@driftengine/core 3.61.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (955) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +9 -0
  3. package/README.md +9 -0
  4. package/dist/behavior/behaviorTree.d.ts +140 -0
  5. package/dist/behavior/behaviorTree.js +289 -0
  6. package/dist/build/shaderComments.d.ts +64 -0
  7. package/dist/build/shaderComments.js +0 -0
  8. package/dist/cinematic/player.d.ts +80 -0
  9. package/dist/cinematic/player.js +184 -0
  10. package/dist/cinematic/script.d.ts +63 -0
  11. package/dist/cinematic/script.js +141 -0
  12. package/dist/core/bootGate.d.ts +37 -0
  13. package/dist/core/bootGate.js +47 -0
  14. package/dist/core/loadTracker.d.ts +78 -0
  15. package/dist/core/loadTracker.js +106 -0
  16. package/dist/core/loop.d.ts +118 -0
  17. package/dist/core/loop.js +84 -0
  18. package/dist/core/messageQueue.d.ts +61 -0
  19. package/dist/core/messageQueue.js +104 -0
  20. package/dist/core/onceSet.d.ts +27 -0
  21. package/dist/core/onceSet.js +62 -0
  22. package/dist/core/preferences.d.ts +47 -0
  23. package/dist/core/preferences.js +140 -0
  24. package/dist/core/remoteSave.d.ts +154 -0
  25. package/dist/core/remoteSave.js +249 -0
  26. package/dist/core/rng.d.ts +64 -0
  27. package/dist/core/rng.js +72 -0
  28. package/dist/core/stepBudget.d.ts +91 -0
  29. package/dist/core/stepBudget.js +105 -0
  30. package/dist/core/storage.d.ts +52 -0
  31. package/dist/core/storage.js +85 -0
  32. package/dist/core/tickTrace.d.ts +72 -0
  33. package/dist/core/tickTrace.js +102 -0
  34. package/dist/core/timeCurve.d.ts +83 -0
  35. package/dist/core/timeCurve.js +107 -0
  36. package/dist/core/withDefaults.d.ts +21 -0
  37. package/dist/core/withDefaults.js +29 -0
  38. package/dist/dev/contactProbe.d.ts +41 -0
  39. package/dist/dev/contactProbe.js +58 -0
  40. package/dist/dev/fpsMeter.d.ts +45 -0
  41. package/dist/dev/fpsMeter.js +86 -0
  42. package/dist/environment/celestialClock.d.ts +141 -0
  43. package/dist/environment/celestialClock.js +262 -0
  44. package/dist/geometry/decal.d.ts +61 -0
  45. package/dist/geometry/decal.js +178 -0
  46. package/dist/geometry/filmPatch.d.ts +35 -0
  47. package/dist/geometry/filmPatch.js +112 -0
  48. package/dist/geometry/growable.d.ts +70 -0
  49. package/dist/geometry/growable.js +167 -0
  50. package/dist/geometry/lightVolume.d.ts +76 -0
  51. package/dist/geometry/lightVolume.js +65 -0
  52. package/dist/geometry/meshBuilder.d.ts +426 -0
  53. package/dist/geometry/meshBuilder.js +1184 -0
  54. package/dist/geometry/pixelFont.d.ts +59 -0
  55. package/dist/geometry/pixelFont.js +179 -0
  56. package/dist/geometry/ribbon.d.ts +101 -0
  57. package/dist/geometry/ribbon.js +546 -0
  58. package/dist/geometry/shellFill.d.ts +101 -0
  59. package/dist/geometry/shellFill.js +203 -0
  60. package/dist/geometry/spline.d.ts +162 -0
  61. package/dist/geometry/spline.js +527 -0
  62. package/dist/geometry/tangents.d.ts +30 -0
  63. package/dist/geometry/tangents.js +142 -0
  64. package/dist/geometry/textMesh.d.ts +51 -0
  65. package/dist/geometry/textMesh.js +57 -0
  66. package/dist/geometry/treeBuilder.d.ts +37 -0
  67. package/dist/geometry/treeBuilder.js +56 -0
  68. package/dist/host/display.d.ts +135 -0
  69. package/dist/host/display.js +114 -0
  70. package/dist/host/files.d.ts +25 -0
  71. package/dist/host/files.js +44 -0
  72. package/dist/host/lifecycle.d.ts +45 -0
  73. package/dist/host/lifecycle.js +28 -0
  74. package/dist/host/platformServices.d.ts +23 -0
  75. package/dist/host/platformServices.js +1 -0
  76. package/dist/host/screen.d.ts +49 -0
  77. package/dist/host/screen.js +90 -0
  78. package/dist/index.d.ts +289 -0
  79. package/dist/index.js +320 -0
  80. package/dist/input/actionMap.d.ts +181 -0
  81. package/dist/input/actionMap.js +314 -0
  82. package/dist/input/activeDevice.d.ts +55 -0
  83. package/dist/input/activeDevice.js +83 -0
  84. package/dist/input/gamepadIdentity.d.ts +43 -0
  85. package/dist/input/gamepadIdentity.js +108 -0
  86. package/dist/input/gamepadMapping.d.ts +56 -0
  87. package/dist/input/gamepadMapping.js +91 -0
  88. package/dist/input/input.d.ts +281 -0
  89. package/dist/input/input.js +703 -0
  90. package/dist/input/inputHarness.d.ts +42 -0
  91. package/dist/input/inputHarness.js +193 -0
  92. package/dist/input/rightGesture.d.ts +57 -0
  93. package/dist/input/rightGesture.js +49 -0
  94. package/dist/input/rumble.d.ts +71 -0
  95. package/dist/input/rumble.js +119 -0
  96. package/dist/input/touchControls.d.ts +138 -0
  97. package/dist/input/touchControls.js +352 -0
  98. package/dist/input/typingTarget.d.ts +6 -0
  99. package/dist/input/typingTarget.js +27 -0
  100. package/dist/math/bounds.d.ts +61 -0
  101. package/dist/math/bounds.js +121 -0
  102. package/dist/math/color.d.ts +8 -0
  103. package/dist/math/color.js +35 -0
  104. package/dist/math/exact.d.ts +66 -0
  105. package/dist/math/exact.js +262 -0
  106. package/dist/math/frustum.d.ts +44 -0
  107. package/dist/math/frustum.js +90 -0
  108. package/dist/math/intersect.d.ts +76 -0
  109. package/dist/math/intersect.js +185 -0
  110. package/dist/math/scalar.d.ts +51 -0
  111. package/dist/math/scalar.js +99 -0
  112. package/dist/math/spring.d.ts +59 -0
  113. package/dist/math/spring.js +88 -0
  114. package/dist/nav/navGraph.d.ts +71 -0
  115. package/dist/nav/navGraph.js +111 -0
  116. package/dist/nav/navPath.d.ts +93 -0
  117. package/dist/nav/navPath.js +162 -0
  118. package/dist/nav/navSearch.d.ts +74 -0
  119. package/dist/nav/navSearch.js +198 -0
  120. package/dist/physics/boxSurface.d.ts +48 -0
  121. package/dist/physics/boxSurface.js +73 -0
  122. package/dist/physics/colliderSurface.d.ts +46 -0
  123. package/dist/physics/colliderSurface.js +146 -0
  124. package/dist/physics/compositeSurface.d.ts +33 -0
  125. package/dist/physics/compositeSurface.js +108 -0
  126. package/dist/physics/heightSurface.d.ts +103 -0
  127. package/dist/physics/heightSurface.js +153 -0
  128. package/dist/physics/ribbonSurface.d.ts +239 -0
  129. package/dist/physics/ribbonSurface.js +522 -0
  130. package/dist/render/ambientOcclusionPass.d.ts +53 -0
  131. package/dist/render/ambientOcclusionPass.js +179 -0
  132. package/dist/render/areaLights.d.ts +116 -0
  133. package/dist/render/areaLights.js +91 -0
  134. package/dist/render/areaShadowSet.d.ts +184 -0
  135. package/dist/render/areaShadowSet.js +277 -0
  136. package/dist/render/atmosphere.d.ts +94 -0
  137. package/dist/render/atmosphere.js +91 -0
  138. package/dist/render/backend/api.d.ts +496 -0
  139. package/dist/render/backend/api.js +1 -0
  140. package/dist/render/backend/budget.d.ts +82 -0
  141. package/dist/render/backend/budget.js +99 -0
  142. package/dist/render/backend/createRenderer.d.ts +135 -0
  143. package/dist/render/backend/createRenderer.js +201 -0
  144. package/dist/render/backend/deadline.d.ts +24 -0
  145. package/dist/render/backend/deadline.js +38 -0
  146. package/dist/render/backend/probe.d.ts +30 -0
  147. package/dist/render/backend/probe.js +129 -0
  148. package/dist/render/backend/select.d.ts +70 -0
  149. package/dist/render/backend/select.js +249 -0
  150. package/dist/render/backend/timer.d.ts +50 -0
  151. package/dist/render/backend/timer.js +1 -0
  152. package/dist/render/backend/webgl2/instanced.d.ts +21 -0
  153. package/dist/render/backend/webgl2/instanced.js +42 -0
  154. package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
  155. package/dist/render/backend/webgl2/morphTexture.js +55 -0
  156. package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
  157. package/dist/render/backend/webgl2/renderer.js +6041 -0
  158. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
  159. package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
  160. package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
  161. package/dist/render/backend/webgpu/boltPass.js +160 -0
  162. package/dist/render/backend/webgpu/buffers.d.ts +159 -0
  163. package/dist/render/backend/webgpu/buffers.js +402 -0
  164. package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
  165. package/dist/render/backend/webgpu/causticsPass.js +138 -0
  166. package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
  167. package/dist/render/backend/webgpu/clusterBinner.js +206 -0
  168. package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
  169. package/dist/render/backend/webgpu/depthPass.js +228 -0
  170. package/dist/render/backend/webgpu/device.d.ts +52 -0
  171. package/dist/render/backend/webgpu/device.js +121 -0
  172. package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
  173. package/dist/render/backend/webgpu/drawCommand.js +54 -0
  174. package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
  175. package/dist/render/backend/webgpu/environmentTexels.js +79 -0
  176. package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
  177. package/dist/render/backend/webgpu/filmPass.js +97 -0
  178. package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
  179. package/dist/render/backend/webgpu/flatPass.js +482 -0
  180. package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
  181. package/dist/render/backend/webgpu/flockPass.js +129 -0
  182. package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
  183. package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
  184. package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
  185. package/dist/render/backend/webgpu/insetPass.js +108 -0
  186. package/dist/render/backend/webgpu/instanced.d.ts +27 -0
  187. package/dist/render/backend/webgpu/instanced.js +49 -0
  188. package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
  189. package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
  190. package/dist/render/backend/webgpu/linePass.d.ts +90 -0
  191. package/dist/render/backend/webgpu/linePass.js +220 -0
  192. package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
  193. package/dist/render/backend/webgpu/morphTexture.js +51 -0
  194. package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
  195. package/dist/render/backend/webgpu/panelPass.js +114 -0
  196. package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
  197. package/dist/render/backend/webgpu/particlePass.js +280 -0
  198. package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
  199. package/dist/render/backend/webgpu/pipelineCache.js +140 -0
  200. package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
  201. package/dist/render/backend/webgpu/plumePass.js +213 -0
  202. package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
  203. package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
  204. package/dist/render/backend/webgpu/postPass.d.ts +342 -0
  205. package/dist/render/backend/webgpu/postPass.js +366 -0
  206. package/dist/render/backend/webgpu/probePass.d.ts +108 -0
  207. package/dist/render/backend/webgpu/probePass.js +188 -0
  208. package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
  209. package/dist/render/backend/webgpu/reflectionPass.js +87 -0
  210. package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
  211. package/dist/render/backend/webgpu/renderer.js +10911 -0
  212. package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
  213. package/dist/render/backend/webgpu/scatterPass.js +266 -0
  214. package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
  215. package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
  216. package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
  217. package/dist/render/backend/webgpu/shaderModules.js +45 -0
  218. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
  219. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
  220. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
  221. package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
  222. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
  223. package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
  224. package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
  225. package/dist/render/backend/webgpu/skyPass.js +70 -0
  226. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
  227. package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
  228. package/dist/render/backend/webgpu/textPass.d.ts +73 -0
  229. package/dist/render/backend/webgpu/textPass.js +190 -0
  230. package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
  231. package/dist/render/backend/webgpu/uniformRing.js +208 -0
  232. package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
  233. package/dist/render/backend/webgpu/waterPass.js +160 -0
  234. package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
  235. package/dist/render/backend/webgpu/windStreakPass.js +153 -0
  236. package/dist/render/billboard.d.ts +27 -0
  237. package/dist/render/billboard.js +79 -0
  238. package/dist/render/bloomChain.d.ts +66 -0
  239. package/dist/render/bloomChain.js +83 -0
  240. package/dist/render/bloomPass.d.ts +54 -0
  241. package/dist/render/bloomPass.js +219 -0
  242. package/dist/render/boltBatch.d.ts +39 -0
  243. package/dist/render/boltBatch.js +121 -0
  244. package/dist/render/boltPool.d.ts +135 -0
  245. package/dist/render/boltPool.js +259 -0
  246. package/dist/render/boom.d.ts +46 -0
  247. package/dist/render/boom.js +81 -0
  248. package/dist/render/camera.d.ts +119 -0
  249. package/dist/render/camera.js +304 -0
  250. package/dist/render/causticsRenderer.d.ts +63 -0
  251. package/dist/render/causticsRenderer.js +119 -0
  252. package/dist/render/cinematicCamera.d.ts +102 -0
  253. package/dist/render/cinematicCamera.js +227 -0
  254. package/dist/render/clusteredLights.d.ts +260 -0
  255. package/dist/render/clusteredLights.js +479 -0
  256. package/dist/render/colourGrade.d.ts +62 -0
  257. package/dist/render/colourGrade.js +91 -0
  258. package/dist/render/compute.d.ts +74 -0
  259. package/dist/render/compute.js +8 -0
  260. package/dist/render/contextLoss.d.ts +32 -0
  261. package/dist/render/contextLoss.js +46 -0
  262. package/dist/render/debugLines.d.ts +75 -0
  263. package/dist/render/debugLines.js +281 -0
  264. package/dist/render/decalPass.d.ts +34 -0
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  266. package/dist/render/decalProjector.d.ts +140 -0
  267. package/dist/render/decalProjector.js +282 -0
  268. package/dist/render/decalQueue.d.ts +53 -0
  269. package/dist/render/decalQueue.js +87 -0
  270. package/dist/render/depthConvention.d.ts +314 -0
  271. package/dist/render/depthConvention.js +346 -0
  272. package/dist/render/drawingBuffer.d.ts +52 -0
  273. package/dist/render/drawingBuffer.js +67 -0
  274. package/dist/render/emptyTexture.d.ts +60 -0
  275. package/dist/render/emptyTexture.js +103 -0
  276. package/dist/render/envProbeArray.d.ts +85 -0
  277. package/dist/render/envProbeArray.js +164 -0
  278. package/dist/render/equirectToCube.d.ts +54 -0
  279. package/dist/render/equirectToCube.js +123 -0
  280. package/dist/render/flockGeometry.d.ts +23 -0
  281. package/dist/render/flockGeometry.js +43 -0
  282. package/dist/render/flockRenderer.d.ts +37 -0
  283. package/dist/render/flockRenderer.js +70 -0
  284. package/dist/render/frame/arena.d.ts +32 -0
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  286. package/dist/render/frame/index.d.ts +18 -0
  287. package/dist/render/frame/index.js +4 -0
  288. package/dist/render/frame/replay.d.ts +34 -0
  289. package/dist/render/frame/replay.js +48 -0
  290. package/dist/render/frame/resources.d.ts +25 -0
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  292. package/dist/render/frame/schedule.d.ts +37 -0
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  294. package/dist/render/frameView.d.ts +19 -0
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  296. package/dist/render/gizmo.d.ts +236 -0
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  298. package/dist/render/globalMedium.d.ts +124 -0
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  300. package/dist/render/globalMediumPass.d.ts +101 -0
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  302. package/dist/render/gpuCapability.d.ts +111 -0
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  304. package/dist/render/gpuTimer.d.ts +87 -0
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  306. package/dist/render/halfFloat.d.ts +4 -0
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  310. package/dist/render/iesProfile.d.ts +64 -0
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  314. package/dist/render/instancedMesh.d.ts +48 -0
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  316. package/dist/render/instances.d.ts +69 -0
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  318. package/dist/render/lightBudget.d.ts +397 -0
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  320. package/dist/render/lightMatrix.d.ts +3 -0
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  322. package/dist/render/lightVolumeDraw.d.ts +132 -0
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  330. package/dist/render/lod.d.ts +35 -0
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  332. package/dist/render/mesh.d.ts +177 -0
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  334. package/dist/render/occlusion.d.ts +81 -0
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  336. package/dist/render/oitPass.d.ts +67 -0
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  338. package/dist/render/orderIndependent.d.ts +92 -0
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  340. package/dist/render/particleBatch.d.ts +140 -0
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  342. package/dist/render/particleMaterial.d.ts +54 -0
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  344. package/dist/render/particlePool.d.ts +124 -0
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  346. package/dist/render/pass.d.ts +195 -0
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  348. package/dist/render/passTarget.d.ts +86 -0
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  350. package/dist/render/pickable.d.ts +31 -0
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  352. package/dist/render/planarReflection.d.ts +59 -0
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  356. package/dist/render/plumeGeometry.d.ts +25 -0
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  358. package/dist/render/plumeMaterial.d.ts +31 -0
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  364. package/dist/render/pointShadowArray.d.ts +95 -0
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  366. package/dist/render/pointShadowBudget.d.ts +118 -0
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  372. package/dist/render/pointShadowSystem.d.ts +195 -0
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  733. package/src/render/backend/webgpu/morphTexture.ts +61 -0
  734. package/src/render/backend/webgpu/panelPass.ts +138 -0
  735. package/src/render/backend/webgpu/particlePass.ts +370 -0
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  738. package/src/render/backend/webgpu/pointShadowPass.ts +368 -0
  739. package/src/render/backend/webgpu/postPass.ts +470 -0
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  741. package/src/render/backend/webgpu/reflectionPass.ts +137 -0
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  743. package/src/render/backend/webgpu/scatterPass.ts +354 -0
  744. package/src/render/backend/webgpu/sdfTextPass.ts +220 -0
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  746. package/src/render/backend/webgpu/shaders/clusterBin.wgsl.ts +219 -0
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  748. package/src/render/backend/webgpu/skinPaletteTexture.ts +79 -0
  749. package/src/render/backend/webgpu/skyPass.ts +85 -0
  750. package/src/render/backend/webgpu/surfaceTexturePass.ts +257 -0
  751. package/src/render/backend/webgpu/textPass.ts +224 -0
  752. package/src/render/backend/webgpu/uniformRing.ts +228 -0
  753. package/src/render/backend/webgpu/waterPass.ts +211 -0
  754. package/src/render/backend/webgpu/windStreakPass.ts +196 -0
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  796. package/src/render/lightBudget.ts +655 -0
  797. package/src/render/lightMatrix.ts +69 -0
  798. package/src/render/lightVolumeDraw.ts +216 -0
  799. package/src/render/lineBatch.ts +180 -0
  800. package/src/render/linePoints.ts +61 -0
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  802. package/src/render/lod.ts +86 -0
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  805. package/src/render/oitPass.ts +230 -0
  806. package/src/render/orderIndependent.ts +136 -0
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  808. package/src/render/particleMaterial.ts +84 -0
  809. package/src/render/particlePool.ts +291 -0
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  814. package/src/render/planarReflectionDraw.ts +87 -0
  815. package/src/render/plumeGeometry.ts +75 -0
  816. package/src/render/plumeMaterial.ts +99 -0
  817. package/src/render/plumeRenderer.ts +272 -0
  818. package/src/render/pointLightSelection.ts +447 -0
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  822. package/src/render/pointShadowMap.ts +228 -0
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  824. package/src/render/prefilterEnvMap.ts +162 -0
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  826. package/src/render/probeGrid.ts +248 -0
  827. package/src/render/rainField.ts +240 -0
  828. package/src/render/reflectionProbe.ts +530 -0
  829. package/src/render/renderQuality.ts +1054 -0
  830. package/src/render/rendererHarness.ts +214 -0
  831. package/src/render/resolutionGovernor.ts +189 -0
  832. package/src/render/scatterDeform.ts +72 -0
  833. package/src/render/sceneTarget.ts +1032 -0
  834. package/src/render/screenSpaceReflection.ts +524 -0
  835. package/src/render/sdfFont.ts +157 -0
  836. package/src/render/sdfTextLayout.ts +206 -0
  837. package/src/render/sdfTextRenderer.ts +233 -0
  838. package/src/render/seaState.ts +55 -0
  839. package/src/render/segmentQuads.ts +92 -0
  840. package/src/render/shader.ts +190 -0
  841. package/src/render/shaders/ambientOcclusion.ts +354 -0
  842. package/src/render/shaders/arcane.ts +103 -0
  843. package/src/render/shaders/bloom.ts +232 -0
  844. package/src/render/shaders/bolt.ts +164 -0
  845. package/src/render/shaders/caustics.ts +169 -0
  846. package/src/render/shaders/conditionals.ts +58 -0
  847. package/src/render/shaders/decalProject.ts +127 -0
  848. package/src/render/shaders/depth.ts +131 -0
  849. package/src/render/shaders/depthOfField.ts +141 -0
  850. package/src/render/shaders/film.ts +285 -0
  851. package/src/render/shaders/fire.ts +180 -0
  852. package/src/render/shaders/flat/directionalShadow.ts +196 -0
  853. package/src/render/shaders/flat/index.ts +502 -0
  854. package/src/render/shaders/flat/lobes.ts +399 -0
  855. package/src/render/shaders/flat/main.ts +1631 -0
  856. package/src/render/shaders/flat/pointShadow.ts +323 -0
  857. package/src/render/shaders/flat/preamble.ts +875 -0
  858. package/src/render/shaders/flat/probeGrid.ts +152 -0
  859. package/src/render/shaders/flat/surface.ts +41 -0
  860. package/src/render/shaders/flock.ts +103 -0
  861. package/src/render/shaders/fog.ts +99 -0
  862. package/src/render/shaders/fullscreen.ts +28 -0
  863. package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +74 -0
  864. package/src/render/shaders/generated/arcane.wgsl.ts +98 -0
  865. package/src/render/shaders/generated/bloom.wgsl.ts +79 -0
  866. package/src/render/shaders/generated/bolt.wgsl.ts +127 -0
  867. package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
  868. package/src/render/shaders/generated/decalProject.wgsl.ts +69 -0
  869. package/src/render/shaders/generated/depth.wgsl.ts +142 -0
  870. package/src/render/shaders/generated/film.wgsl.ts +143 -0
  871. package/src/render/shaders/generated/fire.wgsl.ts +137 -0
  872. package/src/render/shaders/generated/flat.wgsl.ts +9195 -0
  873. package/src/render/shaders/generated/flock.wgsl.ts +82 -0
  874. package/src/render/shaders/generated/fullscreen.wgsl.ts +20 -0
  875. package/src/render/shaders/generated/globalMedium.wgsl.ts +139 -0
  876. package/src/render/shaders/generated/lightVolume.wgsl.ts +242 -0
  877. package/src/render/shaders/generated/line.wgsl.ts +137 -0
  878. package/src/render/shaders/generated/octahedralResolve.wgsl.ts +60 -0
  879. package/src/render/shaders/generated/oitResolve.wgsl.ts +31 -0
  880. package/src/render/shaders/generated/panel.wgsl.ts +57 -0
  881. package/src/render/shaders/generated/particle.wgsl.ts +343 -0
  882. package/src/render/shaders/generated/prefilter.wgsl.ts +69 -0
  883. package/src/render/shaders/generated/rush.wgsl.ts +139 -0
  884. package/src/render/shaders/generated/scatter.wgsl.ts +205 -0
  885. package/src/render/shaders/generated/sdfText.wgsl.ts +78 -0
  886. package/src/render/shaders/generated/sky.wgsl.ts +109 -0
  887. package/src/render/shaders/generated/smoke.wgsl.ts +93 -0
  888. package/src/render/shaders/generated/ssrResolve.wgsl.ts +26 -0
  889. package/src/render/shaders/generated/ssrTrace.wgsl.ts +94 -0
  890. package/src/render/shaders/generated/temporalResolve.wgsl.ts +54 -0
  891. package/src/render/shaders/generated/text.wgsl.ts +107 -0
  892. package/src/render/shaders/generated/water.wgsl.ts +256 -0
  893. package/src/render/shaders/generated/windStreaks.wgsl.ts +82 -0
  894. package/src/render/shaders/gerstner.ts +110 -0
  895. package/src/render/shaders/globalMedium.ts +396 -0
  896. package/src/render/shaders/lightVolume.ts +546 -0
  897. package/src/render/shaders/line.ts +125 -0
  898. package/src/render/shaders/morph.ts +62 -0
  899. package/src/render/shaders/octahedral.ts +170 -0
  900. package/src/render/shaders/octahedralResolve.ts +83 -0
  901. package/src/render/shaders/oitResolve.ts +42 -0
  902. package/src/render/shaders/outputTransform.ts +107 -0
  903. package/src/render/shaders/panel.ts +51 -0
  904. package/src/render/shaders/particle.ts +438 -0
  905. package/src/render/shaders/prefilter.ts +278 -0
  906. package/src/render/shaders/rush.ts +357 -0
  907. package/src/render/shaders/scatter.ts +211 -0
  908. package/src/render/shaders/sdfText.ts +68 -0
  909. package/src/render/shaders/skinning.ts +59 -0
  910. package/src/render/shaders/sky.ts +243 -0
  911. package/src/render/shaders/smoke.ts +89 -0
  912. package/src/render/shaders/ssrResolve.ts +28 -0
  913. package/src/render/shaders/ssrTrace.ts +233 -0
  914. package/src/render/shaders/tangentFrame.ts +70 -0
  915. package/src/render/shaders/temporalResolve.ts +151 -0
  916. package/src/render/shaders/text.ts +156 -0
  917. package/src/render/shaders/vertexChannel.ts +71 -0
  918. package/src/render/shaders/water.ts +356 -0
  919. package/src/render/shaders/windStreaks.ts +130 -0
  920. package/src/render/shadowCasters.ts +124 -0
  921. package/src/render/shadowMap.ts +89 -0
  922. package/src/render/shotPlacement.ts +266 -0
  923. package/src/render/skinPalette.ts +157 -0
  924. package/src/render/ssrPass.ts +241 -0
  925. package/src/render/surfaceSheet.ts +158 -0
  926. package/src/render/surfaceTexture.ts +310 -0
  927. package/src/render/temporalAa.ts +221 -0
  928. package/src/render/temporalPass.ts +153 -0
  929. package/src/render/textLayout.ts +239 -0
  930. package/src/render/textRenderer.ts +201 -0
  931. package/src/render/thirdPersonCamera.ts +578 -0
  932. package/src/render/trample.ts +140 -0
  933. package/src/render/translucentQueue.ts +161 -0
  934. package/src/render/uniformVectorBudget.ts +246 -0
  935. package/src/render/uploadStep.ts +14 -0
  936. package/src/render/vertexDefaults.ts +115 -0
  937. package/src/render/visibility.ts +56 -0
  938. package/src/render/waterDraw.ts +167 -0
  939. package/src/render/waterGrid.ts +180 -0
  940. package/src/render/waterRenderer.ts +352 -0
  941. package/src/render/wind.ts +79 -0
  942. package/src/render/windField.ts +50 -0
  943. package/src/render/windStreakDraw.ts +131 -0
  944. package/src/render/windStreakRenderer.ts +130 -0
  945. package/src/scene/node.ts +336 -0
  946. package/src/scene/visit.ts +82 -0
  947. package/src/ui/clipMime.ts +109 -0
  948. package/src/ui/exportTarget.ts +491 -0
  949. package/src/ui/frameOverlay.ts +159 -0
  950. package/src/ui/framePacer.ts +351 -0
  951. package/src/ui/frameRecorder.ts +333 -0
  952. package/src/ui/fullscreen.ts +113 -0
  953. package/src/ui/pixelCursor.ts +99 -0
  954. package/src/ui/splash.ts +347 -0
  955. package/src/ui/stillFrame.ts +44 -0
@@ -0,0 +1,93 @@
1
+ /*
2
+ * Generated from ../smoke.ts by `npm run wgsl`. Do not edit.
3
+ *
4
+ * The GLSL beside this file is the source of truth. A hand edit here is discarded by
5
+ * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
+ */
7
+
8
+ export const SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e76 = unnamed.uFogMode;\n if (_e76 == 1i) {\n let _e79 = unnamed.uFogFar;\n let _e81 = unnamed.uFogNear;\n span = max((_e79 - _e81), 0.0001f);\n let _e84 = (*dist);\n let _e86 = unnamed.uFogNear;\n let _e88 = span;\n ramp = clamp(((_e84 - _e86) / _e88), 0f, 1f);\n let _e92 = unnamed.uUnderwaterFactor;\n if (_e92 <= 0f) {\n let _e94 = ramp;\n return _e94;\n }\n let _e96 = unnamed.uUnderwaterFogDensity;\n let _e97 = (*dist);\n wetLinear = (_e96 * _e97);\n let _e99 = ramp;\n let _e100 = wetLinear;\n let _e102 = wetLinear;\n let _e108 = unnamed.uUnderwaterFactor;\n return mix(_e99, (1f - exp2(((-(_e100) * _e102) * 1.442695f))), _e108);\n }\n let _e110 = (*pointY);\n let _e112 = unnamed.uFogEyeY;\n let _e115 = unnamed.uFogHeightFalloff;\n t = ((_e110 - _e112) * _e115);\n let _e117 = t;\n let _e120 = t;\n denom = select(_e120, 0.0001f, (abs(_e117) < 0.0001f));\n let _e123 = unnamed.uFogDensity;\n let _e125 = (*dist);\n let _e127 = denom;\n let _e132 = denom;\n air = (1f - exp((((-(_e123) * _e125) * (1f - exp(-(_e127)))) / _e132)));\n let _e137 = unnamed.uUnderwaterFactor;\n if (_e137 <= 0f) {\n let _e139 = air;\n return _e139;\n }\n let _e141 = unnamed.uUnderwaterFogDensity;\n let _e142 = (*dist);\n wet = (_e141 * _e142);\n let _e144 = air;\n let _e145 = wet;\n let _e147 = wet;\n let _e153 = unnamed.uUnderwaterFactor;\n return mix(_e144, (1f - exp2(((-(_e145) * _e147) * 1.442695f))), _e153);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e67 = unnamed.uFogColor;\n let _e69 = unnamed.uUnderwaterColor;\n let _e71 = unnamed.uUnderwaterFactor;\n return mix(_e67, _e69, vec3(_e71));\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e67 = (*p);\n return fract((sin(dot(_e67, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e74 = (*p_1);\n i = floor(_e74);\n let _e76 = (*p_1);\n f = fract(_e76);\n let _e78 = f;\n let _e79 = f;\n let _e81 = f;\n u = ((_e78 * _e79) * (vec2(3f) - (_e81 * 2f)));\n let _e86 = i;\n param = _e86;\n let _e87 = hash21_u0028_vf2_u003b((&param));\n let _e88 = i;\n param_1 = (_e88 + vec2<f32>(1f, 0f));\n let _e90 = hash21_u0028_vf2_u003b((&param_1));\n let _e92 = u[0u];\n let _e94 = i;\n param_2 = (_e94 + vec2<f32>(0f, 1f));\n let _e96 = hash21_u0028_vf2_u003b((&param_2));\n let _e97 = i;\n param_3 = (_e97 + vec2<f32>(1f, 1f));\n let _e99 = hash21_u0028_vf2_u003b((&param_3));\n let _e101 = u[0u];\n let _e104 = u[1u];\n return mix(mix(_e87, _e90, _e92), mix(_e96, _e99, _e101), _e104);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>) -> f32 {\n var v: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n\n let _e72 = (*p_2);\n let _e74 = (*t_1);\n param_4 = ((_e72 * 2.2f) + vec2<f32>(0f, (-(_e74) * 0.55f)));\n let _e79 = valueNoise_u0028_vf2_u003b((&param_4));\n v = (_e79 * 0.55f);\n let _e82 = unnamed.uNoiseOctaves;\n if (_e82 == 1i) {\n let _e84 = v;\n return (_e84 / 0.55f);\n }\n let _e86 = (*p_2);\n let _e88 = (*t_1);\n let _e90 = (*t_1);\n param_5 = ((_e86 * 4.7f) + vec2<f32>((_e88 * 0.12f), (-(_e90) * 0.9f)));\n let _e95 = valueNoise_u0028_vf2_u003b((&param_5));\n let _e97 = v;\n v = (_e97 + (_e95 * 0.29f));\n let _e100 = unnamed.uNoiseOctaves;\n if (_e100 == 2i) {\n let _e102 = v;\n return (_e102 / 0.84f);\n }\n let _e104 = v;\n let _e105 = (*p_2);\n let _e107 = (*t_1);\n let _e110 = (*t_1);\n param_6 = ((_e105 * 9.3f) + vec2<f32>((-(_e107) * 0.09f), (-(_e110) * 1.4f)));\n let _e115 = valueNoise_u0028_vf2_u003b((&param_6));\n return (_e104 + (_e115 * 0.16f));\n}\n\nfn main_1() {\n var t_2: f32;\n var height: f32;\n var spread: f32;\n var centred: f32;\n var sides: f32;\n var drift: f32;\n var param_7: vec2<f32>;\n var n: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var density: f32;\n var col: vec3<f32>;\n var atmosphereColor: vec3<f32>;\n var emerge: f32;\n var dissipate: f32;\n var fog: f32;\n var param_10: f32;\n var param_11: f32;\n var alpha: f32;\n var phi_312_: bool;\n\n let _e86 = unnamed.uClipEnabled;\n let _e87 = (_e86 != 0i);\n phi_312_ = _e87;\n if _e87 {\n let _e88 = vWorldPos_1;\n let _e94 = unnamed.uClipPlane;\n phi_312_ = (dot(vec4<f32>(_e88.x, _e88.y, _e88.z, 1f), _e94) < 0f);\n }\n let _e98 = phi_312_;\n if _e98 {\n discard;\n }\n let _e100 = unnamed.uTime;\n let _e101 = vSeed_1;\n t_2 = (_e100 + (_e101 * 53f));\n let _e105 = vUv_1[1u];\n height = _e105;\n let _e106 = height;\n spread = mix(0.5f, 1f, _e106);\n let _e109 = vUv_1[0u];\n let _e111 = spread;\n centred = (((_e109 - 0.5f) / _e111) + 0.5f);\n let _e114 = centred;\n sides = smoothstep(0f, 0.55f, (1f - clamp((abs((_e114 - 0.5f)) * 2f), 0f, 1f)));\n let _e121 = sides;\n if (_e121 <= 0.001f) {\n discard;\n }\n let _e123 = t_2;\n let _e125 = vSeed_1;\n param_7 = vec2<f32>((_e123 * 0.21f), (_e125 * 7f));\n let _e128 = valueNoise_u0028_vf2_u003b((&param_7));\n let _e131 = height;\n let _e133 = height;\n drift = ((((_e128 - 0.5f) * 0.6f) * _e131) * _e133);\n let _e135 = centred;\n let _e136 = drift;\n let _e138 = height;\n param_8 = vec2<f32>((_e135 + _e136), _e138);\n let _e140 = t_2;\n param_9 = _e140;\n let _e141 = billow_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n n = _e141;\n let _e142 = n;\n let _e143 = sides;\n let _e146 = height;\n density = (((_e142 * _e143) * 1.35f) - (_e146 * 0.88f));\n let _e149 = density;\n if (_e149 <= 0.02f) {\n discard;\n }\n let _e151 = height;\n col = mix(vec3<f32>(0.9f, 0.42f, 0.16f), vec3<f32>(0.11f, 0.1f, 0.1f), vec3(smoothstep(0f, 0.34f, _e151)));\n let _e155 = mediumColor_u0028_();\n atmosphereColor = _e155;\n let _e156 = col;\n let _e157 = atmosphereColor;\n let _e158 = height;\n col = mix(_e156, _e157, vec3(smoothstep(0.3f, 0.95f, _e158)));\n let _e162 = height;\n emerge = smoothstep(0f, 0.3f, _e162);\n let _e164 = height;\n dissipate = (1f - smoothstep(0.22f, 0.75f, _e164));\n let _e167 = vDistance_1;\n param_10 = _e167;\n let _e169 = vWorldPos_1[1u];\n param_11 = _e169;\n let _e170 = mediumFog_u0028_f1_u003b_f1_u003b((&param_10), (&param_11));\n fog = _e170;\n let _e171 = col;\n let _e172 = atmosphereColor;\n let _e173 = fog;\n col = mix(_e171, _e172, vec3(_e173));\n let _e176 = density;\n let _e179 = emerge;\n let _e181 = dissipate;\n alpha = (((clamp((_e176 * 0.95f), 0f, 1f) * _e179) * _e181) * 0.13f);\n let _e184 = col;\n let _e185 = alpha;\n let _e186 = fog;\n outColor = vec4<f32>(_e184.x, _e184.y, _e184.z, (_e185 * (1f - _e186)));\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(1) vSeed: f32, @location(0) vUv: vec2<f32>, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vSeed_1 = vSeed;\n vUv_1 = vUv;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
9
+
10
+ /**
11
+ * 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.
14
+ */
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+ export const SMOKE_BINDINGS = {
16
+ "SMOKE_FRAG": {
17
+ "uniforms": 1,
18
+ "uniformSize": 128,
19
+ "fields": {
20
+ "uTime": {
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+ "offset": 0,
22
+ "size": 4,
23
+ "type": "float"
24
+ },
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+ "uFogColor": {
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+ "offset": 16,
27
+ "size": 12,
28
+ "type": "vec3"
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+ },
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+ "uFogDensity": {
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+ "offset": 28,
32
+ "size": 4,
33
+ "type": "float"
34
+ },
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+ "uFogHeightFalloff": {
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+ "offset": 32,
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+ "size": 4,
38
+ "type": "float"
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+ },
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+ "uFogEyeY": {
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+ "offset": 36,
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+ "size": 4,
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+ "type": "float"
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+ },
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+ "uUnderwaterColor": {
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+ "offset": 48,
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+ "size": 12,
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+ "type": "vec3"
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+ },
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+ "uUnderwaterFogDensity": {
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+ "offset": 60,
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+ "size": 4,
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+ "type": "float"
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+ },
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+ "uUnderwaterFactor": {
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+ "offset": 64,
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+ "size": 4,
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+ "type": "float"
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+ },
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+ "uFogMode": {
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+ "offset": 68,
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+ "size": 4,
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+ "type": "int"
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+ },
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+ "uFogNear": {
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+ "offset": 72,
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+ "size": 4,
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+ "type": "float"
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+ },
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+ "uFogFar": {
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+ "offset": 76,
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+ "size": 4,
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+ "type": "float"
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+ },
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+ "uNoiseOctaves": {
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+ "offset": 80,
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+ "size": 4,
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+ "type": "int"
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+ },
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+ "uClipPlane": {
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+ "offset": 96,
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+ "size": 16,
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+ "type": "vec4"
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+ },
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+ "uClipEnabled": {
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+ "offset": 112,
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+ "size": 4,
88
+ "type": "int"
89
+ }
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+ },
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+ "textures": {}
92
+ }
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+ } as const;
@@ -0,0 +1,26 @@
1
+ /*
2
+ * Generated from ../ssrResolve.ts by `npm run wgsl`. Do not edit.
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+ *
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+ * The GLSL beside this file is the source of truth. A hand edit here is discarded by
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+ * the next generation, and `npm run wgsl:check` fails the build when this is stale.
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+ */
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+
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+ export const SSR_RESOLVE_FRAG_WGSL = "var<private> fragColor: vec4<f32>;\n@group(0) @binding(32) \nvar uSsrReflection_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSsrReflection_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n\nfn main_1() {\n let _e5 = vUv_1;\n let _e6 = textureSampleLevel(uSsrReflection_t, uSsrReflection_s, _e5, 0f);\n fragColor = _e6;\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
9
+
10
+ /**
11
+ * What the transform assigned, so the renderer binds the same numbers.
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+ *
13
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
14
+ */
15
+ export const SSRRESOLVE_BINDINGS = {
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+ "SSR_RESOLVE_FRAG": {
17
+ "uniforms": null,
18
+ "textures": {
19
+ "uSsrReflection": {
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+ "texture": 32,
21
+ "sampler": 33,
22
+ "type": "sampler2D"
23
+ }
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+ }
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+ }
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+ } as const;
@@ -0,0 +1,94 @@
1
+ /*
2
+ * Generated from ../ssrTrace.ts by `npm run wgsl`. Do not edit.
3
+ *
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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.
6
+ */
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+
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+ export const SSR_TRACE_FRAG_WGSL = "struct Uniforms {\n uSsrDepthToWorld: mat4x4<f32>,\n uSsrViewProj: mat4x4<f32>,\n uWorldToSurface: mat4x4<f32>,\n uSsrEye: vec3<f32>,\n uSsrAxis: vec3<f32>,\n uSsrTint: vec3<f32>,\n uSsrStrength: f32,\n uSsrFacingCos: f32,\n uSsrReach: f32,\n uSsrThickness: f32,\n uSsrSteps: f32,\n uSsrEdgeFade: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uSsrDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSsrDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(34) \nvar uSsrScene_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uSsrScene_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn worldAt_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, stored: ptr<function, f32>) -> vec3<f32> {\n var world: vec4<f32>;\n\n let _e40 = unnamed.uSsrDepthToWorld;\n let _e41 = (*uv);\n let _e44 = ((_e41 * 2f) - vec2(1f));\n let _e45 = (*stored);\n world = (_e40 * vec4<f32>(_e44.x, _e44.y, _e45, 1f));\n let _e50 = world;\n let _e53 = world[3u];\n return (_e50.xyz / vec3(_e53));\n}\n\nfn sceneDistanceAt_u0028_vf2_u003b(uv_1: ptr<function, vec2<f32>>) -> f32 {\n var stored_1: f32;\n var param: vec2<f32>;\n var param_1: f32;\n\n let _e40 = (*uv_1);\n let _e41 = textureSampleLevel(uSsrDepth_t, uSsrDepth_s, _e40, 0f);\n stored_1 = _e41.x;\n let _e43 = stored_1;\n if (_e43 <= 0f) {\n return 1000000000f;\n }\n let _e45 = (*uv_1);\n param = _e45;\n let _e46 = stored_1;\n param_1 = _e46;\n let _e47 = worldAt_u0028_vf2_u003b_f1_u003b((&param), (&param_1));\n let _e49 = unnamed.uSsrEye;\n return length((_e47 - _e49));\n}\n\nfn projectPoint_u0028_vf3_u003b_vf2_u003b(point: ptr<function, vec3<f32>>, uv_2: ptr<function, vec2<f32>>) -> bool {\n var clip: vec4<f32>;\n var phi_130_: bool;\n var phi_137_: bool;\n var phi_143_: bool;\n\n let _e40 = unnamed.uSsrViewProj;\n let _e41 = (*point);\n clip = (_e40 * vec4<f32>(_e41.x, _e41.y, _e41.z, 1f));\n let _e48 = clip[3u];\n if (_e48 <= 0f) {\n return false;\n }\n let _e50 = clip;\n let _e53 = clip[3u];\n (*uv_2) = (((_e50.xy / vec2(_e53)) * 0.5f) + vec2(0.5f));\n let _e60 = (*uv_2)[0u];\n let _e61 = (_e60 >= 0f);\n phi_130_ = _e61;\n if _e61 {\n let _e63 = (*uv_2)[0u];\n phi_130_ = (_e63 <= 1f);\n }\n let _e66 = phi_130_;\n phi_137_ = _e66;\n if _e66 {\n let _e68 = (*uv_2)[1u];\n phi_137_ = (_e68 >= 0f);\n }\n let _e71 = phi_137_;\n phi_143_ = _e71;\n if _e71 {\n let _e73 = (*uv_2)[1u];\n phi_143_ = (_e73 <= 1f);\n }\n let _e76 = phi_143_;\n return _e76;\n}\n\nfn main_1() {\n var stored_2: f32;\n var point_1: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var plane: vec3<f32>;\n var span: f32;\n var normal: vec3<f32>;\n var local: vec3<f32>;\n var toEye: vec3<f32>;\n var box: vec3<f32>;\n var inside: vec3<f32>;\n var mask: f32;\n var facing: f32;\n var found: vec3<f32>;\n var weight: f32;\n var view: vec3<f32>;\n var ray: vec3<f32>;\n var steps: f32;\n var behind: f32;\n var previous: f32;\n var hitUv: vec2<f32>;\n var hitDistance: f32;\n var found_hit: bool;\n var i: i32;\n var at: f32;\n var t: f32;\n var sample_point: vec3<f32>;\n var uv_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n var scene: f32;\n var param_6: vec2<f32>;\n var gap: f32;\n var near: f32;\n var far: f32;\n var refinedUv: vec2<f32>;\n var refinedGap: f32;\n var refine: i32;\n var mid: f32;\n var midPoint: vec3<f32>;\n var midUv: vec2<f32>;\n var param_7: vec3<f32>;\n var param_8: vec2<f32>;\n var midScene: f32;\n var param_9: vec2<f32>;\n var midGap: f32;\n var edge: f32;\n var away: f32;\n var reach: f32;\n\n let _e85 = vUv_1;\n let _e86 = textureSampleLevel(uSsrDepth_t, uSsrDepth_s, _e85, 0f);\n stored_2 = _e86.x;\n let _e88 = vUv_1;\n param_2 = _e88;\n let _e89 = stored_2;\n param_3 = _e89;\n let _e90 = worldAt_u0028_vf2_u003b_f1_u003b((&param_2), (&param_3));\n point_1 = _e90;\n let _e91 = point_1;\n let _e92 = dpdx(_e91);\n let _e93 = point_1;\n let _e94 = dpdy(_e93);\n plane = cross(_e92, _e94);\n let _e96 = plane;\n span = length(_e96);\n let _e98 = span;\n if (_e98 > 0f) {\n let _e100 = plane;\n let _e101 = span;\n local = (_e100 / vec3(_e101));\n } else {\n let _e105 = unnamed.uSsrAxis;\n local = -(_e105);\n }\n let _e107 = local;\n normal = _e107;\n let _e109 = unnamed.uSsrEye;\n let _e110 = point_1;\n toEye = (_e109 - _e110);\n let _e112 = toEye;\n let _e113 = normal;\n let _e116 = normal;\n normal = (_e116 * sign(dot(_e112, _e113)));\n let _e119 = unnamed.uWorldToSurface;\n let _e120 = point_1;\n box = (_e119 * vec4<f32>(_e120.x, _e120.y, _e120.z, 1f)).xyz;\n let _e127 = box;\n inside = step(abs(_e127), vec3<f32>(1f, 1f, 1f));\n let _e131 = inside[0u];\n let _e133 = inside[1u];\n let _e136 = inside[2u];\n mask = ((_e131 * _e133) * _e136);\n let _e138 = normal;\n let _e140 = unnamed.uSsrAxis;\n facing = dot(_e138, -(_e140));\n let _e144 = unnamed.uSsrFacingCos;\n let _e146 = unnamed.uSsrFacingCos;\n let _e149 = facing;\n let _e151 = mask;\n mask = (_e151 * smoothstep(_e144, min(1f, (_e146 + 0.25f)), _e149));\n let _e153 = stored_2;\n let _e156 = mask;\n mask = (_e156 * select(1f, 0f, (_e153 <= 0f)));\n let _e159 = unnamed.uSsrStrength;\n let _e160 = mask;\n mask = (_e160 * _e159);\n found = vec3<f32>(0f, 0f, 0f);\n weight = 0f;\n let _e162 = mask;\n if (_e162 > 0f) {\n let _e164 = point_1;\n let _e166 = unnamed.uSsrEye;\n view = normalize((_e164 - _e166));\n let _e169 = view;\n let _e170 = normal;\n ray = reflect(_e169, _e170);\n let _e173 = unnamed.uSsrSteps;\n steps = max(1f, _e173);\n behind = 0f;\n previous = 0f;\n hitUv = vec2<f32>(0f, 0f);\n hitDistance = 0f;\n found_hit = false;\n i = 1i;\n loop {\n let _e175 = i;\n if (_e175 <= 32i) {\n let _e177 = i;\n let _e179 = steps;\n if (f32(_e177) > _e179) {\n break;\n }\n let _e181 = i;\n let _e183 = steps;\n at = (f32(_e181) / _e183);\n let _e186 = unnamed.uSsrReach;\n let _e187 = at;\n let _e189 = at;\n t = ((_e186 * _e187) * _e189);\n let _e191 = point_1;\n let _e192 = ray;\n let _e193 = t;\n sample_point = (_e191 + (_e192 * _e193));\n let _e196 = sample_point;\n param_4 = _e196;\n let _e197 = projectPoint_u0028_vf3_u003b_vf2_u003b((&param_4), (&param_5));\n let _e198 = param_5;\n uv_3 = _e198;\n if !(_e197) {\n break;\n }\n let _e200 = uv_3;\n param_6 = _e200;\n let _e201 = sceneDistanceAt_u0028_vf2_u003b((&param_6));\n scene = _e201;\n let _e202 = sample_point;\n let _e204 = unnamed.uSsrEye;\n let _e207 = scene;\n gap = (length((_e202 - _e204)) - _e207);\n let _e209 = behind;\n let _e211 = gap;\n if ((_e209 < 0f) && (_e211 >= 0f)) {\n let _e214 = previous;\n near = _e214;\n let _e215 = t;\n far = _e215;\n let _e216 = uv_3;\n refinedUv = _e216;\n let _e217 = gap;\n refinedGap = _e217;\n refine = 0i;\n loop {\n let _e218 = refine;\n if (_e218 < 6i) {\n let _e220 = near;\n let _e221 = far;\n mid = ((_e220 + _e221) * 0.5f);\n let _e224 = point_1;\n let _e225 = ray;\n let _e226 = mid;\n midPoint = (_e224 + (_e225 * _e226));\n let _e229 = midPoint;\n param_7 = _e229;\n let _e230 = projectPoint_u0028_vf3_u003b_vf2_u003b((&param_7), (&param_8));\n let _e231 = param_8;\n midUv = _e231;\n if !(_e230) {\n break;\n }\n let _e233 = midUv;\n param_9 = _e233;\n let _e234 = sceneDistanceAt_u0028_vf2_u003b((&param_9));\n midScene = _e234;\n let _e235 = midPoint;\n let _e237 = unnamed.uSsrEye;\n let _e240 = midScene;\n midGap = (length((_e235 - _e237)) - _e240);\n let _e242 = midGap;\n if (_e242 >= 0f) {\n let _e244 = mid;\n far = _e244;\n let _e245 = midUv;\n refinedUv = _e245;\n let _e246 = midGap;\n refinedGap = _e246;\n } else {\n let _e247 = mid;\n near = _e247;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e248 = refine;\n refine = (_e248 + 1i);\n }\n }\n let _e250 = refinedGap;\n let _e252 = unnamed.uSsrThickness;\n if (_e250 <= _e252) {\n found_hit = true;\n let _e254 = refinedUv;\n hitUv = _e254;\n let _e255 = far;\n hitDistance = _e255;\n }\n break;\n }\n let _e256 = gap;\n behind = _e256;\n let _e257 = t;\n previous = _e257;\n continue;\n } else {\n break;\n }\n continuing {\n let _e258 = i;\n i = (_e258 + 1i);\n }\n }\n let _e260 = found_hit;\n if _e260 {\n let _e262 = hitUv[0u];\n let _e264 = hitUv[0u];\n let _e268 = hitUv[1u];\n let _e270 = hitUv[1u];\n let _e275 = unnamed.uSsrEdgeFade;\n edge = clamp((min(min(_e262, (1f - _e264)), min(_e268, (1f - _e270))) / max(_e275, 0.0001f)), 0f, 1f);\n let _e279 = ray;\n let _e281 = view;\n away = clamp(((dot(normalize(_e279), _e281) + 1f) * 0.5f), 0f, 1f);\n let _e286 = hitDistance;\n let _e288 = unnamed.uSsrReach;\n reach = (1f - clamp((_e286 / max(_e288, 0.0001f)), 0f, 1f));\n let _e293 = mask;\n let _e294 = edge;\n let _e296 = away;\n let _e298 = reach;\n weight = (((_e293 * _e294) * _e296) * _e298);\n let _e300 = hitUv;\n let _e301 = textureSampleLevel(uSsrScene_t, uSsrScene_s, _e300, 0f);\n let _e304 = unnamed.uSsrTint;\n found = (_e301.xyz * _e304);\n }\n }\n let _e306 = found;\n let _e307 = weight;\n let _e308 = (_e306 * _e307);\n let _e309 = weight;\n fragColor = vec4<f32>(_e308.x, _e308.y, _e308.z, _e309);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
9
+
10
+ /**
11
+ * What the transform assigned, so the renderer binds the same numbers.
12
+ *
13
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
14
+ */
15
+ export const SSRTRACE_BINDINGS = {
16
+ "SSR_TRACE_FRAG": {
17
+ "uniforms": 1,
18
+ "uniformSize": 272,
19
+ "fields": {
20
+ "uSsrDepthToWorld": {
21
+ "offset": 0,
22
+ "size": 64,
23
+ "type": "mat4"
24
+ },
25
+ "uSsrViewProj": {
26
+ "offset": 64,
27
+ "size": 64,
28
+ "type": "mat4"
29
+ },
30
+ "uWorldToSurface": {
31
+ "offset": 128,
32
+ "size": 64,
33
+ "type": "mat4"
34
+ },
35
+ "uSsrEye": {
36
+ "offset": 192,
37
+ "size": 12,
38
+ "type": "vec3"
39
+ },
40
+ "uSsrAxis": {
41
+ "offset": 208,
42
+ "size": 12,
43
+ "type": "vec3"
44
+ },
45
+ "uSsrTint": {
46
+ "offset": 224,
47
+ "size": 12,
48
+ "type": "vec3"
49
+ },
50
+ "uSsrStrength": {
51
+ "offset": 236,
52
+ "size": 4,
53
+ "type": "float"
54
+ },
55
+ "uSsrFacingCos": {
56
+ "offset": 240,
57
+ "size": 4,
58
+ "type": "float"
59
+ },
60
+ "uSsrReach": {
61
+ "offset": 244,
62
+ "size": 4,
63
+ "type": "float"
64
+ },
65
+ "uSsrThickness": {
66
+ "offset": 248,
67
+ "size": 4,
68
+ "type": "float"
69
+ },
70
+ "uSsrSteps": {
71
+ "offset": 252,
72
+ "size": 4,
73
+ "type": "float"
74
+ },
75
+ "uSsrEdgeFade": {
76
+ "offset": 256,
77
+ "size": 4,
78
+ "type": "float"
79
+ }
80
+ },
81
+ "textures": {
82
+ "uSsrDepth": {
83
+ "texture": 32,
84
+ "sampler": 33,
85
+ "type": "sampler2D"
86
+ },
87
+ "uSsrScene": {
88
+ "texture": 34,
89
+ "sampler": 35,
90
+ "type": "sampler2D"
91
+ }
92
+ }
93
+ }
94
+ } as const;
@@ -0,0 +1,54 @@
1
+ /*
2
+ * Generated from ../temporalResolve.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 TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uReprojection: mat4x4<f32>,\n uTexel: vec2<f32>,\n uHistoryBlend: f32,\n}\n\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(36) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uDepth_s: sampler;\n@group(0) @binding(34) \nvar uHistory_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uHistory_s: sampler;\n\nfn clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b(history: ptr<function, vec3<f32>>, lo: ptr<function, vec3<f32>>, hi: ptr<function, vec3<f32>>) -> vec3<f32> {\n var centre: vec3<f32>;\n var extent: vec3<f32>;\n var offset: vec3<f32>;\n var ratios: vec3<f32>;\n var ratio: f32;\n\n let _e35 = (*lo);\n let _e36 = (*hi);\n centre = ((_e35 + _e36) * 0.5f);\n let _e39 = (*hi);\n let _e40 = (*lo);\n extent = ((_e39 - _e40) * 0.5f);\n let _e43 = (*history);\n let _e44 = centre;\n offset = (_e43 - _e44);\n let _e46 = offset;\n let _e48 = extent;\n ratios = (abs(_e46) / max(_e48, vec3<f32>(0.0000001f, 0.0000001f, 0.0000001f)));\n let _e52 = ratios[0u];\n let _e54 = ratios[1u];\n let _e56 = ratios[2u];\n ratio = max(_e52, max(_e54, _e56));\n let _e59 = ratio;\n if (_e59 <= 1f) {\n let _e61 = (*history);\n return _e61;\n }\n let _e62 = centre;\n let _e63 = offset;\n let _e64 = ratio;\n return (_e62 + (_e63 / vec3(_e64)));\n}\n\nfn neighbourhood_u0028_vf3_u003b_vf3_u003b(lo_1: ptr<function, vec3<f32>>, hi_1: ptr<function, vec3<f32>>) {\n var y: i32;\n var x: i32;\n var c: vec3<f32>;\n\n (*lo_1) = vec3<f32>(1000000000f, 1000000000f, 1000000000f);\n (*hi_1) = vec3<f32>(-1000000000f, -1000000000f, -1000000000f);\n y = -1i;\n loop {\n let _e32 = y;\n if (_e32 <= 1i) {\n x = -1i;\n loop {\n let _e34 = x;\n if (_e34 <= 1i) {\n let _e36 = vUv_1;\n let _e37 = x;\n let _e39 = y;\n let _e43 = unnamed.uTexel;\n let _e46 = textureSampleLevel(uScene_t, uScene_s, (_e36 + (vec2<f32>(f32(_e37), f32(_e39)) * _e43)), 0f);\n c = _e46.xyz;\n let _e48 = (*lo_1);\n let _e49 = c;\n (*lo_1) = min(_e48, _e49);\n let _e51 = (*hi_1);\n let _e52 = c;\n (*hi_1) = max(_e51, _e52);\n continue;\n } else {\n break;\n }\n continuing {\n let _e54 = x;\n x = (_e54 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e56 = y;\n y = (_e56 + 1i);\n }\n }\n return;\n}\n\nfn main_1() {\n var current: vec3<f32>;\n var depth: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var lo_2: vec3<f32>;\n var hi_2: vec3<f32>;\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n var history_1: vec3<f32>;\n var bounded: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n var phi_223_: bool;\n var phi_230_: bool;\n var phi_237_: bool;\n\n let _e41 = vUv_1;\n let _e42 = textureSampleLevel(uScene_t, uScene_s, _e41, 0f);\n current = _e42.xyz;\n let _e45 = unnamed.uHistoryBlend;\n if (_e45 <= 0f) {\n let _e47 = current;\n fragColor = vec4<f32>(_e47.x, _e47.y, _e47.z, 1f);\n return;\n }\n let _e52 = vUv_1;\n let _e53 = textureSampleLevel(uDepth_t, uDepth_s, _e52, 0f);\n depth = _e53.x;\n let _e55 = vUv_1;\n let _e58 = ((_e55 * 2f) - vec2(1f));\n let _e59 = depth;\n clip = vec4<f32>(_e58.x, _e58.y, (1f - (_e59 * 2f)), 1f);\n let _e66 = unnamed.uReprojection;\n let _e67 = clip;\n previous = (_e66 * _e67);\n let _e70 = previous[3u];\n if (_e70 <= 0f) {\n let _e72 = current;\n fragColor = vec4<f32>(_e72.x, _e72.y, _e72.z, 1f);\n return;\n }\n let _e77 = previous;\n let _e80 = previous[3u];\n wasUv = (((_e77.xy / vec2(_e80)) * 0.5f) + vec2(0.5f));\n let _e87 = wasUv[0u];\n let _e88 = (_e87 < 0f);\n phi_223_ = _e88;\n if !(_e88) {\n let _e91 = wasUv[0u];\n phi_223_ = (_e91 > 1f);\n }\n let _e94 = phi_223_;\n phi_230_ = _e94;\n if !(_e94) {\n let _e97 = wasUv[1u];\n phi_230_ = (_e97 < 0f);\n }\n let _e100 = phi_230_;\n phi_237_ = _e100;\n if !(_e100) {\n let _e103 = wasUv[1u];\n phi_237_ = (_e103 > 1f);\n }\n let _e106 = phi_237_;\n if _e106 {\n let _e107 = current;\n fragColor = vec4<f32>(_e107.x, _e107.y, _e107.z, 1f);\n return;\n }\n neighbourhood_u0028_vf3_u003b_vf3_u003b((&param), (&param_1));\n let _e112 = param;\n lo_2 = _e112;\n let _e113 = param_1;\n hi_2 = _e113;\n let _e114 = wasUv;\n let _e115 = textureSampleLevel(uHistory_t, uHistory_s, _e114, 0f);\n history_1 = _e115.xyz;\n let _e117 = history_1;\n param_2 = _e117;\n let _e118 = lo_2;\n param_3 = _e118;\n let _e119 = hi_2;\n param_4 = _e119;\n let _e120 = clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_2), (&param_3), (&param_4));\n bounded = _e120;\n let _e121 = current;\n let _e122 = bounded;\n let _e124 = unnamed.uHistoryBlend;\n let _e126 = mix(_e121, _e122, vec3(_e124));\n fragColor = vec4<f32>(_e126.x, _e126.y, _e126.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";
9
+
10
+ /**
11
+ * What the transform assigned, so the renderer binds the same numbers.
12
+ *
13
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
14
+ */
15
+ export const TEMPORALRESOLVE_BINDINGS = {
16
+ "TEMPORAL_RESOLVE_FRAG": {
17
+ "uniforms": 1,
18
+ "uniformSize": 80,
19
+ "fields": {
20
+ "uReprojection": {
21
+ "offset": 0,
22
+ "size": 64,
23
+ "type": "mat4"
24
+ },
25
+ "uTexel": {
26
+ "offset": 64,
27
+ "size": 8,
28
+ "type": "vec2"
29
+ },
30
+ "uHistoryBlend": {
31
+ "offset": 72,
32
+ "size": 4,
33
+ "type": "float"
34
+ }
35
+ },
36
+ "textures": {
37
+ "uScene": {
38
+ "texture": 32,
39
+ "sampler": 33,
40
+ "type": "sampler2D"
41
+ },
42
+ "uHistory": {
43
+ "texture": 34,
44
+ "sampler": 35,
45
+ "type": "sampler2D"
46
+ },
47
+ "uDepth": {
48
+ "texture": 36,
49
+ "sampler": 37,
50
+ "type": "sampler2D"
51
+ }
52
+ }
53
+ }
54
+ } as const;
@@ -0,0 +1,107 @@
1
+ /*
2
+ * Generated from ../text.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 TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uGlow: f32,\n uAlpha: f32,\n}\n\nvar<private> vNormal_1: vec3<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vChar_1: f32;\nvar<private> fragColor: vec4<f32>;\nvar<private> vDepth_1: f32;\n\nfn main_1() {\n var key: vec3<f32>;\n var lambert: f32;\n var lit: vec3<f32>;\n var emissive: vec3<f32>;\n\n key = vec3<f32>(-0.3549141f, 0.7098282f, 0.6084241f);\n let _e19 = vNormal_1;\n let _e21 = key;\n lambert = (0.55f + (0.45f * max(dot(normalize(_e19), _e21), 0f)));\n let _e27 = unnamed.uColor;\n let _e28 = lambert;\n lit = (_e27 * _e28);\n let _e31 = unnamed.uColor;\n let _e33 = unnamed.uGlow;\n let _e35 = vChar_1;\n emissive = ((_e31 * _e33) * (0.45f + (0.55f * _e35)));\n let _e39 = lit;\n let _e40 = emissive;\n let _e41 = (_e39 + _e40);\n let _e43 = unnamed.uAlpha;\n fragColor = vec4<f32>(_e41.x, _e41.y, _e41.z, _e43);\n return;\n}\n\n@fragment \nfn main(@location(0) vNormal: vec3<f32>, @location(2) vChar: f32, @location(1) vDepth: f32) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vChar_1 = vChar;\n vDepth_1 = vDepth;\n main_1();\n let _e7 = fragColor;\n return _e7;\n}\n";
9
+
10
+ export const TEXT_VERT_WGSL = "struct Uniforms {\n uViewport: vec2<f32>,\n uOrigin: vec2<f32>,\n uCellSize: f32,\n uDepth: f32,\n uReveal: f32,\n uCharCount: f32,\n uCharOffset: f32,\n uSpin: f32,\n uPunch: f32,\n uBob: f32,\n uTime: f32,\n uClipCorrection: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @builtin(position) gl_Position: vec4<f32>,\n @location(0) member: vec3<f32>,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCharIndex_1: f32;\nvar<private> aCorner_1: vec3<f32>;\nvar<private> aCell_1: vec2<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> vDepth: f32;\nvar<private> vChar: f32;\n\nfn rot_u0028_f1_u003b(a: ptr<function, f32>) -> mat2x2<f32> {\n var s: f32;\n var c: f32;\n\n let _e40 = (*a);\n s = sin(_e40);\n let _e42 = (*a);\n c = cos(_e42);\n let _e44 = c;\n let _e45 = s;\n let _e47 = s;\n let _e48 = c;\n return mat2x2<f32>(vec2<f32>(_e44, -(_e45)), vec2<f32>(_e47, _e48));\n}\n\nfn settle_u0028_f1_u003b(t: ptr<function, f32>) -> f32 {\n var d: f32;\n\n let _e39 = (*t);\n if (_e39 <= 0f) {\n return 0f;\n }\n let _e41 = (*t);\n if (_e41 >= 1f) {\n return 1f;\n }\n let _e43 = (*t);\n d = (1f - _e43);\n let _e45 = d;\n let _e46 = d;\n let _e48 = (*t);\n return (1f - ((_e45 * _e46) * cos((_e48 * 12f))));\n}\n\nfn main_1() {\n var span: f32;\n var start: f32;\n var local: f32;\n var eased: f32;\n var param: f32;\n var spin: f32;\n var rise: f32;\n var punch: f32;\n var local3_: vec3<f32>;\n var param_1: f32;\n var cell: vec2<f32>;\n var bob: f32;\n var screen: vec2<f32>;\n var view: vec3<f32>;\n var invDepth: f32;\n var ndc: vec2<f32>;\n var depth: f32;\n var n: vec3<f32>;\n var param_2: f32;\n\n let _e57 = unnamed.uCharCount;\n span = max(_e57, 1f);\n let _e59 = aCharIndex_1;\n let _e61 = unnamed.uCharOffset;\n let _e63 = span;\n start = (((_e59 + _e61) / _e63) * 0.55f);\n let _e67 = unnamed.uReveal;\n let _e68 = start;\n let _e70 = start;\n local = clamp(((_e67 - _e68) / max(0.45f, (1f - _e70))), 0f, 1f);\n let _e75 = local;\n param = _e75;\n let _e76 = settle_u0028_f1_u003b((&param));\n eased = _e76;\n let _e78 = unnamed.uSpin;\n let _e79 = eased;\n spin = (_e78 * (1f - _e79));\n let _e82 = eased;\n let _e85 = unnamed.uCellSize;\n rise = (((1f - _e82) * _e85) * 6f);\n let _e89 = unnamed.uPunch;\n let _e90 = eased;\n punch = (1f + (_e89 * (1f - abs(((_e90 * 2f) - 1f)))));\n let _e97 = aCorner_1;\n let _e99 = unnamed.uCellSize;\n let _e102 = punch;\n local3_ = (((_e97 * _e99) * 0.5f) * _e102);\n let _e104 = spin;\n param_1 = _e104;\n let _e105 = rot_u0028_f1_u003b((&param_1));\n let _e106 = local3_;\n let _e108 = (_e105 * _e106.yz);\n let _e109 = local3_;\n local3_ = vec3<f32>(_e109.x, _e108.x, _e108.y);\n let _e114 = aCell_1;\n let _e116 = unnamed.uCellSize;\n cell = (_e114 * _e116);\n let _e119 = unnamed.uTime;\n let _e121 = aCharIndex_1;\n let _e126 = unnamed.uBob;\n bob = (sin(((_e119 * 3.1f) + (_e121 * 0.7f))) * _e126);\n let _e129 = unnamed.uOrigin;\n let _e131 = cell[0u];\n let _e133 = cell[1u];\n let _e137 = rise;\n let _e138 = bob;\n screen = ((_e129 + vec2<f32>(_e131, -(_e133))) + vec2<f32>(0f, (_e137 - _e138)));\n let _e142 = screen;\n let _e143 = local3_;\n let _e145 = (_e142 + _e143.xy);\n let _e147 = unnamed.uDepth;\n let _e150 = local3_[2u];\n view = vec3<f32>(_e145.x, _e145.y, (-(_e147) + _e150));\n let _e156 = unnamed.uDepth;\n let _e158 = view[2u];\n invDepth = (_e156 / max(0.001f, -(_e158)));\n let _e162 = view;\n let _e164 = invDepth;\n let _e167 = unnamed.uViewport;\n ndc = ((((_e162.xy * _e164) / _e167) * 2f) - vec2(1f));\n let _e173 = local3_[2u];\n let _e176 = unnamed.uCellSize;\n depth = (clamp((-(_e173) / max(1f, (_e176 * 2f))), -1f, 1f) * 0.4f);\n let _e183 = unnamed.uClipCorrection;\n let _e185 = ndc[0u];\n let _e187 = ndc[1u];\n let _e189 = depth;\n unnamed_1.gl_Position = (_e183 * vec4<f32>(_e185, -(_e187), _e189, 1f));\n let _e193 = aNormal_1;\n n = _e193;\n let _e194 = spin;\n param_2 = _e194;\n let _e195 = rot_u0028_f1_u003b((&param_2));\n let _e196 = n;\n let _e198 = (_e195 * _e196.yz);\n let _e199 = n;\n n = vec3<f32>(_e199.x, _e198.x, _e198.y);\n let _e204 = n;\n vNormal = _e204;\n let _e206 = local3_[2u];\n vDepth = _e206;\n let _e207 = eased;\n vChar = _e207;\n return;\n}\n\n@vertex \nfn main(@location(3) aCharIndex: f32, @location(0) aCorner: vec3<f32>, @location(2) aCell: vec2<f32>, @location(1) aNormal: vec3<f32>) -> VertexOutput {\n aCharIndex_1 = aCharIndex;\n aCorner_1 = aCorner;\n aCell_1 = aCell;\n aNormal_1 = aNormal;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = unnamed_1.gl_Position;\n let _e17 = vNormal;\n let _e18 = vDepth;\n let _e19 = vChar;\n return VertexOutput(_e16, _e17, _e18, _e19);\n}\n";
11
+
12
+ /**
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 TEXT_BINDINGS = {
18
+ "TEXT_FRAG": {
19
+ "uniforms": 1,
20
+ "uniformSize": 32,
21
+ "fields": {
22
+ "uColor": {
23
+ "offset": 0,
24
+ "size": 12,
25
+ "type": "vec3"
26
+ },
27
+ "uGlow": {
28
+ "offset": 12,
29
+ "size": 4,
30
+ "type": "float"
31
+ },
32
+ "uAlpha": {
33
+ "offset": 16,
34
+ "size": 4,
35
+ "type": "float"
36
+ }
37
+ },
38
+ "textures": {}
39
+ },
40
+ "TEXT_VERT": {
41
+ "uniforms": 0,
42
+ "uniformSize": 128,
43
+ "fields": {
44
+ "uViewport": {
45
+ "offset": 0,
46
+ "size": 8,
47
+ "type": "vec2"
48
+ },
49
+ "uOrigin": {
50
+ "offset": 8,
51
+ "size": 8,
52
+ "type": "vec2"
53
+ },
54
+ "uCellSize": {
55
+ "offset": 16,
56
+ "size": 4,
57
+ "type": "float"
58
+ },
59
+ "uDepth": {
60
+ "offset": 20,
61
+ "size": 4,
62
+ "type": "float"
63
+ },
64
+ "uReveal": {
65
+ "offset": 24,
66
+ "size": 4,
67
+ "type": "float"
68
+ },
69
+ "uCharCount": {
70
+ "offset": 28,
71
+ "size": 4,
72
+ "type": "float"
73
+ },
74
+ "uCharOffset": {
75
+ "offset": 32,
76
+ "size": 4,
77
+ "type": "float"
78
+ },
79
+ "uSpin": {
80
+ "offset": 36,
81
+ "size": 4,
82
+ "type": "float"
83
+ },
84
+ "uPunch": {
85
+ "offset": 40,
86
+ "size": 4,
87
+ "type": "float"
88
+ },
89
+ "uBob": {
90
+ "offset": 44,
91
+ "size": 4,
92
+ "type": "float"
93
+ },
94
+ "uTime": {
95
+ "offset": 48,
96
+ "size": 4,
97
+ "type": "float"
98
+ },
99
+ "uClipCorrection": {
100
+ "offset": 64,
101
+ "size": 64,
102
+ "type": "mat4"
103
+ }
104
+ },
105
+ "textures": {}
106
+ }
107
+ } as const;