 0f));\n let _e215 = filmNoise_u0028_vf3_u003b((&param_10));\n let _e216 = here;\n let _e218 = at;\n param_11 = (_e218 + vec3<f32>(0f, 0f, 0.5f));\n let _e220 = filmNoise_u0028_vf3_u003b((&param_11));\n let _e221 = here;\n slope = vec2<f32>((_e215 - _e216), (_e220 - _e221));\n let _e225 = view[0u];\n let _e227 = view[2u];\n along = normalize((vec2<f32>(_e225, _e227) + vec2<f32>(0.00001f, 0f)));\n let _e231 = along;\n let _e232 = slope;\n let _e233 = along;\n let _e237 = slope;\n smear = (((_e231 * dot(_e232, _e233)) * 3f) + (_e237 * 0.35f));\n let _e240 = smear;\n let _e242 = unnamed.uFilmRoughness;\n let _e245 = grazing;\n let _e249 = reflectionUv;\n reflectionUv = (_e249 + (((_e240 * _e242) * 0.016f) * (0.2f + (_e245 * 0.8f))));\n let _e251 = reflectionUv;\n let _e252 = reflectionUv;\n movedBorder = min(_e251, (vec2(1f) - _e252));\n let _e256 = valid;\n let _e258 = movedBorder[0u];\n let _e260 = movedBorder[1u];\n valid = min(_e256, smoothstep(0f, 0.025f, min(_e258, _e260)));\n }\n let _e264 = reflectionUv;\n let _e268 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e264, vec2(0f), vec2(1f)), 0f);\n mirrored = _e268.xyz;\n let _e270 = color;\n let _e271 = mirrored;\n let _e272 = valid;\n let _e274 = unnamed.uReflectionStrength;\n let _e276 = grazing;\n color = mix(_e270, _e271, vec3(((_e272 * _e274) * (0.25f + (_e276 * 0.75f)))));\n }\n let _e283 = unnamed.uCameraPos;\n let _e284 = vWorld_1;\n param_12 = length((_e283 - _e284));\n let _e288 = vWorld_1[1u];\n param_13 = _e288;\n let _e289 = mediumFog_u0028_f1_u003b_f1_u003b((&param_12), (&param_13));\n fog = _e289;\n let _e290 = color;\n let _e291 = mediumColor_u0028_();\n let _e292 = fog;\n color = mix(_e290, _e291, vec3(_e292));\n let _e295 = vCoverage_1;\n coverage = clamp(_e295, 0f, 1f);\n let _e297 = coverage;\n let _e298 = coverage;\n let _e300 = coverage;\n alpha = (mix((_e297 * _e298), _e300, 0.65f) * 0.92f);\n let _e303 = color;\n let _e304 = alpha;\n fragColor = vec4<f32>(_e303.x, _e303.y, _e303.z, _e304);\n return;\n}\n\n@fragment \nfn main(@location(0) vWorld: vec3<f32>, @location(1) vNormal: vec3<f32>, @location(2) vTint: vec3<f32>, @location(3) vReflectionClip: vec4<f32>, @location(4) vCoverage: f32) -> @location(0) vec4<f32> {\n vWorld_1 = vWorld;\n vNormal_1 = vNormal;\n vTint_1 = vTint;\n vReflectionClip_1 = vReflectionClip;\n vCoverage_1 = vCoverage;\n main_1();\n let _e11 = fragColor;\n return _e11;\n}\n";
2
+ export declare const FILM_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uReflectionViewProj: mat4x4<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: vec3<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) member_2: vec3<f32>,\n @location(4) member_3: f32,\n @location(3) member_4: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vWorld: vec3<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vTint: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> vCoverage: f32;\nvar<private> aCoverage_1: f32;\nvar<private> vReflectionClip: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n let _e14 = aPosition_1;\n vWorld = _e14;\n let _e15 = aNormal_1;\n vNormal = normalize(_e15);\n let _e17 = aColor_1;\n vTint = _e17;\n let _e18 = aCoverage_1;\n vCoverage = _e18;\n let _e20 = unnamed.uReflectionViewProj;\n let _e21 = aPosition_1;\n vReflectionClip = (_e20 * vec4<f32>(_e21.x, _e21.y, _e21.z, 1f));\n let _e28 = unnamed.uViewProj;\n let _e29 = aPosition_1;\n unnamed_1.gl_Position = (_e28 * vec4<f32>(_e29.x, _e29.y, _e29.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(1) aNormal: vec3<f32>, @location(2) aColor: vec3<f32>, @location(3) aCoverage: f32) -> VertexOutput {\n aPosition_1 = aPosition;\n aNormal_1 = aNormal;\n aColor_1 = aColor;\n aCoverage_1 = aCoverage;\n main_1();\n let _e16 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e16);\n let _e18 = vWorld;\n let _e19 = vNormal;\n let _e20 = vTint;\n let _e21 = vCoverage;\n let _e22 = vReflectionClip;\n let _e23 = unnamed_1.gl_Position;\n return VertexOutput(_e18, _e19, _e20, _e21, _e22, _e23);\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 FILM_BINDINGS: {
9
+ readonly FILM_FRAG: {
10
+ readonly uniforms: 1;
11
+ readonly uniformSize: 144;
12
+ readonly fields: {
13
+ readonly uReflectionEnabled: {
14
+ readonly offset: 0;
15
+ readonly size: 4;
16
+ readonly type: "int";
17
+ };
18
+ readonly uReflectionStrength: {
19
+ readonly offset: 4;
20
+ readonly size: 4;
21
+ readonly type: "float";
22
+ };
23
+ readonly uCameraPos: {
24
+ readonly offset: 16;
25
+ readonly size: 12;
26
+ readonly type: "vec3";
27
+ };
28
+ readonly uTime: {
29
+ readonly offset: 28;
30
+ readonly size: 4;
31
+ readonly type: "float";
32
+ };
33
+ readonly uClipPlane: {
34
+ readonly offset: 32;
35
+ readonly size: 16;
36
+ readonly type: "vec4";
37
+ };
38
+ readonly uClipEnabled: {
39
+ readonly offset: 48;
40
+ readonly size: 4;
41
+ readonly type: "int";
42
+ };
43
+ readonly uFogColor: {
44
+ readonly offset: 64;
45
+ readonly size: 12;
46
+ readonly type: "vec3";
47
+ };
48
+ readonly uFogDensity: {
49
+ readonly offset: 76;
50
+ readonly size: 4;
51
+ readonly type: "float";
52
+ };
53
+ readonly uFogHeightFalloff: {
54
+ readonly offset: 80;
55
+ readonly size: 4;
56
+ readonly type: "float";
57
+ };
58
+ readonly uFogEyeY: {
59
+ readonly offset: 84;
60
+ readonly size: 4;
61
+ readonly type: "float";
62
+ };
63
+ readonly uUnderwaterColor: {
64
+ readonly offset: 96;
65
+ readonly size: 12;
66
+ readonly type: "vec3";
67
+ };
68
+ readonly uUnderwaterFogDensity: {
69
+ readonly offset: 108;
70
+ readonly size: 4;
71
+ readonly type: "float";
72
+ };
73
+ readonly uUnderwaterFactor: {
74
+ readonly offset: 112;
75
+ readonly size: 4;
76
+ readonly type: "float";
77
+ };
78
+ readonly uFogMode: {
79
+ readonly offset: 116;
80
+ readonly size: 4;
81
+ readonly type: "int";
82
+ };
83
+ readonly uFogNear: {
84
+ readonly offset: 120;
85
+ readonly size: 4;
86
+ readonly type: "float";
87
+ };
88
+ readonly uFogFar: {
89
+ readonly offset: 124;
90
+ readonly size: 4;
91
+ readonly type: "float";
92
+ };
93
+ readonly uSheen: {
94
+ readonly offset: 128;
95
+ readonly size: 4;
96
+ readonly type: "float";
97
+ };
98
+ readonly uFilmRoughness: {
99
+ readonly offset: 132;
100
+ readonly size: 4;
101
+ readonly type: "float";
102
+ };
103
+ readonly uFilmRoughnessCycles: {
104
+ readonly offset: 136;
105
+ readonly size: 4;
106
+ readonly type: "float";
107
+ };
108
+ };
109
+ readonly textures: {
110
+ readonly uReflectionMap: {
111
+ readonly texture: 32;
112
+ readonly sampler: 33;
113
+ readonly type: "sampler2D";
114
+ };
115
+ };
116
+ };
117
+ readonly FILM_VERT: {
118
+ readonly uniforms: 0;
119
+ readonly uniformSize: 128;
120
+ readonly fields: {
121
+ readonly uViewProj: {
122
+ readonly offset: 0;
123
+ readonly size: 64;
124
+ readonly type: "mat4";
125
+ };
126
+ readonly uReflectionViewProj: {
127
+ readonly offset: 64;
128
+ readonly size: 64;
129
+ readonly type: "mat4";
130
+ };
131
+ };
132
+ readonly textures: {};
133
+ };
134
+ };
@@ -0,0 +1,140 @@
1
+ /*
2
+ * Generated from ../film.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 FILM_FRAG_WGSL = "struct Uniforms {\n uReflectionEnabled: i32,\n uReflectionStrength: f32,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\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 uSheen: f32,\n uFilmRoughness: f32,\n uFilmRoughnessCycles: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorld_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vTint_1: vec3<f32>;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vCoverage_1: f32;\nvar<private> fragColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e75 = unnamed.uFogColor;\n let _e77 = unnamed.uUnderwaterColor;\n let _e79 = unnamed.uUnderwaterFactor;\n return mix(_e75, _e77, vec3(_e79));\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 _e84 = unnamed.uFogMode;\n if (_e84 == 1i) {\n let _e87 = unnamed.uFogFar;\n let _e89 = unnamed.uFogNear;\n span = max((_e87 - _e89), 0.0001f);\n let _e92 = (*dist);\n let _e94 = unnamed.uFogNear;\n let _e96 = span;\n ramp = clamp(((_e92 - _e94) / _e96), 0f, 1f);\n let _e100 = unnamed.uUnderwaterFactor;\n if (_e100 <= 0f) {\n let _e102 = ramp;\n return _e102;\n }\n let _e104 = unnamed.uUnderwaterFogDensity;\n let _e105 = (*dist);\n wetLinear = (_e104 * _e105);\n let _e107 = ramp;\n let _e108 = wetLinear;\n let _e110 = wetLinear;\n let _e116 = unnamed.uUnderwaterFactor;\n return mix(_e107, (1f - exp2(((-(_e108) * _e110) * 1.442695f))), _e116);\n }\n let _e118 = (*pointY);\n let _e120 = unnamed.uFogEyeY;\n let _e123 = unnamed.uFogHeightFalloff;\n t = ((_e118 - _e120) * _e123);\n let _e125 = t;\n let _e128 = t;\n denom = select(_e128, 0.0001f, (abs(_e125) < 0.0001f));\n let _e131 = unnamed.uFogDensity;\n let _e133 = (*dist);\n let _e135 = denom;\n let _e140 = denom;\n air = (1f - exp((((-(_e131) * _e133) * (1f - exp(-(_e135)))) / _e140)));\n let _e145 = unnamed.uUnderwaterFactor;\n if (_e145 <= 0f) {\n let _e147 = air;\n return _e147;\n }\n let _e149 = unnamed.uUnderwaterFogDensity;\n let _e150 = (*dist);\n wet = (_e149 * _e150);\n let _e152 = air;\n let _e153 = wet;\n let _e155 = wet;\n let _e161 = unnamed.uUnderwaterFactor;\n return mix(_e152, (1f - exp2(((-(_e153) * _e155) * 1.442695f))), _e161);\n}\n\nfn filmHash_u0028_vf3_u003b(p: ptr<function, vec3<f32>>) -> f32 {\n let _e75 = (*p);\n (*p) = fract((_e75 * 0.1031f));\n let _e78 = (*p);\n let _e79 = (*p);\n let _e84 = (*p);\n (*p) = (_e84 + vec3(dot(_e78, (_e79.zyx + vec3(31.32f)))));\n let _e88 = (*p)[0u];\n let _e90 = (*p)[1u];\n let _e93 = (*p)[2u];\n return fract(((_e88 + _e90) * _e93));\n}\n\nfn filmNoise_u0028_vf3_u003b(p_1: ptr<function, vec3<f32>>) -> f32 {\n var i: vec3<f32>;\n var f: vec3<f32>;\n var u: vec3<f32>;\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n\n let _e86 = (*p_1);\n i = floor(_e86);\n let _e88 = (*p_1);\n f = fract(_e88);\n let _e90 = f;\n let _e91 = f;\n let _e93 = f;\n u = ((_e90 * _e91) * (vec3(3f) - (_e93 * 2f)));\n let _e98 = i;\n param = (_e98 + vec3<f32>(0f, 0f, 0f));\n let _e100 = filmHash_u0028_vf3_u003b((&param));\n let _e101 = i;\n param_1 = (_e101 + vec3<f32>(1f, 0f, 0f));\n let _e103 = filmHash_u0028_vf3_u003b((&param_1));\n let _e105 = u[0u];\n let _e107 = i;\n param_2 = (_e107 + vec3<f32>(0f, 1f, 0f));\n let _e109 = filmHash_u0028_vf3_u003b((&param_2));\n let _e110 = i;\n param_3 = (_e110 + vec3<f32>(1f, 1f, 0f));\n let _e112 = filmHash_u0028_vf3_u003b((&param_3));\n let _e114 = u[0u];\n let _e117 = u[1u];\n let _e119 = i;\n param_4 = (_e119 + vec3<f32>(0f, 0f, 1f));\n let _e121 = filmHash_u0028_vf3_u003b((&param_4));\n let _e122 = i;\n param_5 = (_e122 + vec3<f32>(1f, 0f, 1f));\n let _e124 = filmHash_u0028_vf3_u003b((&param_5));\n let _e126 = u[0u];\n let _e128 = i;\n param_6 = (_e128 + vec3<f32>(0f, 1f, 1f));\n let _e130 = filmHash_u0028_vf3_u003b((&param_6));\n let _e131 = i;\n param_7 = (_e131 + vec3<f32>(1f, 1f, 1f));\n let _e133 = filmHash_u0028_vf3_u003b((&param_7));\n let _e135 = u[0u];\n let _e138 = u[1u];\n let _e141 = u[2u];\n return mix(mix(mix(_e100, _e103, _e105), mix(_e109, _e112, _e114), _e117), mix(mix(_e121, _e124, _e126), mix(_e130, _e133, _e135), _e138), _e141);\n}\n\nfn hue_u0028_f1_u003b(h: ptr<function, f32>) -> vec3<f32> {\n var c: vec3<f32>;\n\n let _e76 = (*h);\n (*h) = (fract(_e76) * 6f);\n let _e79 = (*h);\n let _e83 = (*h);\n let _e87 = (*h);\n c = clamp(vec3<f32>((abs((_e79 - 3f)) - 1f), (2f - abs((_e83 - 2f))), (2f - abs((_e87 - 4f)))), vec3(0f), vec3(1f));\n let _e95 = c;\n return _e95;\n}\n\nfn main_1() {\n var view: vec3<f32>;\n var facing: f32;\n var grazing: f32;\n var ripple: f32;\n var sheen: vec3<f32>;\n var param_8: f32;\n var base: vec3<f32>;\n var color: vec3<f32>;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var valid: f32;\n var at: vec3<f32>;\n var here: f32;\n var param_9: vec3<f32>;\n var slope: vec2<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var along: vec2<f32>;\n var smear: vec2<f32>;\n var movedBorder: vec2<f32>;\n var mirrored: vec3<f32>;\n var fog: f32;\n var param_12: f32;\n var param_13: f32;\n var coverage: f32;\n var alpha: f32;\n var phi_315_: bool;\n var phi_409_: bool;\n var phi_418_: bool;\n\n let _e101 = unnamed.uClipEnabled;\n let _e102 = (_e101 != 0i);\n phi_315_ = _e102;\n if _e102 {\n let _e103 = vWorld_1;\n let _e109 = unnamed.uClipPlane;\n phi_315_ = (dot(vec4<f32>(_e103.x, _e103.y, _e103.z, 1f), _e109) < 0f);\n }\n let _e113 = phi_315_;\n if _e113 {\n discard;\n }\n let _e115 = unnamed.uCameraPos;\n let _e116 = vWorld_1;\n view = normalize((_e115 - _e116));\n let _e119 = vNormal_1;\n let _e121 = view;\n facing = max(dot(normalize(_e119), _e121), 0f);\n let _e124 = facing;\n grazing = pow((1f - _e124), 3f);\n let _e128 = vWorld_1[0u];\n let _e131 = vWorld_1[2u];\n let _e135 = unnamed.uTime;\n let _e140 = vWorld_1[2u];\n let _e143 = vWorld_1[0u];\n let _e147 = unnamed.uTime;\n ripple = (sin((((_e128 * 0.73f) + (_e131 * 0.41f)) + (_e135 * 0.55f))) * cos((((_e140 * 0.91f) - (_e143 * 0.29f)) - (_e147 * 0.37f))));\n let _e152 = grazing;\n let _e154 = ripple;\n param_8 = (((_e152 * 1.35f) + (_e154 * 0.14f)) + 0.55f);\n let _e158 = hue_u0028_f1_u003b((&param_8));\n sheen = _e158;\n let _e159 = vTint_1;\n base = (_e159 * 0.9f);\n let _e161 = base;\n let _e162 = sheen;\n let _e164 = unnamed.uSheen;\n let _e166 = grazing;\n color = (_e161 + ((_e162 * _e164) * (0.22f + (_e166 * 0.75f))));\n let _e172 = unnamed.uReflectionEnabled;\n let _e173 = (_e172 != 0i);\n phi_409_ = _e173;\n if _e173 {\n let _e175 = unnamed.uReflectionStrength;\n phi_409_ = (_e175 > 0f);\n }\n let _e178 = phi_409_;\n phi_418_ = _e178;\n if _e178 {\n let _e180 = vReflectionClip_1[3u];\n phi_418_ = (_e180 > 0f);\n }\n let _e183 = phi_418_;\n if _e183 {\n let _e184 = vReflectionClip_1;\n let _e187 = vReflectionClip_1[3u];\n reflectionUv = (((_e184.xy / vec2(_e187)) * 0.5f) + vec2(0.5f));\n let _e193 = reflectionUv;\n let _e194 = reflectionUv;\n border = min(_e193, (vec2(1f) - _e194));\n let _e199 = border[0u];\n let _e201 = border[1u];\n valid = smoothstep(0f, 0.025f, min(_e199, _e201));\n let _e205 = unnamed.uFilmRoughness;\n if (_e205 > 0f) {\n let _e207 = vWorld_1;\n let _e209 = unnamed.uFilmRoughnessCycles;\n at = (_e207 * _e209);\n let _e211 = at;\n param_9 = _e211;\n let _e212 = filmNoise_u0028_vf3_u003b((&param_9));\n here = _e212;\n let _e213 = at;\n param_10 = (_e213 + vec3<f32>(0.5f, 0f, 0f));\n let _e215 = filmNoise_u0028_vf3_u003b((&param_10));\n let _e216 = here;\n let _e218 = at;\n param_11 = (_e218 + vec3<f32>(0f, 0f, 0.5f));\n let _e220 = filmNoise_u0028_vf3_u003b((&param_11));\n let _e221 = here;\n slope = vec2<f32>((_e215 - _e216), (_e220 - _e221));\n let _e225 = view[0u];\n let _e227 = view[2u];\n along = normalize((vec2<f32>(_e225, _e227) + vec2<f32>(0.00001f, 0f)));\n let _e231 = along;\n let _e232 = slope;\n let _e233 = along;\n let _e237 = slope;\n smear = (((_e231 * dot(_e232, _e233)) * 3f) + (_e237 * 0.35f));\n let _e240 = smear;\n let _e242 = unnamed.uFilmRoughness;\n let _e245 = grazing;\n let _e249 = reflectionUv;\n reflectionUv = (_e249 + (((_e240 * _e242) * 0.016f) * (0.2f + (_e245 * 0.8f))));\n let _e251 = reflectionUv;\n let _e252 = reflectionUv;\n movedBorder = min(_e251, (vec2(1f) - _e252));\n let _e256 = valid;\n let _e258 = movedBorder[0u];\n let _e260 = movedBorder[1u];\n valid = min(_e256, smoothstep(0f, 0.025f, min(_e258, _e260)));\n }\n let _e264 = reflectionUv;\n let _e268 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e264, vec2(0f), vec2(1f)), 0f);\n mirrored = _e268.xyz;\n let _e270 = color;\n let _e271 = mirrored;\n let _e272 = valid;\n let _e274 = unnamed.uReflectionStrength;\n let _e276 = grazing;\n color = mix(_e270, _e271, vec3(((_e272 * _e274) * (0.25f + (_e276 * 0.75f)))));\n }\n let _e283 = unnamed.uCameraPos;\n let _e284 = vWorld_1;\n param_12 = length((_e283 - _e284));\n let _e288 = vWorld_1[1u];\n param_13 = _e288;\n let _e289 = mediumFog_u0028_f1_u003b_f1_u003b((&param_12), (&param_13));\n fog = _e289;\n let _e290 = color;\n let _e291 = mediumColor_u0028_();\n let _e292 = fog;\n color = mix(_e290, _e291, vec3(_e292));\n let _e295 = vCoverage_1;\n coverage = clamp(_e295, 0f, 1f);\n let _e297 = coverage;\n let _e298 = coverage;\n let _e300 = coverage;\n alpha = (mix((_e297 * _e298), _e300, 0.65f) * 0.92f);\n let _e303 = color;\n let _e304 = alpha;\n fragColor = vec4<f32>(_e303.x, _e303.y, _e303.z, _e304);\n return;\n}\n\n@fragment \nfn main(@location(0) vWorld: vec3<f32>, @location(1) vNormal: vec3<f32>, @location(2) vTint: vec3<f32>, @location(3) vReflectionClip: vec4<f32>, @location(4) vCoverage: f32) -> @location(0) vec4<f32> {\n vWorld_1 = vWorld;\n vNormal_1 = vNormal;\n vTint_1 = vTint;\n vReflectionClip_1 = vReflectionClip;\n vCoverage_1 = vCoverage;\n main_1();\n let _e11 = fragColor;\n return _e11;\n}\n";
8
+ export const FILM_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uReflectionViewProj: mat4x4<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: vec3<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) member_2: vec3<f32>,\n @location(4) member_3: f32,\n @location(3) member_4: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vWorld: vec3<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vTint: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> vCoverage: f32;\nvar<private> aCoverage_1: f32;\nvar<private> vReflectionClip: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n let _e14 = aPosition_1;\n vWorld = _e14;\n let _e15 = aNormal_1;\n vNormal = normalize(_e15);\n let _e17 = aColor_1;\n vTint = _e17;\n let _e18 = aCoverage_1;\n vCoverage = _e18;\n let _e20 = unnamed.uReflectionViewProj;\n let _e21 = aPosition_1;\n vReflectionClip = (_e20 * vec4<f32>(_e21.x, _e21.y, _e21.z, 1f));\n let _e28 = unnamed.uViewProj;\n let _e29 = aPosition_1;\n unnamed_1.gl_Position = (_e28 * vec4<f32>(_e29.x, _e29.y, _e29.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(1) aNormal: vec3<f32>, @location(2) aColor: vec3<f32>, @location(3) aCoverage: f32) -> VertexOutput {\n aPosition_1 = aPosition;\n aNormal_1 = aNormal;\n aColor_1 = aColor;\n aCoverage_1 = aCoverage;\n main_1();\n let _e16 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e16);\n let _e18 = vWorld;\n let _e19 = vNormal;\n let _e20 = vTint;\n let _e21 = vCoverage;\n let _e22 = vReflectionClip;\n let _e23 = unnamed_1.gl_Position;\n return VertexOutput(_e18, _e19, _e20, _e21, _e22, _e23);\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 FILM_BINDINGS = {
15
+ "FILM_FRAG": {
16
+ "uniforms": 1,
17
+ "uniformSize": 144,
18
+ "fields": {
19
+ "uReflectionEnabled": {
20
+ "offset": 0,
21
+ "size": 4,
22
+ "type": "int"
23
+ },
24
+ "uReflectionStrength": {
25
+ "offset": 4,
26
+ "size": 4,
27
+ "type": "float"
28
+ },
29
+ "uCameraPos": {
30
+ "offset": 16,
31
+ "size": 12,
32
+ "type": "vec3"
33
+ },
34
+ "uTime": {
35
+ "offset": 28,
36
+ "size": 4,
37
+ "type": "float"
38
+ },
39
+ "uClipPlane": {
40
+ "offset": 32,
41
+ "size": 16,
42
+ "type": "vec4"
43
+ },
44
+ "uClipEnabled": {
45
+ "offset": 48,
46
+ "size": 4,
47
+ "type": "int"
48
+ },
49
+ "uFogColor": {
50
+ "offset": 64,
51
+ "size": 12,
52
+ "type": "vec3"
53
+ },
54
+ "uFogDensity": {
55
+ "offset": 76,
56
+ "size": 4,
57
+ "type": "float"
58
+ },
59
+ "uFogHeightFalloff": {
60
+ "offset": 80,
61
+ "size": 4,
62
+ "type": "float"
63
+ },
64
+ "uFogEyeY": {
65
+ "offset": 84,
66
+ "size": 4,
67
+ "type": "float"
68
+ },
69
+ "uUnderwaterColor": {
70
+ "offset": 96,
71
+ "size": 12,
72
+ "type": "vec3"
73
+ },
74
+ "uUnderwaterFogDensity": {
75
+ "offset": 108,
76
+ "size": 4,
77
+ "type": "float"
78
+ },
79
+ "uUnderwaterFactor": {
80
+ "offset": 112,
81
+ "size": 4,
82
+ "type": "float"
83
+ },
84
+ "uFogMode": {
85
+ "offset": 116,
86
+ "size": 4,
87
+ "type": "int"
88
+ },
89
+ "uFogNear": {
90
+ "offset": 120,
91
+ "size": 4,
92
+ "type": "float"
93
+ },
94
+ "uFogFar": {
95
+ "offset": 124,
96
+ "size": 4,
97
+ "type": "float"
98
+ },
99
+ "uSheen": {
100
+ "offset": 128,
101
+ "size": 4,
102
+ "type": "float"
103
+ },
104
+ "uFilmRoughness": {
105
+ "offset": 132,
106
+ "size": 4,
107
+ "type": "float"
108
+ },
109
+ "uFilmRoughnessCycles": {
110
+ "offset": 136,
111
+ "size": 4,
112
+ "type": "float"
113
+ }
114
+ },
115
+ "textures": {
116
+ "uReflectionMap": {
117
+ "texture": 32,
118
+ "sampler": 33,
119
+ "type": "sampler2D"
120
+ }
121
+ }
122
+ },
123
+ "FILM_VERT": {
124
+ "uniforms": 0,
125
+ "uniformSize": 128,
126
+ "fields": {
127
+ "uViewProj": {
128
+ "offset": 0,
129
+ "size": 64,
130
+ "type": "mat4"
131
+ },
132
+ "uReflectionViewProj": {
133
+ "offset": 64,
134
+ "size": 64,
135
+ "type": "mat4"
136
+ }
137
+ },
138
+ "textures": {}
139
+ }
140
+ };