@driftengine/core 3.61.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (955) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +9 -0
  3. package/README.md +9 -0
  4. package/dist/behavior/behaviorTree.d.ts +140 -0
  5. package/dist/behavior/behaviorTree.js +289 -0
  6. package/dist/build/shaderComments.d.ts +64 -0
  7. package/dist/build/shaderComments.js +0 -0
  8. package/dist/cinematic/player.d.ts +80 -0
  9. package/dist/cinematic/player.js +184 -0
  10. package/dist/cinematic/script.d.ts +63 -0
  11. package/dist/cinematic/script.js +141 -0
  12. package/dist/core/bootGate.d.ts +37 -0
  13. package/dist/core/bootGate.js +47 -0
  14. package/dist/core/loadTracker.d.ts +78 -0
  15. package/dist/core/loadTracker.js +106 -0
  16. package/dist/core/loop.d.ts +118 -0
  17. package/dist/core/loop.js +84 -0
  18. package/dist/core/messageQueue.d.ts +61 -0
  19. package/dist/core/messageQueue.js +104 -0
  20. package/dist/core/onceSet.d.ts +27 -0
  21. package/dist/core/onceSet.js +62 -0
  22. package/dist/core/preferences.d.ts +47 -0
  23. package/dist/core/preferences.js +140 -0
  24. package/dist/core/remoteSave.d.ts +154 -0
  25. package/dist/core/remoteSave.js +249 -0
  26. package/dist/core/rng.d.ts +64 -0
  27. package/dist/core/rng.js +72 -0
  28. package/dist/core/stepBudget.d.ts +91 -0
  29. package/dist/core/stepBudget.js +105 -0
  30. package/dist/core/storage.d.ts +52 -0
  31. package/dist/core/storage.js +85 -0
  32. package/dist/core/tickTrace.d.ts +72 -0
  33. package/dist/core/tickTrace.js +102 -0
  34. package/dist/core/timeCurve.d.ts +83 -0
  35. package/dist/core/timeCurve.js +107 -0
  36. package/dist/core/withDefaults.d.ts +21 -0
  37. package/dist/core/withDefaults.js +29 -0
  38. package/dist/dev/contactProbe.d.ts +41 -0
  39. package/dist/dev/contactProbe.js +58 -0
  40. package/dist/dev/fpsMeter.d.ts +45 -0
  41. package/dist/dev/fpsMeter.js +86 -0
  42. package/dist/environment/celestialClock.d.ts +141 -0
  43. package/dist/environment/celestialClock.js +262 -0
  44. package/dist/geometry/decal.d.ts +61 -0
  45. package/dist/geometry/decal.js +178 -0
  46. package/dist/geometry/filmPatch.d.ts +35 -0
  47. package/dist/geometry/filmPatch.js +112 -0
  48. package/dist/geometry/growable.d.ts +70 -0
  49. package/dist/geometry/growable.js +167 -0
  50. package/dist/geometry/lightVolume.d.ts +76 -0
  51. package/dist/geometry/lightVolume.js +65 -0
  52. package/dist/geometry/meshBuilder.d.ts +426 -0
  53. package/dist/geometry/meshBuilder.js +1184 -0
  54. package/dist/geometry/pixelFont.d.ts +59 -0
  55. package/dist/geometry/pixelFont.js +179 -0
  56. package/dist/geometry/ribbon.d.ts +101 -0
  57. package/dist/geometry/ribbon.js +546 -0
  58. package/dist/geometry/shellFill.d.ts +101 -0
  59. package/dist/geometry/shellFill.js +203 -0
  60. package/dist/geometry/spline.d.ts +162 -0
  61. package/dist/geometry/spline.js +527 -0
  62. package/dist/geometry/tangents.d.ts +30 -0
  63. package/dist/geometry/tangents.js +142 -0
  64. package/dist/geometry/textMesh.d.ts +51 -0
  65. package/dist/geometry/textMesh.js +57 -0
  66. package/dist/geometry/treeBuilder.d.ts +37 -0
  67. package/dist/geometry/treeBuilder.js +56 -0
  68. package/dist/host/display.d.ts +135 -0
  69. package/dist/host/display.js +114 -0
  70. package/dist/host/files.d.ts +25 -0
  71. package/dist/host/files.js +44 -0
  72. package/dist/host/lifecycle.d.ts +45 -0
  73. package/dist/host/lifecycle.js +28 -0
  74. package/dist/host/platformServices.d.ts +23 -0
  75. package/dist/host/platformServices.js +1 -0
  76. package/dist/host/screen.d.ts +49 -0
  77. package/dist/host/screen.js +90 -0
  78. package/dist/index.d.ts +289 -0
  79. package/dist/index.js +320 -0
  80. package/dist/input/actionMap.d.ts +181 -0
  81. package/dist/input/actionMap.js +314 -0
  82. package/dist/input/activeDevice.d.ts +55 -0
  83. package/dist/input/activeDevice.js +83 -0
  84. package/dist/input/gamepadIdentity.d.ts +43 -0
  85. package/dist/input/gamepadIdentity.js +108 -0
  86. package/dist/input/gamepadMapping.d.ts +56 -0
  87. package/dist/input/gamepadMapping.js +91 -0
  88. package/dist/input/input.d.ts +281 -0
  89. package/dist/input/input.js +703 -0
  90. package/dist/input/inputHarness.d.ts +42 -0
  91. package/dist/input/inputHarness.js +193 -0
  92. package/dist/input/rightGesture.d.ts +57 -0
  93. package/dist/input/rightGesture.js +49 -0
  94. package/dist/input/rumble.d.ts +71 -0
  95. package/dist/input/rumble.js +119 -0
  96. package/dist/input/touchControls.d.ts +138 -0
  97. package/dist/input/touchControls.js +352 -0
  98. package/dist/input/typingTarget.d.ts +6 -0
  99. package/dist/input/typingTarget.js +27 -0
  100. package/dist/math/bounds.d.ts +61 -0
  101. package/dist/math/bounds.js +121 -0
  102. package/dist/math/color.d.ts +8 -0
  103. package/dist/math/color.js +35 -0
  104. package/dist/math/exact.d.ts +66 -0
  105. package/dist/math/exact.js +262 -0
  106. package/dist/math/frustum.d.ts +44 -0
  107. package/dist/math/frustum.js +90 -0
  108. package/dist/math/intersect.d.ts +76 -0
  109. package/dist/math/intersect.js +185 -0
  110. package/dist/math/scalar.d.ts +51 -0
  111. package/dist/math/scalar.js +99 -0
  112. package/dist/math/spring.d.ts +59 -0
  113. package/dist/math/spring.js +88 -0
  114. package/dist/nav/navGraph.d.ts +71 -0
  115. package/dist/nav/navGraph.js +111 -0
  116. package/dist/nav/navPath.d.ts +93 -0
  117. package/dist/nav/navPath.js +162 -0
  118. package/dist/nav/navSearch.d.ts +74 -0
  119. package/dist/nav/navSearch.js +198 -0
  120. package/dist/physics/boxSurface.d.ts +48 -0
  121. package/dist/physics/boxSurface.js +73 -0
  122. package/dist/physics/colliderSurface.d.ts +46 -0
  123. package/dist/physics/colliderSurface.js +146 -0
  124. package/dist/physics/compositeSurface.d.ts +33 -0
  125. package/dist/physics/compositeSurface.js +108 -0
  126. package/dist/physics/heightSurface.d.ts +103 -0
  127. package/dist/physics/heightSurface.js +153 -0
  128. package/dist/physics/ribbonSurface.d.ts +239 -0
  129. package/dist/physics/ribbonSurface.js +522 -0
  130. package/dist/render/ambientOcclusionPass.d.ts +53 -0
  131. package/dist/render/ambientOcclusionPass.js +179 -0
  132. package/dist/render/areaLights.d.ts +116 -0
  133. package/dist/render/areaLights.js +91 -0
  134. package/dist/render/areaShadowSet.d.ts +184 -0
  135. package/dist/render/areaShadowSet.js +277 -0
  136. package/dist/render/atmosphere.d.ts +94 -0
  137. package/dist/render/atmosphere.js +91 -0
  138. package/dist/render/backend/api.d.ts +496 -0
  139. package/dist/render/backend/api.js +1 -0
  140. package/dist/render/backend/budget.d.ts +82 -0
  141. package/dist/render/backend/budget.js +99 -0
  142. package/dist/render/backend/createRenderer.d.ts +135 -0
  143. package/dist/render/backend/createRenderer.js +201 -0
  144. package/dist/render/backend/deadline.d.ts +24 -0
  145. package/dist/render/backend/deadline.js +38 -0
  146. package/dist/render/backend/probe.d.ts +30 -0
  147. package/dist/render/backend/probe.js +129 -0
  148. package/dist/render/backend/select.d.ts +70 -0
  149. package/dist/render/backend/select.js +249 -0
  150. package/dist/render/backend/timer.d.ts +50 -0
  151. package/dist/render/backend/timer.js +1 -0
  152. package/dist/render/backend/webgl2/instanced.d.ts +21 -0
  153. package/dist/render/backend/webgl2/instanced.js +42 -0
  154. package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
  155. package/dist/render/backend/webgl2/morphTexture.js +55 -0
  156. package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
  157. package/dist/render/backend/webgl2/renderer.js +6041 -0
  158. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
  159. package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
  160. package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
  161. package/dist/render/backend/webgpu/boltPass.js +160 -0
  162. package/dist/render/backend/webgpu/buffers.d.ts +159 -0
  163. package/dist/render/backend/webgpu/buffers.js +402 -0
  164. package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
  165. package/dist/render/backend/webgpu/causticsPass.js +138 -0
  166. package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
  167. package/dist/render/backend/webgpu/clusterBinner.js +206 -0
  168. package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
  169. package/dist/render/backend/webgpu/depthPass.js +228 -0
  170. package/dist/render/backend/webgpu/device.d.ts +52 -0
  171. package/dist/render/backend/webgpu/device.js +121 -0
  172. package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
  173. package/dist/render/backend/webgpu/drawCommand.js +54 -0
  174. package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
  175. package/dist/render/backend/webgpu/environmentTexels.js +79 -0
  176. package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
  177. package/dist/render/backend/webgpu/filmPass.js +97 -0
  178. package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
  179. package/dist/render/backend/webgpu/flatPass.js +482 -0
  180. package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
  181. package/dist/render/backend/webgpu/flockPass.js +129 -0
  182. package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
  183. package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
  184. package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
  185. package/dist/render/backend/webgpu/insetPass.js +108 -0
  186. package/dist/render/backend/webgpu/instanced.d.ts +27 -0
  187. package/dist/render/backend/webgpu/instanced.js +49 -0
  188. package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
  189. package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
  190. package/dist/render/backend/webgpu/linePass.d.ts +90 -0
  191. package/dist/render/backend/webgpu/linePass.js +220 -0
  192. package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
  193. package/dist/render/backend/webgpu/morphTexture.js +51 -0
  194. package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
  195. package/dist/render/backend/webgpu/panelPass.js +114 -0
  196. package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
  197. package/dist/render/backend/webgpu/particlePass.js +280 -0
  198. package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
  199. package/dist/render/backend/webgpu/pipelineCache.js +140 -0
  200. package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
  201. package/dist/render/backend/webgpu/plumePass.js +213 -0
  202. package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
  203. package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
  204. package/dist/render/backend/webgpu/postPass.d.ts +342 -0
  205. package/dist/render/backend/webgpu/postPass.js +366 -0
  206. package/dist/render/backend/webgpu/probePass.d.ts +108 -0
  207. package/dist/render/backend/webgpu/probePass.js +188 -0
  208. package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
  209. package/dist/render/backend/webgpu/reflectionPass.js +87 -0
  210. package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
  211. package/dist/render/backend/webgpu/renderer.js +10911 -0
  212. package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
  213. package/dist/render/backend/webgpu/scatterPass.js +266 -0
  214. package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
  215. package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
  216. package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
  217. package/dist/render/backend/webgpu/shaderModules.js +45 -0
  218. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
  219. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
  220. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
  221. package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
  222. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
  223. package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
  224. package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
  225. package/dist/render/backend/webgpu/skyPass.js +70 -0
  226. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
  227. package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
  228. package/dist/render/backend/webgpu/textPass.d.ts +73 -0
  229. package/dist/render/backend/webgpu/textPass.js +190 -0
  230. package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
  231. package/dist/render/backend/webgpu/uniformRing.js +208 -0
  232. package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
  233. package/dist/render/backend/webgpu/waterPass.js +160 -0
  234. package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
  235. package/dist/render/backend/webgpu/windStreakPass.js +153 -0
  236. package/dist/render/billboard.d.ts +27 -0
  237. package/dist/render/billboard.js +79 -0
  238. package/dist/render/bloomChain.d.ts +66 -0
  239. package/dist/render/bloomChain.js +83 -0
  240. package/dist/render/bloomPass.d.ts +54 -0
  241. package/dist/render/bloomPass.js +219 -0
  242. package/dist/render/boltBatch.d.ts +39 -0
  243. package/dist/render/boltBatch.js +121 -0
  244. package/dist/render/boltPool.d.ts +135 -0
  245. package/dist/render/boltPool.js +259 -0
  246. package/dist/render/boom.d.ts +46 -0
  247. package/dist/render/boom.js +81 -0
  248. package/dist/render/camera.d.ts +119 -0
  249. package/dist/render/camera.js +304 -0
  250. package/dist/render/causticsRenderer.d.ts +63 -0
  251. package/dist/render/causticsRenderer.js +119 -0
  252. package/dist/render/cinematicCamera.d.ts +102 -0
  253. package/dist/render/cinematicCamera.js +227 -0
  254. package/dist/render/clusteredLights.d.ts +260 -0
  255. package/dist/render/clusteredLights.js +479 -0
  256. package/dist/render/colourGrade.d.ts +62 -0
  257. package/dist/render/colourGrade.js +91 -0
  258. package/dist/render/compute.d.ts +74 -0
  259. package/dist/render/compute.js +8 -0
  260. package/dist/render/contextLoss.d.ts +32 -0
  261. package/dist/render/contextLoss.js +46 -0
  262. package/dist/render/debugLines.d.ts +75 -0
  263. package/dist/render/debugLines.js +281 -0
  264. package/dist/render/decalPass.d.ts +34 -0
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  266. package/dist/render/decalProjector.d.ts +140 -0
  267. package/dist/render/decalProjector.js +282 -0
  268. package/dist/render/decalQueue.d.ts +53 -0
  269. package/dist/render/decalQueue.js +87 -0
  270. package/dist/render/depthConvention.d.ts +314 -0
  271. package/dist/render/depthConvention.js +346 -0
  272. package/dist/render/drawingBuffer.d.ts +52 -0
  273. package/dist/render/drawingBuffer.js +67 -0
  274. package/dist/render/emptyTexture.d.ts +60 -0
  275. package/dist/render/emptyTexture.js +103 -0
  276. package/dist/render/envProbeArray.d.ts +85 -0
  277. package/dist/render/envProbeArray.js +164 -0
  278. package/dist/render/equirectToCube.d.ts +54 -0
  279. package/dist/render/equirectToCube.js +123 -0
  280. package/dist/render/flockGeometry.d.ts +23 -0
  281. package/dist/render/flockGeometry.js +43 -0
  282. package/dist/render/flockRenderer.d.ts +37 -0
  283. package/dist/render/flockRenderer.js +70 -0
  284. package/dist/render/frame/arena.d.ts +32 -0
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  286. package/dist/render/frame/index.d.ts +18 -0
  287. package/dist/render/frame/index.js +4 -0
  288. package/dist/render/frame/replay.d.ts +34 -0
  289. package/dist/render/frame/replay.js +48 -0
  290. package/dist/render/frame/resources.d.ts +25 -0
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  292. package/dist/render/frame/schedule.d.ts +37 -0
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  294. package/dist/render/frameView.d.ts +19 -0
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  296. package/dist/render/gizmo.d.ts +236 -0
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  298. package/dist/render/globalMedium.d.ts +124 -0
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  300. package/dist/render/globalMediumPass.d.ts +101 -0
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  302. package/dist/render/gpuCapability.d.ts +111 -0
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  304. package/dist/render/gpuTimer.d.ts +87 -0
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  306. package/dist/render/halfFloat.d.ts +4 -0
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  310. package/dist/render/iesProfile.d.ts +64 -0
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  314. package/dist/render/instancedMesh.d.ts +48 -0
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  316. package/dist/render/instances.d.ts +69 -0
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  318. package/dist/render/lightBudget.d.ts +397 -0
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  320. package/dist/render/lightMatrix.d.ts +3 -0
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  322. package/dist/render/lightVolumeDraw.d.ts +132 -0
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  330. package/dist/render/lod.d.ts +35 -0
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  332. package/dist/render/mesh.d.ts +177 -0
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  334. package/dist/render/occlusion.d.ts +81 -0
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  336. package/dist/render/oitPass.d.ts +67 -0
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  338. package/dist/render/orderIndependent.d.ts +92 -0
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  340. package/dist/render/particleBatch.d.ts +140 -0
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  342. package/dist/render/particleMaterial.d.ts +54 -0
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  344. package/dist/render/particlePool.d.ts +124 -0
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  346. package/dist/render/pass.d.ts +195 -0
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  348. package/dist/render/passTarget.d.ts +86 -0
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  350. package/dist/render/pickable.d.ts +31 -0
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  352. package/dist/render/planarReflection.d.ts +59 -0
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  356. package/dist/render/plumeGeometry.d.ts +25 -0
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  358. package/dist/render/plumeMaterial.d.ts +31 -0
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  364. package/dist/render/pointShadowArray.d.ts +95 -0
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  366. package/dist/render/pointShadowBudget.d.ts +118 -0
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  372. package/dist/render/pointShadowSystem.d.ts +195 -0
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  733. package/src/render/backend/webgpu/morphTexture.ts +61 -0
  734. package/src/render/backend/webgpu/panelPass.ts +138 -0
  735. package/src/render/backend/webgpu/particlePass.ts +370 -0
  736. package/src/render/backend/webgpu/pipelineCache.ts +152 -0
  737. package/src/render/backend/webgpu/plumePass.ts +292 -0
  738. package/src/render/backend/webgpu/pointShadowPass.ts +368 -0
  739. package/src/render/backend/webgpu/postPass.ts +470 -0
  740. package/src/render/backend/webgpu/probePass.ts +218 -0
  741. package/src/render/backend/webgpu/reflectionPass.ts +137 -0
  742. package/src/render/backend/webgpu/renderer.ts +13004 -0
  743. package/src/render/backend/webgpu/scatterPass.ts +354 -0
  744. package/src/render/backend/webgpu/sdfTextPass.ts +220 -0
  745. package/src/render/backend/webgpu/shaderModules.ts +49 -0
  746. package/src/render/backend/webgpu/shaders/clusterBin.wgsl.ts +219 -0
  747. package/src/render/backend/webgpu/skinPaletteRing.ts +105 -0
  748. package/src/render/backend/webgpu/skinPaletteTexture.ts +79 -0
  749. package/src/render/backend/webgpu/skyPass.ts +85 -0
  750. package/src/render/backend/webgpu/surfaceTexturePass.ts +257 -0
  751. package/src/render/backend/webgpu/textPass.ts +224 -0
  752. package/src/render/backend/webgpu/uniformRing.ts +228 -0
  753. package/src/render/backend/webgpu/waterPass.ts +211 -0
  754. package/src/render/backend/webgpu/windStreakPass.ts +196 -0
  755. package/src/render/billboard.ts +108 -0
  756. package/src/render/bloomChain.ts +101 -0
  757. package/src/render/bloomPass.ts +256 -0
  758. package/src/render/boltBatch.ts +141 -0
  759. package/src/render/boltPool.ts +360 -0
  760. package/src/render/boom.ts +123 -0
  761. package/src/render/camera.ts +348 -0
  762. package/src/render/causticsRenderer.ts +171 -0
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  764. package/src/render/clusteredLights.ts +598 -0
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  769. package/src/render/decalPass.ts +124 -0
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  786. package/src/render/globalMedium.ts +154 -0
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  790. package/src/render/halfFloat.ts +39 -0
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  792. package/src/render/iesProfile.ts +215 -0
  793. package/src/render/imageTexels.ts +109 -0
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  795. package/src/render/instances.ts +92 -0
  796. package/src/render/lightBudget.ts +655 -0
  797. package/src/render/lightMatrix.ts +69 -0
  798. package/src/render/lightVolumeDraw.ts +216 -0
  799. package/src/render/lineBatch.ts +180 -0
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  801. package/src/render/livePointShadowSet.ts +285 -0
  802. package/src/render/lod.ts +86 -0
  803. package/src/render/mesh.ts +536 -0
  804. package/src/render/occlusion.ts +406 -0
  805. package/src/render/oitPass.ts +230 -0
  806. package/src/render/orderIndependent.ts +136 -0
  807. package/src/render/particleBatch.ts +299 -0
  808. package/src/render/particleMaterial.ts +84 -0
  809. package/src/render/particlePool.ts +291 -0
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  812. package/src/render/pickable.ts +222 -0
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  814. package/src/render/planarReflectionDraw.ts +87 -0
  815. package/src/render/plumeGeometry.ts +75 -0
  816. package/src/render/plumeMaterial.ts +99 -0
  817. package/src/render/plumeRenderer.ts +272 -0
  818. package/src/render/pointLightSelection.ts +447 -0
  819. package/src/render/pointShadowArray.ts +276 -0
  820. package/src/render/pointShadowBudget.ts +305 -0
  821. package/src/render/pointShadowImage.ts +470 -0
  822. package/src/render/pointShadowMap.ts +228 -0
  823. package/src/render/pointShadowSystem.ts +408 -0
  824. package/src/render/prefilterEnvMap.ts +162 -0
  825. package/src/render/prefilterPass.ts +115 -0
  826. package/src/render/probeGrid.ts +248 -0
  827. package/src/render/rainField.ts +240 -0
  828. package/src/render/reflectionProbe.ts +530 -0
  829. package/src/render/renderQuality.ts +1054 -0
  830. package/src/render/rendererHarness.ts +214 -0
  831. package/src/render/resolutionGovernor.ts +189 -0
  832. package/src/render/scatterDeform.ts +72 -0
  833. package/src/render/sceneTarget.ts +1032 -0
  834. package/src/render/screenSpaceReflection.ts +524 -0
  835. package/src/render/sdfFont.ts +157 -0
  836. package/src/render/sdfTextLayout.ts +206 -0
  837. package/src/render/sdfTextRenderer.ts +233 -0
  838. package/src/render/seaState.ts +55 -0
  839. package/src/render/segmentQuads.ts +92 -0
  840. package/src/render/shader.ts +190 -0
  841. package/src/render/shaders/ambientOcclusion.ts +354 -0
  842. package/src/render/shaders/arcane.ts +103 -0
  843. package/src/render/shaders/bloom.ts +232 -0
  844. package/src/render/shaders/bolt.ts +164 -0
  845. package/src/render/shaders/caustics.ts +169 -0
  846. package/src/render/shaders/conditionals.ts +58 -0
  847. package/src/render/shaders/decalProject.ts +127 -0
  848. package/src/render/shaders/depth.ts +131 -0
  849. package/src/render/shaders/depthOfField.ts +141 -0
  850. package/src/render/shaders/film.ts +285 -0
  851. package/src/render/shaders/fire.ts +180 -0
  852. package/src/render/shaders/flat/directionalShadow.ts +196 -0
  853. package/src/render/shaders/flat/index.ts +502 -0
  854. package/src/render/shaders/flat/lobes.ts +399 -0
  855. package/src/render/shaders/flat/main.ts +1631 -0
  856. package/src/render/shaders/flat/pointShadow.ts +323 -0
  857. package/src/render/shaders/flat/preamble.ts +875 -0
  858. package/src/render/shaders/flat/probeGrid.ts +152 -0
  859. package/src/render/shaders/flat/surface.ts +41 -0
  860. package/src/render/shaders/flock.ts +103 -0
  861. package/src/render/shaders/fog.ts +99 -0
  862. package/src/render/shaders/fullscreen.ts +28 -0
  863. package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +74 -0
  864. package/src/render/shaders/generated/arcane.wgsl.ts +98 -0
  865. package/src/render/shaders/generated/bloom.wgsl.ts +79 -0
  866. package/src/render/shaders/generated/bolt.wgsl.ts +127 -0
  867. package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
  868. package/src/render/shaders/generated/decalProject.wgsl.ts +69 -0
  869. package/src/render/shaders/generated/depth.wgsl.ts +142 -0
  870. package/src/render/shaders/generated/film.wgsl.ts +143 -0
  871. package/src/render/shaders/generated/fire.wgsl.ts +137 -0
  872. package/src/render/shaders/generated/flat.wgsl.ts +9195 -0
  873. package/src/render/shaders/generated/flock.wgsl.ts +82 -0
  874. package/src/render/shaders/generated/fullscreen.wgsl.ts +20 -0
  875. package/src/render/shaders/generated/globalMedium.wgsl.ts +139 -0
  876. package/src/render/shaders/generated/lightVolume.wgsl.ts +242 -0
  877. package/src/render/shaders/generated/line.wgsl.ts +137 -0
  878. package/src/render/shaders/generated/octahedralResolve.wgsl.ts +60 -0
  879. package/src/render/shaders/generated/oitResolve.wgsl.ts +31 -0
  880. package/src/render/shaders/generated/panel.wgsl.ts +57 -0
  881. package/src/render/shaders/generated/particle.wgsl.ts +343 -0
  882. package/src/render/shaders/generated/prefilter.wgsl.ts +69 -0
  883. package/src/render/shaders/generated/rush.wgsl.ts +139 -0
  884. package/src/render/shaders/generated/scatter.wgsl.ts +205 -0
  885. package/src/render/shaders/generated/sdfText.wgsl.ts +78 -0
  886. package/src/render/shaders/generated/sky.wgsl.ts +109 -0
  887. package/src/render/shaders/generated/smoke.wgsl.ts +93 -0
  888. package/src/render/shaders/generated/ssrResolve.wgsl.ts +26 -0
  889. package/src/render/shaders/generated/ssrTrace.wgsl.ts +94 -0
  890. package/src/render/shaders/generated/temporalResolve.wgsl.ts +54 -0
  891. package/src/render/shaders/generated/text.wgsl.ts +107 -0
  892. package/src/render/shaders/generated/water.wgsl.ts +256 -0
  893. package/src/render/shaders/generated/windStreaks.wgsl.ts +82 -0
  894. package/src/render/shaders/gerstner.ts +110 -0
  895. package/src/render/shaders/globalMedium.ts +396 -0
  896. package/src/render/shaders/lightVolume.ts +546 -0
  897. package/src/render/shaders/line.ts +125 -0
  898. package/src/render/shaders/morph.ts +62 -0
  899. package/src/render/shaders/octahedral.ts +170 -0
  900. package/src/render/shaders/octahedralResolve.ts +83 -0
  901. package/src/render/shaders/oitResolve.ts +42 -0
  902. package/src/render/shaders/outputTransform.ts +107 -0
  903. package/src/render/shaders/panel.ts +51 -0
  904. package/src/render/shaders/particle.ts +438 -0
  905. package/src/render/shaders/prefilter.ts +278 -0
  906. package/src/render/shaders/rush.ts +357 -0
  907. package/src/render/shaders/scatter.ts +211 -0
  908. package/src/render/shaders/sdfText.ts +68 -0
  909. package/src/render/shaders/skinning.ts +59 -0
  910. package/src/render/shaders/sky.ts +243 -0
  911. package/src/render/shaders/smoke.ts +89 -0
  912. package/src/render/shaders/ssrResolve.ts +28 -0
  913. package/src/render/shaders/ssrTrace.ts +233 -0
  914. package/src/render/shaders/tangentFrame.ts +70 -0
  915. package/src/render/shaders/temporalResolve.ts +151 -0
  916. package/src/render/shaders/text.ts +156 -0
  917. package/src/render/shaders/vertexChannel.ts +71 -0
  918. package/src/render/shaders/water.ts +356 -0
  919. package/src/render/shaders/windStreaks.ts +130 -0
  920. package/src/render/shadowCasters.ts +124 -0
  921. package/src/render/shadowMap.ts +89 -0
  922. package/src/render/shotPlacement.ts +266 -0
  923. package/src/render/skinPalette.ts +157 -0
  924. package/src/render/ssrPass.ts +241 -0
  925. package/src/render/surfaceSheet.ts +158 -0
  926. package/src/render/surfaceTexture.ts +310 -0
  927. package/src/render/temporalAa.ts +221 -0
  928. package/src/render/temporalPass.ts +153 -0
  929. package/src/render/textLayout.ts +239 -0
  930. package/src/render/textRenderer.ts +201 -0
  931. package/src/render/thirdPersonCamera.ts +578 -0
  932. package/src/render/trample.ts +140 -0
  933. package/src/render/translucentQueue.ts +161 -0
  934. package/src/render/uniformVectorBudget.ts +246 -0
  935. package/src/render/uploadStep.ts +14 -0
  936. package/src/render/vertexDefaults.ts +115 -0
  937. package/src/render/visibility.ts +56 -0
  938. package/src/render/waterDraw.ts +167 -0
  939. package/src/render/waterGrid.ts +180 -0
  940. package/src/render/waterRenderer.ts +352 -0
  941. package/src/render/wind.ts +79 -0
  942. package/src/render/windField.ts +50 -0
  943. package/src/render/windStreakDraw.ts +131 -0
  944. package/src/render/windStreakRenderer.ts +130 -0
  945. package/src/scene/node.ts +336 -0
  946. package/src/scene/visit.ts +82 -0
  947. package/src/ui/clipMime.ts +109 -0
  948. package/src/ui/exportTarget.ts +491 -0
  949. package/src/ui/frameOverlay.ts +159 -0
  950. package/src/ui/framePacer.ts +351 -0
  951. package/src/ui/frameRecorder.ts +333 -0
  952. package/src/ui/fullscreen.ts +113 -0
  953. package/src/ui/pixelCursor.ts +99 -0
  954. package/src/ui/splash.ts +347 -0
  955. package/src/ui/stillFrame.ts +44 -0
@@ -0,0 +1,106 @@
1
+ /*
2
+ * Generated from ../sky.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 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((&param));\n a = _e129;\n let _e130 = i;\n param_1 = (_e130 + vec2<f32>(1f, 0f));\n let _e132 = hash21_u0028_vf2_u003b((&param_1));\n b = _e132;\n let _e133 = i;\n param_2 = (_e133 + vec2<f32>(0f, 1f));\n let _e135 = hash21_u0028_vf2_u003b((&param_2));\n c = _e135;\n let _e136 = i;\n param_3 = (_e136 + vec2<f32>(1f, 1f));\n let _e138 = hash21_u0028_vf2_u003b((&param_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((&param_4));\n v = (_e110 * 0.5f);\n let _e112 = (*p_2);\n param_5 = (_e112 * 2.03f);\n let _e114 = valueNoise_u0028_vf2_u003b((&param_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((&param_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((&param_7));\n let _e372 = moonUv;\n param_8 = ((_e372 * 9.3f) - vec2<f32>(7.4f, 2.6f));\n let _e375 = valueNoise_u0028_vf2_u003b((&param_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((&param_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((&param_10));\n let _e456 = cell;\n param_11 = (_e456 + vec2(41.7f));\n let _e459 = hash21_u0028_vf2_u003b((&param_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((&param_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";
8
+ export 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";
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 SKY_BINDINGS = {
15
+ "SKY_FRAG": {
16
+ "uniforms": 1,
17
+ "uniformSize": 224,
18
+ "fields": {
19
+ "uInvViewProj": {
20
+ "offset": 0,
21
+ "size": 64,
22
+ "type": "mat4"
23
+ },
24
+ "uCameraPos": {
25
+ "offset": 64,
26
+ "size": 12,
27
+ "type": "vec3"
28
+ },
29
+ "uTopColor": {
30
+ "offset": 80,
31
+ "size": 12,
32
+ "type": "vec3"
33
+ },
34
+ "uHorizonColor": {
35
+ "offset": 96,
36
+ "size": 12,
37
+ "type": "vec3"
38
+ },
39
+ "uDeepColor": {
40
+ "offset": 112,
41
+ "size": 12,
42
+ "type": "vec3"
43
+ },
44
+ "uSunDir": {
45
+ "offset": 128,
46
+ "size": 12,
47
+ "type": "vec3"
48
+ },
49
+ "uSunColor": {
50
+ "offset": 144,
51
+ "size": 12,
52
+ "type": "vec3"
53
+ },
54
+ "uSunDiscExponent": {
55
+ "offset": 156,
56
+ "size": 4,
57
+ "type": "float"
58
+ },
59
+ "uMoonDir": {
60
+ "offset": 160,
61
+ "size": 12,
62
+ "type": "vec3"
63
+ },
64
+ "uMoonColor": {
65
+ "offset": 176,
66
+ "size": 12,
67
+ "type": "vec3"
68
+ },
69
+ "uMoonAngularRadius": {
70
+ "offset": 188,
71
+ "size": 4,
72
+ "type": "float"
73
+ },
74
+ "uMoonPhase": {
75
+ "offset": 192,
76
+ "size": 4,
77
+ "type": "float"
78
+ },
79
+ "uNightFactor": {
80
+ "offset": 196,
81
+ "size": 4,
82
+ "type": "float"
83
+ },
84
+ "uCloudOffset": {
85
+ "offset": 200,
86
+ "size": 8,
87
+ "type": "vec2"
88
+ },
89
+ "uUnderwaterColor": {
90
+ "offset": 208,
91
+ "size": 12,
92
+ "type": "vec3"
93
+ },
94
+ "uUnderwaterFactor": {
95
+ "offset": 220,
96
+ "size": 4,
97
+ "type": "float"
98
+ }
99
+ },
100
+ "textures": {}
101
+ },
102
+ "SKY_VERT": {
103
+ "uniforms": null,
104
+ "textures": {}
105
+ }
106
+ };
@@ -0,0 +1,85 @@
1
+ export declare const SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e76 = unnamed.uFogMode;\n if (_e76 == 1i) {\n let _e79 = unnamed.uFogFar;\n let _e81 = unnamed.uFogNear;\n span = max((_e79 - _e81), 0.0001f);\n let _e84 = (*dist);\n let _e86 = unnamed.uFogNear;\n let _e88 = span;\n ramp = clamp(((_e84 - _e86) / _e88), 0f, 1f);\n let _e92 = unnamed.uUnderwaterFactor;\n if (_e92 <= 0f) {\n let _e94 = ramp;\n return _e94;\n }\n let _e96 = unnamed.uUnderwaterFogDensity;\n let _e97 = (*dist);\n wetLinear = (_e96 * _e97);\n let _e99 = ramp;\n let _e100 = wetLinear;\n let _e102 = wetLinear;\n let _e108 = unnamed.uUnderwaterFactor;\n return mix(_e99, (1f - exp2(((-(_e100) * _e102) * 1.442695f))), _e108);\n }\n let _e110 = (*pointY);\n let _e112 = unnamed.uFogEyeY;\n let _e115 = unnamed.uFogHeightFalloff;\n t = ((_e110 - _e112) * _e115);\n let _e117 = t;\n let _e120 = t;\n denom = select(_e120, 0.0001f, (abs(_e117) < 0.0001f));\n let _e123 = unnamed.uFogDensity;\n let _e125 = (*dist);\n let _e127 = denom;\n let _e132 = denom;\n air = (1f - exp((((-(_e123) * _e125) * (1f - exp(-(_e127)))) / _e132)));\n let _e137 = unnamed.uUnderwaterFactor;\n if (_e137 <= 0f) {\n let _e139 = air;\n return _e139;\n }\n let _e141 = unnamed.uUnderwaterFogDensity;\n let _e142 = (*dist);\n wet = (_e141 * _e142);\n let _e144 = air;\n let _e145 = wet;\n let _e147 = wet;\n let _e153 = unnamed.uUnderwaterFactor;\n return mix(_e144, (1f - exp2(((-(_e145) * _e147) * 1.442695f))), _e153);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e67 = unnamed.uFogColor;\n let _e69 = unnamed.uUnderwaterColor;\n let _e71 = unnamed.uUnderwaterFactor;\n return mix(_e67, _e69, vec3(_e71));\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e67 = (*p);\n return fract((sin(dot(_e67, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e74 = (*p_1);\n i = floor(_e74);\n let _e76 = (*p_1);\n f = fract(_e76);\n let _e78 = f;\n let _e79 = f;\n let _e81 = f;\n u = ((_e78 * _e79) * (vec2(3f) - (_e81 * 2f)));\n let _e86 = i;\n param = _e86;\n let _e87 = hash21_u0028_vf2_u003b((&param));\n let _e88 = i;\n param_1 = (_e88 + vec2<f32>(1f, 0f));\n let _e90 = hash21_u0028_vf2_u003b((&param_1));\n let _e92 = u[0u];\n let _e94 = i;\n param_2 = (_e94 + vec2<f32>(0f, 1f));\n let _e96 = hash21_u0028_vf2_u003b((&param_2));\n let _e97 = i;\n param_3 = (_e97 + vec2<f32>(1f, 1f));\n let _e99 = hash21_u0028_vf2_u003b((&param_3));\n let _e101 = u[0u];\n let _e104 = u[1u];\n return mix(mix(_e87, _e90, _e92), mix(_e96, _e99, _e101), _e104);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, 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 _e72 = (*p_2);\n let _e74 = (*t_1);\n param_4 = ((_e72 * 2.2f) + vec2<f32>(0f, (-(_e74) * 0.55f)));\n let _e79 = valueNoise_u0028_vf2_u003b((&param_4));\n v = (_e79 * 0.55f);\n let _e82 = unnamed.uNoiseOctaves;\n if (_e82 == 1i) {\n let _e84 = v;\n return (_e84 / 0.55f);\n }\n let _e86 = (*p_2);\n let _e88 = (*t_1);\n let _e90 = (*t_1);\n param_5 = ((_e86 * 4.7f) + vec2<f32>((_e88 * 0.12f), (-(_e90) * 0.9f)));\n let _e95 = valueNoise_u0028_vf2_u003b((&param_5));\n let _e97 = v;\n v = (_e97 + (_e95 * 0.29f));\n let _e100 = unnamed.uNoiseOctaves;\n if (_e100 == 2i) {\n let _e102 = v;\n return (_e102 / 0.84f);\n }\n let _e104 = v;\n let _e105 = (*p_2);\n let _e107 = (*t_1);\n let _e110 = (*t_1);\n param_6 = ((_e105 * 9.3f) + vec2<f32>((-(_e107) * 0.09f), (-(_e110) * 1.4f)));\n let _e115 = valueNoise_u0028_vf2_u003b((&param_6));\n return (_e104 + (_e115 * 0.16f));\n}\n\nfn main_1() {\n var t_2: f32;\n var height: f32;\n var spread: f32;\n var centred: f32;\n var sides: f32;\n var drift: f32;\n var param_7: vec2<f32>;\n var n: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var density: f32;\n var col: vec3<f32>;\n var atmosphereColor: vec3<f32>;\n var emerge: f32;\n var dissipate: f32;\n var fog: f32;\n var param_10: f32;\n var param_11: f32;\n var alpha: f32;\n var phi_312_: bool;\n\n let _e86 = unnamed.uClipEnabled;\n let _e87 = (_e86 != 0i);\n phi_312_ = _e87;\n if _e87 {\n let _e88 = vWorldPos_1;\n let _e94 = unnamed.uClipPlane;\n phi_312_ = (dot(vec4<f32>(_e88.x, _e88.y, _e88.z, 1f), _e94) < 0f);\n }\n let _e98 = phi_312_;\n if _e98 {\n discard;\n }\n let _e100 = unnamed.uTime;\n let _e101 = vSeed_1;\n t_2 = (_e100 + (_e101 * 53f));\n let _e105 = vUv_1[1u];\n height = _e105;\n let _e106 = height;\n spread = mix(0.5f, 1f, _e106);\n let _e109 = vUv_1[0u];\n let _e111 = spread;\n centred = (((_e109 - 0.5f) / _e111) + 0.5f);\n let _e114 = centred;\n sides = smoothstep(0f, 0.55f, (1f - clamp((abs((_e114 - 0.5f)) * 2f), 0f, 1f)));\n let _e121 = sides;\n if (_e121 <= 0.001f) {\n discard;\n }\n let _e123 = t_2;\n let _e125 = vSeed_1;\n param_7 = vec2<f32>((_e123 * 0.21f), (_e125 * 7f));\n let _e128 = valueNoise_u0028_vf2_u003b((&param_7));\n let _e131 = height;\n let _e133 = height;\n drift = ((((_e128 - 0.5f) * 0.6f) * _e131) * _e133);\n let _e135 = centred;\n let _e136 = drift;\n let _e138 = height;\n param_8 = vec2<f32>((_e135 + _e136), _e138);\n let _e140 = t_2;\n param_9 = _e140;\n let _e141 = billow_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n n = _e141;\n let _e142 = n;\n let _e143 = sides;\n let _e146 = height;\n density = (((_e142 * _e143) * 1.35f) - (_e146 * 0.88f));\n let _e149 = density;\n if (_e149 <= 0.02f) {\n discard;\n }\n let _e151 = height;\n col = mix(vec3<f32>(0.9f, 0.42f, 0.16f), vec3<f32>(0.11f, 0.1f, 0.1f), vec3(smoothstep(0f, 0.34f, _e151)));\n let _e155 = mediumColor_u0028_();\n atmosphereColor = _e155;\n let _e156 = col;\n let _e157 = atmosphereColor;\n let _e158 = height;\n col = mix(_e156, _e157, vec3(smoothstep(0.3f, 0.95f, _e158)));\n let _e162 = height;\n emerge = smoothstep(0f, 0.3f, _e162);\n let _e164 = height;\n dissipate = (1f - smoothstep(0.22f, 0.75f, _e164));\n let _e167 = vDistance_1;\n param_10 = _e167;\n let _e169 = vWorldPos_1[1u];\n param_11 = _e169;\n let _e170 = mediumFog_u0028_f1_u003b_f1_u003b((&param_10), (&param_11));\n fog = _e170;\n let _e171 = col;\n let _e172 = atmosphereColor;\n let _e173 = fog;\n col = mix(_e171, _e172, vec3(_e173));\n let _e176 = density;\n let _e179 = emerge;\n let _e181 = dissipate;\n alpha = (((clamp((_e176 * 0.95f), 0f, 1f) * _e179) * _e181) * 0.13f);\n let _e184 = col;\n let _e185 = alpha;\n let _e186 = fog;\n outColor = vec4<f32>(_e184.x, _e184.y, _e184.z, (_e185 * (1f - _e186)));\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(1) vSeed: f32, @location(0) vUv: vec2<f32>, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vSeed_1 = vSeed;\n vUv_1 = vUv;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
2
+ /**
3
+ * What the transform assigned, so the renderer binds the same numbers.
4
+ *
5
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
6
+ */
7
+ export declare const SMOKE_BINDINGS: {
8
+ readonly SMOKE_FRAG: {
9
+ readonly uniforms: 1;
10
+ readonly uniformSize: 128;
11
+ readonly fields: {
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+ readonly uTime: {
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+ readonly offset: 0;
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+ readonly size: 4;
15
+ readonly type: "float";
16
+ };
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+ readonly uFogColor: {
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+ readonly offset: 16;
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+ readonly size: 12;
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+ readonly type: "vec3";
21
+ };
22
+ readonly uFogDensity: {
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+ readonly offset: 28;
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+ readonly size: 4;
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+ readonly type: "float";
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+ };
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+ readonly uFogHeightFalloff: {
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+ readonly offset: 32;
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+ readonly size: 4;
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+ readonly type: "float";
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+ };
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+ readonly uFogEyeY: {
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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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+ readonly uUnderwaterColor: {
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+ readonly offset: 48;
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+ readonly size: 12;
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+ readonly type: "vec3";
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+ };
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+ readonly uUnderwaterFogDensity: {
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+ readonly offset: 60;
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+ readonly size: 4;
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+ readonly type: "float";
46
+ };
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+ readonly uUnderwaterFactor: {
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+ readonly offset: 64;
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+ readonly size: 4;
50
+ readonly type: "float";
51
+ };
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+ readonly uFogMode: {
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+ readonly offset: 68;
54
+ readonly size: 4;
55
+ readonly type: "int";
56
+ };
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+ readonly uFogNear: {
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+ readonly offset: 72;
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+ readonly size: 4;
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+ readonly type: "float";
61
+ };
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+ readonly uFogFar: {
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+ readonly offset: 76;
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+ readonly size: 4;
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+ readonly type: "float";
66
+ };
67
+ readonly uNoiseOctaves: {
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+ readonly offset: 80;
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+ readonly size: 4;
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+ readonly type: "int";
71
+ };
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+ readonly uClipPlane: {
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+ readonly offset: 96;
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+ readonly size: 16;
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+ readonly type: "vec4";
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+ };
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+ readonly uClipEnabled: {
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+ readonly offset: 112;
79
+ readonly size: 4;
80
+ readonly type: "int";
81
+ };
82
+ };
83
+ readonly textures: {};
84
+ };
85
+ };
@@ -0,0 +1,91 @@
1
+ /*
2
+ * Generated from ../smoke.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
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+ * the next generation, and `npm run wgsl:check` fails the build when this is stale.
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+ */
7
+ export const SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e76 = unnamed.uFogMode;\n if (_e76 == 1i) {\n let _e79 = unnamed.uFogFar;\n let _e81 = unnamed.uFogNear;\n span = max((_e79 - _e81), 0.0001f);\n let _e84 = (*dist);\n let _e86 = unnamed.uFogNear;\n let _e88 = span;\n ramp = clamp(((_e84 - _e86) / _e88), 0f, 1f);\n let _e92 = unnamed.uUnderwaterFactor;\n if (_e92 <= 0f) {\n let _e94 = ramp;\n return _e94;\n }\n let _e96 = unnamed.uUnderwaterFogDensity;\n let _e97 = (*dist);\n wetLinear = (_e96 * _e97);\n let _e99 = ramp;\n let _e100 = wetLinear;\n let _e102 = wetLinear;\n let _e108 = unnamed.uUnderwaterFactor;\n return mix(_e99, (1f - exp2(((-(_e100) * _e102) * 1.442695f))), _e108);\n }\n let _e110 = (*pointY);\n let _e112 = unnamed.uFogEyeY;\n let _e115 = unnamed.uFogHeightFalloff;\n t = ((_e110 - _e112) * _e115);\n let _e117 = t;\n let _e120 = t;\n denom = select(_e120, 0.0001f, (abs(_e117) < 0.0001f));\n let _e123 = unnamed.uFogDensity;\n let _e125 = (*dist);\n let _e127 = denom;\n let _e132 = denom;\n air = (1f - exp((((-(_e123) * _e125) * (1f - exp(-(_e127)))) / _e132)));\n let _e137 = unnamed.uUnderwaterFactor;\n if (_e137 <= 0f) {\n let _e139 = air;\n return _e139;\n }\n let _e141 = unnamed.uUnderwaterFogDensity;\n let _e142 = (*dist);\n wet = (_e141 * _e142);\n let _e144 = air;\n let _e145 = wet;\n let _e147 = wet;\n let _e153 = unnamed.uUnderwaterFactor;\n return mix(_e144, (1f - exp2(((-(_e145) * _e147) * 1.442695f))), _e153);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e67 = unnamed.uFogColor;\n let _e69 = unnamed.uUnderwaterColor;\n let _e71 = unnamed.uUnderwaterFactor;\n return mix(_e67, _e69, vec3(_e71));\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e67 = (*p);\n return fract((sin(dot(_e67, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e74 = (*p_1);\n i = floor(_e74);\n let _e76 = (*p_1);\n f = fract(_e76);\n let _e78 = f;\n let _e79 = f;\n let _e81 = f;\n u = ((_e78 * _e79) * (vec2(3f) - (_e81 * 2f)));\n let _e86 = i;\n param = _e86;\n let _e87 = hash21_u0028_vf2_u003b((&param));\n let _e88 = i;\n param_1 = (_e88 + vec2<f32>(1f, 0f));\n let _e90 = hash21_u0028_vf2_u003b((&param_1));\n let _e92 = u[0u];\n let _e94 = i;\n param_2 = (_e94 + vec2<f32>(0f, 1f));\n let _e96 = hash21_u0028_vf2_u003b((&param_2));\n let _e97 = i;\n param_3 = (_e97 + vec2<f32>(1f, 1f));\n let _e99 = hash21_u0028_vf2_u003b((&param_3));\n let _e101 = u[0u];\n let _e104 = u[1u];\n return mix(mix(_e87, _e90, _e92), mix(_e96, _e99, _e101), _e104);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, 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 _e72 = (*p_2);\n let _e74 = (*t_1);\n param_4 = ((_e72 * 2.2f) + vec2<f32>(0f, (-(_e74) * 0.55f)));\n let _e79 = valueNoise_u0028_vf2_u003b((&param_4));\n v = (_e79 * 0.55f);\n let _e82 = unnamed.uNoiseOctaves;\n if (_e82 == 1i) {\n let _e84 = v;\n return (_e84 / 0.55f);\n }\n let _e86 = (*p_2);\n let _e88 = (*t_1);\n let _e90 = (*t_1);\n param_5 = ((_e86 * 4.7f) + vec2<f32>((_e88 * 0.12f), (-(_e90) * 0.9f)));\n let _e95 = valueNoise_u0028_vf2_u003b((&param_5));\n let _e97 = v;\n v = (_e97 + (_e95 * 0.29f));\n let _e100 = unnamed.uNoiseOctaves;\n if (_e100 == 2i) {\n let _e102 = v;\n return (_e102 / 0.84f);\n }\n let _e104 = v;\n let _e105 = (*p_2);\n let _e107 = (*t_1);\n let _e110 = (*t_1);\n param_6 = ((_e105 * 9.3f) + vec2<f32>((-(_e107) * 0.09f), (-(_e110) * 1.4f)));\n let _e115 = valueNoise_u0028_vf2_u003b((&param_6));\n return (_e104 + (_e115 * 0.16f));\n}\n\nfn main_1() {\n var t_2: f32;\n var height: f32;\n var spread: f32;\n var centred: f32;\n var sides: f32;\n var drift: f32;\n var param_7: vec2<f32>;\n var n: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var density: f32;\n var col: vec3<f32>;\n var atmosphereColor: vec3<f32>;\n var emerge: f32;\n var dissipate: f32;\n var fog: f32;\n var param_10: f32;\n var param_11: f32;\n var alpha: f32;\n var phi_312_: bool;\n\n let _e86 = unnamed.uClipEnabled;\n let _e87 = (_e86 != 0i);\n phi_312_ = _e87;\n if _e87 {\n let _e88 = vWorldPos_1;\n let _e94 = unnamed.uClipPlane;\n phi_312_ = (dot(vec4<f32>(_e88.x, _e88.y, _e88.z, 1f), _e94) < 0f);\n }\n let _e98 = phi_312_;\n if _e98 {\n discard;\n }\n let _e100 = unnamed.uTime;\n let _e101 = vSeed_1;\n t_2 = (_e100 + (_e101 * 53f));\n let _e105 = vUv_1[1u];\n height = _e105;\n let _e106 = height;\n spread = mix(0.5f, 1f, _e106);\n let _e109 = vUv_1[0u];\n let _e111 = spread;\n centred = (((_e109 - 0.5f) / _e111) + 0.5f);\n let _e114 = centred;\n sides = smoothstep(0f, 0.55f, (1f - clamp((abs((_e114 - 0.5f)) * 2f), 0f, 1f)));\n let _e121 = sides;\n if (_e121 <= 0.001f) {\n discard;\n }\n let _e123 = t_2;\n let _e125 = vSeed_1;\n param_7 = vec2<f32>((_e123 * 0.21f), (_e125 * 7f));\n let _e128 = valueNoise_u0028_vf2_u003b((&param_7));\n let _e131 = height;\n let _e133 = height;\n drift = ((((_e128 - 0.5f) * 0.6f) * _e131) * _e133);\n let _e135 = centred;\n let _e136 = drift;\n let _e138 = height;\n param_8 = vec2<f32>((_e135 + _e136), _e138);\n let _e140 = t_2;\n param_9 = _e140;\n let _e141 = billow_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n n = _e141;\n let _e142 = n;\n let _e143 = sides;\n let _e146 = height;\n density = (((_e142 * _e143) * 1.35f) - (_e146 * 0.88f));\n let _e149 = density;\n if (_e149 <= 0.02f) {\n discard;\n }\n let _e151 = height;\n col = mix(vec3<f32>(0.9f, 0.42f, 0.16f), vec3<f32>(0.11f, 0.1f, 0.1f), vec3(smoothstep(0f, 0.34f, _e151)));\n let _e155 = mediumColor_u0028_();\n atmosphereColor = _e155;\n let _e156 = col;\n let _e157 = atmosphereColor;\n let _e158 = height;\n col = mix(_e156, _e157, vec3(smoothstep(0.3f, 0.95f, _e158)));\n let _e162 = height;\n emerge = smoothstep(0f, 0.3f, _e162);\n let _e164 = height;\n dissipate = (1f - smoothstep(0.22f, 0.75f, _e164));\n let _e167 = vDistance_1;\n param_10 = _e167;\n let _e169 = vWorldPos_1[1u];\n param_11 = _e169;\n let _e170 = mediumFog_u0028_f1_u003b_f1_u003b((&param_10), (&param_11));\n fog = _e170;\n let _e171 = col;\n let _e172 = atmosphereColor;\n let _e173 = fog;\n col = mix(_e171, _e172, vec3(_e173));\n let _e176 = density;\n let _e179 = emerge;\n let _e181 = dissipate;\n alpha = (((clamp((_e176 * 0.95f), 0f, 1f) * _e179) * _e181) * 0.13f);\n let _e184 = col;\n let _e185 = alpha;\n let _e186 = fog;\n outColor = vec4<f32>(_e184.x, _e184.y, _e184.z, (_e185 * (1f - _e186)));\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(1) vSeed: f32, @location(0) vUv: vec2<f32>, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vSeed_1 = vSeed;\n vUv_1 = vUv;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
8
+ /**
9
+ * What the transform assigned, so the renderer binds the same numbers.
10
+ *
11
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
12
+ */
13
+ export const SMOKE_BINDINGS = {
14
+ "SMOKE_FRAG": {
15
+ "uniforms": 1,
16
+ "uniformSize": 128,
17
+ "fields": {
18
+ "uTime": {
19
+ "offset": 0,
20
+ "size": 4,
21
+ "type": "float"
22
+ },
23
+ "uFogColor": {
24
+ "offset": 16,
25
+ "size": 12,
26
+ "type": "vec3"
27
+ },
28
+ "uFogDensity": {
29
+ "offset": 28,
30
+ "size": 4,
31
+ "type": "float"
32
+ },
33
+ "uFogHeightFalloff": {
34
+ "offset": 32,
35
+ "size": 4,
36
+ "type": "float"
37
+ },
38
+ "uFogEyeY": {
39
+ "offset": 36,
40
+ "size": 4,
41
+ "type": "float"
42
+ },
43
+ "uUnderwaterColor": {
44
+ "offset": 48,
45
+ "size": 12,
46
+ "type": "vec3"
47
+ },
48
+ "uUnderwaterFogDensity": {
49
+ "offset": 60,
50
+ "size": 4,
51
+ "type": "float"
52
+ },
53
+ "uUnderwaterFactor": {
54
+ "offset": 64,
55
+ "size": 4,
56
+ "type": "float"
57
+ },
58
+ "uFogMode": {
59
+ "offset": 68,
60
+ "size": 4,
61
+ "type": "int"
62
+ },
63
+ "uFogNear": {
64
+ "offset": 72,
65
+ "size": 4,
66
+ "type": "float"
67
+ },
68
+ "uFogFar": {
69
+ "offset": 76,
70
+ "size": 4,
71
+ "type": "float"
72
+ },
73
+ "uNoiseOctaves": {
74
+ "offset": 80,
75
+ "size": 4,
76
+ "type": "int"
77
+ },
78
+ "uClipPlane": {
79
+ "offset": 96,
80
+ "size": 16,
81
+ "type": "vec4"
82
+ },
83
+ "uClipEnabled": {
84
+ "offset": 112,
85
+ "size": 4,
86
+ "type": "int"
87
+ }
88
+ },
89
+ "textures": {}
90
+ }
91
+ };
@@ -0,0 +1,18 @@
1
+ export declare const SSR_RESOLVE_FRAG_WGSL = "var<private> fragColor: vec4<f32>;\n@group(0) @binding(32) \nvar uSsrReflection_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSsrReflection_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n\nfn main_1() {\n let _e5 = vUv_1;\n let _e6 = textureSampleLevel(uSsrReflection_t, uSsrReflection_s, _e5, 0f);\n fragColor = _e6;\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
2
+ /**
3
+ * What the transform assigned, so the renderer binds the same numbers.
4
+ *
5
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
6
+ */
7
+ export declare const SSRRESOLVE_BINDINGS: {
8
+ readonly SSR_RESOLVE_FRAG: {
9
+ readonly uniforms: null;
10
+ readonly textures: {
11
+ readonly uSsrReflection: {
12
+ readonly texture: 32;
13
+ readonly sampler: 33;
14
+ readonly type: "sampler2D";
15
+ };
16
+ };
17
+ };
18
+ };
@@ -0,0 +1,24 @@
1
+ /*
2
+ * Generated from ../ssrResolve.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 SSR_RESOLVE_FRAG_WGSL = "var<private> fragColor: vec4<f32>;\n@group(0) @binding(32) \nvar uSsrReflection_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSsrReflection_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n\nfn main_1() {\n let _e5 = vUv_1;\n let _e6 = textureSampleLevel(uSsrReflection_t, uSsrReflection_s, _e5, 0f);\n fragColor = _e6;\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
8
+ /**
9
+ * What the transform assigned, so the renderer binds the same numbers.
10
+ *
11
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
12
+ */
13
+ export const SSRRESOLVE_BINDINGS = {
14
+ "SSR_RESOLVE_FRAG": {
15
+ "uniforms": null,
16
+ "textures": {
17
+ "uSsrReflection": {
18
+ "texture": 32,
19
+ "sampler": 33,
20
+ "type": "sampler2D"
21
+ }
22
+ }
23
+ }
24
+ };
@@ -0,0 +1,86 @@
1
+ export declare const SSR_TRACE_FRAG_WGSL = "struct Uniforms {\n uSsrDepthToWorld: mat4x4<f32>,\n uSsrViewProj: mat4x4<f32>,\n uWorldToSurface: mat4x4<f32>,\n uSsrEye: vec3<f32>,\n uSsrAxis: vec3<f32>,\n uSsrTint: vec3<f32>,\n uSsrStrength: f32,\n uSsrFacingCos: f32,\n uSsrReach: f32,\n uSsrThickness: f32,\n uSsrSteps: f32,\n uSsrEdgeFade: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uSsrDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSsrDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(34) \nvar uSsrScene_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uSsrScene_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn worldAt_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, stored: ptr<function, f32>) -> vec3<f32> {\n var world: vec4<f32>;\n\n let _e40 = unnamed.uSsrDepthToWorld;\n let _e41 = (*uv);\n let _e44 = ((_e41 * 2f) - vec2(1f));\n let _e45 = (*stored);\n world = (_e40 * vec4<f32>(_e44.x, _e44.y, _e45, 1f));\n let _e50 = world;\n let _e53 = world[3u];\n return (_e50.xyz / vec3(_e53));\n}\n\nfn sceneDistanceAt_u0028_vf2_u003b(uv_1: ptr<function, vec2<f32>>) -> f32 {\n var stored_1: f32;\n var param: vec2<f32>;\n var param_1: f32;\n\n let _e40 = (*uv_1);\n let _e41 = textureSampleLevel(uSsrDepth_t, uSsrDepth_s, _e40, 0f);\n stored_1 = _e41.x;\n let _e43 = stored_1;\n if (_e43 <= 0f) {\n return 1000000000f;\n }\n let _e45 = (*uv_1);\n param = _e45;\n let _e46 = stored_1;\n param_1 = _e46;\n let _e47 = worldAt_u0028_vf2_u003b_f1_u003b((&param), (&param_1));\n let _e49 = unnamed.uSsrEye;\n return length((_e47 - _e49));\n}\n\nfn projectPoint_u0028_vf3_u003b_vf2_u003b(point: ptr<function, vec3<f32>>, uv_2: ptr<function, vec2<f32>>) -> bool {\n var clip: vec4<f32>;\n var phi_130_: bool;\n var phi_137_: bool;\n var phi_143_: bool;\n\n let _e40 = unnamed.uSsrViewProj;\n let _e41 = (*point);\n clip = (_e40 * vec4<f32>(_e41.x, _e41.y, _e41.z, 1f));\n let _e48 = clip[3u];\n if (_e48 <= 0f) {\n return false;\n }\n let _e50 = clip;\n let _e53 = clip[3u];\n (*uv_2) = (((_e50.xy / vec2(_e53)) * 0.5f) + vec2(0.5f));\n let _e60 = (*uv_2)[0u];\n let _e61 = (_e60 >= 0f);\n phi_130_ = _e61;\n if _e61 {\n let _e63 = (*uv_2)[0u];\n phi_130_ = (_e63 <= 1f);\n }\n let _e66 = phi_130_;\n phi_137_ = _e66;\n if _e66 {\n let _e68 = (*uv_2)[1u];\n phi_137_ = (_e68 >= 0f);\n }\n let _e71 = phi_137_;\n phi_143_ = _e71;\n if _e71 {\n let _e73 = (*uv_2)[1u];\n phi_143_ = (_e73 <= 1f);\n }\n let _e76 = phi_143_;\n return _e76;\n}\n\nfn main_1() {\n var stored_2: f32;\n var point_1: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var plane: vec3<f32>;\n var span: f32;\n var normal: vec3<f32>;\n var local: vec3<f32>;\n var toEye: vec3<f32>;\n var box: vec3<f32>;\n var inside: vec3<f32>;\n var mask: f32;\n var facing: f32;\n var found: vec3<f32>;\n var weight: f32;\n var view: vec3<f32>;\n var ray: vec3<f32>;\n var steps: f32;\n var behind: f32;\n var previous: f32;\n var hitUv: vec2<f32>;\n var hitDistance: f32;\n var found_hit: bool;\n var i: i32;\n var at: f32;\n var t: f32;\n var sample_point: vec3<f32>;\n var uv_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n var scene: f32;\n var param_6: vec2<f32>;\n var gap: f32;\n var near: f32;\n var far: f32;\n var refinedUv: vec2<f32>;\n var refinedGap: f32;\n var refine: i32;\n var mid: f32;\n var midPoint: vec3<f32>;\n var midUv: vec2<f32>;\n var param_7: vec3<f32>;\n var param_8: vec2<f32>;\n var midScene: f32;\n var param_9: vec2<f32>;\n var midGap: f32;\n var edge: f32;\n var away: f32;\n var reach: f32;\n\n let _e85 = vUv_1;\n let _e86 = textureSampleLevel(uSsrDepth_t, uSsrDepth_s, _e85, 0f);\n stored_2 = _e86.x;\n let _e88 = vUv_1;\n param_2 = _e88;\n let _e89 = stored_2;\n param_3 = _e89;\n let _e90 = worldAt_u0028_vf2_u003b_f1_u003b((&param_2), (&param_3));\n point_1 = _e90;\n let _e91 = point_1;\n let _e92 = dpdx(_e91);\n let _e93 = point_1;\n let _e94 = dpdy(_e93);\n plane = cross(_e92, _e94);\n let _e96 = plane;\n span = length(_e96);\n let _e98 = span;\n if (_e98 > 0f) {\n let _e100 = plane;\n let _e101 = span;\n local = (_e100 / vec3(_e101));\n } else {\n let _e105 = unnamed.uSsrAxis;\n local = -(_e105);\n }\n let _e107 = local;\n normal = _e107;\n let _e109 = unnamed.uSsrEye;\n let _e110 = point_1;\n toEye = (_e109 - _e110);\n let _e112 = toEye;\n let _e113 = normal;\n let _e116 = normal;\n normal = (_e116 * sign(dot(_e112, _e113)));\n let _e119 = unnamed.uWorldToSurface;\n let _e120 = point_1;\n box = (_e119 * vec4<f32>(_e120.x, _e120.y, _e120.z, 1f)).xyz;\n let _e127 = box;\n inside = step(abs(_e127), vec3<f32>(1f, 1f, 1f));\n let _e131 = inside[0u];\n let _e133 = inside[1u];\n let _e136 = inside[2u];\n mask = ((_e131 * _e133) * _e136);\n let _e138 = normal;\n let _e140 = unnamed.uSsrAxis;\n facing = dot(_e138, -(_e140));\n let _e144 = unnamed.uSsrFacingCos;\n let _e146 = unnamed.uSsrFacingCos;\n let _e149 = facing;\n let _e151 = mask;\n mask = (_e151 * smoothstep(_e144, min(1f, (_e146 + 0.25f)), _e149));\n let _e153 = stored_2;\n let _e156 = mask;\n mask = (_e156 * select(1f, 0f, (_e153 <= 0f)));\n let _e159 = unnamed.uSsrStrength;\n let _e160 = mask;\n mask = (_e160 * _e159);\n found = vec3<f32>(0f, 0f, 0f);\n weight = 0f;\n let _e162 = mask;\n if (_e162 > 0f) {\n let _e164 = point_1;\n let _e166 = unnamed.uSsrEye;\n view = normalize((_e164 - _e166));\n let _e169 = view;\n let _e170 = normal;\n ray = reflect(_e169, _e170);\n let _e173 = unnamed.uSsrSteps;\n steps = max(1f, _e173);\n behind = 0f;\n previous = 0f;\n hitUv = vec2<f32>(0f, 0f);\n hitDistance = 0f;\n found_hit = false;\n i = 1i;\n loop {\n let _e175 = i;\n if (_e175 <= 32i) {\n let _e177 = i;\n let _e179 = steps;\n if (f32(_e177) > _e179) {\n break;\n }\n let _e181 = i;\n let _e183 = steps;\n at = (f32(_e181) / _e183);\n let _e186 = unnamed.uSsrReach;\n let _e187 = at;\n let _e189 = at;\n t = ((_e186 * _e187) * _e189);\n let _e191 = point_1;\n let _e192 = ray;\n let _e193 = t;\n sample_point = (_e191 + (_e192 * _e193));\n let _e196 = sample_point;\n param_4 = _e196;\n let _e197 = projectPoint_u0028_vf3_u003b_vf2_u003b((&param_4), (&param_5));\n let _e198 = param_5;\n uv_3 = _e198;\n if !(_e197) {\n break;\n }\n let _e200 = uv_3;\n param_6 = _e200;\n let _e201 = sceneDistanceAt_u0028_vf2_u003b((&param_6));\n scene = _e201;\n let _e202 = sample_point;\n let _e204 = unnamed.uSsrEye;\n let _e207 = scene;\n gap = (length((_e202 - _e204)) - _e207);\n let _e209 = behind;\n let _e211 = gap;\n if ((_e209 < 0f) && (_e211 >= 0f)) {\n let _e214 = previous;\n near = _e214;\n let _e215 = t;\n far = _e215;\n let _e216 = uv_3;\n refinedUv = _e216;\n let _e217 = gap;\n refinedGap = _e217;\n refine = 0i;\n loop {\n let _e218 = refine;\n if (_e218 < 6i) {\n let _e220 = near;\n let _e221 = far;\n mid = ((_e220 + _e221) * 0.5f);\n let _e224 = point_1;\n let _e225 = ray;\n let _e226 = mid;\n midPoint = (_e224 + (_e225 * _e226));\n let _e229 = midPoint;\n param_7 = _e229;\n let _e230 = projectPoint_u0028_vf3_u003b_vf2_u003b((&param_7), (&param_8));\n let _e231 = param_8;\n midUv = _e231;\n if !(_e230) {\n break;\n }\n let _e233 = midUv;\n param_9 = _e233;\n let _e234 = sceneDistanceAt_u0028_vf2_u003b((&param_9));\n midScene = _e234;\n let _e235 = midPoint;\n let _e237 = unnamed.uSsrEye;\n let _e240 = midScene;\n midGap = (length((_e235 - _e237)) - _e240);\n let _e242 = midGap;\n if (_e242 >= 0f) {\n let _e244 = mid;\n far = _e244;\n let _e245 = midUv;\n refinedUv = _e245;\n let _e246 = midGap;\n refinedGap = _e246;\n } else {\n let _e247 = mid;\n near = _e247;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e248 = refine;\n refine = (_e248 + 1i);\n }\n }\n let _e250 = refinedGap;\n let _e252 = unnamed.uSsrThickness;\n if (_e250 <= _e252) {\n found_hit = true;\n let _e254 = refinedUv;\n hitUv = _e254;\n let _e255 = far;\n hitDistance = _e255;\n }\n break;\n }\n let _e256 = gap;\n behind = _e256;\n let _e257 = t;\n previous = _e257;\n continue;\n } else {\n break;\n }\n continuing {\n let _e258 = i;\n i = (_e258 + 1i);\n }\n }\n let _e260 = found_hit;\n if _e260 {\n let _e262 = hitUv[0u];\n let _e264 = hitUv[0u];\n let _e268 = hitUv[1u];\n let _e270 = hitUv[1u];\n let _e275 = unnamed.uSsrEdgeFade;\n edge = clamp((min(min(_e262, (1f - _e264)), min(_e268, (1f - _e270))) / max(_e275, 0.0001f)), 0f, 1f);\n let _e279 = ray;\n let _e281 = view;\n away = clamp(((dot(normalize(_e279), _e281) + 1f) * 0.5f), 0f, 1f);\n let _e286 = hitDistance;\n let _e288 = unnamed.uSsrReach;\n reach = (1f - clamp((_e286 / max(_e288, 0.0001f)), 0f, 1f));\n let _e293 = mask;\n let _e294 = edge;\n let _e296 = away;\n let _e298 = reach;\n weight = (((_e293 * _e294) * _e296) * _e298);\n let _e300 = hitUv;\n let _e301 = textureSampleLevel(uSsrScene_t, uSsrScene_s, _e300, 0f);\n let _e304 = unnamed.uSsrTint;\n found = (_e301.xyz * _e304);\n }\n }\n let _e306 = found;\n let _e307 = weight;\n let _e308 = (_e306 * _e307);\n let _e309 = weight;\n fragColor = vec4<f32>(_e308.x, _e308.y, _e308.z, _e309);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
2
+ /**
3
+ * What the transform assigned, so the renderer binds the same numbers.
4
+ *
5
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
6
+ */
7
+ export declare const SSRTRACE_BINDINGS: {
8
+ readonly SSR_TRACE_FRAG: {
9
+ readonly uniforms: 1;
10
+ readonly uniformSize: 272;
11
+ readonly fields: {
12
+ readonly uSsrDepthToWorld: {
13
+ readonly offset: 0;
14
+ readonly size: 64;
15
+ readonly type: "mat4";
16
+ };
17
+ readonly uSsrViewProj: {
18
+ readonly offset: 64;
19
+ readonly size: 64;
20
+ readonly type: "mat4";
21
+ };
22
+ readonly uWorldToSurface: {
23
+ readonly offset: 128;
24
+ readonly size: 64;
25
+ readonly type: "mat4";
26
+ };
27
+ readonly uSsrEye: {
28
+ readonly offset: 192;
29
+ readonly size: 12;
30
+ readonly type: "vec3";
31
+ };
32
+ readonly uSsrAxis: {
33
+ readonly offset: 208;
34
+ readonly size: 12;
35
+ readonly type: "vec3";
36
+ };
37
+ readonly uSsrTint: {
38
+ readonly offset: 224;
39
+ readonly size: 12;
40
+ readonly type: "vec3";
41
+ };
42
+ readonly uSsrStrength: {
43
+ readonly offset: 236;
44
+ readonly size: 4;
45
+ readonly type: "float";
46
+ };
47
+ readonly uSsrFacingCos: {
48
+ readonly offset: 240;
49
+ readonly size: 4;
50
+ readonly type: "float";
51
+ };
52
+ readonly uSsrReach: {
53
+ readonly offset: 244;
54
+ readonly size: 4;
55
+ readonly type: "float";
56
+ };
57
+ readonly uSsrThickness: {
58
+ readonly offset: 248;
59
+ readonly size: 4;
60
+ readonly type: "float";
61
+ };
62
+ readonly uSsrSteps: {
63
+ readonly offset: 252;
64
+ readonly size: 4;
65
+ readonly type: "float";
66
+ };
67
+ readonly uSsrEdgeFade: {
68
+ readonly offset: 256;
69
+ readonly size: 4;
70
+ readonly type: "float";
71
+ };
72
+ };
73
+ readonly textures: {
74
+ readonly uSsrDepth: {
75
+ readonly texture: 32;
76
+ readonly sampler: 33;
77
+ readonly type: "sampler2D";
78
+ };
79
+ readonly uSsrScene: {
80
+ readonly texture: 34;
81
+ readonly sampler: 35;
82
+ readonly type: "sampler2D";
83
+ };
84
+ };
85
+ };
86
+ };
@@ -0,0 +1,92 @@
1
+ /*
2
+ * Generated from ../ssrTrace.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 SSR_TRACE_FRAG_WGSL = "struct Uniforms {\n uSsrDepthToWorld: mat4x4<f32>,\n uSsrViewProj: mat4x4<f32>,\n uWorldToSurface: mat4x4<f32>,\n uSsrEye: vec3<f32>,\n uSsrAxis: vec3<f32>,\n uSsrTint: vec3<f32>,\n uSsrStrength: f32,\n uSsrFacingCos: f32,\n uSsrReach: f32,\n uSsrThickness: f32,\n uSsrSteps: f32,\n uSsrEdgeFade: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uSsrDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSsrDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(34) \nvar uSsrScene_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uSsrScene_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn worldAt_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, stored: ptr<function, f32>) -> vec3<f32> {\n var world: vec4<f32>;\n\n let _e40 = unnamed.uSsrDepthToWorld;\n let _e41 = (*uv);\n let _e44 = ((_e41 * 2f) - vec2(1f));\n let _e45 = (*stored);\n world = (_e40 * vec4<f32>(_e44.x, _e44.y, _e45, 1f));\n let _e50 = world;\n let _e53 = world[3u];\n return (_e50.xyz / vec3(_e53));\n}\n\nfn sceneDistanceAt_u0028_vf2_u003b(uv_1: ptr<function, vec2<f32>>) -> f32 {\n var stored_1: f32;\n var param: vec2<f32>;\n var param_1: f32;\n\n let _e40 = (*uv_1);\n let _e41 = textureSampleLevel(uSsrDepth_t, uSsrDepth_s, _e40, 0f);\n stored_1 = _e41.x;\n let _e43 = stored_1;\n if (_e43 <= 0f) {\n return 1000000000f;\n }\n let _e45 = (*uv_1);\n param = _e45;\n let _e46 = stored_1;\n param_1 = _e46;\n let _e47 = worldAt_u0028_vf2_u003b_f1_u003b((&param), (&param_1));\n let _e49 = unnamed.uSsrEye;\n return length((_e47 - _e49));\n}\n\nfn projectPoint_u0028_vf3_u003b_vf2_u003b(point: ptr<function, vec3<f32>>, uv_2: ptr<function, vec2<f32>>) -> bool {\n var clip: vec4<f32>;\n var phi_130_: bool;\n var phi_137_: bool;\n var phi_143_: bool;\n\n let _e40 = unnamed.uSsrViewProj;\n let _e41 = (*point);\n clip = (_e40 * vec4<f32>(_e41.x, _e41.y, _e41.z, 1f));\n let _e48 = clip[3u];\n if (_e48 <= 0f) {\n return false;\n }\n let _e50 = clip;\n let _e53 = clip[3u];\n (*uv_2) = (((_e50.xy / vec2(_e53)) * 0.5f) + vec2(0.5f));\n let _e60 = (*uv_2)[0u];\n let _e61 = (_e60 >= 0f);\n phi_130_ = _e61;\n if _e61 {\n let _e63 = (*uv_2)[0u];\n phi_130_ = (_e63 <= 1f);\n }\n let _e66 = phi_130_;\n phi_137_ = _e66;\n if _e66 {\n let _e68 = (*uv_2)[1u];\n phi_137_ = (_e68 >= 0f);\n }\n let _e71 = phi_137_;\n phi_143_ = _e71;\n if _e71 {\n let _e73 = (*uv_2)[1u];\n phi_143_ = (_e73 <= 1f);\n }\n let _e76 = phi_143_;\n return _e76;\n}\n\nfn main_1() {\n var stored_2: f32;\n var point_1: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var plane: vec3<f32>;\n var span: f32;\n var normal: vec3<f32>;\n var local: vec3<f32>;\n var toEye: vec3<f32>;\n var box: vec3<f32>;\n var inside: vec3<f32>;\n var mask: f32;\n var facing: f32;\n var found: vec3<f32>;\n var weight: f32;\n var view: vec3<f32>;\n var ray: vec3<f32>;\n var steps: f32;\n var behind: f32;\n var previous: f32;\n var hitUv: vec2<f32>;\n var hitDistance: f32;\n var found_hit: bool;\n var i: i32;\n var at: f32;\n var t: f32;\n var sample_point: vec3<f32>;\n var uv_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n var scene: f32;\n var param_6: vec2<f32>;\n var gap: f32;\n var near: f32;\n var far: f32;\n var refinedUv: vec2<f32>;\n var refinedGap: f32;\n var refine: i32;\n var mid: f32;\n var midPoint: vec3<f32>;\n var midUv: vec2<f32>;\n var param_7: vec3<f32>;\n var param_8: vec2<f32>;\n var midScene: f32;\n var param_9: vec2<f32>;\n var midGap: f32;\n var edge: f32;\n var away: f32;\n var reach: f32;\n\n let _e85 = vUv_1;\n let _e86 = textureSampleLevel(uSsrDepth_t, uSsrDepth_s, _e85, 0f);\n stored_2 = _e86.x;\n let _e88 = vUv_1;\n param_2 = _e88;\n let _e89 = stored_2;\n param_3 = _e89;\n let _e90 = worldAt_u0028_vf2_u003b_f1_u003b((&param_2), (&param_3));\n point_1 = _e90;\n let _e91 = point_1;\n let _e92 = dpdx(_e91);\n let _e93 = point_1;\n let _e94 = dpdy(_e93);\n plane = cross(_e92, _e94);\n let _e96 = plane;\n span = length(_e96);\n let _e98 = span;\n if (_e98 > 0f) {\n let _e100 = plane;\n let _e101 = span;\n local = (_e100 / vec3(_e101));\n } else {\n let _e105 = unnamed.uSsrAxis;\n local = -(_e105);\n }\n let _e107 = local;\n normal = _e107;\n let _e109 = unnamed.uSsrEye;\n let _e110 = point_1;\n toEye = (_e109 - _e110);\n let _e112 = toEye;\n let _e113 = normal;\n let _e116 = normal;\n normal = (_e116 * sign(dot(_e112, _e113)));\n let _e119 = unnamed.uWorldToSurface;\n let _e120 = point_1;\n box = (_e119 * vec4<f32>(_e120.x, _e120.y, _e120.z, 1f)).xyz;\n let _e127 = box;\n inside = step(abs(_e127), vec3<f32>(1f, 1f, 1f));\n let _e131 = inside[0u];\n let _e133 = inside[1u];\n let _e136 = inside[2u];\n mask = ((_e131 * _e133) * _e136);\n let _e138 = normal;\n let _e140 = unnamed.uSsrAxis;\n facing = dot(_e138, -(_e140));\n let _e144 = unnamed.uSsrFacingCos;\n let _e146 = unnamed.uSsrFacingCos;\n let _e149 = facing;\n let _e151 = mask;\n mask = (_e151 * smoothstep(_e144, min(1f, (_e146 + 0.25f)), _e149));\n let _e153 = stored_2;\n let _e156 = mask;\n mask = (_e156 * select(1f, 0f, (_e153 <= 0f)));\n let _e159 = unnamed.uSsrStrength;\n let _e160 = mask;\n mask = (_e160 * _e159);\n found = vec3<f32>(0f, 0f, 0f);\n weight = 0f;\n let _e162 = mask;\n if (_e162 > 0f) {\n let _e164 = point_1;\n let _e166 = unnamed.uSsrEye;\n view = normalize((_e164 - _e166));\n let _e169 = view;\n let _e170 = normal;\n ray = reflect(_e169, _e170);\n let _e173 = unnamed.uSsrSteps;\n steps = max(1f, _e173);\n behind = 0f;\n previous = 0f;\n hitUv = vec2<f32>(0f, 0f);\n hitDistance = 0f;\n found_hit = false;\n i = 1i;\n loop {\n let _e175 = i;\n if (_e175 <= 32i) {\n let _e177 = i;\n let _e179 = steps;\n if (f32(_e177) > _e179) {\n break;\n }\n let _e181 = i;\n let _e183 = steps;\n at = (f32(_e181) / _e183);\n let _e186 = unnamed.uSsrReach;\n let _e187 = at;\n let _e189 = at;\n t = ((_e186 * _e187) * _e189);\n let _e191 = point_1;\n let _e192 = ray;\n let _e193 = t;\n sample_point = (_e191 + (_e192 * _e193));\n let _e196 = sample_point;\n param_4 = _e196;\n let _e197 = projectPoint_u0028_vf3_u003b_vf2_u003b((&param_4), (&param_5));\n let _e198 = param_5;\n uv_3 = _e198;\n if !(_e197) {\n break;\n }\n let _e200 = uv_3;\n param_6 = _e200;\n let _e201 = sceneDistanceAt_u0028_vf2_u003b((&param_6));\n scene = _e201;\n let _e202 = sample_point;\n let _e204 = unnamed.uSsrEye;\n let _e207 = scene;\n gap = (length((_e202 - _e204)) - _e207);\n let _e209 = behind;\n let _e211 = gap;\n if ((_e209 < 0f) && (_e211 >= 0f)) {\n let _e214 = previous;\n near = _e214;\n let _e215 = t;\n far = _e215;\n let _e216 = uv_3;\n refinedUv = _e216;\n let _e217 = gap;\n refinedGap = _e217;\n refine = 0i;\n loop {\n let _e218 = refine;\n if (_e218 < 6i) {\n let _e220 = near;\n let _e221 = far;\n mid = ((_e220 + _e221) * 0.5f);\n let _e224 = point_1;\n let _e225 = ray;\n let _e226 = mid;\n midPoint = (_e224 + (_e225 * _e226));\n let _e229 = midPoint;\n param_7 = _e229;\n let _e230 = projectPoint_u0028_vf3_u003b_vf2_u003b((&param_7), (&param_8));\n let _e231 = param_8;\n midUv = _e231;\n if !(_e230) {\n break;\n }\n let _e233 = midUv;\n param_9 = _e233;\n let _e234 = sceneDistanceAt_u0028_vf2_u003b((&param_9));\n midScene = _e234;\n let _e235 = midPoint;\n let _e237 = unnamed.uSsrEye;\n let _e240 = midScene;\n midGap = (length((_e235 - _e237)) - _e240);\n let _e242 = midGap;\n if (_e242 >= 0f) {\n let _e244 = mid;\n far = _e244;\n let _e245 = midUv;\n refinedUv = _e245;\n let _e246 = midGap;\n refinedGap = _e246;\n } else {\n let _e247 = mid;\n near = _e247;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e248 = refine;\n refine = (_e248 + 1i);\n }\n }\n let _e250 = refinedGap;\n let _e252 = unnamed.uSsrThickness;\n if (_e250 <= _e252) {\n found_hit = true;\n let _e254 = refinedUv;\n hitUv = _e254;\n let _e255 = far;\n hitDistance = _e255;\n }\n break;\n }\n let _e256 = gap;\n behind = _e256;\n let _e257 = t;\n previous = _e257;\n continue;\n } else {\n break;\n }\n continuing {\n let _e258 = i;\n i = (_e258 + 1i);\n }\n }\n let _e260 = found_hit;\n if _e260 {\n let _e262 = hitUv[0u];\n let _e264 = hitUv[0u];\n let _e268 = hitUv[1u];\n let _e270 = hitUv[1u];\n let _e275 = unnamed.uSsrEdgeFade;\n edge = clamp((min(min(_e262, (1f - _e264)), min(_e268, (1f - _e270))) / max(_e275, 0.0001f)), 0f, 1f);\n let _e279 = ray;\n let _e281 = view;\n away = clamp(((dot(normalize(_e279), _e281) + 1f) * 0.5f), 0f, 1f);\n let _e286 = hitDistance;\n let _e288 = unnamed.uSsrReach;\n reach = (1f - clamp((_e286 / max(_e288, 0.0001f)), 0f, 1f));\n let _e293 = mask;\n let _e294 = edge;\n let _e296 = away;\n let _e298 = reach;\n weight = (((_e293 * _e294) * _e296) * _e298);\n let _e300 = hitUv;\n let _e301 = textureSampleLevel(uSsrScene_t, uSsrScene_s, _e300, 0f);\n let _e304 = unnamed.uSsrTint;\n found = (_e301.xyz * _e304);\n }\n }\n let _e306 = found;\n let _e307 = weight;\n let _e308 = (_e306 * _e307);\n let _e309 = weight;\n fragColor = vec4<f32>(_e308.x, _e308.y, _e308.z, _e309);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
8
+ /**
9
+ * What the transform assigned, so the renderer binds the same numbers.
10
+ *
11
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
12
+ */
13
+ export const SSRTRACE_BINDINGS = {
14
+ "SSR_TRACE_FRAG": {
15
+ "uniforms": 1,
16
+ "uniformSize": 272,
17
+ "fields": {
18
+ "uSsrDepthToWorld": {
19
+ "offset": 0,
20
+ "size": 64,
21
+ "type": "mat4"
22
+ },
23
+ "uSsrViewProj": {
24
+ "offset": 64,
25
+ "size": 64,
26
+ "type": "mat4"
27
+ },
28
+ "uWorldToSurface": {
29
+ "offset": 128,
30
+ "size": 64,
31
+ "type": "mat4"
32
+ },
33
+ "uSsrEye": {
34
+ "offset": 192,
35
+ "size": 12,
36
+ "type": "vec3"
37
+ },
38
+ "uSsrAxis": {
39
+ "offset": 208,
40
+ "size": 12,
41
+ "type": "vec3"
42
+ },
43
+ "uSsrTint": {
44
+ "offset": 224,
45
+ "size": 12,
46
+ "type": "vec3"
47
+ },
48
+ "uSsrStrength": {
49
+ "offset": 236,
50
+ "size": 4,
51
+ "type": "float"
52
+ },
53
+ "uSsrFacingCos": {
54
+ "offset": 240,
55
+ "size": 4,
56
+ "type": "float"
57
+ },
58
+ "uSsrReach": {
59
+ "offset": 244,
60
+ "size": 4,
61
+ "type": "float"
62
+ },
63
+ "uSsrThickness": {
64
+ "offset": 248,
65
+ "size": 4,
66
+ "type": "float"
67
+ },
68
+ "uSsrSteps": {
69
+ "offset": 252,
70
+ "size": 4,
71
+ "type": "float"
72
+ },
73
+ "uSsrEdgeFade": {
74
+ "offset": 256,
75
+ "size": 4,
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