@driftengine/core 4.11.0 → 4.12.0

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Files changed (77) hide show
  1. package/CHANGELOG.json +72 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +4 -2
  4. package/dist/index.js +1 -1
  5. package/dist/render/ambientOcclusionPass.d.ts +3 -2
  6. package/dist/render/ambientOcclusionPass.js +4 -2
  7. package/dist/render/backend/api.d.ts +21 -1
  8. package/dist/render/backend/webgl2/renderer.d.ts +61 -5
  9. package/dist/render/backend/webgl2/renderer.js +153 -21
  10. package/dist/render/backend/webgpu/renderer.d.ts +54 -1
  11. package/dist/render/backend/webgpu/renderer.js +246 -89
  12. package/dist/render/instances.d.ts +13 -1
  13. package/dist/render/instances.js +10 -0
  14. package/dist/render/occlusionFade.d.ts +21 -0
  15. package/dist/render/occlusionFade.js +27 -0
  16. package/dist/render/sceneTarget.d.ts +2 -0
  17. package/dist/render/sceneTarget.js +1 -1
  18. package/dist/render/shaders/ambientOcclusion.js +12 -1
  19. package/dist/render/shaders/flat/areaLight.d.ts +1 -1
  20. package/dist/render/shaders/flat/areaLight.js +1 -1
  21. package/dist/render/shaders/flat/glassTint.d.ts +1 -1
  22. package/dist/render/shaders/flat/glassTint.js +1 -0
  23. package/dist/render/shaders/flat/index.d.ts +5 -0
  24. package/dist/render/shaders/flat/index.js +10 -3
  25. package/dist/render/shaders/flat/layerLooks.d.ts +16 -0
  26. package/dist/render/shaders/flat/layerLooks.js +116 -0
  27. package/dist/render/shaders/flat/layered.d.ts +19 -9
  28. package/dist/render/shaders/flat/layered.js +169 -37
  29. package/dist/render/shaders/flat/main.d.ts +1 -1
  30. package/dist/render/shaders/flat/main.js +17 -5
  31. package/dist/render/shaders/flat/models.js +1 -1
  32. package/dist/render/shaders/flat/normalMap.d.ts +1 -1
  33. package/dist/render/shaders/flat/normalMap.js +11 -2
  34. package/dist/render/shaders/flat/preamble.js +6 -0
  35. package/dist/render/shaders/generated/ambientOcclusion.wgsl.d.ts +6 -1
  36. package/dist/render/shaders/generated/ambientOcclusion.wgsl.js +6 -1
  37. package/dist/render/shaders/generated/flat.wgsl.d.ts +176 -48
  38. package/dist/render/shaders/generated/flat.wgsl.js +215 -87
  39. package/dist/render/surfaceLayerLooks.d.ts +80 -0
  40. package/dist/render/surfaceLayerLooks.js +83 -0
  41. package/dist/render/surfaceLayers.d.ts +128 -19
  42. package/dist/render/surfaceLayers.js +73 -13
  43. package/dist/render/surfaceTexture.d.ts +13 -4
  44. package/dist/render/transmission.d.ts +21 -0
  45. package/dist/render/transmission.js +21 -0
  46. package/dist/ui/splash.d.ts +42 -2
  47. package/dist/ui/splash.js +78 -13
  48. package/package.json +6 -6
  49. package/scripts/browser.d.mts +5 -0
  50. package/scripts/browser.mjs +68 -14
  51. package/scripts/look.d.mts +81 -0
  52. package/scripts/look.mjs +380 -0
  53. package/src/index.ts +4 -0
  54. package/src/render/ambientOcclusionPass.ts +4 -1
  55. package/src/render/backend/api.ts +31 -0
  56. package/src/render/backend/webgl2/renderer.ts +170 -22
  57. package/src/render/backend/webgpu/renderer.ts +379 -139
  58. package/src/render/instances.ts +18 -1
  59. package/src/render/occlusionFade.ts +29 -0
  60. package/src/render/sceneTarget.ts +3 -0
  61. package/src/render/shaders/ambientOcclusion.ts +12 -1
  62. package/src/render/shaders/flat/areaLight.ts +1 -1
  63. package/src/render/shaders/flat/glassTint.ts +3 -1
  64. package/src/render/shaders/flat/index.ts +15 -3
  65. package/src/render/shaders/flat/layerLooks.ts +116 -0
  66. package/src/render/shaders/flat/layered.ts +170 -37
  67. package/src/render/shaders/flat/main.ts +17 -5
  68. package/src/render/shaders/flat/models.ts +1 -1
  69. package/src/render/shaders/flat/normalMap.ts +11 -2
  70. package/src/render/shaders/flat/preamble.ts +6 -0
  71. package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +6 -1
  72. package/src/render/shaders/generated/flat.wgsl.ts +215 -87
  73. package/src/render/surfaceLayerLooks.ts +155 -0
  74. package/src/render/surfaceLayers.ts +187 -23
  75. package/src/render/surfaceTexture.ts +13 -4
  76. package/src/render/transmission.ts +27 -0
  77. package/src/ui/splash.ts +83 -14
@@ -17,6 +17,9 @@ export const MAIN_GLSL = `void main() {
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  projectSurface(surfaceAt, frameAt, frameTangents);
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  /* A layered material's mask, read once for every layer's share below: layered.ts. */
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  if (LAYERED && layered()) layeredBegin();
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+ /* And the specular every highlight below reads: its layers' own, where a material gives them. */
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+ surfaceSpecular = vSpecular;
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+ if (LAYERED && layered()) surfaceSpecular = layeredSpecular(vSpecular);
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  if (dot(vec4(vWorldPos, 1.0), uClipPlane) < 0.0) discard;
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  /*
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  * The layer's surface effects, zeros where the albedo array carries no table — see
@@ -101,6 +104,8 @@ export const MAIN_GLSL = `void main() {
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  }
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  }
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  }
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+ /* A layered material whose mask is the vertex colour takes no tint from it: layered.ts. */
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+ if (LAYERED && layered()) albedo = layeredColor(albedo);
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  albedo *= texel.rgb;
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  coverage = kept;
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  }
@@ -171,7 +176,8 @@ export const MAIN_GLSL = `void main() {
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  /*
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  * **A thin surface lets light from behind through, coloured by itself**: a banner, a leaf, a
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  * lampshade, an opaque material's \`diffuseTransmission\`, in the glass tint's spare lane. It
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- * gathers the light behind it in glassGlow, as a pane does, and adds it through its own colour.
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+ * gathers the light behind it in glassGlow, as a pane does, and adds it through its own colour,
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+ * or through the \`transmissionColor\` it names in the tint's colour lanes (transmission.ts).
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  * None on glass, which has its own way through.
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  */
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  float thin = glassTransmission > 0.0 ? 0.0 : uGlassTint.w;
@@ -507,6 +513,8 @@ export const MAIN_GLSL = `void main() {
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  #endif
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  /* A draw's own ambient, where one is set, in place of the frame's: \`setAmbientSH\`. */
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  if (uAmbientSH[6].w > 0.5) ambient = ambientHarmonics(n);
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+ /* Less of it where a layered material's mesh occlusion darkens the ambient light: layered.ts. */
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+ if (LAYERED && layered()) ambient *= layeredAmbient();
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  /*
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  * A metal keeps its ambient and loses its direct diffuse.
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  *
@@ -560,7 +568,7 @@ export const MAIN_GLSL = `void main() {
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  * mix(x, y, 0) is exactly x, so at metal 0 this is vec3(vSpecular) and the line below is the
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  * one it replaces with the scalar broadened to three components.
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  */
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- vec3 specColor = mix(vec3(vSpecular), albedo, metal);
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+ vec3 specColor = mix(vec3(surfaceSpecular), albedo, metal);
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  /*
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  * **A metal's highlight goes white at a grazing angle, and that is most of what reads as
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  * polished.**
@@ -1653,7 +1661,7 @@ export const MAIN_GLSL = `void main() {
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  * any lamp in the scene. The condition is the old one exactly when metal is 0, so nothing
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  * that binds no map takes a different branch than it took before.
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  */
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- if (vSpecular > 0.0 || metal > 0.0) {
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+ if (surfaceSpecular > 0.0 || metal > 0.0) {
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  vec3 toEyeLamp = normalize(uCameraPos - vWorldPos);
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  vec3 lampHalfway = normalize(toLight / max(dist, 1e-4) + toEyeLamp);
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  /* The same grazing whitening the sun's highlight takes, and zero at metal 0 for the look. */
@@ -1956,8 +1964,12 @@ export const MAIN_GLSL = `void main() {
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  * underneath: a ceiling emitting a dull warm haze over a pale panel cannot be expressed
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  * by scaling the panel, and scaling it gets the brightness right and the hue wrong.
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  */
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- /* What a thin surface lets through from behind, through its own colour; a metal lets none. */
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- if (thin > 0.0) lit += albedo * glassGlow * (thin * (1.0 - metal));
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+ /* What a thin surface lets through from behind, in its own colour or the one it names (below
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+ zero: none named, transmission.ts); a metal lets none. */
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+ if (thin > 0.0) {
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+ vec3 through = uGlassTint.r < 0.0 ? albedo : uGlassTint.rgb;
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+ lit += through * glassGlow * (thin * (1.0 - metal));
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+ }
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  diffuseAlone = lit;
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  vec3 emissiveTint = vEmissiveColor.r < 0.0 ? albedo : vEmissiveColor;
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  /*
@@ -218,7 +218,7 @@ void modelSurface(vec3 n, vec3 albedo, float roughness, float metal, vec3 at) {
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  if (MODEL_SKIN) {
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  if (SKIN_DIFFUSE) mAlbedo = vec3(1.0);
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  }
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- mSpecColor = mix(vec3(vSpecular), albedo, metal);
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+ mSpecColor = mix(vec3(surfaceSpecular), albedo, metal);
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  mRoughness = roughness;
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  mMetal = metal;
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  mMap = vec4(0.5, 0.5, 1.0, 1.0);
@@ -11,4 +11,4 @@
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  * on a uniform** — `uNormalStrength` and whatever gates its caller — which is what makes the
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  * derivatives inside `tangentFrame` and the implicit level of the read legal: AGENTS.md 2026-08-07.
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  */
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- export declare const NORMAL_MAP_GLSL = "\nvec3 normalMapped(vec3 n, vec3 at, vec2 frameAt, int hasTangents) {\n /* On three planes where the material projects them so: worldUv.ts. */\n if (WORLD_UVS && triplanar()) return triplanarNormal(n, at.z);\n /* A layered material's texels, blended by its mask before the frame turns them: layered.ts. */\n if (LAYERED && layered()) {\n mat3 layeredFrame = tangentFrame(n, vWorldPos, frameAt, vTangent, hasTangents);\n return normalize(mix(n, normalize(layeredFrame * layeredTexel()), uNormalStrength));\n }\n vec3 mapped = texture(uNormalMap, at).xyz * 2.0 - 1.0;\n /*\n * z rebuilt where none is stored. A tangent-space normal points out of its surface, so a\n * stored z at or below zero is never a real one: it is a two-channel map, BC5, whose blue a\n * device samples as zero and which arrives here as -1. Every map baked from BC5 to PNG before\n * 4.8.4 carried the same zero. A select rather than a flag: no uniform to bind, no material\n * that has to say what format it holds, and continuous at the boundary, since a unit texel\n * lying flat has its z near zero either way. A texel with z above zero is left as it was.\n */\n mapped.z = mapped.z > 0.0 ? mapped.z : sqrt(max(0.0, 1.0 - dot(mapped.xy, mapped.xy)));\n mat3 tbn = tangentFrame(n, vWorldPos, frameAt, vTangent, hasTangents);\n return normalize(mix(n, normalize(tbn * mapped), uNormalStrength));\n}\n";
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+ export declare const NORMAL_MAP_GLSL = "\nvec3 normalMapped(vec3 n, vec3 at, vec2 frameAt, int hasTangents) {\n /* On three planes where the material projects them so: worldUv.ts. */\n if (WORLD_UVS && triplanar()) return triplanarNormal(n, at.z);\n /*\n * A layered material's texels, blended by its mask before the frame turns them, around a normal\n * read at the mesh's own coordinates and tangents where the material lays one under them, which is\n * the surface's large shape the layers' detail rides on: layered.ts.\n */\n if (LAYERED && layered()) {\n vec3 under = n;\n if (layeredMeshNormal()) {\n mat3 meshFrame = tangentFrame(n, vWorldPos, vUv.xy, vTangent, vHasTangents);\n under = normalize(meshFrame * layeredMeshTexel());\n }\n mat3 layeredFrame = tangentFrame(under, vWorldPos, frameAt, vTangent, hasTangents);\n return normalize(mix(n, normalize(layeredFrame * layeredTexel()), uNormalStrength));\n }\n vec3 mapped = texture(uNormalMap, at).xyz * 2.0 - 1.0;\n /*\n * z rebuilt where none is stored. A tangent-space normal points out of its surface, so a\n * stored z at or below zero is never a real one: it is a two-channel map, BC5, whose blue a\n * device samples as zero and which arrives here as -1. Every map baked from BC5 to PNG before\n * 4.8.4 carried the same zero. A select rather than a flag: no uniform to bind, no material\n * that has to say what format it holds, and continuous at the boundary, since a unit texel\n * lying flat has its z near zero either way. A texel with z above zero is left as it was.\n */\n mapped.z = mapped.z > 0.0 ? mapped.z : sqrt(max(0.0, 1.0 - dot(mapped.xy, mapped.xy)));\n mat3 tbn = tangentFrame(n, vWorldPos, frameAt, vTangent, hasTangents);\n return normalize(mix(n, normalize(tbn * mapped), uNormalStrength));\n}\n";
@@ -15,9 +15,18 @@ export const NORMAL_MAP_GLSL = /* glsl */ `
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  vec3 normalMapped(vec3 n, vec3 at, vec2 frameAt, int hasTangents) {
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  /* On three planes where the material projects them so: worldUv.ts. */
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  if (WORLD_UVS && triplanar()) return triplanarNormal(n, at.z);
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- /* A layered material's texels, blended by its mask before the frame turns them: layered.ts. */
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+ /*
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+ * A layered material's texels, blended by its mask before the frame turns them, around a normal
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+ * read at the mesh's own coordinates and tangents where the material lays one under them, which is
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+ * the surface's large shape the layers' detail rides on: layered.ts.
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+ */
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  if (LAYERED && layered()) {
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- mat3 layeredFrame = tangentFrame(n, vWorldPos, frameAt, vTangent, hasTangents);
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+ vec3 under = n;
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+ if (layeredMeshNormal()) {
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+ mat3 meshFrame = tangentFrame(n, vWorldPos, vUv.xy, vTangent, vHasTangents);
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+ under = normalize(meshFrame * layeredMeshTexel());
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+ }
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+ mat3 layeredFrame = tangentFrame(under, vWorldPos, frameAt, vTangent, hasTangents);
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  return normalize(mix(n, normalize(layeredFrame * layeredTexel()), uNormalStrength));
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  }
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  vec3 mapped = texture(uNormalMap, at).xyz * 2.0 - 1.0;
@@ -39,6 +39,12 @@ in vec3 vColor;
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  in vec3 vWorldPos;
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  in float vEmissive;
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  in float vSpecular;
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+ /*
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+ * The specular this fragment shades with: its vertices' own, or a layered material's layers'
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+ * blend of theirs, set once at the top of main. Every read of the specular reads this rather than
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+ * the varying, so a layer's specular reaches the highlight, the reflection and the area lights alike.
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+ */
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+ float surfaceSpecular;
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  in vec4 vLightPos;
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  in vec3 vUv;
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  in vec3 vEmissiveColor;
@@ -1,5 +1,5 @@
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  export declare const AO_BLUR_FRAG_WGSL = "struct Uniforms {\n uStep: vec2<f32>,\n uDepthToViewZ: vec4<f32>,\n uAoScale: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uAo_s: sampler;\nvar<private> fragColor: f32;\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e22 = (*depth);\n ndc = (1f - (_e22 * 2f));\n let _e27 = unnamed.uDepthToViewZ[0u];\n let _e28 = ndc;\n let _e32 = unnamed.uDepthToViewZ[1u];\n let _e36 = unnamed.uDepthToViewZ[2u];\n let _e37 = ndc;\n let _e41 = unnamed.uDepthToViewZ[3u];\n return (((_e27 * _e28) + _e32) / ((_e36 * _e37) + _e41));\n}\n\nfn main_1() {\n var depth_1: f32;\n var own: f32;\n var centre: f32;\n var param: f32;\n var inverse: f32;\n var stepAfter: f32;\n var param_1: f32;\n var stepBefore: f32;\n var param_2: f32;\n var slope: f32;\n var sum: f32;\n var weight: f32;\n var i: i32;\n var uv: vec2<f32>;\n var z: f32;\n var param_3: f32;\n var w: f32;\n var blurred: f32;\n var local: f32;\n\n let _e39 = vUv_1;\n let _e40 = textureSampleLevel(uDepth_t, uDepth_s, _e39, 0f);\n depth_1 = _e40.x;\n let _e42 = vUv_1;\n let _e43 = textureSampleLevel(uAo_t, uAo_s, _e42, 0f);\n own = _e43.x;\n let _e45 = depth_1;\n if (_e45 <= 0f) {\n let _e47 = own;\n let _e49 = unnamed.uAoScale;\n fragColor = min((_e47 * _e49), 1f);\n return;\n }\n let _e52 = depth_1;\n param = _e52;\n let _e53 = viewZ_u0028_f1_u003b((&param));\n centre = _e53;\n let _e54 = centre;\n inverse = (1f / _e54);\n let _e56 = vUv_1;\n let _e58 = unnamed.uStep;\n let _e60 = textureSampleLevel(uDepth_t, uDepth_s, (_e56 + _e58), 0f);\n param_1 = _e60.x;\n let _e62 = viewZ_u0028_f1_u003b((&param_1));\n let _e64 = inverse;\n stepAfter = ((1f / _e62) - _e64);\n let _e66 = inverse;\n let _e67 = vUv_1;\n let _e69 = unnamed.uStep;\n let _e71 = textureSampleLevel(uDepth_t, uDepth_s, (_e67 - _e69), 0f);\n param_2 = _e71.x;\n let _e73 = viewZ_u0028_f1_u003b((&param_2));\n stepBefore = (_e66 - (1f / _e73));\n let _e76 = stepAfter;\n let _e78 = stepBefore;\n let _e81 = stepAfter;\n let _e82 = stepBefore;\n slope = select(_e82, _e81, (abs(_e76) < abs(_e78)));\n sum = 0f;\n weight = 0f;\n i = -3i;\n loop {\n let _e84 = i;\n if (_e84 <= 4i) {\n let _e86 = vUv_1;\n let _e88 = unnamed.uStep;\n let _e89 = i;\n uv = (_e86 + (_e88 * f32(_e89)));\n let _e93 = uv;\n let _e94 = textureSampleLevel(uDepth_t, uDepth_s, _e93, 0f);\n param_3 = _e94.x;\n let _e96 = viewZ_u0028_f1_u003b((&param_3));\n z = _e96;\n let _e97 = z;\n let _e98 = inverse;\n let _e99 = slope;\n let _e100 = i;\n w = max(0f, (1f - (abs(((_e97 * (_e98 + (_e99 * f32(_e100)))) - 1f)) / 0.02f)));\n let _e110 = uv;\n let _e111 = textureSampleLevel(uAo_t, uAo_s, _e110, 0f);\n let _e113 = w;\n let _e115 = sum;\n sum = (_e115 + (_e111.x * _e113));\n let _e117 = w;\n let _e118 = weight;\n weight = (_e118 + _e117);\n continue;\n } else {\n break;\n }\n continuing {\n let _e120 = i;\n i = (_e120 + 1i);\n }\n }\n let _e122 = weight;\n if (_e122 > 0f) {\n let _e124 = sum;\n let _e125 = weight;\n local = (_e124 / _e125);\n } else {\n let _e127 = own;\n local = _e127;\n }\n let _e128 = local;\n blurred = _e128;\n let _e129 = blurred;\n let _e131 = unnamed.uAoScale;\n fragColor = min((_e129 * _e131), 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
2
- export declare const AO_FRAG_WGSL = "struct Uniforms {\n uProjScale: vec2<f32>,\n uInvProjection: mat4x4<f32>,\n uRadius: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDepth_s: sampler;\nvar<private> fragColor: f32;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b(h0_: ptr<function, f32>, h1_: ptr<function, f32>, normal: ptr<function, f32>) -> f32 {\n var c: f32;\n var s2_: f32;\n\n let _e40 = (*normal);\n c = cos(_e40);\n let _e42 = (*normal);\n s2_ = (2f * sin(_e42));\n let _e45 = (*h0_);\n let _e47 = (*normal);\n let _e51 = c;\n let _e53 = (*h0_);\n let _e54 = s2_;\n let _e58 = (*h1_);\n let _e60 = (*normal);\n let _e64 = c;\n let _e66 = (*h1_);\n let _e67 = s2_;\n return ((0.25f * ((-(cos(((2f * _e45) - _e47))) + _e51) + (_e53 * _e54))) + (0.25f * ((-(cos(((2f * _e58) - _e60))) + _e64) + (_e66 * _e67))));\n}\n\nfn viewPosition_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, depth: ptr<function, f32>) -> vec3<f32> {\n var clip: vec4<f32>;\n var view: vec4<f32>;\n\n let _e39 = (*uv);\n let _e42 = ((_e39 * 2f) - vec2(1f));\n let _e43 = (*depth);\n clip = vec4<f32>(_e42.x, _e42.y, (1f - (_e43 * 2f)), 1f);\n let _e50 = unnamed.uInvProjection;\n let _e51 = clip;\n view = (_e50 * _e51);\n let _e53 = view;\n let _e56 = view[3u];\n return (_e53.xyz / vec3(_e56));\n}\n\nfn main_1() {\n var stepX: vec2<f32>;\n var stepY: vec2<f32>;\n var depth_1: f32;\n var p: vec3<f32>;\n var param: vec2<f32>;\n var param_1: f32;\n var dpdx_: vec3<f32>;\n var dpdy_: vec3<f32>;\n var right: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var left: vec3<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var down: vec3<f32>;\n var param_6: vec2<f32>;\n var param_7: f32;\n var up: vec3<f32>;\n var param_8: vec2<f32>;\n var param_9: f32;\n var here: f32;\n var edgeFloor: f32;\n var rightGap: f32;\n var leftGap: f32;\n var downGap: f32;\n var upGap: f32;\n var n: vec3<f32>;\n var toEye: vec3<f32>;\n var reach: vec2<f32>;\n var tile: f32;\n var turn: f32;\n var stagger: f32;\n var pixel: vec2<f32>;\n var visible: f32;\n var slice: i32;\n var angle: f32;\n var screen: vec2<f32>;\n var along: vec3<f32>;\n var param_10: vec2<f32>;\n var param_11: f32;\n var across: vec3<f32>;\n var axis: vec3<f32>;\n var projected: vec3<f32>;\n var projectedLength: f32;\n var normalAngle: f32;\n var horizon0_: f32;\n var horizon1_: f32;\n var k: i32;\n var t: f32;\n var stride: vec2<f32>;\n var side: i32;\n var uv_1: vec2<f32>;\n var local: vec2<f32>;\n var sampled: f32;\n var v: vec3<f32>;\n var param_12: vec2<f32>;\n var param_13: f32;\n var distance2_: f32;\n var cosine: f32;\n var fade: f32;\n var local_1: f32;\n var local_2: f32;\n var h0_1: f32;\n var h1_1: f32;\n var param_14: f32;\n var param_15: f32;\n var param_16: f32;\n\n let _e102 = vUv_1;\n let _e103 = dpdx(_e102);\n stepX = _e103;\n let _e104 = vUv_1;\n let _e105 = dpdy(_e104);\n stepY = _e105;\n let _e106 = vUv_1;\n let _e107 = textureSampleLevel(uDepth_t, uDepth_s, _e106, 0f);\n depth_1 = _e107.x;\n let _e109 = vUv_1;\n param = _e109;\n let _e110 = depth_1;\n param_1 = _e110;\n let _e111 = viewPosition_u0028_vf2_u003b_f1_u003b((&param), (&param_1));\n p = _e111;\n let _e112 = p;\n let _e113 = dpdx(_e112);\n dpdx_ = _e113;\n let _e114 = p;\n let _e115 = dpdy(_e114);\n dpdy_ = _e115;\n let _e116 = depth_1;\n if (_e116 <= 0f) {\n fragColor = 1f;\n return;\n }\n let _e118 = vUv_1;\n let _e119 = stepX;\n let _e121 = vUv_1;\n let _e122 = stepX;\n let _e124 = textureSampleLevel(uDepth_t, uDepth_s, (_e121 + _e122), 0f);\n param_2 = (_e118 + _e119);\n param_3 = _e124.x;\n let _e126 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_2), (&param_3));\n right = _e126;\n let _e127 = vUv_1;\n let _e128 = stepX;\n let _e130 = vUv_1;\n let _e131 = stepX;\n let _e133 = textureSampleLevel(uDepth_t, uDepth_s, (_e130 - _e131), 0f);\n param_4 = (_e127 - _e128);\n param_5 = _e133.x;\n let _e135 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_4), (&param_5));\n left = _e135;\n let _e136 = vUv_1;\n let _e137 = stepY;\n let _e139 = vUv_1;\n let _e140 = stepY;\n let _e142 = textureSampleLevel(uDepth_t, uDepth_s, (_e139 + _e140), 0f);\n param_6 = (_e136 + _e137);\n param_7 = _e142.x;\n let _e144 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_6), (&param_7));\n down = _e144;\n let _e145 = vUv_1;\n let _e146 = stepY;\n let _e148 = vUv_1;\n let _e149 = stepY;\n let _e151 = textureSampleLevel(uDepth_t, uDepth_s, (_e148 - _e149), 0f);\n param_8 = (_e145 - _e146);\n param_9 = _e151.x;\n let _e153 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n up = _e153;\n let _e155 = p[2u];\n here = -(_e155);\n let _e157 = here;\n edgeFloor = (0.05f * _e157);\n let _e160 = right[2u];\n let _e162 = here;\n rightGap = abs((-(_e160) - _e162));\n let _e166 = left[2u];\n let _e168 = here;\n leftGap = abs((-(_e166) - _e168));\n let _e172 = down[2u];\n let _e174 = here;\n downGap = abs((-(_e172) - _e174));\n let _e178 = up[2u];\n let _e180 = here;\n upGap = abs((-(_e178) - _e180));\n let _e183 = rightGap;\n let _e184 = leftGap;\n let _e186 = edgeFloor;\n if (_e183 > ((_e184 * 8f) + _e186)) {\n let _e189 = p;\n let _e190 = left;\n dpdx_ = (_e189 - _e190);\n } else {\n let _e192 = leftGap;\n let _e193 = rightGap;\n let _e195 = edgeFloor;\n if (_e192 > ((_e193 * 8f) + _e195)) {\n let _e198 = right;\n let _e199 = p;\n dpdx_ = (_e198 - _e199);\n }\n }\n let _e201 = downGap;\n let _e202 = upGap;\n let _e204 = edgeFloor;\n if (_e201 > ((_e202 * 8f) + _e204)) {\n let _e207 = p;\n let _e208 = up;\n dpdy_ = (_e207 - _e208);\n } else {\n let _e210 = upGap;\n let _e211 = downGap;\n let _e213 = edgeFloor;\n if (_e210 > ((_e211 * 8f) + _e213)) {\n let _e216 = down;\n let _e217 = p;\n dpdy_ = (_e216 - _e217);\n }\n }\n let _e219 = dpdx_;\n let _e220 = dpdy_;\n n = normalize(cross(_e219, _e220));\n let _e223 = n;\n let _e224 = p;\n if (dot(_e223, _e224) > 0f) {\n let _e227 = n;\n n = -(_e227);\n }\n let _e229 = p;\n toEye = normalize(-(_e229));\n let _e233 = unnamed.uRadius;\n let _e235 = unnamed.uProjScale;\n let _e239 = p[2u];\n reach = min((((_e235 * _e233) * 0.5f) / vec2(max(-(_e239), 0.001f))), vec2<f32>(0.06f, 0.06f));\n let _e246 = gl_FragCoord_1[0u];\n let _e252 = gl_FragCoord_1[1u];\n tile = ((_e246 - (floor((_e246 / 4f)) * 4f)) + (4f * (_e252 - (floor((_e252 / 4f)) * 4f))));\n let _e259 = tile;\n turn = (_e259 * 0.098174766f);\n let _e261 = tile;\n stagger = fract((_e261 * 0.618034f));\n let _e264 = stepX;\n let _e266 = stepY;\n pixel = vec2<f32>(length(_e264), length(_e266));\n visible = 0f;\n slice = 0i;\n loop {\n let _e269 = slice;\n if (_e269 < 2i) {\n let _e271 = turn;\n let _e272 = slice;\n angle = (_e271 + (f32(_e272) * 1.5707964f));\n let _e276 = angle;\n let _e279 = pixel[0u];\n let _e282 = pixel[1u];\n let _e284 = angle;\n screen = vec2<f32>(((cos(_e276) * _e279) / _e282), sin(_e284));\n let _e287 = vUv_1;\n let _e288 = screen;\n param_10 = (_e287 + (_e288 * 0.001f));\n let _e291 = depth_1;\n param_11 = _e291;\n let _e292 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_10), (&param_11));\n let _e293 = p;\n along = normalize((_e292 - _e293));\n let _e296 = along;\n let _e297 = toEye;\n let _e298 = along;\n let _e299 = toEye;\n across = normalize((_e296 - (_e297 * dot(_e298, _e299))));\n let _e304 = across;\n let _e305 = toEye;\n axis = cross(_e304, _e305);\n let _e307 = n;\n let _e308 = axis;\n let _e309 = n;\n let _e310 = axis;\n projected = (_e307 - (_e308 * dot(_e309, _e310)));\n let _e314 = projected;\n projectedLength = length(_e314);\n let _e316 = projectedLength;\n if (_e316 < 0.0001f) {\n continue;\n }\n let _e318 = projected;\n let _e319 = across;\n let _e321 = projected;\n let _e322 = toEye;\n normalAngle = atan2(dot(_e318, _e319), dot(_e321, _e322));\n horizon0_ = -1f;\n horizon1_ = -1f;\n k = 0i;\n loop {\n let _e325 = k;\n if (_e325 < 6i) {\n let _e327 = k;\n let _e329 = stagger;\n t = ((f32(_e327) + _e329) / 6f);\n let _e332 = screen;\n let _e334 = reach[1u];\n let _e336 = t;\n let _e337 = t;\n stride = ((_e332 * _e334) * ((_e336 * _e337) + 0.013888889f));\n side = 0i;\n loop {\n let _e341 = side;\n if (_e341 < 2i) {\n let _e343 = side;\n if (_e343 == 0i) {\n let _e345 = vUv_1;\n let _e346 = stride;\n local = (_e345 - _e346);\n } else {\n let _e348 = vUv_1;\n let _e349 = stride;\n local = (_e348 + _e349);\n }\n let _e351 = local;\n uv_1 = _e351;\n let _e352 = uv_1;\n let _e353 = textureSampleLevel(uDepth_t, uDepth_s, _e352, 0f);\n sampled = _e353.x;\n let _e355 = sampled;\n if (_e355 <= 0f) {\n continue;\n }\n let _e357 = uv_1;\n param_12 = _e357;\n let _e358 = sampled;\n param_13 = _e358;\n let _e359 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_12), (&param_13));\n let _e360 = p;\n v = (_e359 - _e360);\n let _e362 = v;\n let _e363 = v;\n distance2_ = dot(_e362, _e363);\n let _e365 = distance2_;\n if (_e365 < 0.00000001f) {\n continue;\n }\n let _e367 = v;\n let _e368 = toEye;\n let _e370 = distance2_;\n cosine = (dot(_e367, _e368) * inverseSqrt(_e370));\n let _e373 = distance2_;\n let _e375 = unnamed.uRadius;\n let _e377 = unnamed.uRadius;\n fade = clamp((1f - (_e373 / (_e375 * _e377))), 0f, 1f);\n let _e382 = cosine;\n let _e383 = fade;\n cosine = mix(-1f, _e382, _e383);\n let _e385 = side;\n if (_e385 == 0i) {\n let _e387 = cosine;\n let _e388 = horizon0_;\n if (_e387 > _e388) {\n let _e390 = cosine;\n local_1 = _e390;\n } else {\n let _e391 = horizon0_;\n let _e392 = cosine;\n local_1 = mix(_e391, _e392, 0.2f);\n }\n let _e394 = local_1;\n horizon0_ = _e394;\n } else {\n let _e395 = cosine;\n let _e396 = horizon1_;\n if (_e395 > _e396) {\n let _e398 = cosine;\n local_2 = _e398;\n } else {\n let _e399 = horizon1_;\n let _e400 = cosine;\n local_2 = mix(_e399, _e400, 0.2f);\n }\n let _e402 = local_2;\n horizon1_ = _e402;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e403 = side;\n side = (_e403 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e405 = k;\n k = (_e405 + 1i);\n }\n }\n let _e407 = horizon0_;\n let _e411 = normalAngle;\n h0_1 = max(-(acos(clamp(_e407, -1f, 1f))), (_e411 - 1.5707963f));\n let _e414 = horizon1_;\n let _e417 = normalAngle;\n h1_1 = min(acos(clamp(_e414, -1f, 1f)), (_e417 + 1.5707963f));\n let _e420 = projectedLength;\n let _e421 = h0_1;\n param_14 = _e421;\n let _e422 = h1_1;\n param_15 = _e422;\n let _e423 = normalAngle;\n param_16 = _e423;\n let _e424 = gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b((&param_14), (&param_15), (&param_16));\n let _e426 = visible;\n visible = (_e426 + (_e420 * _e424));\n continue;\n } else {\n break;\n }\n continuing {\n let _e428 = slice;\n slice = (_e428 + 1i);\n }\n }\n let _e430 = visible;\n fragColor = clamp(((_e430 / 2f) * 0.5f), 0f, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
2
+ export declare const AO_FRAG_WGSL = "struct Uniforms {\n uProjScale: vec2<f32>,\n uInvProjection: mat4x4<f32>,\n uRadius: f32,\n uFade: vec2<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDepth_s: sampler;\nvar<private> fragColor: f32;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b(h0_: ptr<function, f32>, h1_: ptr<function, f32>, normal: ptr<function, f32>) -> f32 {\n var c: f32;\n var s2_: f32;\n\n let _e41 = (*normal);\n c = cos(_e41);\n let _e43 = (*normal);\n s2_ = (2f * sin(_e43));\n let _e46 = (*h0_);\n let _e48 = (*normal);\n let _e52 = c;\n let _e54 = (*h0_);\n let _e55 = s2_;\n let _e59 = (*h1_);\n let _e61 = (*normal);\n let _e65 = c;\n let _e67 = (*h1_);\n let _e68 = s2_;\n return ((0.25f * ((-(cos(((2f * _e46) - _e48))) + _e52) + (_e54 * _e55))) + (0.25f * ((-(cos(((2f * _e59) - _e61))) + _e65) + (_e67 * _e68))));\n}\n\nfn viewPosition_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, depth: ptr<function, f32>) -> vec3<f32> {\n var clip: vec4<f32>;\n var view: vec4<f32>;\n\n let _e40 = (*uv);\n let _e43 = ((_e40 * 2f) - vec2(1f));\n let _e44 = (*depth);\n clip = vec4<f32>(_e43.x, _e43.y, (1f - (_e44 * 2f)), 1f);\n let _e51 = unnamed.uInvProjection;\n let _e52 = clip;\n view = (_e51 * _e52);\n let _e54 = view;\n let _e57 = view[3u];\n return (_e54.xyz / vec3(_e57));\n}\n\nfn main_1() {\n var stepX: vec2<f32>;\n var stepY: vec2<f32>;\n var depth_1: f32;\n var p: vec3<f32>;\n var param: vec2<f32>;\n var param_1: f32;\n var dpdx_: vec3<f32>;\n var dpdy_: vec3<f32>;\n var faded: f32;\n var local: f32;\n var right: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var left: vec3<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var down: vec3<f32>;\n var param_6: vec2<f32>;\n var param_7: f32;\n var up: vec3<f32>;\n var param_8: vec2<f32>;\n var param_9: f32;\n var here: f32;\n var edgeFloor: f32;\n var rightGap: f32;\n var leftGap: f32;\n var downGap: f32;\n var upGap: f32;\n var n: vec3<f32>;\n var toEye: vec3<f32>;\n var reach: vec2<f32>;\n var tile: f32;\n var turn: f32;\n var stagger: f32;\n var pixel: vec2<f32>;\n var visible: f32;\n var slice: i32;\n var angle: f32;\n var screen: vec2<f32>;\n var along: vec3<f32>;\n var param_10: vec2<f32>;\n var param_11: f32;\n var across: vec3<f32>;\n var axis: vec3<f32>;\n var projected: vec3<f32>;\n var projectedLength: f32;\n var normalAngle: f32;\n var horizon0_: f32;\n var horizon1_: f32;\n var k: i32;\n var t: f32;\n var stride: vec2<f32>;\n var side: i32;\n var uv_1: vec2<f32>;\n var local_1: vec2<f32>;\n var sampled: f32;\n var v: vec3<f32>;\n var param_12: vec2<f32>;\n var param_13: f32;\n var distance2_: f32;\n var cosine: f32;\n var fade: f32;\n var local_2: f32;\n var local_3: f32;\n var h0_1: f32;\n var h1_1: f32;\n var param_14: f32;\n var param_15: f32;\n var param_16: f32;\n\n let _e105 = vUv_1;\n let _e106 = dpdx(_e105);\n stepX = _e106;\n let _e107 = vUv_1;\n let _e108 = dpdy(_e107);\n stepY = _e108;\n let _e109 = vUv_1;\n let _e110 = textureSampleLevel(uDepth_t, uDepth_s, _e109, 0f);\n depth_1 = _e110.x;\n let _e112 = vUv_1;\n param = _e112;\n let _e113 = depth_1;\n param_1 = _e113;\n let _e114 = viewPosition_u0028_vf2_u003b_f1_u003b((&param), (&param_1));\n p = _e114;\n let _e115 = p;\n let _e116 = dpdx(_e115);\n dpdx_ = _e116;\n let _e117 = p;\n let _e118 = dpdy(_e117);\n dpdy_ = _e118;\n let _e119 = depth_1;\n if (_e119 <= 0f) {\n fragColor = 1f;\n return;\n }\n let _e123 = unnamed.uFade[0u];\n if (_e123 < 0f) {\n local = 0f;\n } else {\n let _e125 = p;\n let _e129 = unnamed.uFade[0u];\n let _e133 = unnamed.uFade[1u];\n local = clamp(((length(_e125) - _e129) / max(_e133, 0.0001f)), 0f, 1f);\n }\n let _e137 = local;\n faded = _e137;\n let _e138 = faded;\n if (_e138 >= 1f) {\n fragColor = 0.5f;\n return;\n }\n let _e140 = vUv_1;\n let _e141 = stepX;\n let _e143 = vUv_1;\n let _e144 = stepX;\n let _e146 = textureSampleLevel(uDepth_t, uDepth_s, (_e143 + _e144), 0f);\n param_2 = (_e140 + _e141);\n param_3 = _e146.x;\n let _e148 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_2), (&param_3));\n right = _e148;\n let _e149 = vUv_1;\n let _e150 = stepX;\n let _e152 = vUv_1;\n let _e153 = stepX;\n let _e155 = textureSampleLevel(uDepth_t, uDepth_s, (_e152 - _e153), 0f);\n param_4 = (_e149 - _e150);\n param_5 = _e155.x;\n let _e157 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_4), (&param_5));\n left = _e157;\n let _e158 = vUv_1;\n let _e159 = stepY;\n let _e161 = vUv_1;\n let _e162 = stepY;\n let _e164 = textureSampleLevel(uDepth_t, uDepth_s, (_e161 + _e162), 0f);\n param_6 = (_e158 + _e159);\n param_7 = _e164.x;\n let _e166 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_6), (&param_7));\n down = _e166;\n let _e167 = vUv_1;\n let _e168 = stepY;\n let _e170 = vUv_1;\n let _e171 = stepY;\n let _e173 = textureSampleLevel(uDepth_t, uDepth_s, (_e170 - _e171), 0f);\n param_8 = (_e167 - _e168);\n param_9 = _e173.x;\n let _e175 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n up = _e175;\n let _e177 = p[2u];\n here = -(_e177);\n let _e179 = here;\n edgeFloor = (0.05f * _e179);\n let _e182 = right[2u];\n let _e184 = here;\n rightGap = abs((-(_e182) - _e184));\n let _e188 = left[2u];\n let _e190 = here;\n leftGap = abs((-(_e188) - _e190));\n let _e194 = down[2u];\n let _e196 = here;\n downGap = abs((-(_e194) - _e196));\n let _e200 = up[2u];\n let _e202 = here;\n upGap = abs((-(_e200) - _e202));\n let _e205 = rightGap;\n let _e206 = leftGap;\n let _e208 = edgeFloor;\n if (_e205 > ((_e206 * 8f) + _e208)) {\n let _e211 = p;\n let _e212 = left;\n dpdx_ = (_e211 - _e212);\n } else {\n let _e214 = leftGap;\n let _e215 = rightGap;\n let _e217 = edgeFloor;\n if (_e214 > ((_e215 * 8f) + _e217)) {\n let _e220 = right;\n let _e221 = p;\n dpdx_ = (_e220 - _e221);\n }\n }\n let _e223 = downGap;\n let _e224 = upGap;\n let _e226 = edgeFloor;\n if (_e223 > ((_e224 * 8f) + _e226)) {\n let _e229 = p;\n let _e230 = up;\n dpdy_ = (_e229 - _e230);\n } else {\n let _e232 = upGap;\n let _e233 = downGap;\n let _e235 = edgeFloor;\n if (_e232 > ((_e233 * 8f) + _e235)) {\n let _e238 = down;\n let _e239 = p;\n dpdy_ = (_e238 - _e239);\n }\n }\n let _e241 = dpdx_;\n let _e242 = dpdy_;\n n = normalize(cross(_e241, _e242));\n let _e245 = n;\n let _e246 = p;\n if (dot(_e245, _e246) > 0f) {\n let _e249 = n;\n n = -(_e249);\n }\n let _e251 = p;\n toEye = normalize(-(_e251));\n let _e255 = unnamed.uRadius;\n let _e257 = unnamed.uProjScale;\n let _e261 = p[2u];\n reach = min((((_e257 * _e255) * 0.5f) / vec2(max(-(_e261), 0.001f))), vec2<f32>(0.06f, 0.06f));\n let _e268 = gl_FragCoord_1[0u];\n let _e274 = gl_FragCoord_1[1u];\n tile = ((_e268 - (floor((_e268 / 4f)) * 4f)) + (4f * (_e274 - (floor((_e274 / 4f)) * 4f))));\n let _e281 = tile;\n turn = (_e281 * 0.098174766f);\n let _e283 = tile;\n stagger = fract((_e283 * 0.618034f));\n let _e286 = stepX;\n let _e288 = stepY;\n pixel = vec2<f32>(length(_e286), length(_e288));\n visible = 0f;\n slice = 0i;\n loop {\n let _e291 = slice;\n if (_e291 < 2i) {\n let _e293 = turn;\n let _e294 = slice;\n angle = (_e293 + (f32(_e294) * 1.5707964f));\n let _e298 = angle;\n let _e301 = pixel[0u];\n let _e304 = pixel[1u];\n let _e306 = angle;\n screen = vec2<f32>(((cos(_e298) * _e301) / _e304), sin(_e306));\n let _e309 = vUv_1;\n let _e310 = screen;\n param_10 = (_e309 + (_e310 * 0.001f));\n let _e313 = depth_1;\n param_11 = _e313;\n let _e314 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_10), (&param_11));\n let _e315 = p;\n along = normalize((_e314 - _e315));\n let _e318 = along;\n let _e319 = toEye;\n let _e320 = along;\n let _e321 = toEye;\n across = normalize((_e318 - (_e319 * dot(_e320, _e321))));\n let _e326 = across;\n let _e327 = toEye;\n axis = cross(_e326, _e327);\n let _e329 = n;\n let _e330 = axis;\n let _e331 = n;\n let _e332 = axis;\n projected = (_e329 - (_e330 * dot(_e331, _e332)));\n let _e336 = projected;\n projectedLength = length(_e336);\n let _e338 = projectedLength;\n if (_e338 < 0.0001f) {\n continue;\n }\n let _e340 = projected;\n let _e341 = across;\n let _e343 = projected;\n let _e344 = toEye;\n normalAngle = atan2(dot(_e340, _e341), dot(_e343, _e344));\n horizon0_ = -1f;\n horizon1_ = -1f;\n k = 0i;\n loop {\n let _e347 = k;\n if (_e347 < 6i) {\n let _e349 = k;\n let _e351 = stagger;\n t = ((f32(_e349) + _e351) / 6f);\n let _e354 = screen;\n let _e356 = reach[1u];\n let _e358 = t;\n let _e359 = t;\n stride = ((_e354 * _e356) * ((_e358 * _e359) + 0.013888889f));\n side = 0i;\n loop {\n let _e363 = side;\n if (_e363 < 2i) {\n let _e365 = side;\n if (_e365 == 0i) {\n let _e367 = vUv_1;\n let _e368 = stride;\n local_1 = (_e367 - _e368);\n } else {\n let _e370 = vUv_1;\n let _e371 = stride;\n local_1 = (_e370 + _e371);\n }\n let _e373 = local_1;\n uv_1 = _e373;\n let _e374 = uv_1;\n let _e375 = textureSampleLevel(uDepth_t, uDepth_s, _e374, 0f);\n sampled = _e375.x;\n let _e377 = sampled;\n if (_e377 <= 0f) {\n continue;\n }\n let _e379 = uv_1;\n param_12 = _e379;\n let _e380 = sampled;\n param_13 = _e380;\n let _e381 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_12), (&param_13));\n let _e382 = p;\n v = (_e381 - _e382);\n let _e384 = v;\n let _e385 = v;\n distance2_ = dot(_e384, _e385);\n let _e387 = distance2_;\n if (_e387 < 0.00000001f) {\n continue;\n }\n let _e389 = v;\n let _e390 = toEye;\n let _e392 = distance2_;\n cosine = (dot(_e389, _e390) * inverseSqrt(_e392));\n let _e395 = distance2_;\n let _e397 = unnamed.uRadius;\n let _e399 = unnamed.uRadius;\n fade = clamp((1f - (_e395 / (_e397 * _e399))), 0f, 1f);\n let _e404 = cosine;\n let _e405 = fade;\n cosine = mix(-1f, _e404, _e405);\n let _e407 = side;\n if (_e407 == 0i) {\n let _e409 = cosine;\n let _e410 = horizon0_;\n if (_e409 > _e410) {\n let _e412 = cosine;\n local_2 = _e412;\n } else {\n let _e413 = horizon0_;\n let _e414 = cosine;\n local_2 = mix(_e413, _e414, 0.2f);\n }\n let _e416 = local_2;\n horizon0_ = _e416;\n } else {\n let _e417 = cosine;\n let _e418 = horizon1_;\n if (_e417 > _e418) {\n let _e420 = cosine;\n local_3 = _e420;\n } else {\n let _e421 = horizon1_;\n let _e422 = cosine;\n local_3 = mix(_e421, _e422, 0.2f);\n }\n let _e424 = local_3;\n horizon1_ = _e424;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e425 = side;\n side = (_e425 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e427 = k;\n k = (_e427 + 1i);\n }\n }\n let _e429 = horizon0_;\n let _e433 = normalAngle;\n h0_1 = max(-(acos(clamp(_e429, -1f, 1f))), (_e433 - 1.5707963f));\n let _e436 = horizon1_;\n let _e439 = normalAngle;\n h1_1 = min(acos(clamp(_e436, -1f, 1f)), (_e439 + 1.5707963f));\n let _e442 = projectedLength;\n let _e443 = h0_1;\n param_14 = _e443;\n let _e444 = h1_1;\n param_15 = _e444;\n let _e445 = normalAngle;\n param_16 = _e445;\n let _e446 = gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b((&param_14), (&param_15), (&param_16));\n let _e448 = visible;\n visible = (_e448 + (_e442 * _e446));\n continue;\n } else {\n break;\n }\n continuing {\n let _e450 = slice;\n slice = (_e450 + 1i);\n }\n }\n let _e452 = visible;\n let _e454 = faded;\n fragColor = clamp((mix((_e452 / 2f), 1f, _e454) * 0.5f), 0f, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
3
3
  /**
4
4
  * What the transform assigned, so the renderer binds the same numbers.
5
5
  *
@@ -58,6 +58,11 @@ export declare const AMBIENTOCCLUSION_BINDINGS: {
58
58
  readonly size: 4;
59
59
  readonly type: "float";
60
60
  };
61
+ readonly uFade: {
62
+ readonly offset: 88;
63
+ readonly size: 8;
64
+ readonly type: "vec2";
65
+ };
61
66
  };
62
67
  readonly textures: {
63
68
  readonly uDepth: {
@@ -5,7 +5,7 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
  export const AO_BLUR_FRAG_WGSL = "struct Uniforms {\n uStep: vec2<f32>,\n uDepthToViewZ: vec4<f32>,\n uAoScale: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uAo_s: sampler;\nvar<private> fragColor: f32;\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e22 = (*depth);\n ndc = (1f - (_e22 * 2f));\n let _e27 = unnamed.uDepthToViewZ[0u];\n let _e28 = ndc;\n let _e32 = unnamed.uDepthToViewZ[1u];\n let _e36 = unnamed.uDepthToViewZ[2u];\n let _e37 = ndc;\n let _e41 = unnamed.uDepthToViewZ[3u];\n return (((_e27 * _e28) + _e32) / ((_e36 * _e37) + _e41));\n}\n\nfn main_1() {\n var depth_1: f32;\n var own: f32;\n var centre: f32;\n var param: f32;\n var inverse: f32;\n var stepAfter: f32;\n var param_1: f32;\n var stepBefore: f32;\n var param_2: f32;\n var slope: f32;\n var sum: f32;\n var weight: f32;\n var i: i32;\n var uv: vec2<f32>;\n var z: f32;\n var param_3: f32;\n var w: f32;\n var blurred: f32;\n var local: f32;\n\n let _e39 = vUv_1;\n let _e40 = textureSampleLevel(uDepth_t, uDepth_s, _e39, 0f);\n depth_1 = _e40.x;\n let _e42 = vUv_1;\n let _e43 = textureSampleLevel(uAo_t, uAo_s, _e42, 0f);\n own = _e43.x;\n let _e45 = depth_1;\n if (_e45 <= 0f) {\n let _e47 = own;\n let _e49 = unnamed.uAoScale;\n fragColor = min((_e47 * _e49), 1f);\n return;\n }\n let _e52 = depth_1;\n param = _e52;\n let _e53 = viewZ_u0028_f1_u003b((&param));\n centre = _e53;\n let _e54 = centre;\n inverse = (1f / _e54);\n let _e56 = vUv_1;\n let _e58 = unnamed.uStep;\n let _e60 = textureSampleLevel(uDepth_t, uDepth_s, (_e56 + _e58), 0f);\n param_1 = _e60.x;\n let _e62 = viewZ_u0028_f1_u003b((&param_1));\n let _e64 = inverse;\n stepAfter = ((1f / _e62) - _e64);\n let _e66 = inverse;\n let _e67 = vUv_1;\n let _e69 = unnamed.uStep;\n let _e71 = textureSampleLevel(uDepth_t, uDepth_s, (_e67 - _e69), 0f);\n param_2 = _e71.x;\n let _e73 = viewZ_u0028_f1_u003b((&param_2));\n stepBefore = (_e66 - (1f / _e73));\n let _e76 = stepAfter;\n let _e78 = stepBefore;\n let _e81 = stepAfter;\n let _e82 = stepBefore;\n slope = select(_e82, _e81, (abs(_e76) < abs(_e78)));\n sum = 0f;\n weight = 0f;\n i = -3i;\n loop {\n let _e84 = i;\n if (_e84 <= 4i) {\n let _e86 = vUv_1;\n let _e88 = unnamed.uStep;\n let _e89 = i;\n uv = (_e86 + (_e88 * f32(_e89)));\n let _e93 = uv;\n let _e94 = textureSampleLevel(uDepth_t, uDepth_s, _e93, 0f);\n param_3 = _e94.x;\n let _e96 = viewZ_u0028_f1_u003b((&param_3));\n z = _e96;\n let _e97 = z;\n let _e98 = inverse;\n let _e99 = slope;\n let _e100 = i;\n w = max(0f, (1f - (abs(((_e97 * (_e98 + (_e99 * f32(_e100)))) - 1f)) / 0.02f)));\n let _e110 = uv;\n let _e111 = textureSampleLevel(uAo_t, uAo_s, _e110, 0f);\n let _e113 = w;\n let _e115 = sum;\n sum = (_e115 + (_e111.x * _e113));\n let _e117 = w;\n let _e118 = weight;\n weight = (_e118 + _e117);\n continue;\n } else {\n break;\n }\n continuing {\n let _e120 = i;\n i = (_e120 + 1i);\n }\n }\n let _e122 = weight;\n if (_e122 > 0f) {\n let _e124 = sum;\n let _e125 = weight;\n local = (_e124 / _e125);\n } else {\n let _e127 = own;\n local = _e127;\n }\n let _e128 = local;\n blurred = _e128;\n let _e129 = blurred;\n let _e131 = unnamed.uAoScale;\n fragColor = min((_e129 * _e131), 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
8
- export const AO_FRAG_WGSL = "struct Uniforms {\n uProjScale: vec2<f32>,\n uInvProjection: mat4x4<f32>,\n uRadius: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDepth_s: sampler;\nvar<private> fragColor: f32;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b(h0_: ptr<function, f32>, h1_: ptr<function, f32>, normal: ptr<function, f32>) -> f32 {\n var c: f32;\n var s2_: f32;\n\n let _e40 = (*normal);\n c = cos(_e40);\n let _e42 = (*normal);\n s2_ = (2f * sin(_e42));\n let _e45 = (*h0_);\n let _e47 = (*normal);\n let _e51 = c;\n let _e53 = (*h0_);\n let _e54 = s2_;\n let _e58 = (*h1_);\n let _e60 = (*normal);\n let _e64 = c;\n let _e66 = (*h1_);\n let _e67 = s2_;\n return ((0.25f * ((-(cos(((2f * _e45) - _e47))) + _e51) + (_e53 * _e54))) + (0.25f * ((-(cos(((2f * _e58) - _e60))) + _e64) + (_e66 * _e67))));\n}\n\nfn viewPosition_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, depth: ptr<function, f32>) -> vec3<f32> {\n var clip: vec4<f32>;\n var view: vec4<f32>;\n\n let _e39 = (*uv);\n let _e42 = ((_e39 * 2f) - vec2(1f));\n let _e43 = (*depth);\n clip = vec4<f32>(_e42.x, _e42.y, (1f - (_e43 * 2f)), 1f);\n let _e50 = unnamed.uInvProjection;\n let _e51 = clip;\n view = (_e50 * _e51);\n let _e53 = view;\n let _e56 = view[3u];\n return (_e53.xyz / vec3(_e56));\n}\n\nfn main_1() {\n var stepX: vec2<f32>;\n var stepY: vec2<f32>;\n var depth_1: f32;\n var p: vec3<f32>;\n var param: vec2<f32>;\n var param_1: f32;\n var dpdx_: vec3<f32>;\n var dpdy_: vec3<f32>;\n var right: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var left: vec3<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var down: vec3<f32>;\n var param_6: vec2<f32>;\n var param_7: f32;\n var up: vec3<f32>;\n var param_8: vec2<f32>;\n var param_9: f32;\n var here: f32;\n var edgeFloor: f32;\n var rightGap: f32;\n var leftGap: f32;\n var downGap: f32;\n var upGap: f32;\n var n: vec3<f32>;\n var toEye: vec3<f32>;\n var reach: vec2<f32>;\n var tile: f32;\n var turn: f32;\n var stagger: f32;\n var pixel: vec2<f32>;\n var visible: f32;\n var slice: i32;\n var angle: f32;\n var screen: vec2<f32>;\n var along: vec3<f32>;\n var param_10: vec2<f32>;\n var param_11: f32;\n var across: vec3<f32>;\n var axis: vec3<f32>;\n var projected: vec3<f32>;\n var projectedLength: f32;\n var normalAngle: f32;\n var horizon0_: f32;\n var horizon1_: f32;\n var k: i32;\n var t: f32;\n var stride: vec2<f32>;\n var side: i32;\n var uv_1: vec2<f32>;\n var local: vec2<f32>;\n var sampled: f32;\n var v: vec3<f32>;\n var param_12: vec2<f32>;\n var param_13: f32;\n var distance2_: f32;\n var cosine: f32;\n var fade: f32;\n var local_1: f32;\n var local_2: f32;\n var h0_1: f32;\n var h1_1: f32;\n var param_14: f32;\n var param_15: f32;\n var param_16: f32;\n\n let _e102 = vUv_1;\n let _e103 = dpdx(_e102);\n stepX = _e103;\n let _e104 = vUv_1;\n let _e105 = dpdy(_e104);\n stepY = _e105;\n let _e106 = vUv_1;\n let _e107 = textureSampleLevel(uDepth_t, uDepth_s, _e106, 0f);\n depth_1 = _e107.x;\n let _e109 = vUv_1;\n param = _e109;\n let _e110 = depth_1;\n param_1 = _e110;\n let _e111 = viewPosition_u0028_vf2_u003b_f1_u003b((&param), (&param_1));\n p = _e111;\n let _e112 = p;\n let _e113 = dpdx(_e112);\n dpdx_ = _e113;\n let _e114 = p;\n let _e115 = dpdy(_e114);\n dpdy_ = _e115;\n let _e116 = depth_1;\n if (_e116 <= 0f) {\n fragColor = 1f;\n return;\n }\n let _e118 = vUv_1;\n let _e119 = stepX;\n let _e121 = vUv_1;\n let _e122 = stepX;\n let _e124 = textureSampleLevel(uDepth_t, uDepth_s, (_e121 + _e122), 0f);\n param_2 = (_e118 + _e119);\n param_3 = _e124.x;\n let _e126 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_2), (&param_3));\n right = _e126;\n let _e127 = vUv_1;\n let _e128 = stepX;\n let _e130 = vUv_1;\n let _e131 = stepX;\n let _e133 = textureSampleLevel(uDepth_t, uDepth_s, (_e130 - _e131), 0f);\n param_4 = (_e127 - _e128);\n param_5 = _e133.x;\n let _e135 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_4), (&param_5));\n left = _e135;\n let _e136 = vUv_1;\n let _e137 = stepY;\n let _e139 = vUv_1;\n let _e140 = stepY;\n let _e142 = textureSampleLevel(uDepth_t, uDepth_s, (_e139 + _e140), 0f);\n param_6 = (_e136 + _e137);\n param_7 = _e142.x;\n let _e144 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_6), (&param_7));\n down = _e144;\n let _e145 = vUv_1;\n let _e146 = stepY;\n let _e148 = vUv_1;\n let _e149 = stepY;\n let _e151 = textureSampleLevel(uDepth_t, uDepth_s, (_e148 - _e149), 0f);\n param_8 = (_e145 - _e146);\n param_9 = _e151.x;\n let _e153 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n up = _e153;\n let _e155 = p[2u];\n here = -(_e155);\n let _e157 = here;\n edgeFloor = (0.05f * _e157);\n let _e160 = right[2u];\n let _e162 = here;\n rightGap = abs((-(_e160) - _e162));\n let _e166 = left[2u];\n let _e168 = here;\n leftGap = abs((-(_e166) - _e168));\n let _e172 = down[2u];\n let _e174 = here;\n downGap = abs((-(_e172) - _e174));\n let _e178 = up[2u];\n let _e180 = here;\n upGap = abs((-(_e178) - _e180));\n let _e183 = rightGap;\n let _e184 = leftGap;\n let _e186 = edgeFloor;\n if (_e183 > ((_e184 * 8f) + _e186)) {\n let _e189 = p;\n let _e190 = left;\n dpdx_ = (_e189 - _e190);\n } else {\n let _e192 = leftGap;\n let _e193 = rightGap;\n let _e195 = edgeFloor;\n if (_e192 > ((_e193 * 8f) + _e195)) {\n let _e198 = right;\n let _e199 = p;\n dpdx_ = (_e198 - _e199);\n }\n }\n let _e201 = downGap;\n let _e202 = upGap;\n let _e204 = edgeFloor;\n if (_e201 > ((_e202 * 8f) + _e204)) {\n let _e207 = p;\n let _e208 = up;\n dpdy_ = (_e207 - _e208);\n } else {\n let _e210 = upGap;\n let _e211 = downGap;\n let _e213 = edgeFloor;\n if (_e210 > ((_e211 * 8f) + _e213)) {\n let _e216 = down;\n let _e217 = p;\n dpdy_ = (_e216 - _e217);\n }\n }\n let _e219 = dpdx_;\n let _e220 = dpdy_;\n n = normalize(cross(_e219, _e220));\n let _e223 = n;\n let _e224 = p;\n if (dot(_e223, _e224) > 0f) {\n let _e227 = n;\n n = -(_e227);\n }\n let _e229 = p;\n toEye = normalize(-(_e229));\n let _e233 = unnamed.uRadius;\n let _e235 = unnamed.uProjScale;\n let _e239 = p[2u];\n reach = min((((_e235 * _e233) * 0.5f) / vec2(max(-(_e239), 0.001f))), vec2<f32>(0.06f, 0.06f));\n let _e246 = gl_FragCoord_1[0u];\n let _e252 = gl_FragCoord_1[1u];\n tile = ((_e246 - (floor((_e246 / 4f)) * 4f)) + (4f * (_e252 - (floor((_e252 / 4f)) * 4f))));\n let _e259 = tile;\n turn = (_e259 * 0.098174766f);\n let _e261 = tile;\n stagger = fract((_e261 * 0.618034f));\n let _e264 = stepX;\n let _e266 = stepY;\n pixel = vec2<f32>(length(_e264), length(_e266));\n visible = 0f;\n slice = 0i;\n loop {\n let _e269 = slice;\n if (_e269 < 2i) {\n let _e271 = turn;\n let _e272 = slice;\n angle = (_e271 + (f32(_e272) * 1.5707964f));\n let _e276 = angle;\n let _e279 = pixel[0u];\n let _e282 = pixel[1u];\n let _e284 = angle;\n screen = vec2<f32>(((cos(_e276) * _e279) / _e282), sin(_e284));\n let _e287 = vUv_1;\n let _e288 = screen;\n param_10 = (_e287 + (_e288 * 0.001f));\n let _e291 = depth_1;\n param_11 = _e291;\n let _e292 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_10), (&param_11));\n let _e293 = p;\n along = normalize((_e292 - _e293));\n let _e296 = along;\n let _e297 = toEye;\n let _e298 = along;\n let _e299 = toEye;\n across = normalize((_e296 - (_e297 * dot(_e298, _e299))));\n let _e304 = across;\n let _e305 = toEye;\n axis = cross(_e304, _e305);\n let _e307 = n;\n let _e308 = axis;\n let _e309 = n;\n let _e310 = axis;\n projected = (_e307 - (_e308 * dot(_e309, _e310)));\n let _e314 = projected;\n projectedLength = length(_e314);\n let _e316 = projectedLength;\n if (_e316 < 0.0001f) {\n continue;\n }\n let _e318 = projected;\n let _e319 = across;\n let _e321 = projected;\n let _e322 = toEye;\n normalAngle = atan2(dot(_e318, _e319), dot(_e321, _e322));\n horizon0_ = -1f;\n horizon1_ = -1f;\n k = 0i;\n loop {\n let _e325 = k;\n if (_e325 < 6i) {\n let _e327 = k;\n let _e329 = stagger;\n t = ((f32(_e327) + _e329) / 6f);\n let _e332 = screen;\n let _e334 = reach[1u];\n let _e336 = t;\n let _e337 = t;\n stride = ((_e332 * _e334) * ((_e336 * _e337) + 0.013888889f));\n side = 0i;\n loop {\n let _e341 = side;\n if (_e341 < 2i) {\n let _e343 = side;\n if (_e343 == 0i) {\n let _e345 = vUv_1;\n let _e346 = stride;\n local = (_e345 - _e346);\n } else {\n let _e348 = vUv_1;\n let _e349 = stride;\n local = (_e348 + _e349);\n }\n let _e351 = local;\n uv_1 = _e351;\n let _e352 = uv_1;\n let _e353 = textureSampleLevel(uDepth_t, uDepth_s, _e352, 0f);\n sampled = _e353.x;\n let _e355 = sampled;\n if (_e355 <= 0f) {\n continue;\n }\n let _e357 = uv_1;\n param_12 = _e357;\n let _e358 = sampled;\n param_13 = _e358;\n let _e359 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_12), (&param_13));\n let _e360 = p;\n v = (_e359 - _e360);\n let _e362 = v;\n let _e363 = v;\n distance2_ = dot(_e362, _e363);\n let _e365 = distance2_;\n if (_e365 < 0.00000001f) {\n continue;\n }\n let _e367 = v;\n let _e368 = toEye;\n let _e370 = distance2_;\n cosine = (dot(_e367, _e368) * inverseSqrt(_e370));\n let _e373 = distance2_;\n let _e375 = unnamed.uRadius;\n let _e377 = unnamed.uRadius;\n fade = clamp((1f - (_e373 / (_e375 * _e377))), 0f, 1f);\n let _e382 = cosine;\n let _e383 = fade;\n cosine = mix(-1f, _e382, _e383);\n let _e385 = side;\n if (_e385 == 0i) {\n let _e387 = cosine;\n let _e388 = horizon0_;\n if (_e387 > _e388) {\n let _e390 = cosine;\n local_1 = _e390;\n } else {\n let _e391 = horizon0_;\n let _e392 = cosine;\n local_1 = mix(_e391, _e392, 0.2f);\n }\n let _e394 = local_1;\n horizon0_ = _e394;\n } else {\n let _e395 = cosine;\n let _e396 = horizon1_;\n if (_e395 > _e396) {\n let _e398 = cosine;\n local_2 = _e398;\n } else {\n let _e399 = horizon1_;\n let _e400 = cosine;\n local_2 = mix(_e399, _e400, 0.2f);\n }\n let _e402 = local_2;\n horizon1_ = _e402;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e403 = side;\n side = (_e403 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e405 = k;\n k = (_e405 + 1i);\n }\n }\n let _e407 = horizon0_;\n let _e411 = normalAngle;\n h0_1 = max(-(acos(clamp(_e407, -1f, 1f))), (_e411 - 1.5707963f));\n let _e414 = horizon1_;\n let _e417 = normalAngle;\n h1_1 = min(acos(clamp(_e414, -1f, 1f)), (_e417 + 1.5707963f));\n let _e420 = projectedLength;\n let _e421 = h0_1;\n param_14 = _e421;\n let _e422 = h1_1;\n param_15 = _e422;\n let _e423 = normalAngle;\n param_16 = _e423;\n let _e424 = gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b((&param_14), (&param_15), (&param_16));\n let _e426 = visible;\n visible = (_e426 + (_e420 * _e424));\n continue;\n } else {\n break;\n }\n continuing {\n let _e428 = slice;\n slice = (_e428 + 1i);\n }\n }\n let _e430 = visible;\n fragColor = clamp(((_e430 / 2f) * 0.5f), 0f, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
8
+ export const AO_FRAG_WGSL = "struct Uniforms {\n uProjScale: vec2<f32>,\n uInvProjection: mat4x4<f32>,\n uRadius: f32,\n uFade: vec2<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDepth_s: sampler;\nvar<private> fragColor: f32;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b(h0_: ptr<function, f32>, h1_: ptr<function, f32>, normal: ptr<function, f32>) -> f32 {\n var c: f32;\n var s2_: f32;\n\n let _e41 = (*normal);\n c = cos(_e41);\n let _e43 = (*normal);\n s2_ = (2f * sin(_e43));\n let _e46 = (*h0_);\n let _e48 = (*normal);\n let _e52 = c;\n let _e54 = (*h0_);\n let _e55 = s2_;\n let _e59 = (*h1_);\n let _e61 = (*normal);\n let _e65 = c;\n let _e67 = (*h1_);\n let _e68 = s2_;\n return ((0.25f * ((-(cos(((2f * _e46) - _e48))) + _e52) + (_e54 * _e55))) + (0.25f * ((-(cos(((2f * _e59) - _e61))) + _e65) + (_e67 * _e68))));\n}\n\nfn viewPosition_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, depth: ptr<function, f32>) -> vec3<f32> {\n var clip: vec4<f32>;\n var view: vec4<f32>;\n\n let _e40 = (*uv);\n let _e43 = ((_e40 * 2f) - vec2(1f));\n let _e44 = (*depth);\n clip = vec4<f32>(_e43.x, _e43.y, (1f - (_e44 * 2f)), 1f);\n let _e51 = unnamed.uInvProjection;\n let _e52 = clip;\n view = (_e51 * _e52);\n let _e54 = view;\n let _e57 = view[3u];\n return (_e54.xyz / vec3(_e57));\n}\n\nfn main_1() {\n var stepX: vec2<f32>;\n var stepY: vec2<f32>;\n var depth_1: f32;\n var p: vec3<f32>;\n var param: vec2<f32>;\n var param_1: f32;\n var dpdx_: vec3<f32>;\n var dpdy_: vec3<f32>;\n var faded: f32;\n var local: f32;\n var right: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var left: vec3<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var down: vec3<f32>;\n var param_6: vec2<f32>;\n var param_7: f32;\n var up: vec3<f32>;\n var param_8: vec2<f32>;\n var param_9: f32;\n var here: f32;\n var edgeFloor: f32;\n var rightGap: f32;\n var leftGap: f32;\n var downGap: f32;\n var upGap: f32;\n var n: vec3<f32>;\n var toEye: vec3<f32>;\n var reach: vec2<f32>;\n var tile: f32;\n var turn: f32;\n var stagger: f32;\n var pixel: vec2<f32>;\n var visible: f32;\n var slice: i32;\n var angle: f32;\n var screen: vec2<f32>;\n var along: vec3<f32>;\n var param_10: vec2<f32>;\n var param_11: f32;\n var across: vec3<f32>;\n var axis: vec3<f32>;\n var projected: vec3<f32>;\n var projectedLength: f32;\n var normalAngle: f32;\n var horizon0_: f32;\n var horizon1_: f32;\n var k: i32;\n var t: f32;\n var stride: vec2<f32>;\n var side: i32;\n var uv_1: vec2<f32>;\n var local_1: vec2<f32>;\n var sampled: f32;\n var v: vec3<f32>;\n var param_12: vec2<f32>;\n var param_13: f32;\n var distance2_: f32;\n var cosine: f32;\n var fade: f32;\n var local_2: f32;\n var local_3: f32;\n var h0_1: f32;\n var h1_1: f32;\n var param_14: f32;\n var param_15: f32;\n var param_16: f32;\n\n let _e105 = vUv_1;\n let _e106 = dpdx(_e105);\n stepX = _e106;\n let _e107 = vUv_1;\n let _e108 = dpdy(_e107);\n stepY = _e108;\n let _e109 = vUv_1;\n let _e110 = textureSampleLevel(uDepth_t, uDepth_s, _e109, 0f);\n depth_1 = _e110.x;\n let _e112 = vUv_1;\n param = _e112;\n let _e113 = depth_1;\n param_1 = _e113;\n let _e114 = viewPosition_u0028_vf2_u003b_f1_u003b((&param), (&param_1));\n p = _e114;\n let _e115 = p;\n let _e116 = dpdx(_e115);\n dpdx_ = _e116;\n let _e117 = p;\n let _e118 = dpdy(_e117);\n dpdy_ = _e118;\n let _e119 = depth_1;\n if (_e119 <= 0f) {\n fragColor = 1f;\n return;\n }\n let _e123 = unnamed.uFade[0u];\n if (_e123 < 0f) {\n local = 0f;\n } else {\n let _e125 = p;\n let _e129 = unnamed.uFade[0u];\n let _e133 = unnamed.uFade[1u];\n local = clamp(((length(_e125) - _e129) / max(_e133, 0.0001f)), 0f, 1f);\n }\n let _e137 = local;\n faded = _e137;\n let _e138 = faded;\n if (_e138 >= 1f) {\n fragColor = 0.5f;\n return;\n }\n let _e140 = vUv_1;\n let _e141 = stepX;\n let _e143 = vUv_1;\n let _e144 = stepX;\n let _e146 = textureSampleLevel(uDepth_t, uDepth_s, (_e143 + _e144), 0f);\n param_2 = (_e140 + _e141);\n param_3 = _e146.x;\n let _e148 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_2), (&param_3));\n right = _e148;\n let _e149 = vUv_1;\n let _e150 = stepX;\n let _e152 = vUv_1;\n let _e153 = stepX;\n let _e155 = textureSampleLevel(uDepth_t, uDepth_s, (_e152 - _e153), 0f);\n param_4 = (_e149 - _e150);\n param_5 = _e155.x;\n let _e157 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_4), (&param_5));\n left = _e157;\n let _e158 = vUv_1;\n let _e159 = stepY;\n let _e161 = vUv_1;\n let _e162 = stepY;\n let _e164 = textureSampleLevel(uDepth_t, uDepth_s, (_e161 + _e162), 0f);\n param_6 = (_e158 + _e159);\n param_7 = _e164.x;\n let _e166 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_6), (&param_7));\n down = _e166;\n let _e167 = vUv_1;\n let _e168 = stepY;\n let _e170 = vUv_1;\n let _e171 = stepY;\n let _e173 = textureSampleLevel(uDepth_t, uDepth_s, (_e170 - _e171), 0f);\n param_8 = (_e167 - _e168);\n param_9 = _e173.x;\n let _e175 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n up = _e175;\n let _e177 = p[2u];\n here = -(_e177);\n let _e179 = here;\n edgeFloor = (0.05f * _e179);\n let _e182 = right[2u];\n let _e184 = here;\n rightGap = abs((-(_e182) - _e184));\n let _e188 = left[2u];\n let _e190 = here;\n leftGap = abs((-(_e188) - _e190));\n let _e194 = down[2u];\n let _e196 = here;\n downGap = abs((-(_e194) - _e196));\n let _e200 = up[2u];\n let _e202 = here;\n upGap = abs((-(_e200) - _e202));\n let _e205 = rightGap;\n let _e206 = leftGap;\n let _e208 = edgeFloor;\n if (_e205 > ((_e206 * 8f) + _e208)) {\n let _e211 = p;\n let _e212 = left;\n dpdx_ = (_e211 - _e212);\n } else {\n let _e214 = leftGap;\n let _e215 = rightGap;\n let _e217 = edgeFloor;\n if (_e214 > ((_e215 * 8f) + _e217)) {\n let _e220 = right;\n let _e221 = p;\n dpdx_ = (_e220 - _e221);\n }\n }\n let _e223 = downGap;\n let _e224 = upGap;\n let _e226 = edgeFloor;\n if (_e223 > ((_e224 * 8f) + _e226)) {\n let _e229 = p;\n let _e230 = up;\n dpdy_ = (_e229 - _e230);\n } else {\n let _e232 = upGap;\n let _e233 = downGap;\n let _e235 = edgeFloor;\n if (_e232 > ((_e233 * 8f) + _e235)) {\n let _e238 = down;\n let _e239 = p;\n dpdy_ = (_e238 - _e239);\n }\n }\n let _e241 = dpdx_;\n let _e242 = dpdy_;\n n = normalize(cross(_e241, _e242));\n let _e245 = n;\n let _e246 = p;\n if (dot(_e245, _e246) > 0f) {\n let _e249 = n;\n n = -(_e249);\n }\n let _e251 = p;\n toEye = normalize(-(_e251));\n let _e255 = unnamed.uRadius;\n let _e257 = unnamed.uProjScale;\n let _e261 = p[2u];\n reach = min((((_e257 * _e255) * 0.5f) / vec2(max(-(_e261), 0.001f))), vec2<f32>(0.06f, 0.06f));\n let _e268 = gl_FragCoord_1[0u];\n let _e274 = gl_FragCoord_1[1u];\n tile = ((_e268 - (floor((_e268 / 4f)) * 4f)) + (4f * (_e274 - (floor((_e274 / 4f)) * 4f))));\n let _e281 = tile;\n turn = (_e281 * 0.098174766f);\n let _e283 = tile;\n stagger = fract((_e283 * 0.618034f));\n let _e286 = stepX;\n let _e288 = stepY;\n pixel = vec2<f32>(length(_e286), length(_e288));\n visible = 0f;\n slice = 0i;\n loop {\n let _e291 = slice;\n if (_e291 < 2i) {\n let _e293 = turn;\n let _e294 = slice;\n angle = (_e293 + (f32(_e294) * 1.5707964f));\n let _e298 = angle;\n let _e301 = pixel[0u];\n let _e304 = pixel[1u];\n let _e306 = angle;\n screen = vec2<f32>(((cos(_e298) * _e301) / _e304), sin(_e306));\n let _e309 = vUv_1;\n let _e310 = screen;\n param_10 = (_e309 + (_e310 * 0.001f));\n let _e313 = depth_1;\n param_11 = _e313;\n let _e314 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_10), (&param_11));\n let _e315 = p;\n along = normalize((_e314 - _e315));\n let _e318 = along;\n let _e319 = toEye;\n let _e320 = along;\n let _e321 = toEye;\n across = normalize((_e318 - (_e319 * dot(_e320, _e321))));\n let _e326 = across;\n let _e327 = toEye;\n axis = cross(_e326, _e327);\n let _e329 = n;\n let _e330 = axis;\n let _e331 = n;\n let _e332 = axis;\n projected = (_e329 - (_e330 * dot(_e331, _e332)));\n let _e336 = projected;\n projectedLength = length(_e336);\n let _e338 = projectedLength;\n if (_e338 < 0.0001f) {\n continue;\n }\n let _e340 = projected;\n let _e341 = across;\n let _e343 = projected;\n let _e344 = toEye;\n normalAngle = atan2(dot(_e340, _e341), dot(_e343, _e344));\n horizon0_ = -1f;\n horizon1_ = -1f;\n k = 0i;\n loop {\n let _e347 = k;\n if (_e347 < 6i) {\n let _e349 = k;\n let _e351 = stagger;\n t = ((f32(_e349) + _e351) / 6f);\n let _e354 = screen;\n let _e356 = reach[1u];\n let _e358 = t;\n let _e359 = t;\n stride = ((_e354 * _e356) * ((_e358 * _e359) + 0.013888889f));\n side = 0i;\n loop {\n let _e363 = side;\n if (_e363 < 2i) {\n let _e365 = side;\n if (_e365 == 0i) {\n let _e367 = vUv_1;\n let _e368 = stride;\n local_1 = (_e367 - _e368);\n } else {\n let _e370 = vUv_1;\n let _e371 = stride;\n local_1 = (_e370 + _e371);\n }\n let _e373 = local_1;\n uv_1 = _e373;\n let _e374 = uv_1;\n let _e375 = textureSampleLevel(uDepth_t, uDepth_s, _e374, 0f);\n sampled = _e375.x;\n let _e377 = sampled;\n if (_e377 <= 0f) {\n continue;\n }\n let _e379 = uv_1;\n param_12 = _e379;\n let _e380 = sampled;\n param_13 = _e380;\n let _e381 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_12), (&param_13));\n let _e382 = p;\n v = (_e381 - _e382);\n let _e384 = v;\n let _e385 = v;\n distance2_ = dot(_e384, _e385);\n let _e387 = distance2_;\n if (_e387 < 0.00000001f) {\n continue;\n }\n let _e389 = v;\n let _e390 = toEye;\n let _e392 = distance2_;\n cosine = (dot(_e389, _e390) * inverseSqrt(_e392));\n let _e395 = distance2_;\n let _e397 = unnamed.uRadius;\n let _e399 = unnamed.uRadius;\n fade = clamp((1f - (_e395 / (_e397 * _e399))), 0f, 1f);\n let _e404 = cosine;\n let _e405 = fade;\n cosine = mix(-1f, _e404, _e405);\n let _e407 = side;\n if (_e407 == 0i) {\n let _e409 = cosine;\n let _e410 = horizon0_;\n if (_e409 > _e410) {\n let _e412 = cosine;\n local_2 = _e412;\n } else {\n let _e413 = horizon0_;\n let _e414 = cosine;\n local_2 = mix(_e413, _e414, 0.2f);\n }\n let _e416 = local_2;\n horizon0_ = _e416;\n } else {\n let _e417 = cosine;\n let _e418 = horizon1_;\n if (_e417 > _e418) {\n let _e420 = cosine;\n local_3 = _e420;\n } else {\n let _e421 = horizon1_;\n let _e422 = cosine;\n local_3 = mix(_e421, _e422, 0.2f);\n }\n let _e424 = local_3;\n horizon1_ = _e424;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e425 = side;\n side = (_e425 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e427 = k;\n k = (_e427 + 1i);\n }\n }\n let _e429 = horizon0_;\n let _e433 = normalAngle;\n h0_1 = max(-(acos(clamp(_e429, -1f, 1f))), (_e433 - 1.5707963f));\n let _e436 = horizon1_;\n let _e439 = normalAngle;\n h1_1 = min(acos(clamp(_e436, -1f, 1f)), (_e439 + 1.5707963f));\n let _e442 = projectedLength;\n let _e443 = h0_1;\n param_14 = _e443;\n let _e444 = h1_1;\n param_15 = _e444;\n let _e445 = normalAngle;\n param_16 = _e445;\n let _e446 = gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b((&param_14), (&param_15), (&param_16));\n let _e448 = visible;\n visible = (_e448 + (_e442 * _e446));\n continue;\n } else {\n break;\n }\n continuing {\n let _e450 = slice;\n slice = (_e450 + 1i);\n }\n }\n let _e452 = visible;\n let _e454 = faded;\n fragColor = clamp((mix((_e452 / 2f), 1f, _e454) * 0.5f), 0f, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
9
9
  /**
10
10
  * What the transform assigned, so the renderer binds the same numbers.
11
11
  *
@@ -63,6 +63,11 @@ export const AMBIENTOCCLUSION_BINDINGS = {
63
63
  "offset": 80,
64
64
  "size": 4,
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  "type": "float"
66
+ },
67
+ "uFade": {
68
+ "offset": 88,
69
+ "size": 8,
70
+ "type": "vec2"
66
71
  }
67
72
  },
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73
  "textures": {