@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 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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export 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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export 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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/**
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* What the transform assigned, so the renderer binds the same numbers.
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*
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* A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
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*/
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export const SCATTER_BINDINGS = {
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"SCATTER_DEPTH_VERT": {
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"uniforms": 0,
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"uniformSize": 240,
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"fields": {
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"uLightViewProj": {
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"offset": 0,
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"size": 64,
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"type": "mat4"
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},
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"uWindDirection": {
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"offset": 64,
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"size": 8,
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"type": "vec2"
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},
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"uWindSpeed": {
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"offset": 72,
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"size": 4,
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"type": "float"
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},
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"uWindGust": {
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"offset": 76,
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"size": 4,
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"type": "float"
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},
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"uWindTime": {
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"offset": 80,
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"size": 4,
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"type": "float"
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},
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"uWindSpatialPhase": {
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"offset": 88,
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"size": 8,
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"type": "vec2"
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},
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"uTrample": {
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"offset": 96,
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"size": 128,
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"type": "vec4",
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"length": 8,
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"stride": 16
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},
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"uTrampleRadius": {
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"offset": 224,
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"size": 4,
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"type": "float"
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},
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"uTrampleDepth": {
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"offset": 228,
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"size": 4,
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"type": "float"
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}
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},
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"textures": {}
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},
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"SCATTER_FRAG": {
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"uniforms": 1,
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"uniformSize": 128,
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"fields": {
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"uDirectionalDir": {
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"offset": 0,
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"size": 12,
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"type": "vec3"
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},
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"uDirectionalColor": {
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"offset": 16,
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"size": 12,
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"type": "vec3"
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},
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"uAmbient": {
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"offset": 32,
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"size": 12,
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"type": "vec3"
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},
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"uCameraPos": {
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"offset": 48,
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"size": 12,
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"type": "vec3"
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},
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"uFogColor": {
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"offset": 64,
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"size": 12,
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"type": "vec3"
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},
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"uFogDensity": {
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"offset": 76,
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"size": 4,
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"type": "float"
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},
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"uFogHeightFalloff": {
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"offset": 80,
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"size": 4,
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"type": "float"
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},
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"uFogEyeY": {
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"offset": 84,
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"size": 4,
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"type": "float"
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},
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"uUnderwaterColor": {
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"offset": 96,
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"size": 12,
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"type": "vec3"
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},
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"uUnderwaterFogDensity": {
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"offset": 108,
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"size": 4,
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"type": "float"
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},
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"uUnderwaterFactor": {
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"offset": 112,
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"size": 4,
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"type": "float"
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},
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"uFogMode": {
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"offset": 116,
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"size": 4,
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"type": "int"
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},
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"uFogNear": {
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"offset": 120,
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"size": 4,
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"type": "float"
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},
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"uFogFar": {
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"offset": 124,
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"size": 4,
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"type": "float"
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}
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},
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"textures": {}
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},
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"SCATTER_VERT": {
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"uniforms": 0,
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"uniformSize": 240,
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"fields": {
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"uViewProj": {
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"offset": 0,
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"size": 64,
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"type": "mat4"
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},
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"uWindDirection": {
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"offset": 64,
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"size": 8,
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"type": "vec2"
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},
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"uWindSpeed": {
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"offset": 72,
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"size": 4,
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"type": "float"
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},
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"uWindGust": {
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"offset": 76,
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"size": 4,
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"type": "float"
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},
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"uWindTime": {
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"offset": 80,
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"size": 4,
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"type": "float"
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},
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"uWindSpatialPhase": {
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"offset": 88,
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"size": 8,
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"type": "vec2"
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},
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"uTrample": {
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"offset": 96,
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"size": 128,
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"type": "vec4",
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"length": 8,
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"stride": 16
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},
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"uTrampleRadius": {
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"offset": 224,
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"size": 4,
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"type": "float"
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},
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"uTrampleDepth": {
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"offset": 228,
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"size": 4,
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"type": "float"
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}
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},
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"textures": {}
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}
|
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};
|
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@@ -0,0 +1,69 @@
|
|
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1
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+
export declare const SDF_TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uDistanceRange: f32,\n uAtlasSize: vec2<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uAtlas_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uAtlas_s: sampler;\nvar<private> vUv_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e60 = (*c);\n low = (_e60 * 12.92f);\n let _e62 = (*c);\n high = ((pow(max(_e62, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e68 = high;\n let _e69 = low;\n let _e70 = (*c);\n return mix(_e68, _e69, step(_e70, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e60 = (*v);\n let _e61 = (*v);\n a = ((_e60 * (_e61 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e67 = (*v);\n let _e68 = (*v);\n b = ((_e67 * ((_e68 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e75 = a;\n let _e76 = b;\n return (_e75 / _e76);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e60 = unnamed.uOutputExposure;\n let _e61 = (*x);\n (*x) = (_e61 * _e60);\n let _e63 = (*x);\n param = (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)) * _e63);\n let _e65 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\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)) * _e65), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n\n let _e61 = unnamed.uOutputTransform;\n if (_e61 == 0i) {\n let _e63 = (*c_1);\n return _e63;\n }\n let _e65 = unnamed.uOutputTransform;\n if (_e65 == 2i) {\n let _e67 = (*c_1);\n param_1 = _e67;\n let _e68 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_1) = _e68;\n }\n let _e69 = (*c_1);\n param_2 = _e69;\n let _e70 = linearToSrgb_u0028_vf3_u003b((¶m_2));\n return _e70;\n}\n\nfn median_u0028_vf3_u003b(rgb: ptr<function, vec3<f32>>) -> f32 {\n let _e59 = (*rgb)[0u];\n let _e61 = (*rgb)[1u];\n let _e64 = (*rgb)[0u];\n let _e66 = (*rgb)[1u];\n let _e69 = (*rgb)[2u];\n return max(min(_e59, _e61), min(max(_e64, _e66), _e69));\n}\n\nfn main_1() {\n var sampled: vec3<f32>;\n var distance_: f32;\n var param_3: vec3<f32>;\n var texelsPerPixel: vec2<f32>;\n var pixelRange: f32;\n var coverage: f32;\n var param_4: vec3<f32>;\n\n let _e64 = vUv_1;\n let _e65 = textureSampleLevel(uAtlas_t, uAtlas_s, _e64, 0f);\n sampled = _e65.xyz;\n let _e67 = sampled;\n param_3 = _e67;\n let _e68 = median_u0028_vf3_u003b((¶m_3));\n distance_ = (_e68 - 0.5f);\n let _e70 = vUv_1;\n let _e71 = fwidth(_e70);\n let _e73 = unnamed.uAtlasSize;\n texelsPerPixel = (_e71 * _e73);\n let _e76 = texelsPerPixel[0u];\n let _e78 = texelsPerPixel[1u];\n pixelRange = max((0.5f * (_e76 + _e78)), 0.0001f);\n let _e82 = distance_;\n let _e84 = unnamed.uDistanceRange;\n let _e86 = pixelRange;\n coverage = clamp((((_e82 * _e84) / _e86) + 0.5f), 0f, 1f);\n let _e91 = unnamed.uColor;\n param_4 = _e91;\n let _e92 = applyOutputTransform_u0028_vf3_u003b((¶m_4));\n let _e93 = coverage;\n let _e95 = unnamed.uOpacity;\n outColor = vec4<f32>(_e92.x, _e92.y, _e92.z, (_e93 * _e95));\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 = outColor;\n return _e3;\n}\n";
|
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2
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+
export declare const SDF_TEXT_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vUv: vec2<f32>;\nvar<private> aUv_1: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(0) \nvar<uniform> unnamed_1: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\n\nfn main_1() {\n let _e8 = aUv_1;\n vUv = _e8;\n let _e10 = unnamed_1.uViewProj;\n let _e12 = unnamed_1.uModel;\n let _e14 = aPosition_1;\n unnamed.gl_Position = ((_e10 * _e12) * vec4<f32>(_e14.x, _e14.y, _e14.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(1) aUv: vec2<f32>, @location(0) aPosition: vec3<f32>) -> VertexOutput {\n aUv_1 = aUv;\n aPosition_1 = aPosition;\n main_1();\n let _e8 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e8);\n let _e10 = vUv;\n let _e11 = unnamed.gl_Position;\n return VertexOutput(_e10, _e11);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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*
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* A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
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*/
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export declare const SDFTEXT_BINDINGS: {
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readonly SDF_TEXT_FRAG: {
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readonly uniforms: 1;
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readonly uniformSize: 48;
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readonly fields: {
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readonly uColor: {
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readonly offset: 0;
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readonly size: 12;
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readonly type: "vec3";
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};
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readonly uOpacity: {
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readonly offset: 12;
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readonly size: 4;
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readonly type: "float";
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};
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readonly uDistanceRange: {
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readonly offset: 16;
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readonly size: 4;
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readonly type: "float";
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};
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readonly uAtlasSize: {
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readonly offset: 24;
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readonly size: 8;
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readonly type: "vec2";
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};
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33
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readonly uOutputTransform: {
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readonly offset: 32;
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readonly size: 4;
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readonly type: "int";
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};
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readonly uOutputExposure: {
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readonly offset: 36;
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readonly size: 4;
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readonly type: "float";
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};
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};
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readonly textures: {
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readonly uAtlas: {
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readonly texture: 32;
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readonly sampler: 33;
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readonly type: "sampler2D";
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};
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};
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};
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readonly SDF_TEXT_VERT: {
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readonly uniforms: 0;
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readonly uniformSize: 128;
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readonly fields: {
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readonly uViewProj: {
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readonly offset: 0;
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readonly size: 64;
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readonly type: "mat4";
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};
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readonly uModel: {
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readonly offset: 64;
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readonly size: 64;
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64
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readonly type: "mat4";
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};
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|
+
};
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|
+
readonly textures: {};
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};
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+
};
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@@ -0,0 +1,75 @@
|
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1
|
+
/*
|
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2
|
+
* Generated from ../sdfText.ts by `npm run wgsl`. Do not edit.
|
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+
*
|
|
4
|
+
* The GLSL beside this file is the source of truth. A hand edit here is discarded by
|
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|
+
* the next generation, and `npm run wgsl:check` fails the build when this is stale.
|
|
6
|
+
*/
|
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7
|
+
export const SDF_TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uDistanceRange: f32,\n uAtlasSize: vec2<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uAtlas_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uAtlas_s: sampler;\nvar<private> vUv_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e60 = (*c);\n low = (_e60 * 12.92f);\n let _e62 = (*c);\n high = ((pow(max(_e62, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e68 = high;\n let _e69 = low;\n let _e70 = (*c);\n return mix(_e68, _e69, step(_e70, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e60 = (*v);\n let _e61 = (*v);\n a = ((_e60 * (_e61 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e67 = (*v);\n let _e68 = (*v);\n b = ((_e67 * ((_e68 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e75 = a;\n let _e76 = b;\n return (_e75 / _e76);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e60 = unnamed.uOutputExposure;\n let _e61 = (*x);\n (*x) = (_e61 * _e60);\n let _e63 = (*x);\n param = (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)) * _e63);\n let _e65 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\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)) * _e65), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n\n let _e61 = unnamed.uOutputTransform;\n if (_e61 == 0i) {\n let _e63 = (*c_1);\n return _e63;\n }\n let _e65 = unnamed.uOutputTransform;\n if (_e65 == 2i) {\n let _e67 = (*c_1);\n param_1 = _e67;\n let _e68 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_1) = _e68;\n }\n let _e69 = (*c_1);\n param_2 = _e69;\n let _e70 = linearToSrgb_u0028_vf3_u003b((¶m_2));\n return _e70;\n}\n\nfn median_u0028_vf3_u003b(rgb: ptr<function, vec3<f32>>) -> f32 {\n let _e59 = (*rgb)[0u];\n let _e61 = (*rgb)[1u];\n let _e64 = (*rgb)[0u];\n let _e66 = (*rgb)[1u];\n let _e69 = (*rgb)[2u];\n return max(min(_e59, _e61), min(max(_e64, _e66), _e69));\n}\n\nfn main_1() {\n var sampled: vec3<f32>;\n var distance_: f32;\n var param_3: vec3<f32>;\n var texelsPerPixel: vec2<f32>;\n var pixelRange: f32;\n var coverage: f32;\n var param_4: vec3<f32>;\n\n let _e64 = vUv_1;\n let _e65 = textureSampleLevel(uAtlas_t, uAtlas_s, _e64, 0f);\n sampled = _e65.xyz;\n let _e67 = sampled;\n param_3 = _e67;\n let _e68 = median_u0028_vf3_u003b((¶m_3));\n distance_ = (_e68 - 0.5f);\n let _e70 = vUv_1;\n let _e71 = fwidth(_e70);\n let _e73 = unnamed.uAtlasSize;\n texelsPerPixel = (_e71 * _e73);\n let _e76 = texelsPerPixel[0u];\n let _e78 = texelsPerPixel[1u];\n pixelRange = max((0.5f * (_e76 + _e78)), 0.0001f);\n let _e82 = distance_;\n let _e84 = unnamed.uDistanceRange;\n let _e86 = pixelRange;\n coverage = clamp((((_e82 * _e84) / _e86) + 0.5f), 0f, 1f);\n let _e91 = unnamed.uColor;\n param_4 = _e91;\n let _e92 = applyOutputTransform_u0028_vf3_u003b((¶m_4));\n let _e93 = coverage;\n let _e95 = unnamed.uOpacity;\n outColor = vec4<f32>(_e92.x, _e92.y, _e92.z, (_e93 * _e95));\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 = outColor;\n return _e3;\n}\n";
|
|
8
|
+
export const SDF_TEXT_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vUv: vec2<f32>;\nvar<private> aUv_1: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(0) \nvar<uniform> unnamed_1: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\n\nfn main_1() {\n let _e8 = aUv_1;\n vUv = _e8;\n let _e10 = unnamed_1.uViewProj;\n let _e12 = unnamed_1.uModel;\n let _e14 = aPosition_1;\n unnamed.gl_Position = ((_e10 * _e12) * vec4<f32>(_e14.x, _e14.y, _e14.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(1) aUv: vec2<f32>, @location(0) aPosition: vec3<f32>) -> VertexOutput {\n aUv_1 = aUv;\n aPosition_1 = aPosition;\n main_1();\n let _e8 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e8);\n let _e10 = vUv;\n let _e11 = unnamed.gl_Position;\n return VertexOutput(_e10, _e11);\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 SDFTEXT_BINDINGS = {
|
|
15
|
+
"SDF_TEXT_FRAG": {
|
|
16
|
+
"uniforms": 1,
|
|
17
|
+
"uniformSize": 48,
|
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18
|
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"fields": {
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+
"uColor": {
|
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|
+
"offset": 0,
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21
|
+
"size": 12,
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22
|
+
"type": "vec3"
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23
|
+
},
|
|
24
|
+
"uOpacity": {
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|
25
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+
"offset": 12,
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|
+
"size": 4,
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|
+
"type": "float"
|
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|
+
},
|
|
29
|
+
"uDistanceRange": {
|
|
30
|
+
"offset": 16,
|
|
31
|
+
"size": 4,
|
|
32
|
+
"type": "float"
|
|
33
|
+
},
|
|
34
|
+
"uAtlasSize": {
|
|
35
|
+
"offset": 24,
|
|
36
|
+
"size": 8,
|
|
37
|
+
"type": "vec2"
|
|
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|
+
},
|
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39
|
+
"uOutputTransform": {
|
|
40
|
+
"offset": 32,
|
|
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|
+
"size": 4,
|
|
42
|
+
"type": "int"
|
|
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|
+
},
|
|
44
|
+
"uOutputExposure": {
|
|
45
|
+
"offset": 36,
|
|
46
|
+
"size": 4,
|
|
47
|
+
"type": "float"
|
|
48
|
+
}
|
|
49
|
+
},
|
|
50
|
+
"textures": {
|
|
51
|
+
"uAtlas": {
|
|
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|
+
"texture": 32,
|
|
53
|
+
"sampler": 33,
|
|
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|
+
"type": "sampler2D"
|
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|
+
}
|
|
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|
+
}
|
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+
},
|
|
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|
+
"SDF_TEXT_VERT": {
|
|
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|
+
"uniforms": 0,
|
|
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|
+
"uniformSize": 128,
|
|
61
|
+
"fields": {
|
|
62
|
+
"uViewProj": {
|
|
63
|
+
"offset": 0,
|
|
64
|
+
"size": 64,
|
|
65
|
+
"type": "mat4"
|
|
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|
+
},
|
|
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|
+
"uModel": {
|
|
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|
+
"offset": 64,
|
|
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|
+
"size": 64,
|
|
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|
+
"type": "mat4"
|
|
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|
+
}
|
|
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|
+
},
|
|
73
|
+
"textures": {}
|
|
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|
+
}
|
|
75
|
+
};
|
|
@@ -0,0 +1,100 @@
|
|
|
1
|
+
export declare const SKY_FRAG_WGSL = "struct Uniforms {\n uInvViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTopColor: vec3<f32>,\n uHorizonColor: vec3<f32>,\n uDeepColor: vec3<f32>,\n uSunDir: vec3<f32>,\n uSunColor: vec3<f32>,\n uSunDiscExponent: f32,\n uMoonDir: vec3<f32>,\n uMoonColor: vec3<f32>,\n uMoonAngularRadius: f32,\n uMoonPhase: f32,\n uNightFactor: f32,\n uCloudOffset: vec2<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNdc_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e105 = (*p);\n return fract((sin(dot(_e105, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var a: f32;\n var param: vec2<f32>;\n var b: f32;\n var param_1: vec2<f32>;\n var c: f32;\n var param_2: vec2<f32>;\n var d: f32;\n var param_3: vec2<f32>;\n\n let _e116 = (*p_1);\n i = floor(_e116);\n let _e118 = (*p_1);\n f = fract(_e118);\n let _e120 = f;\n let _e121 = f;\n let _e123 = f;\n u = ((_e120 * _e121) * (vec2(3f) - (_e123 * 2f)));\n let _e128 = i;\n param = _e128;\n let _e129 = hash21_u0028_vf2_u003b((¶m));\n a = _e129;\n let _e130 = i;\n param_1 = (_e130 + vec2<f32>(1f, 0f));\n let _e132 = hash21_u0028_vf2_u003b((¶m_1));\n b = _e132;\n let _e133 = i;\n param_2 = (_e133 + vec2<f32>(0f, 1f));\n let _e135 = hash21_u0028_vf2_u003b((¶m_2));\n c = _e135;\n let _e136 = i;\n param_3 = (_e136 + vec2<f32>(1f, 1f));\n let _e138 = hash21_u0028_vf2_u003b((¶m_3));\n d = _e138;\n let _e139 = a;\n let _e140 = b;\n let _e142 = u[0u];\n let _e144 = c;\n let _e145 = d;\n let _e147 = u[0u];\n let _e150 = u[1u];\n return mix(mix(_e139, _e140, _e142), mix(_e144, _e145, _e147), _e150);\n}\n\nfn fbm_u0028_vf2_u003b(p_2: ptr<function, vec2<f32>>) -> f32 {\n var v: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n\n let _e109 = (*p_2);\n param_4 = _e109;\n let _e110 = valueNoise_u0028_vf2_u003b((¶m_4));\n v = (_e110 * 0.5f);\n let _e112 = (*p_2);\n param_5 = (_e112 * 2.03f);\n let _e114 = valueNoise_u0028_vf2_u003b((¶m_5));\n let _e116 = v;\n v = (_e116 + (_e114 * 0.3f));\n let _e118 = (*p_2);\n param_6 = (_e118 * 4.01f);\n let _e120 = valueNoise_u0028_vf2_u003b((¶m_6));\n let _e122 = v;\n v = (_e122 + (_e120 * 0.2f));\n let _e124 = v;\n return _e124;\n}\n\nfn main_1() {\n var world: vec4<f32>;\n var dir: vec3<f32>;\n var t: f32;\n var col: vec3<f32>;\n var local: vec3<f32>;\n var aboveHorizon: f32;\n var sunset: f32;\n var ember: vec3<f32>;\n var s: f32;\n var discColor: vec3<f32>;\n var sunBearing: vec2<f32>;\n var viewBearing: vec2<f32>;\n var toward: f32;\n var fromHorizon: f32;\n var local_1: f32;\n var band: f32;\n var away: f32;\n var moonReference: vec3<f32>;\n var moonRight: vec3<f32>;\n var moonUp: vec3<f32>;\n var moonRadius: f32;\n var moonUv: vec2<f32>;\n var moonRadiusSq: f32;\n var moonFacing: f32;\n var moonDisc: f32;\n var sphereZ: f32;\n var surfaceNormal: vec3<f32>;\n var phaseAngle: f32;\n var phaseLight: vec3<f32>;\n var phaseShade: f32;\n var maria: f32;\n var param_7: vec2<f32>;\n var param_8: vec2<f32>;\n var albedo: f32;\n var limb: f32;\n var earthshine: f32;\n var lunarLight: f32;\n var phaseIllumination: f32;\n var moonHalo: f32;\n var p_3: vec2<f32>;\n var cell: vec2<f32>;\n var h: f32;\n var param_9: vec2<f32>;\n var jitter: vec2<f32>;\n var param_10: vec2<f32>;\n var param_11: vec2<f32>;\n var d_1: f32;\n var star: f32;\n var uv: vec2<f32>;\n var band_1: f32;\n var param_12: vec2<f32>;\n var fade: f32;\n var cloudCol: vec3<f32>;\n var waterLight: f32;\n\n let _e159 = unnamed.uInvViewProj;\n let _e160 = vNdc_1;\n world = (_e159 * vec4<f32>(_e160.x, _e160.y, 1f, 1f));\n let _e165 = world;\n let _e168 = world[3u];\n let _e172 = unnamed.uCameraPos;\n dir = normalize(((_e165.xyz / vec3(_e168)) - _e172));\n let _e176 = dir[1u];\n t = _e176;\n let _e177 = t;\n if (_e177 >= 0f) {\n let _e180 = unnamed.uHorizonColor;\n let _e182 = unnamed.uTopColor;\n let _e183 = t;\n local = mix(_e180, _e182, vec3(pow(min(_e183, 1f), 0.55f)));\n } else {\n let _e189 = unnamed.uHorizonColor;\n let _e191 = unnamed.uDeepColor;\n let _e192 = t;\n local = mix(_e189, _e191, vec3(min((-(_e192) * 1.8f), 1f)));\n }\n let _e198 = local;\n col = _e198;\n let _e200 = dir[1u];\n aboveHorizon = smoothstep(-0.04f, 0.06f, _e200);\n let _e204 = unnamed.uSunDir[1u];\n let _e209 = unnamed.uSunDir[1u];\n sunset = ((1f - smoothstep(-0.03f, 0.3f, _e204)) * smoothstep(-0.35f, -0.05f, _e209));\n ember = vec3<f32>(1f, 0.36f, 0.13f);\n let _e212 = dir;\n let _e214 = unnamed.uSunDir;\n s = max(dot(_e212, _e214), 0f);\n let _e218 = unnamed.uSunColor;\n let _e220 = unnamed.uSunColor;\n let _e221 = ember;\n let _e223 = sunset;\n discColor = mix(_e218, (_e220 * _e221), vec3((_e223 * 0.85f)));\n let _e227 = discColor;\n let _e228 = s;\n let _e230 = unnamed.uSunDiscExponent;\n let _e233 = s;\n let _e235 = unnamed.uSunDiscExponent;\n let _e242 = aboveHorizon;\n let _e244 = col;\n col = (_e244 + ((_e227 * ((pow(_e228, _e230) * 1.2f) + (pow(_e233, max((_e235 / 75f), 1f)) * 0.12f))) * _e242));\n let _e247 = unnamed.uSunDir;\n sunBearing = normalize((_e247.xz + vec2<f32>(0.00001f, 0.00001f)));\n let _e251 = dir;\n viewBearing = normalize((_e251.xz + vec2<f32>(0.00001f, 0.00001f)));\n let _e255 = viewBearing;\n let _e256 = sunBearing;\n toward = max(dot(_e255, _e256), 0f);\n let _e260 = dir[1u];\n if (_e260 >= 0f) {\n let _e263 = dir[1u];\n local_1 = _e263;\n } else {\n let _e265 = dir[1u];\n local_1 = (-(_e265) * 3f);\n }\n let _e268 = local_1;\n fromHorizon = _e268;\n let _e269 = fromHorizon;\n band = pow((1f - min((_e269 * 2.2f), 1f)), 2.6f);\n let _e274 = ember;\n let _e275 = sunset;\n let _e277 = band;\n let _e279 = toward;\n let _e284 = col;\n col = (_e284 + (((_e274 * _e275) * _e277) * (0.18f + (0.75f * pow(_e279, 2.2f)))));\n let _e286 = viewBearing;\n let _e287 = sunBearing;\n away = max(-(dot(_e286, _e287)), 0f);\n let _e291 = sunset;\n let _e293 = band;\n let _e295 = away;\n let _e298 = col;\n col = (_e298 + ((((vec3<f32>(0.42f, 0.28f, 0.45f) * _e291) * _e293) * _e295) * 0.22f));\n let _e302 = unnamed.uMoonDir[1u];\n moonReference = select(vec3<f32>(1f, 0f, 0f), vec3<f32>(0f, 1f, 0f), vec3((abs(_e302) < 0.98f)));\n let _e307 = moonReference;\n let _e309 = unnamed.uMoonDir;\n moonRight = normalize(cross(_e307, _e309));\n let _e313 = unnamed.uMoonDir;\n let _e314 = moonRight;\n moonUp = cross(_e313, _e314);\n let _e317 = unnamed.uMoonAngularRadius;\n moonRadius = clamp(_e317, 0.001f, 0.5f);\n let _e319 = dir;\n let _e320 = moonRight;\n let _e322 = dir;\n let _e323 = moonUp;\n let _e326 = moonRadius;\n moonUv = (vec2<f32>(dot(_e319, _e320), dot(_e322, _e323)) / vec2(_e326));\n let _e329 = moonUv;\n let _e330 = moonUv;\n moonRadiusSq = dot(_e329, _e330);\n let _e332 = dir;\n let _e334 = unnamed.uMoonDir;\n moonFacing = step(0f, dot(_e332, _e334));\n let _e337 = moonRadiusSq;\n let _e340 = moonFacing;\n moonDisc = ((1f - smoothstep(0.9f, 1f, _e337)) * _e340);\n let _e342 = moonDisc;\n if (_e342 > 0f) {\n let _e344 = moonRadiusSq;\n sphereZ = sqrt(max((1f - _e344), 0f));\n let _e348 = moonUv;\n let _e349 = sphereZ;\n surfaceNormal = normalize(vec3<f32>(_e348.x, _e348.y, _e349));\n let _e355 = unnamed.uMoonPhase;\n phaseAngle = (_e355 * 6.2831855f);\n let _e357 = phaseAngle;\n let _e359 = phaseAngle;\n phaseLight = vec3<f32>(sin(_e357), 0f, -(cos(_e359)));\n let _e363 = surfaceNormal;\n let _e364 = phaseLight;\n phaseShade = max(dot(_e363, _e364), 0f);\n let _e367 = moonUv;\n param_7 = ((_e367 * 3.2f) + vec2<f32>(4.7f, 9.1f));\n let _e370 = valueNoise_u0028_vf2_u003b((¶m_7));\n let _e372 = moonUv;\n param_8 = ((_e372 * 9.3f) - vec2<f32>(7.4f, 2.6f));\n let _e375 = valueNoise_u0028_vf2_u003b((¶m_8));\n maria = ((_e370 * 0.68f) + (_e375 * 0.32f));\n let _e378 = maria;\n albedo = mix(0.56f, 1.02f, _e378);\n let _e380 = sphereZ;\n limb = mix(0.72f, 1f, _e380);\n earthshine = 0.035f;\n let _e382 = earthshine;\n let _e383 = earthshine;\n let _e385 = phaseShade;\n lunarLight = (_e382 + ((1f - _e383) * _e385));\n let _e389 = unnamed.uMoonColor;\n let _e390 = albedo;\n let _e392 = limb;\n let _e394 = lunarLight;\n let _e396 = moonDisc;\n let _e400 = unnamed.uNightFactor;\n let _e402 = aboveHorizon;\n let _e404 = col;\n col = (_e404 + (((((((_e389 * _e390) * _e392) * _e394) * _e396) * 1.35f) * _e400) * _e402));\n }\n let _e407 = unnamed.uMoonPhase;\n phaseIllumination = (0.5f - (cos((_e407 * 6.2831855f)) * 0.5f));\n let _e412 = moonUv;\n let _e416 = moonFacing;\n moonHalo = ((1f - smoothstep(1f, 3f, length(_e412))) * _e416);\n let _e419 = unnamed.uMoonColor;\n let _e420 = moonHalo;\n let _e423 = phaseIllumination;\n let _e426 = unnamed.uNightFactor;\n let _e428 = aboveHorizon;\n let _e430 = col;\n col = (_e430 + (((((_e419 * _e420) * 0.08f) * _e423) * _e426) * _e428));\n let _e433 = dir[1u];\n if (_e433 > 0f) {\n let _e436 = unnamed.uNightFactor;\n if (_e436 > 0f) {\n let _e438 = dir;\n let _e441 = dir[1u];\n p_3 = ((_e438.xz / vec2((1f + _e441))) * 26f);\n let _e446 = p_3;\n cell = floor(_e446);\n let _e448 = cell;\n param_9 = _e448;\n let _e449 = hash21_u0028_vf2_u003b((¶m_9));\n h = _e449;\n let _e450 = h;\n if (_e450 > 0.93f) {\n let _e452 = cell;\n param_10 = (_e452 + vec2(17.3f));\n let _e455 = hash21_u0028_vf2_u003b((¶m_10));\n let _e456 = cell;\n param_11 = (_e456 + vec2(41.7f));\n let _e459 = hash21_u0028_vf2_u003b((¶m_11));\n jitter = vec2<f32>(_e455, _e459);\n let _e461 = p_3;\n let _e463 = jitter;\n d_1 = length((fract(_e461) - _e463));\n let _e466 = d_1;\n let _e468 = h;\n star = (smoothstep(0.1f, 0f, _e466) * (0.4f + (_e468 * 0.6f)));\n let _e472 = star;\n let _e475 = unnamed.uNightFactor;\n let _e478 = dir[1u];\n let _e481 = col;\n col = (_e481 + (((vec3<f32>(0.86f, 0.91f, 1f) * _e472) * _e475) * smoothstep(0.03f, 0.3f, _e478)));\n }\n }\n let _e484 = dir[1u];\n if (_e484 > 0.02f) {\n let _e486 = dir;\n let _e489 = dir[1u];\n let _e495 = unnamed.uCloudOffset;\n uv = (((_e486.xz / vec2(max(_e489, 0.16f))) * 0.09f) + (_e495 * 0.012f));\n let _e498 = uv;\n param_12 = _e498;\n let _e499 = fbm_u0028_vf2_u003b((¶m_12));\n band_1 = smoothstep(0.46f, 0.6f, _e499);\n let _e502 = dir[1u];\n fade = smoothstep(0.02f, 0.3f, _e502);\n let _e505 = unnamed.uHorizonColor;\n let _e509 = unnamed.uNightFactor;\n cloudCol = (mix(_e505, vec3<f32>(1f, 1f, 1f), vec3(0.45f)) * mix(1f, 0.32f, _e509));\n let _e512 = col;\n let _e513 = cloudCol;\n let _e514 = band_1;\n let _e515 = fade;\n col = mix(_e512, _e513, vec3(((_e514 * _e515) * 0.8f)));\n }\n }\n let _e521 = dir[1u];\n waterLight = mix(0.62f, 1.08f, clamp(((_e521 * 0.5f) + 0.5f), 0f, 1f));\n let _e526 = col;\n let _e528 = unnamed.uUnderwaterColor;\n let _e529 = waterLight;\n let _e532 = unnamed.uUnderwaterFactor;\n col = mix(_e526, (_e528 * _e529), vec3(_e532));\n let _e535 = col;\n outColor = vec4<f32>(_e535.x, _e535.y, _e535.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vNdc: vec2<f32>) -> @location(0) vec4<f32> {\n vNdc_1 = vNdc;\n main_1();\n let _e3 = outColor;\n return _e3;\n}\n";
|
|
2
|
+
export declare const SKY_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> vNdc: vec2<f32>;\nvar<private> gl_VertexIndex_1: i32;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var indexable: array<vec2<f32>, 3>;\n\n let _e14 = gl_VertexIndex_1;\n indexable = array<vec2<f32>, 3>(vec2<f32>(-1f, -1f), vec2<f32>(3f, -1f), vec2<f32>(-1f, 3f));\n let _e16 = indexable[_e14];\n vNdc = _e16;\n let _e17 = vNdc;\n unnamed.gl_Position = vec4<f32>(_e17.x, _e17.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 = vNdc;\n let _e10 = unnamed.gl_Position;\n return VertexOutput(_e9, _e10);\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 SKY_BINDINGS: {
|
|
9
|
+
readonly SKY_FRAG: {
|
|
10
|
+
readonly uniforms: 1;
|
|
11
|
+
readonly uniformSize: 224;
|
|
12
|
+
readonly fields: {
|
|
13
|
+
readonly uInvViewProj: {
|
|
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 uTopColor: {
|
|
24
|
+
readonly offset: 80;
|
|
25
|
+
readonly size: 12;
|
|
26
|
+
readonly type: "vec3";
|
|
27
|
+
};
|
|
28
|
+
readonly uHorizonColor: {
|
|
29
|
+
readonly offset: 96;
|
|
30
|
+
readonly size: 12;
|
|
31
|
+
readonly type: "vec3";
|
|
32
|
+
};
|
|
33
|
+
readonly uDeepColor: {
|
|
34
|
+
readonly offset: 112;
|
|
35
|
+
readonly size: 12;
|
|
36
|
+
readonly type: "vec3";
|
|
37
|
+
};
|
|
38
|
+
readonly uSunDir: {
|
|
39
|
+
readonly offset: 128;
|
|
40
|
+
readonly size: 12;
|
|
41
|
+
readonly type: "vec3";
|
|
42
|
+
};
|
|
43
|
+
readonly uSunColor: {
|
|
44
|
+
readonly offset: 144;
|
|
45
|
+
readonly size: 12;
|
|
46
|
+
readonly type: "vec3";
|
|
47
|
+
};
|
|
48
|
+
readonly uSunDiscExponent: {
|
|
49
|
+
readonly offset: 156;
|
|
50
|
+
readonly size: 4;
|
|
51
|
+
readonly type: "float";
|
|
52
|
+
};
|
|
53
|
+
readonly uMoonDir: {
|
|
54
|
+
readonly offset: 160;
|
|
55
|
+
readonly size: 12;
|
|
56
|
+
readonly type: "vec3";
|
|
57
|
+
};
|
|
58
|
+
readonly uMoonColor: {
|
|
59
|
+
readonly offset: 176;
|
|
60
|
+
readonly size: 12;
|
|
61
|
+
readonly type: "vec3";
|
|
62
|
+
};
|
|
63
|
+
readonly uMoonAngularRadius: {
|
|
64
|
+
readonly offset: 188;
|
|
65
|
+
readonly size: 4;
|
|
66
|
+
readonly type: "float";
|
|
67
|
+
};
|
|
68
|
+
readonly uMoonPhase: {
|
|
69
|
+
readonly offset: 192;
|
|
70
|
+
readonly size: 4;
|
|
71
|
+
readonly type: "float";
|
|
72
|
+
};
|
|
73
|
+
readonly uNightFactor: {
|
|
74
|
+
readonly offset: 196;
|
|
75
|
+
readonly size: 4;
|
|
76
|
+
readonly type: "float";
|
|
77
|
+
};
|
|
78
|
+
readonly uCloudOffset: {
|
|
79
|
+
readonly offset: 200;
|
|
80
|
+
readonly size: 8;
|
|
81
|
+
readonly type: "vec2";
|
|
82
|
+
};
|
|
83
|
+
readonly uUnderwaterColor: {
|
|
84
|
+
readonly offset: 208;
|
|
85
|
+
readonly size: 12;
|
|
86
|
+
readonly type: "vec3";
|
|
87
|
+
};
|
|
88
|
+
readonly uUnderwaterFactor: {
|
|
89
|
+
readonly offset: 220;
|
|
90
|
+
readonly size: 4;
|
|
91
|
+
readonly type: "float";
|
|
92
|
+
};
|
|
93
|
+
};
|
|
94
|
+
readonly textures: {};
|
|
95
|
+
};
|
|
96
|
+
readonly SKY_VERT: {
|
|
97
|
+
readonly uniforms: null;
|
|
98
|
+
readonly textures: {};
|
|
99
|
+
};
|
|
100
|
+
};
|