@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.
- package/LICENSE +202 -0
- package/NOTICE +9 -0
- package/README.md +9 -0
- package/dist/behavior/behaviorTree.d.ts +140 -0
- package/dist/behavior/behaviorTree.js +289 -0
- package/dist/build/shaderComments.d.ts +64 -0
- package/dist/build/shaderComments.js +0 -0
- package/dist/cinematic/player.d.ts +80 -0
- package/dist/cinematic/player.js +184 -0
- package/dist/cinematic/script.d.ts +63 -0
- package/dist/cinematic/script.js +141 -0
- package/dist/core/bootGate.d.ts +37 -0
- package/dist/core/bootGate.js +47 -0
- package/dist/core/loadTracker.d.ts +78 -0
- package/dist/core/loadTracker.js +106 -0
- package/dist/core/loop.d.ts +118 -0
- package/dist/core/loop.js +84 -0
- package/dist/core/messageQueue.d.ts +61 -0
- package/dist/core/messageQueue.js +104 -0
- package/dist/core/onceSet.d.ts +27 -0
- package/dist/core/onceSet.js +62 -0
- package/dist/core/preferences.d.ts +47 -0
- package/dist/core/preferences.js +140 -0
- package/dist/core/remoteSave.d.ts +154 -0
- package/dist/core/remoteSave.js +249 -0
- package/dist/core/rng.d.ts +64 -0
- package/dist/core/rng.js +72 -0
- package/dist/core/stepBudget.d.ts +91 -0
- package/dist/core/stepBudget.js +105 -0
- package/dist/core/storage.d.ts +52 -0
- package/dist/core/storage.js +85 -0
- package/dist/core/tickTrace.d.ts +72 -0
- package/dist/core/tickTrace.js +102 -0
- package/dist/core/timeCurve.d.ts +83 -0
- package/dist/core/timeCurve.js +107 -0
- package/dist/core/withDefaults.d.ts +21 -0
- package/dist/core/withDefaults.js +29 -0
- package/dist/dev/contactProbe.d.ts +41 -0
- package/dist/dev/contactProbe.js +58 -0
- package/dist/dev/fpsMeter.d.ts +45 -0
- package/dist/dev/fpsMeter.js +86 -0
- package/dist/environment/celestialClock.d.ts +141 -0
- package/dist/environment/celestialClock.js +262 -0
- package/dist/geometry/decal.d.ts +61 -0
- package/dist/geometry/decal.js +178 -0
- package/dist/geometry/filmPatch.d.ts +35 -0
- package/dist/geometry/filmPatch.js +112 -0
- package/dist/geometry/growable.d.ts +70 -0
- package/dist/geometry/growable.js +167 -0
- package/dist/geometry/lightVolume.d.ts +76 -0
- package/dist/geometry/lightVolume.js +65 -0
- package/dist/geometry/meshBuilder.d.ts +426 -0
- package/dist/geometry/meshBuilder.js +1184 -0
- package/dist/geometry/pixelFont.d.ts +59 -0
- package/dist/geometry/pixelFont.js +179 -0
- package/dist/geometry/ribbon.d.ts +101 -0
- package/dist/geometry/ribbon.js +546 -0
- package/dist/geometry/shellFill.d.ts +101 -0
- package/dist/geometry/shellFill.js +203 -0
- package/dist/geometry/spline.d.ts +162 -0
- package/dist/geometry/spline.js +527 -0
- package/dist/geometry/tangents.d.ts +30 -0
- package/dist/geometry/tangents.js +142 -0
- package/dist/geometry/textMesh.d.ts +51 -0
- package/dist/geometry/textMesh.js +57 -0
- package/dist/geometry/treeBuilder.d.ts +37 -0
- package/dist/geometry/treeBuilder.js +56 -0
- package/dist/host/display.d.ts +135 -0
- package/dist/host/display.js +114 -0
- package/dist/host/files.d.ts +25 -0
- package/dist/host/files.js +44 -0
- package/dist/host/lifecycle.d.ts +45 -0
- package/dist/host/lifecycle.js +28 -0
- package/dist/host/platformServices.d.ts +23 -0
- package/dist/host/platformServices.js +1 -0
- package/dist/host/screen.d.ts +49 -0
- package/dist/host/screen.js +90 -0
- package/dist/index.d.ts +289 -0
- package/dist/index.js +320 -0
- package/dist/input/actionMap.d.ts +181 -0
- package/dist/input/actionMap.js +314 -0
- package/dist/input/activeDevice.d.ts +55 -0
- package/dist/input/activeDevice.js +83 -0
- package/dist/input/gamepadIdentity.d.ts +43 -0
- package/dist/input/gamepadIdentity.js +108 -0
- package/dist/input/gamepadMapping.d.ts +56 -0
- package/dist/input/gamepadMapping.js +91 -0
- package/dist/input/input.d.ts +281 -0
- package/dist/input/input.js +703 -0
- package/dist/input/inputHarness.d.ts +42 -0
- package/dist/input/inputHarness.js +193 -0
- package/dist/input/rightGesture.d.ts +57 -0
- package/dist/input/rightGesture.js +49 -0
- package/dist/input/rumble.d.ts +71 -0
- package/dist/input/rumble.js +119 -0
- package/dist/input/touchControls.d.ts +138 -0
- package/dist/input/touchControls.js +352 -0
- package/dist/input/typingTarget.d.ts +6 -0
- package/dist/input/typingTarget.js +27 -0
- package/dist/math/bounds.d.ts +61 -0
- package/dist/math/bounds.js +121 -0
- package/dist/math/color.d.ts +8 -0
- package/dist/math/color.js +35 -0
- package/dist/math/exact.d.ts +66 -0
- package/dist/math/exact.js +262 -0
- package/dist/math/frustum.d.ts +44 -0
- package/dist/math/frustum.js +90 -0
- package/dist/math/intersect.d.ts +76 -0
- package/dist/math/intersect.js +185 -0
- package/dist/math/scalar.d.ts +51 -0
- package/dist/math/scalar.js +99 -0
- package/dist/math/spring.d.ts +59 -0
- package/dist/math/spring.js +88 -0
- package/dist/nav/navGraph.d.ts +71 -0
- package/dist/nav/navGraph.js +111 -0
- package/dist/nav/navPath.d.ts +93 -0
- package/dist/nav/navPath.js +162 -0
- package/dist/nav/navSearch.d.ts +74 -0
- package/dist/nav/navSearch.js +198 -0
- package/dist/physics/boxSurface.d.ts +48 -0
- package/dist/physics/boxSurface.js +73 -0
- package/dist/physics/colliderSurface.d.ts +46 -0
- package/dist/physics/colliderSurface.js +146 -0
- package/dist/physics/compositeSurface.d.ts +33 -0
- package/dist/physics/compositeSurface.js +108 -0
- package/dist/physics/heightSurface.d.ts +103 -0
- package/dist/physics/heightSurface.js +153 -0
- package/dist/physics/ribbonSurface.d.ts +239 -0
- package/dist/physics/ribbonSurface.js +522 -0
- package/dist/render/ambientOcclusionPass.d.ts +53 -0
- package/dist/render/ambientOcclusionPass.js +179 -0
- package/dist/render/areaLights.d.ts +116 -0
- package/dist/render/areaLights.js +91 -0
- package/dist/render/areaShadowSet.d.ts +184 -0
- package/dist/render/areaShadowSet.js +277 -0
- package/dist/render/atmosphere.d.ts +94 -0
- package/dist/render/atmosphere.js +91 -0
- package/dist/render/backend/api.d.ts +496 -0
- package/dist/render/backend/api.js +1 -0
- package/dist/render/backend/budget.d.ts +82 -0
- package/dist/render/backend/budget.js +99 -0
- package/dist/render/backend/createRenderer.d.ts +135 -0
- package/dist/render/backend/createRenderer.js +201 -0
- package/dist/render/backend/deadline.d.ts +24 -0
- package/dist/render/backend/deadline.js +38 -0
- package/dist/render/backend/probe.d.ts +30 -0
- package/dist/render/backend/probe.js +129 -0
- package/dist/render/backend/select.d.ts +70 -0
- package/dist/render/backend/select.js +249 -0
- package/dist/render/backend/timer.d.ts +50 -0
- package/dist/render/backend/timer.js +1 -0
- package/dist/render/backend/webgl2/instanced.d.ts +21 -0
- package/dist/render/backend/webgl2/instanced.js +42 -0
- package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
- package/dist/render/backend/webgl2/morphTexture.js +55 -0
- package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
- package/dist/render/backend/webgl2/renderer.js +6041 -0
- package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
- package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
- package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
- package/dist/render/backend/webgpu/boltPass.js +160 -0
- package/dist/render/backend/webgpu/buffers.d.ts +159 -0
- package/dist/render/backend/webgpu/buffers.js +402 -0
- package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
- package/dist/render/backend/webgpu/causticsPass.js +138 -0
- package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
- package/dist/render/backend/webgpu/clusterBinner.js +206 -0
- package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
- package/dist/render/backend/webgpu/depthPass.js +228 -0
- package/dist/render/backend/webgpu/device.d.ts +52 -0
- package/dist/render/backend/webgpu/device.js +121 -0
- package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
- package/dist/render/backend/webgpu/drawCommand.js +54 -0
- package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
- package/dist/render/backend/webgpu/environmentTexels.js +79 -0
- package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
- package/dist/render/backend/webgpu/filmPass.js +97 -0
- package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
- package/dist/render/backend/webgpu/flatPass.js +482 -0
- package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
- package/dist/render/backend/webgpu/flockPass.js +129 -0
- package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
- package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
- package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
- package/dist/render/backend/webgpu/insetPass.js +108 -0
- package/dist/render/backend/webgpu/instanced.d.ts +27 -0
- package/dist/render/backend/webgpu/instanced.js +49 -0
- package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
- package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
- package/dist/render/backend/webgpu/linePass.d.ts +90 -0
- package/dist/render/backend/webgpu/linePass.js +220 -0
- package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
- package/dist/render/backend/webgpu/morphTexture.js +51 -0
- package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
- package/dist/render/backend/webgpu/panelPass.js +114 -0
- package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
- package/dist/render/backend/webgpu/particlePass.js +280 -0
- package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
- package/dist/render/backend/webgpu/pipelineCache.js +140 -0
- package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
- package/dist/render/backend/webgpu/plumePass.js +213 -0
- package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
- package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
- package/dist/render/backend/webgpu/postPass.d.ts +342 -0
- package/dist/render/backend/webgpu/postPass.js +366 -0
- package/dist/render/backend/webgpu/probePass.d.ts +108 -0
- package/dist/render/backend/webgpu/probePass.js +188 -0
- package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
- package/dist/render/backend/webgpu/reflectionPass.js +87 -0
- package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
- package/dist/render/backend/webgpu/renderer.js +10911 -0
- package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
- package/dist/render/backend/webgpu/scatterPass.js +266 -0
- package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
- package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
- package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
- package/dist/render/backend/webgpu/shaderModules.js +45 -0
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
- package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
- package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
- package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
- package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
- package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
- package/dist/render/backend/webgpu/skyPass.js +70 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
- package/dist/render/backend/webgpu/textPass.d.ts +73 -0
- package/dist/render/backend/webgpu/textPass.js +190 -0
- package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
- package/dist/render/backend/webgpu/uniformRing.js +208 -0
- package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
- package/dist/render/backend/webgpu/waterPass.js +160 -0
- package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
- package/dist/render/backend/webgpu/windStreakPass.js +153 -0
- package/dist/render/billboard.d.ts +27 -0
- package/dist/render/billboard.js +79 -0
- package/dist/render/bloomChain.d.ts +66 -0
- package/dist/render/bloomChain.js +83 -0
- package/dist/render/bloomPass.d.ts +54 -0
- package/dist/render/bloomPass.js +219 -0
- package/dist/render/boltBatch.d.ts +39 -0
- package/dist/render/boltBatch.js +121 -0
- package/dist/render/boltPool.d.ts +135 -0
- package/dist/render/boltPool.js +259 -0
- package/dist/render/boom.d.ts +46 -0
- package/dist/render/boom.js +81 -0
- package/dist/render/camera.d.ts +119 -0
- package/dist/render/camera.js +304 -0
- package/dist/render/causticsRenderer.d.ts +63 -0
- package/dist/render/causticsRenderer.js +119 -0
- package/dist/render/cinematicCamera.d.ts +102 -0
- package/dist/render/cinematicCamera.js +227 -0
- package/dist/render/clusteredLights.d.ts +260 -0
- package/dist/render/clusteredLights.js +479 -0
- package/dist/render/colourGrade.d.ts +62 -0
- package/dist/render/colourGrade.js +91 -0
- package/dist/render/compute.d.ts +74 -0
- package/dist/render/compute.js +8 -0
- package/dist/render/contextLoss.d.ts +32 -0
- package/dist/render/contextLoss.js +46 -0
- package/dist/render/debugLines.d.ts +75 -0
- package/dist/render/debugLines.js +281 -0
- package/dist/render/decalPass.d.ts +34 -0
- package/dist/render/decalPass.js +103 -0
- package/dist/render/decalProjector.d.ts +140 -0
- package/dist/render/decalProjector.js +282 -0
- package/dist/render/decalQueue.d.ts +53 -0
- package/dist/render/decalQueue.js +87 -0
- package/dist/render/depthConvention.d.ts +314 -0
- package/dist/render/depthConvention.js +346 -0
- package/dist/render/drawingBuffer.d.ts +52 -0
- package/dist/render/drawingBuffer.js +67 -0
- package/dist/render/emptyTexture.d.ts +60 -0
- package/dist/render/emptyTexture.js +103 -0
- package/dist/render/envProbeArray.d.ts +85 -0
- package/dist/render/envProbeArray.js +164 -0
- package/dist/render/equirectToCube.d.ts +54 -0
- package/dist/render/equirectToCube.js +123 -0
- package/dist/render/flockGeometry.d.ts +23 -0
- package/dist/render/flockGeometry.js +43 -0
- package/dist/render/flockRenderer.d.ts +37 -0
- package/dist/render/flockRenderer.js +70 -0
- package/dist/render/frame/arena.d.ts +32 -0
- package/dist/render/frame/arena.js +65 -0
- package/dist/render/frame/index.d.ts +18 -0
- package/dist/render/frame/index.js +4 -0
- package/dist/render/frame/replay.d.ts +34 -0
- package/dist/render/frame/replay.js +48 -0
- package/dist/render/frame/resources.d.ts +25 -0
- package/dist/render/frame/resources.js +55 -0
- package/dist/render/frame/schedule.d.ts +37 -0
- package/dist/render/frame/schedule.js +61 -0
- package/dist/render/frameView.d.ts +19 -0
- package/dist/render/frameView.js +1 -0
- package/dist/render/gizmo.d.ts +236 -0
- package/dist/render/gizmo.js +727 -0
- package/dist/render/globalMedium.d.ts +124 -0
- package/dist/render/globalMedium.js +100 -0
- package/dist/render/globalMediumPass.d.ts +101 -0
- package/dist/render/globalMediumPass.js +250 -0
- package/dist/render/gpuCapability.d.ts +111 -0
- package/dist/render/gpuCapability.js +194 -0
- package/dist/render/gpuTimer.d.ts +87 -0
- package/dist/render/gpuTimer.js +145 -0
- package/dist/render/halfFloat.d.ts +4 -0
- package/dist/render/halfFloat.js +38 -0
- package/dist/render/handleRegistry.d.ts +54 -0
- package/dist/render/handleRegistry.js +84 -0
- package/dist/render/iesProfile.d.ts +64 -0
- package/dist/render/iesProfile.js +179 -0
- package/dist/render/imageTexels.d.ts +50 -0
- package/dist/render/imageTexels.js +91 -0
- package/dist/render/instancedMesh.d.ts +48 -0
- package/dist/render/instancedMesh.js +127 -0
- package/dist/render/instances.d.ts +69 -0
- package/dist/render/instances.js +52 -0
- package/dist/render/lightBudget.d.ts +397 -0
- package/dist/render/lightBudget.js +524 -0
- package/dist/render/lightMatrix.d.ts +3 -0
- package/dist/render/lightMatrix.js +45 -0
- package/dist/render/lightVolumeDraw.d.ts +132 -0
- package/dist/render/lightVolumeDraw.js +181 -0
- package/dist/render/lineBatch.d.ts +60 -0
- package/dist/render/lineBatch.js +160 -0
- package/dist/render/linePoints.d.ts +33 -0
- package/dist/render/linePoints.js +46 -0
- package/dist/render/livePointShadowSet.d.ts +72 -0
- package/dist/render/livePointShadowSet.js +258 -0
- package/dist/render/lod.d.ts +35 -0
- package/dist/render/lod.js +65 -0
- package/dist/render/mesh.d.ts +177 -0
- package/dist/render/mesh.js +466 -0
- package/dist/render/occlusion.d.ts +81 -0
- package/dist/render/occlusion.js +378 -0
- package/dist/render/oitPass.d.ts +67 -0
- package/dist/render/oitPass.js +213 -0
- package/dist/render/orderIndependent.d.ts +92 -0
- package/dist/render/orderIndependent.js +108 -0
- package/dist/render/particleBatch.d.ts +140 -0
- package/dist/render/particleBatch.js +186 -0
- package/dist/render/particleMaterial.d.ts +54 -0
- package/dist/render/particleMaterial.js +42 -0
- package/dist/render/particlePool.d.ts +124 -0
- package/dist/render/particlePool.js +182 -0
- package/dist/render/pass.d.ts +195 -0
- package/dist/render/pass.js +9 -0
- package/dist/render/passTarget.d.ts +86 -0
- package/dist/render/passTarget.js +121 -0
- package/dist/render/pickable.d.ts +31 -0
- package/dist/render/pickable.js +172 -0
- package/dist/render/planarReflection.d.ts +59 -0
- package/dist/render/planarReflection.js +194 -0
- package/dist/render/planarReflectionDraw.d.ts +31 -0
- package/dist/render/planarReflectionDraw.js +65 -0
- package/dist/render/plumeGeometry.d.ts +25 -0
- package/dist/render/plumeGeometry.js +61 -0
- package/dist/render/plumeMaterial.d.ts +31 -0
- package/dist/render/plumeMaterial.js +64 -0
- package/dist/render/plumeRenderer.d.ts +96 -0
- package/dist/render/plumeRenderer.js +185 -0
- package/dist/render/pointLightSelection.d.ts +175 -0
- package/dist/render/pointLightSelection.js +301 -0
- package/dist/render/pointShadowArray.d.ts +95 -0
- package/dist/render/pointShadowArray.js +219 -0
- package/dist/render/pointShadowBudget.d.ts +118 -0
- package/dist/render/pointShadowBudget.js +221 -0
- package/dist/render/pointShadowImage.d.ts +265 -0
- package/dist/render/pointShadowImage.js +339 -0
- package/dist/render/pointShadowMap.d.ts +93 -0
- package/dist/render/pointShadowMap.js +167 -0
- package/dist/render/pointShadowSystem.d.ts +195 -0
- package/dist/render/pointShadowSystem.js +336 -0
- package/dist/render/prefilterEnvMap.d.ts +124 -0
- package/dist/render/prefilterEnvMap.js +146 -0
- package/dist/render/prefilterPass.d.ts +44 -0
- package/dist/render/prefilterPass.js +98 -0
- package/dist/render/probeGrid.d.ts +122 -0
- package/dist/render/probeGrid.js +174 -0
- package/dist/render/rainField.d.ts +99 -0
- package/dist/render/rainField.js +168 -0
- package/dist/render/reflectionProbe.d.ts +188 -0
- package/dist/render/reflectionProbe.js +437 -0
- package/dist/render/renderQuality.d.ts +699 -0
- package/dist/render/renderQuality.js +293 -0
- package/dist/render/rendererHarness.d.ts +39 -0
- package/dist/render/rendererHarness.js +185 -0
- package/dist/render/resolutionGovernor.d.ts +107 -0
- package/dist/render/resolutionGovernor.js +144 -0
- package/dist/render/scatterDeform.d.ts +17 -0
- package/dist/render/scatterDeform.js +46 -0
- package/dist/render/sceneTarget.d.ts +288 -0
- package/dist/render/sceneTarget.js +856 -0
- package/dist/render/screenSpaceReflection.d.ts +233 -0
- package/dist/render/screenSpaceReflection.js +415 -0
- package/dist/render/sdfFont.d.ts +77 -0
- package/dist/render/sdfFont.js +86 -0
- package/dist/render/sdfTextLayout.d.ts +46 -0
- package/dist/render/sdfTextLayout.js +145 -0
- package/dist/render/sdfTextRenderer.d.ts +75 -0
- package/dist/render/sdfTextRenderer.js +194 -0
- package/dist/render/seaState.d.ts +25 -0
- package/dist/render/seaState.js +34 -0
- package/dist/render/segmentQuads.d.ts +29 -0
- package/dist/render/segmentQuads.js +75 -0
- package/dist/render/shader.d.ts +5 -0
- package/dist/render/shader.js +172 -0
- package/dist/render/shaders/ambientOcclusion.d.ts +45 -0
- package/dist/render/shaders/ambientOcclusion.js +352 -0
- package/dist/render/shaders/arcane.d.ts +19 -0
- package/dist/render/shaders/arcane.js +102 -0
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- package/src/render/passTarget.ts +225 -0
- package/src/render/pickable.ts +222 -0
- package/src/render/planarReflection.ts +233 -0
- package/src/render/planarReflectionDraw.ts +87 -0
- package/src/render/plumeGeometry.ts +75 -0
- package/src/render/plumeMaterial.ts +99 -0
- package/src/render/plumeRenderer.ts +272 -0
- package/src/render/pointLightSelection.ts +447 -0
- package/src/render/pointShadowArray.ts +276 -0
- package/src/render/pointShadowBudget.ts +305 -0
- package/src/render/pointShadowImage.ts +470 -0
- package/src/render/pointShadowMap.ts +228 -0
- package/src/render/pointShadowSystem.ts +408 -0
- package/src/render/prefilterEnvMap.ts +162 -0
- package/src/render/prefilterPass.ts +115 -0
- package/src/render/probeGrid.ts +248 -0
- package/src/render/rainField.ts +240 -0
- package/src/render/reflectionProbe.ts +530 -0
- package/src/render/renderQuality.ts +1054 -0
- package/src/render/rendererHarness.ts +214 -0
- package/src/render/resolutionGovernor.ts +189 -0
- package/src/render/scatterDeform.ts +72 -0
- package/src/render/sceneTarget.ts +1032 -0
- package/src/render/screenSpaceReflection.ts +524 -0
- package/src/render/sdfFont.ts +157 -0
- package/src/render/sdfTextLayout.ts +206 -0
- package/src/render/sdfTextRenderer.ts +233 -0
- package/src/render/seaState.ts +55 -0
- package/src/render/segmentQuads.ts +92 -0
- package/src/render/shader.ts +190 -0
- package/src/render/shaders/ambientOcclusion.ts +354 -0
- package/src/render/shaders/arcane.ts +103 -0
- package/src/render/shaders/bloom.ts +232 -0
- package/src/render/shaders/bolt.ts +164 -0
- package/src/render/shaders/caustics.ts +169 -0
- package/src/render/shaders/conditionals.ts +58 -0
- package/src/render/shaders/decalProject.ts +127 -0
- package/src/render/shaders/depth.ts +131 -0
- package/src/render/shaders/depthOfField.ts +141 -0
- package/src/render/shaders/film.ts +285 -0
- package/src/render/shaders/fire.ts +180 -0
- package/src/render/shaders/flat/directionalShadow.ts +196 -0
- package/src/render/shaders/flat/index.ts +502 -0
- package/src/render/shaders/flat/lobes.ts +399 -0
- package/src/render/shaders/flat/main.ts +1631 -0
- package/src/render/shaders/flat/pointShadow.ts +323 -0
- package/src/render/shaders/flat/preamble.ts +875 -0
- package/src/render/shaders/flat/probeGrid.ts +152 -0
- package/src/render/shaders/flat/surface.ts +41 -0
- package/src/render/shaders/flock.ts +103 -0
- package/src/render/shaders/fog.ts +99 -0
- package/src/render/shaders/fullscreen.ts +28 -0
- package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +74 -0
- package/src/render/shaders/generated/arcane.wgsl.ts +98 -0
- package/src/render/shaders/generated/bloom.wgsl.ts +79 -0
- package/src/render/shaders/generated/bolt.wgsl.ts +127 -0
- package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
- package/src/render/shaders/generated/decalProject.wgsl.ts +69 -0
- package/src/render/shaders/generated/depth.wgsl.ts +142 -0
- package/src/render/shaders/generated/film.wgsl.ts +143 -0
- package/src/render/shaders/generated/fire.wgsl.ts +137 -0
- package/src/render/shaders/generated/flat.wgsl.ts +9195 -0
- package/src/render/shaders/generated/flock.wgsl.ts +82 -0
- package/src/render/shaders/generated/fullscreen.wgsl.ts +20 -0
- package/src/render/shaders/generated/globalMedium.wgsl.ts +139 -0
- package/src/render/shaders/generated/lightVolume.wgsl.ts +242 -0
- package/src/render/shaders/generated/line.wgsl.ts +137 -0
- package/src/render/shaders/generated/octahedralResolve.wgsl.ts +60 -0
- package/src/render/shaders/generated/oitResolve.wgsl.ts +31 -0
- package/src/render/shaders/generated/panel.wgsl.ts +57 -0
- package/src/render/shaders/generated/particle.wgsl.ts +343 -0
- package/src/render/shaders/generated/prefilter.wgsl.ts +69 -0
- package/src/render/shaders/generated/rush.wgsl.ts +139 -0
- package/src/render/shaders/generated/scatter.wgsl.ts +205 -0
- package/src/render/shaders/generated/sdfText.wgsl.ts +78 -0
- package/src/render/shaders/generated/sky.wgsl.ts +109 -0
- package/src/render/shaders/generated/smoke.wgsl.ts +93 -0
- package/src/render/shaders/generated/ssrResolve.wgsl.ts +26 -0
- package/src/render/shaders/generated/ssrTrace.wgsl.ts +94 -0
- package/src/render/shaders/generated/temporalResolve.wgsl.ts +54 -0
- package/src/render/shaders/generated/text.wgsl.ts +107 -0
- package/src/render/shaders/generated/water.wgsl.ts +256 -0
- package/src/render/shaders/generated/windStreaks.wgsl.ts +82 -0
- package/src/render/shaders/gerstner.ts +110 -0
- package/src/render/shaders/globalMedium.ts +396 -0
- package/src/render/shaders/lightVolume.ts +546 -0
- package/src/render/shaders/line.ts +125 -0
- package/src/render/shaders/morph.ts +62 -0
- package/src/render/shaders/octahedral.ts +170 -0
- package/src/render/shaders/octahedralResolve.ts +83 -0
- package/src/render/shaders/oitResolve.ts +42 -0
- package/src/render/shaders/outputTransform.ts +107 -0
- package/src/render/shaders/panel.ts +51 -0
- package/src/render/shaders/particle.ts +438 -0
- package/src/render/shaders/prefilter.ts +278 -0
- package/src/render/shaders/rush.ts +357 -0
- package/src/render/shaders/scatter.ts +211 -0
- package/src/render/shaders/sdfText.ts +68 -0
- package/src/render/shaders/skinning.ts +59 -0
- package/src/render/shaders/sky.ts +243 -0
- package/src/render/shaders/smoke.ts +89 -0
- package/src/render/shaders/ssrResolve.ts +28 -0
- package/src/render/shaders/ssrTrace.ts +233 -0
- package/src/render/shaders/tangentFrame.ts +70 -0
- package/src/render/shaders/temporalResolve.ts +151 -0
- package/src/render/shaders/text.ts +156 -0
- package/src/render/shaders/vertexChannel.ts +71 -0
- package/src/render/shaders/water.ts +356 -0
- package/src/render/shaders/windStreaks.ts +130 -0
- package/src/render/shadowCasters.ts +124 -0
- package/src/render/shadowMap.ts +89 -0
- package/src/render/shotPlacement.ts +266 -0
- package/src/render/skinPalette.ts +157 -0
- package/src/render/ssrPass.ts +241 -0
- package/src/render/surfaceSheet.ts +158 -0
- package/src/render/surfaceTexture.ts +310 -0
- package/src/render/temporalAa.ts +221 -0
- package/src/render/temporalPass.ts +153 -0
- package/src/render/textLayout.ts +239 -0
- package/src/render/textRenderer.ts +201 -0
- package/src/render/thirdPersonCamera.ts +578 -0
- package/src/render/trample.ts +140 -0
- package/src/render/translucentQueue.ts +161 -0
- package/src/render/uniformVectorBudget.ts +246 -0
- package/src/render/uploadStep.ts +14 -0
- package/src/render/vertexDefaults.ts +115 -0
- package/src/render/visibility.ts +56 -0
- package/src/render/waterDraw.ts +167 -0
- package/src/render/waterGrid.ts +180 -0
- package/src/render/waterRenderer.ts +352 -0
- package/src/render/wind.ts +79 -0
- package/src/render/windField.ts +50 -0
- package/src/render/windStreakDraw.ts +131 -0
- package/src/render/windStreakRenderer.ts +130 -0
- package/src/scene/node.ts +336 -0
- package/src/scene/visit.ts +82 -0
- package/src/ui/clipMime.ts +109 -0
- package/src/ui/exportTarget.ts +491 -0
- package/src/ui/frameOverlay.ts +159 -0
- package/src/ui/framePacer.ts +351 -0
- package/src/ui/frameRecorder.ts +333 -0
- package/src/ui/fullscreen.ts +113 -0
- package/src/ui/pixelCursor.ts +99 -0
- package/src/ui/splash.ts +347 -0
- package/src/ui/stillFrame.ts +44 -0
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export declare const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uAoStrength: f32,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n}\n\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(38) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uBloom_s: sampler;\n@group(0) @binding(40) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(41) \nvar uGradeLut_s: sampler;\n@group(0) @binding(36) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn withVeil_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e113 = unnamed.uVeilAlpha;\n if (_e113 <= 0f) {\n let _e115 = (*c);\n return _e115;\n }\n let _e116 = (*c);\n let _e118 = unnamed.uVeilColor;\n let _e120 = unnamed.uVeilAlpha;\n return mix(_e116, _e118, vec3(_e120));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e115 = unnamed.uGradeStrength;\n if (_e115 <= 0f) {\n let _e117 = (*c_1);\n return _e117;\n }\n let _e118 = (*c_1);\n clamped = clamp(_e118, vec3(0f), vec3(1f));\n let _e122 = clamped;\n let _e124 = unnamed.uGradeSize;\n let _e130 = unnamed.uGradeSize;\n uvw = (((_e122 * (_e124 - 1f)) + vec3(0.5f)) / vec3(_e130));\n let _e133 = (*c_1);\n let _e134 = uvw;\n let _e135 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e134, 0f);\n let _e138 = unnamed.uGradeStrength;\n return mix(_e133, _e135.xyz, vec3(_e138));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e114 = (*c_2);\n low = (_e114 * 12.92f);\n let _e116 = (*c_2);\n high = ((pow(max(_e116, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e122 = low;\n let _e123 = high;\n let _e124 = (*c_2);\n return mix(_e122, _e123, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e124));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e116 = unnamed.uOutputExposure;\n let _e117 = (*x);\n (*x) = (_e117 * _e116);\n let _e119 = (*x);\n v = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e119);\n let _e121 = v;\n let _e122 = v;\n a = ((_e121 * (_e122 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e128 = v;\n let _e129 = v;\n b = ((_e128 * ((_e129 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e136 = a;\n let _e137 = b;\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * (_e136 / _e137)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n\n let _e115 = unnamed.uOutputTransform;\n if (_e115 == 0i) {\n let _e117 = (*c_3);\n return _e117;\n }\n let _e119 = unnamed.uOutputTransform;\n if (_e119 == 2i) {\n let _e121 = (*c_3);\n param = _e121;\n let _e122 = acesFilmic_u0028_vf3_u003b((¶m));\n (*c_3) = _e122;\n }\n let _e123 = (*c_3);\n param_1 = _e123;\n let _e124 = linearToSrgb_u0028_vf3_u003b((¶m_1));\n return _e124;\n}\n\nfn withBloom_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e113 = unnamed.uBloomStrength;\n if (_e113 <= 0f) {\n let _e115 = (*c_4);\n return _e115;\n }\n let _e116 = (*c_4);\n let _e117 = vUv_1;\n let _e118 = textureSampleLevel(uBloom_t, uBloom_s, _e117, 0f);\n let _e121 = unnamed.uBloomStrength;\n return (_e116 + (_e118.xyz * _e121));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e113 = (*viewDepth);\n let _e115 = unnamed.uFocusDistance;\n let _e119 = unnamed.uFocusRange;\n offPlane = (abs((_e113 - _e115)) - _e119);\n let _e121 = offPlane;\n let _e123 = unnamed.uFocusRange;\n return clamp((_e121 / _e123), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e113 = (*uv);\n let _e114 = textureSampleLevel(uDepth_t, uDepth_s, _e113, 0f);\n z = (1f - (_e114.x * 2f));\n let _e120 = unnamed.uDepthToView[0u];\n let _e121 = z;\n let _e125 = unnamed.uDepthToView[1u];\n let _e130 = unnamed.uDepthToView[2u];\n let _e131 = z;\n let _e135 = unnamed.uDepthToView[3u];\n return (-(((_e120 * _e121) + _e125)) / ((_e130 * _e131) + _e135));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_1: vec2<f32>;\n var depth: f32;\n var param_2: vec2<f32>;\n var weight: f32;\n var local: f32;\n var param_3: f32;\n\n let _e120 = vUv_1;\n let _e121 = (*direction);\n let _e122 = (*radius);\n let _e125 = unnamed.uDofAspect;\n uv_1 = (_e120 + ((_e121 * _e122) * _e125));\n let _e128 = uv_1;\n param_2 = _e128;\n let _e129 = viewDepthOf_u0028_vf2_u003b((¶m_2));\n depth = _e129;\n let _e130 = depth;\n let _e131 = (*centreDepth);\n if (_e130 >= _e131) {\n local = 1f;\n } else {\n let _e133 = depth;\n param_3 = _e133;\n let _e134 = circleOfConfusion_u0028_f1_u003b((¶m_3));\n local = _e134;\n }\n let _e135 = local;\n weight = _e135;\n let _e136 = uv_1;\n let _e137 = textureSampleLevel(uScene_t, uScene_s, _e136, 0f);\n let _e139 = weight;\n let _e140 = (_e137.xyz * _e139);\n let _e141 = weight;\n return vec4<f32>(_e140.x, _e140.y, _e140.z, _e141);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_4: vec2<f32>;\n var coc: f32;\n var param_5: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_6: vec2<f32>;\n var param_7: f32;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var param_11: f32;\n var param_12: vec2<f32>;\n var param_13: f32;\n var param_14: f32;\n var param_15: vec2<f32>;\n var param_16: f32;\n var param_17: f32;\n var param_18: vec2<f32>;\n var param_19: f32;\n var param_20: f32;\n var param_21: vec2<f32>;\n var param_22: f32;\n var param_23: f32;\n var param_24: vec2<f32>;\n var param_25: f32;\n var param_26: f32;\n var param_27: vec2<f32>;\n var param_28: f32;\n var param_29: f32;\n\n let _e142 = vUv_1;\n param_4 = _e142;\n let _e143 = viewDepthOf_u0028_vf2_u003b((¶m_4));\n depth_1 = _e143;\n let _e144 = depth_1;\n param_5 = _e144;\n let _e145 = circleOfConfusion_u0028_f1_u003b((¶m_5));\n coc = _e145;\n let _e146 = coc;\n if (_e146 <= 0f) {\n let _e148 = (*centre);\n return _e148;\n }\n let _e149 = coc;\n let _e151 = unnamed.uDofStrength;\n radius_1 = (_e149 * _e151);\n let _e153 = (*centre);\n sum = vec4<f32>(_e153.x, _e153.y, _e153.z, 1f);\n param_6 = vec2<f32>(0.25f, 0f);\n let _e158 = radius_1;\n param_7 = _e158;\n let _e159 = depth_1;\n param_8 = _e159;\n let _e160 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_6), (¶m_7), (¶m_8));\n let _e161 = sum;\n sum = (_e161 + _e160);\n param_9 = vec2<f32>(-0.31929f, 0.292496f);\n let _e163 = radius_1;\n param_10 = _e163;\n let _e164 = depth_1;\n param_11 = _e164;\n let _e165 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_9), (¶m_10), (¶m_11));\n let _e166 = sum;\n sum = (_e166 + _e165);\n param_12 = vec2<f32>(0.048872f, -0.556877f);\n let _e168 = radius_1;\n param_13 = _e168;\n let _e169 = depth_1;\n param_14 = _e169;\n let _e170 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_12), (¶m_13), (¶m_14));\n let _e171 = sum;\n sum = (_e171 + _e170);\n param_15 = vec2<f32>(0.402444f, 0.524918f);\n let _e173 = radius_1;\n param_16 = _e173;\n let _e174 = depth_1;\n param_17 = _e174;\n let _e175 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_15), (¶m_16), (¶m_17));\n let _e176 = sum;\n sum = (_e176 + _e175);\n param_18 = vec2<f32>(-0.738535f, -0.130636f);\n let _e178 = radius_1;\n param_19 = _e178;\n let _e179 = depth_1;\n param_20 = _e179;\n let _e180 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_18), (¶m_19), (¶m_20));\n let _e181 = sum;\n sum = (_e181 + _e180);\n param_21 = vec2<f32>(0.699605f, -0.445031f);\n let _e183 = radius_1;\n param_22 = _e183;\n let _e184 = depth_1;\n param_23 = _e184;\n let _e185 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_21), (¶m_22), (¶m_23));\n let _e186 = sum;\n sum = (_e186 + _e185);\n param_24 = vec2<f32>(-0.234004f, 0.870484f);\n let _e188 = radius_1;\n param_25 = _e188;\n let _e189 = depth_1;\n param_26 = _e189;\n let _e190 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_24), (¶m_25), (¶m_26));\n let _e191 = sum;\n sum = (_e191 + _e190);\n param_27 = vec2<f32>(-0.446271f, -0.859268f);\n let _e193 = radius_1;\n param_28 = _e193;\n let _e194 = depth_1;\n param_29 = _e194;\n let _e195 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_27), (¶m_28), (¶m_29));\n let _e196 = sum;\n sum = (_e196 + _e195);\n let _e198 = sum;\n let _e201 = sum[3u];\n return (_e198.xyz / vec3(_e201));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var velocity: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t: f32;\n\n let _e121 = vUv_1;\n let _e122 = textureSampleLevel(uDepth_t, uDepth_s, _e121, 0f);\n depth_2 = _e122.x;\n let _e124 = vUv_1;\n let _e127 = ((_e124 * 2f) - vec2(1f));\n let _e128 = depth_2;\n clip = vec4<f32>(_e127.x, _e127.y, (1f - (_e128 * 2f)), 1f);\n let _e135 = unnamed.uReprojection;\n let _e136 = clip;\n previous = (_e135 * _e136);\n let _e139 = previous[3u];\n if (_e139 <= 0f) {\n let _e141 = (*scene);\n return _e141;\n }\n let _e142 = previous;\n let _e145 = previous[3u];\n wasUv = (((_e142.xy / vec2(_e145)) * 0.5f) + vec2(0.5f));\n let _e151 = vUv_1;\n let _e152 = wasUv;\n let _e155 = unnamed.uMotionStrength;\n velocity = ((_e151 - _e152) * _e155);\n let _e157 = velocity;\n distance_ = length(_e157);\n let _e159 = distance_;\n if (_e159 < 0.0001f) {\n let _e161 = (*scene);\n return _e161;\n }\n let _e162 = distance_;\n let _e164 = unnamed.uMotionMax;\n if (_e162 > _e164) {\n let _e167 = unnamed.uMotionMax;\n let _e168 = distance_;\n let _e170 = velocity;\n velocity = (_e170 * (_e167 / _e168));\n }\n let _e172 = (*scene);\n sum_1 = _e172;\n i = 1i;\n loop {\n let _e173 = i;\n if (_e173 <= 4i) {\n let _e175 = i;\n t = ((f32(_e175) / 4f) * 0.5f);\n let _e179 = vUv_1;\n let _e180 = velocity;\n let _e181 = t;\n let _e184 = textureSampleLevel(uScene_t, uScene_s, (_e179 + (_e180 * _e181)), 0f);\n let _e186 = sum_1;\n sum_1 = (_e186 + _e184.xyz);\n let _e188 = vUv_1;\n let _e189 = velocity;\n let _e190 = t;\n let _e193 = textureSampleLevel(uScene_t, uScene_s, (_e188 - (_e189 * _e190)), 0f);\n let _e195 = sum_1;\n sum_1 = (_e195 + _e193.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e197 = i;\n i = (_e197 + 1i);\n }\n }\n let _e199 = sum_1;\n return (_e199 / vec3(9f));\n}\n\nfn main_1() {\n var scene_1: vec3<f32>;\n var param_30: vec3<f32>;\n var param_31: vec3<f32>;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_32: vec3<f32>;\n var param_33: vec3<f32>;\n var param_34: vec3<f32>;\n var param_35: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_36: vec3<f32>;\n var param_37: vec3<f32>;\n var param_38: vec3<f32>;\n var param_39: vec3<f32>;\n\n let _e132 = vUv_1;\n let _e133 = textureSampleLevel(uScene_t, uScene_s, _e132, 0f);\n scene_1 = _e133.xyz;\n let _e136 = unnamed.uMotionStrength;\n if (_e136 > 0f) {\n let _e138 = scene_1;\n param_30 = _e138;\n let _e139 = cameraBlur_u0028_vf3_u003b((¶m_30));\n scene_1 = _e139;\n }\n let _e141 = unnamed.uDofStrength;\n if (_e141 > 0f) {\n let _e143 = scene_1;\n param_31 = _e143;\n let _e144 = depthOfField_u0028_vf3_u003b((¶m_31));\n scene_1 = _e144;\n }\n let _e145 = vUv_1;\n let _e146 = textureSampleLevel(uAo_t, uAo_s, _e145, 0f);\n let _e149 = unnamed.uAoStrength;\n ao = mix(1f, _e146.x, _e149);\n let _e151 = vUv_1;\n fromCentre = (_e151 - vec2(0.5f));\n let _e154 = fromCentre;\n radius_2 = (length((_e154 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e159 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e159);\n let _e161 = inner;\n let _e162 = radius_2;\n edge = smoothstep(_e161, 1f, _e162);\n let _e164 = edge;\n let _e166 = unnamed.uStrength;\n amount = (_e164 * _e166);\n let _e168 = amount;\n if (_e168 <= 0f) {\n let _e170 = scene_1;\n let _e171 = ao;\n param_32 = (_e170 * _e171);\n let _e173 = withBloom_u0028_vf3_u003b((¶m_32));\n param_33 = _e173;\n let _e174 = grade_u0028_vf3_u003b((¶m_33));\n param_34 = _e174;\n let _e175 = applyColourGrade_u0028_vf3_u003b((¶m_34));\n param_35 = _e175;\n let _e176 = withVeil_u0028_vf3_u003b((¶m_35));\n fragColor = vec4<f32>(_e176.x, _e176.y, _e176.z, 1f);\n return;\n }\n let _e181 = fromCentre;\n let _e185 = unnamed.uReach;\n let _e187 = amount;\n step_ = ((normalize((_e181 + vec2<f32>(0.000001f, 0.000001f))) * _e185) * _e187);\n let _e189 = scene_1;\n sum_2 = _e189;\n i_1 = 1i;\n loop {\n let _e190 = i_1;\n if (_e190 <= 6i) {\n let _e192 = vUv_1;\n let _e193 = step_;\n let _e194 = i_1;\n let _e199 = textureSampleLevel(uScene_t, uScene_s, (_e192 + (_e193 * (f32(_e194) / 6f))), 0f);\n let _e201 = sum_2;\n sum_2 = (_e201 + _e199.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e203 = i_1;\n i_1 = (_e203 + 1i);\n }\n }\n let _e205 = sum_2;\n blurred = (_e205 / vec3(7f));\n let _e208 = scene_1;\n let _e209 = blurred;\n let _e210 = amount;\n let _e213 = ao;\n param_36 = (mix(_e208, _e209, vec3(_e210)) * _e213);\n let _e215 = withBloom_u0028_vf3_u003b((¶m_36));\n param_37 = _e215;\n let _e216 = grade_u0028_vf3_u003b((¶m_37));\n param_38 = _e216;\n let _e217 = applyColourGrade_u0028_vf3_u003b((¶m_38));\n param_39 = _e217;\n let _e218 = withVeil_u0028_vf3_u003b((¶m_39));\n fragColor = vec4<f32>(_e218.x, _e218.y, _e218.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
|
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2
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+
/**
|
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3
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+
* What the transform assigned, so the renderer binds the same numbers.
|
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4
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+
*
|
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5
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+
* A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
|
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6
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+
*/
|
|
7
|
+
export declare const RUSH_BINDINGS: {
|
|
8
|
+
readonly RUSH_FRAG: {
|
|
9
|
+
readonly uniforms: 1;
|
|
10
|
+
readonly uniformSize: 160;
|
|
11
|
+
readonly fields: {
|
|
12
|
+
readonly uStrength: {
|
|
13
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+
readonly offset: 0;
|
|
14
|
+
readonly size: 4;
|
|
15
|
+
readonly type: "float";
|
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16
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+
};
|
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17
|
+
readonly uReach: {
|
|
18
|
+
readonly offset: 4;
|
|
19
|
+
readonly size: 4;
|
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20
|
+
readonly type: "float";
|
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21
|
+
};
|
|
22
|
+
readonly uOutputTransform: {
|
|
23
|
+
readonly offset: 8;
|
|
24
|
+
readonly size: 4;
|
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25
|
+
readonly type: "int";
|
|
26
|
+
};
|
|
27
|
+
readonly uOutputExposure: {
|
|
28
|
+
readonly offset: 12;
|
|
29
|
+
readonly size: 4;
|
|
30
|
+
readonly type: "float";
|
|
31
|
+
};
|
|
32
|
+
readonly uReprojection: {
|
|
33
|
+
readonly offset: 16;
|
|
34
|
+
readonly size: 64;
|
|
35
|
+
readonly type: "mat4";
|
|
36
|
+
};
|
|
37
|
+
readonly uMotionStrength: {
|
|
38
|
+
readonly offset: 80;
|
|
39
|
+
readonly size: 4;
|
|
40
|
+
readonly type: "float";
|
|
41
|
+
};
|
|
42
|
+
readonly uMotionMax: {
|
|
43
|
+
readonly offset: 84;
|
|
44
|
+
readonly size: 4;
|
|
45
|
+
readonly type: "float";
|
|
46
|
+
};
|
|
47
|
+
readonly uAoStrength: {
|
|
48
|
+
readonly offset: 88;
|
|
49
|
+
readonly size: 4;
|
|
50
|
+
readonly type: "float";
|
|
51
|
+
};
|
|
52
|
+
readonly uBloomStrength: {
|
|
53
|
+
readonly offset: 92;
|
|
54
|
+
readonly size: 4;
|
|
55
|
+
readonly type: "float";
|
|
56
|
+
};
|
|
57
|
+
readonly uVeilColor: {
|
|
58
|
+
readonly offset: 96;
|
|
59
|
+
readonly size: 12;
|
|
60
|
+
readonly type: "vec3";
|
|
61
|
+
};
|
|
62
|
+
readonly uVeilAlpha: {
|
|
63
|
+
readonly offset: 108;
|
|
64
|
+
readonly size: 4;
|
|
65
|
+
readonly type: "float";
|
|
66
|
+
};
|
|
67
|
+
readonly uGradeStrength: {
|
|
68
|
+
readonly offset: 112;
|
|
69
|
+
readonly size: 4;
|
|
70
|
+
readonly type: "float";
|
|
71
|
+
};
|
|
72
|
+
readonly uGradeSize: {
|
|
73
|
+
readonly offset: 116;
|
|
74
|
+
readonly size: 4;
|
|
75
|
+
readonly type: "float";
|
|
76
|
+
};
|
|
77
|
+
readonly uFocusDistance: {
|
|
78
|
+
readonly offset: 120;
|
|
79
|
+
readonly size: 4;
|
|
80
|
+
readonly type: "float";
|
|
81
|
+
};
|
|
82
|
+
readonly uFocusRange: {
|
|
83
|
+
readonly offset: 124;
|
|
84
|
+
readonly size: 4;
|
|
85
|
+
readonly type: "float";
|
|
86
|
+
};
|
|
87
|
+
readonly uDofStrength: {
|
|
88
|
+
readonly offset: 128;
|
|
89
|
+
readonly size: 4;
|
|
90
|
+
readonly type: "float";
|
|
91
|
+
};
|
|
92
|
+
readonly uDofAspect: {
|
|
93
|
+
readonly offset: 136;
|
|
94
|
+
readonly size: 8;
|
|
95
|
+
readonly type: "vec2";
|
|
96
|
+
};
|
|
97
|
+
readonly uDepthToView: {
|
|
98
|
+
readonly offset: 144;
|
|
99
|
+
readonly size: 16;
|
|
100
|
+
readonly type: "vec4";
|
|
101
|
+
};
|
|
102
|
+
};
|
|
103
|
+
readonly textures: {
|
|
104
|
+
readonly uScene: {
|
|
105
|
+
readonly texture: 32;
|
|
106
|
+
readonly sampler: 33;
|
|
107
|
+
readonly type: "sampler2D";
|
|
108
|
+
};
|
|
109
|
+
readonly uDepth: {
|
|
110
|
+
readonly texture: 34;
|
|
111
|
+
readonly sampler: 35;
|
|
112
|
+
readonly type: "sampler2D";
|
|
113
|
+
};
|
|
114
|
+
readonly uAo: {
|
|
115
|
+
readonly texture: 36;
|
|
116
|
+
readonly sampler: 37;
|
|
117
|
+
readonly type: "sampler2D";
|
|
118
|
+
};
|
|
119
|
+
readonly uBloom: {
|
|
120
|
+
readonly texture: 38;
|
|
121
|
+
readonly sampler: 39;
|
|
122
|
+
readonly type: "sampler2D";
|
|
123
|
+
};
|
|
124
|
+
readonly uGradeLut: {
|
|
125
|
+
readonly texture: 40;
|
|
126
|
+
readonly sampler: 41;
|
|
127
|
+
readonly type: "sampler3D";
|
|
128
|
+
};
|
|
129
|
+
};
|
|
130
|
+
};
|
|
131
|
+
};
|
|
@@ -0,0 +1,137 @@
|
|
|
1
|
+
/*
|
|
2
|
+
* Generated from ../rush.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 RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uAoStrength: f32,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n}\n\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(38) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uBloom_s: sampler;\n@group(0) @binding(40) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(41) \nvar uGradeLut_s: sampler;\n@group(0) @binding(36) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn withVeil_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e113 = unnamed.uVeilAlpha;\n if (_e113 <= 0f) {\n let _e115 = (*c);\n return _e115;\n }\n let _e116 = (*c);\n let _e118 = unnamed.uVeilColor;\n let _e120 = unnamed.uVeilAlpha;\n return mix(_e116, _e118, vec3(_e120));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e115 = unnamed.uGradeStrength;\n if (_e115 <= 0f) {\n let _e117 = (*c_1);\n return _e117;\n }\n let _e118 = (*c_1);\n clamped = clamp(_e118, vec3(0f), vec3(1f));\n let _e122 = clamped;\n let _e124 = unnamed.uGradeSize;\n let _e130 = unnamed.uGradeSize;\n uvw = (((_e122 * (_e124 - 1f)) + vec3(0.5f)) / vec3(_e130));\n let _e133 = (*c_1);\n let _e134 = uvw;\n let _e135 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e134, 0f);\n let _e138 = unnamed.uGradeStrength;\n return mix(_e133, _e135.xyz, vec3(_e138));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e114 = (*c_2);\n low = (_e114 * 12.92f);\n let _e116 = (*c_2);\n high = ((pow(max(_e116, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e122 = low;\n let _e123 = high;\n let _e124 = (*c_2);\n return mix(_e122, _e123, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e124));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e116 = unnamed.uOutputExposure;\n let _e117 = (*x);\n (*x) = (_e117 * _e116);\n let _e119 = (*x);\n v = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e119);\n let _e121 = v;\n let _e122 = v;\n a = ((_e121 * (_e122 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e128 = v;\n let _e129 = v;\n b = ((_e128 * ((_e129 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e136 = a;\n let _e137 = b;\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * (_e136 / _e137)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n\n let _e115 = unnamed.uOutputTransform;\n if (_e115 == 0i) {\n let _e117 = (*c_3);\n return _e117;\n }\n let _e119 = unnamed.uOutputTransform;\n if (_e119 == 2i) {\n let _e121 = (*c_3);\n param = _e121;\n let _e122 = acesFilmic_u0028_vf3_u003b((¶m));\n (*c_3) = _e122;\n }\n let _e123 = (*c_3);\n param_1 = _e123;\n let _e124 = linearToSrgb_u0028_vf3_u003b((¶m_1));\n return _e124;\n}\n\nfn withBloom_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e113 = unnamed.uBloomStrength;\n if (_e113 <= 0f) {\n let _e115 = (*c_4);\n return _e115;\n }\n let _e116 = (*c_4);\n let _e117 = vUv_1;\n let _e118 = textureSampleLevel(uBloom_t, uBloom_s, _e117, 0f);\n let _e121 = unnamed.uBloomStrength;\n return (_e116 + (_e118.xyz * _e121));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e113 = (*viewDepth);\n let _e115 = unnamed.uFocusDistance;\n let _e119 = unnamed.uFocusRange;\n offPlane = (abs((_e113 - _e115)) - _e119);\n let _e121 = offPlane;\n let _e123 = unnamed.uFocusRange;\n return clamp((_e121 / _e123), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e113 = (*uv);\n let _e114 = textureSampleLevel(uDepth_t, uDepth_s, _e113, 0f);\n z = (1f - (_e114.x * 2f));\n let _e120 = unnamed.uDepthToView[0u];\n let _e121 = z;\n let _e125 = unnamed.uDepthToView[1u];\n let _e130 = unnamed.uDepthToView[2u];\n let _e131 = z;\n let _e135 = unnamed.uDepthToView[3u];\n return (-(((_e120 * _e121) + _e125)) / ((_e130 * _e131) + _e135));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_1: vec2<f32>;\n var depth: f32;\n var param_2: vec2<f32>;\n var weight: f32;\n var local: f32;\n var param_3: f32;\n\n let _e120 = vUv_1;\n let _e121 = (*direction);\n let _e122 = (*radius);\n let _e125 = unnamed.uDofAspect;\n uv_1 = (_e120 + ((_e121 * _e122) * _e125));\n let _e128 = uv_1;\n param_2 = _e128;\n let _e129 = viewDepthOf_u0028_vf2_u003b((¶m_2));\n depth = _e129;\n let _e130 = depth;\n let _e131 = (*centreDepth);\n if (_e130 >= _e131) {\n local = 1f;\n } else {\n let _e133 = depth;\n param_3 = _e133;\n let _e134 = circleOfConfusion_u0028_f1_u003b((¶m_3));\n local = _e134;\n }\n let _e135 = local;\n weight = _e135;\n let _e136 = uv_1;\n let _e137 = textureSampleLevel(uScene_t, uScene_s, _e136, 0f);\n let _e139 = weight;\n let _e140 = (_e137.xyz * _e139);\n let _e141 = weight;\n return vec4<f32>(_e140.x, _e140.y, _e140.z, _e141);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_4: vec2<f32>;\n var coc: f32;\n var param_5: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_6: vec2<f32>;\n var param_7: f32;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var param_11: f32;\n var param_12: vec2<f32>;\n var param_13: f32;\n var param_14: f32;\n var param_15: vec2<f32>;\n var param_16: f32;\n var param_17: f32;\n var param_18: vec2<f32>;\n var param_19: f32;\n var param_20: f32;\n var param_21: vec2<f32>;\n var param_22: f32;\n var param_23: f32;\n var param_24: vec2<f32>;\n var param_25: f32;\n var param_26: f32;\n var param_27: vec2<f32>;\n var param_28: f32;\n var param_29: f32;\n\n let _e142 = vUv_1;\n param_4 = _e142;\n let _e143 = viewDepthOf_u0028_vf2_u003b((¶m_4));\n depth_1 = _e143;\n let _e144 = depth_1;\n param_5 = _e144;\n let _e145 = circleOfConfusion_u0028_f1_u003b((¶m_5));\n coc = _e145;\n let _e146 = coc;\n if (_e146 <= 0f) {\n let _e148 = (*centre);\n return _e148;\n }\n let _e149 = coc;\n let _e151 = unnamed.uDofStrength;\n radius_1 = (_e149 * _e151);\n let _e153 = (*centre);\n sum = vec4<f32>(_e153.x, _e153.y, _e153.z, 1f);\n param_6 = vec2<f32>(0.25f, 0f);\n let _e158 = radius_1;\n param_7 = _e158;\n let _e159 = depth_1;\n param_8 = _e159;\n let _e160 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_6), (¶m_7), (¶m_8));\n let _e161 = sum;\n sum = (_e161 + _e160);\n param_9 = vec2<f32>(-0.31929f, 0.292496f);\n let _e163 = radius_1;\n param_10 = _e163;\n let _e164 = depth_1;\n param_11 = _e164;\n let _e165 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_9), (¶m_10), (¶m_11));\n let _e166 = sum;\n sum = (_e166 + _e165);\n param_12 = vec2<f32>(0.048872f, -0.556877f);\n let _e168 = radius_1;\n param_13 = _e168;\n let _e169 = depth_1;\n param_14 = _e169;\n let _e170 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_12), (¶m_13), (¶m_14));\n let _e171 = sum;\n sum = (_e171 + _e170);\n param_15 = vec2<f32>(0.402444f, 0.524918f);\n let _e173 = radius_1;\n param_16 = _e173;\n let _e174 = depth_1;\n param_17 = _e174;\n let _e175 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_15), (¶m_16), (¶m_17));\n let _e176 = sum;\n sum = (_e176 + _e175);\n param_18 = vec2<f32>(-0.738535f, -0.130636f);\n let _e178 = radius_1;\n param_19 = _e178;\n let _e179 = depth_1;\n param_20 = _e179;\n let _e180 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_18), (¶m_19), (¶m_20));\n let _e181 = sum;\n sum = (_e181 + _e180);\n param_21 = vec2<f32>(0.699605f, -0.445031f);\n let _e183 = radius_1;\n param_22 = _e183;\n let _e184 = depth_1;\n param_23 = _e184;\n let _e185 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_21), (¶m_22), (¶m_23));\n let _e186 = sum;\n sum = (_e186 + _e185);\n param_24 = vec2<f32>(-0.234004f, 0.870484f);\n let _e188 = radius_1;\n param_25 = _e188;\n let _e189 = depth_1;\n param_26 = _e189;\n let _e190 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_24), (¶m_25), (¶m_26));\n let _e191 = sum;\n sum = (_e191 + _e190);\n param_27 = vec2<f32>(-0.446271f, -0.859268f);\n let _e193 = radius_1;\n param_28 = _e193;\n let _e194 = depth_1;\n param_29 = _e194;\n let _e195 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_27), (¶m_28), (¶m_29));\n let _e196 = sum;\n sum = (_e196 + _e195);\n let _e198 = sum;\n let _e201 = sum[3u];\n return (_e198.xyz / vec3(_e201));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var velocity: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t: f32;\n\n let _e121 = vUv_1;\n let _e122 = textureSampleLevel(uDepth_t, uDepth_s, _e121, 0f);\n depth_2 = _e122.x;\n let _e124 = vUv_1;\n let _e127 = ((_e124 * 2f) - vec2(1f));\n let _e128 = depth_2;\n clip = vec4<f32>(_e127.x, _e127.y, (1f - (_e128 * 2f)), 1f);\n let _e135 = unnamed.uReprojection;\n let _e136 = clip;\n previous = (_e135 * _e136);\n let _e139 = previous[3u];\n if (_e139 <= 0f) {\n let _e141 = (*scene);\n return _e141;\n }\n let _e142 = previous;\n let _e145 = previous[3u];\n wasUv = (((_e142.xy / vec2(_e145)) * 0.5f) + vec2(0.5f));\n let _e151 = vUv_1;\n let _e152 = wasUv;\n let _e155 = unnamed.uMotionStrength;\n velocity = ((_e151 - _e152) * _e155);\n let _e157 = velocity;\n distance_ = length(_e157);\n let _e159 = distance_;\n if (_e159 < 0.0001f) {\n let _e161 = (*scene);\n return _e161;\n }\n let _e162 = distance_;\n let _e164 = unnamed.uMotionMax;\n if (_e162 > _e164) {\n let _e167 = unnamed.uMotionMax;\n let _e168 = distance_;\n let _e170 = velocity;\n velocity = (_e170 * (_e167 / _e168));\n }\n let _e172 = (*scene);\n sum_1 = _e172;\n i = 1i;\n loop {\n let _e173 = i;\n if (_e173 <= 4i) {\n let _e175 = i;\n t = ((f32(_e175) / 4f) * 0.5f);\n let _e179 = vUv_1;\n let _e180 = velocity;\n let _e181 = t;\n let _e184 = textureSampleLevel(uScene_t, uScene_s, (_e179 + (_e180 * _e181)), 0f);\n let _e186 = sum_1;\n sum_1 = (_e186 + _e184.xyz);\n let _e188 = vUv_1;\n let _e189 = velocity;\n let _e190 = t;\n let _e193 = textureSampleLevel(uScene_t, uScene_s, (_e188 - (_e189 * _e190)), 0f);\n let _e195 = sum_1;\n sum_1 = (_e195 + _e193.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e197 = i;\n i = (_e197 + 1i);\n }\n }\n let _e199 = sum_1;\n return (_e199 / vec3(9f));\n}\n\nfn main_1() {\n var scene_1: vec3<f32>;\n var param_30: vec3<f32>;\n var param_31: vec3<f32>;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_32: vec3<f32>;\n var param_33: vec3<f32>;\n var param_34: vec3<f32>;\n var param_35: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_36: vec3<f32>;\n var param_37: vec3<f32>;\n var param_38: vec3<f32>;\n var param_39: vec3<f32>;\n\n let _e132 = vUv_1;\n let _e133 = textureSampleLevel(uScene_t, uScene_s, _e132, 0f);\n scene_1 = _e133.xyz;\n let _e136 = unnamed.uMotionStrength;\n if (_e136 > 0f) {\n let _e138 = scene_1;\n param_30 = _e138;\n let _e139 = cameraBlur_u0028_vf3_u003b((¶m_30));\n scene_1 = _e139;\n }\n let _e141 = unnamed.uDofStrength;\n if (_e141 > 0f) {\n let _e143 = scene_1;\n param_31 = _e143;\n let _e144 = depthOfField_u0028_vf3_u003b((¶m_31));\n scene_1 = _e144;\n }\n let _e145 = vUv_1;\n let _e146 = textureSampleLevel(uAo_t, uAo_s, _e145, 0f);\n let _e149 = unnamed.uAoStrength;\n ao = mix(1f, _e146.x, _e149);\n let _e151 = vUv_1;\n fromCentre = (_e151 - vec2(0.5f));\n let _e154 = fromCentre;\n radius_2 = (length((_e154 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e159 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e159);\n let _e161 = inner;\n let _e162 = radius_2;\n edge = smoothstep(_e161, 1f, _e162);\n let _e164 = edge;\n let _e166 = unnamed.uStrength;\n amount = (_e164 * _e166);\n let _e168 = amount;\n if (_e168 <= 0f) {\n let _e170 = scene_1;\n let _e171 = ao;\n param_32 = (_e170 * _e171);\n let _e173 = withBloom_u0028_vf3_u003b((¶m_32));\n param_33 = _e173;\n let _e174 = grade_u0028_vf3_u003b((¶m_33));\n param_34 = _e174;\n let _e175 = applyColourGrade_u0028_vf3_u003b((¶m_34));\n param_35 = _e175;\n let _e176 = withVeil_u0028_vf3_u003b((¶m_35));\n fragColor = vec4<f32>(_e176.x, _e176.y, _e176.z, 1f);\n return;\n }\n let _e181 = fromCentre;\n let _e185 = unnamed.uReach;\n let _e187 = amount;\n step_ = ((normalize((_e181 + vec2<f32>(0.000001f, 0.000001f))) * _e185) * _e187);\n let _e189 = scene_1;\n sum_2 = _e189;\n i_1 = 1i;\n loop {\n let _e190 = i_1;\n if (_e190 <= 6i) {\n let _e192 = vUv_1;\n let _e193 = step_;\n let _e194 = i_1;\n let _e199 = textureSampleLevel(uScene_t, uScene_s, (_e192 + (_e193 * (f32(_e194) / 6f))), 0f);\n let _e201 = sum_2;\n sum_2 = (_e201 + _e199.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e203 = i_1;\n i_1 = (_e203 + 1i);\n }\n }\n let _e205 = sum_2;\n blurred = (_e205 / vec3(7f));\n let _e208 = scene_1;\n let _e209 = blurred;\n let _e210 = amount;\n let _e213 = ao;\n param_36 = (mix(_e208, _e209, vec3(_e210)) * _e213);\n let _e215 = withBloom_u0028_vf3_u003b((¶m_36));\n param_37 = _e215;\n let _e216 = grade_u0028_vf3_u003b((¶m_37));\n param_38 = _e216;\n let _e217 = applyColourGrade_u0028_vf3_u003b((¶m_38));\n param_39 = _e217;\n let _e218 = withVeil_u0028_vf3_u003b((¶m_39));\n fragColor = vec4<f32>(_e218.x, _e218.y, _e218.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
|
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8
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+
/**
|
|
9
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+
* What the transform assigned, so the renderer binds the same numbers.
|
|
10
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+
*
|
|
11
|
+
* A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
|
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12
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+
*/
|
|
13
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+
export const RUSH_BINDINGS = {
|
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14
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+
"RUSH_FRAG": {
|
|
15
|
+
"uniforms": 1,
|
|
16
|
+
"uniformSize": 160,
|
|
17
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+
"fields": {
|
|
18
|
+
"uStrength": {
|
|
19
|
+
"offset": 0,
|
|
20
|
+
"size": 4,
|
|
21
|
+
"type": "float"
|
|
22
|
+
},
|
|
23
|
+
"uReach": {
|
|
24
|
+
"offset": 4,
|
|
25
|
+
"size": 4,
|
|
26
|
+
"type": "float"
|
|
27
|
+
},
|
|
28
|
+
"uOutputTransform": {
|
|
29
|
+
"offset": 8,
|
|
30
|
+
"size": 4,
|
|
31
|
+
"type": "int"
|
|
32
|
+
},
|
|
33
|
+
"uOutputExposure": {
|
|
34
|
+
"offset": 12,
|
|
35
|
+
"size": 4,
|
|
36
|
+
"type": "float"
|
|
37
|
+
},
|
|
38
|
+
"uReprojection": {
|
|
39
|
+
"offset": 16,
|
|
40
|
+
"size": 64,
|
|
41
|
+
"type": "mat4"
|
|
42
|
+
},
|
|
43
|
+
"uMotionStrength": {
|
|
44
|
+
"offset": 80,
|
|
45
|
+
"size": 4,
|
|
46
|
+
"type": "float"
|
|
47
|
+
},
|
|
48
|
+
"uMotionMax": {
|
|
49
|
+
"offset": 84,
|
|
50
|
+
"size": 4,
|
|
51
|
+
"type": "float"
|
|
52
|
+
},
|
|
53
|
+
"uAoStrength": {
|
|
54
|
+
"offset": 88,
|
|
55
|
+
"size": 4,
|
|
56
|
+
"type": "float"
|
|
57
|
+
},
|
|
58
|
+
"uBloomStrength": {
|
|
59
|
+
"offset": 92,
|
|
60
|
+
"size": 4,
|
|
61
|
+
"type": "float"
|
|
62
|
+
},
|
|
63
|
+
"uVeilColor": {
|
|
64
|
+
"offset": 96,
|
|
65
|
+
"size": 12,
|
|
66
|
+
"type": "vec3"
|
|
67
|
+
},
|
|
68
|
+
"uVeilAlpha": {
|
|
69
|
+
"offset": 108,
|
|
70
|
+
"size": 4,
|
|
71
|
+
"type": "float"
|
|
72
|
+
},
|
|
73
|
+
"uGradeStrength": {
|
|
74
|
+
"offset": 112,
|
|
75
|
+
"size": 4,
|
|
76
|
+
"type": "float"
|
|
77
|
+
},
|
|
78
|
+
"uGradeSize": {
|
|
79
|
+
"offset": 116,
|
|
80
|
+
"size": 4,
|
|
81
|
+
"type": "float"
|
|
82
|
+
},
|
|
83
|
+
"uFocusDistance": {
|
|
84
|
+
"offset": 120,
|
|
85
|
+
"size": 4,
|
|
86
|
+
"type": "float"
|
|
87
|
+
},
|
|
88
|
+
"uFocusRange": {
|
|
89
|
+
"offset": 124,
|
|
90
|
+
"size": 4,
|
|
91
|
+
"type": "float"
|
|
92
|
+
},
|
|
93
|
+
"uDofStrength": {
|
|
94
|
+
"offset": 128,
|
|
95
|
+
"size": 4,
|
|
96
|
+
"type": "float"
|
|
97
|
+
},
|
|
98
|
+
"uDofAspect": {
|
|
99
|
+
"offset": 136,
|
|
100
|
+
"size": 8,
|
|
101
|
+
"type": "vec2"
|
|
102
|
+
},
|
|
103
|
+
"uDepthToView": {
|
|
104
|
+
"offset": 144,
|
|
105
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export declare const SCATTER_DEPTH_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uTrample: array<vec4<f32>, 8>,\n uTrampleRadius: f32,\n uTrampleDepth: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstancePos_1: vec3<f32>;\nvar<private> aScaleYaw_1: vec2<f32>;\nvar<private> aWindResponse_1: vec3<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b(position: ptr<function, vec3<f32>>, instancePos: ptr<function, vec3<f32>>, scaleYaw: ptr<function, vec2<f32>>, windResponse: ptr<function, vec3<f32>>, yawTrig: ptr<function, vec2<f32>>) -> vec3<f32> {\n var s: f32;\n var c: f32;\n var local: vec3<f32>;\n var rotated: vec3<f32>;\n var phase: f32;\n var rooted: f32;\n var bend: f32;\n var pressed: f32;\n var away: vec2<f32>;\n var i: i32;\n var p: vec4<f32>;\n var offset: vec3<f32>;\n var dist: f32;\n var fade: f32;\n var strength: f32;\n var local_1: vec2<f32>;\n var take: f32;\n\n let _e49 = (*yawTrig)[0u];\n s = _e49;\n let _e51 = (*yawTrig)[1u];\n c = _e51;\n let _e52 = (*position);\n let _e54 = (*scaleYaw)[0u];\n local = (_e52 * _e54);\n let _e57 = local[0u];\n let _e58 = c;\n let _e61 = local[2u];\n let _e62 = s;\n let _e66 = local[1u];\n let _e68 = local[0u];\n let _e70 = s;\n let _e73 = local[2u];\n let _e74 = c;\n rotated = vec3<f32>(((_e57 * _e58) + (_e61 * _e62)), _e66, ((-(_e68) * _e70) + (_e73 * _e74)));\n let _e78 = (*instancePos);\n let _e81 = unnamed.uWindSpatialPhase;\n let _e84 = unnamed.uWindTime;\n let _e87 = (*windResponse)[2u];\n phase = ((dot(_e78.xz, _e81) + _e84) + _e87);\n let _e90 = rotated[1u];\n let _e92 = (*windResponse)[0u];\n rooted = clamp((_e90 * _e92), 0f, 1f);\n let _e96 = unnamed.uWindSpeed;\n let _e98 = unnamed.uWindGust;\n let _e100 = (*windResponse)[1u];\n let _e103 = phase;\n let _e106 = rooted;\n let _e108 = rooted;\n bend = ((((_e96 + (_e98 * _e100)) * sin(_e103)) * _e106) * _e108);\n let _e111 = unnamed.uWindDirection;\n let _e112 = bend;\n let _e114 = rotated;\n let _e116 = (_e114.xz + (_e111 * _e112));\n let _e117 = rotated;\n rotated = vec3<f32>(_e116.x, _e117.y, _e116.y);\n pressed = 0f;\n away = vec2<f32>(0f, 0f);\n i = 0i;\n loop {\n let _e122 = i;\n if (_e122 < 8i) {\n let _e124 = i;\n let _e127 = unnamed.uTrample[_e124];\n p = _e127;\n let _e129 = p[3u];\n if (_e129 <= 0f) {\n continue;\n }\n let _e131 = (*instancePos);\n let _e132 = p;\n offset = (_e131 - _e132.xyz);\n let _e135 = offset;\n dist = length(_e135);\n let _e137 = dist;\n let _e139 = unnamed.uTrampleRadius;\n if (_e137 >= _e139) {\n continue;\n }\n let _e141 = dist;\n let _e143 = unnamed.uTrampleRadius;\n fade = (1f - (_e141 / _e143));\n let _e147 = p[3u];\n let _e148 = fade;\n let _e150 = fade;\n strength = ((_e147 * _e148) * _e150);\n let _e152 = strength;\n let _e153 = pressed;\n if (_e152 <= _e153) {\n continue;\n }\n let _e155 = strength;\n pressed = _e155;\n let _e156 = dist;\n if (_e156 > 0.0001f) {\n let _e158 = offset;\n let _e160 = dist;\n local_1 = (_e158.xz / vec2(_e160));\n } else {\n local_1 = vec2<f32>(0f, 0f);\n }\n let _e163 = local_1;\n away = _e163;\n continue;\n } else {\n break;\n }\n continuing {\n let _e164 = i;\n i = (_e164 + 1i);\n }\n }\n let _e166 = pressed;\n if (_e166 > 0f) {\n let _e168 = pressed;\n let _e170 = unnamed.uTrampleDepth;\n take = (_e168 * _e170);\n let _e172 = take;\n let _e175 = rotated[1u];\n rotated[1u] = (_e175 * (1f - _e172));\n let _e178 = away;\n let _e179 = take;\n let _e182 = rotated[1u];\n let _e185 = rotated;\n let _e187 = (_e185.xz + (((_e178 * _e179) * _e182) * 1.4f));\n let _e188 = rotated;\n rotated = vec3<f32>(_e187.x, _e188.y, _e187.y);\n }\n let _e193 = rotated;\n return _e193;\n}\n\nfn scatterYaw_u0028_f1_u003b(yaw: ptr<function, f32>) -> vec2<f32> {\n let _e27 = (*yaw);\n let _e29 = (*yaw);\n return vec2<f32>(sin(_e27), cos(_e29));\n}\n\nfn main_1() {\n var rotated_1: vec3<f32>;\n var param: f32;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n\n let _e34 = aScaleYaw_1[1u];\n param = _e34;\n let _e35 = scatterYaw_u0028_f1_u003b((¶m));\n let _e36 = aPosition_1;\n param_1 = _e36;\n let _e37 = aInstancePos_1;\n param_2 = _e37;\n let _e38 = aScaleYaw_1;\n param_3 = _e38;\n let _e39 = aWindResponse_1;\n param_4 = _e39;\n param_5 = _e35;\n let _e40 = scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b((¶m_1), (¶m_2), (¶m_3), (¶m_4), (¶m_5));\n rotated_1 = _e40;\n let _e42 = unnamed.uLightViewProj;\n let _e43 = aInstancePos_1;\n let _e44 = rotated_1;\n let _e45 = (_e43 + _e44);\n vLightPosition = (_e42 * vec4<f32>(_e45.x, _e45.y, _e45.z, 1f));\n let _e51 = vLightPosition;\n unnamed_1.gl_Position = _e51;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(3) aInstancePos: vec3<f32>, @location(4) aScaleYaw: vec2<f32>, @location(6) aWindResponse: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstancePos_1 = aInstancePos;\n aScaleYaw_1 = aScaleYaw;\n aWindResponse_1 = aWindResponse;\n main_1();\n let _e12 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e12);\n let _e14 = vLightPosition;\n let _e15 = unnamed_1.gl_Position;\n return VertexOutput(_e14, _e15);\n}\n";
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2
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+
export declare const SCATTER_FRAG_WGSL = "struct Uniforms {\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e25 = unnamed.uFogColor;\n let _e27 = unnamed.uUnderwaterColor;\n let _e29 = unnamed.uUnderwaterFactor;\n return mix(_e25, _e27, vec3(_e29));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e34 = unnamed.uFogMode;\n if (_e34 == 1i) {\n let _e37 = unnamed.uFogFar;\n let _e39 = unnamed.uFogNear;\n span = max((_e37 - _e39), 0.0001f);\n let _e42 = (*dist);\n let _e44 = unnamed.uFogNear;\n let _e46 = span;\n ramp = clamp(((_e42 - _e44) / _e46), 0f, 1f);\n let _e50 = unnamed.uUnderwaterFactor;\n if (_e50 <= 0f) {\n let _e52 = ramp;\n return _e52;\n }\n let _e54 = unnamed.uUnderwaterFogDensity;\n let _e55 = (*dist);\n wetLinear = (_e54 * _e55);\n let _e57 = ramp;\n let _e58 = wetLinear;\n let _e60 = wetLinear;\n let _e66 = unnamed.uUnderwaterFactor;\n return mix(_e57, (1f - exp2(((-(_e58) * _e60) * 1.442695f))), _e66);\n }\n let _e68 = (*pointY);\n let _e70 = unnamed.uFogEyeY;\n let _e73 = unnamed.uFogHeightFalloff;\n t = ((_e68 - _e70) * _e73);\n let _e75 = t;\n let _e78 = t;\n denom = select(_e78, 0.0001f, (abs(_e75) < 0.0001f));\n let _e81 = unnamed.uFogDensity;\n let _e83 = (*dist);\n let _e85 = denom;\n let _e90 = denom;\n air = (1f - exp((((-(_e81) * _e83) * (1f - exp(-(_e85)))) / _e90)));\n let _e95 = unnamed.uUnderwaterFactor;\n if (_e95 <= 0f) {\n let _e97 = air;\n return _e97;\n }\n let _e99 = unnamed.uUnderwaterFogDensity;\n let _e100 = (*dist);\n wet = (_e99 * _e100);\n let _e102 = air;\n let _e103 = wet;\n let _e105 = wet;\n let _e111 = unnamed.uUnderwaterFactor;\n return mix(_e102, (1f - exp2(((-(_e103) * _e105) * 1.442695f))), _e111);\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param: f32;\n var param_1: f32;\n\n let _e30 = vNormal_1;\n n = normalize(_e30);\n let _e32 = n;\n let _e34 = unnamed.uDirectionalDir;\n ndl = abs(dot(_e32, _e34));\n let _e37 = vColor_1;\n let _e39 = unnamed.uAmbient;\n let _e41 = unnamed.uDirectionalColor;\n let _e42 = ndl;\n lit = (_e37 * (_e39 + (_e41 * _e42)));\n let _e46 = vWorldPos_1;\n let _e48 = unnamed.uCameraPos;\n param = distance(_e46, _e48);\n let _e51 = vWorldPos_1[1u];\n param_1 = _e51;\n let _e52 = mediumFog_u0028_f1_u003b_f1_u003b((¶m), (¶m_1));\n fog = _e52;\n let _e53 = lit;\n let _e54 = mediumColor_u0028_();\n let _e55 = fog;\n let _e57 = mix(_e53, _e54, vec3(_e55));\n outColor = vec4<f32>(_e57.x, _e57.y, _e57.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vColor: vec3<f32>, @location(2) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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3
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export declare const SCATTER_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uTrample: array<vec4<f32>, 8>,\n uTrampleRadius: f32,\n uTrampleDepth: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec3<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) member_2: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aScaleYaw_1: vec2<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstancePos_1: vec3<f32>;\nvar<private> aWindResponse_1: vec3<f32>;\nvar<private> vColor: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> aTint_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b(position: ptr<function, vec3<f32>>, instancePos: ptr<function, vec3<f32>>, scaleYaw: ptr<function, vec2<f32>>, windResponse: ptr<function, vec3<f32>>, yawTrig: ptr<function, vec2<f32>>) -> vec3<f32> {\n var s: f32;\n var c: f32;\n var local: vec3<f32>;\n var rotated: vec3<f32>;\n var phase: f32;\n var rooted: f32;\n var bend: f32;\n var pressed: f32;\n var away: vec2<f32>;\n var i: i32;\n var p: vec4<f32>;\n var offset: vec3<f32>;\n var dist: f32;\n var fade: f32;\n var strength: f32;\n var local_1: vec2<f32>;\n var take: f32;\n\n let _e54 = (*yawTrig)[0u];\n s = _e54;\n let _e56 = (*yawTrig)[1u];\n c = _e56;\n let _e57 = (*position);\n let _e59 = (*scaleYaw)[0u];\n local = (_e57 * _e59);\n let _e62 = local[0u];\n let _e63 = c;\n let _e66 = local[2u];\n let _e67 = s;\n let _e71 = local[1u];\n let _e73 = local[0u];\n let _e75 = s;\n let _e78 = local[2u];\n let _e79 = c;\n rotated = vec3<f32>(((_e62 * _e63) + (_e66 * _e67)), _e71, ((-(_e73) * _e75) + (_e78 * _e79)));\n let _e83 = (*instancePos);\n let _e86 = unnamed.uWindSpatialPhase;\n let _e89 = unnamed.uWindTime;\n let _e92 = (*windResponse)[2u];\n phase = ((dot(_e83.xz, _e86) + _e89) + _e92);\n let _e95 = rotated[1u];\n let _e97 = (*windResponse)[0u];\n rooted = clamp((_e95 * _e97), 0f, 1f);\n let _e101 = unnamed.uWindSpeed;\n let _e103 = unnamed.uWindGust;\n let _e105 = (*windResponse)[1u];\n let _e108 = phase;\n let _e111 = rooted;\n let _e113 = rooted;\n bend = ((((_e101 + (_e103 * _e105)) * sin(_e108)) * _e111) * _e113);\n let _e116 = unnamed.uWindDirection;\n let _e117 = bend;\n let _e119 = rotated;\n let _e121 = (_e119.xz + (_e116 * _e117));\n let _e122 = rotated;\n rotated = vec3<f32>(_e121.x, _e122.y, _e121.y);\n pressed = 0f;\n away = vec2<f32>(0f, 0f);\n i = 0i;\n loop {\n let _e127 = i;\n if (_e127 < 8i) {\n let _e129 = i;\n let _e132 = unnamed.uTrample[_e129];\n p = _e132;\n let _e134 = p[3u];\n if (_e134 <= 0f) {\n continue;\n }\n let _e136 = (*instancePos);\n let _e137 = p;\n offset = (_e136 - _e137.xyz);\n let _e140 = offset;\n dist = length(_e140);\n let _e142 = dist;\n let _e144 = unnamed.uTrampleRadius;\n if (_e142 >= _e144) {\n continue;\n }\n let _e146 = dist;\n let _e148 = unnamed.uTrampleRadius;\n fade = (1f - (_e146 / _e148));\n let _e152 = p[3u];\n let _e153 = fade;\n let _e155 = fade;\n strength = ((_e152 * _e153) * _e155);\n let _e157 = strength;\n let _e158 = pressed;\n if (_e157 <= _e158) {\n continue;\n }\n let _e160 = strength;\n pressed = _e160;\n let _e161 = dist;\n if (_e161 > 0.0001f) {\n let _e163 = offset;\n let _e165 = dist;\n local_1 = (_e163.xz / vec2(_e165));\n } else {\n local_1 = vec2<f32>(0f, 0f);\n }\n let _e168 = local_1;\n away = _e168;\n continue;\n } else {\n break;\n }\n continuing {\n let _e169 = i;\n i = (_e169 + 1i);\n }\n }\n let _e171 = pressed;\n if (_e171 > 0f) {\n let _e173 = pressed;\n let _e175 = unnamed.uTrampleDepth;\n take = (_e173 * _e175);\n let _e177 = take;\n let _e180 = rotated[1u];\n rotated[1u] = (_e180 * (1f - _e177));\n let _e183 = away;\n let _e184 = take;\n let _e187 = rotated[1u];\n let _e190 = rotated;\n let _e192 = (_e190.xz + (((_e183 * _e184) * _e187) * 1.4f));\n let _e193 = rotated;\n rotated = vec3<f32>(_e192.x, _e193.y, _e192.y);\n }\n let _e198 = rotated;\n return _e198;\n}\n\nfn scatterYaw_u0028_f1_u003b(yaw: ptr<function, f32>) -> vec2<f32> {\n let _e32 = (*yaw);\n let _e34 = (*yaw);\n return vec2<f32>(sin(_e32), cos(_e34));\n}\n\nfn main_1() {\n var yawTrig_1: vec2<f32>;\n var param: f32;\n var rotated_1: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n var world: vec3<f32>;\n var s_1: f32;\n var c_1: f32;\n\n let _e43 = aScaleYaw_1[1u];\n param = _e43;\n let _e44 = scatterYaw_u0028_f1_u003b((¶m));\n yawTrig_1 = _e44;\n let _e45 = aPosition_1;\n param_1 = _e45;\n let _e46 = aInstancePos_1;\n param_2 = _e46;\n let _e47 = aScaleYaw_1;\n param_3 = _e47;\n let _e48 = aWindResponse_1;\n param_4 = _e48;\n let _e49 = yawTrig_1;\n param_5 = _e49;\n let _e50 = scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b((¶m_1), (¶m_2), (¶m_3), (¶m_4), (¶m_5));\n rotated_1 = _e50;\n let _e51 = aInstancePos_1;\n let _e52 = rotated_1;\n world = (_e51 + _e52);\n let _e55 = yawTrig_1[0u];\n s_1 = _e55;\n let _e57 = yawTrig_1[1u];\n c_1 = _e57;\n let _e58 = aColor_1;\n let _e59 = aTint_1;\n vColor = (_e58 * _e59);\n let _e62 = aNormal_1[0u];\n let _e63 = c_1;\n let _e66 = aNormal_1[2u];\n let _e67 = s_1;\n let _e71 = aNormal_1[1u];\n let _e73 = aNormal_1[0u];\n let _e75 = s_1;\n let _e78 = aNormal_1[2u];\n let _e79 = c_1;\n vNormal = vec3<f32>(((_e62 * _e63) + (_e66 * _e67)), _e71, ((-(_e73) * _e75) + (_e78 * _e79)));\n let _e83 = world;\n vWorldPos = _e83;\n let _e85 = unnamed.uViewProj;\n let _e86 = world;\n unnamed_1.gl_Position = (_e85 * vec4<f32>(_e86.x, _e86.y, _e86.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(4) aScaleYaw: vec2<f32>, @location(0) aPosition: vec3<f32>, @location(3) aInstancePos: vec3<f32>, @location(6) aWindResponse: vec3<f32>, @location(2) aColor: vec3<f32>, @location(5) aTint: vec3<f32>, @location(1) aNormal: vec3<f32>) -> VertexOutput {\n aScaleYaw_1 = aScaleYaw;\n aPosition_1 = aPosition;\n aInstancePos_1 = aInstancePos;\n aWindResponse_1 = aWindResponse;\n aColor_1 = aColor;\n aTint_1 = aTint;\n aNormal_1 = aNormal;\n main_1();\n let _e20 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e20);\n let _e22 = vColor;\n let _e23 = vNormal;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e22, _e23, _e24, _e25);\n}\n";
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4
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/**
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5
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* What the transform assigned, so the renderer binds the same numbers.
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6
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*
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7
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* A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
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8
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*/
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9
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export declare const SCATTER_BINDINGS: {
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10
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readonly SCATTER_DEPTH_VERT: {
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readonly uniforms: 0;
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12
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readonly uniformSize: 240;
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13
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readonly fields: {
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14
|
+
readonly uLightViewProj: {
|
|
15
|
+
readonly offset: 0;
|
|
16
|
+
readonly size: 64;
|
|
17
|
+
readonly type: "mat4";
|
|
18
|
+
};
|
|
19
|
+
readonly uWindDirection: {
|
|
20
|
+
readonly offset: 64;
|
|
21
|
+
readonly size: 8;
|
|
22
|
+
readonly type: "vec2";
|
|
23
|
+
};
|
|
24
|
+
readonly uWindSpeed: {
|
|
25
|
+
readonly offset: 72;
|
|
26
|
+
readonly size: 4;
|
|
27
|
+
readonly type: "float";
|
|
28
|
+
};
|
|
29
|
+
readonly uWindGust: {
|
|
30
|
+
readonly offset: 76;
|
|
31
|
+
readonly size: 4;
|
|
32
|
+
readonly type: "float";
|
|
33
|
+
};
|
|
34
|
+
readonly uWindTime: {
|
|
35
|
+
readonly offset: 80;
|
|
36
|
+
readonly size: 4;
|
|
37
|
+
readonly type: "float";
|
|
38
|
+
};
|
|
39
|
+
readonly uWindSpatialPhase: {
|
|
40
|
+
readonly offset: 88;
|
|
41
|
+
readonly size: 8;
|
|
42
|
+
readonly type: "vec2";
|
|
43
|
+
};
|
|
44
|
+
readonly uTrample: {
|
|
45
|
+
readonly offset: 96;
|
|
46
|
+
readonly size: 128;
|
|
47
|
+
readonly type: "vec4";
|
|
48
|
+
readonly length: 8;
|
|
49
|
+
readonly stride: 16;
|
|
50
|
+
};
|
|
51
|
+
readonly uTrampleRadius: {
|
|
52
|
+
readonly offset: 224;
|
|
53
|
+
readonly size: 4;
|
|
54
|
+
readonly type: "float";
|
|
55
|
+
};
|
|
56
|
+
readonly uTrampleDepth: {
|
|
57
|
+
readonly offset: 228;
|
|
58
|
+
readonly size: 4;
|
|
59
|
+
readonly type: "float";
|
|
60
|
+
};
|
|
61
|
+
};
|
|
62
|
+
readonly textures: {};
|
|
63
|
+
};
|
|
64
|
+
readonly SCATTER_FRAG: {
|
|
65
|
+
readonly uniforms: 1;
|
|
66
|
+
readonly uniformSize: 128;
|
|
67
|
+
readonly fields: {
|
|
68
|
+
readonly uDirectionalDir: {
|
|
69
|
+
readonly offset: 0;
|
|
70
|
+
readonly size: 12;
|
|
71
|
+
readonly type: "vec3";
|
|
72
|
+
};
|
|
73
|
+
readonly uDirectionalColor: {
|
|
74
|
+
readonly offset: 16;
|
|
75
|
+
readonly size: 12;
|
|
76
|
+
readonly type: "vec3";
|
|
77
|
+
};
|
|
78
|
+
readonly uAmbient: {
|
|
79
|
+
readonly offset: 32;
|
|
80
|
+
readonly size: 12;
|
|
81
|
+
readonly type: "vec3";
|
|
82
|
+
};
|
|
83
|
+
readonly uCameraPos: {
|
|
84
|
+
readonly offset: 48;
|
|
85
|
+
readonly size: 12;
|
|
86
|
+
readonly type: "vec3";
|
|
87
|
+
};
|
|
88
|
+
readonly uFogColor: {
|
|
89
|
+
readonly offset: 64;
|
|
90
|
+
readonly size: 12;
|
|
91
|
+
readonly type: "vec3";
|
|
92
|
+
};
|
|
93
|
+
readonly uFogDensity: {
|
|
94
|
+
readonly offset: 76;
|
|
95
|
+
readonly size: 4;
|
|
96
|
+
readonly type: "float";
|
|
97
|
+
};
|
|
98
|
+
readonly uFogHeightFalloff: {
|
|
99
|
+
readonly offset: 80;
|
|
100
|
+
readonly size: 4;
|
|
101
|
+
readonly type: "float";
|
|
102
|
+
};
|
|
103
|
+
readonly uFogEyeY: {
|
|
104
|
+
readonly offset: 84;
|
|
105
|
+
readonly size: 4;
|
|
106
|
+
readonly type: "float";
|
|
107
|
+
};
|
|
108
|
+
readonly uUnderwaterColor: {
|
|
109
|
+
readonly offset: 96;
|
|
110
|
+
readonly size: 12;
|
|
111
|
+
readonly type: "vec3";
|
|
112
|
+
};
|
|
113
|
+
readonly uUnderwaterFogDensity: {
|
|
114
|
+
readonly offset: 108;
|
|
115
|
+
readonly size: 4;
|
|
116
|
+
readonly type: "float";
|
|
117
|
+
};
|
|
118
|
+
readonly uUnderwaterFactor: {
|
|
119
|
+
readonly offset: 112;
|
|
120
|
+
readonly size: 4;
|
|
121
|
+
readonly type: "float";
|
|
122
|
+
};
|
|
123
|
+
readonly uFogMode: {
|
|
124
|
+
readonly offset: 116;
|
|
125
|
+
readonly size: 4;
|
|
126
|
+
readonly type: "int";
|
|
127
|
+
};
|
|
128
|
+
readonly uFogNear: {
|
|
129
|
+
readonly offset: 120;
|
|
130
|
+
readonly size: 4;
|
|
131
|
+
readonly type: "float";
|
|
132
|
+
};
|
|
133
|
+
readonly uFogFar: {
|
|
134
|
+
readonly offset: 124;
|
|
135
|
+
readonly size: 4;
|
|
136
|
+
readonly type: "float";
|
|
137
|
+
};
|
|
138
|
+
};
|
|
139
|
+
readonly textures: {};
|
|
140
|
+
};
|
|
141
|
+
readonly SCATTER_VERT: {
|
|
142
|
+
readonly uniforms: 0;
|
|
143
|
+
readonly uniformSize: 240;
|
|
144
|
+
readonly fields: {
|
|
145
|
+
readonly uViewProj: {
|
|
146
|
+
readonly offset: 0;
|
|
147
|
+
readonly size: 64;
|
|
148
|
+
readonly type: "mat4";
|
|
149
|
+
};
|
|
150
|
+
readonly uWindDirection: {
|
|
151
|
+
readonly offset: 64;
|
|
152
|
+
readonly size: 8;
|
|
153
|
+
readonly type: "vec2";
|
|
154
|
+
};
|
|
155
|
+
readonly uWindSpeed: {
|
|
156
|
+
readonly offset: 72;
|
|
157
|
+
readonly size: 4;
|
|
158
|
+
readonly type: "float";
|
|
159
|
+
};
|
|
160
|
+
readonly uWindGust: {
|
|
161
|
+
readonly offset: 76;
|
|
162
|
+
readonly size: 4;
|
|
163
|
+
readonly type: "float";
|
|
164
|
+
};
|
|
165
|
+
readonly uWindTime: {
|
|
166
|
+
readonly offset: 80;
|
|
167
|
+
readonly size: 4;
|
|
168
|
+
readonly type: "float";
|
|
169
|
+
};
|
|
170
|
+
readonly uWindSpatialPhase: {
|
|
171
|
+
readonly offset: 88;
|
|
172
|
+
readonly size: 8;
|
|
173
|
+
readonly type: "vec2";
|
|
174
|
+
};
|
|
175
|
+
readonly uTrample: {
|
|
176
|
+
readonly offset: 96;
|
|
177
|
+
readonly size: 128;
|
|
178
|
+
readonly type: "vec4";
|
|
179
|
+
readonly length: 8;
|
|
180
|
+
readonly stride: 16;
|
|
181
|
+
};
|
|
182
|
+
readonly uTrampleRadius: {
|
|
183
|
+
readonly offset: 224;
|
|
184
|
+
readonly size: 4;
|
|
185
|
+
readonly type: "float";
|
|
186
|
+
};
|
|
187
|
+
readonly uTrampleDepth: {
|
|
188
|
+
readonly offset: 228;
|
|
189
|
+
readonly size: 4;
|
|
190
|
+
readonly type: "float";
|
|
191
|
+
};
|
|
192
|
+
};
|
|
193
|
+
readonly textures: {};
|
|
194
|
+
};
|
|
195
|
+
};
|