@driftengine/core 3.61.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +202 -0
- package/NOTICE +9 -0
- package/README.md +9 -0
- package/dist/behavior/behaviorTree.d.ts +140 -0
- package/dist/behavior/behaviorTree.js +289 -0
- package/dist/build/shaderComments.d.ts +64 -0
- package/dist/build/shaderComments.js +0 -0
- package/dist/cinematic/player.d.ts +80 -0
- package/dist/cinematic/player.js +184 -0
- package/dist/cinematic/script.d.ts +63 -0
- package/dist/cinematic/script.js +141 -0
- package/dist/core/bootGate.d.ts +37 -0
- package/dist/core/bootGate.js +47 -0
- package/dist/core/loadTracker.d.ts +78 -0
- package/dist/core/loadTracker.js +106 -0
- package/dist/core/loop.d.ts +118 -0
- package/dist/core/loop.js +84 -0
- package/dist/core/messageQueue.d.ts +61 -0
- package/dist/core/messageQueue.js +104 -0
- package/dist/core/onceSet.d.ts +27 -0
- package/dist/core/onceSet.js +62 -0
- package/dist/core/preferences.d.ts +47 -0
- package/dist/core/preferences.js +140 -0
- package/dist/core/remoteSave.d.ts +154 -0
- package/dist/core/remoteSave.js +249 -0
- package/dist/core/rng.d.ts +64 -0
- package/dist/core/rng.js +72 -0
- package/dist/core/stepBudget.d.ts +91 -0
- package/dist/core/stepBudget.js +105 -0
- package/dist/core/storage.d.ts +52 -0
- package/dist/core/storage.js +85 -0
- package/dist/core/tickTrace.d.ts +72 -0
- package/dist/core/tickTrace.js +102 -0
- package/dist/core/timeCurve.d.ts +83 -0
- package/dist/core/timeCurve.js +107 -0
- package/dist/core/withDefaults.d.ts +21 -0
- package/dist/core/withDefaults.js +29 -0
- package/dist/dev/contactProbe.d.ts +41 -0
- package/dist/dev/contactProbe.js +58 -0
- package/dist/dev/fpsMeter.d.ts +45 -0
- package/dist/dev/fpsMeter.js +86 -0
- package/dist/environment/celestialClock.d.ts +141 -0
- package/dist/environment/celestialClock.js +262 -0
- package/dist/geometry/decal.d.ts +61 -0
- package/dist/geometry/decal.js +178 -0
- package/dist/geometry/filmPatch.d.ts +35 -0
- package/dist/geometry/filmPatch.js +112 -0
- package/dist/geometry/growable.d.ts +70 -0
- package/dist/geometry/growable.js +167 -0
- package/dist/geometry/lightVolume.d.ts +76 -0
- package/dist/geometry/lightVolume.js +65 -0
- package/dist/geometry/meshBuilder.d.ts +426 -0
- package/dist/geometry/meshBuilder.js +1184 -0
- package/dist/geometry/pixelFont.d.ts +59 -0
- package/dist/geometry/pixelFont.js +179 -0
- package/dist/geometry/ribbon.d.ts +101 -0
- package/dist/geometry/ribbon.js +546 -0
- package/dist/geometry/shellFill.d.ts +101 -0
- package/dist/geometry/shellFill.js +203 -0
- package/dist/geometry/spline.d.ts +162 -0
- package/dist/geometry/spline.js +527 -0
- package/dist/geometry/tangents.d.ts +30 -0
- package/dist/geometry/tangents.js +142 -0
- package/dist/geometry/textMesh.d.ts +51 -0
- package/dist/geometry/textMesh.js +57 -0
- package/dist/geometry/treeBuilder.d.ts +37 -0
- package/dist/geometry/treeBuilder.js +56 -0
- package/dist/host/display.d.ts +135 -0
- package/dist/host/display.js +114 -0
- package/dist/host/files.d.ts +25 -0
- package/dist/host/files.js +44 -0
- package/dist/host/lifecycle.d.ts +45 -0
- package/dist/host/lifecycle.js +28 -0
- package/dist/host/platformServices.d.ts +23 -0
- package/dist/host/platformServices.js +1 -0
- package/dist/host/screen.d.ts +49 -0
- package/dist/host/screen.js +90 -0
- package/dist/index.d.ts +289 -0
- package/dist/index.js +320 -0
- package/dist/input/actionMap.d.ts +181 -0
- package/dist/input/actionMap.js +314 -0
- package/dist/input/activeDevice.d.ts +55 -0
- package/dist/input/activeDevice.js +83 -0
- package/dist/input/gamepadIdentity.d.ts +43 -0
- package/dist/input/gamepadIdentity.js +108 -0
- package/dist/input/gamepadMapping.d.ts +56 -0
- package/dist/input/gamepadMapping.js +91 -0
- package/dist/input/input.d.ts +281 -0
- package/dist/input/input.js +703 -0
- package/dist/input/inputHarness.d.ts +42 -0
- package/dist/input/inputHarness.js +193 -0
- package/dist/input/rightGesture.d.ts +57 -0
- package/dist/input/rightGesture.js +49 -0
- package/dist/input/rumble.d.ts +71 -0
- package/dist/input/rumble.js +119 -0
- package/dist/input/touchControls.d.ts +138 -0
- package/dist/input/touchControls.js +352 -0
- package/dist/input/typingTarget.d.ts +6 -0
- package/dist/input/typingTarget.js +27 -0
- package/dist/math/bounds.d.ts +61 -0
- package/dist/math/bounds.js +121 -0
- package/dist/math/color.d.ts +8 -0
- package/dist/math/color.js +35 -0
- package/dist/math/exact.d.ts +66 -0
- package/dist/math/exact.js +262 -0
- package/dist/math/frustum.d.ts +44 -0
- package/dist/math/frustum.js +90 -0
- package/dist/math/intersect.d.ts +76 -0
- package/dist/math/intersect.js +185 -0
- package/dist/math/scalar.d.ts +51 -0
- package/dist/math/scalar.js +99 -0
- package/dist/math/spring.d.ts +59 -0
- package/dist/math/spring.js +88 -0
- package/dist/nav/navGraph.d.ts +71 -0
- package/dist/nav/navGraph.js +111 -0
- package/dist/nav/navPath.d.ts +93 -0
- package/dist/nav/navPath.js +162 -0
- package/dist/nav/navSearch.d.ts +74 -0
- package/dist/nav/navSearch.js +198 -0
- package/dist/physics/boxSurface.d.ts +48 -0
- package/dist/physics/boxSurface.js +73 -0
- package/dist/physics/colliderSurface.d.ts +46 -0
- package/dist/physics/colliderSurface.js +146 -0
- package/dist/physics/compositeSurface.d.ts +33 -0
- package/dist/physics/compositeSurface.js +108 -0
- package/dist/physics/heightSurface.d.ts +103 -0
- package/dist/physics/heightSurface.js +153 -0
- package/dist/physics/ribbonSurface.d.ts +239 -0
- package/dist/physics/ribbonSurface.js +522 -0
- package/dist/render/ambientOcclusionPass.d.ts +53 -0
- package/dist/render/ambientOcclusionPass.js +179 -0
- package/dist/render/areaLights.d.ts +116 -0
- package/dist/render/areaLights.js +91 -0
- package/dist/render/areaShadowSet.d.ts +184 -0
- package/dist/render/areaShadowSet.js +277 -0
- package/dist/render/atmosphere.d.ts +94 -0
- package/dist/render/atmosphere.js +91 -0
- package/dist/render/backend/api.d.ts +496 -0
- package/dist/render/backend/api.js +1 -0
- package/dist/render/backend/budget.d.ts +82 -0
- package/dist/render/backend/budget.js +99 -0
- package/dist/render/backend/createRenderer.d.ts +135 -0
- package/dist/render/backend/createRenderer.js +201 -0
- package/dist/render/backend/deadline.d.ts +24 -0
- package/dist/render/backend/deadline.js +38 -0
- package/dist/render/backend/probe.d.ts +30 -0
- package/dist/render/backend/probe.js +129 -0
- package/dist/render/backend/select.d.ts +70 -0
- package/dist/render/backend/select.js +249 -0
- package/dist/render/backend/timer.d.ts +50 -0
- package/dist/render/backend/timer.js +1 -0
- package/dist/render/backend/webgl2/instanced.d.ts +21 -0
- package/dist/render/backend/webgl2/instanced.js +42 -0
- package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
- package/dist/render/backend/webgl2/morphTexture.js +55 -0
- package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
- package/dist/render/backend/webgl2/renderer.js +6041 -0
- package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
- package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
- package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
- package/dist/render/backend/webgpu/boltPass.js +160 -0
- package/dist/render/backend/webgpu/buffers.d.ts +159 -0
- package/dist/render/backend/webgpu/buffers.js +402 -0
- package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
- package/dist/render/backend/webgpu/causticsPass.js +138 -0
- package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
- package/dist/render/backend/webgpu/clusterBinner.js +206 -0
- package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
- package/dist/render/backend/webgpu/depthPass.js +228 -0
- package/dist/render/backend/webgpu/device.d.ts +52 -0
- package/dist/render/backend/webgpu/device.js +121 -0
- package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
- package/dist/render/backend/webgpu/drawCommand.js +54 -0
- package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
- package/dist/render/backend/webgpu/environmentTexels.js +79 -0
- package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
- package/dist/render/backend/webgpu/filmPass.js +97 -0
- package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
- package/dist/render/backend/webgpu/flatPass.js +482 -0
- package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
- package/dist/render/backend/webgpu/flockPass.js +129 -0
- package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
- package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
- package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
- package/dist/render/backend/webgpu/insetPass.js +108 -0
- package/dist/render/backend/webgpu/instanced.d.ts +27 -0
- package/dist/render/backend/webgpu/instanced.js +49 -0
- package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
- package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
- package/dist/render/backend/webgpu/linePass.d.ts +90 -0
- package/dist/render/backend/webgpu/linePass.js +220 -0
- package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
- package/dist/render/backend/webgpu/morphTexture.js +51 -0
- package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
- package/dist/render/backend/webgpu/panelPass.js +114 -0
- package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
- package/dist/render/backend/webgpu/particlePass.js +280 -0
- package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
- package/dist/render/backend/webgpu/pipelineCache.js +140 -0
- package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
- package/dist/render/backend/webgpu/plumePass.js +213 -0
- package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
- package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
- package/dist/render/backend/webgpu/postPass.d.ts +342 -0
- package/dist/render/backend/webgpu/postPass.js +366 -0
- package/dist/render/backend/webgpu/probePass.d.ts +108 -0
- package/dist/render/backend/webgpu/probePass.js +188 -0
- package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
- package/dist/render/backend/webgpu/reflectionPass.js +87 -0
- package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
- package/dist/render/backend/webgpu/renderer.js +10911 -0
- package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
- package/dist/render/backend/webgpu/scatterPass.js +266 -0
- package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
- package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
- package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
- package/dist/render/backend/webgpu/shaderModules.js +45 -0
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
- package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
- package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
- package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
- package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
- package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
- package/dist/render/backend/webgpu/skyPass.js +70 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
- package/dist/render/backend/webgpu/textPass.d.ts +73 -0
- package/dist/render/backend/webgpu/textPass.js +190 -0
- package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
- package/dist/render/backend/webgpu/uniformRing.js +208 -0
- package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
- package/dist/render/backend/webgpu/waterPass.js +160 -0
- package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
- package/dist/render/backend/webgpu/windStreakPass.js +153 -0
- package/dist/render/billboard.d.ts +27 -0
- package/dist/render/billboard.js +79 -0
- package/dist/render/bloomChain.d.ts +66 -0
- package/dist/render/bloomChain.js +83 -0
- package/dist/render/bloomPass.d.ts +54 -0
- package/dist/render/bloomPass.js +219 -0
- package/dist/render/boltBatch.d.ts +39 -0
- package/dist/render/boltBatch.js +121 -0
- package/dist/render/boltPool.d.ts +135 -0
- package/dist/render/boltPool.js +259 -0
- package/dist/render/boom.d.ts +46 -0
- package/dist/render/boom.js +81 -0
- package/dist/render/camera.d.ts +119 -0
- package/dist/render/camera.js +304 -0
- package/dist/render/causticsRenderer.d.ts +63 -0
- package/dist/render/causticsRenderer.js +119 -0
- package/dist/render/cinematicCamera.d.ts +102 -0
- package/dist/render/cinematicCamera.js +227 -0
- package/dist/render/clusteredLights.d.ts +260 -0
- package/dist/render/clusteredLights.js +479 -0
- package/dist/render/colourGrade.d.ts +62 -0
- package/dist/render/colourGrade.js +91 -0
- package/dist/render/compute.d.ts +74 -0
- package/dist/render/compute.js +8 -0
- package/dist/render/contextLoss.d.ts +32 -0
- package/dist/render/contextLoss.js +46 -0
- package/dist/render/debugLines.d.ts +75 -0
- package/dist/render/debugLines.js +281 -0
- package/dist/render/decalPass.d.ts +34 -0
- package/dist/render/decalPass.js +103 -0
- package/dist/render/decalProjector.d.ts +140 -0
- package/dist/render/decalProjector.js +282 -0
- package/dist/render/decalQueue.d.ts +53 -0
- package/dist/render/decalQueue.js +87 -0
- package/dist/render/depthConvention.d.ts +314 -0
- package/dist/render/depthConvention.js +346 -0
- package/dist/render/drawingBuffer.d.ts +52 -0
- package/dist/render/drawingBuffer.js +67 -0
- package/dist/render/emptyTexture.d.ts +60 -0
- package/dist/render/emptyTexture.js +103 -0
- package/dist/render/envProbeArray.d.ts +85 -0
- package/dist/render/envProbeArray.js +164 -0
- package/dist/render/equirectToCube.d.ts +54 -0
- package/dist/render/equirectToCube.js +123 -0
- package/dist/render/flockGeometry.d.ts +23 -0
- package/dist/render/flockGeometry.js +43 -0
- package/dist/render/flockRenderer.d.ts +37 -0
- package/dist/render/flockRenderer.js +70 -0
- package/dist/render/frame/arena.d.ts +32 -0
- package/dist/render/frame/arena.js +65 -0
- package/dist/render/frame/index.d.ts +18 -0
- package/dist/render/frame/index.js +4 -0
- package/dist/render/frame/replay.d.ts +34 -0
- package/dist/render/frame/replay.js +48 -0
- package/dist/render/frame/resources.d.ts +25 -0
- package/dist/render/frame/resources.js +55 -0
- package/dist/render/frame/schedule.d.ts +37 -0
- package/dist/render/frame/schedule.js +61 -0
- package/dist/render/frameView.d.ts +19 -0
- package/dist/render/frameView.js +1 -0
- package/dist/render/gizmo.d.ts +236 -0
- package/dist/render/gizmo.js +727 -0
- package/dist/render/globalMedium.d.ts +124 -0
- package/dist/render/globalMedium.js +100 -0
- package/dist/render/globalMediumPass.d.ts +101 -0
- package/dist/render/globalMediumPass.js +250 -0
- package/dist/render/gpuCapability.d.ts +111 -0
- package/dist/render/gpuCapability.js +194 -0
- package/dist/render/gpuTimer.d.ts +87 -0
- package/dist/render/gpuTimer.js +145 -0
- package/dist/render/halfFloat.d.ts +4 -0
- package/dist/render/halfFloat.js +38 -0
- package/dist/render/handleRegistry.d.ts +54 -0
- package/dist/render/handleRegistry.js +84 -0
- package/dist/render/iesProfile.d.ts +64 -0
- package/dist/render/iesProfile.js +179 -0
- package/dist/render/imageTexels.d.ts +50 -0
- package/dist/render/imageTexels.js +91 -0
- package/dist/render/instancedMesh.d.ts +48 -0
- package/dist/render/instancedMesh.js +127 -0
- package/dist/render/instances.d.ts +69 -0
- package/dist/render/instances.js +52 -0
- package/dist/render/lightBudget.d.ts +397 -0
- package/dist/render/lightBudget.js +524 -0
- package/dist/render/lightMatrix.d.ts +3 -0
- package/dist/render/lightMatrix.js +45 -0
- package/dist/render/lightVolumeDraw.d.ts +132 -0
- package/dist/render/lightVolumeDraw.js +181 -0
- package/dist/render/lineBatch.d.ts +60 -0
- package/dist/render/lineBatch.js +160 -0
- package/dist/render/linePoints.d.ts +33 -0
- package/dist/render/linePoints.js +46 -0
- package/dist/render/livePointShadowSet.d.ts +72 -0
- package/dist/render/livePointShadowSet.js +258 -0
- package/dist/render/lod.d.ts +35 -0
- package/dist/render/lod.js +65 -0
- package/dist/render/mesh.d.ts +177 -0
- package/dist/render/mesh.js +466 -0
- package/dist/render/occlusion.d.ts +81 -0
- package/dist/render/occlusion.js +378 -0
- package/dist/render/oitPass.d.ts +67 -0
- package/dist/render/oitPass.js +213 -0
- package/dist/render/orderIndependent.d.ts +92 -0
- package/dist/render/orderIndependent.js +108 -0
- package/dist/render/particleBatch.d.ts +140 -0
- package/dist/render/particleBatch.js +186 -0
- package/dist/render/particleMaterial.d.ts +54 -0
- package/dist/render/particleMaterial.js +42 -0
- package/dist/render/particlePool.d.ts +124 -0
- package/dist/render/particlePool.js +182 -0
- package/dist/render/pass.d.ts +195 -0
- package/dist/render/pass.js +9 -0
- package/dist/render/passTarget.d.ts +86 -0
- package/dist/render/passTarget.js +121 -0
- package/dist/render/pickable.d.ts +31 -0
- package/dist/render/pickable.js +172 -0
- package/dist/render/planarReflection.d.ts +59 -0
- package/dist/render/planarReflection.js +194 -0
- package/dist/render/planarReflectionDraw.d.ts +31 -0
- package/dist/render/planarReflectionDraw.js +65 -0
- package/dist/render/plumeGeometry.d.ts +25 -0
- package/dist/render/plumeGeometry.js +61 -0
- package/dist/render/plumeMaterial.d.ts +31 -0
- package/dist/render/plumeMaterial.js +64 -0
- package/dist/render/plumeRenderer.d.ts +96 -0
- package/dist/render/plumeRenderer.js +185 -0
- package/dist/render/pointLightSelection.d.ts +175 -0
- package/dist/render/pointLightSelection.js +301 -0
- package/dist/render/pointShadowArray.d.ts +95 -0
- package/dist/render/pointShadowArray.js +219 -0
- package/dist/render/pointShadowBudget.d.ts +118 -0
- package/dist/render/pointShadowBudget.js +221 -0
- package/dist/render/pointShadowImage.d.ts +265 -0
- package/dist/render/pointShadowImage.js +339 -0
- package/dist/render/pointShadowMap.d.ts +93 -0
- package/dist/render/pointShadowMap.js +167 -0
- package/dist/render/pointShadowSystem.d.ts +195 -0
- package/dist/render/pointShadowSystem.js +336 -0
- package/dist/render/prefilterEnvMap.d.ts +124 -0
- package/dist/render/prefilterEnvMap.js +146 -0
- package/dist/render/prefilterPass.d.ts +44 -0
- package/dist/render/prefilterPass.js +98 -0
- package/dist/render/probeGrid.d.ts +122 -0
- package/dist/render/probeGrid.js +174 -0
- package/dist/render/rainField.d.ts +99 -0
- package/dist/render/rainField.js +168 -0
- package/dist/render/reflectionProbe.d.ts +188 -0
- package/dist/render/reflectionProbe.js +437 -0
- package/dist/render/renderQuality.d.ts +699 -0
- package/dist/render/renderQuality.js +293 -0
- package/dist/render/rendererHarness.d.ts +39 -0
- package/dist/render/rendererHarness.js +185 -0
- package/dist/render/resolutionGovernor.d.ts +107 -0
- package/dist/render/resolutionGovernor.js +144 -0
- package/dist/render/scatterDeform.d.ts +17 -0
- package/dist/render/scatterDeform.js +46 -0
- package/dist/render/sceneTarget.d.ts +288 -0
- package/dist/render/sceneTarget.js +856 -0
- package/dist/render/screenSpaceReflection.d.ts +233 -0
- package/dist/render/screenSpaceReflection.js +415 -0
- package/dist/render/sdfFont.d.ts +77 -0
- package/dist/render/sdfFont.js +86 -0
- package/dist/render/sdfTextLayout.d.ts +46 -0
- package/dist/render/sdfTextLayout.js +145 -0
- package/dist/render/sdfTextRenderer.d.ts +75 -0
- package/dist/render/sdfTextRenderer.js +194 -0
- package/dist/render/seaState.d.ts +25 -0
- package/dist/render/seaState.js +34 -0
- package/dist/render/segmentQuads.d.ts +29 -0
- package/dist/render/segmentQuads.js +75 -0
- package/dist/render/shader.d.ts +5 -0
- package/dist/render/shader.js +172 -0
- package/dist/render/shaders/ambientOcclusion.d.ts +45 -0
- package/dist/render/shaders/ambientOcclusion.js +352 -0
- package/dist/render/shaders/arcane.d.ts +19 -0
- package/dist/render/shaders/arcane.js +102 -0
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- package/src/render/passTarget.ts +225 -0
- package/src/render/pickable.ts +222 -0
- package/src/render/planarReflection.ts +233 -0
- package/src/render/planarReflectionDraw.ts +87 -0
- package/src/render/plumeGeometry.ts +75 -0
- package/src/render/plumeMaterial.ts +99 -0
- package/src/render/plumeRenderer.ts +272 -0
- package/src/render/pointLightSelection.ts +447 -0
- package/src/render/pointShadowArray.ts +276 -0
- package/src/render/pointShadowBudget.ts +305 -0
- package/src/render/pointShadowImage.ts +470 -0
- package/src/render/pointShadowMap.ts +228 -0
- package/src/render/pointShadowSystem.ts +408 -0
- package/src/render/prefilterEnvMap.ts +162 -0
- package/src/render/prefilterPass.ts +115 -0
- package/src/render/probeGrid.ts +248 -0
- package/src/render/rainField.ts +240 -0
- package/src/render/reflectionProbe.ts +530 -0
- package/src/render/renderQuality.ts +1054 -0
- package/src/render/rendererHarness.ts +214 -0
- package/src/render/resolutionGovernor.ts +189 -0
- package/src/render/scatterDeform.ts +72 -0
- package/src/render/sceneTarget.ts +1032 -0
- package/src/render/screenSpaceReflection.ts +524 -0
- package/src/render/sdfFont.ts +157 -0
- package/src/render/sdfTextLayout.ts +206 -0
- package/src/render/sdfTextRenderer.ts +233 -0
- package/src/render/seaState.ts +55 -0
- package/src/render/segmentQuads.ts +92 -0
- package/src/render/shader.ts +190 -0
- package/src/render/shaders/ambientOcclusion.ts +354 -0
- package/src/render/shaders/arcane.ts +103 -0
- package/src/render/shaders/bloom.ts +232 -0
- package/src/render/shaders/bolt.ts +164 -0
- package/src/render/shaders/caustics.ts +169 -0
- package/src/render/shaders/conditionals.ts +58 -0
- package/src/render/shaders/decalProject.ts +127 -0
- package/src/render/shaders/depth.ts +131 -0
- package/src/render/shaders/depthOfField.ts +141 -0
- package/src/render/shaders/film.ts +285 -0
- package/src/render/shaders/fire.ts +180 -0
- package/src/render/shaders/flat/directionalShadow.ts +196 -0
- package/src/render/shaders/flat/index.ts +502 -0
- package/src/render/shaders/flat/lobes.ts +399 -0
- package/src/render/shaders/flat/main.ts +1631 -0
- package/src/render/shaders/flat/pointShadow.ts +323 -0
- package/src/render/shaders/flat/preamble.ts +875 -0
- package/src/render/shaders/flat/probeGrid.ts +152 -0
- package/src/render/shaders/flat/surface.ts +41 -0
- package/src/render/shaders/flock.ts +103 -0
- package/src/render/shaders/fog.ts +99 -0
- package/src/render/shaders/fullscreen.ts +28 -0
- package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +74 -0
- package/src/render/shaders/generated/arcane.wgsl.ts +98 -0
- package/src/render/shaders/generated/bloom.wgsl.ts +79 -0
- package/src/render/shaders/generated/bolt.wgsl.ts +127 -0
- package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
- package/src/render/shaders/generated/decalProject.wgsl.ts +69 -0
- package/src/render/shaders/generated/depth.wgsl.ts +142 -0
- package/src/render/shaders/generated/film.wgsl.ts +143 -0
- package/src/render/shaders/generated/fire.wgsl.ts +137 -0
- package/src/render/shaders/generated/flat.wgsl.ts +9195 -0
- package/src/render/shaders/generated/flock.wgsl.ts +82 -0
- package/src/render/shaders/generated/fullscreen.wgsl.ts +20 -0
- package/src/render/shaders/generated/globalMedium.wgsl.ts +139 -0
- package/src/render/shaders/generated/lightVolume.wgsl.ts +242 -0
- package/src/render/shaders/generated/line.wgsl.ts +137 -0
- package/src/render/shaders/generated/octahedralResolve.wgsl.ts +60 -0
- package/src/render/shaders/generated/oitResolve.wgsl.ts +31 -0
- package/src/render/shaders/generated/panel.wgsl.ts +57 -0
- package/src/render/shaders/generated/particle.wgsl.ts +343 -0
- package/src/render/shaders/generated/prefilter.wgsl.ts +69 -0
- package/src/render/shaders/generated/rush.wgsl.ts +139 -0
- package/src/render/shaders/generated/scatter.wgsl.ts +205 -0
- package/src/render/shaders/generated/sdfText.wgsl.ts +78 -0
- package/src/render/shaders/generated/sky.wgsl.ts +109 -0
- package/src/render/shaders/generated/smoke.wgsl.ts +93 -0
- package/src/render/shaders/generated/ssrResolve.wgsl.ts +26 -0
- package/src/render/shaders/generated/ssrTrace.wgsl.ts +94 -0
- package/src/render/shaders/generated/temporalResolve.wgsl.ts +54 -0
- package/src/render/shaders/generated/text.wgsl.ts +107 -0
- package/src/render/shaders/generated/water.wgsl.ts +256 -0
- package/src/render/shaders/generated/windStreaks.wgsl.ts +82 -0
- package/src/render/shaders/gerstner.ts +110 -0
- package/src/render/shaders/globalMedium.ts +396 -0
- package/src/render/shaders/lightVolume.ts +546 -0
- package/src/render/shaders/line.ts +125 -0
- package/src/render/shaders/morph.ts +62 -0
- package/src/render/shaders/octahedral.ts +170 -0
- package/src/render/shaders/octahedralResolve.ts +83 -0
- package/src/render/shaders/oitResolve.ts +42 -0
- package/src/render/shaders/outputTransform.ts +107 -0
- package/src/render/shaders/panel.ts +51 -0
- package/src/render/shaders/particle.ts +438 -0
- package/src/render/shaders/prefilter.ts +278 -0
- package/src/render/shaders/rush.ts +357 -0
- package/src/render/shaders/scatter.ts +211 -0
- package/src/render/shaders/sdfText.ts +68 -0
- package/src/render/shaders/skinning.ts +59 -0
- package/src/render/shaders/sky.ts +243 -0
- package/src/render/shaders/smoke.ts +89 -0
- package/src/render/shaders/ssrResolve.ts +28 -0
- package/src/render/shaders/ssrTrace.ts +233 -0
- package/src/render/shaders/tangentFrame.ts +70 -0
- package/src/render/shaders/temporalResolve.ts +151 -0
- package/src/render/shaders/text.ts +156 -0
- package/src/render/shaders/vertexChannel.ts +71 -0
- package/src/render/shaders/water.ts +356 -0
- package/src/render/shaders/windStreaks.ts +130 -0
- package/src/render/shadowCasters.ts +124 -0
- package/src/render/shadowMap.ts +89 -0
- package/src/render/shotPlacement.ts +266 -0
- package/src/render/skinPalette.ts +157 -0
- package/src/render/ssrPass.ts +241 -0
- package/src/render/surfaceSheet.ts +158 -0
- package/src/render/surfaceTexture.ts +310 -0
- package/src/render/temporalAa.ts +221 -0
- package/src/render/temporalPass.ts +153 -0
- package/src/render/textLayout.ts +239 -0
- package/src/render/textRenderer.ts +201 -0
- package/src/render/thirdPersonCamera.ts +578 -0
- package/src/render/trample.ts +140 -0
- package/src/render/translucentQueue.ts +161 -0
- package/src/render/uniformVectorBudget.ts +246 -0
- package/src/render/uploadStep.ts +14 -0
- package/src/render/vertexDefaults.ts +115 -0
- package/src/render/visibility.ts +56 -0
- package/src/render/waterDraw.ts +167 -0
- package/src/render/waterGrid.ts +180 -0
- package/src/render/waterRenderer.ts +352 -0
- package/src/render/wind.ts +79 -0
- package/src/render/windField.ts +50 -0
- package/src/render/windStreakDraw.ts +131 -0
- package/src/render/windStreakRenderer.ts +130 -0
- package/src/scene/node.ts +336 -0
- package/src/scene/visit.ts +82 -0
- package/src/ui/clipMime.ts +109 -0
- package/src/ui/exportTarget.ts +491 -0
- package/src/ui/frameOverlay.ts +159 -0
- package/src/ui/framePacer.ts +351 -0
- package/src/ui/frameRecorder.ts +333 -0
- package/src/ui/fullscreen.ts +113 -0
- package/src/ui/pixelCursor.ts +99 -0
- package/src/ui/splash.ts +347 -0
- package/src/ui/stillFrame.ts +44 -0
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export const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uAoStrength: f32,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n}\n\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(38) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uBloom_s: sampler;\n@group(0) @binding(40) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(41) \nvar uGradeLut_s: sampler;\n@group(0) @binding(36) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn withVeil_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e113 = unnamed.uVeilAlpha;\n if (_e113 <= 0f) {\n let _e115 = (*c);\n return _e115;\n }\n let _e116 = (*c);\n let _e118 = unnamed.uVeilColor;\n let _e120 = unnamed.uVeilAlpha;\n return mix(_e116, _e118, vec3(_e120));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e115 = unnamed.uGradeStrength;\n if (_e115 <= 0f) {\n let _e117 = (*c_1);\n return _e117;\n }\n let _e118 = (*c_1);\n clamped = clamp(_e118, vec3(0f), vec3(1f));\n let _e122 = clamped;\n let _e124 = unnamed.uGradeSize;\n let _e130 = unnamed.uGradeSize;\n uvw = (((_e122 * (_e124 - 1f)) + vec3(0.5f)) / vec3(_e130));\n let _e133 = (*c_1);\n let _e134 = uvw;\n let _e135 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e134, 0f);\n let _e138 = unnamed.uGradeStrength;\n return mix(_e133, _e135.xyz, vec3(_e138));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e114 = (*c_2);\n low = (_e114 * 12.92f);\n let _e116 = (*c_2);\n high = ((pow(max(_e116, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e122 = low;\n let _e123 = high;\n let _e124 = (*c_2);\n return mix(_e122, _e123, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e124));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e116 = unnamed.uOutputExposure;\n let _e117 = (*x);\n (*x) = (_e117 * _e116);\n let _e119 = (*x);\n v = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e119);\n let _e121 = v;\n let _e122 = v;\n a = ((_e121 * (_e122 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e128 = v;\n let _e129 = v;\n b = ((_e128 * ((_e129 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e136 = a;\n let _e137 = b;\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * (_e136 / _e137)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n\n let _e115 = unnamed.uOutputTransform;\n if (_e115 == 0i) {\n let _e117 = (*c_3);\n return _e117;\n }\n let _e119 = unnamed.uOutputTransform;\n if (_e119 == 2i) {\n let _e121 = (*c_3);\n param = _e121;\n let _e122 = acesFilmic_u0028_vf3_u003b((¶m));\n (*c_3) = _e122;\n }\n let _e123 = (*c_3);\n param_1 = _e123;\n let _e124 = linearToSrgb_u0028_vf3_u003b((¶m_1));\n return _e124;\n}\n\nfn withBloom_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e113 = unnamed.uBloomStrength;\n if (_e113 <= 0f) {\n let _e115 = (*c_4);\n return _e115;\n }\n let _e116 = (*c_4);\n let _e117 = vUv_1;\n let _e118 = textureSampleLevel(uBloom_t, uBloom_s, _e117, 0f);\n let _e121 = unnamed.uBloomStrength;\n return (_e116 + (_e118.xyz * _e121));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e113 = (*viewDepth);\n let _e115 = unnamed.uFocusDistance;\n let _e119 = unnamed.uFocusRange;\n offPlane = (abs((_e113 - _e115)) - _e119);\n let _e121 = offPlane;\n let _e123 = unnamed.uFocusRange;\n return clamp((_e121 / _e123), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e113 = (*uv);\n let _e114 = textureSampleLevel(uDepth_t, uDepth_s, _e113, 0f);\n z = (1f - (_e114.x * 2f));\n let _e120 = unnamed.uDepthToView[0u];\n let _e121 = z;\n let _e125 = unnamed.uDepthToView[1u];\n let _e130 = unnamed.uDepthToView[2u];\n let _e131 = z;\n let _e135 = unnamed.uDepthToView[3u];\n return (-(((_e120 * _e121) + _e125)) / ((_e130 * _e131) + _e135));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_1: vec2<f32>;\n var depth: f32;\n var param_2: vec2<f32>;\n var weight: f32;\n var local: f32;\n var param_3: f32;\n\n let _e120 = vUv_1;\n let _e121 = (*direction);\n let _e122 = (*radius);\n let _e125 = unnamed.uDofAspect;\n uv_1 = (_e120 + ((_e121 * _e122) * _e125));\n let _e128 = uv_1;\n param_2 = _e128;\n let _e129 = viewDepthOf_u0028_vf2_u003b((¶m_2));\n depth = _e129;\n let _e130 = depth;\n let _e131 = (*centreDepth);\n if (_e130 >= _e131) {\n local = 1f;\n } else {\n let _e133 = depth;\n param_3 = _e133;\n let _e134 = circleOfConfusion_u0028_f1_u003b((¶m_3));\n local = _e134;\n }\n let _e135 = local;\n weight = _e135;\n let _e136 = uv_1;\n let _e137 = textureSampleLevel(uScene_t, uScene_s, _e136, 0f);\n let _e139 = weight;\n let _e140 = (_e137.xyz * _e139);\n let _e141 = weight;\n return vec4<f32>(_e140.x, _e140.y, _e140.z, _e141);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_4: vec2<f32>;\n var coc: f32;\n var param_5: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_6: vec2<f32>;\n var param_7: f32;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var param_11: f32;\n var param_12: vec2<f32>;\n var param_13: f32;\n var param_14: f32;\n var param_15: vec2<f32>;\n var param_16: f32;\n var param_17: f32;\n var param_18: vec2<f32>;\n var param_19: f32;\n var param_20: f32;\n var param_21: vec2<f32>;\n var param_22: f32;\n var param_23: f32;\n var param_24: vec2<f32>;\n var param_25: f32;\n var param_26: f32;\n var param_27: vec2<f32>;\n var param_28: f32;\n var param_29: f32;\n\n let _e142 = vUv_1;\n param_4 = _e142;\n let _e143 = viewDepthOf_u0028_vf2_u003b((¶m_4));\n depth_1 = _e143;\n let _e144 = depth_1;\n param_5 = _e144;\n let _e145 = circleOfConfusion_u0028_f1_u003b((¶m_5));\n coc = _e145;\n let _e146 = coc;\n if (_e146 <= 0f) {\n let _e148 = (*centre);\n return _e148;\n }\n let _e149 = coc;\n let _e151 = unnamed.uDofStrength;\n radius_1 = (_e149 * _e151);\n let _e153 = (*centre);\n sum = vec4<f32>(_e153.x, _e153.y, _e153.z, 1f);\n param_6 = vec2<f32>(0.25f, 0f);\n let _e158 = radius_1;\n param_7 = _e158;\n let _e159 = depth_1;\n param_8 = _e159;\n let _e160 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_6), (¶m_7), (¶m_8));\n let _e161 = sum;\n sum = (_e161 + _e160);\n param_9 = vec2<f32>(-0.31929f, 0.292496f);\n let _e163 = radius_1;\n param_10 = _e163;\n let _e164 = depth_1;\n param_11 = _e164;\n let _e165 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_9), (¶m_10), (¶m_11));\n let _e166 = sum;\n sum = (_e166 + _e165);\n param_12 = vec2<f32>(0.048872f, -0.556877f);\n let _e168 = radius_1;\n param_13 = _e168;\n let _e169 = depth_1;\n param_14 = _e169;\n let _e170 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_12), (¶m_13), (¶m_14));\n let _e171 = sum;\n sum = (_e171 + _e170);\n param_15 = vec2<f32>(0.402444f, 0.524918f);\n let _e173 = radius_1;\n param_16 = _e173;\n let _e174 = depth_1;\n param_17 = _e174;\n let _e175 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_15), (¶m_16), (¶m_17));\n let _e176 = sum;\n sum = (_e176 + _e175);\n param_18 = vec2<f32>(-0.738535f, -0.130636f);\n let _e178 = radius_1;\n param_19 = _e178;\n let _e179 = depth_1;\n param_20 = _e179;\n let _e180 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_18), (¶m_19), (¶m_20));\n let _e181 = sum;\n sum = (_e181 + _e180);\n param_21 = vec2<f32>(0.699605f, -0.445031f);\n let _e183 = radius_1;\n param_22 = _e183;\n let _e184 = depth_1;\n param_23 = _e184;\n let _e185 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_21), (¶m_22), (¶m_23));\n let _e186 = sum;\n sum = (_e186 + _e185);\n param_24 = vec2<f32>(-0.234004f, 0.870484f);\n let _e188 = radius_1;\n param_25 = _e188;\n let _e189 = depth_1;\n param_26 = _e189;\n let _e190 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_24), (¶m_25), (¶m_26));\n let _e191 = sum;\n sum = (_e191 + _e190);\n param_27 = vec2<f32>(-0.446271f, -0.859268f);\n let _e193 = radius_1;\n param_28 = _e193;\n let _e194 = depth_1;\n param_29 = _e194;\n let _e195 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_27), (¶m_28), (¶m_29));\n let _e196 = sum;\n sum = (_e196 + _e195);\n let _e198 = sum;\n let _e201 = sum[3u];\n return (_e198.xyz / vec3(_e201));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var velocity: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t: f32;\n\n let _e121 = vUv_1;\n let _e122 = textureSampleLevel(uDepth_t, uDepth_s, _e121, 0f);\n depth_2 = _e122.x;\n let _e124 = vUv_1;\n let _e127 = ((_e124 * 2f) - vec2(1f));\n let _e128 = depth_2;\n clip = vec4<f32>(_e127.x, _e127.y, (1f - (_e128 * 2f)), 1f);\n let _e135 = unnamed.uReprojection;\n let _e136 = clip;\n previous = (_e135 * _e136);\n let _e139 = previous[3u];\n if (_e139 <= 0f) {\n let _e141 = (*scene);\n return _e141;\n }\n let _e142 = previous;\n let _e145 = previous[3u];\n wasUv = (((_e142.xy / vec2(_e145)) * 0.5f) + vec2(0.5f));\n let _e151 = vUv_1;\n let _e152 = wasUv;\n let _e155 = unnamed.uMotionStrength;\n velocity = ((_e151 - _e152) * _e155);\n let _e157 = velocity;\n distance_ = length(_e157);\n let _e159 = distance_;\n if (_e159 < 0.0001f) {\n let _e161 = (*scene);\n return _e161;\n }\n let _e162 = distance_;\n let _e164 = unnamed.uMotionMax;\n if (_e162 > _e164) {\n let _e167 = unnamed.uMotionMax;\n let _e168 = distance_;\n let _e170 = velocity;\n velocity = (_e170 * (_e167 / _e168));\n }\n let _e172 = (*scene);\n sum_1 = _e172;\n i = 1i;\n loop {\n let _e173 = i;\n if (_e173 <= 4i) {\n let _e175 = i;\n t = ((f32(_e175) / 4f) * 0.5f);\n let _e179 = vUv_1;\n let _e180 = velocity;\n let _e181 = t;\n let _e184 = textureSampleLevel(uScene_t, uScene_s, (_e179 + (_e180 * _e181)), 0f);\n let _e186 = sum_1;\n sum_1 = (_e186 + _e184.xyz);\n let _e188 = vUv_1;\n let _e189 = velocity;\n let _e190 = t;\n let _e193 = textureSampleLevel(uScene_t, uScene_s, (_e188 - (_e189 * _e190)), 0f);\n let _e195 = sum_1;\n sum_1 = (_e195 + _e193.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e197 = i;\n i = (_e197 + 1i);\n }\n }\n let _e199 = sum_1;\n return (_e199 / vec3(9f));\n}\n\nfn main_1() {\n var scene_1: vec3<f32>;\n var param_30: vec3<f32>;\n var param_31: vec3<f32>;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_32: vec3<f32>;\n var param_33: vec3<f32>;\n var param_34: vec3<f32>;\n var param_35: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_36: vec3<f32>;\n var param_37: vec3<f32>;\n var param_38: vec3<f32>;\n var param_39: vec3<f32>;\n\n let _e132 = vUv_1;\n let _e133 = textureSampleLevel(uScene_t, uScene_s, _e132, 0f);\n scene_1 = _e133.xyz;\n let _e136 = unnamed.uMotionStrength;\n if (_e136 > 0f) {\n let _e138 = scene_1;\n param_30 = _e138;\n let _e139 = cameraBlur_u0028_vf3_u003b((¶m_30));\n scene_1 = _e139;\n }\n let _e141 = unnamed.uDofStrength;\n if (_e141 > 0f) {\n let _e143 = scene_1;\n param_31 = _e143;\n let _e144 = depthOfField_u0028_vf3_u003b((¶m_31));\n scene_1 = _e144;\n }\n let _e145 = vUv_1;\n let _e146 = textureSampleLevel(uAo_t, uAo_s, _e145, 0f);\n let _e149 = unnamed.uAoStrength;\n ao = mix(1f, _e146.x, _e149);\n let _e151 = vUv_1;\n fromCentre = (_e151 - vec2(0.5f));\n let _e154 = fromCentre;\n radius_2 = (length((_e154 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e159 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e159);\n let _e161 = inner;\n let _e162 = radius_2;\n edge = smoothstep(_e161, 1f, _e162);\n let _e164 = edge;\n let _e166 = unnamed.uStrength;\n amount = (_e164 * _e166);\n let _e168 = amount;\n if (_e168 <= 0f) {\n let _e170 = scene_1;\n let _e171 = ao;\n param_32 = (_e170 * _e171);\n let _e173 = withBloom_u0028_vf3_u003b((¶m_32));\n param_33 = _e173;\n let _e174 = grade_u0028_vf3_u003b((¶m_33));\n param_34 = _e174;\n let _e175 = applyColourGrade_u0028_vf3_u003b((¶m_34));\n param_35 = _e175;\n let _e176 = withVeil_u0028_vf3_u003b((¶m_35));\n fragColor = vec4<f32>(_e176.x, _e176.y, _e176.z, 1f);\n return;\n }\n let _e181 = fromCentre;\n let _e185 = unnamed.uReach;\n let _e187 = amount;\n step_ = ((normalize((_e181 + vec2<f32>(0.000001f, 0.000001f))) * _e185) * _e187);\n let _e189 = scene_1;\n sum_2 = _e189;\n i_1 = 1i;\n loop {\n let _e190 = i_1;\n if (_e190 <= 6i) {\n let _e192 = vUv_1;\n let _e193 = step_;\n let _e194 = i_1;\n let _e199 = textureSampleLevel(uScene_t, uScene_s, (_e192 + (_e193 * (f32(_e194) / 6f))), 0f);\n let _e201 = sum_2;\n sum_2 = (_e201 + _e199.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e203 = i_1;\n i_1 = (_e203 + 1i);\n }\n }\n let _e205 = sum_2;\n blurred = (_e205 / vec3(7f));\n let _e208 = scene_1;\n let _e209 = blurred;\n let _e210 = amount;\n let _e213 = ao;\n param_36 = (mix(_e208, _e209, vec3(_e210)) * _e213);\n let _e215 = withBloom_u0028_vf3_u003b((¶m_36));\n param_37 = _e215;\n let _e216 = grade_u0028_vf3_u003b((¶m_37));\n param_38 = _e216;\n let _e217 = applyColourGrade_u0028_vf3_u003b((¶m_38));\n param_39 = _e217;\n let _e218 = withVeil_u0028_vf3_u003b((¶m_39));\n fragColor = vec4<f32>(_e218.x, _e218.y, _e218.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
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9
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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*
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* A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
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14
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*/
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15
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export const RUSH_BINDINGS = {
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16
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"RUSH_FRAG": {
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17
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"uniforms": 1,
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18
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"uniformSize": 160,
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19
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"fields": {
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20
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"uStrength": {
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21
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"offset": 0,
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22
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"size": 4,
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23
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"type": "float"
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24
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},
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25
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"uReach": {
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26
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"offset": 4,
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27
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"size": 4,
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28
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"type": "float"
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},
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30
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"uOutputTransform": {
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31
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"offset": 8,
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32
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"size": 4,
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33
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"type": "int"
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34
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},
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35
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"uOutputExposure": {
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36
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"offset": 12,
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37
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"size": 4,
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38
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"type": "float"
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39
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},
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40
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"uReprojection": {
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41
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+
"offset": 16,
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42
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"size": 64,
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43
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"type": "mat4"
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44
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},
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45
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"uMotionStrength": {
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+
"offset": 80,
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"size": 4,
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"type": "float"
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},
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"uMotionMax": {
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"offset": 84,
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"size": 4,
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"type": "float"
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},
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55
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"uAoStrength": {
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"offset": 88,
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57
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"size": 4,
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58
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"type": "float"
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59
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},
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60
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"uBloomStrength": {
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61
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"offset": 92,
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62
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"size": 4,
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63
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"type": "float"
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64
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},
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65
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"uVeilColor": {
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66
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"offset": 96,
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67
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"size": 12,
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68
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"type": "vec3"
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69
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},
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70
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+
"uVeilAlpha": {
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"offset": 108,
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"size": 4,
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"type": "float"
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},
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75
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"uGradeStrength": {
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76
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"offset": 112,
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"size": 4,
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78
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"type": "float"
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},
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80
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"uGradeSize": {
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81
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+
"offset": 116,
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82
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+
"size": 4,
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83
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"type": "float"
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84
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+
},
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85
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+
"uFocusDistance": {
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86
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+
"offset": 120,
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87
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+
"size": 4,
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88
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"type": "float"
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+
},
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90
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+
"uFocusRange": {
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91
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"offset": 124,
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92
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"size": 4,
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93
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"type": "float"
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+
},
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95
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+
"uDofStrength": {
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96
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+
"offset": 128,
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97
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+
"size": 4,
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98
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+
"type": "float"
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+
},
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100
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+
"uDofAspect": {
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101
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+
"offset": 136,
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102
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"size": 8,
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103
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"type": "vec2"
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},
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105
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+
"uDepthToView": {
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106
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+
"offset": 144,
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107
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+
"size": 16,
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108
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+
"type": "vec4"
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+
}
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+
},
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111
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+
"textures": {
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"uScene": {
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"texture": 32,
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"sampler": 33,
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"type": "sampler2D"
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},
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"uDepth": {
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"texture": 34,
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"sampler": 35,
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"type": "sampler2D"
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},
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"uAo": {
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"texture": 36,
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"sampler": 37,
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"type": "sampler2D"
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},
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"uBloom": {
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128
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"texture": 38,
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"sampler": 39,
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"type": "sampler2D"
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},
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"uGradeLut": {
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133
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"texture": 40,
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"sampler": 41,
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"type": "sampler3D"
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}
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+
}
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+
}
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+
} as const;
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@@ -0,0 +1,205 @@
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1
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+
/*
|
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2
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+
* Generated from ../scatter.ts by `npm run wgsl`. Do not edit.
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3
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+
*
|
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4
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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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6
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+
*/
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7
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+
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8
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+
export const SCATTER_DEPTH_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uTrample: array<vec4<f32>, 8>,\n uTrampleRadius: f32,\n uTrampleDepth: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstancePos_1: vec3<f32>;\nvar<private> aScaleYaw_1: vec2<f32>;\nvar<private> aWindResponse_1: vec3<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b(position: ptr<function, vec3<f32>>, instancePos: ptr<function, vec3<f32>>, scaleYaw: ptr<function, vec2<f32>>, windResponse: ptr<function, vec3<f32>>, yawTrig: ptr<function, vec2<f32>>) -> vec3<f32> {\n var s: f32;\n var c: f32;\n var local: vec3<f32>;\n var rotated: vec3<f32>;\n var phase: f32;\n var rooted: f32;\n var bend: f32;\n var pressed: f32;\n var away: vec2<f32>;\n var i: i32;\n var p: vec4<f32>;\n var offset: vec3<f32>;\n var dist: f32;\n var fade: f32;\n var strength: f32;\n var local_1: vec2<f32>;\n var take: f32;\n\n let _e49 = (*yawTrig)[0u];\n s = _e49;\n let _e51 = (*yawTrig)[1u];\n c = _e51;\n let _e52 = (*position);\n let _e54 = (*scaleYaw)[0u];\n local = (_e52 * _e54);\n let _e57 = local[0u];\n let _e58 = c;\n let _e61 = local[2u];\n let _e62 = s;\n let _e66 = local[1u];\n let _e68 = local[0u];\n let _e70 = s;\n let _e73 = local[2u];\n let _e74 = c;\n rotated = vec3<f32>(((_e57 * _e58) + (_e61 * _e62)), _e66, ((-(_e68) * _e70) + (_e73 * _e74)));\n let _e78 = (*instancePos);\n let _e81 = unnamed.uWindSpatialPhase;\n let _e84 = unnamed.uWindTime;\n let _e87 = (*windResponse)[2u];\n phase = ((dot(_e78.xz, _e81) + _e84) + _e87);\n let _e90 = rotated[1u];\n let _e92 = (*windResponse)[0u];\n rooted = clamp((_e90 * _e92), 0f, 1f);\n let _e96 = unnamed.uWindSpeed;\n let _e98 = unnamed.uWindGust;\n let _e100 = (*windResponse)[1u];\n let _e103 = phase;\n let _e106 = rooted;\n let _e108 = rooted;\n bend = ((((_e96 + (_e98 * _e100)) * sin(_e103)) * _e106) * _e108);\n let _e111 = unnamed.uWindDirection;\n let _e112 = bend;\n let _e114 = rotated;\n let _e116 = (_e114.xz + (_e111 * _e112));\n let _e117 = rotated;\n rotated = vec3<f32>(_e116.x, _e117.y, _e116.y);\n pressed = 0f;\n away = vec2<f32>(0f, 0f);\n i = 0i;\n loop {\n let _e122 = i;\n if (_e122 < 8i) {\n let _e124 = i;\n let _e127 = unnamed.uTrample[_e124];\n p = _e127;\n let _e129 = p[3u];\n if (_e129 <= 0f) {\n continue;\n }\n let _e131 = (*instancePos);\n let _e132 = p;\n offset = (_e131 - _e132.xyz);\n let _e135 = offset;\n dist = length(_e135);\n let _e137 = dist;\n let _e139 = unnamed.uTrampleRadius;\n if (_e137 >= _e139) {\n continue;\n }\n let _e141 = dist;\n let _e143 = unnamed.uTrampleRadius;\n fade = (1f - (_e141 / _e143));\n let _e147 = p[3u];\n let _e148 = fade;\n let _e150 = fade;\n strength = ((_e147 * _e148) * _e150);\n let _e152 = strength;\n let _e153 = pressed;\n if (_e152 <= _e153) {\n continue;\n }\n let _e155 = strength;\n pressed = _e155;\n let _e156 = dist;\n if (_e156 > 0.0001f) {\n let _e158 = offset;\n let _e160 = dist;\n local_1 = (_e158.xz / vec2(_e160));\n } else {\n local_1 = vec2<f32>(0f, 0f);\n }\n let _e163 = local_1;\n away = _e163;\n continue;\n } else {\n break;\n }\n continuing {\n let _e164 = i;\n i = (_e164 + 1i);\n }\n }\n let _e166 = pressed;\n if (_e166 > 0f) {\n let _e168 = pressed;\n let _e170 = unnamed.uTrampleDepth;\n take = (_e168 * _e170);\n let _e172 = take;\n let _e175 = rotated[1u];\n rotated[1u] = (_e175 * (1f - _e172));\n let _e178 = away;\n let _e179 = take;\n let _e182 = rotated[1u];\n let _e185 = rotated;\n let _e187 = (_e185.xz + (((_e178 * _e179) * _e182) * 1.4f));\n let _e188 = rotated;\n rotated = vec3<f32>(_e187.x, _e188.y, _e187.y);\n }\n let _e193 = rotated;\n return _e193;\n}\n\nfn scatterYaw_u0028_f1_u003b(yaw: ptr<function, f32>) -> vec2<f32> {\n let _e27 = (*yaw);\n let _e29 = (*yaw);\n return vec2<f32>(sin(_e27), cos(_e29));\n}\n\nfn main_1() {\n var rotated_1: vec3<f32>;\n var param: f32;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n\n let _e34 = aScaleYaw_1[1u];\n param = _e34;\n let _e35 = scatterYaw_u0028_f1_u003b((¶m));\n let _e36 = aPosition_1;\n param_1 = _e36;\n let _e37 = aInstancePos_1;\n param_2 = _e37;\n let _e38 = aScaleYaw_1;\n param_3 = _e38;\n let _e39 = aWindResponse_1;\n param_4 = _e39;\n param_5 = _e35;\n let _e40 = scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b((¶m_1), (¶m_2), (¶m_3), (¶m_4), (¶m_5));\n rotated_1 = _e40;\n let _e42 = unnamed.uLightViewProj;\n let _e43 = aInstancePos_1;\n let _e44 = rotated_1;\n let _e45 = (_e43 + _e44);\n vLightPosition = (_e42 * vec4<f32>(_e45.x, _e45.y, _e45.z, 1f));\n let _e51 = vLightPosition;\n unnamed_1.gl_Position = _e51;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(3) aInstancePos: vec3<f32>, @location(4) aScaleYaw: vec2<f32>, @location(6) aWindResponse: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstancePos_1 = aInstancePos;\n aScaleYaw_1 = aScaleYaw;\n aWindResponse_1 = aWindResponse;\n main_1();\n let _e12 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e12);\n let _e14 = vLightPosition;\n let _e15 = unnamed_1.gl_Position;\n return VertexOutput(_e14, _e15);\n}\n";
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9
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10
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export const SCATTER_FRAG_WGSL = "struct Uniforms {\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e25 = unnamed.uFogColor;\n let _e27 = unnamed.uUnderwaterColor;\n let _e29 = unnamed.uUnderwaterFactor;\n return mix(_e25, _e27, vec3(_e29));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e34 = unnamed.uFogMode;\n if (_e34 == 1i) {\n let _e37 = unnamed.uFogFar;\n let _e39 = unnamed.uFogNear;\n span = max((_e37 - _e39), 0.0001f);\n let _e42 = (*dist);\n let _e44 = unnamed.uFogNear;\n let _e46 = span;\n ramp = clamp(((_e42 - _e44) / _e46), 0f, 1f);\n let _e50 = unnamed.uUnderwaterFactor;\n if (_e50 <= 0f) {\n let _e52 = ramp;\n return _e52;\n }\n let _e54 = unnamed.uUnderwaterFogDensity;\n let _e55 = (*dist);\n wetLinear = (_e54 * _e55);\n let _e57 = ramp;\n let _e58 = wetLinear;\n let _e60 = wetLinear;\n let _e66 = unnamed.uUnderwaterFactor;\n return mix(_e57, (1f - exp2(((-(_e58) * _e60) * 1.442695f))), _e66);\n }\n let _e68 = (*pointY);\n let _e70 = unnamed.uFogEyeY;\n let _e73 = unnamed.uFogHeightFalloff;\n t = ((_e68 - _e70) * _e73);\n let _e75 = t;\n let _e78 = t;\n denom = select(_e78, 0.0001f, (abs(_e75) < 0.0001f));\n let _e81 = unnamed.uFogDensity;\n let _e83 = (*dist);\n let _e85 = denom;\n let _e90 = denom;\n air = (1f - exp((((-(_e81) * _e83) * (1f - exp(-(_e85)))) / _e90)));\n let _e95 = unnamed.uUnderwaterFactor;\n if (_e95 <= 0f) {\n let _e97 = air;\n return _e97;\n }\n let _e99 = unnamed.uUnderwaterFogDensity;\n let _e100 = (*dist);\n wet = (_e99 * _e100);\n let _e102 = air;\n let _e103 = wet;\n let _e105 = wet;\n let _e111 = unnamed.uUnderwaterFactor;\n return mix(_e102, (1f - exp2(((-(_e103) * _e105) * 1.442695f))), _e111);\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param: f32;\n var param_1: f32;\n\n let _e30 = vNormal_1;\n n = normalize(_e30);\n let _e32 = n;\n let _e34 = unnamed.uDirectionalDir;\n ndl = abs(dot(_e32, _e34));\n let _e37 = vColor_1;\n let _e39 = unnamed.uAmbient;\n let _e41 = unnamed.uDirectionalColor;\n let _e42 = ndl;\n lit = (_e37 * (_e39 + (_e41 * _e42)));\n let _e46 = vWorldPos_1;\n let _e48 = unnamed.uCameraPos;\n param = distance(_e46, _e48);\n let _e51 = vWorldPos_1[1u];\n param_1 = _e51;\n let _e52 = mediumFog_u0028_f1_u003b_f1_u003b((¶m), (¶m_1));\n fog = _e52;\n let _e53 = lit;\n let _e54 = mediumColor_u0028_();\n let _e55 = fog;\n let _e57 = mix(_e53, _e54, vec3(_e55));\n outColor = vec4<f32>(_e57.x, _e57.y, _e57.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vColor: vec3<f32>, @location(2) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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11
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+
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12
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+
export const SCATTER_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uTrample: array<vec4<f32>, 8>,\n uTrampleRadius: f32,\n uTrampleDepth: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec3<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) member_2: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aScaleYaw_1: vec2<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstancePos_1: vec3<f32>;\nvar<private> aWindResponse_1: vec3<f32>;\nvar<private> vColor: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> aTint_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b(position: ptr<function, vec3<f32>>, instancePos: ptr<function, vec3<f32>>, scaleYaw: ptr<function, vec2<f32>>, windResponse: ptr<function, vec3<f32>>, yawTrig: ptr<function, vec2<f32>>) -> vec3<f32> {\n var s: f32;\n var c: f32;\n var local: vec3<f32>;\n var rotated: vec3<f32>;\n var phase: f32;\n var rooted: f32;\n var bend: f32;\n var pressed: f32;\n var away: vec2<f32>;\n var i: i32;\n var p: vec4<f32>;\n var offset: vec3<f32>;\n var dist: f32;\n var fade: f32;\n var strength: f32;\n var local_1: vec2<f32>;\n var take: f32;\n\n let _e54 = (*yawTrig)[0u];\n s = _e54;\n let _e56 = (*yawTrig)[1u];\n c = _e56;\n let _e57 = (*position);\n let _e59 = (*scaleYaw)[0u];\n local = (_e57 * _e59);\n let _e62 = local[0u];\n let _e63 = c;\n let _e66 = local[2u];\n let _e67 = s;\n let _e71 = local[1u];\n let _e73 = local[0u];\n let _e75 = s;\n let _e78 = local[2u];\n let _e79 = c;\n rotated = vec3<f32>(((_e62 * _e63) + (_e66 * _e67)), _e71, ((-(_e73) * _e75) + (_e78 * _e79)));\n let _e83 = (*instancePos);\n let _e86 = unnamed.uWindSpatialPhase;\n let _e89 = unnamed.uWindTime;\n let _e92 = (*windResponse)[2u];\n phase = ((dot(_e83.xz, _e86) + _e89) + _e92);\n let _e95 = rotated[1u];\n let _e97 = (*windResponse)[0u];\n rooted = clamp((_e95 * _e97), 0f, 1f);\n let _e101 = unnamed.uWindSpeed;\n let _e103 = unnamed.uWindGust;\n let _e105 = (*windResponse)[1u];\n let _e108 = phase;\n let _e111 = rooted;\n let _e113 = rooted;\n bend = ((((_e101 + (_e103 * _e105)) * sin(_e108)) * _e111) * _e113);\n let _e116 = unnamed.uWindDirection;\n let _e117 = bend;\n let _e119 = rotated;\n let _e121 = (_e119.xz + (_e116 * _e117));\n let _e122 = rotated;\n rotated = vec3<f32>(_e121.x, _e122.y, _e121.y);\n pressed = 0f;\n away = vec2<f32>(0f, 0f);\n i = 0i;\n loop {\n let _e127 = i;\n if (_e127 < 8i) {\n let _e129 = i;\n let _e132 = unnamed.uTrample[_e129];\n p = _e132;\n let _e134 = p[3u];\n if (_e134 <= 0f) {\n continue;\n }\n let _e136 = (*instancePos);\n let _e137 = p;\n offset = (_e136 - _e137.xyz);\n let _e140 = offset;\n dist = length(_e140);\n let _e142 = dist;\n let _e144 = unnamed.uTrampleRadius;\n if (_e142 >= _e144) {\n continue;\n }\n let _e146 = dist;\n let _e148 = unnamed.uTrampleRadius;\n fade = (1f - (_e146 / _e148));\n let _e152 = p[3u];\n let _e153 = fade;\n let _e155 = fade;\n strength = ((_e152 * _e153) * _e155);\n let _e157 = strength;\n let _e158 = pressed;\n if (_e157 <= _e158) {\n continue;\n }\n let _e160 = strength;\n pressed = _e160;\n let _e161 = dist;\n if (_e161 > 0.0001f) {\n let _e163 = offset;\n let _e165 = dist;\n local_1 = (_e163.xz / vec2(_e165));\n } else {\n local_1 = vec2<f32>(0f, 0f);\n }\n let _e168 = local_1;\n away = _e168;\n continue;\n } else {\n break;\n }\n continuing {\n let _e169 = i;\n i = (_e169 + 1i);\n }\n }\n let _e171 = pressed;\n if (_e171 > 0f) {\n let _e173 = pressed;\n let _e175 = unnamed.uTrampleDepth;\n take = (_e173 * _e175);\n let _e177 = take;\n let _e180 = rotated[1u];\n rotated[1u] = (_e180 * (1f - _e177));\n let _e183 = away;\n let _e184 = take;\n let _e187 = rotated[1u];\n let _e190 = rotated;\n let _e192 = (_e190.xz + (((_e183 * _e184) * _e187) * 1.4f));\n let _e193 = rotated;\n rotated = vec3<f32>(_e192.x, _e193.y, _e192.y);\n }\n let _e198 = rotated;\n return _e198;\n}\n\nfn scatterYaw_u0028_f1_u003b(yaw: ptr<function, f32>) -> vec2<f32> {\n let _e32 = (*yaw);\n let _e34 = (*yaw);\n return vec2<f32>(sin(_e32), cos(_e34));\n}\n\nfn main_1() {\n var yawTrig_1: vec2<f32>;\n var param: f32;\n var rotated_1: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n var world: vec3<f32>;\n var s_1: f32;\n var c_1: f32;\n\n let _e43 = aScaleYaw_1[1u];\n param = _e43;\n let _e44 = scatterYaw_u0028_f1_u003b((¶m));\n yawTrig_1 = _e44;\n let _e45 = aPosition_1;\n param_1 = _e45;\n let _e46 = aInstancePos_1;\n param_2 = _e46;\n let _e47 = aScaleYaw_1;\n param_3 = _e47;\n let _e48 = aWindResponse_1;\n param_4 = _e48;\n let _e49 = yawTrig_1;\n param_5 = _e49;\n let _e50 = scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b((¶m_1), (¶m_2), (¶m_3), (¶m_4), (¶m_5));\n rotated_1 = _e50;\n let _e51 = aInstancePos_1;\n let _e52 = rotated_1;\n world = (_e51 + _e52);\n let _e55 = yawTrig_1[0u];\n s_1 = _e55;\n let _e57 = yawTrig_1[1u];\n c_1 = _e57;\n let _e58 = aColor_1;\n let _e59 = aTint_1;\n vColor = (_e58 * _e59);\n let _e62 = aNormal_1[0u];\n let _e63 = c_1;\n let _e66 = aNormal_1[2u];\n let _e67 = s_1;\n let _e71 = aNormal_1[1u];\n let _e73 = aNormal_1[0u];\n let _e75 = s_1;\n let _e78 = aNormal_1[2u];\n let _e79 = c_1;\n vNormal = vec3<f32>(((_e62 * _e63) + (_e66 * _e67)), _e71, ((-(_e73) * _e75) + (_e78 * _e79)));\n let _e83 = world;\n vWorldPos = _e83;\n let _e85 = unnamed.uViewProj;\n let _e86 = world;\n unnamed_1.gl_Position = (_e85 * vec4<f32>(_e86.x, _e86.y, _e86.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(4) aScaleYaw: vec2<f32>, @location(0) aPosition: vec3<f32>, @location(3) aInstancePos: vec3<f32>, @location(6) aWindResponse: vec3<f32>, @location(2) aColor: vec3<f32>, @location(5) aTint: vec3<f32>, @location(1) aNormal: vec3<f32>) -> VertexOutput {\n aScaleYaw_1 = aScaleYaw;\n aPosition_1 = aPosition;\n aInstancePos_1 = aInstancePos;\n aWindResponse_1 = aWindResponse;\n aColor_1 = aColor;\n aTint_1 = aTint;\n aNormal_1 = aNormal;\n main_1();\n let _e20 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e20);\n let _e22 = vColor;\n let _e23 = vNormal;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e22, _e23, _e24, _e25);\n}\n";
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13
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14
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+
/**
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15
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* What the transform assigned, so the renderer binds the same numbers.
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16
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+
*
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17
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* A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
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18
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+
*/
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19
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+
export const SCATTER_BINDINGS = {
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20
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+
"SCATTER_DEPTH_VERT": {
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21
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+
"uniforms": 0,
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22
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+
"uniformSize": 240,
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23
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+
"fields": {
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24
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+
"uLightViewProj": {
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25
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+
"offset": 0,
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26
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+
"size": 64,
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27
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+
"type": "mat4"
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28
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+
},
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29
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+
"uWindDirection": {
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30
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+
"offset": 64,
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31
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+
"size": 8,
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32
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+
"type": "vec2"
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33
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+
},
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34
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+
"uWindSpeed": {
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35
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+
"offset": 72,
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36
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+
"size": 4,
|
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37
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+
"type": "float"
|
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38
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+
},
|
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39
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+
"uWindGust": {
|
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40
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+
"offset": 76,
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41
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+
"size": 4,
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42
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+
"type": "float"
|
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43
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+
},
|
|
44
|
+
"uWindTime": {
|
|
45
|
+
"offset": 80,
|
|
46
|
+
"size": 4,
|
|
47
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+
"type": "float"
|
|
48
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+
},
|
|
49
|
+
"uWindSpatialPhase": {
|
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50
|
+
"offset": 88,
|
|
51
|
+
"size": 8,
|
|
52
|
+
"type": "vec2"
|
|
53
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+
},
|
|
54
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+
"uTrample": {
|
|
55
|
+
"offset": 96,
|
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@@ -0,0 +1,78 @@
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1
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/*
|
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+
* Generated from ../sdfText.ts by `npm run wgsl`. Do not edit.
|
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+
*
|
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4
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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 SDF_TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uDistanceRange: f32,\n uAtlasSize: vec2<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uAtlas_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uAtlas_s: sampler;\nvar<private> vUv_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e60 = (*c);\n low = (_e60 * 12.92f);\n let _e62 = (*c);\n high = ((pow(max(_e62, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e68 = high;\n let _e69 = low;\n let _e70 = (*c);\n return mix(_e68, _e69, step(_e70, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e60 = (*v);\n let _e61 = (*v);\n a = ((_e60 * (_e61 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e67 = (*v);\n let _e68 = (*v);\n b = ((_e67 * ((_e68 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e75 = a;\n let _e76 = b;\n return (_e75 / _e76);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e60 = unnamed.uOutputExposure;\n let _e61 = (*x);\n (*x) = (_e61 * _e60);\n let _e63 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e63);\n let _e65 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e65), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n\n let _e61 = unnamed.uOutputTransform;\n if (_e61 == 0i) {\n let _e63 = (*c_1);\n return _e63;\n }\n let _e65 = unnamed.uOutputTransform;\n if (_e65 == 2i) {\n let _e67 = (*c_1);\n param_1 = _e67;\n let _e68 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_1) = _e68;\n }\n let _e69 = (*c_1);\n param_2 = _e69;\n let _e70 = linearToSrgb_u0028_vf3_u003b((¶m_2));\n return _e70;\n}\n\nfn median_u0028_vf3_u003b(rgb: ptr<function, vec3<f32>>) -> f32 {\n let _e59 = (*rgb)[0u];\n let _e61 = (*rgb)[1u];\n let _e64 = (*rgb)[0u];\n let _e66 = (*rgb)[1u];\n let _e69 = (*rgb)[2u];\n return max(min(_e59, _e61), min(max(_e64, _e66), _e69));\n}\n\nfn main_1() {\n var sampled: vec3<f32>;\n var distance_: f32;\n var param_3: vec3<f32>;\n var texelsPerPixel: vec2<f32>;\n var pixelRange: f32;\n var coverage: f32;\n var param_4: vec3<f32>;\n\n let _e64 = vUv_1;\n let _e65 = textureSampleLevel(uAtlas_t, uAtlas_s, _e64, 0f);\n sampled = _e65.xyz;\n let _e67 = sampled;\n param_3 = _e67;\n let _e68 = median_u0028_vf3_u003b((¶m_3));\n distance_ = (_e68 - 0.5f);\n let _e70 = vUv_1;\n let _e71 = fwidth(_e70);\n let _e73 = unnamed.uAtlasSize;\n texelsPerPixel = (_e71 * _e73);\n let _e76 = texelsPerPixel[0u];\n let _e78 = texelsPerPixel[1u];\n pixelRange = max((0.5f * (_e76 + _e78)), 0.0001f);\n let _e82 = distance_;\n let _e84 = unnamed.uDistanceRange;\n let _e86 = pixelRange;\n coverage = clamp((((_e82 * _e84) / _e86) + 0.5f), 0f, 1f);\n let _e91 = unnamed.uColor;\n param_4 = _e91;\n let _e92 = applyOutputTransform_u0028_vf3_u003b((¶m_4));\n let _e93 = coverage;\n let _e95 = unnamed.uOpacity;\n outColor = vec4<f32>(_e92.x, _e92.y, _e92.z, (_e93 * _e95));\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = outColor;\n return _e3;\n}\n";
|
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+
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+
export const SDF_TEXT_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vUv: vec2<f32>;\nvar<private> aUv_1: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(0) \nvar<uniform> unnamed_1: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\n\nfn main_1() {\n let _e8 = aUv_1;\n vUv = _e8;\n let _e10 = unnamed_1.uViewProj;\n let _e12 = unnamed_1.uModel;\n let _e14 = aPosition_1;\n unnamed.gl_Position = ((_e10 * _e12) * vec4<f32>(_e14.x, _e14.y, _e14.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(1) aUv: vec2<f32>, @location(0) aPosition: vec3<f32>) -> VertexOutput {\n aUv_1 = aUv;\n aPosition_1 = aPosition;\n main_1();\n let _e8 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e8);\n let _e10 = vUv;\n let _e11 = unnamed.gl_Position;\n return VertexOutput(_e10, _e11);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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*
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* A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
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*/
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+
export const SDFTEXT_BINDINGS = {
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"SDF_TEXT_FRAG": {
|
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+
"uniforms": 1,
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"fields": {
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"uColor": {
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"size": 12,
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},
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|
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"uOpacity": {
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},
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|
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"uDistanceRange": {
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|
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"offset": 16,
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|
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|
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"type": "float"
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|
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},
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|
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"uAtlasSize": {
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|
+
"offset": 24,
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|
+
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|
+
"type": "vec2"
|
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|
+
},
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|
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"uOutputTransform": {
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|
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|
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"offset": 32,
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+
"size": 4,
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|
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"type": "int"
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|
+
},
|
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|
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"uOutputExposure": {
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|
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"offset": 36,
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|
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"size": 4,
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|
+
"type": "float"
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|
+
}
|
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|
+
},
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|
+
"textures": {
|
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|
+
"uAtlas": {
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|
+
"texture": 32,
|
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|
+
"sampler": 33,
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|
+
"type": "sampler2D"
|
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|
+
}
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|
+
}
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|
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},
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|
+
"SDF_TEXT_VERT": {
|
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|
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|
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|
+
"uniformSize": 128,
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|
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"fields": {
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+
"uViewProj": {
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"offset": 0,
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|
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"size": 64,
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},
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|
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"uModel": {
|
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+
"offset": 64,
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"size": 64,
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|
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|
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+
}
|
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|
+
},
|
|
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|
+
"textures": {}
|
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|
+
}
|
|
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+
} as const;
|
|
@@ -0,0 +1,109 @@
|
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1
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/*
|
|
2
|
+
* Generated from ../sky.ts by `npm run wgsl`. Do not edit.
|
|
3
|
+
*
|
|
4
|
+
* The GLSL beside this file is the source of truth. A hand edit here is discarded by
|
|
5
|
+
* the next generation, and `npm run wgsl:check` fails the build when this is stale.
|
|
6
|
+
*/
|
|
7
|
+
|
|
8
|
+
export const SKY_FRAG_WGSL = "struct Uniforms {\n uInvViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTopColor: vec3<f32>,\n uHorizonColor: vec3<f32>,\n uDeepColor: vec3<f32>,\n uSunDir: vec3<f32>,\n uSunColor: vec3<f32>,\n uSunDiscExponent: f32,\n uMoonDir: vec3<f32>,\n uMoonColor: vec3<f32>,\n uMoonAngularRadius: f32,\n uMoonPhase: f32,\n uNightFactor: f32,\n uCloudOffset: vec2<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNdc_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e105 = (*p);\n return fract((sin(dot(_e105, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var a: f32;\n var param: vec2<f32>;\n var b: f32;\n var param_1: vec2<f32>;\n var c: f32;\n var param_2: vec2<f32>;\n var d: f32;\n var param_3: vec2<f32>;\n\n let _e116 = (*p_1);\n i = floor(_e116);\n let _e118 = (*p_1);\n f = fract(_e118);\n let _e120 = f;\n let _e121 = f;\n let _e123 = f;\n u = ((_e120 * _e121) * (vec2(3f) - (_e123 * 2f)));\n let _e128 = i;\n param = _e128;\n let _e129 = hash21_u0028_vf2_u003b((¶m));\n a = _e129;\n let _e130 = i;\n param_1 = (_e130 + vec2<f32>(1f, 0f));\n let _e132 = hash21_u0028_vf2_u003b((¶m_1));\n b = _e132;\n let _e133 = i;\n param_2 = (_e133 + vec2<f32>(0f, 1f));\n let _e135 = hash21_u0028_vf2_u003b((¶m_2));\n c = _e135;\n let _e136 = i;\n param_3 = (_e136 + vec2<f32>(1f, 1f));\n let _e138 = hash21_u0028_vf2_u003b((¶m_3));\n d = _e138;\n let _e139 = a;\n let _e140 = b;\n let _e142 = u[0u];\n let _e144 = c;\n let _e145 = d;\n let _e147 = u[0u];\n let _e150 = u[1u];\n return mix(mix(_e139, _e140, _e142), mix(_e144, _e145, _e147), _e150);\n}\n\nfn fbm_u0028_vf2_u003b(p_2: ptr<function, vec2<f32>>) -> f32 {\n var v: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n\n let _e109 = (*p_2);\n param_4 = _e109;\n let _e110 = valueNoise_u0028_vf2_u003b((¶m_4));\n v = (_e110 * 0.5f);\n let _e112 = (*p_2);\n param_5 = (_e112 * 2.03f);\n let _e114 = valueNoise_u0028_vf2_u003b((¶m_5));\n let _e116 = v;\n v = (_e116 + (_e114 * 0.3f));\n let _e118 = (*p_2);\n param_6 = (_e118 * 4.01f);\n let _e120 = valueNoise_u0028_vf2_u003b((¶m_6));\n let _e122 = v;\n v = (_e122 + (_e120 * 0.2f));\n let _e124 = v;\n return _e124;\n}\n\nfn main_1() {\n var world: vec4<f32>;\n var dir: vec3<f32>;\n var t: f32;\n var col: vec3<f32>;\n var local: vec3<f32>;\n var aboveHorizon: f32;\n var sunset: f32;\n var ember: vec3<f32>;\n var s: f32;\n var discColor: vec3<f32>;\n var sunBearing: vec2<f32>;\n var viewBearing: vec2<f32>;\n var toward: f32;\n var fromHorizon: f32;\n var local_1: f32;\n var band: f32;\n var away: f32;\n var moonReference: vec3<f32>;\n var moonRight: vec3<f32>;\n var moonUp: vec3<f32>;\n var moonRadius: f32;\n var moonUv: vec2<f32>;\n var moonRadiusSq: f32;\n var moonFacing: f32;\n var moonDisc: f32;\n var sphereZ: f32;\n var surfaceNormal: vec3<f32>;\n var phaseAngle: f32;\n var phaseLight: vec3<f32>;\n var phaseShade: f32;\n var maria: f32;\n var param_7: vec2<f32>;\n var param_8: vec2<f32>;\n var albedo: f32;\n var limb: f32;\n var earthshine: f32;\n var lunarLight: f32;\n var phaseIllumination: f32;\n var moonHalo: f32;\n var p_3: vec2<f32>;\n var cell: vec2<f32>;\n var h: f32;\n var param_9: vec2<f32>;\n var jitter: vec2<f32>;\n var param_10: vec2<f32>;\n var param_11: vec2<f32>;\n var d_1: f32;\n var star: f32;\n var uv: vec2<f32>;\n var band_1: f32;\n var param_12: vec2<f32>;\n var fade: f32;\n var cloudCol: vec3<f32>;\n var waterLight: f32;\n\n let _e159 = unnamed.uInvViewProj;\n let _e160 = vNdc_1;\n world = (_e159 * vec4<f32>(_e160.x, _e160.y, 1f, 1f));\n let _e165 = world;\n let _e168 = world[3u];\n let _e172 = unnamed.uCameraPos;\n dir = normalize(((_e165.xyz / vec3(_e168)) - _e172));\n let _e176 = dir[1u];\n t = _e176;\n let _e177 = t;\n if (_e177 >= 0f) {\n let _e180 = unnamed.uHorizonColor;\n let _e182 = unnamed.uTopColor;\n let _e183 = t;\n local = mix(_e180, _e182, vec3(pow(min(_e183, 1f), 0.55f)));\n } else {\n let _e189 = unnamed.uHorizonColor;\n let _e191 = unnamed.uDeepColor;\n let _e192 = t;\n local = mix(_e189, _e191, vec3(min((-(_e192) * 1.8f), 1f)));\n }\n let _e198 = local;\n col = _e198;\n let _e200 = dir[1u];\n aboveHorizon = smoothstep(-0.04f, 0.06f, _e200);\n let _e204 = unnamed.uSunDir[1u];\n let _e209 = unnamed.uSunDir[1u];\n sunset = ((1f - smoothstep(-0.03f, 0.3f, _e204)) * smoothstep(-0.35f, -0.05f, _e209));\n ember = vec3<f32>(1f, 0.36f, 0.13f);\n let _e212 = dir;\n let _e214 = unnamed.uSunDir;\n s = max(dot(_e212, _e214), 0f);\n let _e218 = unnamed.uSunColor;\n let _e220 = unnamed.uSunColor;\n let _e221 = ember;\n let _e223 = sunset;\n discColor = mix(_e218, (_e220 * _e221), vec3((_e223 * 0.85f)));\n let _e227 = discColor;\n let _e228 = s;\n let _e230 = unnamed.uSunDiscExponent;\n let _e233 = s;\n let _e235 = unnamed.uSunDiscExponent;\n let _e242 = aboveHorizon;\n let _e244 = col;\n col = (_e244 + ((_e227 * ((pow(_e228, _e230) * 1.2f) + (pow(_e233, max((_e235 / 75f), 1f)) * 0.12f))) * _e242));\n let _e247 = unnamed.uSunDir;\n sunBearing = normalize((_e247.xz + vec2<f32>(0.00001f, 0.00001f)));\n let _e251 = dir;\n viewBearing = normalize((_e251.xz + vec2<f32>(0.00001f, 0.00001f)));\n let _e255 = viewBearing;\n let _e256 = sunBearing;\n toward = max(dot(_e255, _e256), 0f);\n let _e260 = dir[1u];\n if (_e260 >= 0f) {\n let _e263 = dir[1u];\n local_1 = _e263;\n } else {\n let _e265 = dir[1u];\n local_1 = (-(_e265) * 3f);\n }\n let _e268 = local_1;\n fromHorizon = _e268;\n let _e269 = fromHorizon;\n band = pow((1f - min((_e269 * 2.2f), 1f)), 2.6f);\n let _e274 = ember;\n let _e275 = sunset;\n let _e277 = band;\n let _e279 = toward;\n let _e284 = col;\n col = (_e284 + (((_e274 * _e275) * _e277) * (0.18f + (0.75f * pow(_e279, 2.2f)))));\n let _e286 = viewBearing;\n let _e287 = sunBearing;\n away = max(-(dot(_e286, _e287)), 0f);\n let _e291 = sunset;\n let _e293 = band;\n let _e295 = away;\n let _e298 = col;\n col = (_e298 + ((((vec3<f32>(0.42f, 0.28f, 0.45f) * _e291) * _e293) * _e295) * 0.22f));\n let _e302 = unnamed.uMoonDir[1u];\n moonReference = select(vec3<f32>(1f, 0f, 0f), vec3<f32>(0f, 1f, 0f), vec3((abs(_e302) < 0.98f)));\n let _e307 = moonReference;\n let _e309 = unnamed.uMoonDir;\n moonRight = normalize(cross(_e307, _e309));\n let _e313 = unnamed.uMoonDir;\n let _e314 = moonRight;\n moonUp = cross(_e313, _e314);\n let _e317 = unnamed.uMoonAngularRadius;\n moonRadius = clamp(_e317, 0.001f, 0.5f);\n let _e319 = dir;\n let _e320 = moonRight;\n let _e322 = dir;\n let _e323 = moonUp;\n let _e326 = moonRadius;\n moonUv = (vec2<f32>(dot(_e319, _e320), dot(_e322, _e323)) / vec2(_e326));\n let _e329 = moonUv;\n let _e330 = moonUv;\n moonRadiusSq = dot(_e329, _e330);\n let _e332 = dir;\n let _e334 = unnamed.uMoonDir;\n moonFacing = step(0f, dot(_e332, _e334));\n let _e337 = moonRadiusSq;\n let _e340 = moonFacing;\n moonDisc = ((1f - smoothstep(0.9f, 1f, _e337)) * _e340);\n let _e342 = moonDisc;\n if (_e342 > 0f) {\n let _e344 = moonRadiusSq;\n sphereZ = sqrt(max((1f - _e344), 0f));\n let _e348 = moonUv;\n let _e349 = sphereZ;\n surfaceNormal = normalize(vec3<f32>(_e348.x, _e348.y, _e349));\n let _e355 = unnamed.uMoonPhase;\n phaseAngle = (_e355 * 6.2831855f);\n let _e357 = phaseAngle;\n let _e359 = phaseAngle;\n phaseLight = vec3<f32>(sin(_e357), 0f, -(cos(_e359)));\n let _e363 = surfaceNormal;\n let _e364 = phaseLight;\n phaseShade = max(dot(_e363, _e364), 0f);\n let _e367 = moonUv;\n param_7 = ((_e367 * 3.2f) + vec2<f32>(4.7f, 9.1f));\n let _e370 = valueNoise_u0028_vf2_u003b((¶m_7));\n let _e372 = moonUv;\n param_8 = ((_e372 * 9.3f) - vec2<f32>(7.4f, 2.6f));\n let _e375 = valueNoise_u0028_vf2_u003b((¶m_8));\n maria = ((_e370 * 0.68f) + (_e375 * 0.32f));\n let _e378 = maria;\n albedo = mix(0.56f, 1.02f, _e378);\n let _e380 = sphereZ;\n limb = mix(0.72f, 1f, _e380);\n earthshine = 0.035f;\n let _e382 = earthshine;\n let _e383 = earthshine;\n let _e385 = phaseShade;\n lunarLight = (_e382 + ((1f - _e383) * _e385));\n let _e389 = unnamed.uMoonColor;\n let _e390 = albedo;\n let _e392 = limb;\n let _e394 = lunarLight;\n let _e396 = moonDisc;\n let _e400 = unnamed.uNightFactor;\n let _e402 = aboveHorizon;\n let _e404 = col;\n col = (_e404 + (((((((_e389 * _e390) * _e392) * _e394) * _e396) * 1.35f) * _e400) * _e402));\n }\n let _e407 = unnamed.uMoonPhase;\n phaseIllumination = (0.5f - (cos((_e407 * 6.2831855f)) * 0.5f));\n let _e412 = moonUv;\n let _e416 = moonFacing;\n moonHalo = ((1f - smoothstep(1f, 3f, length(_e412))) * _e416);\n let _e419 = unnamed.uMoonColor;\n let _e420 = moonHalo;\n let _e423 = phaseIllumination;\n let _e426 = unnamed.uNightFactor;\n let _e428 = aboveHorizon;\n let _e430 = col;\n col = (_e430 + (((((_e419 * _e420) * 0.08f) * _e423) * _e426) * _e428));\n let _e433 = dir[1u];\n if (_e433 > 0f) {\n let _e436 = unnamed.uNightFactor;\n if (_e436 > 0f) {\n let _e438 = dir;\n let _e441 = dir[1u];\n p_3 = ((_e438.xz / vec2((1f + _e441))) * 26f);\n let _e446 = p_3;\n cell = floor(_e446);\n let _e448 = cell;\n param_9 = _e448;\n let _e449 = hash21_u0028_vf2_u003b((¶m_9));\n h = _e449;\n let _e450 = h;\n if (_e450 > 0.93f) {\n let _e452 = cell;\n param_10 = (_e452 + vec2(17.3f));\n let _e455 = hash21_u0028_vf2_u003b((¶m_10));\n let _e456 = cell;\n param_11 = (_e456 + vec2(41.7f));\n let _e459 = hash21_u0028_vf2_u003b((¶m_11));\n jitter = vec2<f32>(_e455, _e459);\n let _e461 = p_3;\n let _e463 = jitter;\n d_1 = length((fract(_e461) - _e463));\n let _e466 = d_1;\n let _e468 = h;\n star = (smoothstep(0.1f, 0f, _e466) * (0.4f + (_e468 * 0.6f)));\n let _e472 = star;\n let _e475 = unnamed.uNightFactor;\n let _e478 = dir[1u];\n let _e481 = col;\n col = (_e481 + (((vec3<f32>(0.86f, 0.91f, 1f) * _e472) * _e475) * smoothstep(0.03f, 0.3f, _e478)));\n }\n }\n let _e484 = dir[1u];\n if (_e484 > 0.02f) {\n let _e486 = dir;\n let _e489 = dir[1u];\n let _e495 = unnamed.uCloudOffset;\n uv = (((_e486.xz / vec2(max(_e489, 0.16f))) * 0.09f) + (_e495 * 0.012f));\n let _e498 = uv;\n param_12 = _e498;\n let _e499 = fbm_u0028_vf2_u003b((¶m_12));\n band_1 = smoothstep(0.46f, 0.6f, _e499);\n let _e502 = dir[1u];\n fade = smoothstep(0.02f, 0.3f, _e502);\n let _e505 = unnamed.uHorizonColor;\n let _e509 = unnamed.uNightFactor;\n cloudCol = (mix(_e505, vec3<f32>(1f, 1f, 1f), vec3(0.45f)) * mix(1f, 0.32f, _e509));\n let _e512 = col;\n let _e513 = cloudCol;\n let _e514 = band_1;\n let _e515 = fade;\n col = mix(_e512, _e513, vec3(((_e514 * _e515) * 0.8f)));\n }\n }\n let _e521 = dir[1u];\n waterLight = mix(0.62f, 1.08f, clamp(((_e521 * 0.5f) + 0.5f), 0f, 1f));\n let _e526 = col;\n let _e528 = unnamed.uUnderwaterColor;\n let _e529 = waterLight;\n let _e532 = unnamed.uUnderwaterFactor;\n col = mix(_e526, (_e528 * _e529), vec3(_e532));\n let _e535 = col;\n outColor = vec4<f32>(_e535.x, _e535.y, _e535.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vNdc: vec2<f32>) -> @location(0) vec4<f32> {\n vNdc_1 = vNdc;\n main_1();\n let _e3 = outColor;\n return _e3;\n}\n";
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|
9
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+
|
|
10
|
+
export const SKY_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vNdc: vec2<f32>;\nvar<private> gl_VertexIndex_1: i32;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var indexable: array<vec2<f32>, 3>;\n\n let _e14 = gl_VertexIndex_1;\n indexable = array<vec2<f32>, 3>(vec2<f32>(-1f, -1f), vec2<f32>(3f, -1f), vec2<f32>(-1f, 3f));\n let _e16 = indexable[_e14];\n vNdc = _e16;\n let _e17 = vNdc;\n unnamed.gl_Position = vec4<f32>(_e17.x, _e17.y, 0f, 1f);\n return;\n}\n\n@vertex \nfn main(@builtin(vertex_index) gl_VertexIndex: u32) -> VertexOutput {\n gl_VertexIndex_1 = i32(gl_VertexIndex);\n main_1();\n let _e7 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e7);\n let _e9 = vNdc;\n let _e10 = unnamed.gl_Position;\n return VertexOutput(_e9, _e10);\n}\n";
|
|
11
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+
|
|
12
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+
/**
|
|
13
|
+
* What the transform assigned, so the renderer binds the same numbers.
|
|
14
|
+
*
|
|
15
|
+
* A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
|
|
16
|
+
*/
|
|
17
|
+
export const SKY_BINDINGS = {
|
|
18
|
+
"SKY_FRAG": {
|
|
19
|
+
"uniforms": 1,
|
|
20
|
+
"uniformSize": 224,
|
|
21
|
+
"fields": {
|
|
22
|
+
"uInvViewProj": {
|
|
23
|
+
"offset": 0,
|
|
24
|
+
"size": 64,
|
|
25
|
+
"type": "mat4"
|
|
26
|
+
},
|
|
27
|
+
"uCameraPos": {
|
|
28
|
+
"offset": 64,
|
|
29
|
+
"size": 12,
|
|
30
|
+
"type": "vec3"
|
|
31
|
+
},
|
|
32
|
+
"uTopColor": {
|
|
33
|
+
"offset": 80,
|
|
34
|
+
"size": 12,
|
|
35
|
+
"type": "vec3"
|
|
36
|
+
},
|
|
37
|
+
"uHorizonColor": {
|
|
38
|
+
"offset": 96,
|
|
39
|
+
"size": 12,
|
|
40
|
+
"type": "vec3"
|
|
41
|
+
},
|
|
42
|
+
"uDeepColor": {
|
|
43
|
+
"offset": 112,
|
|
44
|
+
"size": 12,
|
|
45
|
+
"type": "vec3"
|
|
46
|
+
},
|
|
47
|
+
"uSunDir": {
|
|
48
|
+
"offset": 128,
|
|
49
|
+
"size": 12,
|
|
50
|
+
"type": "vec3"
|
|
51
|
+
},
|
|
52
|
+
"uSunColor": {
|
|
53
|
+
"offset": 144,
|
|
54
|
+
"size": 12,
|
|
55
|
+
"type": "vec3"
|
|
56
|
+
},
|
|
57
|
+
"uSunDiscExponent": {
|
|
58
|
+
"offset": 156,
|
|
59
|
+
"size": 4,
|
|
60
|
+
"type": "float"
|
|
61
|
+
},
|
|
62
|
+
"uMoonDir": {
|
|
63
|
+
"offset": 160,
|
|
64
|
+
"size": 12,
|
|
65
|
+
"type": "vec3"
|
|
66
|
+
},
|
|
67
|
+
"uMoonColor": {
|
|
68
|
+
"offset": 176,
|
|
69
|
+
"size": 12,
|
|
70
|
+
"type": "vec3"
|
|
71
|
+
},
|
|
72
|
+
"uMoonAngularRadius": {
|
|
73
|
+
"offset": 188,
|
|
74
|
+
"size": 4,
|
|
75
|
+
"type": "float"
|
|
76
|
+
},
|
|
77
|
+
"uMoonPhase": {
|
|
78
|
+
"offset": 192,
|
|
79
|
+
"size": 4,
|
|
80
|
+
"type": "float"
|
|
81
|
+
},
|
|
82
|
+
"uNightFactor": {
|
|
83
|
+
"offset": 196,
|
|
84
|
+
"size": 4,
|
|
85
|
+
"type": "float"
|
|
86
|
+
},
|
|
87
|
+
"uCloudOffset": {
|
|
88
|
+
"offset": 200,
|
|
89
|
+
"size": 8,
|
|
90
|
+
"type": "vec2"
|
|
91
|
+
},
|
|
92
|
+
"uUnderwaterColor": {
|
|
93
|
+
"offset": 208,
|
|
94
|
+
"size": 12,
|
|
95
|
+
"type": "vec3"
|
|
96
|
+
},
|
|
97
|
+
"uUnderwaterFactor": {
|
|
98
|
+
"offset": 220,
|
|
99
|
+
"size": 4,
|
|
100
|
+
"type": "float"
|
|
101
|
+
}
|
|
102
|
+
},
|
|
103
|
+
"textures": {}
|
|
104
|
+
},
|
|
105
|
+
"SKY_VERT": {
|
|
106
|
+
"uniforms": null,
|
|
107
|
+
"textures": {}
|
|
108
|
+
}
|
|
109
|
+
} as const;
|