@driftengine/core 3.61.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +202 -0
- package/NOTICE +9 -0
- package/README.md +9 -0
- package/dist/behavior/behaviorTree.d.ts +140 -0
- package/dist/behavior/behaviorTree.js +289 -0
- package/dist/build/shaderComments.d.ts +64 -0
- package/dist/build/shaderComments.js +0 -0
- package/dist/cinematic/player.d.ts +80 -0
- package/dist/cinematic/player.js +184 -0
- package/dist/cinematic/script.d.ts +63 -0
- package/dist/cinematic/script.js +141 -0
- package/dist/core/bootGate.d.ts +37 -0
- package/dist/core/bootGate.js +47 -0
- package/dist/core/loadTracker.d.ts +78 -0
- package/dist/core/loadTracker.js +106 -0
- package/dist/core/loop.d.ts +118 -0
- package/dist/core/loop.js +84 -0
- package/dist/core/messageQueue.d.ts +61 -0
- package/dist/core/messageQueue.js +104 -0
- package/dist/core/onceSet.d.ts +27 -0
- package/dist/core/onceSet.js +62 -0
- package/dist/core/preferences.d.ts +47 -0
- package/dist/core/preferences.js +140 -0
- package/dist/core/remoteSave.d.ts +154 -0
- package/dist/core/remoteSave.js +249 -0
- package/dist/core/rng.d.ts +64 -0
- package/dist/core/rng.js +72 -0
- package/dist/core/stepBudget.d.ts +91 -0
- package/dist/core/stepBudget.js +105 -0
- package/dist/core/storage.d.ts +52 -0
- package/dist/core/storage.js +85 -0
- package/dist/core/tickTrace.d.ts +72 -0
- package/dist/core/tickTrace.js +102 -0
- package/dist/core/timeCurve.d.ts +83 -0
- package/dist/core/timeCurve.js +107 -0
- package/dist/core/withDefaults.d.ts +21 -0
- package/dist/core/withDefaults.js +29 -0
- package/dist/dev/contactProbe.d.ts +41 -0
- package/dist/dev/contactProbe.js +58 -0
- package/dist/dev/fpsMeter.d.ts +45 -0
- package/dist/dev/fpsMeter.js +86 -0
- package/dist/environment/celestialClock.d.ts +141 -0
- package/dist/environment/celestialClock.js +262 -0
- package/dist/geometry/decal.d.ts +61 -0
- package/dist/geometry/decal.js +178 -0
- package/dist/geometry/filmPatch.d.ts +35 -0
- package/dist/geometry/filmPatch.js +112 -0
- package/dist/geometry/growable.d.ts +70 -0
- package/dist/geometry/growable.js +167 -0
- package/dist/geometry/lightVolume.d.ts +76 -0
- package/dist/geometry/lightVolume.js +65 -0
- package/dist/geometry/meshBuilder.d.ts +426 -0
- package/dist/geometry/meshBuilder.js +1184 -0
- package/dist/geometry/pixelFont.d.ts +59 -0
- package/dist/geometry/pixelFont.js +179 -0
- package/dist/geometry/ribbon.d.ts +101 -0
- package/dist/geometry/ribbon.js +546 -0
- package/dist/geometry/shellFill.d.ts +101 -0
- package/dist/geometry/shellFill.js +203 -0
- package/dist/geometry/spline.d.ts +162 -0
- package/dist/geometry/spline.js +527 -0
- package/dist/geometry/tangents.d.ts +30 -0
- package/dist/geometry/tangents.js +142 -0
- package/dist/geometry/textMesh.d.ts +51 -0
- package/dist/geometry/textMesh.js +57 -0
- package/dist/geometry/treeBuilder.d.ts +37 -0
- package/dist/geometry/treeBuilder.js +56 -0
- package/dist/host/display.d.ts +135 -0
- package/dist/host/display.js +114 -0
- package/dist/host/files.d.ts +25 -0
- package/dist/host/files.js +44 -0
- package/dist/host/lifecycle.d.ts +45 -0
- package/dist/host/lifecycle.js +28 -0
- package/dist/host/platformServices.d.ts +23 -0
- package/dist/host/platformServices.js +1 -0
- package/dist/host/screen.d.ts +49 -0
- package/dist/host/screen.js +90 -0
- package/dist/index.d.ts +289 -0
- package/dist/index.js +320 -0
- package/dist/input/actionMap.d.ts +181 -0
- package/dist/input/actionMap.js +314 -0
- package/dist/input/activeDevice.d.ts +55 -0
- package/dist/input/activeDevice.js +83 -0
- package/dist/input/gamepadIdentity.d.ts +43 -0
- package/dist/input/gamepadIdentity.js +108 -0
- package/dist/input/gamepadMapping.d.ts +56 -0
- package/dist/input/gamepadMapping.js +91 -0
- package/dist/input/input.d.ts +281 -0
- package/dist/input/input.js +703 -0
- package/dist/input/inputHarness.d.ts +42 -0
- package/dist/input/inputHarness.js +193 -0
- package/dist/input/rightGesture.d.ts +57 -0
- package/dist/input/rightGesture.js +49 -0
- package/dist/input/rumble.d.ts +71 -0
- package/dist/input/rumble.js +119 -0
- package/dist/input/touchControls.d.ts +138 -0
- package/dist/input/touchControls.js +352 -0
- package/dist/input/typingTarget.d.ts +6 -0
- package/dist/input/typingTarget.js +27 -0
- package/dist/math/bounds.d.ts +61 -0
- package/dist/math/bounds.js +121 -0
- package/dist/math/color.d.ts +8 -0
- package/dist/math/color.js +35 -0
- package/dist/math/exact.d.ts +66 -0
- package/dist/math/exact.js +262 -0
- package/dist/math/frustum.d.ts +44 -0
- package/dist/math/frustum.js +90 -0
- package/dist/math/intersect.d.ts +76 -0
- package/dist/math/intersect.js +185 -0
- package/dist/math/scalar.d.ts +51 -0
- package/dist/math/scalar.js +99 -0
- package/dist/math/spring.d.ts +59 -0
- package/dist/math/spring.js +88 -0
- package/dist/nav/navGraph.d.ts +71 -0
- package/dist/nav/navGraph.js +111 -0
- package/dist/nav/navPath.d.ts +93 -0
- package/dist/nav/navPath.js +162 -0
- package/dist/nav/navSearch.d.ts +74 -0
- package/dist/nav/navSearch.js +198 -0
- package/dist/physics/boxSurface.d.ts +48 -0
- package/dist/physics/boxSurface.js +73 -0
- package/dist/physics/colliderSurface.d.ts +46 -0
- package/dist/physics/colliderSurface.js +146 -0
- package/dist/physics/compositeSurface.d.ts +33 -0
- package/dist/physics/compositeSurface.js +108 -0
- package/dist/physics/heightSurface.d.ts +103 -0
- package/dist/physics/heightSurface.js +153 -0
- package/dist/physics/ribbonSurface.d.ts +239 -0
- package/dist/physics/ribbonSurface.js +522 -0
- package/dist/render/ambientOcclusionPass.d.ts +53 -0
- package/dist/render/ambientOcclusionPass.js +179 -0
- package/dist/render/areaLights.d.ts +116 -0
- package/dist/render/areaLights.js +91 -0
- package/dist/render/areaShadowSet.d.ts +184 -0
- package/dist/render/areaShadowSet.js +277 -0
- package/dist/render/atmosphere.d.ts +94 -0
- package/dist/render/atmosphere.js +91 -0
- package/dist/render/backend/api.d.ts +496 -0
- package/dist/render/backend/api.js +1 -0
- package/dist/render/backend/budget.d.ts +82 -0
- package/dist/render/backend/budget.js +99 -0
- package/dist/render/backend/createRenderer.d.ts +135 -0
- package/dist/render/backend/createRenderer.js +201 -0
- package/dist/render/backend/deadline.d.ts +24 -0
- package/dist/render/backend/deadline.js +38 -0
- package/dist/render/backend/probe.d.ts +30 -0
- package/dist/render/backend/probe.js +129 -0
- package/dist/render/backend/select.d.ts +70 -0
- package/dist/render/backend/select.js +249 -0
- package/dist/render/backend/timer.d.ts +50 -0
- package/dist/render/backend/timer.js +1 -0
- package/dist/render/backend/webgl2/instanced.d.ts +21 -0
- package/dist/render/backend/webgl2/instanced.js +42 -0
- package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
- package/dist/render/backend/webgl2/morphTexture.js +55 -0
- package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
- package/dist/render/backend/webgl2/renderer.js +6041 -0
- package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
- package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
- package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
- package/dist/render/backend/webgpu/boltPass.js +160 -0
- package/dist/render/backend/webgpu/buffers.d.ts +159 -0
- package/dist/render/backend/webgpu/buffers.js +402 -0
- package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
- package/dist/render/backend/webgpu/causticsPass.js +138 -0
- package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
- package/dist/render/backend/webgpu/clusterBinner.js +206 -0
- package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
- package/dist/render/backend/webgpu/depthPass.js +228 -0
- package/dist/render/backend/webgpu/device.d.ts +52 -0
- package/dist/render/backend/webgpu/device.js +121 -0
- package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
- package/dist/render/backend/webgpu/drawCommand.js +54 -0
- package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
- package/dist/render/backend/webgpu/environmentTexels.js +79 -0
- package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
- package/dist/render/backend/webgpu/filmPass.js +97 -0
- package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
- package/dist/render/backend/webgpu/flatPass.js +482 -0
- package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
- package/dist/render/backend/webgpu/flockPass.js +129 -0
- package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
- package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
- package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
- package/dist/render/backend/webgpu/insetPass.js +108 -0
- package/dist/render/backend/webgpu/instanced.d.ts +27 -0
- package/dist/render/backend/webgpu/instanced.js +49 -0
- package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
- package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
- package/dist/render/backend/webgpu/linePass.d.ts +90 -0
- package/dist/render/backend/webgpu/linePass.js +220 -0
- package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
- package/dist/render/backend/webgpu/morphTexture.js +51 -0
- package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
- package/dist/render/backend/webgpu/panelPass.js +114 -0
- package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
- package/dist/render/backend/webgpu/particlePass.js +280 -0
- package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
- package/dist/render/backend/webgpu/pipelineCache.js +140 -0
- package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
- package/dist/render/backend/webgpu/plumePass.js +213 -0
- package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
- package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
- package/dist/render/backend/webgpu/postPass.d.ts +342 -0
- package/dist/render/backend/webgpu/postPass.js +366 -0
- package/dist/render/backend/webgpu/probePass.d.ts +108 -0
- package/dist/render/backend/webgpu/probePass.js +188 -0
- package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
- package/dist/render/backend/webgpu/reflectionPass.js +87 -0
- package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
- package/dist/render/backend/webgpu/renderer.js +10911 -0
- package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
- package/dist/render/backend/webgpu/scatterPass.js +266 -0
- package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
- package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
- package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
- package/dist/render/backend/webgpu/shaderModules.js +45 -0
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
- package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
- package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
- package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
- package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
- package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
- package/dist/render/backend/webgpu/skyPass.js +70 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
- package/dist/render/backend/webgpu/textPass.d.ts +73 -0
- package/dist/render/backend/webgpu/textPass.js +190 -0
- package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
- package/dist/render/backend/webgpu/uniformRing.js +208 -0
- package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
- package/dist/render/backend/webgpu/waterPass.js +160 -0
- package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
- package/dist/render/backend/webgpu/windStreakPass.js +153 -0
- package/dist/render/billboard.d.ts +27 -0
- package/dist/render/billboard.js +79 -0
- package/dist/render/bloomChain.d.ts +66 -0
- package/dist/render/bloomChain.js +83 -0
- package/dist/render/bloomPass.d.ts +54 -0
- package/dist/render/bloomPass.js +219 -0
- package/dist/render/boltBatch.d.ts +39 -0
- package/dist/render/boltBatch.js +121 -0
- package/dist/render/boltPool.d.ts +135 -0
- package/dist/render/boltPool.js +259 -0
- package/dist/render/boom.d.ts +46 -0
- package/dist/render/boom.js +81 -0
- package/dist/render/camera.d.ts +119 -0
- package/dist/render/camera.js +304 -0
- package/dist/render/causticsRenderer.d.ts +63 -0
- package/dist/render/causticsRenderer.js +119 -0
- package/dist/render/cinematicCamera.d.ts +102 -0
- package/dist/render/cinematicCamera.js +227 -0
- package/dist/render/clusteredLights.d.ts +260 -0
- package/dist/render/clusteredLights.js +479 -0
- package/dist/render/colourGrade.d.ts +62 -0
- package/dist/render/colourGrade.js +91 -0
- package/dist/render/compute.d.ts +74 -0
- package/dist/render/compute.js +8 -0
- package/dist/render/contextLoss.d.ts +32 -0
- package/dist/render/contextLoss.js +46 -0
- package/dist/render/debugLines.d.ts +75 -0
- package/dist/render/debugLines.js +281 -0
- package/dist/render/decalPass.d.ts +34 -0
- package/dist/render/decalPass.js +103 -0
- package/dist/render/decalProjector.d.ts +140 -0
- package/dist/render/decalProjector.js +282 -0
- package/dist/render/decalQueue.d.ts +53 -0
- package/dist/render/decalQueue.js +87 -0
- package/dist/render/depthConvention.d.ts +314 -0
- package/dist/render/depthConvention.js +346 -0
- package/dist/render/drawingBuffer.d.ts +52 -0
- package/dist/render/drawingBuffer.js +67 -0
- package/dist/render/emptyTexture.d.ts +60 -0
- package/dist/render/emptyTexture.js +103 -0
- package/dist/render/envProbeArray.d.ts +85 -0
- package/dist/render/envProbeArray.js +164 -0
- package/dist/render/equirectToCube.d.ts +54 -0
- package/dist/render/equirectToCube.js +123 -0
- package/dist/render/flockGeometry.d.ts +23 -0
- package/dist/render/flockGeometry.js +43 -0
- package/dist/render/flockRenderer.d.ts +37 -0
- package/dist/render/flockRenderer.js +70 -0
- package/dist/render/frame/arena.d.ts +32 -0
- package/dist/render/frame/arena.js +65 -0
- package/dist/render/frame/index.d.ts +18 -0
- package/dist/render/frame/index.js +4 -0
- package/dist/render/frame/replay.d.ts +34 -0
- package/dist/render/frame/replay.js +48 -0
- package/dist/render/frame/resources.d.ts +25 -0
- package/dist/render/frame/resources.js +55 -0
- package/dist/render/frame/schedule.d.ts +37 -0
- package/dist/render/frame/schedule.js +61 -0
- package/dist/render/frameView.d.ts +19 -0
- package/dist/render/frameView.js +1 -0
- package/dist/render/gizmo.d.ts +236 -0
- package/dist/render/gizmo.js +727 -0
- package/dist/render/globalMedium.d.ts +124 -0
- package/dist/render/globalMedium.js +100 -0
- package/dist/render/globalMediumPass.d.ts +101 -0
- package/dist/render/globalMediumPass.js +250 -0
- package/dist/render/gpuCapability.d.ts +111 -0
- package/dist/render/gpuCapability.js +194 -0
- package/dist/render/gpuTimer.d.ts +87 -0
- package/dist/render/gpuTimer.js +145 -0
- package/dist/render/halfFloat.d.ts +4 -0
- package/dist/render/halfFloat.js +38 -0
- package/dist/render/handleRegistry.d.ts +54 -0
- package/dist/render/handleRegistry.js +84 -0
- package/dist/render/iesProfile.d.ts +64 -0
- package/dist/render/iesProfile.js +179 -0
- package/dist/render/imageTexels.d.ts +50 -0
- package/dist/render/imageTexels.js +91 -0
- package/dist/render/instancedMesh.d.ts +48 -0
- package/dist/render/instancedMesh.js +127 -0
- package/dist/render/instances.d.ts +69 -0
- package/dist/render/instances.js +52 -0
- package/dist/render/lightBudget.d.ts +397 -0
- package/dist/render/lightBudget.js +524 -0
- package/dist/render/lightMatrix.d.ts +3 -0
- package/dist/render/lightMatrix.js +45 -0
- package/dist/render/lightVolumeDraw.d.ts +132 -0
- package/dist/render/lightVolumeDraw.js +181 -0
- package/dist/render/lineBatch.d.ts +60 -0
- package/dist/render/lineBatch.js +160 -0
- package/dist/render/linePoints.d.ts +33 -0
- package/dist/render/linePoints.js +46 -0
- package/dist/render/livePointShadowSet.d.ts +72 -0
- package/dist/render/livePointShadowSet.js +258 -0
- package/dist/render/lod.d.ts +35 -0
- package/dist/render/lod.js +65 -0
- package/dist/render/mesh.d.ts +177 -0
- package/dist/render/mesh.js +466 -0
- package/dist/render/occlusion.d.ts +81 -0
- package/dist/render/occlusion.js +378 -0
- package/dist/render/oitPass.d.ts +67 -0
- package/dist/render/oitPass.js +213 -0
- package/dist/render/orderIndependent.d.ts +92 -0
- package/dist/render/orderIndependent.js +108 -0
- package/dist/render/particleBatch.d.ts +140 -0
- package/dist/render/particleBatch.js +186 -0
- package/dist/render/particleMaterial.d.ts +54 -0
- package/dist/render/particleMaterial.js +42 -0
- package/dist/render/particlePool.d.ts +124 -0
- package/dist/render/particlePool.js +182 -0
- package/dist/render/pass.d.ts +195 -0
- package/dist/render/pass.js +9 -0
- package/dist/render/passTarget.d.ts +86 -0
- package/dist/render/passTarget.js +121 -0
- package/dist/render/pickable.d.ts +31 -0
- package/dist/render/pickable.js +172 -0
- package/dist/render/planarReflection.d.ts +59 -0
- package/dist/render/planarReflection.js +194 -0
- package/dist/render/planarReflectionDraw.d.ts +31 -0
- package/dist/render/planarReflectionDraw.js +65 -0
- package/dist/render/plumeGeometry.d.ts +25 -0
- package/dist/render/plumeGeometry.js +61 -0
- package/dist/render/plumeMaterial.d.ts +31 -0
- package/dist/render/plumeMaterial.js +64 -0
- package/dist/render/plumeRenderer.d.ts +96 -0
- package/dist/render/plumeRenderer.js +185 -0
- package/dist/render/pointLightSelection.d.ts +175 -0
- package/dist/render/pointLightSelection.js +301 -0
- package/dist/render/pointShadowArray.d.ts +95 -0
- package/dist/render/pointShadowArray.js +219 -0
- package/dist/render/pointShadowBudget.d.ts +118 -0
- package/dist/render/pointShadowBudget.js +221 -0
- package/dist/render/pointShadowImage.d.ts +265 -0
- package/dist/render/pointShadowImage.js +339 -0
- package/dist/render/pointShadowMap.d.ts +93 -0
- package/dist/render/pointShadowMap.js +167 -0
- package/dist/render/pointShadowSystem.d.ts +195 -0
- package/dist/render/pointShadowSystem.js +336 -0
- package/dist/render/prefilterEnvMap.d.ts +124 -0
- package/dist/render/prefilterEnvMap.js +146 -0
- package/dist/render/prefilterPass.d.ts +44 -0
- package/dist/render/prefilterPass.js +98 -0
- package/dist/render/probeGrid.d.ts +122 -0
- package/dist/render/probeGrid.js +174 -0
- package/dist/render/rainField.d.ts +99 -0
- package/dist/render/rainField.js +168 -0
- package/dist/render/reflectionProbe.d.ts +188 -0
- package/dist/render/reflectionProbe.js +437 -0
- package/dist/render/renderQuality.d.ts +699 -0
- package/dist/render/renderQuality.js +293 -0
- package/dist/render/rendererHarness.d.ts +39 -0
- package/dist/render/rendererHarness.js +185 -0
- package/dist/render/resolutionGovernor.d.ts +107 -0
- package/dist/render/resolutionGovernor.js +144 -0
- package/dist/render/scatterDeform.d.ts +17 -0
- package/dist/render/scatterDeform.js +46 -0
- package/dist/render/sceneTarget.d.ts +288 -0
- package/dist/render/sceneTarget.js +856 -0
- package/dist/render/screenSpaceReflection.d.ts +233 -0
- package/dist/render/screenSpaceReflection.js +415 -0
- package/dist/render/sdfFont.d.ts +77 -0
- package/dist/render/sdfFont.js +86 -0
- package/dist/render/sdfTextLayout.d.ts +46 -0
- package/dist/render/sdfTextLayout.js +145 -0
- package/dist/render/sdfTextRenderer.d.ts +75 -0
- package/dist/render/sdfTextRenderer.js +194 -0
- package/dist/render/seaState.d.ts +25 -0
- package/dist/render/seaState.js +34 -0
- package/dist/render/segmentQuads.d.ts +29 -0
- package/dist/render/segmentQuads.js +75 -0
- package/dist/render/shader.d.ts +5 -0
- package/dist/render/shader.js +172 -0
- package/dist/render/shaders/ambientOcclusion.d.ts +45 -0
- package/dist/render/shaders/ambientOcclusion.js +352 -0
- package/dist/render/shaders/arcane.d.ts +19 -0
- package/dist/render/shaders/arcane.js +102 -0
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- package/src/render/passTarget.ts +225 -0
- package/src/render/pickable.ts +222 -0
- package/src/render/planarReflection.ts +233 -0
- package/src/render/planarReflectionDraw.ts +87 -0
- package/src/render/plumeGeometry.ts +75 -0
- package/src/render/plumeMaterial.ts +99 -0
- package/src/render/plumeRenderer.ts +272 -0
- package/src/render/pointLightSelection.ts +447 -0
- package/src/render/pointShadowArray.ts +276 -0
- package/src/render/pointShadowBudget.ts +305 -0
- package/src/render/pointShadowImage.ts +470 -0
- package/src/render/pointShadowMap.ts +228 -0
- package/src/render/pointShadowSystem.ts +408 -0
- package/src/render/prefilterEnvMap.ts +162 -0
- package/src/render/prefilterPass.ts +115 -0
- package/src/render/probeGrid.ts +248 -0
- package/src/render/rainField.ts +240 -0
- package/src/render/reflectionProbe.ts +530 -0
- package/src/render/renderQuality.ts +1054 -0
- package/src/render/rendererHarness.ts +214 -0
- package/src/render/resolutionGovernor.ts +189 -0
- package/src/render/scatterDeform.ts +72 -0
- package/src/render/sceneTarget.ts +1032 -0
- package/src/render/screenSpaceReflection.ts +524 -0
- package/src/render/sdfFont.ts +157 -0
- package/src/render/sdfTextLayout.ts +206 -0
- package/src/render/sdfTextRenderer.ts +233 -0
- package/src/render/seaState.ts +55 -0
- package/src/render/segmentQuads.ts +92 -0
- package/src/render/shader.ts +190 -0
- package/src/render/shaders/ambientOcclusion.ts +354 -0
- package/src/render/shaders/arcane.ts +103 -0
- package/src/render/shaders/bloom.ts +232 -0
- package/src/render/shaders/bolt.ts +164 -0
- package/src/render/shaders/caustics.ts +169 -0
- package/src/render/shaders/conditionals.ts +58 -0
- package/src/render/shaders/decalProject.ts +127 -0
- package/src/render/shaders/depth.ts +131 -0
- package/src/render/shaders/depthOfField.ts +141 -0
- package/src/render/shaders/film.ts +285 -0
- package/src/render/shaders/fire.ts +180 -0
- package/src/render/shaders/flat/directionalShadow.ts +196 -0
- package/src/render/shaders/flat/index.ts +502 -0
- package/src/render/shaders/flat/lobes.ts +399 -0
- package/src/render/shaders/flat/main.ts +1631 -0
- package/src/render/shaders/flat/pointShadow.ts +323 -0
- package/src/render/shaders/flat/preamble.ts +875 -0
- package/src/render/shaders/flat/probeGrid.ts +152 -0
- package/src/render/shaders/flat/surface.ts +41 -0
- package/src/render/shaders/flock.ts +103 -0
- package/src/render/shaders/fog.ts +99 -0
- package/src/render/shaders/fullscreen.ts +28 -0
- package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +74 -0
- package/src/render/shaders/generated/arcane.wgsl.ts +98 -0
- package/src/render/shaders/generated/bloom.wgsl.ts +79 -0
- package/src/render/shaders/generated/bolt.wgsl.ts +127 -0
- package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
- package/src/render/shaders/generated/decalProject.wgsl.ts +69 -0
- package/src/render/shaders/generated/depth.wgsl.ts +142 -0
- package/src/render/shaders/generated/film.wgsl.ts +143 -0
- package/src/render/shaders/generated/fire.wgsl.ts +137 -0
- package/src/render/shaders/generated/flat.wgsl.ts +9195 -0
- package/src/render/shaders/generated/flock.wgsl.ts +82 -0
- package/src/render/shaders/generated/fullscreen.wgsl.ts +20 -0
- package/src/render/shaders/generated/globalMedium.wgsl.ts +139 -0
- package/src/render/shaders/generated/lightVolume.wgsl.ts +242 -0
- package/src/render/shaders/generated/line.wgsl.ts +137 -0
- package/src/render/shaders/generated/octahedralResolve.wgsl.ts +60 -0
- package/src/render/shaders/generated/oitResolve.wgsl.ts +31 -0
- package/src/render/shaders/generated/panel.wgsl.ts +57 -0
- package/src/render/shaders/generated/particle.wgsl.ts +343 -0
- package/src/render/shaders/generated/prefilter.wgsl.ts +69 -0
- package/src/render/shaders/generated/rush.wgsl.ts +139 -0
- package/src/render/shaders/generated/scatter.wgsl.ts +205 -0
- package/src/render/shaders/generated/sdfText.wgsl.ts +78 -0
- package/src/render/shaders/generated/sky.wgsl.ts +109 -0
- package/src/render/shaders/generated/smoke.wgsl.ts +93 -0
- package/src/render/shaders/generated/ssrResolve.wgsl.ts +26 -0
- package/src/render/shaders/generated/ssrTrace.wgsl.ts +94 -0
- package/src/render/shaders/generated/temporalResolve.wgsl.ts +54 -0
- package/src/render/shaders/generated/text.wgsl.ts +107 -0
- package/src/render/shaders/generated/water.wgsl.ts +256 -0
- package/src/render/shaders/generated/windStreaks.wgsl.ts +82 -0
- package/src/render/shaders/gerstner.ts +110 -0
- package/src/render/shaders/globalMedium.ts +396 -0
- package/src/render/shaders/lightVolume.ts +546 -0
- package/src/render/shaders/line.ts +125 -0
- package/src/render/shaders/morph.ts +62 -0
- package/src/render/shaders/octahedral.ts +170 -0
- package/src/render/shaders/octahedralResolve.ts +83 -0
- package/src/render/shaders/oitResolve.ts +42 -0
- package/src/render/shaders/outputTransform.ts +107 -0
- package/src/render/shaders/panel.ts +51 -0
- package/src/render/shaders/particle.ts +438 -0
- package/src/render/shaders/prefilter.ts +278 -0
- package/src/render/shaders/rush.ts +357 -0
- package/src/render/shaders/scatter.ts +211 -0
- package/src/render/shaders/sdfText.ts +68 -0
- package/src/render/shaders/skinning.ts +59 -0
- package/src/render/shaders/sky.ts +243 -0
- package/src/render/shaders/smoke.ts +89 -0
- package/src/render/shaders/ssrResolve.ts +28 -0
- package/src/render/shaders/ssrTrace.ts +233 -0
- package/src/render/shaders/tangentFrame.ts +70 -0
- package/src/render/shaders/temporalResolve.ts +151 -0
- package/src/render/shaders/text.ts +156 -0
- package/src/render/shaders/vertexChannel.ts +71 -0
- package/src/render/shaders/water.ts +356 -0
- package/src/render/shaders/windStreaks.ts +130 -0
- package/src/render/shadowCasters.ts +124 -0
- package/src/render/shadowMap.ts +89 -0
- package/src/render/shotPlacement.ts +266 -0
- package/src/render/skinPalette.ts +157 -0
- package/src/render/ssrPass.ts +241 -0
- package/src/render/surfaceSheet.ts +158 -0
- package/src/render/surfaceTexture.ts +310 -0
- package/src/render/temporalAa.ts +221 -0
- package/src/render/temporalPass.ts +153 -0
- package/src/render/textLayout.ts +239 -0
- package/src/render/textRenderer.ts +201 -0
- package/src/render/thirdPersonCamera.ts +578 -0
- package/src/render/trample.ts +140 -0
- package/src/render/translucentQueue.ts +161 -0
- package/src/render/uniformVectorBudget.ts +246 -0
- package/src/render/uploadStep.ts +14 -0
- package/src/render/vertexDefaults.ts +115 -0
- package/src/render/visibility.ts +56 -0
- package/src/render/waterDraw.ts +167 -0
- package/src/render/waterGrid.ts +180 -0
- package/src/render/waterRenderer.ts +352 -0
- package/src/render/wind.ts +79 -0
- package/src/render/windField.ts +50 -0
- package/src/render/windStreakDraw.ts +131 -0
- package/src/render/windStreakRenderer.ts +130 -0
- package/src/scene/node.ts +336 -0
- package/src/scene/visit.ts +82 -0
- package/src/ui/clipMime.ts +109 -0
- package/src/ui/exportTarget.ts +491 -0
- package/src/ui/frameOverlay.ts +159 -0
- package/src/ui/framePacer.ts +351 -0
- package/src/ui/frameRecorder.ts +333 -0
- package/src/ui/fullscreen.ts +113 -0
- package/src/ui/pixelCursor.ts +99 -0
- package/src/ui/splash.ts +347 -0
- package/src/ui/stillFrame.ts +44 -0
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/*
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* Generated from ../flock.ts by `npm run wgsl`. Do not edit.
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export const FLOCK_FRAG_WGSL = "struct Uniforms {\n uTint: vec3<f32>,\n}\n\nvar<private> outColor: vec4<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vShade_1: f32;\n\nfn main_1() {\n let _e6 = unnamed.uTint;\n let _e7 = vShade_1;\n let _e8 = (_e6 * _e7);\n outColor = vec4<f32>(_e8.x, _e8.y, _e8.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vShade: f32) -> @location(0) vec4<f32> {\n vShade_1 = vShade;\n main_1();\n let _e3 = outColor;\n return _e3;\n}\n";
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export const FLOCK_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCenter: vec3<f32>,\n uRadius: f32,\n uHeight: f32,\n uSpeed: f32,\n uTime: f32,\n uCount: f32,\n uScale: f32,\n uWind: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aIndex_1: f32;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aWing_1: f32;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vShade: f32;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var id: f32;\n var seed: f32;\n var spin: f32;\n var lift: f32;\n var radius: f32;\n var rate: f32;\n var angle: f32;\n var heading: vec3<f32>;\n var into: f32;\n var driftAngle: f32;\n var centre: vec3<f32>;\n var forward: vec3<f32>;\n var side: vec3<f32>;\n var effort: f32;\n var beat: f32;\n var fold: f32;\n var offset: vec3<f32>;\n var world: vec3<f32>;\n\n let _e59 = aIndex_1;\n id = _e59;\n let _e60 = id;\n seed = (_e60 + 1f);\n let _e62 = seed;\n spin = fract((sin((_e62 * 12.9898f)) * 43758.547f));\n let _e67 = seed;\n lift = fract((sin((_e67 * 78.233f)) * 24634.635f));\n let _e73 = unnamed.uRadius;\n let _e74 = spin;\n radius = (_e73 * (0.55f + (_e74 * 0.5f)));\n let _e79 = unnamed.uSpeed;\n let _e80 = lift;\n let _e84 = radius;\n rate = ((_e79 * (0.8f + (_e80 * 0.45f))) / max(_e84, 0.001f));\n let _e88 = unnamed.uTime;\n let _e89 = rate;\n let _e91 = id;\n let _e94 = unnamed.uCount;\n angle = ((_e88 * _e89) + ((_e91 * 6.2831f) / max(_e94, 1f)));\n let _e98 = angle;\n let _e101 = angle;\n heading = vec3<f32>(-(sin(_e98)), 0f, cos(_e101));\n let _e104 = heading;\n let _e109 = unnamed.uWind;\n into = (-(dot(normalize((_e104.xz + vec2<f32>(0.00001f, 0.00001f))), _e109)) * 0.06f);\n let _e113 = angle;\n let _e114 = into;\n driftAngle = (_e113 + _e114);\n let _e117 = unnamed.uCenter;\n let _e118 = driftAngle;\n let _e120 = radius;\n let _e124 = unnamed.uWind[0u];\n let _e128 = unnamed.uHeight;\n let _e129 = lift;\n let _e134 = unnamed.uTime;\n let _e136 = id;\n let _e141 = driftAngle;\n let _e143 = radius;\n let _e147 = unnamed.uWind[1u];\n centre = (_e117 + vec3<f32>(((cos(_e118) * _e120) + (_e124 * 1.1f)), ((_e128 * (0.7f + (_e129 * 0.6f))) + (sin(((_e134 * 0.6f) + _e136)) * 1.4f)), ((sin(_e141) * _e143) + (_e147 * 1.1f))));\n let _e152 = driftAngle;\n let _e155 = driftAngle;\n forward = vec3<f32>(-(sin(_e152)), 0f, cos(_e155));\n let _e158 = forward;\n side = normalize(cross(_e158, vec3<f32>(0f, 1f, 0f)));\n let _e161 = into;\n effort = (1f + (max(_e161, 0f) * 22f));\n let _e166 = unnamed.uTime;\n let _e167 = spin;\n let _e171 = effort;\n let _e173 = id;\n beat = ((sin((((_e166 * (9f + (_e167 * 4f))) * _e171) + _e173)) * 0.5f) + 0.5f);\n let _e178 = aWing_1;\n let _e179 = beat;\n fold = ((_e178 * _e179) * 0.55f);\n let _e182 = side;\n let _e184 = aCorner_1[0u];\n let _e186 = unnamed.uScale;\n let _e189 = forward;\n let _e191 = aCorner_1[1u];\n let _e193 = unnamed.uScale;\n let _e198 = fold;\n let _e200 = unnamed.uScale;\n offset = (((_e182 * (_e184 * _e186)) + (_e189 * ((_e191 * _e193) * 0.6f))) + vec3<f32>(0f, (_e198 * _e200), 0f));\n let _e204 = centre;\n let _e205 = offset;\n world = (_e204 + _e205);\n let _e207 = beat;\n vShade = (0.55f + (_e207 * 0.25f));\n let _e211 = unnamed.uViewProj;\n let _e212 = world;\n unnamed_1.gl_Position = (_e211 * vec4<f32>(_e212.x, _e212.y, _e212.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(2) aIndex: f32, @location(1) aWing: f32, @location(0) aCorner: vec2<f32>) -> VertexOutput {\n aIndex_1 = aIndex;\n aWing_1 = aWing;\n aCorner_1 = aCorner;\n main_1();\n let _e10 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e10);\n let _e12 = vShade;\n let _e13 = unnamed_1.gl_Position;\n return VertexOutput(_e12, _e13);\n}\n";
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export const FLOCK_BINDINGS = {
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export const FULLSCREEN_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> gl_VertexIndex_1: i32;\nvar<private> vUv: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var corner: vec2<f32>;\n\n let _e11 = gl_VertexIndex_1;\n let _e16 = gl_VertexIndex_1;\n corner = ((vec2<f32>(f32(((_e11 << bitcast<u32>(1i)) & 2i)), f32((_e16 & 2i))) * 2f) - vec2(1f));\n let _e23 = corner;\n vUv = ((_e23 * 0.5f) + vec2(0.5f));\n let _e27 = corner;\n unnamed.gl_Position = vec4<f32>(_e27.x, _e27.y, 0f, 1f);\n return;\n}\n\n@vertex \nfn main(@builtin(vertex_index) gl_VertexIndex: u32) -> VertexOutput {\n gl_VertexIndex_1 = i32(gl_VertexIndex);\n main_1();\n let _e7 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e7);\n let _e9 = vUv;\n let _e10 = unnamed.gl_Position;\n return VertexOutput(_e9, _e10);\n}\n";
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export const MEDIUM_FRAG_WGSL = "struct Uniforms {\n uDepthToWorld: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uSunDir: vec3<f32>,\n uSunColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uDensity: f32,\n uAlbedo: f32,\n uAnisotropy: f32,\n uMaxDistance: f32,\n uSteps: i32,\n uSunShadow: f32,\n uLightViewProj: mat4x4<f32>,\n uPeeledShadowEnabled: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uStaticShadowMap_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uStaticShadowMap_s: sampler;\n@group(0) @binding(36) \nvar uPeeledShadowMap_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uPeeledShadowMap_s: sampler;\n@group(0) @binding(38) \nvar uDynamicShadowMap_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uDynamicShadowMap_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDepth_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn occlusion_u0028_f1_u003b_f1_u003b(stored: ptr<function, f32>, compare: ptr<function, f32>) -> f32 {\n let _e52 = (*compare);\n let _e53 = (*stored);\n return smoothstep(-0.0025f, 0.0025f, (_e52 - _e53));\n}\n\nfn sunReach_u0028_vf3_u003b(worldPos: ptr<function, vec3<f32>>) -> f32 {\n var lightPos: vec4<f32>;\n var p: vec3<f32>;\n var fromCentre: vec2<f32>;\n var edgeFade: f32;\n var compare_1: f32;\n var blocked: f32;\n var param: f32;\n var param_1: f32;\n var param_2: f32;\n var param_3: f32;\n var param_4: f32;\n var param_5: f32;\n var phi_99_: bool;\n var phi_106_: bool;\n var phi_114_: bool;\n var phi_121_: bool;\n\n let _e64 = unnamed.uLightViewProj;\n let _e65 = (*worldPos);\n lightPos = (_e64 * vec4<f32>(_e65.x, _e65.y, _e65.z, 1f));\n let _e72 = lightPos[3u];\n if (_e72 <= 0f) {\n return 1f;\n }\n let _e74 = lightPos;\n let _e77 = lightPos[3u];\n p = (((_e74.xyz / vec3(_e77)) * 0.5f) + vec3(0.5f));\n let _e84 = p[2u];\n let _e85 = (_e84 > 1f);\n phi_99_ = _e85;\n if !(_e85) {\n let _e88 = p[0u];\n phi_99_ = (_e88 < 0f);\n }\n let _e91 = phi_99_;\n phi_106_ = _e91;\n if !(_e91) {\n let _e94 = p[0u];\n phi_106_ = (_e94 > 1f);\n }\n let _e97 = phi_106_;\n phi_114_ = _e97;\n if !(_e97) {\n let _e100 = p[1u];\n phi_114_ = (_e100 < 0f);\n }\n let _e103 = phi_114_;\n phi_121_ = _e103;\n if !(_e103) {\n let _e106 = p[1u];\n phi_121_ = (_e106 > 1f);\n }\n let _e109 = phi_121_;\n if _e109 {\n return 1f;\n }\n let _e110 = p;\n fromCentre = (abs((_e110.xy - vec2(0.5f))) * 2f);\n let _e117 = fromCentre[0u];\n let _e119 = fromCentre[1u];\n edgeFade = (1f - smoothstep(0.72f, 0.98f, max(_e117, _e119)));\n let _e124 = p[2u];\n let _e127 = edgeFade;\n edgeFade = (_e127 * (1f - smoothstep(0.9f, 1f, _e124)));\n let _e129 = edgeFade;\n if (_e129 <= 0f) {\n return 1f;\n }\n let _e132 = p[2u];\n compare_1 = (_e132 - 0.0015f);\n let _e134 = p;\n let _e136 = textureSampleLevel(uStaticShadowMap_t, uStaticShadowMap_s, _e134.xy, 0f);\n param = _e136.x;\n let _e138 = compare_1;\n param_1 = _e138;\n let _e139 = occlusion_u0028_f1_u003b_f1_u003b((¶m), (¶m_1));\n blocked = _e139;\n let _e141 = unnamed.uPeeledShadowEnabled;\n if (_e141 != 0i) {\n let _e143 = blocked;\n let _e144 = p;\n let _e146 = textureSampleLevel(uPeeledShadowMap_t, uPeeledShadowMap_s, _e144.xy, 0f);\n param_2 = _e146.x;\n let _e148 = compare_1;\n param_3 = _e148;\n let _e149 = occlusion_u0028_f1_u003b_f1_u003b((¶m_2), (¶m_3));\n blocked = max(_e143, _e149);\n }\n let _e151 = blocked;\n let _e152 = p;\n let _e154 = textureSampleLevel(uDynamicShadowMap_t, uDynamicShadowMap_s, _e152.xy, 0f);\n param_4 = _e154.x;\n let _e156 = compare_1;\n param_5 = _e156;\n let _e157 = occlusion_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n blocked = max(_e151, _e157);\n let _e159 = blocked;\n let _e162 = unnamed.uSunShadow;\n let _e163 = edgeFade;\n return mix(1f, (1f - _e159), (_e162 * _e163));\n}\n\nfn phase_u0028_f1_u003b_f1_u003b(cosTheta: ptr<function, f32>, g: ptr<function, f32>) -> f32 {\n var g2_: f32;\n var d: f32;\n\n let _e54 = (*g);\n let _e55 = (*g);\n g2_ = (_e54 * _e55);\n let _e57 = g2_;\n let _e59 = (*g);\n let _e61 = (*cosTheta);\n d = max(((1f + _e57) - ((2f * _e59) * _e61)), 0.0001f);\n let _e65 = g2_;\n let _e67 = d;\n let _e69 = d;\n return ((1f - _e65) / ((12.566371f * _e67) * sqrt(_e69)));\n}\n\nfn hash21_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n let _e51 = (*p_1);\n return fract((sin(dot(_e51, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn main_1() {\n var ndc: vec2<f32>;\n var probe: vec4<f32>;\n var dir: vec3<f32>;\n var stored_1: f32;\n var far: f32;\n var hit: vec4<f32>;\n var steps: i32;\n var dither: f32;\n var param_6: vec2<f32>;\n var scatter: f32;\n var param_7: f32;\n var param_8: f32;\n var sunLit: vec3<f32>;\n var skyLit: vec3<f32>;\n var inscatter: vec3<f32>;\n var transmittance: f32;\n var previous: f32;\n var i: i32;\n var u: f32;\n var next: f32;\n var segment: f32;\n var travelled: f32;\n var segmentTransmittance: f32;\n var scattered: f32;\n var lit: f32;\n var param_9: vec3<f32>;\n\n let _e76 = vUv_1;\n ndc = ((_e76 * 2f) - vec2(1f));\n let _e81 = unnamed.uDepthToWorld;\n let _e82 = ndc;\n probe = (_e81 * vec4<f32>(_e82.x, _e82.y, 0.5f, 1f));\n let _e87 = probe;\n let _e90 = probe[3u];\n let _e94 = unnamed.uCameraPos;\n dir = normalize(((_e87.xyz / vec3(_e90)) - _e94));\n let _e97 = vUv_1;\n let _e98 = textureSampleLevel(uDepth_t, uDepth_s, _e97, 0f);\n stored_1 = _e98.x;\n let _e101 = unnamed.uMaxDistance;\n far = _e101;\n let _e102 = stored_1;\n if !((_e102 <= 0f)) {\n let _e106 = unnamed.uDepthToWorld;\n let _e107 = ndc;\n let _e108 = stored_1;\n hit = (_e106 * vec4<f32>(_e107.x, _e107.y, _e108, 1f));\n let _e114 = hit[3u];\n if (_e114 > 0.000001f) {\n let _e116 = far;\n let _e117 = hit;\n let _e120 = hit[3u];\n let _e124 = unnamed.uCameraPos;\n let _e126 = dir;\n far = min(_e116, dot(((_e117.xyz / vec3(_e120)) - _e124), _e126));\n }\n }\n let _e129 = far;\n if (_e129 <= 0f) {\n fragColor = vec4<f32>(0f, 0f, 0f, 1f);\n return;\n }\n let _e132 = unnamed.uSteps;\n steps = clamp(_e132, 1i, 64i);\n let _e134 = gl_FragCoord_1;\n param_6 = _e134.xy;\n let _e136 = hash21_u0028_vf2_u003b((¶m_6));\n dither = (_e136 - 0.5f);\n let _e139 = unnamed.uAlbedo;\n let _e140 = dir;\n let _e142 = unnamed.uSunDir;\n param_7 = dot(_e140, _e142);\n let _e145 = unnamed.uAnisotropy;\n param_8 = _e145;\n let _e146 = phase_u0028_f1_u003b_f1_u003b((¶m_7), (¶m_8));\n scatter = (_e139 * _e146);\n let _e149 = unnamed.uSunColor;\n let _e150 = scatter;\n sunLit = (_e149 * _e150);\n let _e153 = unnamed.uAmbient;\n let _e155 = unnamed.uAlbedo;\n skyLit = ((_e153 * _e155) * 0.07957747f);\n inscatter = vec3<f32>(0f, 0f, 0f);\n transmittance = 1f;\n previous = 0f;\n i = 0i;\n loop {\n let _e158 = i;\n if (_e158 < 64i) {\n let _e160 = i;\n let _e161 = steps;\n if (_e160 >= _e161) {\n break;\n }\n let _e163 = i;\n let _e166 = steps;\n u = (f32((_e163 + 1i)) / f32(_e166));\n let _e169 = far;\n let _e170 = u;\n next = (_e169 * pow(_e170, 2f));\n let _e173 = next;\n let _e174 = previous;\n segment = (_e173 - _e174);\n let _e176 = previous;\n let _e177 = next;\n travelled = (0.5f * (_e176 + _e177));\n let _e180 = next;\n previous = _e180;\n let _e182 = unnamed.uDensity;\n let _e184 = segment;\n segmentTransmittance = exp((-(_e182) * _e184));\n let _e187 = segmentTransmittance;\n scattered = (1f - _e187);\n lit = 1f;\n let _e190 = unnamed.uSunShadow;\n if (_e190 > 0f) {\n let _e193 = unnamed.uCameraPos;\n let _e194 = dir;\n let _e195 = travelled;\n let _e196 = dither;\n let _e197 = segment;\n param_9 = (_e193 + (_e194 * (_e195 + (_e196 * _e197))));\n let _e202 = sunReach_u0028_vf3_u003b((¶m_9));\n lit = _e202;\n }\n let _e203 = transmittance;\n let _e204 = scattered;\n let _e206 = sunLit;\n let _e207 = lit;\n let _e209 = skyLit;\n let _e212 = inscatter;\n inscatter = (_e212 + (((_e206 * _e207) + _e209) * (_e203 * _e204)));\n let _e214 = segmentTransmittance;\n let _e215 = transmittance;\n transmittance = (_e215 * _e214);\n continue;\n } else {\n break;\n }\n continuing {\n let _e217 = i;\n i = (_e217 + 1i);\n }\n }\n let _e219 = inscatter;\n let _e220 = (_e219 * 12.566371f);\n let _e221 = transmittance;\n fragColor = vec4<f32>(_e220.x, _e220.y, _e220.z, _e221);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
|
|
9
|
+
|
|
10
|
+
export const MEDIUM_UPSAMPLE_FRAG_WGSL = "struct Uniforms {\n uMediumTexel: vec2<f32>,\n uDepthToViewZ: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uMedium_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uMedium_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn viewDistance_u0028_f1_u003b(stored: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e27 = (*stored);\n ndc = (1f - (_e27 * 2f));\n let _e32 = unnamed.uDepthToViewZ[0u];\n let _e33 = ndc;\n let _e37 = unnamed.uDepthToViewZ[1u];\n let _e41 = unnamed.uDepthToViewZ[2u];\n let _e42 = ndc;\n let _e46 = unnamed.uDepthToViewZ[3u];\n return abs((((_e32 * _e33) + _e37) / ((_e41 * _e42) + _e46)));\n}\n\nfn main_1() {\n var here: f32;\n var param: f32;\n var coord: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var total: vec4<f32>;\n var weight: f32;\n var nearest: vec4<f32>;\n var nearestGap: f32;\n var i: i32;\n var offset: vec2<f32>;\n var uv: vec2<f32>;\n var bilinear: f32;\n var there: f32;\n var param_1: f32;\n var gap: f32;\n var sampled: vec4<f32>;\n var depthWeight: f32;\n var local: vec4<f32>;\n\n let _e44 = vUv_1;\n let _e45 = textureSampleLevel(uDepth_t, uDepth_s, _e44, 0f);\n param = _e45.x;\n let _e47 = viewDistance_u0028_f1_u003b((¶m));\n here = _e47;\n let _e48 = vUv_1;\n let _e50 = unnamed.uMediumTexel;\n coord = ((_e48 / _e50) - vec2(0.5f));\n let _e54 = coord;\n base = floor(_e54);\n let _e56 = coord;\n let _e57 = base;\n f = (_e56 - _e57);\n total = vec4<f32>(0f, 0f, 0f, 0f);\n weight = 0f;\n nearest = vec4<f32>(0f, 0f, 0f, 1f);\n nearestGap = 1000000000000000000000000000000f;\n i = 0i;\n loop {\n let _e59 = i;\n if (_e59 < 4i) {\n let _e61 = i;\n let _e64 = i;\n offset = vec2<f32>(f32((_e61 & 1i)), f32(((_e64 >> bitcast<u32>(1i)) & 1i)));\n let _e70 = base;\n let _e71 = offset;\n let _e76 = unnamed.uMediumTexel;\n uv = (((_e70 + _e71) + vec2(0.5f)) * _e76);\n let _e79 = f[0u];\n let _e82 = f[0u];\n let _e84 = offset[0u];\n let _e87 = f[1u];\n let _e90 = f[1u];\n let _e92 = offset[1u];\n bilinear = (mix((1f - _e79), _e82, _e84) * mix((1f - _e87), _e90, _e92));\n let _e95 = uv;\n let _e96 = textureSampleLevel(uDepth_t, uDepth_s, _e95, 0f);\n param_1 = _e96.x;\n let _e98 = viewDistance_u0028_f1_u003b((¶m_1));\n there = _e98;\n let _e99 = there;\n let _e100 = here;\n let _e103 = there;\n let _e104 = here;\n gap = (abs((_e99 - _e100)) / max(min(_e103, _e104), 0.001f));\n let _e108 = uv;\n let _e109 = textureSampleLevel(uMedium_t, uMedium_s, _e108, 0f);\n sampled = _e109;\n let _e110 = gap;\n let _e111 = nearestGap;\n if (_e110 < _e111) {\n let _e113 = gap;\n nearestGap = _e113;\n let _e114 = sampled;\n nearest = _e114;\n }\n let _e115 = gap;\n depthWeight = (1f - smoothstep(0.04f, 0.05f, _e115));\n let _e118 = sampled;\n let _e119 = bilinear;\n let _e121 = depthWeight;\n let _e123 = total;\n total = (_e123 + ((_e118 * _e119) * _e121));\n let _e125 = bilinear;\n let _e126 = depthWeight;\n let _e128 = weight;\n weight = (_e128 + (_e125 * _e126));\n continue;\n } else {\n break;\n }\n continuing {\n let _e130 = i;\n i = (_e130 + 1i);\n }\n }\n let _e132 = weight;\n if (_e132 > 0.0001f) {\n let _e134 = total;\n let _e135 = weight;\n local = (_e134 / vec4(_e135));\n } else {\n let _e138 = nearest;\n local = _e138;\n }\n let _e139 = local;\n fragColor = _e139;\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
|
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11
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+
|
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12
|
+
/**
|
|
13
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+
* What the transform assigned, so the renderer binds the same numbers.
|
|
14
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+
*
|
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15
|
+
* A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
|
|
16
|
+
*/
|
|
17
|
+
export const GLOBALMEDIUM_BINDINGS = {
|
|
18
|
+
"MEDIUM_FRAG": {
|
|
19
|
+
"uniforms": 1,
|
|
20
|
+
"uniformSize": 240,
|
|
21
|
+
"fields": {
|
|
22
|
+
"uDepthToWorld": {
|
|
23
|
+
"offset": 0,
|
|
24
|
+
"size": 64,
|
|
25
|
+
"type": "mat4"
|
|
26
|
+
},
|
|
27
|
+
"uCameraPos": {
|
|
28
|
+
"offset": 64,
|
|
29
|
+
"size": 12,
|
|
30
|
+
"type": "vec3"
|
|
31
|
+
},
|
|
32
|
+
"uSunDir": {
|
|
33
|
+
"offset": 80,
|
|
34
|
+
"size": 12,
|
|
35
|
+
"type": "vec3"
|
|
36
|
+
},
|
|
37
|
+
"uSunColor": {
|
|
38
|
+
"offset": 96,
|
|
39
|
+
"size": 12,
|
|
40
|
+
"type": "vec3"
|
|
41
|
+
},
|
|
42
|
+
"uAmbient": {
|
|
43
|
+
"offset": 112,
|
|
44
|
+
"size": 12,
|
|
45
|
+
"type": "vec3"
|
|
46
|
+
},
|
|
47
|
+
"uDensity": {
|
|
48
|
+
"offset": 124,
|
|
49
|
+
"size": 4,
|
|
50
|
+
"type": "float"
|
|
51
|
+
},
|
|
52
|
+
"uAlbedo": {
|
|
53
|
+
"offset": 128,
|
|
54
|
+
"size": 4,
|
|
55
|
+
"type": "float"
|
|
56
|
+
},
|
|
57
|
+
"uAnisotropy": {
|
|
58
|
+
"offset": 132,
|
|
59
|
+
"size": 4,
|
|
60
|
+
"type": "float"
|
|
61
|
+
},
|
|
62
|
+
"uMaxDistance": {
|
|
63
|
+
"offset": 136,
|
|
64
|
+
"size": 4,
|
|
65
|
+
"type": "float"
|
|
66
|
+
},
|
|
67
|
+
"uSteps": {
|
|
68
|
+
"offset": 140,
|
|
69
|
+
"size": 4,
|
|
70
|
+
"type": "int"
|
|
71
|
+
},
|
|
72
|
+
"uSunShadow": {
|
|
73
|
+
"offset": 144,
|
|
74
|
+
"size": 4,
|
|
75
|
+
"type": "float"
|
|
76
|
+
},
|
|
77
|
+
"uLightViewProj": {
|
|
78
|
+
"offset": 160,
|
|
79
|
+
"size": 64,
|
|
80
|
+
"type": "mat4"
|
|
81
|
+
},
|
|
82
|
+
"uPeeledShadowEnabled": {
|
|
83
|
+
"offset": 224,
|
|
84
|
+
"size": 4,
|
|
85
|
+
"type": "int"
|
|
86
|
+
}
|
|
87
|
+
},
|
|
88
|
+
"textures": {
|
|
89
|
+
"uDepth": {
|
|
90
|
+
"texture": 32,
|
|
91
|
+
"sampler": 33,
|
|
92
|
+
"type": "sampler2D"
|
|
93
|
+
},
|
|
94
|
+
"uStaticShadowMap": {
|
|
95
|
+
"texture": 34,
|
|
96
|
+
"sampler": 35,
|
|
97
|
+
"type": "sampler2D"
|
|
98
|
+
},
|
|
99
|
+
"uPeeledShadowMap": {
|
|
100
|
+
"texture": 36,
|
|
101
|
+
"sampler": 37,
|
|
102
|
+
"type": "sampler2D"
|
|
103
|
+
},
|
|
104
|
+
"uDynamicShadowMap": {
|
|
105
|
+
"texture": 38,
|
|
106
|
+
"sampler": 39,
|
|
107
|
+
"type": "sampler2D"
|
|
108
|
+
}
|
|
109
|
+
}
|
|
110
|
+
},
|
|
111
|
+
"MEDIUM_UPSAMPLE_FRAG": {
|
|
112
|
+
"uniforms": 1,
|
|
113
|
+
"uniformSize": 32,
|
|
114
|
+
"fields": {
|
|
115
|
+
"uMediumTexel": {
|
|
116
|
+
"offset": 0,
|
|
117
|
+
"size": 8,
|
|
118
|
+
"type": "vec2"
|
|
119
|
+
},
|
|
120
|
+
"uDepthToViewZ": {
|
|
121
|
+
"offset": 16,
|
|
122
|
+
"size": 16,
|
|
123
|
+
"type": "vec4"
|
|
124
|
+
}
|
|
125
|
+
},
|
|
126
|
+
"textures": {
|
|
127
|
+
"uMedium": {
|
|
128
|
+
"texture": 32,
|
|
129
|
+
"sampler": 33,
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"uDepth": {
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/*
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* Generated from ../lightVolume.ts by `npm run wgsl`. Do not edit.
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*
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* 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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*/
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export const LIGHT_VOLUME_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(3) member: vec3<f32>,\n @location(4) member_1: vec3<f32>,\n @location(2) member_2: vec3<f32>,\n @location(0) member_3: vec3<f32>,\n @location(1) member_4: f32,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vLocal: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vColor: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> vEnergy: f32;\nvar<private> aEmissive_1: f32;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var world: vec4<f32>;\n\n let _e16 = unnamed.uModel;\n let _e17 = aPosition_1;\n world = (_e16 * vec4<f32>(_e17.x, _e17.y, _e17.z, 1f));\n let _e23 = world;\n vWorldPos = _e23.xyz;\n let _e25 = aPosition_1;\n vLocal = _e25;\n let _e27 = unnamed.uModel;\n let _e35 = aNormal_1;\n vNormal = (mat3x3<f32>(_e27[0].xyz, _e27[1].xyz, _e27[2].xyz) * _e35);\n let _e37 = aColor_1;\n vColor = _e37;\n let _e38 = aEmissive_1;\n vEnergy = _e38;\n let _e40 = unnamed.uViewProj;\n let _e41 = world;\n unnamed_1.gl_Position = (_e40 * _e41);\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(1) aNormal: vec3<f32>, @location(2) aColor: vec3<f32>, @location(3) aEmissive: f32) -> VertexOutput {\n aPosition_1 = aPosition;\n aNormal_1 = aNormal;\n aColor_1 = aColor;\n aEmissive_1 = aEmissive;\n main_1();\n let _e16 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e16);\n let _e18 = vWorldPos;\n let _e19 = vLocal;\n let _e20 = vNormal;\n let _e21 = vColor;\n let _e22 = vEnergy;\n let _e23 = unnamed_1.gl_Position;\n return VertexOutput(_e18, _e19, _e20, _e21, _e22, _e23);\n}\n";
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/** One entry per permutation, keyed by the flags that are on. See `variantKey`. */
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export const LIGHT_VOLUME_FRAG_WGSL: Readonly<Record<string, string>> = {
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"none": "struct Uniforms {\n uCameraPos: vec3<f32>,\n uStrength: f32,\n uLength: f32,\n uSpread: f32,\n uDust: f32,\n uDustScale: f32,\n uDustOffset: vec3<f32>,\n uNear: f32,\n uCameraLocal: vec3<f32>,\n uModelWorld: mat4x4<f32>,\n uSamples: i32,\n uSceneDepthEnabled: i32,\n uInvViewport: vec2<f32>,\n uDepthToLocal: mat4x4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLocal_1: vec3<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(32) \nvar uSceneDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSceneDepth_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vEnergy_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\n\nfn hash31_u0028_vf3_u003b(p: ptr<function, vec3<f32>>) -> f32 {\n let _e77 = (*p);\n return fract((sin(dot(_e77, vec3<f32>(127.1f, 311.7f, 74.7f))) * 43758.547f));\n}\n\nfn volumeNoise_u0028_vf3_u003b(p_1: ptr<function, vec3<f32>>) -> f32 {\n var i: vec3<f32>;\n var f: vec3<f32>;\n var u: vec3<f32>;\n var x00_: f32;\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n var x10_: f32;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var x01_: f32;\n var param_4: vec3<f32>;\n var param_5: vec3<f32>;\n var x11_: f32;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n\n let _e92 = (*p_1);\n i = floor(_e92);\n let _e94 = (*p_1);\n f = fract(_e94);\n let _e96 = f;\n let _e97 = f;\n let _e99 = f;\n u = ((_e96 * _e97) * (vec3(3f) - (_e99 * 2f)));\n let _e104 = i;\n param = (_e104 + vec3<f32>(0f, 0f, 0f));\n let _e106 = hash31_u0028_vf3_u003b((¶m));\n let _e107 = i;\n param_1 = (_e107 + vec3<f32>(1f, 0f, 0f));\n let _e109 = hash31_u0028_vf3_u003b((¶m_1));\n let _e111 = u[0u];\n x00_ = mix(_e106, _e109, _e111);\n let _e113 = i;\n param_2 = (_e113 + vec3<f32>(0f, 1f, 0f));\n let _e115 = hash31_u0028_vf3_u003b((¶m_2));\n let _e116 = i;\n param_3 = (_e116 + vec3<f32>(1f, 1f, 0f));\n let _e118 = hash31_u0028_vf3_u003b((¶m_3));\n let _e120 = u[0u];\n x10_ = mix(_e115, _e118, _e120);\n let _e122 = i;\n param_4 = (_e122 + vec3<f32>(0f, 0f, 1f));\n let _e124 = hash31_u0028_vf3_u003b((¶m_4));\n let _e125 = i;\n param_5 = (_e125 + vec3<f32>(1f, 0f, 1f));\n let _e127 = hash31_u0028_vf3_u003b((¶m_5));\n let _e129 = u[0u];\n x01_ = mix(_e124, _e127, _e129);\n let _e131 = i;\n param_6 = (_e131 + vec3<f32>(0f, 1f, 1f));\n let _e133 = hash31_u0028_vf3_u003b((¶m_6));\n let _e134 = i;\n param_7 = (_e134 + vec3<f32>(1f, 1f, 1f));\n let _e136 = hash31_u0028_vf3_u003b((¶m_7));\n let _e138 = u[0u];\n x11_ = mix(_e133, _e136, _e138);\n let _e140 = x00_;\n let _e141 = x10_;\n let _e143 = u[1u];\n let _e145 = x01_;\n let _e146 = x11_;\n let _e148 = u[1u];\n let _e151 = u[2u];\n return mix(mix(_e140, _e141, _e143), mix(_e145, _e146, _e148), _e151);\n}\n\nfn dustField_u0028_vf3_u003b(p_2: ptr<function, vec3<f32>>) -> f32 {\n var param_8: vec3<f32>;\n var param_9: vec3<f32>;\n\n let _e79 = (*p_2);\n param_8 = _e79;\n let _e80 = volumeNoise_u0028_vf3_u003b((¶m_8));\n let _e82 = (*p_2);\n param_9 = ((_e82 * 2.17f) + vec3(19.3f));\n let _e86 = volumeNoise_u0028_vf3_u003b((¶m_9));\n return ((_e80 * 0.65f) + (_e86 * 0.35f));\n}\n\nfn densityAt_u0028_vf3_u003b_f1_u003b(local: ptr<function, vec3<f32>>, near: ptr<function, f32>) -> f32 {\n var drawn: f32;\n var along: f32;\n var openness: f32;\n var across: f32;\n\n let _e83 = unnamed.uLength;\n let _e84 = (*near);\n drawn = max((_e83 - _e84), 0.0001f);\n let _e88 = (*local)[2u];\n let _e89 = (*near);\n let _e91 = drawn;\n along = clamp(((_e88 - _e89) / _e91), 0f, 1f);\n let _e94 = (*local);\n let _e98 = (*local)[2u];\n openness = (length(_e94.xy) / max(_e98, 0.001f));\n let _e101 = openness;\n let _e103 = unnamed.uSpread;\n across = clamp((_e101 / max(_e103, 0.0001f)), 0f, 1f);\n let _e107 = along;\n let _e110 = across;\n return (pow((1f - _e107), 1.3f) * pow((1f - _e110), 2f));\n}\n\nfn main_1() {\n var origin: vec3<f32>;\n var toFragment: vec3<f32>;\n var span: f32;\n var dir: vec3<f32>;\n var local_1: vec3<f32>;\n var near_1: f32;\n var enter: f32;\n var leave: f32;\n var toNear: f32;\n var toFar: f32;\n var reach: f32;\n var ca: f32;\n var cb: f32;\n var cc: f32;\n var disc: f32;\n var root: f32;\n var uv: vec2<f32>;\n var stored: f32;\n var hit: vec4<f32>;\n var samples: i32;\n var step_: f32;\n var cell: i32;\n var shadowOffset: f32;\n var indexable: array<f32, 16>;\n var param_10: vec3<f32>;\n var total: f32;\n var i_1: i32;\n var travelled: f32;\n var local_2: vec3<f32>;\n var density: f32;\n var param_11: vec3<f32>;\n var param_12: f32;\n var world: vec3<f32>;\n var param_13: vec3<f32>;\n var reference: f32;\n var lit: f32;\n var phi_282_: bool;\n\n let _e113 = unnamed.uCameraLocal;\n origin = _e113;\n let _e114 = vLocal_1;\n let _e115 = origin;\n toFragment = (_e114 - _e115);\n let _e117 = toFragment;\n span = length(_e117);\n let _e119 = span;\n if (_e119 > 0.00001f) {\n let _e121 = toFragment;\n let _e122 = span;\n local_1 = (_e121 / vec3(_e122));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e125 = local_1;\n dir = _e125;\n let _e127 = unnamed.uNear;\n let _e129 = unnamed.uLength;\n near_1 = min(_e127, _e129);\n enter = 0f;\n let _e132 = unnamed.uLength;\n leave = (_e132 * 2f);\n let _e135 = dir[2u];\n if (abs(_e135) > 0.00001f) {\n let _e138 = near_1;\n let _e140 = origin[2u];\n let _e143 = dir[2u];\n toNear = ((_e138 - _e140) / _e143);\n let _e146 = unnamed.uLength;\n let _e148 = origin[2u];\n let _e151 = dir[2u];\n toFar = ((_e146 - _e148) / _e151);\n let _e153 = toNear;\n let _e154 = toFar;\n enter = min(_e153, _e154);\n let _e156 = toNear;\n let _e157 = toFar;\n leave = max(_e156, _e157);\n } else {\n let _e160 = origin[2u];\n let _e161 = near_1;\n let _e162 = (_e160 < _e161);\n phi_282_ = _e162;\n if !(_e162) {\n let _e165 = origin[2u];\n let _e167 = unnamed.uLength;\n phi_282_ = (_e165 > _e167);\n }\n let _e170 = phi_282_;\n if _e170 {\n discard;\n }\n }\n let _e172 = unnamed.uSpread;\n let _e174 = unnamed.uLength;\n reach = ((_e172 * _e174) * 1.05f);\n let _e177 = dir;\n let _e179 = dir;\n ca = dot(_e177.xy, _e179.xy);\n let _e182 = origin;\n let _e184 = dir;\n cb = (2f * dot(_e182.xy, _e184.xy));\n let _e188 = origin;\n let _e190 = origin;\n let _e193 = reach;\n let _e194 = reach;\n cc = (dot(_e188.xy, _e190.xy) - (_e193 * _e194));\n let _e197 = ca;\n if (_e197 > 0.00000001f) {\n let _e199 = cb;\n let _e200 = cb;\n let _e202 = ca;\n let _e204 = cc;\n disc = ((_e199 * _e200) - ((4f * _e202) * _e204));\n let _e207 = disc;\n if (_e207 <= 0f) {\n discard;\n }\n let _e209 = disc;\n root = sqrt(_e209);\n let _e211 = enter;\n let _e212 = cb;\n let _e214 = root;\n let _e216 = ca;\n enter = max(_e211, ((-(_e212) - _e214) / (2f * _e216)));\n let _e220 = leave;\n let _e221 = cb;\n let _e223 = root;\n let _e225 = ca;\n leave = min(_e220, ((-(_e221) + _e223) / (2f * _e225)));\n } else {\n let _e229 = cc;\n if (_e229 > 0f) {\n discard;\n }\n }\n let _e231 = enter;\n enter = max(_e231, 0f);\n let _e233 = leave;\n let _e234 = enter;\n let _e236 = unnamed.uLength;\n leave = min(_e233, (_e234 + (_e236 * 2f)));\n let _e241 = unnamed.uSceneDepthEnabled;\n if (_e241 != 0i) {\n let _e243 = gl_FragCoord_1;\n let _e246 = unnamed.uInvViewport;\n uv = (_e243.xy * _e246);\n let _e248 = uv;\n let _e249 = textureSampleLevel(uSceneDepth_t, uSceneDepth_s, _e248, 0f);\n stored = _e249.x;\n let _e252 = unnamed.uDepthToLocal;\n let _e253 = uv;\n let _e256 = ((_e253 * 2f) - vec2(1f));\n let _e257 = stored;\n hit = (_e252 * vec4<f32>(_e256.x, _e256.y, _e257, 1f));\n let _e263 = hit[3u];\n if (_e263 > 0.000001f) {\n let _e265 = leave;\n let _e266 = hit;\n let _e269 = hit[3u];\n let _e272 = origin;\n let _e274 = dir;\n leave = min(_e265, dot(((_e266.xyz / vec3(_e269)) - _e272), _e274));\n }\n }\n let _e277 = leave;\n let _e278 = enter;\n if (_e277 <= _e278) {\n discard;\n }\n let _e281 = unnamed.uSamples;\n samples = clamp(_e281, 2i, 64i);\n let _e283 = leave;\n let _e284 = enter;\n let _e286 = samples;\n step_ = ((_e283 - _e284) / f32(_e286));\n let _e290 = gl_FragCoord_1[1u];\n let _e298 = gl_FragCoord_1[0u];\n cell = ((i32((_e290 - (floor((_e290 / 4f)) * 4f))) * 4i) + i32((_e298 - (floor((_e298 / 4f)) * 4f))));\n let _e305 = cell;\n indexable = array<f32, 16>(0f, 8f, 2f, 10f, 12f, 4f, 14f, 6f, 3f, 11f, 1f, 9f, 15f, 7f, 13f, 5f);\n let _e307 = indexable[_e305];\n let _e308 = gl_FragCoord_1;\n let _e309 = _e308.xy;\n param_10 = vec3<f32>(_e309.x, _e309.y, 3.7f);\n let _e313 = hash31_u0028_vf3_u003b((¶m_10));\n let _e317 = step_;\n shadowOffset = ((((_e307 + _e313) / 16f) - 0.5f) * _e317);\n total = 0f;\n i_1 = 0i;\n loop {\n let _e319 = i_1;\n if (_e319 < 64i) {\n let _e321 = i_1;\n let _e322 = samples;\n if (_e321 >= _e322) {\n break;\n }\n let _e324 = enter;\n let _e325 = i_1;\n let _e328 = step_;\n travelled = (_e324 + ((f32(_e325) + 0.5f) * _e328));\n let _e331 = origin;\n let _e332 = dir;\n let _e333 = travelled;\n local_2 = (_e331 + (_e332 * _e333));\n let _e336 = local_2;\n param_11 = _e336;\n let _e337 = near_1;\n param_12 = _e337;\n let _e338 = densityAt_u0028_vf3_u003b_f1_u003b((¶m_11), (¶m_12));\n density = _e338;\n let _e339 = density;\n if (_e339 <= 0f) {\n continue;\n }\n let _e342 = unnamed.uModelWorld;\n let _e343 = local_2;\n world = (_e342 * vec4<f32>(_e343.x, _e343.y, _e343.z, 1f)).xyz;\n let _e351 = unnamed.uDust;\n if (_e351 > 0f) {\n let _e353 = world;\n let _e355 = unnamed.uDustOffset;\n let _e358 = unnamed.uDustScale;\n param_13 = ((_e353 + _e355) / vec3(max(_e358, 0.001f)));\n let _e362 = dustField_u0028_vf3_u003b((¶m_13));\n let _e364 = unnamed.uDust;\n let _e366 = density;\n density = (_e366 * mix(1f, _e362, _e364));\n }\n let _e368 = density;\n let _e369 = total;\n total = (_e369 + _e368);\n continue;\n } else {\n break;\n }\n continuing {\n let _e371 = i_1;\n i_1 = (_e371 + 1i);\n }\n }\n let _e374 = unnamed.uSpread;\n let _e376 = unnamed.uLength;\n reference = max((_e374 * _e376), 0.0001f);\n let _e379 = total;\n let _e381 = step_;\n let _e383 = reference;\n lit = (1f - exp((((-(_e379) * _e381) / _e383) * 3f)));\n let _e388 = vColor_1;\n let _e389 = vEnergy_1;\n let _e390 = lit;\n let _e393 = unnamed.uStrength;\n let _e395 = (_e388 * ((_e389 * _e390) * _e393));\n fragColor = vec4<f32>(_e395.x, _e395.y, _e395.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(4) vLocal: vec3<f32>, @builtin(position) gl_FragCoord: vec4<f32>, @location(0) vColor: vec3<f32>, @location(1) vEnergy: f32, @location(2) vNormal: vec3<f32>, @location(3) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vLocal_1 = vLocal;\n gl_FragCoord_1 = gl_FragCoord;\n vColor_1 = vColor;\n vEnergy_1 = vEnergy;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = fragColor;\n return _e13;\n}\n",
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"directionalShadows": "struct Uniforms {\n uCameraPos: vec3<f32>,\n uStrength: f32,\n uLength: f32,\n uSpread: f32,\n uDust: f32,\n uDustScale: f32,\n uDustOffset: vec3<f32>,\n uSunShadow: f32,\n uLightViewProj: mat4x4<f32>,\n uShadowMapSize: f32,\n uPeeledShadowEnabled: i32,\n uNear: f32,\n uCameraLocal: vec3<f32>,\n uModelWorld: mat4x4<f32>,\n uSamples: i32,\n uSceneDepthEnabled: i32,\n uInvViewport: vec2<f32>,\n uDepthToLocal: mat4x4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uStaticShadowMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uStaticShadowMap_s: sampler;\n@group(0) @binding(34) \nvar uPeeledShadowMap_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uPeeledShadowMap_s: sampler;\n@group(0) @binding(36) \nvar uDynamicShadowMap_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uDynamicShadowMap_s: sampler;\nvar<private> vLocal_1: vec3<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(38) \nvar uSceneDepth_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uSceneDepth_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vEnergy_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\n\nfn occlusion_u0028_f1_u003b_f1_u003b(stored: ptr<function, f32>, compare: ptr<function, f32>) -> f32 {\n let _e91 = (*compare);\n let _e92 = (*stored);\n return smoothstep(-0.0025f, 0.0025f, (_e91 - _e92));\n}\n\nfn sunReach_u0028_vf3_u003b(worldPos: ptr<function, vec3<f32>>) -> f32 {\n var lightPos: vec4<f32>;\n var p: vec3<f32>;\n var fromCentre: vec2<f32>;\n var edgeFade: f32;\n var compare_1: f32;\n var blocked: f32;\n var param: f32;\n var param_1: f32;\n var param_2: f32;\n var param_3: f32;\n var param_4: f32;\n var param_5: f32;\n var phi_212_: bool;\n var phi_219_: bool;\n var phi_226_: bool;\n var phi_233_: bool;\n\n let _e103 = unnamed.uLightViewProj;\n let _e104 = (*worldPos);\n lightPos = (_e103 * vec4<f32>(_e104.x, _e104.y, _e104.z, 1f));\n let _e111 = lightPos[3u];\n if (_e111 <= 0f) {\n return 1f;\n }\n let _e113 = lightPos;\n let _e116 = lightPos[3u];\n p = (((_e113.xyz / vec3(_e116)) * 0.5f) + vec3(0.5f));\n let _e123 = p[2u];\n let _e124 = (_e123 > 1f);\n phi_212_ = _e124;\n if !(_e124) {\n let _e127 = p[0u];\n phi_212_ = (_e127 < 0f);\n }\n let _e130 = phi_212_;\n phi_219_ = _e130;\n if !(_e130) {\n let _e133 = p[0u];\n phi_219_ = (_e133 > 1f);\n }\n let _e136 = phi_219_;\n phi_226_ = _e136;\n if !(_e136) {\n let _e139 = p[1u];\n phi_226_ = (_e139 < 0f);\n }\n let _e142 = phi_226_;\n phi_233_ = _e142;\n if !(_e142) {\n let _e145 = p[1u];\n phi_233_ = (_e145 > 1f);\n }\n let _e148 = phi_233_;\n if _e148 {\n return 1f;\n }\n let _e149 = p;\n fromCentre = (abs((_e149.xy - vec2(0.5f))) * 2f);\n let _e156 = fromCentre[0u];\n let _e158 = fromCentre[1u];\n edgeFade = (1f - smoothstep(0.72f, 0.98f, max(_e156, _e158)));\n let _e163 = p[2u];\n let _e166 = edgeFade;\n edgeFade = (_e166 * (1f - smoothstep(0.9f, 1f, _e163)));\n let _e168 = edgeFade;\n if (_e168 <= 0f) {\n return 1f;\n }\n let _e171 = p[2u];\n compare_1 = (_e171 - 0.0015f);\n let _e173 = p;\n let _e175 = textureSampleLevel(uStaticShadowMap_t, uStaticShadowMap_s, _e173.xy, 0f);\n param = _e175.x;\n let _e177 = compare_1;\n param_1 = _e177;\n let _e178 = occlusion_u0028_f1_u003b_f1_u003b((¶m), (¶m_1));\n blocked = _e178;\n let _e180 = unnamed.uPeeledShadowEnabled;\n if (_e180 != 0i) {\n let _e182 = blocked;\n let _e183 = p;\n let _e185 = textureSampleLevel(uPeeledShadowMap_t, uPeeledShadowMap_s, _e183.xy, 0f);\n param_2 = _e185.x;\n let _e187 = compare_1;\n param_3 = _e187;\n let _e188 = occlusion_u0028_f1_u003b_f1_u003b((¶m_2), (¶m_3));\n blocked = max(_e182, _e188);\n }\n let _e190 = blocked;\n let _e191 = p;\n let _e193 = textureSampleLevel(uDynamicShadowMap_t, uDynamicShadowMap_s, _e191.xy, 0f);\n param_4 = _e193.x;\n let _e195 = compare_1;\n param_5 = _e195;\n let _e196 = occlusion_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n blocked = max(_e190, _e196);\n let _e198 = blocked;\n let _e201 = unnamed.uSunShadow;\n let _e202 = edgeFade;\n return mix(1f, (1f - _e198), (_e201 * _e202));\n}\n\nfn hash31_u0028_vf3_u003b(p_1: ptr<function, vec3<f32>>) -> f32 {\n let _e90 = (*p_1);\n return fract((sin(dot(_e90, vec3<f32>(127.1f, 311.7f, 74.7f))) * 43758.547f));\n}\n\nfn volumeNoise_u0028_vf3_u003b(p_2: ptr<function, vec3<f32>>) -> f32 {\n var i: vec3<f32>;\n var f: vec3<f32>;\n var u: vec3<f32>;\n var x00_: f32;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n var x10_: f32;\n var param_8: vec3<f32>;\n var param_9: vec3<f32>;\n var x01_: f32;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var x11_: f32;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n\n let _e105 = (*p_2);\n i = floor(_e105);\n let _e107 = (*p_2);\n f = fract(_e107);\n let _e109 = f;\n let _e110 = f;\n let _e112 = f;\n u = ((_e109 * _e110) * (vec3(3f) - (_e112 * 2f)));\n let _e117 = i;\n param_6 = (_e117 + vec3<f32>(0f, 0f, 0f));\n let _e119 = hash31_u0028_vf3_u003b((¶m_6));\n let _e120 = i;\n param_7 = (_e120 + vec3<f32>(1f, 0f, 0f));\n let _e122 = hash31_u0028_vf3_u003b((¶m_7));\n let _e124 = u[0u];\n x00_ = mix(_e119, _e122, _e124);\n let _e126 = i;\n param_8 = (_e126 + vec3<f32>(0f, 1f, 0f));\n let _e128 = hash31_u0028_vf3_u003b((¶m_8));\n let _e129 = i;\n param_9 = (_e129 + vec3<f32>(1f, 1f, 0f));\n let _e131 = hash31_u0028_vf3_u003b((¶m_9));\n let _e133 = u[0u];\n x10_ = mix(_e128, _e131, _e133);\n let _e135 = i;\n param_10 = (_e135 + vec3<f32>(0f, 0f, 1f));\n let _e137 = hash31_u0028_vf3_u003b((¶m_10));\n let _e138 = i;\n param_11 = (_e138 + vec3<f32>(1f, 0f, 1f));\n let _e140 = hash31_u0028_vf3_u003b((¶m_11));\n let _e142 = u[0u];\n x01_ = mix(_e137, _e140, _e142);\n let _e144 = i;\n param_12 = (_e144 + vec3<f32>(0f, 1f, 1f));\n let _e146 = hash31_u0028_vf3_u003b((¶m_12));\n let _e147 = i;\n param_13 = (_e147 + vec3<f32>(1f, 1f, 1f));\n let _e149 = hash31_u0028_vf3_u003b((¶m_13));\n let _e151 = u[0u];\n x11_ = mix(_e146, _e149, _e151);\n let _e153 = x00_;\n let _e154 = x10_;\n let _e156 = u[1u];\n let _e158 = x01_;\n let _e159 = x11_;\n let _e161 = u[1u];\n let _e164 = u[2u];\n return mix(mix(_e153, _e154, _e156), mix(_e158, _e159, _e161), _e164);\n}\n\nfn dustField_u0028_vf3_u003b(p_3: ptr<function, vec3<f32>>) -> f32 {\n var param_14: vec3<f32>;\n var param_15: vec3<f32>;\n\n let _e92 = (*p_3);\n param_14 = _e92;\n let _e93 = volumeNoise_u0028_vf3_u003b((¶m_14));\n let _e95 = (*p_3);\n param_15 = ((_e95 * 2.17f) + vec3(19.3f));\n let _e99 = volumeNoise_u0028_vf3_u003b((¶m_15));\n return ((_e93 * 0.65f) + (_e99 * 0.35f));\n}\n\nfn densityAt_u0028_vf3_u003b_f1_u003b(local: ptr<function, vec3<f32>>, near: ptr<function, f32>) -> f32 {\n var drawn: f32;\n var along: f32;\n var openness: f32;\n var across: f32;\n\n let _e96 = unnamed.uLength;\n let _e97 = (*near);\n drawn = max((_e96 - _e97), 0.0001f);\n let _e101 = (*local)[2u];\n let _e102 = (*near);\n let _e104 = drawn;\n along = clamp(((_e101 - _e102) / _e104), 0f, 1f);\n let _e107 = (*local);\n let _e111 = (*local)[2u];\n openness = (length(_e107.xy) / max(_e111, 0.001f));\n let _e114 = openness;\n let _e116 = unnamed.uSpread;\n across = clamp((_e114 / max(_e116, 0.0001f)), 0f, 1f);\n let _e120 = along;\n let _e123 = across;\n return (pow((1f - _e120), 1.3f) * pow((1f - _e123), 2f));\n}\n\nfn main_1() {\n var origin: vec3<f32>;\n var toFragment: vec3<f32>;\n var span: f32;\n var dir: vec3<f32>;\n var local_1: vec3<f32>;\n var near_1: f32;\n var enter: f32;\n var leave: f32;\n var toNear: f32;\n var toFar: f32;\n var reach: f32;\n var ca: f32;\n var cb: f32;\n var cc: f32;\n var disc: f32;\n var root: f32;\n var uv: vec2<f32>;\n var stored_1: f32;\n var hit: vec4<f32>;\n var samples: i32;\n var step_: f32;\n var cell: i32;\n var shadowOffset: f32;\n var indexable: array<f32, 16>;\n var param_16: vec3<f32>;\n var total: f32;\n var i_1: i32;\n var travelled: f32;\n var local_2: vec3<f32>;\n var density: f32;\n var param_17: vec3<f32>;\n var param_18: f32;\n var world: vec3<f32>;\n var param_19: vec3<f32>;\n var dithered: vec3<f32>;\n var param_20: vec3<f32>;\n var reference: f32;\n var lit: f32;\n var phi_464_: bool;\n\n let _e128 = unnamed.uCameraLocal;\n origin = _e128;\n let _e129 = vLocal_1;\n let _e130 = origin;\n toFragment = (_e129 - _e130);\n let _e132 = toFragment;\n span = length(_e132);\n let _e134 = span;\n if (_e134 > 0.00001f) {\n let _e136 = toFragment;\n let _e137 = span;\n local_1 = (_e136 / vec3(_e137));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e140 = local_1;\n dir = _e140;\n let _e142 = unnamed.uNear;\n let _e144 = unnamed.uLength;\n near_1 = min(_e142, _e144);\n enter = 0f;\n let _e147 = unnamed.uLength;\n leave = (_e147 * 2f);\n let _e150 = dir[2u];\n if (abs(_e150) > 0.00001f) {\n let _e153 = near_1;\n let _e155 = origin[2u];\n let _e158 = dir[2u];\n toNear = ((_e153 - _e155) / _e158);\n let _e161 = unnamed.uLength;\n let _e163 = origin[2u];\n let _e166 = dir[2u];\n toFar = ((_e161 - _e163) / _e166);\n let _e168 = toNear;\n let _e169 = toFar;\n enter = min(_e168, _e169);\n let _e171 = toNear;\n let _e172 = toFar;\n leave = max(_e171, _e172);\n } else {\n let _e175 = origin[2u];\n let _e176 = near_1;\n let _e177 = (_e175 < _e176);\n phi_464_ = _e177;\n if !(_e177) {\n let _e180 = origin[2u];\n let _e182 = unnamed.uLength;\n phi_464_ = (_e180 > _e182);\n }\n let _e185 = phi_464_;\n if _e185 {\n discard;\n }\n }\n let _e187 = unnamed.uSpread;\n let _e189 = unnamed.uLength;\n reach = ((_e187 * _e189) * 1.05f);\n let _e192 = dir;\n let _e194 = dir;\n ca = dot(_e192.xy, _e194.xy);\n let _e197 = origin;\n let _e199 = dir;\n cb = (2f * dot(_e197.xy, _e199.xy));\n let _e203 = origin;\n let _e205 = origin;\n let _e208 = reach;\n let _e209 = reach;\n cc = (dot(_e203.xy, _e205.xy) - (_e208 * _e209));\n let _e212 = ca;\n if (_e212 > 0.00000001f) {\n let _e214 = cb;\n let _e215 = cb;\n let _e217 = ca;\n let _e219 = cc;\n disc = ((_e214 * _e215) - ((4f * _e217) * _e219));\n let _e222 = disc;\n if (_e222 <= 0f) {\n discard;\n }\n let _e224 = disc;\n root = sqrt(_e224);\n let _e226 = enter;\n let _e227 = cb;\n let _e229 = root;\n let _e231 = ca;\n enter = max(_e226, ((-(_e227) - _e229) / (2f * _e231)));\n let _e235 = leave;\n let _e236 = cb;\n let _e238 = root;\n let _e240 = ca;\n leave = min(_e235, ((-(_e236) + _e238) / (2f * _e240)));\n } else {\n let _e244 = cc;\n if (_e244 > 0f) {\n discard;\n }\n }\n let _e246 = enter;\n enter = max(_e246, 0f);\n let _e248 = leave;\n let _e249 = enter;\n let _e251 = unnamed.uLength;\n leave = min(_e248, (_e249 + (_e251 * 2f)));\n let _e256 = unnamed.uSceneDepthEnabled;\n if (_e256 != 0i) {\n let _e258 = gl_FragCoord_1;\n let _e261 = unnamed.uInvViewport;\n uv = (_e258.xy * _e261);\n let _e263 = uv;\n let _e264 = textureSampleLevel(uSceneDepth_t, uSceneDepth_s, _e263, 0f);\n stored_1 = _e264.x;\n let _e267 = unnamed.uDepthToLocal;\n let _e268 = uv;\n let _e271 = ((_e268 * 2f) - vec2(1f));\n let _e272 = stored_1;\n hit = (_e267 * vec4<f32>(_e271.x, _e271.y, _e272, 1f));\n let _e278 = hit[3u];\n if (_e278 > 0.000001f) {\n let _e280 = leave;\n let _e281 = hit;\n let _e284 = hit[3u];\n let _e287 = origin;\n let _e289 = dir;\n leave = min(_e280, dot(((_e281.xyz / vec3(_e284)) - _e287), _e289));\n }\n }\n let _e292 = leave;\n let _e293 = enter;\n if (_e292 <= _e293) {\n discard;\n }\n let _e296 = unnamed.uSamples;\n samples = clamp(_e296, 2i, 64i);\n let _e298 = leave;\n let _e299 = enter;\n let _e301 = samples;\n step_ = ((_e298 - _e299) / f32(_e301));\n let _e305 = gl_FragCoord_1[1u];\n let _e313 = gl_FragCoord_1[0u];\n cell = ((i32((_e305 - (floor((_e305 / 4f)) * 4f))) * 4i) + i32((_e313 - (floor((_e313 / 4f)) * 4f))));\n let _e320 = cell;\n indexable = array<f32, 16>(0f, 8f, 2f, 10f, 12f, 4f, 14f, 6f, 3f, 11f, 1f, 9f, 15f, 7f, 13f, 5f);\n let _e322 = indexable[_e320];\n let _e323 = gl_FragCoord_1;\n let _e324 = _e323.xy;\n param_16 = vec3<f32>(_e324.x, _e324.y, 3.7f);\n let _e328 = hash31_u0028_vf3_u003b((¶m_16));\n let _e332 = step_;\n shadowOffset = ((((_e322 + _e328) / 16f) - 0.5f) * _e332);\n total = 0f;\n i_1 = 0i;\n loop {\n let _e334 = i_1;\n if (_e334 < 64i) {\n let _e336 = i_1;\n let _e337 = samples;\n if (_e336 >= _e337) {\n break;\n }\n let _e339 = enter;\n let _e340 = i_1;\n let _e343 = step_;\n travelled = (_e339 + ((f32(_e340) + 0.5f) * _e343));\n let _e346 = origin;\n let _e347 = dir;\n let _e348 = travelled;\n local_2 = (_e346 + (_e347 * _e348));\n let _e351 = local_2;\n param_17 = _e351;\n let _e352 = near_1;\n param_18 = _e352;\n let _e353 = densityAt_u0028_vf3_u003b_f1_u003b((¶m_17), (¶m_18));\n density = _e353;\n let _e354 = density;\n if (_e354 <= 0f) {\n continue;\n }\n let _e357 = unnamed.uModelWorld;\n let _e358 = local_2;\n world = (_e357 * vec4<f32>(_e358.x, _e358.y, _e358.z, 1f)).xyz;\n let _e366 = unnamed.uDust;\n if (_e366 > 0f) {\n let _e368 = world;\n let _e370 = unnamed.uDustOffset;\n let _e373 = unnamed.uDustScale;\n param_19 = ((_e368 + _e370) / vec3(max(_e373, 0.001f)));\n let _e377 = dustField_u0028_vf3_u003b((¶m_19));\n let _e379 = unnamed.uDust;\n let _e381 = density;\n density = (_e381 * mix(1f, _e377, _e379));\n }\n let _e384 = unnamed.uSunShadow;\n if (_e384 > 0f) {\n let _e387 = unnamed.uModelWorld;\n let _e388 = origin;\n let _e389 = dir;\n let _e390 = travelled;\n let _e391 = shadowOffset;\n let _e394 = (_e388 + (_e389 * (_e390 + _e391)));\n dithered = (_e387 * vec4<f32>(_e394.x, _e394.y, _e394.z, 1f)).xyz;\n let _e401 = dithered;\n param_20 = _e401;\n let _e402 = sunReach_u0028_vf3_u003b((¶m_20));\n let _e403 = density;\n density = (_e403 * _e402);\n }\n let _e405 = density;\n let _e406 = total;\n total = (_e406 + _e405);\n continue;\n } else {\n break;\n }\n continuing {\n let _e408 = i_1;\n i_1 = (_e408 + 1i);\n }\n }\n let _e411 = unnamed.uSpread;\n let _e413 = unnamed.uLength;\n reference = max((_e411 * _e413), 0.0001f);\n let _e416 = total;\n let _e418 = step_;\n let _e420 = reference;\n lit = (1f - exp((((-(_e416) * _e418) / _e420) * 3f)));\n let _e425 = vColor_1;\n let _e426 = vEnergy_1;\n let _e427 = lit;\n let _e430 = unnamed.uStrength;\n let _e432 = (_e425 * ((_e426 * _e427) * _e430));\n fragColor = vec4<f32>(_e432.x, _e432.y, _e432.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(4) vLocal: vec3<f32>, @builtin(position) gl_FragCoord: vec4<f32>, @location(0) vColor: vec3<f32>, @location(1) vEnergy: f32, @location(2) vNormal: vec3<f32>, @location(3) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vLocal_1 = vLocal;\n gl_FragCoord_1 = gl_FragCoord;\n vColor_1 = vColor;\n vEnergy_1 = vEnergy;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = fragColor;\n return _e13;\n}\n",
|
|
14
|
+
};
|
|
15
|
+
|
|
16
|
+
/**
|
|
17
|
+
* What the transform assigned, so the renderer binds the same numbers.
|
|
18
|
+
*
|
|
19
|
+
* A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
|
|
20
|
+
*/
|
|
21
|
+
export const LIGHTVOLUME_BINDINGS = {
|
|
22
|
+
"LIGHT_VOLUME_VERT": {
|
|
23
|
+
"uniforms": 0,
|
|
24
|
+
"uniformSize": 128,
|
|
25
|
+
"fields": {
|
|
26
|
+
"uViewProj": {
|
|
27
|
+
"offset": 0,
|
|
28
|
+
"size": 64,
|
|
29
|
+
"type": "mat4"
|
|
30
|
+
},
|
|
31
|
+
"uModel": {
|
|
32
|
+
"offset": 64,
|
|
33
|
+
"size": 64,
|
|
34
|
+
"type": "mat4"
|
|
35
|
+
}
|
|
36
|
+
},
|
|
37
|
+
"textures": {}
|
|
38
|
+
},
|
|
39
|
+
"lightVolumeFrag": {
|
|
40
|
+
"none": {
|
|
41
|
+
"uniforms": 1,
|
|
42
|
+
"uniformSize": 208,
|
|
43
|
+
"fields": {
|
|
44
|
+
"uCameraPos": {
|
|
45
|
+
"offset": 0,
|
|
46
|
+
"size": 12,
|
|
47
|
+
"type": "vec3"
|
|
48
|
+
},
|
|
49
|
+
"uStrength": {
|
|
50
|
+
"offset": 12,
|
|
51
|
+
"size": 4,
|
|
52
|
+
"type": "float"
|
|
53
|
+
},
|
|
54
|
+
"uLength": {
|
|
55
|
+
"offset": 16,
|
|
56
|
+
"size": 4,
|
|
57
|
+
"type": "float"
|
|
58
|
+
},
|
|
59
|
+
"uSpread": {
|
|
60
|
+
"offset": 20,
|
|
61
|
+
"size": 4,
|
|
62
|
+
"type": "float"
|
|
63
|
+
},
|
|
64
|
+
"uDust": {
|
|
65
|
+
"offset": 24,
|
|
66
|
+
"size": 4,
|
|
67
|
+
"type": "float"
|
|
68
|
+
},
|
|
69
|
+
"uDustScale": {
|
|
70
|
+
"offset": 28,
|
|
71
|
+
"size": 4,
|
|
72
|
+
"type": "float"
|
|
73
|
+
},
|
|
74
|
+
"uDustOffset": {
|
|
75
|
+
"offset": 32,
|
|
76
|
+
"size": 12,
|
|
77
|
+
"type": "vec3"
|
|
78
|
+
},
|
|
79
|
+
"uNear": {
|
|
80
|
+
"offset": 44,
|
|
81
|
+
"size": 4,
|
|
82
|
+
"type": "float"
|
|
83
|
+
},
|
|
84
|
+
"uCameraLocal": {
|
|
85
|
+
"offset": 48,
|
|
86
|
+
"size": 12,
|
|
87
|
+
"type": "vec3"
|
|
88
|
+
},
|
|
89
|
+
"uModelWorld": {
|
|
90
|
+
"offset": 64,
|
|
91
|
+
"size": 64,
|
|
92
|
+
"type": "mat4"
|
|
93
|
+
},
|
|
94
|
+
"uSamples": {
|
|
95
|
+
"offset": 128,
|
|
96
|
+
"size": 4,
|
|
97
|
+
"type": "int"
|
|
98
|
+
},
|
|
99
|
+
"uSceneDepthEnabled": {
|
|
100
|
+
"offset": 132,
|
|
101
|
+
"size": 4,
|
|
102
|
+
"type": "int"
|
|
103
|
+
},
|
|
104
|
+
"uInvViewport": {
|
|
105
|
+
"offset": 136,
|
|
106
|
+
"size": 8,
|
|
107
|
+
"type": "vec2"
|
|
108
|
+
},
|
|
109
|
+
"uDepthToLocal": {
|
|
110
|
+
"offset": 144,
|
|
111
|
+
"size": 64,
|
|
112
|
+
"type": "mat4"
|
|
113
|
+
}
|
|
114
|
+
},
|
|
115
|
+
"textures": {
|
|
116
|
+
"uSceneDepth": {
|
|
117
|
+
"texture": 32,
|
|
118
|
+
"sampler": 33,
|
|
119
|
+
"type": "sampler2D"
|
|
120
|
+
}
|
|
121
|
+
}
|
|
122
|
+
},
|
|
123
|
+
"directionalShadows": {
|
|
124
|
+
"uniforms": 1,
|
|
125
|
+
"uniformSize": 288,
|
|
126
|
+
"fields": {
|
|
127
|
+
"uCameraPos": {
|
|
128
|
+
"offset": 0,
|
|
129
|
+
"size": 12,
|
|
130
|
+
"type": "vec3"
|
|
131
|
+
},
|
|
132
|
+
"uStrength": {
|
|
133
|
+
"offset": 12,
|
|
134
|
+
"size": 4,
|
|
135
|
+
"type": "float"
|
|
136
|
+
},
|
|
137
|
+
"uLength": {
|
|
138
|
+
"offset": 16,
|
|
139
|
+
"size": 4,
|
|
140
|
+
"type": "float"
|
|
141
|
+
},
|
|
142
|
+
"uSpread": {
|
|
143
|
+
"offset": 20,
|
|
144
|
+
"size": 4,
|
|
145
|
+
"type": "float"
|
|
146
|
+
},
|
|
147
|
+
"uDust": {
|
|
148
|
+
"offset": 24,
|
|
149
|
+
"size": 4,
|
|
150
|
+
"type": "float"
|
|
151
|
+
},
|
|
152
|
+
"uDustScale": {
|
|
153
|
+
"offset": 28,
|
|
154
|
+
"size": 4,
|
|
155
|
+
"type": "float"
|
|
156
|
+
},
|
|
157
|
+
"uDustOffset": {
|
|
158
|
+
"offset": 32,
|
|
159
|
+
"size": 12,
|
|
160
|
+
"type": "vec3"
|
|
161
|
+
},
|
|
162
|
+
"uSunShadow": {
|
|
163
|
+
"offset": 44,
|
|
164
|
+
"size": 4,
|
|
165
|
+
"type": "float"
|
|
166
|
+
},
|
|
167
|
+
"uLightViewProj": {
|
|
168
|
+
"offset": 48,
|
|
169
|
+
"size": 64,
|
|
170
|
+
"type": "mat4"
|
|
171
|
+
},
|
|
172
|
+
"uShadowMapSize": {
|
|
173
|
+
"offset": 112,
|
|
174
|
+
"size": 4,
|
|
175
|
+
"type": "float"
|
|
176
|
+
},
|
|
177
|
+
"uPeeledShadowEnabled": {
|
|
178
|
+
"offset": 116,
|
|
179
|
+
"size": 4,
|
|
180
|
+
"type": "int"
|
|
181
|
+
},
|
|
182
|
+
"uNear": {
|
|
183
|
+
"offset": 120,
|
|
184
|
+
"size": 4,
|
|
185
|
+
"type": "float"
|
|
186
|
+
},
|
|
187
|
+
"uCameraLocal": {
|
|
188
|
+
"offset": 128,
|
|
189
|
+
"size": 12,
|
|
190
|
+
"type": "vec3"
|
|
191
|
+
},
|
|
192
|
+
"uModelWorld": {
|
|
193
|
+
"offset": 144,
|
|
194
|
+
"size": 64,
|
|
195
|
+
"type": "mat4"
|
|
196
|
+
},
|
|
197
|
+
"uSamples": {
|
|
198
|
+
"offset": 208,
|
|
199
|
+
"size": 4,
|
|
200
|
+
"type": "int"
|
|
201
|
+
},
|
|
202
|
+
"uSceneDepthEnabled": {
|
|
203
|
+
"offset": 212,
|
|
204
|
+
"size": 4,
|
|
205
|
+
"type": "int"
|
|
206
|
+
},
|
|
207
|
+
"uInvViewport": {
|
|
208
|
+
"offset": 216,
|
|
209
|
+
"size": 8,
|
|
210
|
+
"type": "vec2"
|
|
211
|
+
},
|
|
212
|
+
"uDepthToLocal": {
|
|
213
|
+
"offset": 224,
|
|
214
|
+
"size": 64,
|
|
215
|
+
"type": "mat4"
|
|
216
|
+
}
|
|
217
|
+
},
|
|
218
|
+
"textures": {
|
|
219
|
+
"uStaticShadowMap": {
|
|
220
|
+
"texture": 32,
|
|
221
|
+
"sampler": 33,
|
|
222
|
+
"type": "sampler2D"
|
|
223
|
+
},
|
|
224
|
+
"uPeeledShadowMap": {
|
|
225
|
+
"texture": 34,
|
|
226
|
+
"sampler": 35,
|
|
227
|
+
"type": "sampler2D"
|
|
228
|
+
},
|
|
229
|
+
"uDynamicShadowMap": {
|
|
230
|
+
"texture": 36,
|
|
231
|
+
"sampler": 37,
|
|
232
|
+
"type": "sampler2D"
|
|
233
|
+
},
|
|
234
|
+
"uSceneDepth": {
|
|
235
|
+
"texture": 38,
|
|
236
|
+
"sampler": 39,
|
|
237
|
+
"type": "sampler2D"
|
|
238
|
+
}
|
|
239
|
+
}
|
|
240
|
+
}
|
|
241
|
+
}
|
|
242
|
+
} as const;
|