@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
  265. package/dist/render/decalPass.js +103 -0
  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
  285. package/dist/render/frame/arena.js +65 -0
  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
  291. package/dist/render/frame/resources.js +55 -0
  292. package/dist/render/frame/schedule.d.ts +37 -0
  293. package/dist/render/frame/schedule.js +61 -0
  294. package/dist/render/frameView.d.ts +19 -0
  295. package/dist/render/frameView.js +1 -0
  296. package/dist/render/gizmo.d.ts +236 -0
  297. package/dist/render/gizmo.js +727 -0
  298. package/dist/render/globalMedium.d.ts +124 -0
  299. package/dist/render/globalMedium.js +100 -0
  300. package/dist/render/globalMediumPass.d.ts +101 -0
  301. package/dist/render/globalMediumPass.js +250 -0
  302. package/dist/render/gpuCapability.d.ts +111 -0
  303. package/dist/render/gpuCapability.js +194 -0
  304. package/dist/render/gpuTimer.d.ts +87 -0
  305. package/dist/render/gpuTimer.js +145 -0
  306. package/dist/render/halfFloat.d.ts +4 -0
  307. package/dist/render/halfFloat.js +38 -0
  308. package/dist/render/handleRegistry.d.ts +54 -0
  309. package/dist/render/handleRegistry.js +84 -0
  310. package/dist/render/iesProfile.d.ts +64 -0
  311. package/dist/render/iesProfile.js +179 -0
  312. package/dist/render/imageTexels.d.ts +50 -0
  313. package/dist/render/imageTexels.js +91 -0
  314. package/dist/render/instancedMesh.d.ts +48 -0
  315. package/dist/render/instancedMesh.js +127 -0
  316. package/dist/render/instances.d.ts +69 -0
  317. package/dist/render/instances.js +52 -0
  318. package/dist/render/lightBudget.d.ts +397 -0
  319. package/dist/render/lightBudget.js +524 -0
  320. package/dist/render/lightMatrix.d.ts +3 -0
  321. package/dist/render/lightMatrix.js +45 -0
  322. package/dist/render/lightVolumeDraw.d.ts +132 -0
  323. package/dist/render/lightVolumeDraw.js +181 -0
  324. package/dist/render/lineBatch.d.ts +60 -0
  325. package/dist/render/lineBatch.js +160 -0
  326. package/dist/render/linePoints.d.ts +33 -0
  327. package/dist/render/linePoints.js +46 -0
  328. package/dist/render/livePointShadowSet.d.ts +72 -0
  329. package/dist/render/livePointShadowSet.js +258 -0
  330. package/dist/render/lod.d.ts +35 -0
  331. package/dist/render/lod.js +65 -0
  332. package/dist/render/mesh.d.ts +177 -0
  333. package/dist/render/mesh.js +466 -0
  334. package/dist/render/occlusion.d.ts +81 -0
  335. package/dist/render/occlusion.js +378 -0
  336. package/dist/render/oitPass.d.ts +67 -0
  337. package/dist/render/oitPass.js +213 -0
  338. package/dist/render/orderIndependent.d.ts +92 -0
  339. package/dist/render/orderIndependent.js +108 -0
  340. package/dist/render/particleBatch.d.ts +140 -0
  341. package/dist/render/particleBatch.js +186 -0
  342. package/dist/render/particleMaterial.d.ts +54 -0
  343. package/dist/render/particleMaterial.js +42 -0
  344. package/dist/render/particlePool.d.ts +124 -0
  345. package/dist/render/particlePool.js +182 -0
  346. package/dist/render/pass.d.ts +195 -0
  347. package/dist/render/pass.js +9 -0
  348. package/dist/render/passTarget.d.ts +86 -0
  349. package/dist/render/passTarget.js +121 -0
  350. package/dist/render/pickable.d.ts +31 -0
  351. package/dist/render/pickable.js +172 -0
  352. package/dist/render/planarReflection.d.ts +59 -0
  353. package/dist/render/planarReflection.js +194 -0
  354. package/dist/render/planarReflectionDraw.d.ts +31 -0
  355. package/dist/render/planarReflectionDraw.js +65 -0
  356. package/dist/render/plumeGeometry.d.ts +25 -0
  357. package/dist/render/plumeGeometry.js +61 -0
  358. package/dist/render/plumeMaterial.d.ts +31 -0
  359. package/dist/render/plumeMaterial.js +64 -0
  360. package/dist/render/plumeRenderer.d.ts +96 -0
  361. package/dist/render/plumeRenderer.js +185 -0
  362. package/dist/render/pointLightSelection.d.ts +175 -0
  363. package/dist/render/pointLightSelection.js +301 -0
  364. package/dist/render/pointShadowArray.d.ts +95 -0
  365. package/dist/render/pointShadowArray.js +219 -0
  366. package/dist/render/pointShadowBudget.d.ts +118 -0
  367. package/dist/render/pointShadowBudget.js +221 -0
  368. package/dist/render/pointShadowImage.d.ts +265 -0
  369. package/dist/render/pointShadowImage.js +339 -0
  370. package/dist/render/pointShadowMap.d.ts +93 -0
  371. package/dist/render/pointShadowMap.js +167 -0
  372. package/dist/render/pointShadowSystem.d.ts +195 -0
  373. package/dist/render/pointShadowSystem.js +336 -0
  374. package/dist/render/prefilterEnvMap.d.ts +124 -0
  375. package/dist/render/prefilterEnvMap.js +146 -0
  376. package/dist/render/prefilterPass.d.ts +44 -0
  377. package/dist/render/prefilterPass.js +98 -0
  378. package/dist/render/probeGrid.d.ts +122 -0
  379. package/dist/render/probeGrid.js +174 -0
  380. package/dist/render/rainField.d.ts +99 -0
  381. package/dist/render/rainField.js +168 -0
  382. package/dist/render/reflectionProbe.d.ts +188 -0
  383. package/dist/render/reflectionProbe.js +437 -0
  384. package/dist/render/renderQuality.d.ts +699 -0
  385. package/dist/render/renderQuality.js +293 -0
  386. package/dist/render/rendererHarness.d.ts +39 -0
  387. package/dist/render/rendererHarness.js +185 -0
  388. package/dist/render/resolutionGovernor.d.ts +107 -0
  389. package/dist/render/resolutionGovernor.js +144 -0
  390. package/dist/render/scatterDeform.d.ts +17 -0
  391. package/dist/render/scatterDeform.js +46 -0
  392. package/dist/render/sceneTarget.d.ts +288 -0
  393. package/dist/render/sceneTarget.js +856 -0
  394. package/dist/render/screenSpaceReflection.d.ts +233 -0
  395. package/dist/render/screenSpaceReflection.js +415 -0
  396. package/dist/render/sdfFont.d.ts +77 -0
  397. package/dist/render/sdfFont.js +86 -0
  398. package/dist/render/sdfTextLayout.d.ts +46 -0
  399. package/dist/render/sdfTextLayout.js +145 -0
  400. package/dist/render/sdfTextRenderer.d.ts +75 -0
  401. package/dist/render/sdfTextRenderer.js +194 -0
  402. package/dist/render/seaState.d.ts +25 -0
  403. package/dist/render/seaState.js +34 -0
  404. package/dist/render/segmentQuads.d.ts +29 -0
  405. package/dist/render/segmentQuads.js +75 -0
  406. package/dist/render/shader.d.ts +5 -0
  407. package/dist/render/shader.js +172 -0
  408. package/dist/render/shaders/ambientOcclusion.d.ts +45 -0
  409. package/dist/render/shaders/ambientOcclusion.js +352 -0
  410. package/dist/render/shaders/arcane.d.ts +19 -0
  411. package/dist/render/shaders/arcane.js +102 -0
  412. package/dist/render/shaders/bloom.d.ts +70 -0
  413. package/dist/render/shaders/bloom.js +227 -0
  414. package/dist/render/shaders/bolt.d.ts +17 -0
  415. package/dist/render/shaders/bolt.js +161 -0
  416. package/dist/render/shaders/caustics.d.ts +38 -0
  417. package/dist/render/shaders/caustics.js +167 -0
  418. package/dist/render/shaders/conditionals.d.ts +21 -0
  419. package/dist/render/shaders/conditionals.js +55 -0
  420. package/dist/render/shaders/decalProject.d.ts +25 -0
  421. package/dist/render/shaders/decalProject.js +125 -0
  422. package/dist/render/shaders/depth.d.ts +14 -0
  423. package/dist/render/shaders/depth.js +114 -0
  424. package/dist/render/shaders/depthOfField.d.ts +41 -0
  425. package/dist/render/shaders/depthOfField.js +139 -0
  426. package/dist/render/shaders/film.d.ts +15 -0
  427. package/dist/render/shaders/film.js +283 -0
  428. package/dist/render/shaders/fire.d.ts +12 -0
  429. package/dist/render/shaders/fire.js +178 -0
  430. package/dist/render/shaders/flat/directionalShadow.d.ts +1 -0
  431. package/dist/render/shaders/flat/directionalShadow.js +195 -0
  432. package/dist/render/shaders/flat/index.d.ts +135 -0
  433. package/dist/render/shaders/flat/index.js +387 -0
  434. package/dist/render/shaders/flat/lobes.d.ts +1 -0
  435. package/dist/render/shaders/flat/lobes.js +398 -0
  436. package/dist/render/shaders/flat/main.d.ts +2 -0
  437. package/dist/render/shaders/flat/main.js +1630 -0
  438. package/dist/render/shaders/flat/pointShadow.d.ts +1 -0
  439. package/dist/render/shaders/flat/pointShadow.js +322 -0
  440. package/dist/render/shaders/flat/preamble.d.ts +15 -0
  441. package/dist/render/shaders/flat/preamble.js +864 -0
  442. package/dist/render/shaders/flat/probeGrid.d.ts +21 -0
  443. package/dist/render/shaders/flat/probeGrid.js +151 -0
  444. package/dist/render/shaders/flat/surface.d.ts +2 -0
  445. package/dist/render/shaders/flat/surface.js +40 -0
  446. package/dist/render/shaders/flock.d.ts +11 -0
  447. package/dist/render/shaders/flock.js +102 -0
  448. package/dist/render/shaders/fog.d.ts +37 -0
  449. package/dist/render/shaders/fog.js +98 -0
  450. package/dist/render/shaders/fullscreen.d.ts +16 -0
  451. package/dist/render/shaders/fullscreen.js +27 -0
  452. package/dist/render/shaders/generated/ambientOcclusion.wgsl.d.ts +65 -0
  453. package/dist/render/shaders/generated/ambientOcclusion.wgsl.js +71 -0
  454. package/dist/render/shaders/generated/arcane.wgsl.d.ts +90 -0
  455. package/dist/render/shaders/generated/arcane.wgsl.js +96 -0
  456. package/dist/render/shaders/generated/bloom.wgsl.d.ts +69 -0
  457. package/dist/render/shaders/generated/bloom.wgsl.js +75 -0
  458. package/dist/render/shaders/generated/bolt.wgsl.d.ts +118 -0
  459. package/dist/render/shaders/generated/bolt.wgsl.js +124 -0
  460. package/dist/render/shaders/generated/caustics.wgsl.d.ts +118 -0
  461. package/dist/render/shaders/generated/caustics.wgsl.js +124 -0
  462. package/dist/render/shaders/generated/decalProject.wgsl.d.ts +61 -0
  463. package/dist/render/shaders/generated/decalProject.wgsl.js +67 -0
  464. package/dist/render/shaders/generated/depth.wgsl.d.ts +131 -0
  465. package/dist/render/shaders/generated/depth.wgsl.js +137 -0
  466. package/dist/render/shaders/generated/film.wgsl.d.ts +134 -0
  467. package/dist/render/shaders/generated/film.wgsl.js +140 -0
  468. package/dist/render/shaders/generated/fire.wgsl.d.ts +128 -0
  469. package/dist/render/shaders/generated/fire.wgsl.js +134 -0
  470. package/dist/render/shaders/generated/flat.wgsl.d.ts +9163 -0
  471. package/dist/render/shaders/generated/flat.wgsl.js +9192 -0
  472. package/dist/render/shaders/generated/flock.wgsl.d.ts +73 -0
  473. package/dist/render/shaders/generated/flock.wgsl.js +79 -0
  474. package/dist/render/shaders/generated/fullscreen.wgsl.d.ts +12 -0
  475. package/dist/render/shaders/generated/fullscreen.wgsl.js +18 -0
  476. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +130 -0
  477. package/dist/render/shaders/generated/globalMedium.wgsl.js +136 -0
  478. package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +230 -0
  479. package/dist/render/shaders/generated/lightVolume.wgsl.js +239 -0
  480. package/dist/render/shaders/generated/line.wgsl.d.ts +128 -0
  481. package/dist/render/shaders/generated/line.wgsl.js +134 -0
  482. package/dist/render/shaders/generated/octahedralResolve.wgsl.d.ts +51 -0
  483. package/dist/render/shaders/generated/octahedralResolve.wgsl.js +57 -0
  484. package/dist/render/shaders/generated/oitResolve.wgsl.d.ts +23 -0
  485. package/dist/render/shaders/generated/oitResolve.wgsl.js +29 -0
  486. package/dist/render/shaders/generated/panel.wgsl.d.ts +48 -0
  487. package/dist/render/shaders/generated/panel.wgsl.js +54 -0
  488. package/dist/render/shaders/generated/particle.wgsl.d.ts +332 -0
  489. package/dist/render/shaders/generated/particle.wgsl.js +338 -0
  490. package/dist/render/shaders/generated/prefilter.wgsl.d.ts +61 -0
  491. package/dist/render/shaders/generated/prefilter.wgsl.js +67 -0
  492. package/dist/render/shaders/generated/rush.wgsl.d.ts +131 -0
  493. package/dist/render/shaders/generated/rush.wgsl.js +137 -0
  494. package/dist/render/shaders/generated/scatter.wgsl.d.ts +195 -0
  495. package/dist/render/shaders/generated/scatter.wgsl.js +201 -0
  496. package/dist/render/shaders/generated/sdfText.wgsl.d.ts +69 -0
  497. package/dist/render/shaders/generated/sdfText.wgsl.js +75 -0
  498. package/dist/render/shaders/generated/sky.wgsl.d.ts +100 -0
  499. package/dist/render/shaders/generated/sky.wgsl.js +106 -0
  500. package/dist/render/shaders/generated/smoke.wgsl.d.ts +85 -0
  501. package/dist/render/shaders/generated/smoke.wgsl.js +91 -0
  502. package/dist/render/shaders/generated/ssrResolve.wgsl.d.ts +18 -0
  503. package/dist/render/shaders/generated/ssrResolve.wgsl.js +24 -0
  504. package/dist/render/shaders/generated/ssrTrace.wgsl.d.ts +86 -0
  505. package/dist/render/shaders/generated/ssrTrace.wgsl.js +92 -0
  506. package/dist/render/shaders/generated/temporalResolve.wgsl.d.ts +46 -0
  507. package/dist/render/shaders/generated/temporalResolve.wgsl.js +52 -0
  508. package/dist/render/shaders/generated/text.wgsl.d.ts +98 -0
  509. package/dist/render/shaders/generated/text.wgsl.js +104 -0
  510. package/dist/render/shaders/generated/water.wgsl.d.ts +247 -0
  511. package/dist/render/shaders/generated/water.wgsl.js +253 -0
  512. package/dist/render/shaders/generated/windStreaks.wgsl.d.ts +73 -0
  513. package/dist/render/shaders/generated/windStreaks.wgsl.js +79 -0
  514. package/dist/render/shaders/gerstner.d.ts +21 -0
  515. package/dist/render/shaders/gerstner.js +110 -0
  516. package/dist/render/shaders/globalMedium.d.ts +56 -0
  517. package/dist/render/shaders/globalMedium.js +393 -0
  518. package/dist/render/shaders/lightVolume.d.ts +61 -0
  519. package/dist/render/shaders/lightVolume.js +527 -0
  520. package/dist/render/shaders/line.d.ts +18 -0
  521. package/dist/render/shaders/line.js +122 -0
  522. package/dist/render/shaders/morph.d.ts +26 -0
  523. package/dist/render/shaders/morph.js +61 -0
  524. package/dist/render/shaders/octahedral.d.ts +76 -0
  525. package/dist/render/shaders/octahedral.js +161 -0
  526. package/dist/render/shaders/octahedralResolve.d.ts +25 -0
  527. package/dist/render/shaders/octahedralResolve.js +81 -0
  528. package/dist/render/shaders/oitResolve.d.ts +17 -0
  529. package/dist/render/shaders/oitResolve.js +42 -0
  530. package/dist/render/shaders/outputTransform.d.ts +37 -0
  531. package/dist/render/shaders/outputTransform.js +106 -0
  532. package/dist/render/shaders/panel.d.ts +17 -0
  533. package/dist/render/shaders/panel.js +50 -0
  534. package/dist/render/shaders/particle.d.ts +82 -0
  535. package/dist/render/shaders/particle.js +431 -0
  536. package/dist/render/shaders/prefilter.d.ts +37 -0
  537. package/dist/render/shaders/prefilter.js +276 -0
  538. package/dist/render/shaders/rush.d.ts +21 -0
  539. package/dist/render/shaders/rush.js +355 -0
  540. package/dist/render/shaders/scatter.d.ts +14 -0
  541. package/dist/render/shaders/scatter.js +206 -0
  542. package/dist/render/shaders/sdfText.d.ts +9 -0
  543. package/dist/render/shaders/sdfText.js +65 -0
  544. package/dist/render/shaders/skinning.d.ts +17 -0
  545. package/dist/render/shaders/skinning.js +59 -0
  546. package/dist/render/shaders/sky.d.ts +10 -0
  547. package/dist/render/shaders/sky.js +242 -0
  548. package/dist/render/shaders/smoke.d.ts +8 -0
  549. package/dist/render/shaders/smoke.js +88 -0
  550. package/dist/render/shaders/ssrResolve.d.ts +15 -0
  551. package/dist/render/shaders/ssrResolve.js +28 -0
  552. package/dist/render/shaders/ssrTrace.d.ts +22 -0
  553. package/dist/render/shaders/ssrTrace.js +230 -0
  554. package/dist/render/shaders/tangentFrame.d.ts +17 -0
  555. package/dist/render/shaders/tangentFrame.js +70 -0
  556. package/dist/render/shaders/temporalResolve.d.ts +1 -0
  557. package/dist/render/shaders/temporalResolve.js +150 -0
  558. package/dist/render/shaders/text.d.ts +17 -0
  559. package/dist/render/shaders/text.js +155 -0
  560. package/dist/render/shaders/vertexChannel.d.ts +39 -0
  561. package/dist/render/shaders/vertexChannel.js +69 -0
  562. package/dist/render/shaders/water.d.ts +18 -0
  563. package/dist/render/shaders/water.js +354 -0
  564. package/dist/render/shaders/windStreaks.d.ts +14 -0
  565. package/dist/render/shaders/windStreaks.js +129 -0
  566. package/dist/render/shadowCasters.d.ts +107 -0
  567. package/dist/render/shadowCasters.js +1 -0
  568. package/dist/render/shadowMap.d.ts +10 -0
  569. package/dist/render/shadowMap.js +80 -0
  570. package/dist/render/shotPlacement.d.ts +80 -0
  571. package/dist/render/shotPlacement.js +183 -0
  572. package/dist/render/skinPalette.d.ts +90 -0
  573. package/dist/render/skinPalette.js +136 -0
  574. package/dist/render/ssrPass.d.ts +59 -0
  575. package/dist/render/ssrPass.js +196 -0
  576. package/dist/render/surfaceSheet.d.ts +52 -0
  577. package/dist/render/surfaceSheet.js +99 -0
  578. package/dist/render/surfaceTexture.d.ts +197 -0
  579. package/dist/render/surfaceTexture.js +116 -0
  580. package/dist/render/temporalAa.d.ts +104 -0
  581. package/dist/render/temporalAa.js +194 -0
  582. package/dist/render/temporalPass.d.ts +54 -0
  583. package/dist/render/temporalPass.js +135 -0
  584. package/dist/render/textLayout.d.ts +88 -0
  585. package/dist/render/textLayout.js +201 -0
  586. package/dist/render/textRenderer.d.ts +32 -0
  587. package/dist/render/textRenderer.js +176 -0
  588. package/dist/render/thirdPersonCamera.d.ts +272 -0
  589. package/dist/render/thirdPersonCamera.js +479 -0
  590. package/dist/render/trample.d.ts +57 -0
  591. package/dist/render/trample.js +134 -0
  592. package/dist/render/translucentQueue.d.ts +76 -0
  593. package/dist/render/translucentQueue.js +90 -0
  594. package/dist/render/uniformVectorBudget.d.ts +105 -0
  595. package/dist/render/uniformVectorBudget.js +201 -0
  596. package/dist/render/uploadStep.d.ts +14 -0
  597. package/dist/render/uploadStep.js +14 -0
  598. package/dist/render/vertexDefaults.d.ts +48 -0
  599. package/dist/render/vertexDefaults.js +111 -0
  600. package/dist/render/visibility.d.ts +22 -0
  601. package/dist/render/visibility.js +47 -0
  602. package/dist/render/waterDraw.d.ts +57 -0
  603. package/dist/render/waterDraw.js +102 -0
  604. package/dist/render/waterGrid.d.ts +62 -0
  605. package/dist/render/waterGrid.js +151 -0
  606. package/dist/render/waterRenderer.d.ts +163 -0
  607. package/dist/render/waterRenderer.js +165 -0
  608. package/dist/render/wind.d.ts +45 -0
  609. package/dist/render/wind.js +32 -0
  610. package/dist/render/windField.d.ts +34 -0
  611. package/dist/render/windField.js +13 -0
  612. package/dist/render/windStreakDraw.d.ts +73 -0
  613. package/dist/render/windStreakDraw.js +86 -0
  614. package/dist/render/windStreakRenderer.d.ts +37 -0
  615. package/dist/render/windStreakRenderer.js +86 -0
  616. package/dist/scene/node.d.ts +128 -0
  617. package/dist/scene/node.js +319 -0
  618. package/dist/scene/visit.d.ts +38 -0
  619. package/dist/scene/visit.js +43 -0
  620. package/dist/ui/clipMime.d.ts +46 -0
  621. package/dist/ui/clipMime.js +88 -0
  622. package/dist/ui/exportTarget.d.ts +305 -0
  623. package/dist/ui/exportTarget.js +368 -0
  624. package/dist/ui/frameOverlay.d.ts +59 -0
  625. package/dist/ui/frameOverlay.js +76 -0
  626. package/dist/ui/framePacer.d.ts +142 -0
  627. package/dist/ui/framePacer.js +284 -0
  628. package/dist/ui/frameRecorder.d.ts +188 -0
  629. package/dist/ui/frameRecorder.js +221 -0
  630. package/dist/ui/fullscreen.d.ts +72 -0
  631. package/dist/ui/fullscreen.js +92 -0
  632. package/dist/ui/pixelCursor.d.ts +28 -0
  633. package/dist/ui/pixelCursor.js +66 -0
  634. package/dist/ui/splash.d.ts +86 -0
  635. package/dist/ui/splash.js +300 -0
  636. package/dist/ui/stillFrame.d.ts +22 -0
  637. package/dist/ui/stillFrame.js +40 -0
  638. package/package.json +60 -0
  639. package/src/behavior/behaviorTree.ts +346 -0
  640. package/src/build/shaderComments.ts +0 -0
  641. package/src/cinematic/player.ts +209 -0
  642. package/src/cinematic/script.ts +231 -0
  643. package/src/core/bootGate.ts +49 -0
  644. package/src/core/loadTracker.ts +144 -0
  645. package/src/core/loop.ts +211 -0
  646. package/src/core/messageQueue.ts +145 -0
  647. package/src/core/onceSet.ts +65 -0
  648. package/src/core/preferences.ts +177 -0
  649. package/src/core/remoteSave.ts +347 -0
  650. package/src/core/rng.ts +101 -0
  651. package/src/core/stepBudget.ts +136 -0
  652. package/src/core/storage.ts +114 -0
  653. package/src/core/tickTrace.ts +129 -0
  654. package/src/core/timeCurve.ts +175 -0
  655. package/src/core/withDefaults.ts +28 -0
  656. package/src/dev/contactProbe.ts +115 -0
  657. package/src/dev/fpsMeter.ts +101 -0
  658. package/src/environment/celestialClock.ts +385 -0
  659. package/src/geometry/decal.ts +260 -0
  660. package/src/geometry/filmPatch.ts +158 -0
  661. package/src/geometry/growable.ts +165 -0
  662. package/src/geometry/lightVolume.ts +161 -0
  663. package/src/geometry/meshBuilder.ts +1397 -0
  664. package/src/geometry/pixelFont.ts +189 -0
  665. package/src/geometry/ribbon.ts +790 -0
  666. package/src/geometry/shellFill.ts +265 -0
  667. package/src/geometry/spline.ts +659 -0
  668. package/src/geometry/tangents.ts +173 -0
  669. package/src/geometry/textMesh.ts +96 -0
  670. package/src/geometry/treeBuilder.ts +114 -0
  671. package/src/host/display.ts +180 -0
  672. package/src/host/files.ts +77 -0
  673. package/src/host/lifecycle.ts +63 -0
  674. package/src/host/platformServices.ts +23 -0
  675. package/src/host/screen.ts +134 -0
  676. package/src/index.ts +730 -0
  677. package/src/input/actionMap.ts +377 -0
  678. package/src/input/activeDevice.ts +86 -0
  679. package/src/input/gamepadIdentity.ts +131 -0
  680. package/src/input/gamepadMapping.ts +121 -0
  681. package/src/input/input.ts +872 -0
  682. package/src/input/inputHarness.ts +226 -0
  683. package/src/input/rightGesture.ts +76 -0
  684. package/src/input/rumble.ts +138 -0
  685. package/src/input/touchControls.ts +451 -0
  686. package/src/input/typingTarget.ts +26 -0
  687. package/src/math/bounds.ts +153 -0
  688. package/src/math/color.ts +37 -0
  689. package/src/math/exact.ts +274 -0
  690. package/src/math/frustum.ts +115 -0
  691. package/src/math/intersect.ts +228 -0
  692. package/src/math/scalar.ts +109 -0
  693. package/src/math/spring.ts +106 -0
  694. package/src/nav/navGraph.ts +168 -0
  695. package/src/nav/navPath.ts +217 -0
  696. package/src/nav/navSearch.ts +200 -0
  697. package/src/physics/boxSurface.ts +96 -0
  698. package/src/physics/colliderSurface.ts +213 -0
  699. package/src/physics/compositeSurface.ts +111 -0
  700. package/src/physics/heightSurface.ts +234 -0
  701. package/src/physics/ribbonSurface.ts +642 -0
  702. package/src/render/ambientOcclusionPass.ts +200 -0
  703. package/src/render/areaLights.ts +194 -0
  704. package/src/render/areaShadowSet.ts +405 -0
  705. package/src/render/atmosphere.ts +186 -0
  706. package/src/render/backend/api.ts +802 -0
  707. package/src/render/backend/budget.ts +139 -0
  708. package/src/render/backend/createRenderer.ts +343 -0
  709. package/src/render/backend/deadline.ts +37 -0
  710. package/src/render/backend/probe.ts +152 -0
  711. package/src/render/backend/select.ts +288 -0
  712. package/src/render/backend/timer.ts +59 -0
  713. package/src/render/backend/webgl2/instanced.ts +46 -0
  714. package/src/render/backend/webgl2/morphTexture.ts +58 -0
  715. package/src/render/backend/webgl2/renderer.ts +7484 -0
  716. package/src/render/backend/webgl2/skinPaletteTexture.ts +70 -0
  717. package/src/render/backend/webgpu/boltPass.ts +205 -0
  718. package/src/render/backend/webgpu/buffers.ts +553 -0
  719. package/src/render/backend/webgpu/causticsPass.ts +174 -0
  720. package/src/render/backend/webgpu/clusterBinner.ts +259 -0
  721. package/src/render/backend/webgpu/depthPass.ts +261 -0
  722. package/src/render/backend/webgpu/device.ts +148 -0
  723. package/src/render/backend/webgpu/drawCommand.ts +79 -0
  724. package/src/render/backend/webgpu/environmentTexels.ts +96 -0
  725. package/src/render/backend/webgpu/filmPass.ts +123 -0
  726. package/src/render/backend/webgpu/flatPass.ts +635 -0
  727. package/src/render/backend/webgpu/flockPass.ts +163 -0
  728. package/src/render/backend/webgpu/gpuTimestamps.ts +255 -0
  729. package/src/render/backend/webgpu/insetPass.ts +123 -0
  730. package/src/render/backend/webgpu/instanced.ts +55 -0
  731. package/src/render/backend/webgpu/lightVolumePass.ts +203 -0
  732. package/src/render/backend/webgpu/linePass.ts +270 -0
  733. package/src/render/backend/webgpu/morphTexture.ts +61 -0
  734. package/src/render/backend/webgpu/panelPass.ts +138 -0
  735. package/src/render/backend/webgpu/particlePass.ts +370 -0
  736. package/src/render/backend/webgpu/pipelineCache.ts +152 -0
  737. package/src/render/backend/webgpu/plumePass.ts +292 -0
  738. package/src/render/backend/webgpu/pointShadowPass.ts +368 -0
  739. package/src/render/backend/webgpu/postPass.ts +470 -0
  740. package/src/render/backend/webgpu/probePass.ts +218 -0
  741. package/src/render/backend/webgpu/reflectionPass.ts +137 -0
  742. package/src/render/backend/webgpu/renderer.ts +13004 -0
  743. package/src/render/backend/webgpu/scatterPass.ts +354 -0
  744. package/src/render/backend/webgpu/sdfTextPass.ts +220 -0
  745. package/src/render/backend/webgpu/shaderModules.ts +49 -0
  746. package/src/render/backend/webgpu/shaders/clusterBin.wgsl.ts +219 -0
  747. package/src/render/backend/webgpu/skinPaletteRing.ts +105 -0
  748. package/src/render/backend/webgpu/skinPaletteTexture.ts +79 -0
  749. package/src/render/backend/webgpu/skyPass.ts +85 -0
  750. package/src/render/backend/webgpu/surfaceTexturePass.ts +257 -0
  751. package/src/render/backend/webgpu/textPass.ts +224 -0
  752. package/src/render/backend/webgpu/uniformRing.ts +228 -0
  753. package/src/render/backend/webgpu/waterPass.ts +211 -0
  754. package/src/render/backend/webgpu/windStreakPass.ts +196 -0
  755. package/src/render/billboard.ts +108 -0
  756. package/src/render/bloomChain.ts +101 -0
  757. package/src/render/bloomPass.ts +256 -0
  758. package/src/render/boltBatch.ts +141 -0
  759. package/src/render/boltPool.ts +360 -0
  760. package/src/render/boom.ts +123 -0
  761. package/src/render/camera.ts +348 -0
  762. package/src/render/causticsRenderer.ts +171 -0
  763. package/src/render/cinematicCamera.ts +278 -0
  764. package/src/render/clusteredLights.ts +598 -0
  765. package/src/render/colourGrade.ts +109 -0
  766. package/src/render/compute.ts +83 -0
  767. package/src/render/contextLoss.ts +50 -0
  768. package/src/render/debugLines.ts +411 -0
  769. package/src/render/decalPass.ts +124 -0
  770. package/src/render/decalProjector.ts +390 -0
  771. package/src/render/decalQueue.ts +110 -0
  772. package/src/render/depthConvention.ts +383 -0
  773. package/src/render/drawingBuffer.ts +89 -0
  774. package/src/render/emptyTexture.ts +130 -0
  775. package/src/render/envProbeArray.ts +201 -0
  776. package/src/render/equirectToCube.ts +160 -0
  777. package/src/render/flockGeometry.ts +53 -0
  778. package/src/render/flockRenderer.ts +111 -0
  779. package/src/render/frame/arena.ts +93 -0
  780. package/src/render/frame/index.ts +29 -0
  781. package/src/render/frame/replay.ts +50 -0
  782. package/src/render/frame/resources.ts +61 -0
  783. package/src/render/frame/schedule.ts +85 -0
  784. package/src/render/frameView.ts +20 -0
  785. package/src/render/gizmo.ts +923 -0
  786. package/src/render/globalMedium.ts +154 -0
  787. package/src/render/globalMediumPass.ts +323 -0
  788. package/src/render/gpuCapability.ts +244 -0
  789. package/src/render/gpuTimer.ts +182 -0
  790. package/src/render/halfFloat.ts +39 -0
  791. package/src/render/handleRegistry.ts +96 -0
  792. package/src/render/iesProfile.ts +215 -0
  793. package/src/render/imageTexels.ts +109 -0
  794. package/src/render/instancedMesh.ts +187 -0
  795. package/src/render/instances.ts +92 -0
  796. package/src/render/lightBudget.ts +655 -0
  797. package/src/render/lightMatrix.ts +69 -0
  798. package/src/render/lightVolumeDraw.ts +216 -0
  799. package/src/render/lineBatch.ts +180 -0
  800. package/src/render/linePoints.ts +61 -0
  801. package/src/render/livePointShadowSet.ts +285 -0
  802. package/src/render/lod.ts +86 -0
  803. package/src/render/mesh.ts +536 -0
  804. package/src/render/occlusion.ts +406 -0
  805. package/src/render/oitPass.ts +230 -0
  806. package/src/render/orderIndependent.ts +136 -0
  807. package/src/render/particleBatch.ts +299 -0
  808. package/src/render/particleMaterial.ts +84 -0
  809. package/src/render/particlePool.ts +291 -0
  810. package/src/render/pass.ts +203 -0
  811. package/src/render/passTarget.ts +225 -0
  812. package/src/render/pickable.ts +222 -0
  813. package/src/render/planarReflection.ts +233 -0
  814. package/src/render/planarReflectionDraw.ts +87 -0
  815. package/src/render/plumeGeometry.ts +75 -0
  816. package/src/render/plumeMaterial.ts +99 -0
  817. package/src/render/plumeRenderer.ts +272 -0
  818. package/src/render/pointLightSelection.ts +447 -0
  819. package/src/render/pointShadowArray.ts +276 -0
  820. package/src/render/pointShadowBudget.ts +305 -0
  821. package/src/render/pointShadowImage.ts +470 -0
  822. package/src/render/pointShadowMap.ts +228 -0
  823. package/src/render/pointShadowSystem.ts +408 -0
  824. package/src/render/prefilterEnvMap.ts +162 -0
  825. package/src/render/prefilterPass.ts +115 -0
  826. package/src/render/probeGrid.ts +248 -0
  827. package/src/render/rainField.ts +240 -0
  828. package/src/render/reflectionProbe.ts +530 -0
  829. package/src/render/renderQuality.ts +1054 -0
  830. package/src/render/rendererHarness.ts +214 -0
  831. package/src/render/resolutionGovernor.ts +189 -0
  832. package/src/render/scatterDeform.ts +72 -0
  833. package/src/render/sceneTarget.ts +1032 -0
  834. package/src/render/screenSpaceReflection.ts +524 -0
  835. package/src/render/sdfFont.ts +157 -0
  836. package/src/render/sdfTextLayout.ts +206 -0
  837. package/src/render/sdfTextRenderer.ts +233 -0
  838. package/src/render/seaState.ts +55 -0
  839. package/src/render/segmentQuads.ts +92 -0
  840. package/src/render/shader.ts +190 -0
  841. package/src/render/shaders/ambientOcclusion.ts +354 -0
  842. package/src/render/shaders/arcane.ts +103 -0
  843. package/src/render/shaders/bloom.ts +232 -0
  844. package/src/render/shaders/bolt.ts +164 -0
  845. package/src/render/shaders/caustics.ts +169 -0
  846. package/src/render/shaders/conditionals.ts +58 -0
  847. package/src/render/shaders/decalProject.ts +127 -0
  848. package/src/render/shaders/depth.ts +131 -0
  849. package/src/render/shaders/depthOfField.ts +141 -0
  850. package/src/render/shaders/film.ts +285 -0
  851. package/src/render/shaders/fire.ts +180 -0
  852. package/src/render/shaders/flat/directionalShadow.ts +196 -0
  853. package/src/render/shaders/flat/index.ts +502 -0
  854. package/src/render/shaders/flat/lobes.ts +399 -0
  855. package/src/render/shaders/flat/main.ts +1631 -0
  856. package/src/render/shaders/flat/pointShadow.ts +323 -0
  857. package/src/render/shaders/flat/preamble.ts +875 -0
  858. package/src/render/shaders/flat/probeGrid.ts +152 -0
  859. package/src/render/shaders/flat/surface.ts +41 -0
  860. package/src/render/shaders/flock.ts +103 -0
  861. package/src/render/shaders/fog.ts +99 -0
  862. package/src/render/shaders/fullscreen.ts +28 -0
  863. package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +74 -0
  864. package/src/render/shaders/generated/arcane.wgsl.ts +98 -0
  865. package/src/render/shaders/generated/bloom.wgsl.ts +79 -0
  866. package/src/render/shaders/generated/bolt.wgsl.ts +127 -0
  867. package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
  868. package/src/render/shaders/generated/decalProject.wgsl.ts +69 -0
  869. package/src/render/shaders/generated/depth.wgsl.ts +142 -0
  870. package/src/render/shaders/generated/film.wgsl.ts +143 -0
  871. package/src/render/shaders/generated/fire.wgsl.ts +137 -0
  872. package/src/render/shaders/generated/flat.wgsl.ts +9195 -0
  873. package/src/render/shaders/generated/flock.wgsl.ts +82 -0
  874. package/src/render/shaders/generated/fullscreen.wgsl.ts +20 -0
  875. package/src/render/shaders/generated/globalMedium.wgsl.ts +139 -0
  876. package/src/render/shaders/generated/lightVolume.wgsl.ts +242 -0
  877. package/src/render/shaders/generated/line.wgsl.ts +137 -0
  878. package/src/render/shaders/generated/octahedralResolve.wgsl.ts +60 -0
  879. package/src/render/shaders/generated/oitResolve.wgsl.ts +31 -0
  880. package/src/render/shaders/generated/panel.wgsl.ts +57 -0
  881. package/src/render/shaders/generated/particle.wgsl.ts +343 -0
  882. package/src/render/shaders/generated/prefilter.wgsl.ts +69 -0
  883. package/src/render/shaders/generated/rush.wgsl.ts +139 -0
  884. package/src/render/shaders/generated/scatter.wgsl.ts +205 -0
  885. package/src/render/shaders/generated/sdfText.wgsl.ts +78 -0
  886. package/src/render/shaders/generated/sky.wgsl.ts +109 -0
  887. package/src/render/shaders/generated/smoke.wgsl.ts +93 -0
  888. package/src/render/shaders/generated/ssrResolve.wgsl.ts +26 -0
  889. package/src/render/shaders/generated/ssrTrace.wgsl.ts +94 -0
  890. package/src/render/shaders/generated/temporalResolve.wgsl.ts +54 -0
  891. package/src/render/shaders/generated/text.wgsl.ts +107 -0
  892. package/src/render/shaders/generated/water.wgsl.ts +256 -0
  893. package/src/render/shaders/generated/windStreaks.wgsl.ts +82 -0
  894. package/src/render/shaders/gerstner.ts +110 -0
  895. package/src/render/shaders/globalMedium.ts +396 -0
  896. package/src/render/shaders/lightVolume.ts +546 -0
  897. package/src/render/shaders/line.ts +125 -0
  898. package/src/render/shaders/morph.ts +62 -0
  899. package/src/render/shaders/octahedral.ts +170 -0
  900. package/src/render/shaders/octahedralResolve.ts +83 -0
  901. package/src/render/shaders/oitResolve.ts +42 -0
  902. package/src/render/shaders/outputTransform.ts +107 -0
  903. package/src/render/shaders/panel.ts +51 -0
  904. package/src/render/shaders/particle.ts +438 -0
  905. package/src/render/shaders/prefilter.ts +278 -0
  906. package/src/render/shaders/rush.ts +357 -0
  907. package/src/render/shaders/scatter.ts +211 -0
  908. package/src/render/shaders/sdfText.ts +68 -0
  909. package/src/render/shaders/skinning.ts +59 -0
  910. package/src/render/shaders/sky.ts +243 -0
  911. package/src/render/shaders/smoke.ts +89 -0
  912. package/src/render/shaders/ssrResolve.ts +28 -0
  913. package/src/render/shaders/ssrTrace.ts +233 -0
  914. package/src/render/shaders/tangentFrame.ts +70 -0
  915. package/src/render/shaders/temporalResolve.ts +151 -0
  916. package/src/render/shaders/text.ts +156 -0
  917. package/src/render/shaders/vertexChannel.ts +71 -0
  918. package/src/render/shaders/water.ts +356 -0
  919. package/src/render/shaders/windStreaks.ts +130 -0
  920. package/src/render/shadowCasters.ts +124 -0
  921. package/src/render/shadowMap.ts +89 -0
  922. package/src/render/shotPlacement.ts +266 -0
  923. package/src/render/skinPalette.ts +157 -0
  924. package/src/render/ssrPass.ts +241 -0
  925. package/src/render/surfaceSheet.ts +158 -0
  926. package/src/render/surfaceTexture.ts +310 -0
  927. package/src/render/temporalAa.ts +221 -0
  928. package/src/render/temporalPass.ts +153 -0
  929. package/src/render/textLayout.ts +239 -0
  930. package/src/render/textRenderer.ts +201 -0
  931. package/src/render/thirdPersonCamera.ts +578 -0
  932. package/src/render/trample.ts +140 -0
  933. package/src/render/translucentQueue.ts +161 -0
  934. package/src/render/uniformVectorBudget.ts +246 -0
  935. package/src/render/uploadStep.ts +14 -0
  936. package/src/render/vertexDefaults.ts +115 -0
  937. package/src/render/visibility.ts +56 -0
  938. package/src/render/waterDraw.ts +167 -0
  939. package/src/render/waterGrid.ts +180 -0
  940. package/src/render/waterRenderer.ts +352 -0
  941. package/src/render/wind.ts +79 -0
  942. package/src/render/windField.ts +50 -0
  943. package/src/render/windStreakDraw.ts +131 -0
  944. package/src/render/windStreakRenderer.ts +130 -0
  945. package/src/scene/node.ts +336 -0
  946. package/src/scene/visit.ts +82 -0
  947. package/src/ui/clipMime.ts +109 -0
  948. package/src/ui/exportTarget.ts +491 -0
  949. package/src/ui/frameOverlay.ts +159 -0
  950. package/src/ui/framePacer.ts +351 -0
  951. package/src/ui/frameRecorder.ts +333 -0
  952. package/src/ui/fullscreen.ts +113 -0
  953. package/src/ui/pixelCursor.ts +99 -0
  954. package/src/ui/splash.ts +347 -0
  955. package/src/ui/stillFrame.ts +44 -0
@@ -0,0 +1,73 @@
1
+ export declare const FLOCK_FRAG_WGSL = "struct Uniforms {\n uTint: vec3<f32>,\n}\n\nvar<private> outColor: vec4<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vShade_1: f32;\n\nfn main_1() {\n let _e6 = unnamed.uTint;\n let _e7 = vShade_1;\n let _e8 = (_e6 * _e7);\n outColor = vec4<f32>(_e8.x, _e8.y, _e8.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vShade: f32) -> @location(0) vec4<f32> {\n vShade_1 = vShade;\n main_1();\n let _e3 = outColor;\n return _e3;\n}\n";
2
+ export declare const FLOCK_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCenter: vec3<f32>,\n uRadius: f32,\n uHeight: f32,\n uSpeed: f32,\n uTime: f32,\n uCount: f32,\n uScale: f32,\n uWind: 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: f32,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aIndex_1: f32;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aWing_1: f32;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vShade: f32;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var id: f32;\n var seed: f32;\n var spin: f32;\n var lift: f32;\n var radius: f32;\n var rate: f32;\n var angle: f32;\n var heading: vec3<f32>;\n var into: f32;\n var driftAngle: f32;\n var centre: vec3<f32>;\n var forward: vec3<f32>;\n var side: vec3<f32>;\n var effort: f32;\n var beat: f32;\n var fold: f32;\n var offset: vec3<f32>;\n var world: vec3<f32>;\n\n let _e59 = aIndex_1;\n id = _e59;\n let _e60 = id;\n seed = (_e60 + 1f);\n let _e62 = seed;\n spin = fract((sin((_e62 * 12.9898f)) * 43758.547f));\n let _e67 = seed;\n lift = fract((sin((_e67 * 78.233f)) * 24634.635f));\n let _e73 = unnamed.uRadius;\n let _e74 = spin;\n radius = (_e73 * (0.55f + (_e74 * 0.5f)));\n let _e79 = unnamed.uSpeed;\n let _e80 = lift;\n let _e84 = radius;\n rate = ((_e79 * (0.8f + (_e80 * 0.45f))) / max(_e84, 0.001f));\n let _e88 = unnamed.uTime;\n let _e89 = rate;\n let _e91 = id;\n let _e94 = unnamed.uCount;\n angle = ((_e88 * _e89) + ((_e91 * 6.2831f) / max(_e94, 1f)));\n let _e98 = angle;\n let _e101 = angle;\n heading = vec3<f32>(-(sin(_e98)), 0f, cos(_e101));\n let _e104 = heading;\n let _e109 = unnamed.uWind;\n into = (-(dot(normalize((_e104.xz + vec2<f32>(0.00001f, 0.00001f))), _e109)) * 0.06f);\n let _e113 = angle;\n let _e114 = into;\n driftAngle = (_e113 + _e114);\n let _e117 = unnamed.uCenter;\n let _e118 = driftAngle;\n let _e120 = radius;\n let _e124 = unnamed.uWind[0u];\n let _e128 = unnamed.uHeight;\n let _e129 = lift;\n let _e134 = unnamed.uTime;\n let _e136 = id;\n let _e141 = driftAngle;\n let _e143 = radius;\n let _e147 = unnamed.uWind[1u];\n centre = (_e117 + vec3<f32>(((cos(_e118) * _e120) + (_e124 * 1.1f)), ((_e128 * (0.7f + (_e129 * 0.6f))) + (sin(((_e134 * 0.6f) + _e136)) * 1.4f)), ((sin(_e141) * _e143) + (_e147 * 1.1f))));\n let _e152 = driftAngle;\n let _e155 = driftAngle;\n forward = vec3<f32>(-(sin(_e152)), 0f, cos(_e155));\n let _e158 = forward;\n side = normalize(cross(_e158, vec3<f32>(0f, 1f, 0f)));\n let _e161 = into;\n effort = (1f + (max(_e161, 0f) * 22f));\n let _e166 = unnamed.uTime;\n let _e167 = spin;\n let _e171 = effort;\n let _e173 = id;\n beat = ((sin((((_e166 * (9f + (_e167 * 4f))) * _e171) + _e173)) * 0.5f) + 0.5f);\n let _e178 = aWing_1;\n let _e179 = beat;\n fold = ((_e178 * _e179) * 0.55f);\n let _e182 = side;\n let _e184 = aCorner_1[0u];\n let _e186 = unnamed.uScale;\n let _e189 = forward;\n let _e191 = aCorner_1[1u];\n let _e193 = unnamed.uScale;\n let _e198 = fold;\n let _e200 = unnamed.uScale;\n offset = (((_e182 * (_e184 * _e186)) + (_e189 * ((_e191 * _e193) * 0.6f))) + vec3<f32>(0f, (_e198 * _e200), 0f));\n let _e204 = centre;\n let _e205 = offset;\n world = (_e204 + _e205);\n let _e207 = beat;\n vShade = (0.55f + (_e207 * 0.25f));\n let _e211 = unnamed.uViewProj;\n let _e212 = world;\n unnamed_1.gl_Position = (_e211 * vec4<f32>(_e212.x, _e212.y, _e212.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(2) aIndex: f32, @location(1) aWing: f32, @location(0) aCorner: vec2<f32>) -> VertexOutput {\n aIndex_1 = aIndex;\n aWing_1 = aWing;\n aCorner_1 = aCorner;\n main_1();\n let _e10 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e10);\n let _e12 = vShade;\n let _e13 = unnamed_1.gl_Position;\n return VertexOutput(_e12, _e13);\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 FLOCK_BINDINGS: {
9
+ readonly FLOCK_FRAG: {
10
+ readonly uniforms: 1;
11
+ readonly uniformSize: 16;
12
+ readonly fields: {
13
+ readonly uTint: {
14
+ readonly offset: 0;
15
+ readonly size: 12;
16
+ readonly type: "vec3";
17
+ };
18
+ };
19
+ readonly textures: {};
20
+ };
21
+ readonly FLOCK_VERT: {
22
+ readonly uniforms: 0;
23
+ readonly uniformSize: 112;
24
+ readonly fields: {
25
+ readonly uViewProj: {
26
+ readonly offset: 0;
27
+ readonly size: 64;
28
+ readonly type: "mat4";
29
+ };
30
+ readonly uCenter: {
31
+ readonly offset: 64;
32
+ readonly size: 12;
33
+ readonly type: "vec3";
34
+ };
35
+ readonly uRadius: {
36
+ readonly offset: 76;
37
+ readonly size: 4;
38
+ readonly type: "float";
39
+ };
40
+ readonly uHeight: {
41
+ readonly offset: 80;
42
+ readonly size: 4;
43
+ readonly type: "float";
44
+ };
45
+ readonly uSpeed: {
46
+ readonly offset: 84;
47
+ readonly size: 4;
48
+ readonly type: "float";
49
+ };
50
+ readonly uTime: {
51
+ readonly offset: 88;
52
+ readonly size: 4;
53
+ readonly type: "float";
54
+ };
55
+ readonly uCount: {
56
+ readonly offset: 92;
57
+ readonly size: 4;
58
+ readonly type: "float";
59
+ };
60
+ readonly uScale: {
61
+ readonly offset: 96;
62
+ readonly size: 4;
63
+ readonly type: "float";
64
+ };
65
+ readonly uWind: {
66
+ readonly offset: 104;
67
+ readonly size: 8;
68
+ readonly type: "vec2";
69
+ };
70
+ };
71
+ readonly textures: {};
72
+ };
73
+ };
@@ -0,0 +1,79 @@
1
+ /*
2
+ * Generated from ../flock.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 FLOCK_FRAG_WGSL = "struct Uniforms {\n uTint: vec3<f32>,\n}\n\nvar<private> outColor: vec4<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vShade_1: f32;\n\nfn main_1() {\n let _e6 = unnamed.uTint;\n let _e7 = vShade_1;\n let _e8 = (_e6 * _e7);\n outColor = vec4<f32>(_e8.x, _e8.y, _e8.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vShade: f32) -> @location(0) vec4<f32> {\n vShade_1 = vShade;\n main_1();\n let _e3 = outColor;\n return _e3;\n}\n";
8
+ export const FLOCK_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCenter: vec3<f32>,\n uRadius: f32,\n uHeight: f32,\n uSpeed: f32,\n uTime: f32,\n uCount: f32,\n uScale: f32,\n uWind: 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: f32,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aIndex_1: f32;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aWing_1: f32;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vShade: f32;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var id: f32;\n var seed: f32;\n var spin: f32;\n var lift: f32;\n var radius: f32;\n var rate: f32;\n var angle: f32;\n var heading: vec3<f32>;\n var into: f32;\n var driftAngle: f32;\n var centre: vec3<f32>;\n var forward: vec3<f32>;\n var side: vec3<f32>;\n var effort: f32;\n var beat: f32;\n var fold: f32;\n var offset: vec3<f32>;\n var world: vec3<f32>;\n\n let _e59 = aIndex_1;\n id = _e59;\n let _e60 = id;\n seed = (_e60 + 1f);\n let _e62 = seed;\n spin = fract((sin((_e62 * 12.9898f)) * 43758.547f));\n let _e67 = seed;\n lift = fract((sin((_e67 * 78.233f)) * 24634.635f));\n let _e73 = unnamed.uRadius;\n let _e74 = spin;\n radius = (_e73 * (0.55f + (_e74 * 0.5f)));\n let _e79 = unnamed.uSpeed;\n let _e80 = lift;\n let _e84 = radius;\n rate = ((_e79 * (0.8f + (_e80 * 0.45f))) / max(_e84, 0.001f));\n let _e88 = unnamed.uTime;\n let _e89 = rate;\n let _e91 = id;\n let _e94 = unnamed.uCount;\n angle = ((_e88 * _e89) + ((_e91 * 6.2831f) / max(_e94, 1f)));\n let _e98 = angle;\n let _e101 = angle;\n heading = vec3<f32>(-(sin(_e98)), 0f, cos(_e101));\n let _e104 = heading;\n let _e109 = unnamed.uWind;\n into = (-(dot(normalize((_e104.xz + vec2<f32>(0.00001f, 0.00001f))), _e109)) * 0.06f);\n let _e113 = angle;\n let _e114 = into;\n driftAngle = (_e113 + _e114);\n let _e117 = unnamed.uCenter;\n let _e118 = driftAngle;\n let _e120 = radius;\n let _e124 = unnamed.uWind[0u];\n let _e128 = unnamed.uHeight;\n let _e129 = lift;\n let _e134 = unnamed.uTime;\n let _e136 = id;\n let _e141 = driftAngle;\n let _e143 = radius;\n let _e147 = unnamed.uWind[1u];\n centre = (_e117 + vec3<f32>(((cos(_e118) * _e120) + (_e124 * 1.1f)), ((_e128 * (0.7f + (_e129 * 0.6f))) + (sin(((_e134 * 0.6f) + _e136)) * 1.4f)), ((sin(_e141) * _e143) + (_e147 * 1.1f))));\n let _e152 = driftAngle;\n let _e155 = driftAngle;\n forward = vec3<f32>(-(sin(_e152)), 0f, cos(_e155));\n let _e158 = forward;\n side = normalize(cross(_e158, vec3<f32>(0f, 1f, 0f)));\n let _e161 = into;\n effort = (1f + (max(_e161, 0f) * 22f));\n let _e166 = unnamed.uTime;\n let _e167 = spin;\n let _e171 = effort;\n let _e173 = id;\n beat = ((sin((((_e166 * (9f + (_e167 * 4f))) * _e171) + _e173)) * 0.5f) + 0.5f);\n let _e178 = aWing_1;\n let _e179 = beat;\n fold = ((_e178 * _e179) * 0.55f);\n let _e182 = side;\n let _e184 = aCorner_1[0u];\n let _e186 = unnamed.uScale;\n let _e189 = forward;\n let _e191 = aCorner_1[1u];\n let _e193 = unnamed.uScale;\n let _e198 = fold;\n let _e200 = unnamed.uScale;\n offset = (((_e182 * (_e184 * _e186)) + (_e189 * ((_e191 * _e193) * 0.6f))) + vec3<f32>(0f, (_e198 * _e200), 0f));\n let _e204 = centre;\n let _e205 = offset;\n world = (_e204 + _e205);\n let _e207 = beat;\n vShade = (0.55f + (_e207 * 0.25f));\n let _e211 = unnamed.uViewProj;\n let _e212 = world;\n unnamed_1.gl_Position = (_e211 * vec4<f32>(_e212.x, _e212.y, _e212.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(2) aIndex: f32, @location(1) aWing: f32, @location(0) aCorner: vec2<f32>) -> VertexOutput {\n aIndex_1 = aIndex;\n aWing_1 = aWing;\n aCorner_1 = aCorner;\n main_1();\n let _e10 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e10);\n let _e12 = vShade;\n let _e13 = unnamed_1.gl_Position;\n return VertexOutput(_e12, _e13);\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 FLOCK_BINDINGS = {
15
+ "FLOCK_FRAG": {
16
+ "uniforms": 1,
17
+ "uniformSize": 16,
18
+ "fields": {
19
+ "uTint": {
20
+ "offset": 0,
21
+ "size": 12,
22
+ "type": "vec3"
23
+ }
24
+ },
25
+ "textures": {}
26
+ },
27
+ "FLOCK_VERT": {
28
+ "uniforms": 0,
29
+ "uniformSize": 112,
30
+ "fields": {
31
+ "uViewProj": {
32
+ "offset": 0,
33
+ "size": 64,
34
+ "type": "mat4"
35
+ },
36
+ "uCenter": {
37
+ "offset": 64,
38
+ "size": 12,
39
+ "type": "vec3"
40
+ },
41
+ "uRadius": {
42
+ "offset": 76,
43
+ "size": 4,
44
+ "type": "float"
45
+ },
46
+ "uHeight": {
47
+ "offset": 80,
48
+ "size": 4,
49
+ "type": "float"
50
+ },
51
+ "uSpeed": {
52
+ "offset": 84,
53
+ "size": 4,
54
+ "type": "float"
55
+ },
56
+ "uTime": {
57
+ "offset": 88,
58
+ "size": 4,
59
+ "type": "float"
60
+ },
61
+ "uCount": {
62
+ "offset": 92,
63
+ "size": 4,
64
+ "type": "float"
65
+ },
66
+ "uScale": {
67
+ "offset": 96,
68
+ "size": 4,
69
+ "type": "float"
70
+ },
71
+ "uWind": {
72
+ "offset": 104,
73
+ "size": 8,
74
+ "type": "vec2"
75
+ }
76
+ },
77
+ "textures": {}
78
+ }
79
+ };
@@ -0,0 +1,12 @@
1
+ export declare const FULLSCREEN_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> gl_VertexIndex_1: i32;\nvar<private> vUv: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var corner: vec2<f32>;\n\n let _e11 = gl_VertexIndex_1;\n let _e16 = gl_VertexIndex_1;\n corner = ((vec2<f32>(f32(((_e11 << bitcast<u32>(1i)) & 2i)), f32((_e16 & 2i))) * 2f) - vec2(1f));\n let _e23 = corner;\n vUv = ((_e23 * 0.5f) + vec2(0.5f));\n let _e27 = corner;\n unnamed.gl_Position = vec4<f32>(_e27.x, _e27.y, 0f, 1f);\n return;\n}\n\n@vertex \nfn main(@builtin(vertex_index) gl_VertexIndex: u32) -> VertexOutput {\n gl_VertexIndex_1 = i32(gl_VertexIndex);\n main_1();\n let _e7 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e7);\n let _e9 = vUv;\n let _e10 = unnamed.gl_Position;\n return VertexOutput(_e9, _e10);\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 FULLSCREEN_BINDINGS: {
8
+ readonly FULLSCREEN_VERT: {
9
+ readonly uniforms: null;
10
+ readonly textures: {};
11
+ };
12
+ };
@@ -0,0 +1,18 @@
1
+ /*
2
+ * Generated from ../fullscreen.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 FULLSCREEN_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> gl_VertexIndex_1: i32;\nvar<private> vUv: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var corner: vec2<f32>;\n\n let _e11 = gl_VertexIndex_1;\n let _e16 = gl_VertexIndex_1;\n corner = ((vec2<f32>(f32(((_e11 << bitcast<u32>(1i)) & 2i)), f32((_e16 & 2i))) * 2f) - vec2(1f));\n let _e23 = corner;\n vUv = ((_e23 * 0.5f) + vec2(0.5f));\n let _e27 = corner;\n unnamed.gl_Position = vec4<f32>(_e27.x, _e27.y, 0f, 1f);\n return;\n}\n\n@vertex \nfn main(@builtin(vertex_index) gl_VertexIndex: u32) -> VertexOutput {\n gl_VertexIndex_1 = i32(gl_VertexIndex);\n main_1();\n let _e7 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e7);\n let _e9 = vUv;\n let _e10 = unnamed.gl_Position;\n return VertexOutput(_e9, _e10);\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 FULLSCREEN_BINDINGS = {
14
+ "FULLSCREEN_VERT": {
15
+ "uniforms": null,
16
+ "textures": {}
17
+ }
18
+ };
@@ -0,0 +1,130 @@
1
+ export declare const MEDIUM_FRAG_WGSL = "struct Uniforms {\n uDepthToWorld: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uSunDir: vec3<f32>,\n uSunColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uDensity: f32,\n uAlbedo: f32,\n uAnisotropy: f32,\n uMaxDistance: f32,\n uSteps: i32,\n uSunShadow: f32,\n uLightViewProj: mat4x4<f32>,\n uPeeledShadowEnabled: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uStaticShadowMap_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uStaticShadowMap_s: sampler;\n@group(0) @binding(36) \nvar uPeeledShadowMap_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uPeeledShadowMap_s: sampler;\n@group(0) @binding(38) \nvar uDynamicShadowMap_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uDynamicShadowMap_s: sampler;\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: vec4<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn occlusion_u0028_f1_u003b_f1_u003b(stored: ptr<function, f32>, compare: ptr<function, f32>) -> f32 {\n let _e52 = (*compare);\n let _e53 = (*stored);\n return smoothstep(-0.0025f, 0.0025f, (_e52 - _e53));\n}\n\nfn sunReach_u0028_vf3_u003b(worldPos: ptr<function, vec3<f32>>) -> f32 {\n var lightPos: vec4<f32>;\n var p: vec3<f32>;\n var fromCentre: vec2<f32>;\n var edgeFade: f32;\n var compare_1: f32;\n var blocked: f32;\n var param: f32;\n var param_1: f32;\n var param_2: f32;\n var param_3: f32;\n var param_4: f32;\n var param_5: f32;\n var phi_99_: bool;\n var phi_106_: bool;\n var phi_114_: bool;\n var phi_121_: bool;\n\n let _e64 = unnamed.uLightViewProj;\n let _e65 = (*worldPos);\n lightPos = (_e64 * vec4<f32>(_e65.x, _e65.y, _e65.z, 1f));\n let _e72 = lightPos[3u];\n if (_e72 <= 0f) {\n return 1f;\n }\n let _e74 = lightPos;\n let _e77 = lightPos[3u];\n p = (((_e74.xyz / vec3(_e77)) * 0.5f) + vec3(0.5f));\n let _e84 = p[2u];\n let _e85 = (_e84 > 1f);\n phi_99_ = _e85;\n if !(_e85) {\n let _e88 = p[0u];\n phi_99_ = (_e88 < 0f);\n }\n let _e91 = phi_99_;\n phi_106_ = _e91;\n if !(_e91) {\n let _e94 = p[0u];\n phi_106_ = (_e94 > 1f);\n }\n let _e97 = phi_106_;\n phi_114_ = _e97;\n if !(_e97) {\n let _e100 = p[1u];\n phi_114_ = (_e100 < 0f);\n }\n let _e103 = phi_114_;\n phi_121_ = _e103;\n if !(_e103) {\n let _e106 = p[1u];\n phi_121_ = (_e106 > 1f);\n }\n let _e109 = phi_121_;\n if _e109 {\n return 1f;\n }\n let _e110 = p;\n fromCentre = (abs((_e110.xy - vec2(0.5f))) * 2f);\n let _e117 = fromCentre[0u];\n let _e119 = fromCentre[1u];\n edgeFade = (1f - smoothstep(0.72f, 0.98f, max(_e117, _e119)));\n let _e124 = p[2u];\n let _e127 = edgeFade;\n edgeFade = (_e127 * (1f - smoothstep(0.9f, 1f, _e124)));\n let _e129 = edgeFade;\n if (_e129 <= 0f) {\n return 1f;\n }\n let _e132 = p[2u];\n compare_1 = (_e132 - 0.0015f);\n let _e134 = p;\n let _e136 = textureSampleLevel(uStaticShadowMap_t, uStaticShadowMap_s, _e134.xy, 0f);\n param = _e136.x;\n let _e138 = compare_1;\n param_1 = _e138;\n let _e139 = occlusion_u0028_f1_u003b_f1_u003b((&param), (&param_1));\n blocked = _e139;\n let _e141 = unnamed.uPeeledShadowEnabled;\n if (_e141 != 0i) {\n let _e143 = blocked;\n let _e144 = p;\n let _e146 = textureSampleLevel(uPeeledShadowMap_t, uPeeledShadowMap_s, _e144.xy, 0f);\n param_2 = _e146.x;\n let _e148 = compare_1;\n param_3 = _e148;\n let _e149 = occlusion_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n blocked = max(_e143, _e149);\n }\n let _e151 = blocked;\n let _e152 = p;\n let _e154 = textureSampleLevel(uDynamicShadowMap_t, uDynamicShadowMap_s, _e152.xy, 0f);\n param_4 = _e154.x;\n let _e156 = compare_1;\n param_5 = _e156;\n let _e157 = occlusion_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n blocked = max(_e151, _e157);\n let _e159 = blocked;\n let _e162 = unnamed.uSunShadow;\n let _e163 = edgeFade;\n return mix(1f, (1f - _e159), (_e162 * _e163));\n}\n\nfn phase_u0028_f1_u003b_f1_u003b(cosTheta: ptr<function, f32>, g: ptr<function, f32>) -> f32 {\n var g2_: f32;\n var d: f32;\n\n let _e54 = (*g);\n let _e55 = (*g);\n g2_ = (_e54 * _e55);\n let _e57 = g2_;\n let _e59 = (*g);\n let _e61 = (*cosTheta);\n d = max(((1f + _e57) - ((2f * _e59) * _e61)), 0.0001f);\n let _e65 = g2_;\n let _e67 = d;\n let _e69 = d;\n return ((1f - _e65) / ((12.566371f * _e67) * sqrt(_e69)));\n}\n\nfn hash21_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n let _e51 = (*p_1);\n return fract((sin(dot(_e51, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn main_1() {\n var ndc: vec2<f32>;\n var probe: vec4<f32>;\n var dir: vec3<f32>;\n var stored_1: f32;\n var far: f32;\n var hit: vec4<f32>;\n var steps: i32;\n var dither: f32;\n var param_6: vec2<f32>;\n var scatter: f32;\n var param_7: f32;\n var param_8: f32;\n var sunLit: vec3<f32>;\n var skyLit: vec3<f32>;\n var inscatter: vec3<f32>;\n var transmittance: f32;\n var previous: f32;\n var i: i32;\n var u: f32;\n var next: f32;\n var segment: f32;\n var travelled: f32;\n var segmentTransmittance: f32;\n var scattered: f32;\n var lit: f32;\n var param_9: vec3<f32>;\n\n let _e76 = vUv_1;\n ndc = ((_e76 * 2f) - vec2(1f));\n let _e81 = unnamed.uDepthToWorld;\n let _e82 = ndc;\n probe = (_e81 * vec4<f32>(_e82.x, _e82.y, 0.5f, 1f));\n let _e87 = probe;\n let _e90 = probe[3u];\n let _e94 = unnamed.uCameraPos;\n dir = normalize(((_e87.xyz / vec3(_e90)) - _e94));\n let _e97 = vUv_1;\n let _e98 = textureSampleLevel(uDepth_t, uDepth_s, _e97, 0f);\n stored_1 = _e98.x;\n let _e101 = unnamed.uMaxDistance;\n far = _e101;\n let _e102 = stored_1;\n if !((_e102 <= 0f)) {\n let _e106 = unnamed.uDepthToWorld;\n let _e107 = ndc;\n let _e108 = stored_1;\n hit = (_e106 * vec4<f32>(_e107.x, _e107.y, _e108, 1f));\n let _e114 = hit[3u];\n if (_e114 > 0.000001f) {\n let _e116 = far;\n let _e117 = hit;\n let _e120 = hit[3u];\n let _e124 = unnamed.uCameraPos;\n let _e126 = dir;\n far = min(_e116, dot(((_e117.xyz / vec3(_e120)) - _e124), _e126));\n }\n }\n let _e129 = far;\n if (_e129 <= 0f) {\n fragColor = vec4<f32>(0f, 0f, 0f, 1f);\n return;\n }\n let _e132 = unnamed.uSteps;\n steps = clamp(_e132, 1i, 64i);\n let _e134 = gl_FragCoord_1;\n param_6 = _e134.xy;\n let _e136 = hash21_u0028_vf2_u003b((&param_6));\n dither = (_e136 - 0.5f);\n let _e139 = unnamed.uAlbedo;\n let _e140 = dir;\n let _e142 = unnamed.uSunDir;\n param_7 = dot(_e140, _e142);\n let _e145 = unnamed.uAnisotropy;\n param_8 = _e145;\n let _e146 = phase_u0028_f1_u003b_f1_u003b((&param_7), (&param_8));\n scatter = (_e139 * _e146);\n let _e149 = unnamed.uSunColor;\n let _e150 = scatter;\n sunLit = (_e149 * _e150);\n let _e153 = unnamed.uAmbient;\n let _e155 = unnamed.uAlbedo;\n skyLit = ((_e153 * _e155) * 0.07957747f);\n inscatter = vec3<f32>(0f, 0f, 0f);\n transmittance = 1f;\n previous = 0f;\n i = 0i;\n loop {\n let _e158 = i;\n if (_e158 < 64i) {\n let _e160 = i;\n let _e161 = steps;\n if (_e160 >= _e161) {\n break;\n }\n let _e163 = i;\n let _e166 = steps;\n u = (f32((_e163 + 1i)) / f32(_e166));\n let _e169 = far;\n let _e170 = u;\n next = (_e169 * pow(_e170, 2f));\n let _e173 = next;\n let _e174 = previous;\n segment = (_e173 - _e174);\n let _e176 = previous;\n let _e177 = next;\n travelled = (0.5f * (_e176 + _e177));\n let _e180 = next;\n previous = _e180;\n let _e182 = unnamed.uDensity;\n let _e184 = segment;\n segmentTransmittance = exp((-(_e182) * _e184));\n let _e187 = segmentTransmittance;\n scattered = (1f - _e187);\n lit = 1f;\n let _e190 = unnamed.uSunShadow;\n if (_e190 > 0f) {\n let _e193 = unnamed.uCameraPos;\n let _e194 = dir;\n let _e195 = travelled;\n let _e196 = dither;\n let _e197 = segment;\n param_9 = (_e193 + (_e194 * (_e195 + (_e196 * _e197))));\n let _e202 = sunReach_u0028_vf3_u003b((&param_9));\n lit = _e202;\n }\n let _e203 = transmittance;\n let _e204 = scattered;\n let _e206 = sunLit;\n let _e207 = lit;\n let _e209 = skyLit;\n let _e212 = inscatter;\n inscatter = (_e212 + (((_e206 * _e207) + _e209) * (_e203 * _e204)));\n let _e214 = segmentTransmittance;\n let _e215 = transmittance;\n transmittance = (_e215 * _e214);\n continue;\n } else {\n break;\n }\n continuing {\n let _e217 = i;\n i = (_e217 + 1i);\n }\n }\n let _e219 = inscatter;\n let _e220 = (_e219 * 12.566371f);\n let _e221 = transmittance;\n fragColor = vec4<f32>(_e220.x, _e220.y, _e220.z, _e221);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
2
+ export declare const MEDIUM_UPSAMPLE_FRAG_WGSL = "struct Uniforms {\n uMediumTexel: 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 uMedium_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uMedium_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn viewDistance_u0028_f1_u003b(stored: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e27 = (*stored);\n ndc = (1f - (_e27 * 2f));\n let _e32 = unnamed.uDepthToViewZ[0u];\n let _e33 = ndc;\n let _e37 = unnamed.uDepthToViewZ[1u];\n let _e41 = unnamed.uDepthToViewZ[2u];\n let _e42 = ndc;\n let _e46 = unnamed.uDepthToViewZ[3u];\n return abs((((_e32 * _e33) + _e37) / ((_e41 * _e42) + _e46)));\n}\n\nfn main_1() {\n var here: f32;\n var param: f32;\n var coord: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var total: vec4<f32>;\n var weight: f32;\n var nearest: vec4<f32>;\n var nearestGap: f32;\n var i: i32;\n var offset: vec2<f32>;\n var uv: vec2<f32>;\n var bilinear: f32;\n var there: f32;\n var param_1: f32;\n var gap: f32;\n var sampled: vec4<f32>;\n var depthWeight: f32;\n var local: vec4<f32>;\n\n let _e44 = vUv_1;\n let _e45 = textureSampleLevel(uDepth_t, uDepth_s, _e44, 0f);\n param = _e45.x;\n let _e47 = viewDistance_u0028_f1_u003b((&param));\n here = _e47;\n let _e48 = vUv_1;\n let _e50 = unnamed.uMediumTexel;\n coord = ((_e48 / _e50) - vec2(0.5f));\n let _e54 = coord;\n base = floor(_e54);\n let _e56 = coord;\n let _e57 = base;\n f = (_e56 - _e57);\n total = vec4<f32>(0f, 0f, 0f, 0f);\n weight = 0f;\n nearest = vec4<f32>(0f, 0f, 0f, 1f);\n nearestGap = 1000000000000000000000000000000f;\n i = 0i;\n loop {\n let _e59 = i;\n if (_e59 < 4i) {\n let _e61 = i;\n let _e64 = i;\n offset = vec2<f32>(f32((_e61 & 1i)), f32(((_e64 >> bitcast<u32>(1i)) & 1i)));\n let _e70 = base;\n let _e71 = offset;\n let _e76 = unnamed.uMediumTexel;\n uv = (((_e70 + _e71) + vec2(0.5f)) * _e76);\n let _e79 = f[0u];\n let _e82 = f[0u];\n let _e84 = offset[0u];\n let _e87 = f[1u];\n let _e90 = f[1u];\n let _e92 = offset[1u];\n bilinear = (mix((1f - _e79), _e82, _e84) * mix((1f - _e87), _e90, _e92));\n let _e95 = uv;\n let _e96 = textureSampleLevel(uDepth_t, uDepth_s, _e95, 0f);\n param_1 = _e96.x;\n let _e98 = viewDistance_u0028_f1_u003b((&param_1));\n there = _e98;\n let _e99 = there;\n let _e100 = here;\n let _e103 = there;\n let _e104 = here;\n gap = (abs((_e99 - _e100)) / max(min(_e103, _e104), 0.001f));\n let _e108 = uv;\n let _e109 = textureSampleLevel(uMedium_t, uMedium_s, _e108, 0f);\n sampled = _e109;\n let _e110 = gap;\n let _e111 = nearestGap;\n if (_e110 < _e111) {\n let _e113 = gap;\n nearestGap = _e113;\n let _e114 = sampled;\n nearest = _e114;\n }\n let _e115 = gap;\n depthWeight = (1f - smoothstep(0.04f, 0.05f, _e115));\n let _e118 = sampled;\n let _e119 = bilinear;\n let _e121 = depthWeight;\n let _e123 = total;\n total = (_e123 + ((_e118 * _e119) * _e121));\n let _e125 = bilinear;\n let _e126 = depthWeight;\n let _e128 = weight;\n weight = (_e128 + (_e125 * _e126));\n continue;\n } else {\n break;\n }\n continuing {\n let _e130 = i;\n i = (_e130 + 1i);\n }\n }\n let _e132 = weight;\n if (_e132 > 0.0001f) {\n let _e134 = total;\n let _e135 = weight;\n local = (_e134 / vec4(_e135));\n } else {\n let _e138 = nearest;\n local = _e138;\n }\n let _e139 = local;\n fragColor = _e139;\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
+ /**
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 GLOBALMEDIUM_BINDINGS: {
9
+ readonly MEDIUM_FRAG: {
10
+ readonly uniforms: 1;
11
+ readonly uniformSize: 240;
12
+ readonly fields: {
13
+ readonly uDepthToWorld: {
14
+ readonly offset: 0;
15
+ readonly size: 64;
16
+ readonly type: "mat4";
17
+ };
18
+ readonly uCameraPos: {
19
+ readonly offset: 64;
20
+ readonly size: 12;
21
+ readonly type: "vec3";
22
+ };
23
+ readonly uSunDir: {
24
+ readonly offset: 80;
25
+ readonly size: 12;
26
+ readonly type: "vec3";
27
+ };
28
+ readonly uSunColor: {
29
+ readonly offset: 96;
30
+ readonly size: 12;
31
+ readonly type: "vec3";
32
+ };
33
+ readonly uAmbient: {
34
+ readonly offset: 112;
35
+ readonly size: 12;
36
+ readonly type: "vec3";
37
+ };
38
+ readonly uDensity: {
39
+ readonly offset: 124;
40
+ readonly size: 4;
41
+ readonly type: "float";
42
+ };
43
+ readonly uAlbedo: {
44
+ readonly offset: 128;
45
+ readonly size: 4;
46
+ readonly type: "float";
47
+ };
48
+ readonly uAnisotropy: {
49
+ readonly offset: 132;
50
+ readonly size: 4;
51
+ readonly type: "float";
52
+ };
53
+ readonly uMaxDistance: {
54
+ readonly offset: 136;
55
+ readonly size: 4;
56
+ readonly type: "float";
57
+ };
58
+ readonly uSteps: {
59
+ readonly offset: 140;
60
+ readonly size: 4;
61
+ readonly type: "int";
62
+ };
63
+ readonly uSunShadow: {
64
+ readonly offset: 144;
65
+ readonly size: 4;
66
+ readonly type: "float";
67
+ };
68
+ readonly uLightViewProj: {
69
+ readonly offset: 160;
70
+ readonly size: 64;
71
+ readonly type: "mat4";
72
+ };
73
+ readonly uPeeledShadowEnabled: {
74
+ readonly offset: 224;
75
+ readonly size: 4;
76
+ readonly type: "int";
77
+ };
78
+ };
79
+ readonly textures: {
80
+ readonly uDepth: {
81
+ readonly texture: 32;
82
+ readonly sampler: 33;
83
+ readonly type: "sampler2D";
84
+ };
85
+ readonly uStaticShadowMap: {
86
+ readonly texture: 34;
87
+ readonly sampler: 35;
88
+ readonly type: "sampler2D";
89
+ };
90
+ readonly uPeeledShadowMap: {
91
+ readonly texture: 36;
92
+ readonly sampler: 37;
93
+ readonly type: "sampler2D";
94
+ };
95
+ readonly uDynamicShadowMap: {
96
+ readonly texture: 38;
97
+ readonly sampler: 39;
98
+ readonly type: "sampler2D";
99
+ };
100
+ };
101
+ };
102
+ readonly MEDIUM_UPSAMPLE_FRAG: {
103
+ readonly uniforms: 1;
104
+ readonly uniformSize: 32;
105
+ readonly fields: {
106
+ readonly uMediumTexel: {
107
+ readonly offset: 0;
108
+ readonly size: 8;
109
+ readonly type: "vec2";
110
+ };
111
+ readonly uDepthToViewZ: {
112
+ readonly offset: 16;
113
+ readonly size: 16;
114
+ readonly type: "vec4";
115
+ };
116
+ };
117
+ readonly textures: {
118
+ readonly uMedium: {
119
+ readonly texture: 32;
120
+ readonly sampler: 33;
121
+ readonly type: "sampler2D";
122
+ };
123
+ readonly uDepth: {
124
+ readonly texture: 34;
125
+ readonly sampler: 35;
126
+ readonly type: "sampler2D";
127
+ };
128
+ };
129
+ };
130
+ };
@@ -0,0 +1,136 @@
1
+ /*
2
+ * Generated from ../globalMedium.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 MEDIUM_FRAG_WGSL = "struct Uniforms {\n uDepthToWorld: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uSunDir: vec3<f32>,\n uSunColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uDensity: f32,\n uAlbedo: f32,\n uAnisotropy: f32,\n uMaxDistance: f32,\n uSteps: i32,\n uSunShadow: f32,\n uLightViewProj: mat4x4<f32>,\n uPeeledShadowEnabled: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uStaticShadowMap_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uStaticShadowMap_s: sampler;\n@group(0) @binding(36) \nvar uPeeledShadowMap_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uPeeledShadowMap_s: sampler;\n@group(0) @binding(38) \nvar uDynamicShadowMap_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uDynamicShadowMap_s: sampler;\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: vec4<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn occlusion_u0028_f1_u003b_f1_u003b(stored: ptr<function, f32>, compare: ptr<function, f32>) -> f32 {\n let _e52 = (*compare);\n let _e53 = (*stored);\n return smoothstep(-0.0025f, 0.0025f, (_e52 - _e53));\n}\n\nfn sunReach_u0028_vf3_u003b(worldPos: ptr<function, vec3<f32>>) -> f32 {\n var lightPos: vec4<f32>;\n var p: vec3<f32>;\n var fromCentre: vec2<f32>;\n var edgeFade: f32;\n var compare_1: f32;\n var blocked: f32;\n var param: f32;\n var param_1: f32;\n var param_2: f32;\n var param_3: f32;\n var param_4: f32;\n var param_5: f32;\n var phi_99_: bool;\n var phi_106_: bool;\n var phi_114_: bool;\n var phi_121_: bool;\n\n let _e64 = unnamed.uLightViewProj;\n let _e65 = (*worldPos);\n lightPos = (_e64 * vec4<f32>(_e65.x, _e65.y, _e65.z, 1f));\n let _e72 = lightPos[3u];\n if (_e72 <= 0f) {\n return 1f;\n }\n let _e74 = lightPos;\n let _e77 = lightPos[3u];\n p = (((_e74.xyz / vec3(_e77)) * 0.5f) + vec3(0.5f));\n let _e84 = p[2u];\n let _e85 = (_e84 > 1f);\n phi_99_ = _e85;\n if !(_e85) {\n let _e88 = p[0u];\n phi_99_ = (_e88 < 0f);\n }\n let _e91 = phi_99_;\n phi_106_ = _e91;\n if !(_e91) {\n let _e94 = p[0u];\n phi_106_ = (_e94 > 1f);\n }\n let _e97 = phi_106_;\n phi_114_ = _e97;\n if !(_e97) {\n let _e100 = p[1u];\n phi_114_ = (_e100 < 0f);\n }\n let _e103 = phi_114_;\n phi_121_ = _e103;\n if !(_e103) {\n let _e106 = p[1u];\n phi_121_ = (_e106 > 1f);\n }\n let _e109 = phi_121_;\n if _e109 {\n return 1f;\n }\n let _e110 = p;\n fromCentre = (abs((_e110.xy - vec2(0.5f))) * 2f);\n let _e117 = fromCentre[0u];\n let _e119 = fromCentre[1u];\n edgeFade = (1f - smoothstep(0.72f, 0.98f, max(_e117, _e119)));\n let _e124 = p[2u];\n let _e127 = edgeFade;\n edgeFade = (_e127 * (1f - smoothstep(0.9f, 1f, _e124)));\n let _e129 = edgeFade;\n if (_e129 <= 0f) {\n return 1f;\n }\n let _e132 = p[2u];\n compare_1 = (_e132 - 0.0015f);\n let _e134 = p;\n let _e136 = textureSampleLevel(uStaticShadowMap_t, uStaticShadowMap_s, _e134.xy, 0f);\n param = _e136.x;\n let _e138 = compare_1;\n param_1 = _e138;\n let _e139 = occlusion_u0028_f1_u003b_f1_u003b((&param), (&param_1));\n blocked = _e139;\n let _e141 = unnamed.uPeeledShadowEnabled;\n if (_e141 != 0i) {\n let _e143 = blocked;\n let _e144 = p;\n let _e146 = textureSampleLevel(uPeeledShadowMap_t, uPeeledShadowMap_s, _e144.xy, 0f);\n param_2 = _e146.x;\n let _e148 = compare_1;\n param_3 = _e148;\n let _e149 = occlusion_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n blocked = max(_e143, _e149);\n }\n let _e151 = blocked;\n let _e152 = p;\n let _e154 = textureSampleLevel(uDynamicShadowMap_t, uDynamicShadowMap_s, _e152.xy, 0f);\n param_4 = _e154.x;\n let _e156 = compare_1;\n param_5 = _e156;\n let _e157 = occlusion_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n blocked = max(_e151, _e157);\n let _e159 = blocked;\n let _e162 = unnamed.uSunShadow;\n let _e163 = edgeFade;\n return mix(1f, (1f - _e159), (_e162 * _e163));\n}\n\nfn phase_u0028_f1_u003b_f1_u003b(cosTheta: ptr<function, f32>, g: ptr<function, f32>) -> f32 {\n var g2_: f32;\n var d: f32;\n\n let _e54 = (*g);\n let _e55 = (*g);\n g2_ = (_e54 * _e55);\n let _e57 = g2_;\n let _e59 = (*g);\n let _e61 = (*cosTheta);\n d = max(((1f + _e57) - ((2f * _e59) * _e61)), 0.0001f);\n let _e65 = g2_;\n let _e67 = d;\n let _e69 = d;\n return ((1f - _e65) / ((12.566371f * _e67) * sqrt(_e69)));\n}\n\nfn hash21_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n let _e51 = (*p_1);\n return fract((sin(dot(_e51, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn main_1() {\n var ndc: vec2<f32>;\n var probe: vec4<f32>;\n var dir: vec3<f32>;\n var stored_1: f32;\n var far: f32;\n var hit: vec4<f32>;\n var steps: i32;\n var dither: f32;\n var param_6: vec2<f32>;\n var scatter: f32;\n var param_7: f32;\n var param_8: f32;\n var sunLit: vec3<f32>;\n var skyLit: vec3<f32>;\n var inscatter: vec3<f32>;\n var transmittance: f32;\n var previous: f32;\n var i: i32;\n var u: f32;\n var next: f32;\n var segment: f32;\n var travelled: f32;\n var segmentTransmittance: f32;\n var scattered: f32;\n var lit: f32;\n var param_9: vec3<f32>;\n\n let _e76 = vUv_1;\n ndc = ((_e76 * 2f) - vec2(1f));\n let _e81 = unnamed.uDepthToWorld;\n let _e82 = ndc;\n probe = (_e81 * vec4<f32>(_e82.x, _e82.y, 0.5f, 1f));\n let _e87 = probe;\n let _e90 = probe[3u];\n let _e94 = unnamed.uCameraPos;\n dir = normalize(((_e87.xyz / vec3(_e90)) - _e94));\n let _e97 = vUv_1;\n let _e98 = textureSampleLevel(uDepth_t, uDepth_s, _e97, 0f);\n stored_1 = _e98.x;\n let _e101 = unnamed.uMaxDistance;\n far = _e101;\n let _e102 = stored_1;\n if !((_e102 <= 0f)) {\n let _e106 = unnamed.uDepthToWorld;\n let _e107 = ndc;\n let _e108 = stored_1;\n hit = (_e106 * vec4<f32>(_e107.x, _e107.y, _e108, 1f));\n let _e114 = hit[3u];\n if (_e114 > 0.000001f) {\n let _e116 = far;\n let _e117 = hit;\n let _e120 = hit[3u];\n let _e124 = unnamed.uCameraPos;\n let _e126 = dir;\n far = min(_e116, dot(((_e117.xyz / vec3(_e120)) - _e124), _e126));\n }\n }\n let _e129 = far;\n if (_e129 <= 0f) {\n fragColor = vec4<f32>(0f, 0f, 0f, 1f);\n return;\n }\n let _e132 = unnamed.uSteps;\n steps = clamp(_e132, 1i, 64i);\n let _e134 = gl_FragCoord_1;\n param_6 = _e134.xy;\n let _e136 = hash21_u0028_vf2_u003b((&param_6));\n dither = (_e136 - 0.5f);\n let _e139 = unnamed.uAlbedo;\n let _e140 = dir;\n let _e142 = unnamed.uSunDir;\n param_7 = dot(_e140, _e142);\n let _e145 = unnamed.uAnisotropy;\n param_8 = _e145;\n let _e146 = phase_u0028_f1_u003b_f1_u003b((&param_7), (&param_8));\n scatter = (_e139 * _e146);\n let _e149 = unnamed.uSunColor;\n let _e150 = scatter;\n sunLit = (_e149 * _e150);\n let _e153 = unnamed.uAmbient;\n let _e155 = unnamed.uAlbedo;\n skyLit = ((_e153 * _e155) * 0.07957747f);\n inscatter = vec3<f32>(0f, 0f, 0f);\n transmittance = 1f;\n previous = 0f;\n i = 0i;\n loop {\n let _e158 = i;\n if (_e158 < 64i) {\n let _e160 = i;\n let _e161 = steps;\n if (_e160 >= _e161) {\n break;\n }\n let _e163 = i;\n let _e166 = steps;\n u = (f32((_e163 + 1i)) / f32(_e166));\n let _e169 = far;\n let _e170 = u;\n next = (_e169 * pow(_e170, 2f));\n let _e173 = next;\n let _e174 = previous;\n segment = (_e173 - _e174);\n let _e176 = previous;\n let _e177 = next;\n travelled = (0.5f * (_e176 + _e177));\n let _e180 = next;\n previous = _e180;\n let _e182 = unnamed.uDensity;\n let _e184 = segment;\n segmentTransmittance = exp((-(_e182) * _e184));\n let _e187 = segmentTransmittance;\n scattered = (1f - _e187);\n lit = 1f;\n let _e190 = unnamed.uSunShadow;\n if (_e190 > 0f) {\n let _e193 = unnamed.uCameraPos;\n let _e194 = dir;\n let _e195 = travelled;\n let _e196 = dither;\n let _e197 = segment;\n param_9 = (_e193 + (_e194 * (_e195 + (_e196 * _e197))));\n let _e202 = sunReach_u0028_vf3_u003b((&param_9));\n lit = _e202;\n }\n let _e203 = transmittance;\n let _e204 = scattered;\n let _e206 = sunLit;\n let _e207 = lit;\n let _e209 = skyLit;\n let _e212 = inscatter;\n inscatter = (_e212 + (((_e206 * _e207) + _e209) * (_e203 * _e204)));\n let _e214 = segmentTransmittance;\n let _e215 = transmittance;\n transmittance = (_e215 * _e214);\n continue;\n } else {\n break;\n }\n continuing {\n let _e217 = i;\n i = (_e217 + 1i);\n }\n }\n let _e219 = inscatter;\n let _e220 = (_e219 * 12.566371f);\n let _e221 = transmittance;\n fragColor = vec4<f32>(_e220.x, _e220.y, _e220.z, _e221);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
8
+ export const MEDIUM_UPSAMPLE_FRAG_WGSL = "struct Uniforms {\n uMediumTexel: 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 uMedium_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uMedium_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn viewDistance_u0028_f1_u003b(stored: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e27 = (*stored);\n ndc = (1f - (_e27 * 2f));\n let _e32 = unnamed.uDepthToViewZ[0u];\n let _e33 = ndc;\n let _e37 = unnamed.uDepthToViewZ[1u];\n let _e41 = unnamed.uDepthToViewZ[2u];\n let _e42 = ndc;\n let _e46 = unnamed.uDepthToViewZ[3u];\n return abs((((_e32 * _e33) + _e37) / ((_e41 * _e42) + _e46)));\n}\n\nfn main_1() {\n var here: f32;\n var param: f32;\n var coord: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var total: vec4<f32>;\n var weight: f32;\n var nearest: vec4<f32>;\n var nearestGap: f32;\n var i: i32;\n var offset: vec2<f32>;\n var uv: vec2<f32>;\n var bilinear: f32;\n var there: f32;\n var param_1: f32;\n var gap: f32;\n var sampled: vec4<f32>;\n var depthWeight: f32;\n var local: vec4<f32>;\n\n let _e44 = vUv_1;\n let _e45 = textureSampleLevel(uDepth_t, uDepth_s, _e44, 0f);\n param = _e45.x;\n let _e47 = viewDistance_u0028_f1_u003b((&param));\n here = _e47;\n let _e48 = vUv_1;\n let _e50 = unnamed.uMediumTexel;\n coord = ((_e48 / _e50) - vec2(0.5f));\n let _e54 = coord;\n base = floor(_e54);\n let _e56 = coord;\n let _e57 = base;\n f = (_e56 - _e57);\n total = vec4<f32>(0f, 0f, 0f, 0f);\n weight = 0f;\n nearest = vec4<f32>(0f, 0f, 0f, 1f);\n nearestGap = 1000000000000000000000000000000f;\n i = 0i;\n loop {\n let _e59 = i;\n if (_e59 < 4i) {\n let _e61 = i;\n let _e64 = i;\n offset = vec2<f32>(f32((_e61 & 1i)), f32(((_e64 >> bitcast<u32>(1i)) & 1i)));\n let _e70 = base;\n let _e71 = offset;\n let _e76 = unnamed.uMediumTexel;\n uv = (((_e70 + _e71) + vec2(0.5f)) * _e76);\n let _e79 = f[0u];\n let _e82 = f[0u];\n let _e84 = offset[0u];\n let _e87 = f[1u];\n let _e90 = f[1u];\n let _e92 = offset[1u];\n bilinear = (mix((1f - _e79), _e82, _e84) * mix((1f - _e87), _e90, _e92));\n let _e95 = uv;\n let _e96 = textureSampleLevel(uDepth_t, uDepth_s, _e95, 0f);\n param_1 = _e96.x;\n let _e98 = viewDistance_u0028_f1_u003b((&param_1));\n there = _e98;\n let _e99 = there;\n let _e100 = here;\n let _e103 = there;\n let _e104 = here;\n gap = (abs((_e99 - _e100)) / max(min(_e103, _e104), 0.001f));\n let _e108 = uv;\n let _e109 = textureSampleLevel(uMedium_t, uMedium_s, _e108, 0f);\n sampled = _e109;\n let _e110 = gap;\n let _e111 = nearestGap;\n if (_e110 < _e111) {\n let _e113 = gap;\n nearestGap = _e113;\n let _e114 = sampled;\n nearest = _e114;\n }\n let _e115 = gap;\n depthWeight = (1f - smoothstep(0.04f, 0.05f, _e115));\n let _e118 = sampled;\n let _e119 = bilinear;\n let _e121 = depthWeight;\n let _e123 = total;\n total = (_e123 + ((_e118 * _e119) * _e121));\n let _e125 = bilinear;\n let _e126 = depthWeight;\n let _e128 = weight;\n weight = (_e128 + (_e125 * _e126));\n continue;\n } else {\n break;\n }\n continuing {\n let _e130 = i;\n i = (_e130 + 1i);\n }\n }\n let _e132 = weight;\n if (_e132 > 0.0001f) {\n let _e134 = total;\n let _e135 = weight;\n local = (_e134 / vec4(_e135));\n } else {\n let _e138 = nearest;\n local = _e138;\n }\n let _e139 = local;\n fragColor = _e139;\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
+ /**
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 GLOBALMEDIUM_BINDINGS = {
15
+ "MEDIUM_FRAG": {
16
+ "uniforms": 1,
17
+ "uniformSize": 240,
18
+ "fields": {
19
+ "uDepthToWorld": {
20
+ "offset": 0,
21
+ "size": 64,
22
+ "type": "mat4"
23
+ },
24
+ "uCameraPos": {
25
+ "offset": 64,
26
+ "size": 12,
27
+ "type": "vec3"
28
+ },
29
+ "uSunDir": {
30
+ "offset": 80,
31
+ "size": 12,
32
+ "type": "vec3"
33
+ },
34
+ "uSunColor": {
35
+ "offset": 96,
36
+ "size": 12,
37
+ "type": "vec3"
38
+ },
39
+ "uAmbient": {
40
+ "offset": 112,
41
+ "size": 12,
42
+ "type": "vec3"
43
+ },
44
+ "uDensity": {
45
+ "offset": 124,
46
+ "size": 4,
47
+ "type": "float"
48
+ },
49
+ "uAlbedo": {
50
+ "offset": 128,
51
+ "size": 4,
52
+ "type": "float"
53
+ },
54
+ "uAnisotropy": {
55
+ "offset": 132,
56
+ "size": 4,
57
+ "type": "float"
58
+ },
59
+ "uMaxDistance": {
60
+ "offset": 136,
61
+ "size": 4,
62
+ "type": "float"
63
+ },
64
+ "uSteps": {
65
+ "offset": 140,
66
+ "size": 4,
67
+ "type": "int"
68
+ },
69
+ "uSunShadow": {
70
+ "offset": 144,
71
+ "size": 4,
72
+ "type": "float"
73
+ },
74
+ "uLightViewProj": {
75
+ "offset": 160,
76
+ "size": 64,
77
+ "type": "mat4"
78
+ },
79
+ "uPeeledShadowEnabled": {
80
+ "offset": 224,
81
+ "size": 4,
82
+ "type": "int"
83
+ }
84
+ },
85
+ "textures": {
86
+ "uDepth": {
87
+ "texture": 32,
88
+ "sampler": 33,
89
+ "type": "sampler2D"
90
+ },
91
+ "uStaticShadowMap": {
92
+ "texture": 34,
93
+ "sampler": 35,
94
+ "type": "sampler2D"
95
+ },
96
+ "uPeeledShadowMap": {
97
+ "texture": 36,
98
+ "sampler": 37,
99
+ "type": "sampler2D"
100
+ },
101
+ "uDynamicShadowMap": {
102
+ "texture": 38,
103
+ "sampler": 39,
104
+ "type": "sampler2D"
105
+ }
106
+ }
107
+ },
108
+ "MEDIUM_UPSAMPLE_FRAG": {
109
+ "uniforms": 1,
110
+ "uniformSize": 32,
111
+ "fields": {
112
+ "uMediumTexel": {
113
+ "offset": 0,
114
+ "size": 8,
115
+ "type": "vec2"
116
+ },
117
+ "uDepthToViewZ": {
118
+ "offset": 16,
119
+ "size": 16,
120
+ "type": "vec4"
121
+ }
122
+ },
123
+ "textures": {
124
+ "uMedium": {
125
+ "texture": 32,
126
+ "sampler": 33,
127
+ "type": "sampler2D"
128
+ },
129
+ "uDepth": {
130
+ "texture": 34,
131
+ "sampler": 35,
132
+ "type": "sampler2D"
133
+ }
134
+ }
135
+ }
136
+ };