@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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  867. package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
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  893. package/src/render/shaders/generated/windStreaks.wgsl.ts +82 -0
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  941. package/src/render/wind.ts +79 -0
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@@ -0,0 +1,253 @@
1
+ /*
2
+ * Generated from ../water.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 WATER_FRAG_WGSL = "struct Uniforms {\n uGridHalf: vec2<f32>,\n uFoamGain: f32,\n uNadirOpacity: f32,\n uVisibility: f32,\n uMirror: f32,\n uDeepColor: vec3<f32>,\n uShallowColor: vec3<f32>,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uLightFalloff: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n uReflectionEnabled: i32,\n uReflectionTexelSize: vec2<f32>,\n uReflectionFilterTaps: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vCrest_1: f32;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vGrid_1: vec2<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 _e116 = unnamed.uFogMode;\n if (_e116 == 1i) {\n let _e119 = unnamed.uFogFar;\n let _e121 = unnamed.uFogNear;\n span = max((_e119 - _e121), 0.0001f);\n let _e124 = (*dist);\n let _e126 = unnamed.uFogNear;\n let _e128 = span;\n ramp = clamp(((_e124 - _e126) / _e128), 0f, 1f);\n let _e132 = unnamed.uUnderwaterFactor;\n if (_e132 <= 0f) {\n let _e134 = ramp;\n return _e134;\n }\n let _e136 = unnamed.uUnderwaterFogDensity;\n let _e137 = (*dist);\n wetLinear = (_e136 * _e137);\n let _e139 = ramp;\n let _e140 = wetLinear;\n let _e142 = wetLinear;\n let _e148 = unnamed.uUnderwaterFactor;\n return mix(_e139, (1f - exp2(((-(_e140) * _e142) * 1.442695f))), _e148);\n }\n let _e150 = (*pointY);\n let _e152 = unnamed.uFogEyeY;\n let _e155 = unnamed.uFogHeightFalloff;\n t = ((_e150 - _e152) * _e155);\n let _e157 = t;\n let _e160 = t;\n denom = select(_e160, 0.0001f, (abs(_e157) < 0.0001f));\n let _e163 = unnamed.uFogDensity;\n let _e165 = (*dist);\n let _e167 = denom;\n let _e172 = denom;\n air = (1f - exp((((-(_e163) * _e165) * (1f - exp(-(_e167)))) / _e172)));\n let _e177 = unnamed.uUnderwaterFactor;\n if (_e177 <= 0f) {\n let _e179 = air;\n return _e179;\n }\n let _e181 = unnamed.uUnderwaterFogDensity;\n let _e182 = (*dist);\n wet = (_e181 * _e182);\n let _e184 = air;\n let _e185 = wet;\n let _e187 = wet;\n let _e193 = unnamed.uUnderwaterFactor;\n return mix(_e184, (1f - exp2(((-(_e185) * _e187) * 1.442695f))), _e193);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e107 = unnamed.uFogColor;\n let _e109 = unnamed.uUnderwaterColor;\n let _e111 = unnamed.uUnderwaterFactor;\n return mix(_e107, _e109, vec3(_e111));\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var view: vec3<f32>;\n var facing: f32;\n var fresnel: f32;\n var atmosphereColor: vec3<f32>;\n var col: vec3<f32>;\n var incident: vec3<f32>;\n var halfVec: vec3<f32>;\n var spec: f32;\n var highlight: vec3<f32>;\n var i: i32;\n var toLight: vec3<f32>;\n var lightDist: f32;\n var window: f32;\n var falloff: f32;\n var lightDir: vec3<f32>;\n var shaped: f32;\n var lampHalf: vec3<f32>;\n var foam: f32;\n var dist_1: f32;\n var fog: f32;\n var param: f32;\n var param_1: f32;\n var airOpacity: f32;\n var underwaterOpacity: f32;\n var opacity: f32;\n var reflected: vec3<f32>;\n var reflectionValid: f32;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var blurPixels: f32;\n var sceneReflection: vec3<f32>;\n var filterWeight: f32;\n var i_1: i32;\n var sampleUv: vec2<f32>;\n var indexable: array<vec2<f32>, 9>;\n var weight: f32;\n var indexable_1: array<f32, 9>;\n var sceneWeight: f32;\n var reflectionGain: f32;\n var reflectivity: f32;\n var reflectedRadiance: f32;\n var reflectionWeight: f32;\n var rimFraction: vec2<f32>;\n var rimT: f32;\n var rim: f32;\n var edge: f32;\n var phi_440_: bool;\n\n let _e153 = vNormal_1;\n n = normalize(_e153);\n let _e156 = unnamed.uCameraPos;\n let _e157 = vWorldPos_1;\n view = normalize((_e156 - _e157));\n let _e160 = n;\n let _e161 = view;\n facing = clamp(abs(dot(_e160, _e161)), 0f, 1f);\n let _e165 = facing;\n fresnel = (0.02f + (0.98f * pow((1f - _e165), 5f)));\n let _e170 = mediumColor_u0028_();\n atmosphereColor = _e170;\n let _e172 = unnamed.uDeepColor;\n let _e174 = unnamed.uShallowColor;\n let _e175 = vCrest_1;\n col = mix(_e172, _e174, vec3(clamp(((_e175 * 1.4f) + 0.4f), 0f, 1f)));\n let _e182 = unnamed.uAmbient;\n let _e184 = unnamed.uDirectionalColor;\n let _e185 = n;\n let _e187 = unnamed.uDirectionalDir;\n incident = (_e182 + ((_e184 * max(dot(_e185, _e187), 0f)) * 0.6f));\n let _e194 = unnamed.uDirectionalDir;\n let _e195 = view;\n halfVec = normalize((_e194 + _e195));\n let _e198 = n;\n let _e199 = halfVec;\n spec = pow(max(dot(_e198, _e199), 0f), 220f);\n let _e204 = unnamed.uDirectionalColor;\n let _e205 = spec;\n highlight = ((_e204 * _e205) * 1.6f);\n i = 0i;\n loop {\n let _e208 = i;\n if (_e208 < 16i) {\n let _e210 = i;\n let _e212 = unnamed.uLightCount;\n if (_e210 >= _e212) {\n break;\n }\n let _e214 = i;\n let _e217 = unnamed.uLightPos[_e214];\n let _e218 = vWorldPos_1;\n toLight = (_e217 - _e218);\n let _e220 = toLight;\n lightDist = length(_e220);\n let _e223 = unnamed.uLightFalloff;\n if (_e223 == 1i) {\n let _e225 = lightDist;\n let _e226 = i;\n let _e230 = unnamed.uLightRadius[_e226][0u];\n window = clamp((1f - pow((_e225 / max(_e230, 0.0001f)), 4f)), 0f, 1f);\n let _e236 = window;\n let _e237 = window;\n let _e239 = lightDist;\n let _e240 = lightDist;\n falloff = ((_e236 * _e237) / max((_e239 * _e240), 0.01f));\n } else {\n let _e244 = lightDist;\n let _e245 = i;\n let _e249 = unnamed.uLightRadius[_e245][0u];\n falloff = clamp((1f - (_e244 / max(_e249, 0.0001f))), 0f, 1f);\n }\n let _e254 = falloff;\n if (_e254 <= 0f) {\n continue;\n }\n let _e256 = toLight;\n let _e257 = lightDist;\n lightDir = (_e256 / vec3(max(_e257, 0.0001f)));\n let _e261 = falloff;\n let _e262 = i;\n let _e266 = unnamed.uLightWeight[_e262][0u];\n shaped = (_e261 * _e266);\n let _e268 = i;\n let _e271 = unnamed.uLightColor[_e268];\n let _e272 = n;\n let _e273 = lightDir;\n let _e277 = shaped;\n let _e280 = incident;\n incident = (_e280 + (((_e271 * max(dot(_e272, _e273), 0f)) * _e277) * 0.6f));\n let _e282 = lightDir;\n let _e283 = view;\n lampHalf = normalize((_e282 + _e283));\n let _e286 = i;\n let _e289 = unnamed.uLightColor[_e286];\n let _e290 = n;\n let _e291 = lampHalf;\n let _e296 = shaped;\n let _e299 = highlight;\n highlight = (_e299 + (((_e289 * pow(max(dot(_e290, _e291), 0f), 220f)) * _e296) * 1.6f));\n continue;\n } else {\n break;\n }\n continuing {\n let _e301 = i;\n i = (_e301 + 1i);\n }\n }\n let _e303 = incident;\n let _e304 = col;\n col = (_e304 * _e303);\n let _e306 = highlight;\n let _e307 = col;\n col = (_e307 + _e306);\n let _e309 = vCrest_1;\n let _e312 = unnamed.uFoamGain;\n foam = (smoothstep(0.55f, 0.85f, _e309) * _e312);\n let _e314 = col;\n let _e315 = foam;\n col = mix(_e314, vec3<f32>(0.92f, 0.96f, 1f), vec3((_e315 * 0.5f)));\n let _e319 = vWorldPos_1;\n let _e321 = unnamed.uCameraPos;\n dist_1 = distance(_e319, _e321);\n let _e323 = dist_1;\n param = _e323;\n let _e325 = vWorldPos_1[1u];\n param_1 = _e325;\n let _e326 = mediumFog_u0028_f1_u003b_f1_u003b((&param), (&param_1));\n fog = _e326;\n let _e327 = col;\n let _e328 = atmosphereColor;\n let _e329 = fog;\n col = mix(_e327, _e328, vec3(_e329));\n let _e333 = unnamed.uNadirOpacity;\n let _e334 = fresnel;\n airOpacity = mix(_e333, 0.96f, _e334);\n let _e337 = unnamed.uNadirOpacity;\n let _e339 = fresnel;\n underwaterOpacity = mix((_e337 * 0.55f), 0.88f, _e339);\n let _e341 = airOpacity;\n let _e342 = underwaterOpacity;\n let _e344 = unnamed.uUnderwaterFactor;\n opacity = mix(_e341, _e342, _e344);\n let _e346 = opacity;\n let _e347 = foam;\n opacity = mix(_e346, 0.96f, (_e347 * 0.7f));\n let _e350 = atmosphereColor;\n reflected = _e350;\n reflectionValid = 0f;\n let _e352 = unnamed.uReflectionEnabled;\n let _e353 = (_e352 != 0i);\n phi_440_ = _e353;\n if _e353 {\n let _e355 = vReflectionClip_1[3u];\n phi_440_ = (_e355 > 0f);\n }\n let _e358 = phi_440_;\n if _e358 {\n let _e359 = vReflectionClip_1;\n let _e362 = vReflectionClip_1[3u];\n reflectionUv = (((_e359.xy / vec2(_e362)) * 0.5f) + vec2(0.5f));\n let _e368 = n;\n let _e370 = fresnel;\n let _e373 = reflectionUv;\n reflectionUv = (_e373 + (_e368.xz * mix(0.008f, 0.022f, _e370)));\n let _e375 = reflectionUv;\n let _e376 = reflectionUv;\n border = min(_e375, (vec2(1f) - _e376));\n let _e381 = border[0u];\n let _e383 = border[1u];\n reflectionValid = smoothstep(0f, 0.025f, min(_e381, _e383));\n let _e386 = dist_1;\n blurPixels = (1.35f + min((_e386 * 0.022f), 3.5f));\n sceneReflection = vec3<f32>(0f, 0f, 0f);\n filterWeight = 0f;\n i_1 = 0i;\n loop {\n let _e390 = i_1;\n if (_e390 < 9i) {\n let _e392 = i_1;\n let _e394 = unnamed.uReflectionFilterTaps;\n if (_e392 >= _e394) {\n break;\n }\n let _e396 = reflectionUv;\n let _e397 = i_1;\n indexable = array<vec2<f32>, 9>(vec2<f32>(0f, 0f), vec2<f32>(-0.62f, -0.31f), vec2<f32>(0.54f, 0.43f), vec2<f32>(-0.34f, 0.76f), vec2<f32>(0.78f, -0.57f), vec2<f32>(-0.88f, 0.28f), vec2<f32>(0.22f, -0.91f), vec2<f32>(0.91f, 0.08f), vec2<f32>(-0.18f, 0.94f));\n let _e399 = indexable[_e397];\n let _e401 = unnamed.uReflectionTexelSize;\n let _e403 = blurPixels;\n sampleUv = (_e396 + ((_e399 * _e401) * _e403));\n let _e406 = i_1;\n indexable_1 = array<f32, 9>(0.28f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f);\n let _e408 = indexable_1[_e406];\n weight = _e408;\n let _e409 = sampleUv;\n let _e413 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e409, vec2(0f), vec2(1f)), 0f);\n let _e415 = weight;\n let _e417 = sceneReflection;\n sceneReflection = (_e417 + (_e413.xyz * _e415));\n let _e419 = weight;\n let _e420 = filterWeight;\n filterWeight = (_e420 + _e419);\n continue;\n } else {\n break;\n }\n continuing {\n let _e422 = i_1;\n i_1 = (_e422 + 1i);\n }\n }\n let _e424 = filterWeight;\n let _e426 = sceneReflection;\n sceneReflection = (_e426 / vec3(max(_e424, 0.001f)));\n let _e429 = atmosphereColor;\n let _e430 = sceneReflection;\n let _e431 = reflectionValid;\n reflected = mix(_e429, _e430, vec3(_e431));\n }\n let _e435 = unnamed.uReflectionEnabled;\n let _e437 = reflectionValid;\n sceneWeight = (f32(_e435) * _e437);\n let _e439 = sceneWeight;\n reflectionGain = mix(0.75f, 0.94f, _e439);\n let _e441 = fresnel;\n let _e443 = unnamed.uMirror;\n reflectivity = mix(_e441, 1f, _e443);\n let _e445 = reflectivity;\n let _e446 = reflectionGain;\n let _e448 = foam;\n let _e452 = opacity;\n reflectedRadiance = min(((_e445 * _e446) * (1f - (_e448 * 0.8f))), _e452);\n let _e454 = reflectedRadiance;\n let _e455 = opacity;\n reflectionWeight = (_e454 / max(_e455, 0.001f));\n let _e458 = col;\n let _e459 = reflected;\n let _e460 = reflectionWeight;\n col = mix(_e458, _e459, vec3(_e460));\n let _e463 = vGrid_1;\n let _e466 = unnamed.uGridHalf;\n rimFraction = (abs(_e463) / max(_e466, vec2<f32>(0.001f, 0.001f)));\n let _e470 = rimFraction[0u];\n let _e472 = rimFraction[1u];\n rimT = max(_e470, _e472);\n let _e474 = rimT;\n rim = (1f - smoothstep(0.9f, 1f, _e474));\n let _e477 = fog;\n edge = (1f - smoothstep(0.82f, 1f, _e477));\n let _e480 = col;\n let _e481 = opacity;\n let _e482 = edge;\n let _e484 = rim;\n let _e487 = unnamed.uVisibility;\n outColor = vec4<f32>(_e480.x, _e480.y, _e480.z, (((_e481 * _e482) * _e484) * _e487));\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vWorldPos: vec3<f32>, @location(2) vCrest: f32, @location(3) vReflectionClip: vec4<f32>, @location(4) vGrid: vec2<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vCrest_1 = vCrest;\n vReflectionClip_1 = vReflectionClip;\n vGrid_1 = vGrid;\n main_1();\n let _e11 = outColor;\n return _e11;\n}\n";
8
+ export const WATER_VERT_WGSL = "struct GerstnerSurface {\n offset: vec3<f32>,\n normal: vec3<f32>,\n crest: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n uReflectionViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uGridOrigin: vec2<f32>,\n uGridSpan: vec2<f32>,\n uGridHalf: vec2<f32>,\n uNearHalf: vec2<f32>,\n uGridForward: vec2<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uWaterLevel: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(4) member: vec2<f32>,\n @location(0) member_1: vec3<f32>,\n @location(1) member_2: vec3<f32>,\n @location(2) member_3: f32,\n @location(3) member_4: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aGrid_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vGrid: vec2<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> vCrest: f32;\nvar<private> vReflectionClip: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e59 = (*k);\n c = sqrt((9.81f / _e59));\n let _e62 = (*k);\n let _e63 = (*dir);\n let _e64 = (*p);\n let _e66 = c;\n let _e67 = (*time);\n return (_e62 * (dot(_e63, _e64) - (_e66 * _e67)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e56 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e59 = indexable[_e56][3u];\n return (6.2831855f / _e59);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e57 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e59 = indexable_1[_e57];\n let _e62 = (*windDir);\n return normalize(mix(normalize(_e59.xy), _e62, vec2(0.62f)));\n}\n\nfn gerstnerSurface_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> GerstnerSurface {\n var s: GerstnerSurface;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var a: f32;\n\n s.offset = vec3<f32>(0f, 0f, 0f);\n s.normal = vec3<f32>(0f, 1f, 0f);\n s.crest = 0f;\n i_2 = 0i;\n loop {\n let _e76 = i_2;\n if (_e76 < 4i) {\n let _e78 = i_2;\n param = _e78;\n let _e79 = (*windDir_1);\n param_1 = _e79;\n let _e80 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((&param), (&param_1));\n dir_1 = _e80;\n let _e81 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e84 = indexable_2[_e81][2u];\n let _e85 = (*gain);\n steepness = (_e84 * _e85);\n let _e87 = i_2;\n param_2 = _e87;\n let _e88 = gerstnerWavenumber_u0028_i1_u003b((&param_2));\n k_1 = _e88;\n let _e89 = k_1;\n param_3 = _e89;\n let _e90 = dir_1;\n param_4 = _e90;\n let _e91 = (*p_1);\n param_5 = _e91;\n let _e92 = (*time_1);\n param_6 = _e92;\n let _e93 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((&param_3), (&param_4), (&param_5), (&param_6));\n f = _e93;\n let _e94 = steepness;\n let _e95 = k_1;\n a = (_e94 / _e95);\n let _e98 = dir_1[0u];\n let _e99 = a;\n let _e101 = f;\n let _e106 = s.offset[0u];\n s.offset[0u] = (_e106 + ((_e98 * _e99) * cos(_e101)));\n let _e110 = a;\n let _e111 = f;\n let _e116 = s.offset[1u];\n s.offset[1u] = (_e116 + (_e110 * sin(_e111)));\n let _e121 = dir_1[1u];\n let _e122 = a;\n let _e124 = f;\n let _e129 = s.offset[2u];\n s.offset[2u] = (_e129 + ((_e121 * _e122) * cos(_e124)));\n let _e134 = dir_1[0u];\n let _e135 = steepness;\n let _e137 = f;\n let _e142 = s.normal[0u];\n s.normal[0u] = (_e142 - ((_e134 * _e135) * cos(_e137)));\n let _e147 = dir_1[1u];\n let _e148 = steepness;\n let _e150 = f;\n let _e155 = s.normal[2u];\n s.normal[2u] = (_e155 - ((_e147 * _e148) * cos(_e150)));\n let _e159 = steepness;\n let _e160 = f;\n let _e165 = s.normal[1u];\n s.normal[1u] = (_e165 - (_e159 * sin(_e160)));\n let _e169 = f;\n let _e171 = steepness;\n let _e174 = s.crest;\n s.crest = (_e174 + (sin(_e169) * _e171));\n continue;\n } else {\n break;\n }\n continuing {\n let _e177 = i_2;\n i_2 = (_e177 + 1i);\n }\n }\n let _e179 = s;\n return _e179;\n}\n\nfn main_1() {\n var grid: vec2<f32>;\n var rimFraction: vec2<f32>;\n var rimDistance: f32;\n var waveFade: f32;\n var laid: vec2<f32>;\n var base: vec3<f32>;\n var sea: GerstnerSurface;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var pos: vec3<f32>;\n\n let _e66 = aGrid_1;\n let _e68 = unnamed.uGridSpan;\n grid = (_e66 * _e68);\n let _e70 = grid;\n vGrid = _e70;\n let _e71 = grid;\n let _e74 = unnamed.uNearHalf;\n rimFraction = (abs(_e71) / max(_e74, vec2<f32>(0.0001f, 0.0001f)));\n let _e78 = rimFraction[0u];\n let _e80 = rimFraction[1u];\n rimDistance = max(_e78, _e80);\n let _e82 = rimDistance;\n waveFade = (1f - smoothstep(0.35f, 0.97f, _e82));\n let _e87 = unnamed.uGridForward[1u];\n let _e90 = unnamed.uGridForward[0u];\n let _e94 = grid[0u];\n let _e97 = unnamed.uGridForward;\n let _e99 = grid[1u];\n laid = ((vec2<f32>(_e87, -(_e90)) * _e94) + (_e97 * _e99));\n let _e104 = unnamed.uGridOrigin[0u];\n let _e106 = laid[0u];\n let _e109 = unnamed.uWaterLevel;\n let _e112 = unnamed.uGridOrigin[1u];\n let _e114 = laid[1u];\n base = vec3<f32>((_e104 + _e106), _e109, (_e112 + _e114));\n let _e117 = waveFade;\n let _e119 = unnamed.uWaveGain;\n let _e121 = base;\n param_7 = _e121.xz;\n let _e124 = unnamed.uTime;\n param_8 = _e124;\n let _e126 = unnamed.uWindDir;\n param_9 = _e126;\n param_10 = (_e117 * _e119);\n let _e127 = gerstnerSurface_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((&param_7), (&param_8), (&param_9), (&param_10));\n sea = _e127;\n let _e128 = base;\n let _e130 = sea.offset;\n pos = (_e128 + _e130);\n let _e132 = pos;\n vWorldPos = _e132;\n let _e134 = sea.normal;\n vNormal = normalize(_e134);\n let _e137 = sea.crest;\n vCrest = _e137;\n let _e139 = unnamed.uReflectionViewProj;\n let _e140 = pos;\n vReflectionClip = (_e139 * vec4<f32>(_e140.x, _e140.y, _e140.z, 1f));\n let _e147 = unnamed.uViewProj;\n let _e148 = pos;\n unnamed_1.gl_Position = (_e147 * vec4<f32>(_e148.x, _e148.y, _e148.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aGrid: vec2<f32>) -> VertexOutput {\n aGrid_1 = aGrid;\n main_1();\n let _e10 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e10);\n let _e12 = vGrid;\n let _e13 = vWorldPos;\n let _e14 = vNormal;\n let _e15 = vCrest;\n let _e16 = vReflectionClip;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e12, _e13, _e14, _e15, _e16, _e17);\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 WATER_BINDINGS = {
15
+ "WATER_FRAG": {
16
+ "uniforms": 1,
17
+ "uniformSize": 1248,
18
+ "fields": {
19
+ "uGridHalf": {
20
+ "offset": 0,
21
+ "size": 8,
22
+ "type": "vec2"
23
+ },
24
+ "uFoamGain": {
25
+ "offset": 8,
26
+ "size": 4,
27
+ "type": "float"
28
+ },
29
+ "uNadirOpacity": {
30
+ "offset": 12,
31
+ "size": 4,
32
+ "type": "float"
33
+ },
34
+ "uVisibility": {
35
+ "offset": 16,
36
+ "size": 4,
37
+ "type": "float"
38
+ },
39
+ "uMirror": {
40
+ "offset": 20,
41
+ "size": 4,
42
+ "type": "float"
43
+ },
44
+ "uDeepColor": {
45
+ "offset": 32,
46
+ "size": 12,
47
+ "type": "vec3"
48
+ },
49
+ "uShallowColor": {
50
+ "offset": 48,
51
+ "size": 12,
52
+ "type": "vec3"
53
+ },
54
+ "uDirectionalDir": {
55
+ "offset": 64,
56
+ "size": 12,
57
+ "type": "vec3"
58
+ },
59
+ "uDirectionalColor": {
60
+ "offset": 80,
61
+ "size": 12,
62
+ "type": "vec3"
63
+ },
64
+ "uAmbient": {
65
+ "offset": 96,
66
+ "size": 12,
67
+ "type": "vec3"
68
+ },
69
+ "uLightCount": {
70
+ "offset": 108,
71
+ "size": 4,
72
+ "type": "int"
73
+ },
74
+ "uLightPos": {
75
+ "offset": 112,
76
+ "size": 256,
77
+ "type": "vec3",
78
+ "length": 16,
79
+ "stride": 16
80
+ },
81
+ "uLightColor": {
82
+ "offset": 368,
83
+ "size": 256,
84
+ "type": "vec3",
85
+ "length": 16,
86
+ "stride": 16
87
+ },
88
+ "uLightRadius": {
89
+ "offset": 624,
90
+ "size": 256,
91
+ "type": "vec4",
92
+ "length": 16,
93
+ "stride": 16
94
+ },
95
+ "uLightWeight": {
96
+ "offset": 880,
97
+ "size": 256,
98
+ "type": "vec4",
99
+ "length": 16,
100
+ "stride": 16
101
+ },
102
+ "uLightFalloff": {
103
+ "offset": 1136,
104
+ "size": 4,
105
+ "type": "int"
106
+ },
107
+ "uFogColor": {
108
+ "offset": 1152,
109
+ "size": 12,
110
+ "type": "vec3"
111
+ },
112
+ "uFogDensity": {
113
+ "offset": 1164,
114
+ "size": 4,
115
+ "type": "float"
116
+ },
117
+ "uFogHeightFalloff": {
118
+ "offset": 1168,
119
+ "size": 4,
120
+ "type": "float"
121
+ },
122
+ "uFogEyeY": {
123
+ "offset": 1172,
124
+ "size": 4,
125
+ "type": "float"
126
+ },
127
+ "uUnderwaterColor": {
128
+ "offset": 1184,
129
+ "size": 12,
130
+ "type": "vec3"
131
+ },
132
+ "uUnderwaterFogDensity": {
133
+ "offset": 1196,
134
+ "size": 4,
135
+ "type": "float"
136
+ },
137
+ "uUnderwaterFactor": {
138
+ "offset": 1200,
139
+ "size": 4,
140
+ "type": "float"
141
+ },
142
+ "uFogMode": {
143
+ "offset": 1204,
144
+ "size": 4,
145
+ "type": "int"
146
+ },
147
+ "uFogNear": {
148
+ "offset": 1208,
149
+ "size": 4,
150
+ "type": "float"
151
+ },
152
+ "uFogFar": {
153
+ "offset": 1212,
154
+ "size": 4,
155
+ "type": "float"
156
+ },
157
+ "uCameraPos": {
158
+ "offset": 1216,
159
+ "size": 12,
160
+ "type": "vec3"
161
+ },
162
+ "uReflectionEnabled": {
163
+ "offset": 1228,
164
+ "size": 4,
165
+ "type": "int"
166
+ },
167
+ "uReflectionTexelSize": {
168
+ "offset": 1232,
169
+ "size": 8,
170
+ "type": "vec2"
171
+ },
172
+ "uReflectionFilterTaps": {
173
+ "offset": 1240,
174
+ "size": 4,
175
+ "type": "int"
176
+ }
177
+ },
178
+ "textures": {
179
+ "uReflectionMap": {
180
+ "texture": 32,
181
+ "sampler": 33,
182
+ "type": "sampler2D"
183
+ }
184
+ }
185
+ },
186
+ "WATER_VERT": {
187
+ "uniforms": 0,
188
+ "uniformSize": 208,
189
+ "fields": {
190
+ "uViewProj": {
191
+ "offset": 0,
192
+ "size": 64,
193
+ "type": "mat4"
194
+ },
195
+ "uReflectionViewProj": {
196
+ "offset": 64,
197
+ "size": 64,
198
+ "type": "mat4"
199
+ },
200
+ "uCameraPos": {
201
+ "offset": 128,
202
+ "size": 12,
203
+ "type": "vec3"
204
+ },
205
+ "uTime": {
206
+ "offset": 140,
207
+ "size": 4,
208
+ "type": "float"
209
+ },
210
+ "uGridOrigin": {
211
+ "offset": 144,
212
+ "size": 8,
213
+ "type": "vec2"
214
+ },
215
+ "uGridSpan": {
216
+ "offset": 152,
217
+ "size": 8,
218
+ "type": "vec2"
219
+ },
220
+ "uGridHalf": {
221
+ "offset": 160,
222
+ "size": 8,
223
+ "type": "vec2"
224
+ },
225
+ "uNearHalf": {
226
+ "offset": 168,
227
+ "size": 8,
228
+ "type": "vec2"
229
+ },
230
+ "uGridForward": {
231
+ "offset": 176,
232
+ "size": 8,
233
+ "type": "vec2"
234
+ },
235
+ "uWindDir": {
236
+ "offset": 184,
237
+ "size": 8,
238
+ "type": "vec2"
239
+ },
240
+ "uWaveGain": {
241
+ "offset": 192,
242
+ "size": 4,
243
+ "type": "float"
244
+ },
245
+ "uWaterLevel": {
246
+ "offset": 196,
247
+ "size": 4,
248
+ "type": "float"
249
+ }
250
+ },
251
+ "textures": {}
252
+ }
253
+ };
@@ -0,0 +1,73 @@
1
+ export declare const WIND_STREAK_FRAG_WGSL = "struct Uniforms {\n uTint: vec3<f32>,\n}\n\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> outColor: vec4<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n\nfn main_1() {\n var taper: f32;\n var alpha: f32;\n\n let _e10 = vAlong_1;\n taper = sin((_e10 * 3.14159f));\n let _e13 = vFade_1;\n let _e14 = taper;\n let _e16 = taper;\n alpha = (((_e13 * _e14) * _e16) * 0.13f);\n let _e19 = alpha;\n if (_e19 <= 0.002f) {\n discard;\n }\n let _e22 = unnamed.uTint;\n let _e23 = alpha;\n outColor = vec4<f32>(_e22.x, _e22.y, _e22.z, _e23);\n return;\n}\n\n@fragment \nfn main(@location(1) vAlong: f32, @location(0) vFade: f32) -> @location(0) vec4<f32> {\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n main_1();\n let _e5 = outColor;\n return _e5;\n}\n";
2
+ export declare const WIND_STREAK_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWind: vec2<f32>,\n uDrift: vec2<f32>,\n uSpeed: f32,\n uStrength: f32,\n uCount: f32,\n uCellSize: f32,\n uTime: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aIndex_1: f32;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vFade: f32;\nvar<private> vAlong: f32;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var id: f32;\n var rx: f32;\n var ry: f32;\n var rz: f32;\n var lowBias: f32;\n var cell: vec3<f32>;\n var base: vec3<f32>;\n var rel: vec3<f32>;\n var centre: vec3<f32>;\n var alongXZ: vec2<f32>;\n var local: vec2<f32>;\n var along: vec3<f32>;\n var across: vec3<f32>;\n var curl: f32;\n var length_: f32;\n var world: vec3<f32>;\n var dist: f32;\n var far: f32;\n var near: f32;\n var weight: f32;\n\n let _e62 = aIndex_1;\n id = _e62;\n let _e63 = id;\n rx = fract((sin((_e63 * 12.9898f)) * 43758.547f));\n let _e68 = id;\n ry = fract((sin((_e68 * 39.3467f)) * 24634.635f));\n let _e73 = id;\n rz = fract((sin((_e73 * 78.233f)) * 12934.123f));\n let _e78 = ry;\n let _e79 = ry;\n lowBias = (_e78 * _e79);\n let _e81 = rx;\n let _e83 = unnamed.uCellSize;\n let _e85 = lowBias;\n let _e87 = unnamed.uCellSize;\n let _e90 = rz;\n let _e92 = unnamed.uCellSize;\n cell = vec3<f32>((_e81 * _e83), ((_e85 * _e87) * 0.42f), (_e90 * _e92));\n let _e97 = unnamed.uCameraPos[0u];\n let _e99 = cell[0u];\n let _e102 = unnamed.uCellSize;\n let _e107 = unnamed.uDrift[0u];\n let _e111 = unnamed.uCameraPos[1u];\n let _e113 = cell[1u];\n let _e116 = unnamed.uCellSize;\n let _e121 = unnamed.uCameraPos[2u];\n let _e123 = cell[2u];\n let _e126 = unnamed.uCellSize;\n let _e131 = unnamed.uDrift[1u];\n base = vec3<f32>((((_e97 + _e99) - (_e102 * 0.5f)) - _e107), ((_e111 + _e113) - (_e116 * 0.3f)), (((_e121 + _e123) - (_e126 * 0.5f)) - _e131));\n let _e134 = base;\n let _e136 = unnamed.uCameraPos;\n rel = (_e134 - _e136);\n let _e139 = rel[0u];\n let _e141 = unnamed.uCellSize;\n let _e143 = (_e139 + (_e141 * 0.5f));\n let _e145 = unnamed.uCellSize;\n let _e151 = unnamed.uCellSize;\n rel[0u] = ((_e143 - (floor((_e143 / _e145)) * _e145)) - (_e151 * 0.5f));\n let _e156 = rel[2u];\n let _e158 = unnamed.uCellSize;\n let _e160 = (_e156 + (_e158 * 0.5f));\n let _e162 = unnamed.uCellSize;\n let _e168 = unnamed.uCellSize;\n rel[2u] = ((_e160 - (floor((_e160 / _e162)) * _e162)) - (_e168 * 0.5f));\n let _e173 = unnamed.uCameraPos;\n let _e174 = rel;\n centre = (_e173 + _e174);\n let _e177 = unnamed.uSpeed;\n if (_e177 > 0.001f) {\n let _e180 = unnamed.uWind;\n let _e182 = unnamed.uSpeed;\n local = (_e180 / vec2(_e182));\n } else {\n local = vec2<f32>(1f, 0f);\n }\n let _e185 = local;\n alongXZ = _e185;\n let _e187 = alongXZ[0u];\n let _e189 = alongXZ[1u];\n along = vec3<f32>(_e187, 0f, _e189);\n let _e191 = along;\n across = normalize(cross(_e191, vec3<f32>(0f, 1f, 0f)));\n let _e195 = unnamed.uTime;\n let _e197 = id;\n let _e203 = unnamed.uTime;\n let _e205 = id;\n curl = ((sin(((_e195 * 1.7f) + (_e197 * 2.3f))) * 0.35f) + (sin(((_e203 * 0.9f) + _e205)) * 0.2f));\n let _e211 = unnamed.uSpeed;\n let _e214 = rz;\n length_ = ((0.18f + (_e211 * 0.09f)) * (0.5f + _e214));\n let _e217 = centre;\n let _e218 = along;\n let _e220 = aCorner_1[1u];\n let _e221 = length_;\n let _e225 = across;\n let _e227 = aCorner_1[0u];\n let _e230 = aCorner_1[1u];\n let _e231 = curl;\n let _e233 = length_;\n world = ((_e217 + (_e218 * (_e220 * _e221))) + (_e225 * ((_e227 * 0.012f) + (((_e230 * _e231) * _e233) * 0.35f))));\n let _e239 = centre;\n let _e241 = unnamed.uCameraPos;\n dist = distance(_e239, _e241);\n let _e244 = unnamed.uCellSize;\n let _e247 = unnamed.uCellSize;\n let _e249 = dist;\n far = (1f - smoothstep((_e244 * 0.12f), (_e247 * 0.5f), _e249));\n let _e252 = dist;\n near = smoothstep(2f, 16f, _e252);\n let _e254 = rx;\n let _e255 = rx;\n let _e257 = rx;\n weight = ((_e254 * _e255) * _e257);\n let _e260 = unnamed.uStrength;\n let _e261 = far;\n let _e263 = near;\n let _e265 = weight;\n vFade = (((_e260 * _e261) * _e263) * _e265);\n let _e268 = aCorner_1[1u];\n vAlong = ((_e268 * 0.5f) + 0.5f);\n let _e272 = unnamed.uViewProj;\n let _e273 = world;\n unnamed_1.gl_Position = (_e272 * vec4<f32>(_e273.x, _e273.y, _e273.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(1) aIndex: f32, @location(0) aCorner: vec2<f32>) -> VertexOutput {\n aIndex_1 = aIndex;\n aCorner_1 = aCorner;\n main_1();\n let _e9 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e9);\n let _e11 = vFade;\n let _e12 = vAlong;\n let _e13 = unnamed_1.gl_Position;\n return VertexOutput(_e11, _e12, _e13);\n}\n";
3
+ /**
4
+ * What the transform assigned, so the renderer binds the same numbers.
5
+ *
6
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
7
+ */
8
+ export declare const WINDSTREAKS_BINDINGS: {
9
+ readonly WIND_STREAK_FRAG: {
10
+ readonly uniforms: 1;
11
+ readonly uniformSize: 16;
12
+ readonly fields: {
13
+ readonly uTint: {
14
+ readonly offset: 0;
15
+ readonly size: 12;
16
+ readonly type: "vec3";
17
+ };
18
+ };
19
+ readonly textures: {};
20
+ };
21
+ readonly WIND_STREAK_VERT: {
22
+ readonly uniforms: 0;
23
+ readonly uniformSize: 128;
24
+ readonly fields: {
25
+ readonly uViewProj: {
26
+ readonly offset: 0;
27
+ readonly size: 64;
28
+ readonly type: "mat4";
29
+ };
30
+ readonly uCameraPos: {
31
+ readonly offset: 64;
32
+ readonly size: 12;
33
+ readonly type: "vec3";
34
+ };
35
+ readonly uWind: {
36
+ readonly offset: 80;
37
+ readonly size: 8;
38
+ readonly type: "vec2";
39
+ };
40
+ readonly uDrift: {
41
+ readonly offset: 88;
42
+ readonly size: 8;
43
+ readonly type: "vec2";
44
+ };
45
+ readonly uSpeed: {
46
+ readonly offset: 96;
47
+ readonly size: 4;
48
+ readonly type: "float";
49
+ };
50
+ readonly uStrength: {
51
+ readonly offset: 100;
52
+ readonly size: 4;
53
+ readonly type: "float";
54
+ };
55
+ readonly uCount: {
56
+ readonly offset: 104;
57
+ readonly size: 4;
58
+ readonly type: "float";
59
+ };
60
+ readonly uCellSize: {
61
+ readonly offset: 108;
62
+ readonly size: 4;
63
+ readonly type: "float";
64
+ };
65
+ readonly uTime: {
66
+ readonly offset: 112;
67
+ readonly size: 4;
68
+ readonly type: "float";
69
+ };
70
+ };
71
+ readonly textures: {};
72
+ };
73
+ };
@@ -0,0 +1,79 @@
1
+ /*
2
+ * Generated from ../windStreaks.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 WIND_STREAK_FRAG_WGSL = "struct Uniforms {\n uTint: vec3<f32>,\n}\n\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> outColor: vec4<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n\nfn main_1() {\n var taper: f32;\n var alpha: f32;\n\n let _e10 = vAlong_1;\n taper = sin((_e10 * 3.14159f));\n let _e13 = vFade_1;\n let _e14 = taper;\n let _e16 = taper;\n alpha = (((_e13 * _e14) * _e16) * 0.13f);\n let _e19 = alpha;\n if (_e19 <= 0.002f) {\n discard;\n }\n let _e22 = unnamed.uTint;\n let _e23 = alpha;\n outColor = vec4<f32>(_e22.x, _e22.y, _e22.z, _e23);\n return;\n}\n\n@fragment \nfn main(@location(1) vAlong: f32, @location(0) vFade: f32) -> @location(0) vec4<f32> {\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n main_1();\n let _e5 = outColor;\n return _e5;\n}\n";
8
+ export const WIND_STREAK_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWind: vec2<f32>,\n uDrift: vec2<f32>,\n uSpeed: f32,\n uStrength: f32,\n uCount: f32,\n uCellSize: f32,\n uTime: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aIndex_1: f32;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vFade: f32;\nvar<private> vAlong: f32;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var id: f32;\n var rx: f32;\n var ry: f32;\n var rz: f32;\n var lowBias: f32;\n var cell: vec3<f32>;\n var base: vec3<f32>;\n var rel: vec3<f32>;\n var centre: vec3<f32>;\n var alongXZ: vec2<f32>;\n var local: vec2<f32>;\n var along: vec3<f32>;\n var across: vec3<f32>;\n var curl: f32;\n var length_: f32;\n var world: vec3<f32>;\n var dist: f32;\n var far: f32;\n var near: f32;\n var weight: f32;\n\n let _e62 = aIndex_1;\n id = _e62;\n let _e63 = id;\n rx = fract((sin((_e63 * 12.9898f)) * 43758.547f));\n let _e68 = id;\n ry = fract((sin((_e68 * 39.3467f)) * 24634.635f));\n let _e73 = id;\n rz = fract((sin((_e73 * 78.233f)) * 12934.123f));\n let _e78 = ry;\n let _e79 = ry;\n lowBias = (_e78 * _e79);\n let _e81 = rx;\n let _e83 = unnamed.uCellSize;\n let _e85 = lowBias;\n let _e87 = unnamed.uCellSize;\n let _e90 = rz;\n let _e92 = unnamed.uCellSize;\n cell = vec3<f32>((_e81 * _e83), ((_e85 * _e87) * 0.42f), (_e90 * _e92));\n let _e97 = unnamed.uCameraPos[0u];\n let _e99 = cell[0u];\n let _e102 = unnamed.uCellSize;\n let _e107 = unnamed.uDrift[0u];\n let _e111 = unnamed.uCameraPos[1u];\n let _e113 = cell[1u];\n let _e116 = unnamed.uCellSize;\n let _e121 = unnamed.uCameraPos[2u];\n let _e123 = cell[2u];\n let _e126 = unnamed.uCellSize;\n let _e131 = unnamed.uDrift[1u];\n base = vec3<f32>((((_e97 + _e99) - (_e102 * 0.5f)) - _e107), ((_e111 + _e113) - (_e116 * 0.3f)), (((_e121 + _e123) - (_e126 * 0.5f)) - _e131));\n let _e134 = base;\n let _e136 = unnamed.uCameraPos;\n rel = (_e134 - _e136);\n let _e139 = rel[0u];\n let _e141 = unnamed.uCellSize;\n let _e143 = (_e139 + (_e141 * 0.5f));\n let _e145 = unnamed.uCellSize;\n let _e151 = unnamed.uCellSize;\n rel[0u] = ((_e143 - (floor((_e143 / _e145)) * _e145)) - (_e151 * 0.5f));\n let _e156 = rel[2u];\n let _e158 = unnamed.uCellSize;\n let _e160 = (_e156 + (_e158 * 0.5f));\n let _e162 = unnamed.uCellSize;\n let _e168 = unnamed.uCellSize;\n rel[2u] = ((_e160 - (floor((_e160 / _e162)) * _e162)) - (_e168 * 0.5f));\n let _e173 = unnamed.uCameraPos;\n let _e174 = rel;\n centre = (_e173 + _e174);\n let _e177 = unnamed.uSpeed;\n if (_e177 > 0.001f) {\n let _e180 = unnamed.uWind;\n let _e182 = unnamed.uSpeed;\n local = (_e180 / vec2(_e182));\n } else {\n local = vec2<f32>(1f, 0f);\n }\n let _e185 = local;\n alongXZ = _e185;\n let _e187 = alongXZ[0u];\n let _e189 = alongXZ[1u];\n along = vec3<f32>(_e187, 0f, _e189);\n let _e191 = along;\n across = normalize(cross(_e191, vec3<f32>(0f, 1f, 0f)));\n let _e195 = unnamed.uTime;\n let _e197 = id;\n let _e203 = unnamed.uTime;\n let _e205 = id;\n curl = ((sin(((_e195 * 1.7f) + (_e197 * 2.3f))) * 0.35f) + (sin(((_e203 * 0.9f) + _e205)) * 0.2f));\n let _e211 = unnamed.uSpeed;\n let _e214 = rz;\n length_ = ((0.18f + (_e211 * 0.09f)) * (0.5f + _e214));\n let _e217 = centre;\n let _e218 = along;\n let _e220 = aCorner_1[1u];\n let _e221 = length_;\n let _e225 = across;\n let _e227 = aCorner_1[0u];\n let _e230 = aCorner_1[1u];\n let _e231 = curl;\n let _e233 = length_;\n world = ((_e217 + (_e218 * (_e220 * _e221))) + (_e225 * ((_e227 * 0.012f) + (((_e230 * _e231) * _e233) * 0.35f))));\n let _e239 = centre;\n let _e241 = unnamed.uCameraPos;\n dist = distance(_e239, _e241);\n let _e244 = unnamed.uCellSize;\n let _e247 = unnamed.uCellSize;\n let _e249 = dist;\n far = (1f - smoothstep((_e244 * 0.12f), (_e247 * 0.5f), _e249));\n let _e252 = dist;\n near = smoothstep(2f, 16f, _e252);\n let _e254 = rx;\n let _e255 = rx;\n let _e257 = rx;\n weight = ((_e254 * _e255) * _e257);\n let _e260 = unnamed.uStrength;\n let _e261 = far;\n let _e263 = near;\n let _e265 = weight;\n vFade = (((_e260 * _e261) * _e263) * _e265);\n let _e268 = aCorner_1[1u];\n vAlong = ((_e268 * 0.5f) + 0.5f);\n let _e272 = unnamed.uViewProj;\n let _e273 = world;\n unnamed_1.gl_Position = (_e272 * vec4<f32>(_e273.x, _e273.y, _e273.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(1) aIndex: f32, @location(0) aCorner: vec2<f32>) -> VertexOutput {\n aIndex_1 = aIndex;\n aCorner_1 = aCorner;\n main_1();\n let _e9 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e9);\n let _e11 = vFade;\n let _e12 = vAlong;\n let _e13 = unnamed_1.gl_Position;\n return VertexOutput(_e11, _e12, _e13);\n}\n";
9
+ /**
10
+ * What the transform assigned, so the renderer binds the same numbers.
11
+ *
12
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
13
+ */
14
+ export const WINDSTREAKS_BINDINGS = {
15
+ "WIND_STREAK_FRAG": {
16
+ "uniforms": 1,
17
+ "uniformSize": 16,
18
+ "fields": {
19
+ "uTint": {
20
+ "offset": 0,
21
+ "size": 12,
22
+ "type": "vec3"
23
+ }
24
+ },
25
+ "textures": {}
26
+ },
27
+ "WIND_STREAK_VERT": {
28
+ "uniforms": 0,
29
+ "uniformSize": 128,
30
+ "fields": {
31
+ "uViewProj": {
32
+ "offset": 0,
33
+ "size": 64,
34
+ "type": "mat4"
35
+ },
36
+ "uCameraPos": {
37
+ "offset": 64,
38
+ "size": 12,
39
+ "type": "vec3"
40
+ },
41
+ "uWind": {
42
+ "offset": 80,
43
+ "size": 8,
44
+ "type": "vec2"
45
+ },
46
+ "uDrift": {
47
+ "offset": 88,
48
+ "size": 8,
49
+ "type": "vec2"
50
+ },
51
+ "uSpeed": {
52
+ "offset": 96,
53
+ "size": 4,
54
+ "type": "float"
55
+ },
56
+ "uStrength": {
57
+ "offset": 100,
58
+ "size": 4,
59
+ "type": "float"
60
+ },
61
+ "uCount": {
62
+ "offset": 104,
63
+ "size": 4,
64
+ "type": "float"
65
+ },
66
+ "uCellSize": {
67
+ "offset": 108,
68
+ "size": 4,
69
+ "type": "float"
70
+ },
71
+ "uTime": {
72
+ "offset": 112,
73
+ "size": 4,
74
+ "type": "float"
75
+ }
76
+ },
77
+ "textures": {}
78
+ }
79
+ };
@@ -0,0 +1,21 @@
1
+ /**
2
+ * The wave field, as one piece of GLSL every program that answers to it shares.
3
+ *
4
+ * A water surface and the light it throws onto whatever covers it are the same
5
+ * phenomenon, so they have to be the same *numbers*. A caustic driven by its own
6
+ * animation drifts out of step with the crests visible five metres away, and
7
+ * once it has, no tuning on either side brings them back — the player never
8
+ * consciously notices why the shot looks fake, they just do not believe it.
9
+ * Sharing this table and this phase makes the two agree by construction instead
10
+ * of by review.
11
+ *
12
+ * `gain` scales *steepness*: how built-up the sea is for the wind blowing (see
13
+ * `seaState.ts`). It changes the shape of the water, not its size — so a calm day
14
+ * throws a soft wide sheen where a built-up one throws sharp lines, from one
15
+ * number, in both programs at once.
16
+ *
17
+ * No backticks anywhere below, including in comments: this is a template literal
18
+ * and a backtick inside one ends it. It has cost this project two debugging
19
+ * sessions in `flat.ts` already.
20
+ */
21
+ export declare const GERSTNER_GLSL = "\nconst int GERSTNER_COUNT = 4;\n/*\n * direction.xy, steepness, wavelength. Amplitude is steepness/k, so these sum to\n * roughly a 1m swell \u2014 enough to read as a living surface, low enough that crests\n * never wash over an island whose deck sits ~1.8m above sea level.\n */\nconst vec4 GERSTNER_WAVES[4] = vec4[4](\n vec4( 1.0, 0.0, 0.115, 34.0),\n vec4( 0.6, 0.8, 0.100, 18.0),\n vec4(-0.7, 0.7, 0.080, 9.0),\n vec4( 0.2, -0.98, 0.060, 5.0)\n);\n\n/*\n * Steer each wave toward the wind, but only partway. A real sea is a dominant\n * swell plus cross-chop; rotating all four onto one bearing gives corduroy,\n * which reads as a material rather than as water.\n */\nvec2 gerstnerDirection(int i, vec2 windDir) {\n return normalize(mix(normalize(GERSTNER_WAVES[i].xy), windDir, 0.62));\n}\n\nfloat gerstnerWavenumber(int i) {\n return 6.28318530718 / GERSTNER_WAVES[i].w;\n}\n\n/** Deep-water phase in radians at a point on the resting plane. */\nfloat gerstnerPhase(float k, vec2 dir, vec2 p, float time) {\n float c = sqrt(9.81 / k); // deep-water phase speed\n return k * (dot(dir, p) - c * time);\n}\n\nstruct GerstnerSurface {\n /** Displacement from the resting plane \u2014 horizontal as well as vertical. */\n vec3 offset;\n vec3 normal;\n /** Height in units of steepness; positive near a crest. */\n float crest;\n};\n\nGerstnerSurface gerstnerSurface(vec2 p, float time, vec2 windDir, float gain) {\n GerstnerSurface s;\n s.offset = vec3(0.0);\n s.normal = vec3(0.0, 1.0, 0.0);\n s.crest = 0.0;\n for (int i = 0; i < GERSTNER_COUNT; i++) {\n vec2 dir = gerstnerDirection(i, windDir);\n float steepness = GERSTNER_WAVES[i].z * gain;\n float k = gerstnerWavenumber(i);\n float f = gerstnerPhase(k, dir, p, time);\n float a = steepness / k; // amplitude from steepness\n\n s.offset.x += dir.x * a * cos(f);\n s.offset.y += a * sin(f);\n s.offset.z += dir.y * a * cos(f);\n\n // Analytic normal: the partial derivatives of the displacement above.\n s.normal.x -= dir.x * steepness * cos(f);\n s.normal.z -= dir.y * steepness * cos(f);\n s.normal.y -= steepness * sin(f);\n\n s.crest += sin(f) * steepness;\n }\n return s;\n}\n\n/**\n * Second derivatives of the height field: (d2h/dx2, d2h/dz2, d2h/dxdz).\n *\n * How the surface *bends*, which is what decides where reflected light\n * converges. Analytic from the same sum, so it cannot disagree with the shape\n * the vertex stage displaced.\n */\nvec3 gerstnerCurvature(vec2 p, float time, vec2 windDir, float gain) {\n vec3 h = vec3(0.0);\n for (int i = 0; i < GERSTNER_COUNT; i++) {\n vec2 dir = gerstnerDirection(i, windDir);\n float steepness = GERSTNER_WAVES[i].z * gain;\n float k = gerstnerWavenumber(i);\n float f = gerstnerPhase(k, dir, p, time);\n // Second derivative of (steepness/k)*sin(f) along the wave's own bearing.\n float second = -steepness * k * sin(f);\n h.x += second * dir.x * dir.x;\n h.y += second * dir.y * dir.y;\n h.z += second * dir.x * dir.y;\n }\n return h;\n}\n";
@@ -0,0 +1,110 @@
1
+ /**
2
+ * The wave field, as one piece of GLSL every program that answers to it shares.
3
+ *
4
+ * A water surface and the light it throws onto whatever covers it are the same
5
+ * phenomenon, so they have to be the same *numbers*. A caustic driven by its own
6
+ * animation drifts out of step with the crests visible five metres away, and
7
+ * once it has, no tuning on either side brings them back — the player never
8
+ * consciously notices why the shot looks fake, they just do not believe it.
9
+ * Sharing this table and this phase makes the two agree by construction instead
10
+ * of by review.
11
+ *
12
+ * `gain` scales *steepness*: how built-up the sea is for the wind blowing (see
13
+ * `seaState.ts`). It changes the shape of the water, not its size — so a calm day
14
+ * throws a soft wide sheen where a built-up one throws sharp lines, from one
15
+ * number, in both programs at once.
16
+ *
17
+ * No backticks anywhere below, including in comments: this is a template literal
18
+ * and a backtick inside one ends it. It has cost this project two debugging
19
+ * sessions in `flat.ts` already.
20
+ */
21
+ export const GERSTNER_GLSL = `
22
+ const int GERSTNER_COUNT = 4;
23
+ /*
24
+ * direction.xy, steepness, wavelength. Amplitude is steepness/k, so these sum to
25
+ * roughly a 1m swell — enough to read as a living surface, low enough that crests
26
+ * never wash over an island whose deck sits ~1.8m above sea level.
27
+ */
28
+ const vec4 GERSTNER_WAVES[4] = vec4[4](
29
+ vec4( 1.0, 0.0, 0.115, 34.0),
30
+ vec4( 0.6, 0.8, 0.100, 18.0),
31
+ vec4(-0.7, 0.7, 0.080, 9.0),
32
+ vec4( 0.2, -0.98, 0.060, 5.0)
33
+ );
34
+
35
+ /*
36
+ * Steer each wave toward the wind, but only partway. A real sea is a dominant
37
+ * swell plus cross-chop; rotating all four onto one bearing gives corduroy,
38
+ * which reads as a material rather than as water.
39
+ */
40
+ vec2 gerstnerDirection(int i, vec2 windDir) {
41
+ return normalize(mix(normalize(GERSTNER_WAVES[i].xy), windDir, 0.62));
42
+ }
43
+
44
+ float gerstnerWavenumber(int i) {
45
+ return 6.28318530718 / GERSTNER_WAVES[i].w;
46
+ }
47
+
48
+ /** Deep-water phase in radians at a point on the resting plane. */
49
+ float gerstnerPhase(float k, vec2 dir, vec2 p, float time) {
50
+ float c = sqrt(9.81 / k); // deep-water phase speed
51
+ return k * (dot(dir, p) - c * time);
52
+ }
53
+
54
+ struct GerstnerSurface {
55
+ /** Displacement from the resting plane — horizontal as well as vertical. */
56
+ vec3 offset;
57
+ vec3 normal;
58
+ /** Height in units of steepness; positive near a crest. */
59
+ float crest;
60
+ };
61
+
62
+ GerstnerSurface gerstnerSurface(vec2 p, float time, vec2 windDir, float gain) {
63
+ GerstnerSurface s;
64
+ s.offset = vec3(0.0);
65
+ s.normal = vec3(0.0, 1.0, 0.0);
66
+ s.crest = 0.0;
67
+ for (int i = 0; i < GERSTNER_COUNT; i++) {
68
+ vec2 dir = gerstnerDirection(i, windDir);
69
+ float steepness = GERSTNER_WAVES[i].z * gain;
70
+ float k = gerstnerWavenumber(i);
71
+ float f = gerstnerPhase(k, dir, p, time);
72
+ float a = steepness / k; // amplitude from steepness
73
+
74
+ s.offset.x += dir.x * a * cos(f);
75
+ s.offset.y += a * sin(f);
76
+ s.offset.z += dir.y * a * cos(f);
77
+
78
+ // Analytic normal: the partial derivatives of the displacement above.
79
+ s.normal.x -= dir.x * steepness * cos(f);
80
+ s.normal.z -= dir.y * steepness * cos(f);
81
+ s.normal.y -= steepness * sin(f);
82
+
83
+ s.crest += sin(f) * steepness;
84
+ }
85
+ return s;
86
+ }
87
+
88
+ /**
89
+ * Second derivatives of the height field: (d2h/dx2, d2h/dz2, d2h/dxdz).
90
+ *
91
+ * How the surface *bends*, which is what decides where reflected light
92
+ * converges. Analytic from the same sum, so it cannot disagree with the shape
93
+ * the vertex stage displaced.
94
+ */
95
+ vec3 gerstnerCurvature(vec2 p, float time, vec2 windDir, float gain) {
96
+ vec3 h = vec3(0.0);
97
+ for (int i = 0; i < GERSTNER_COUNT; i++) {
98
+ vec2 dir = gerstnerDirection(i, windDir);
99
+ float steepness = GERSTNER_WAVES[i].z * gain;
100
+ float k = gerstnerWavenumber(i);
101
+ float f = gerstnerPhase(k, dir, p, time);
102
+ // Second derivative of (steepness/k)*sin(f) along the wave's own bearing.
103
+ float second = -steepness * k * sin(f);
104
+ h.x += second * dir.x * dir.x;
105
+ h.y += second * dir.y * dir.y;
106
+ h.z += second * dir.x * dir.y;
107
+ }
108
+ return h;
109
+ }
110
+ `;