@driftengine/core 4.11.1 → 4.13.0

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Files changed (231) hide show
  1. package/CHANGELOG.json +102 -0
  2. package/README.md +18 -9
  3. package/dist/geometry/meshBuilder.d.ts +10 -0
  4. package/dist/geometry/meshBuilder.js +11 -2
  5. package/dist/index.d.ts +5 -2
  6. package/dist/index.js +3 -2
  7. package/dist/math/color.d.ts +25 -0
  8. package/dist/math/color.js +37 -0
  9. package/dist/render/backend/webgl2/renderer.d.ts +33 -5
  10. package/dist/render/backend/webgl2/renderer.js +123 -49
  11. package/dist/render/backend/webgl2/skinScatter.d.ts +3 -1
  12. package/dist/render/backend/webgl2/skinScatter.js +5 -1
  13. package/dist/render/backend/webgpu/boltPass.d.ts +1 -1
  14. package/dist/render/backend/webgpu/causticsPass.d.ts +1 -1
  15. package/dist/render/backend/webgpu/filmPass.d.ts +1 -1
  16. package/dist/render/backend/webgpu/flockPass.d.ts +1 -1
  17. package/dist/render/backend/webgpu/giFieldPass.d.ts +3 -1
  18. package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +10 -1
  19. package/dist/render/backend/webgpu/gpuDrivenPass.js +28 -11
  20. package/dist/render/backend/webgpu/panelPass.d.ts +1 -1
  21. package/dist/render/backend/webgpu/postPass.d.ts +2 -2
  22. package/dist/render/backend/webgpu/renderer.d.ts +21 -8
  23. package/dist/render/backend/webgpu/renderer.js +103 -38
  24. package/dist/render/backend/webgpu/scatterPass.d.ts +1 -1
  25. package/dist/render/backend/webgpu/skinScatterPass.d.ts +5 -1
  26. package/dist/render/backend/webgpu/skinScatterPass.js +9 -3
  27. package/dist/render/backend/webgpu/skyPass.d.ts +11 -1
  28. package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
  29. package/dist/render/backend/webgpu/windStreakPass.d.ts +1 -1
  30. package/dist/render/causticsRenderer.d.ts +3 -1
  31. package/dist/render/causticsRenderer.js +5 -1
  32. package/dist/render/decalPass.d.ts +3 -1
  33. package/dist/render/decalPass.js +4 -1
  34. package/dist/render/flockRenderer.d.ts +1 -1
  35. package/dist/render/flockRenderer.js +4 -1
  36. package/dist/render/globalMediumPass.d.ts +3 -1
  37. package/dist/render/globalMediumPass.js +5 -1
  38. package/dist/render/gradeColor.d.ts +21 -0
  39. package/dist/render/gradeColor.js +64 -0
  40. package/dist/render/lightMatrix.d.ts +13 -0
  41. package/dist/render/lightMatrix.js +17 -0
  42. package/dist/render/passGrade.d.ts +13 -0
  43. package/dist/render/passGrade.js +47 -0
  44. package/dist/render/plumeRenderer.d.ts +1 -1
  45. package/dist/render/plumeRenderer.js +4 -1
  46. package/dist/render/renderQuality.d.ts +57 -18
  47. package/dist/render/renderQuality.js +3 -3
  48. package/dist/render/sceneTarget.d.ts +2 -0
  49. package/dist/render/sceneTarget.js +1 -0
  50. package/dist/render/sdfTextRenderer.d.ts +1 -1
  51. package/dist/render/sdfTextRenderer.js +1 -1
  52. package/dist/render/shaders/arcane.d.ts +1 -1
  53. package/dist/render/shaders/arcane.js +5 -1
  54. package/dist/render/shaders/bolt.d.ts +1 -1
  55. package/dist/render/shaders/bolt.js +4 -1
  56. package/dist/render/shaders/caustics.d.ts +1 -1
  57. package/dist/render/shaders/caustics.js +4 -1
  58. package/dist/render/shaders/decalProject.js +12 -2
  59. package/dist/render/shaders/film.d.ts +1 -1
  60. package/dist/render/shaders/film.js +22 -9
  61. package/dist/render/shaders/fire.d.ts +1 -1
  62. package/dist/render/shaders/fire.js +4 -1
  63. package/dist/render/shaders/flat/areaLight.d.ts +1 -1
  64. package/dist/render/shaders/flat/areaLight.js +1 -1
  65. package/dist/render/shaders/flat/glassTint.d.ts +1 -1
  66. package/dist/render/shaders/flat/glassTint.js +1 -0
  67. package/dist/render/shaders/flat/index.d.ts +5 -0
  68. package/dist/render/shaders/flat/index.js +1 -1
  69. package/dist/render/shaders/flat/layerLooks.d.ts +16 -0
  70. package/dist/render/shaders/flat/layerLooks.js +108 -0
  71. package/dist/render/shaders/flat/layered.d.ts +6 -4
  72. package/dist/render/shaders/flat/layered.js +77 -13
  73. package/dist/render/shaders/flat/main.d.ts +1 -1
  74. package/dist/render/shaders/flat/main.js +7 -2
  75. package/dist/render/shaders/flat/models.js +1 -1
  76. package/dist/render/shaders/flat/preamble.js +6 -0
  77. package/dist/render/shaders/flock.d.ts +1 -1
  78. package/dist/render/shaders/flock.js +4 -1
  79. package/dist/render/shaders/generated/arcane.wgsl.d.ts +11 -1
  80. package/dist/render/shaders/generated/arcane.wgsl.js +11 -1
  81. package/dist/render/shaders/generated/bolt.wgsl.d.ts +12 -2
  82. package/dist/render/shaders/generated/bolt.wgsl.js +12 -2
  83. package/dist/render/shaders/generated/caustics.wgsl.d.ts +12 -2
  84. package/dist/render/shaders/generated/caustics.wgsl.js +12 -2
  85. package/dist/render/shaders/generated/decalProject.wgsl.d.ts +6 -1
  86. package/dist/render/shaders/generated/decalProject.wgsl.js +6 -1
  87. package/dist/render/shaders/generated/film.wgsl.d.ts +12 -2
  88. package/dist/render/shaders/generated/film.wgsl.js +12 -2
  89. package/dist/render/shaders/generated/fire.wgsl.d.ts +11 -1
  90. package/dist/render/shaders/generated/fire.wgsl.js +11 -1
  91. package/dist/render/shaders/generated/flat.wgsl.d.ts +144 -16
  92. package/dist/render/shaders/generated/flat.wgsl.js +183 -55
  93. package/dist/render/shaders/generated/flock.wgsl.d.ts +12 -2
  94. package/dist/render/shaders/generated/flock.wgsl.js +12 -2
  95. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +12 -2
  96. package/dist/render/shaders/generated/globalMedium.wgsl.js +12 -2
  97. package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +36 -16
  98. package/dist/render/shaders/generated/lightVolume.wgsl.js +39 -19
  99. package/dist/render/shaders/generated/panel.wgsl.d.ts +12 -2
  100. package/dist/render/shaders/generated/panel.wgsl.js +12 -2
  101. package/dist/render/shaders/generated/rush.wgsl.d.ts +31 -26
  102. package/dist/render/shaders/generated/rush.wgsl.js +31 -26
  103. package/dist/render/shaders/generated/scatter.wgsl.d.ts +12 -2
  104. package/dist/render/shaders/generated/scatter.wgsl.js +12 -2
  105. package/dist/render/shaders/generated/skinBlur.wgsl.d.ts +11 -1
  106. package/dist/render/shaders/generated/skinBlur.wgsl.js +11 -1
  107. package/dist/render/shaders/generated/sky.wgsl.d.ts +12 -2
  108. package/dist/render/shaders/generated/sky.wgsl.js +12 -2
  109. package/dist/render/shaders/generated/smoke.wgsl.d.ts +11 -1
  110. package/dist/render/shaders/generated/smoke.wgsl.js +11 -1
  111. package/dist/render/shaders/generated/text.wgsl.d.ts +11 -1
  112. package/dist/render/shaders/generated/text.wgsl.js +11 -1
  113. package/dist/render/shaders/generated/water.wgsl.d.ts +12 -2
  114. package/dist/render/shaders/generated/water.wgsl.js +12 -2
  115. package/dist/render/shaders/generated/windStreaks.wgsl.d.ts +12 -2
  116. package/dist/render/shaders/generated/windStreaks.wgsl.js +12 -2
  117. package/dist/render/shaders/globalMedium.js +14 -1
  118. package/dist/render/shaders/gpudriven/present.wgsl.d.ts +15 -6
  119. package/dist/render/shaders/gpudriven/present.wgsl.js +71 -8
  120. package/dist/render/shaders/lightVolume.js +4 -1
  121. package/dist/render/shaders/line.d.ts +1 -1
  122. package/dist/render/shaders/outputTransform.d.ts +8 -2
  123. package/dist/render/shaders/outputTransform.js +18 -11
  124. package/dist/render/shaders/panel.d.ts +1 -1
  125. package/dist/render/shaders/panel.js +5 -1
  126. package/dist/render/shaders/particle.d.ts +3 -3
  127. package/dist/render/shaders/rush.js +8 -0
  128. package/dist/render/shaders/scatter.d.ts +1 -1
  129. package/dist/render/shaders/scatter.js +4 -1
  130. package/dist/render/shaders/sdfText.d.ts +1 -1
  131. package/dist/render/shaders/skinBlur.js +5 -1
  132. package/dist/render/shaders/sky.d.ts +1 -1
  133. package/dist/render/shaders/sky.js +5 -1
  134. package/dist/render/shaders/smoke.d.ts +1 -1
  135. package/dist/render/shaders/smoke.js +4 -1
  136. package/dist/render/shaders/text.d.ts +1 -1
  137. package/dist/render/shaders/text.js +4 -1
  138. package/dist/render/shaders/water.d.ts +1 -1
  139. package/dist/render/shaders/water.js +12 -2
  140. package/dist/render/shaders/windStreaks.d.ts +1 -1
  141. package/dist/render/shaders/windStreaks.js +4 -1
  142. package/dist/render/surfaceLayerLooks.d.ts +92 -0
  143. package/dist/render/surfaceLayerLooks.js +102 -0
  144. package/dist/render/surfaceLayers.d.ts +47 -6
  145. package/dist/render/surfaceLayers.js +5 -1
  146. package/dist/render/textRenderer.d.ts +3 -1
  147. package/dist/render/textRenderer.js +7 -1
  148. package/dist/render/vertexDefaults.d.ts +1 -1
  149. package/dist/render/vertexDefaults.js +1 -1
  150. package/dist/render/waterRenderer.d.ts +1 -1
  151. package/dist/render/waterRenderer.js +4 -1
  152. package/dist/render/windStreakRenderer.d.ts +3 -1
  153. package/dist/render/windStreakRenderer.js +5 -1
  154. package/package.json +6 -6
  155. package/scripts/browser.d.mts +5 -0
  156. package/scripts/browser.mjs +68 -14
  157. package/scripts/look.d.mts +81 -0
  158. package/scripts/look.mjs +380 -0
  159. package/src/geometry/meshBuilder.ts +21 -2
  160. package/src/index.ts +13 -2
  161. package/src/math/color.ts +39 -0
  162. package/src/render/backend/webgl2/renderer.ts +174 -46
  163. package/src/render/backend/webgl2/skinScatter.ts +5 -0
  164. package/src/render/backend/webgpu/giFieldPass.ts +3 -1
  165. package/src/render/backend/webgpu/gpuDrivenPass.ts +29 -13
  166. package/src/render/backend/webgpu/renderer.ts +112 -37
  167. package/src/render/backend/webgpu/skinScatterPass.ts +17 -1
  168. package/src/render/causticsRenderer.ts +5 -0
  169. package/src/render/decalPass.ts +3 -0
  170. package/src/render/flockRenderer.ts +5 -0
  171. package/src/render/globalMediumPass.ts +10 -1
  172. package/src/render/gradeColor.ts +90 -0
  173. package/src/render/lightMatrix.ts +32 -0
  174. package/src/render/passGrade.ts +58 -0
  175. package/src/render/plumeRenderer.ts +5 -0
  176. package/src/render/renderQuality.ts +60 -21
  177. package/src/render/sceneTarget.ts +3 -0
  178. package/src/render/sdfTextRenderer.ts +1 -1
  179. package/src/render/shaders/arcane.ts +5 -1
  180. package/src/render/shaders/bolt.ts +4 -1
  181. package/src/render/shaders/caustics.ts +4 -1
  182. package/src/render/shaders/decalProject.ts +12 -2
  183. package/src/render/shaders/film.ts +22 -9
  184. package/src/render/shaders/fire.ts +4 -1
  185. package/src/render/shaders/flat/areaLight.ts +1 -1
  186. package/src/render/shaders/flat/glassTint.ts +3 -1
  187. package/src/render/shaders/flat/index.ts +6 -1
  188. package/src/render/shaders/flat/layerLooks.ts +108 -0
  189. package/src/render/shaders/flat/layered.ts +78 -13
  190. package/src/render/shaders/flat/main.ts +7 -2
  191. package/src/render/shaders/flat/models.ts +1 -1
  192. package/src/render/shaders/flat/preamble.ts +6 -0
  193. package/src/render/shaders/flock.ts +4 -1
  194. package/src/render/shaders/generated/arcane.wgsl.ts +11 -1
  195. package/src/render/shaders/generated/bolt.wgsl.ts +12 -2
  196. package/src/render/shaders/generated/caustics.wgsl.ts +12 -2
  197. package/src/render/shaders/generated/decalProject.wgsl.ts +6 -1
  198. package/src/render/shaders/generated/film.wgsl.ts +12 -2
  199. package/src/render/shaders/generated/fire.wgsl.ts +11 -1
  200. package/src/render/shaders/generated/flat.wgsl.ts +183 -55
  201. package/src/render/shaders/generated/flock.wgsl.ts +12 -2
  202. package/src/render/shaders/generated/globalMedium.wgsl.ts +12 -2
  203. package/src/render/shaders/generated/lightVolume.wgsl.ts +39 -19
  204. package/src/render/shaders/generated/panel.wgsl.ts +12 -2
  205. package/src/render/shaders/generated/rush.wgsl.ts +31 -26
  206. package/src/render/shaders/generated/scatter.wgsl.ts +12 -2
  207. package/src/render/shaders/generated/skinBlur.wgsl.ts +11 -1
  208. package/src/render/shaders/generated/sky.wgsl.ts +12 -2
  209. package/src/render/shaders/generated/smoke.wgsl.ts +11 -1
  210. package/src/render/shaders/generated/text.wgsl.ts +11 -1
  211. package/src/render/shaders/generated/water.wgsl.ts +12 -2
  212. package/src/render/shaders/generated/windStreaks.wgsl.ts +12 -2
  213. package/src/render/shaders/globalMedium.ts +14 -1
  214. package/src/render/shaders/gpudriven/present.wgsl.ts +72 -8
  215. package/src/render/shaders/lightVolume.ts +4 -1
  216. package/src/render/shaders/outputTransform.ts +19 -11
  217. package/src/render/shaders/panel.ts +5 -1
  218. package/src/render/shaders/rush.ts +8 -0
  219. package/src/render/shaders/scatter.ts +4 -1
  220. package/src/render/shaders/skinBlur.ts +5 -1
  221. package/src/render/shaders/sky.ts +5 -1
  222. package/src/render/shaders/smoke.ts +4 -1
  223. package/src/render/shaders/text.ts +4 -1
  224. package/src/render/shaders/water.ts +12 -2
  225. package/src/render/shaders/windStreaks.ts +4 -1
  226. package/src/render/surfaceLayerLooks.ts +186 -0
  227. package/src/render/surfaceLayers.ts +52 -7
  228. package/src/render/textRenderer.ts +6 -0
  229. package/src/render/vertexDefaults.ts +1 -1
  230. package/src/render/waterRenderer.ts +5 -0
  231. package/src/render/windStreakRenderer.ts +5 -0
@@ -1,4 +1,4 @@
1
- export declare const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uFilmA: vec4<f32>,\n uFilmB: vec4<f32>,\n uDisplayHeadroom: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uObjectMotion: f32,\n uAoStrength: f32,\n uAoOffset: vec2<f32>,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uVignette: f32,\n uGrain: vec2<f32>,\n uAutoExposure: f32,\n uLocalExposure: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n uFringe: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(42) \nvar uExposureHeld_t: texture_2d<f32>;\n@group(0) @binding(44) \nvar uExposureLocal_t: texture_2d<f32>;\n@group(0) @binding(45) \nvar uExposureLocal_s: sampler;\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 uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(40) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(41) \nvar uBloom_s: sampler;\n@group(0) @binding(46) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(47) \nvar uGradeLut_s: sampler;\n@group(0) @binding(36) \nvar uMotion_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uMotion_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(38) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(43) \nvar uExposureHeld_s: sampler;\n\nfn grainNoise_u0028_vu2_u003b_u1_u003b(p: ptr<function, vec2<u32>>, seed: ptr<function, u32>) -> f32 {\n var h: u32;\n\n let _e234 = (*p)[0u];\n let _e237 = (*p)[1u];\n let _e240 = (*seed);\n h = (((_e234 * 1664525u) + (_e237 * 1013904223u)) + (_e240 * 2654435769u));\n let _e243 = h;\n let _e246 = h;\n h = (_e246 ^ (_e243 >> bitcast<u32>(16u)));\n let _e248 = h;\n h = (_e248 * 2246822519u);\n let _e250 = h;\n let _e253 = h;\n h = (_e253 ^ (_e250 >> bitcast<u32>(13u)));\n let _e255 = h;\n h = (_e255 * 3266489917u);\n let _e257 = h;\n let _e260 = h;\n h = (_e260 ^ (_e257 >> bitcast<u32>(16u)));\n let _e262 = h;\n return (f32(_e262) * 0.00000000023283064f);\n}\n\nfn withGrain_u0028_vf3_u003b_vf2_u003b(c: ptr<function, vec3<f32>>, fragCoord: ptr<function, vec2<f32>>) -> vec3<f32> {\n var luma: f32;\n var weight: f32;\n var n: f32;\n var param: vec2<u32>;\n var param_1: u32;\n\n let _e239 = unnamed.uGrain[0u];\n if (_e239 <= 0f) {\n let _e241 = (*c);\n return _e241;\n }\n let _e242 = (*c);\n luma = dot(clamp(_e242, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e247 = luma;\n let _e249 = luma;\n weight = (0.25f + ((3f * _e247) * (1f - _e249)));\n let _e253 = (*fragCoord);\n let _e257 = unnamed.uGrain[1u];\n param = vec2<u32>(_e253);\n param_1 = u32(_e257);\n let _e259 = grainNoise_u0028_vu2_u003b_u1_u003b((&param), (&param_1));\n n = (_e259 - 0.5f);\n let _e261 = (*c);\n let _e262 = n;\n let _e266 = unnamed.uGrain[0u];\n let _e268 = weight;\n return (_e261 + vec3((((2f * _e262) * _e266) * _e268)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e232 = unnamed.uVeilAlpha;\n if (_e232 <= 0f) {\n let _e234 = (*c_1);\n return _e234;\n }\n let _e235 = (*c_1);\n let _e237 = unnamed.uVeilColor;\n let _e239 = unnamed.uVeilAlpha;\n return mix(_e235, _e237, vec3(_e239));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var over: f32;\n var local: f32;\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e236 = unnamed.uGradeStrength;\n if (_e236 <= 0f) {\n let _e238 = (*c_2);\n return _e238;\n }\n let _e240 = unnamed.uDisplayHeadroom;\n if (_e240 > 1f) {\n let _e243 = (*c_2)[0u];\n let _e245 = (*c_2)[1u];\n let _e247 = (*c_2)[2u];\n local = max(max(_e243, max(_e245, _e247)), 1f);\n } else {\n local = 1f;\n }\n let _e251 = local;\n over = _e251;\n let _e252 = (*c_2);\n let _e253 = over;\n clamped = clamp((_e252 / vec3(_e253)), vec3(0f), vec3(1f));\n let _e259 = clamped;\n let _e261 = unnamed.uGradeSize;\n let _e267 = unnamed.uGradeSize;\n uvw = (((_e259 * (_e261 - 1f)) + vec3(0.5f)) / vec3(_e267));\n let _e270 = (*c_2);\n let _e271 = uvw;\n let _e272 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e271, 0f);\n let _e274 = over;\n let _e277 = unnamed.uGradeStrength;\n return mix(_e270, (_e272.xyz * _e274), vec3(_e277));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e233 = (*c_3);\n low = (_e233 * 12.92f);\n let _e235 = (*c_3);\n high = ((pow(max(_e235, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e241 = low;\n let _e242 = high;\n let _e243 = (*c_3);\n return mix(_e241, _e242, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e243));\n}\n\nfn filmCentredHue_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> f32 {\n var y: f32;\n var x: f32;\n var phi_889_: bool;\n\n let _e234 = (*c_4)[1u];\n let _e236 = (*c_4)[2u];\n y = (1.7320508f * (_e234 - _e236));\n let _e240 = (*c_4)[0u];\n let _e243 = (*c_4)[1u];\n let _e246 = (*c_4)[2u];\n x = (((2f * _e240) - _e243) - _e246);\n let _e248 = x;\n let _e250 = (abs(_e248) < 0.0000000001f);\n phi_889_ = _e250;\n if _e250 {\n let _e251 = y;\n phi_889_ = (abs(_e251) < 0.0000000001f);\n }\n let _e255 = phi_889_;\n if _e255 {\n return 0f;\n }\n let _e256 = y;\n let _e257 = x;\n return degrees(atan2(_e256, _e257));\n}\n\nfn filmGlow_u0028_f1_u003b_f1_u003b_f1_u003b(yc: ptr<function, f32>, gain: ptr<function, f32>, mid: ptr<function, f32>) -> f32 {\n let _e233 = (*yc);\n let _e234 = (*mid);\n if (_e233 <= (0.6666667f * _e234)) {\n let _e237 = (*gain);\n return _e237;\n }\n let _e238 = (*yc);\n let _e239 = (*mid);\n if (_e238 >= (2f * _e239)) {\n return 0f;\n }\n let _e242 = (*gain);\n let _e243 = (*mid);\n let _e244 = (*yc);\n return (_e242 * ((_e243 / _e244) - 0.5f));\n}\n\nfn filmSigmoid_u0028_f1_u003b(x_1: ptr<function, f32>) -> f32 {\n var t: f32;\n\n let _e232 = (*x_1);\n t = max((1f - abs((_e232 / 2f))), 0f);\n let _e237 = (*x_1);\n let _e239 = t;\n let _e240 = t;\n return ((1f + (sign(_e237) * (1f - (_e239 * _e240)))) / 2f);\n}\n\nfn filmYc_u0028_vf3_u003b(c_5: ptr<function, vec3<f32>>) -> f32 {\n var chroma: f32;\n\n let _e233 = (*c_5)[2u];\n let _e235 = (*c_5)[2u];\n let _e237 = (*c_5)[1u];\n let _e241 = (*c_5)[1u];\n let _e243 = (*c_5)[1u];\n let _e245 = (*c_5)[0u];\n let _e250 = (*c_5)[0u];\n let _e252 = (*c_5)[0u];\n let _e254 = (*c_5)[2u];\n chroma = sqrt(max((((_e233 * (_e235 - _e237)) + (_e241 * (_e243 - _e245))) + (_e250 * (_e252 - _e254))), 0f));\n let _e261 = (*c_5)[2u];\n let _e263 = (*c_5)[1u];\n let _e266 = (*c_5)[0u];\n let _e268 = chroma;\n return ((((_e261 + _e263) + _e266) + (1.75f * _e268)) / 3f);\n}\n\nfn filmSaturation_u0028_vf3_u003b(c_6: ptr<function, vec3<f32>>) -> f32 {\n var hi: f32;\n var lo: f32;\n\n let _e234 = (*c_6)[0u];\n let _e236 = (*c_6)[1u];\n let _e238 = (*c_6)[2u];\n hi = max(_e234, max(_e236, _e238));\n let _e242 = (*c_6)[0u];\n let _e244 = (*c_6)[1u];\n let _e246 = (*c_6)[2u];\n lo = min(_e242, min(_e244, _e246));\n let _e249 = hi;\n let _e251 = lo;\n let _e254 = hi;\n return ((max(_e249, 0.0000000001f) - max(_e251, 0.0000000001f)) / max(_e254, 0.01f));\n}\n\nfn filmicCurve_u0028_vf3_u003b(linear: ptr<function, vec3<f32>>) -> vec3<f32> {\n var ap0_: vec3<f32>;\n var saturation: f32;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: f32;\n var param_5: f32;\n var param_6: f32;\n var param_7: f32;\n var weight_1: f32;\n var param_8: vec3<f32>;\n var work: vec3<f32>;\n var slope: f32;\n var black: f32;\n var white: f32;\n var toeScale: f32;\n var shoulderScale: f32;\n var toeMatch: f32;\n var straightMatch: f32;\n var shoulderMatch: f32;\n var logc: vec3<f32>;\n var straight: vec3<f32>;\n var toeC: vec3<f32>;\n var shoulderC: vec3<f32>;\n var t_1: vec3<f32>;\n var tone: vec3<f32>;\n var ceiling: f32;\n var local_1: f32;\n\n let _e258 = (*linear);\n ap0_ = (mat3x3<f32>(vec3<f32>(0.6954522f, 0.044794563f, -0.005525883f), vec3<f32>(0.1406787f, 0.8596711f, 0.00402521f), vec3<f32>(0.16386907f, 0.09553432f, 1.0015007f)) * (mat3x3<f32>(vec3<f32>(0.61319f, 0.07021f, 0.02062f), vec3<f32>(0.33951f, 0.91634f, 0.10957f), vec3<f32>(0.04737f, 0.01345f, 0.86961f)) * _e258));\n let _e261 = ap0_;\n param_2 = _e261;\n let _e262 = filmSaturation_u0028_vf3_u003b((&param_2));\n saturation = _e262;\n let _e263 = ap0_;\n param_3 = _e263;\n let _e264 = filmYc_u0028_vf3_u003b((&param_3));\n let _e265 = saturation;\n param_4 = ((_e265 - 0.4f) / 0.2f);\n let _e268 = filmSigmoid_u0028_f1_u003b((&param_4));\n param_5 = _e264;\n param_6 = (0.05f * _e268);\n param_7 = 0.08f;\n let _e270 = filmGlow_u0028_f1_u003b_f1_u003b_f1_u003b((&param_5), (&param_6), (&param_7));\n let _e272 = ap0_;\n ap0_ = (_e272 * (1f + _e270));\n let _e274 = ap0_;\n param_8 = _e274;\n let _e275 = filmCentredHue_u0028_vf3_u003b((&param_8));\n weight_1 = smoothstep(0f, 1f, (1f - abs(((2f * _e275) / 135f))));\n let _e281 = weight_1;\n let _e282 = weight_1;\n let _e284 = saturation;\n let _e287 = ap0_[0u];\n let _e292 = ap0_[0u];\n ap0_[0u] = (_e292 + ((((_e281 * _e282) * _e284) * (0.03f - _e287)) * 0.18f));\n let _e295 = ap0_;\n work = max((mat3x3<f32>(vec3<f32>(1.4514393f, -0.07655378f, 0.008316148f), vec3<f32>(-0.23651075f, 1.1762297f, -0.0060324497f), vec3<f32>(-0.21492857f, -0.09967592f, 0.9977163f)) * _e295), vec3<f32>(0f, 0f, 0f));\n let _e298 = work;\n let _e301 = work;\n work = mix(vec3(dot(_e298, vec3<f32>(0.27222872f, 0.67408174f, 0.053689517f))), _e301, vec3(0.96f));\n let _e306 = unnamed.uFilmA[0u];\n slope = _e306;\n let _e309 = unnamed.uFilmA[1u];\n black = _e309;\n let _e312 = unnamed.uFilmA[2u];\n white = _e312;\n let _e315 = unnamed.uFilmA[3u];\n toeScale = _e315;\n let _e318 = unnamed.uFilmB[0u];\n shoulderScale = _e318;\n let _e321 = unnamed.uFilmB[1u];\n toeMatch = _e321;\n let _e324 = unnamed.uFilmB[2u];\n straightMatch = _e324;\n let _e327 = unnamed.uFilmB[3u];\n shoulderMatch = _e327;\n let _e328 = work;\n logc = (log2(max(_e328, vec3<f32>(0.0000000001f, 0.0000000001f, 0.0000000001f))) * 0.30103f);\n let _e332 = slope;\n let _e333 = logc;\n let _e334 = straightMatch;\n straight = ((_e333 + vec3(_e334)) * _e332);\n let _e338 = black;\n let _e340 = toeScale;\n let _e342 = slope;\n let _e344 = toeScale;\n let _e346 = logc;\n let _e347 = toeMatch;\n toeC = (vec3(-(_e338)) + (vec3((2f * _e340)) / (vec3(1f) + exp(((_e346 - vec3(_e347)) * ((-2f * _e342) / _e344))))));\n let _e358 = white;\n let _e360 = shoulderScale;\n let _e362 = slope;\n let _e364 = shoulderScale;\n let _e366 = logc;\n let _e367 = shoulderMatch;\n shoulderC = (vec3((1f + _e358)) - (vec3((2f * _e360)) / (vec3(1f) + exp(((_e366 - vec3(_e367)) * ((2f * _e362) / _e364))))));\n let _e378 = straight;\n let _e379 = toeC;\n let _e380 = logc;\n let _e381 = toeMatch;\n toeC = mix(_e378, _e379, select(vec3<f32>(0f, 0f, 0f), vec3<f32>(1f, 1f, 1f), (_e380 < vec3(_e381))));\n let _e386 = straight;\n let _e387 = shoulderC;\n let _e388 = logc;\n let _e389 = shoulderMatch;\n shoulderC = mix(_e386, _e387, select(vec3<f32>(0f, 0f, 0f), vec3<f32>(1f, 1f, 1f), (_e388 > vec3(_e389))));\n let _e394 = logc;\n let _e395 = toeMatch;\n let _e398 = shoulderMatch;\n let _e399 = toeMatch;\n t_1 = clamp(((_e394 - vec3(_e395)) / vec3((_e398 - _e399))), vec3(0f), vec3(1f));\n let _e406 = shoulderMatch;\n let _e407 = toeMatch;\n if (_e406 < _e407) {\n let _e409 = t_1;\n t_1 = (vec3(1f) - _e409);\n }\n let _e412 = t_1;\n let _e416 = t_1;\n let _e418 = t_1;\n t_1 = (((vec3(3f) - (_e412 * 2f)) * _e416) * _e418);\n let _e420 = toeC;\n let _e421 = shoulderC;\n let _e422 = t_1;\n tone = mix(_e420, _e421, _e422);\n let _e424 = tone;\n let _e427 = tone;\n tone = mix(vec3(dot(_e424, vec3<f32>(0.27222872f, 0.67408174f, 0.053689517f))), _e427, vec3(0.93f));\n let _e431 = unnamed.uDisplayHeadroom;\n if (_e431 > 1f) {\n let _e433 = white;\n local_1 = (1f + _e433);\n } else {\n local_1 = 1f;\n }\n let _e435 = local_1;\n ceiling = _e435;\n let _e436 = tone;\n let _e439 = ceiling;\n return clamp((mat3x3<f32>(vec3<f32>(1.7048f, -0.13027f, -0.02401f), vec3<f32>(-0.62168f, 1.14082f, -0.129f), vec3<f32>(-0.08325f, -0.01055f, 1.15324f)) * max(_e436, vec3<f32>(0f, 0f, 0f))), vec3(0f), vec3(_e439));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_7: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e234 = (*c_7)[0u];\n let _e236 = (*c_7)[1u];\n let _e238 = (*c_7)[2u];\n m = max(_e234, max(_e236, _e238));\n let _e241 = m;\n if (_e241 <= 0.8f) {\n let _e243 = (*c_7);\n return _e243;\n }\n let _e244 = m;\n e = (_e244 - 0.8f);\n let _e246 = (*c_7);\n let _e247 = e;\n let _e249 = e;\n let _e253 = m;\n return (_e246 * ((0.8f + ((0.2f * _e247) / (_e249 + 0.2f))) / _e253));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e235 = unnamed.uOutputExposure;\n let _e236 = (*x_2);\n (*x_2) = (_e236 * _e235);\n let _e238 = (*x_2);\n v = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e238);\n let _e240 = v;\n let _e241 = v;\n a = ((_e240 * (_e241 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e247 = v;\n let _e248 = v;\n b = ((_e247 * ((_e248 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e255 = a;\n let _e256 = b;\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * (_e255 / _e256)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_8: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_9: vec3<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n\n let _e236 = unnamed.uOutputTransform;\n if (_e236 == 0i) {\n let _e238 = (*c_8);\n return _e238;\n }\n let _e240 = unnamed.uOutputTransform;\n if (_e240 == 2i) {\n let _e242 = (*c_8);\n param_9 = _e242;\n let _e243 = acesFilmic_u0028_vf3_u003b((&param_9));\n (*c_8) = _e243;\n }\n let _e245 = unnamed.uOutputTransform;\n if (_e245 == 3i) {\n let _e247 = (*c_8);\n let _e249 = unnamed.uOutputExposure;\n param_10 = (_e247 * _e249);\n let _e251 = highlightShoulder_u0028_vf3_u003b((&param_10));\n (*c_8) = _e251;\n }\n let _e253 = unnamed.uOutputTransform;\n if (_e253 == 4i) {\n let _e255 = (*c_8);\n let _e257 = unnamed.uOutputExposure;\n param_11 = (_e255 * _e257);\n let _e259 = filmicCurve_u0028_vf3_u003b((&param_11));\n (*c_8) = _e259;\n }\n let _e260 = (*c_8);\n param_12 = _e260;\n let _e261 = linearToSrgb_u0028_vf3_u003b((&param_12));\n return _e261;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_9: ptr<function, vec3<f32>>, uv: ptr<function, vec2<f32>>, size: ptr<function, vec2<f32>>) -> vec3<f32> {\n var d: vec2<f32>;\n var corner: vec2<f32>;\n var r2_: f32;\n var falloff: f32;\n\n let _e238 = unnamed.uVignette;\n if (_e238 <= 0f) {\n let _e240 = (*c_9);\n return _e240;\n }\n let _e241 = (*uv);\n let _e244 = (*size);\n d = ((_e241 - vec2(0.5f)) * _e244);\n let _e246 = (*size);\n corner = (_e246 * 0.5f);\n let _e248 = d;\n let _e249 = d;\n let _e251 = corner;\n let _e252 = corner;\n r2_ = (dot(_e248, _e249) / dot(_e251, _e252));\n let _e256 = unnamed.uVignette;\n let _e257 = r2_;\n falloff = (1f + (_e256 * _e257));\n let _e260 = (*c_9);\n let _e261 = falloff;\n let _e262 = falloff;\n return (_e260 / vec3((_e261 * _e262)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e233 = unnamed.uAutoExposure;\n if (_e233 <= 0f) {\n return 1f;\n }\n let _e235 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e235.x;\n let _e238 = unnamed.uAutoExposure;\n let _e239 = held;\n stops = (_e238 * (-2.473931f - _e239));\n let _e242 = stops;\n return exp2(clamp(_e242, -6f, 6f));\n}\n\nfn localBlock_u0028_vf2_u003b_f1_u003b(uv_1: ptr<function, vec2<f32>>, block: ptr<function, f32>) -> vec2<f32> {\n var inside: vec2<f32>;\n\n let _e233 = (*uv_1);\n inside = clamp(_e233, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e235 = (*block);\n let _e237 = inside[0u];\n let _e241 = inside[1u];\n let _e243 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e235 + _e237) / 11f), _e241), 0f);\n return _e243.xy;\n}\n\nfn localExposureGain_u0028_vf2_u003b_vf3_u003b(uv_2: ptr<function, vec2<f32>>, light: ptr<function, vec3<f32>>) -> f32 {\n var held_1: f32;\n var pixel: f32;\n var b_1: f32;\n var lower: f32;\n var upper: f32;\n var banded: vec2<f32>;\n var param_13: vec2<f32>;\n var param_14: f32;\n var param_15: vec2<f32>;\n var param_16: f32;\n var tileMean: f32;\n var param_17: vec2<f32>;\n var param_18: f32;\n var bilateral: f32;\n var local_2: f32;\n var local_3: f32;\n var stops_1: f32;\n\n let _e250 = unnamed.uLocalExposure;\n if (_e250 <= 0f) {\n return 1f;\n }\n let _e252 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e252.x;\n let _e254 = (*light);\n pixel = clamp(log2(max(dot(_e254, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e259 = pixel;\n b_1 = (((_e259 - -12f) / 2f) - 0.5f);\n let _e263 = b_1;\n lower = clamp(floor(_e263), 0f, 9f);\n let _e266 = lower;\n upper = min((_e266 + 1f), 9f);\n let _e269 = (*uv_2);\n param_13 = _e269;\n let _e270 = lower;\n param_14 = _e270;\n let _e271 = localBlock_u0028_vf2_u003b_f1_u003b((&param_13), (&param_14));\n let _e272 = (*uv_2);\n param_15 = _e272;\n let _e273 = upper;\n param_16 = _e273;\n let _e274 = localBlock_u0028_vf2_u003b_f1_u003b((&param_15), (&param_16));\n let _e275 = b_1;\n let _e276 = lower;\n banded = mix(_e271, _e274, vec2(clamp((_e275 - _e276), 0f, 1f)));\n let _e281 = (*uv_2);\n param_17 = _e281;\n param_18 = 10f;\n let _e282 = localBlock_u0028_vf2_u003b_f1_u003b((&param_17), (&param_18));\n tileMean = _e282.x;\n let _e285 = banded[1u];\n if (_e285 > 0.001f) {\n let _e288 = banded[0u];\n let _e290 = banded[1u];\n local_2 = (_e288 / _e290);\n } else {\n let _e292 = tileMean;\n local_2 = _e292;\n }\n let _e293 = local_2;\n bilateral = _e293;\n let _e294 = bilateral;\n let _e295 = tileMean;\n local_3 = mix(_e294, _e295, 0.4f);\n let _e298 = unnamed.uLocalExposure;\n let _e299 = held_1;\n let _e300 = local_3;\n stops_1 = (_e298 * (_e299 - _e300));\n let _e303 = stops_1;\n return exp2(clamp(_e303, -3f, 3f));\n}\n\nfn finish_u0028_vf3_u003b(light_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var local_4: f32;\n var param_19: vec2<f32>;\n var param_20: vec3<f32>;\n var lensed: vec3<f32>;\n var param_21: vec3<f32>;\n var param_22: vec2<f32>;\n var param_23: vec2<f32>;\n var param_24: vec3<f32>;\n var param_25: vec3<f32>;\n var param_26: vec3<f32>;\n var param_27: vec3<f32>;\n var param_28: vec2<f32>;\n\n let _e243 = vUv_1;\n param_19 = _e243;\n let _e244 = (*light_1);\n param_20 = _e244;\n let _e245 = localExposureGain_u0028_vf2_u003b_vf3_u003b((&param_19), (&param_20));\n local_4 = _e245;\n let _e246 = autoExposureGain_u0028_();\n let _e247 = local_4;\n let _e249 = (*light_1);\n (*light_1) = (_e249 * (_e246 * _e247));\n let _e251 = textureDimensions(uScene_t, 0i);\n let _e254 = (*light_1);\n param_21 = _e254;\n let _e255 = vUv_1;\n param_22 = _e255;\n param_23 = vec2<f32>(vec2<i32>(_e251));\n let _e256 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((&param_21), (&param_22), (&param_23));\n lensed = _e256;\n let _e257 = lensed;\n param_24 = _e257;\n let _e258 = grade_u0028_vf3_u003b((&param_24));\n param_25 = _e258;\n let _e259 = applyColourGrade_u0028_vf3_u003b((&param_25));\n param_26 = _e259;\n let _e260 = withVeil_u0028_vf3_u003b((&param_26));\n param_27 = _e260;\n let _e261 = gl_FragCoord_1;\n param_28 = _e261.xy;\n let _e263 = withGrain_u0028_vf3_u003b_vf2_u003b((&param_27), (&param_28));\n return _e263;\n}\n\nfn withBloom_u0028_vf3_u003b(c_10: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e232 = unnamed.uBloomStrength;\n if (_e232 <= 0f) {\n let _e234 = (*c_10);\n return _e234;\n }\n let _e235 = (*c_10);\n let _e236 = vUv_1;\n let _e237 = textureSampleLevel(uBloom_t, uBloom_s, _e236, 0f);\n let _e240 = unnamed.uBloomStrength;\n return (_e235 + (_e237.xyz * _e240));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e232 = (*viewDepth);\n let _e234 = unnamed.uFocusDistance;\n let _e238 = unnamed.uFocusRange;\n offPlane = (abs((_e232 - _e234)) - _e238);\n let _e240 = offPlane;\n let _e242 = unnamed.uFocusRange;\n return clamp((_e240 / _e242), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e232 = (*uv_3);\n let _e233 = textureSampleLevel(uDepth_t, uDepth_s, _e232, 0f);\n z = (1f - (_e233.x * 2f));\n let _e239 = unnamed.uDepthToView[0u];\n let _e240 = z;\n let _e244 = unnamed.uDepthToView[1u];\n let _e249 = unnamed.uDepthToView[2u];\n let _e250 = z;\n let _e254 = unnamed.uDepthToView[3u];\n return (-(((_e239 * _e240) + _e244)) / ((_e249 * _e250) + _e254));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_4: vec2<f32>;\n var depth: f32;\n var param_29: vec2<f32>;\n var weight_2: f32;\n var local_5: f32;\n var param_30: f32;\n\n let _e239 = vUv_1;\n let _e240 = (*direction);\n let _e241 = (*radius);\n let _e244 = unnamed.uDofAspect;\n uv_4 = (_e239 + ((_e240 * _e241) * _e244));\n let _e247 = uv_4;\n param_29 = _e247;\n let _e248 = viewDepthOf_u0028_vf2_u003b((&param_29));\n depth = _e248;\n let _e249 = depth;\n let _e250 = (*centreDepth);\n if (_e249 >= _e250) {\n local_5 = 1f;\n } else {\n let _e252 = depth;\n param_30 = _e252;\n let _e253 = circleOfConfusion_u0028_f1_u003b((&param_30));\n local_5 = _e253;\n }\n let _e254 = local_5;\n weight_2 = _e254;\n let _e255 = uv_4;\n let _e256 = textureSampleLevel(uScene_t, uScene_s, _e255, 0f);\n let _e258 = weight_2;\n let _e259 = (_e256.xyz * _e258);\n let _e260 = weight_2;\n return vec4<f32>(_e259.x, _e259.y, _e259.z, _e260);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_31: vec2<f32>;\n var coc: f32;\n var param_32: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_33: vec2<f32>;\n var param_34: f32;\n var param_35: f32;\n var param_36: vec2<f32>;\n var param_37: f32;\n var param_38: f32;\n var param_39: vec2<f32>;\n var param_40: f32;\n var param_41: f32;\n var param_42: vec2<f32>;\n var param_43: f32;\n var param_44: f32;\n var param_45: vec2<f32>;\n var param_46: f32;\n var param_47: f32;\n var param_48: vec2<f32>;\n var param_49: f32;\n var param_50: f32;\n var param_51: vec2<f32>;\n var param_52: f32;\n var param_53: f32;\n var param_54: vec2<f32>;\n var param_55: f32;\n var param_56: f32;\n\n let _e261 = vUv_1;\n param_31 = _e261;\n let _e262 = viewDepthOf_u0028_vf2_u003b((&param_31));\n depth_1 = _e262;\n let _e263 = depth_1;\n param_32 = _e263;\n let _e264 = circleOfConfusion_u0028_f1_u003b((&param_32));\n coc = _e264;\n let _e265 = coc;\n if (_e265 <= 0f) {\n let _e267 = (*centre);\n return _e267;\n }\n let _e268 = coc;\n let _e270 = unnamed.uDofStrength;\n radius_1 = (_e268 * _e270);\n let _e272 = (*centre);\n sum = vec4<f32>(_e272.x, _e272.y, _e272.z, 1f);\n param_33 = vec2<f32>(0.25f, 0f);\n let _e277 = radius_1;\n param_34 = _e277;\n let _e278 = depth_1;\n param_35 = _e278;\n let _e279 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_33), (&param_34), (&param_35));\n let _e280 = sum;\n sum = (_e280 + _e279);\n param_36 = vec2<f32>(-0.31929f, 0.292496f);\n let _e282 = radius_1;\n param_37 = _e282;\n let _e283 = depth_1;\n param_38 = _e283;\n let _e284 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_36), (&param_37), (&param_38));\n let _e285 = sum;\n sum = (_e285 + _e284);\n param_39 = vec2<f32>(0.048872f, -0.556877f);\n let _e287 = radius_1;\n param_40 = _e287;\n let _e288 = depth_1;\n param_41 = _e288;\n let _e289 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_39), (&param_40), (&param_41));\n let _e290 = sum;\n sum = (_e290 + _e289);\n param_42 = vec2<f32>(0.402444f, 0.524918f);\n let _e292 = radius_1;\n param_43 = _e292;\n let _e293 = depth_1;\n param_44 = _e293;\n let _e294 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_42), (&param_43), (&param_44));\n let _e295 = sum;\n sum = (_e295 + _e294);\n param_45 = vec2<f32>(-0.738535f, -0.130636f);\n let _e297 = radius_1;\n param_46 = _e297;\n let _e298 = depth_1;\n param_47 = _e298;\n let _e299 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_45), (&param_46), (&param_47));\n let _e300 = sum;\n sum = (_e300 + _e299);\n param_48 = vec2<f32>(0.699605f, -0.445031f);\n let _e302 = radius_1;\n param_49 = _e302;\n let _e303 = depth_1;\n param_50 = _e303;\n let _e304 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_48), (&param_49), (&param_50));\n let _e305 = sum;\n sum = (_e305 + _e304);\n param_51 = vec2<f32>(-0.234004f, 0.870484f);\n let _e307 = radius_1;\n param_52 = _e307;\n let _e308 = depth_1;\n param_53 = _e308;\n let _e309 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_51), (&param_52), (&param_53));\n let _e310 = sum;\n sum = (_e310 + _e309);\n param_54 = vec2<f32>(-0.446271f, -0.859268f);\n let _e312 = radius_1;\n param_55 = _e312;\n let _e313 = depth_1;\n param_56 = _e313;\n let _e314 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_54), (&param_55), (&param_56));\n let _e315 = sum;\n sum = (_e315 + _e314);\n let _e317 = sum;\n let _e320 = sum[3u];\n return (_e317.xyz / vec3(_e320));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var moved: vec4<f32>;\n var velocity: vec2<f32>;\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t_2: f32;\n var phi_1351_: bool;\n\n let _e241 = vUv_1;\n let _e242 = textureSampleLevel(uMotion_t, uMotion_s, _e241, 0f);\n moved = _e242;\n let _e244 = unnamed.uObjectMotion;\n let _e245 = (_e244 > 0.5f);\n phi_1351_ = _e245;\n if _e245 {\n let _e247 = moved[3u];\n phi_1351_ = (_e247 > 0.5f);\n }\n let _e250 = phi_1351_;\n if _e250 {\n let _e251 = moved;\n let _e255 = unnamed.uMotionStrength;\n velocity = (-(_e251.xy) * _e255);\n } else {\n let _e257 = vUv_1;\n let _e258 = textureSampleLevel(uDepth_t, uDepth_s, _e257, 0f);\n depth_2 = _e258.x;\n let _e260 = vUv_1;\n let _e263 = ((_e260 * 2f) - vec2(1f));\n let _e264 = depth_2;\n clip = vec4<f32>(_e263.x, _e263.y, (1f - (_e264 * 2f)), 1f);\n let _e271 = unnamed.uReprojection;\n let _e272 = clip;\n previous = (_e271 * _e272);\n let _e275 = previous[3u];\n if (_e275 <= 0f) {\n let _e277 = (*scene);\n return _e277;\n }\n let _e278 = previous;\n let _e281 = previous[3u];\n wasUv = (((_e278.xy / vec2(_e281)) * 0.5f) + vec2(0.5f));\n let _e287 = vUv_1;\n let _e288 = wasUv;\n let _e291 = unnamed.uMotionStrength;\n velocity = ((_e287 - _e288) * _e291);\n }\n let _e293 = velocity;\n distance_ = length(_e293);\n let _e295 = distance_;\n if (_e295 < 0.0001f) {\n let _e297 = (*scene);\n return _e297;\n }\n let _e298 = distance_;\n let _e300 = unnamed.uMotionMax;\n if (_e298 > _e300) {\n let _e303 = unnamed.uMotionMax;\n let _e304 = distance_;\n let _e306 = velocity;\n velocity = (_e306 * (_e303 / _e304));\n }\n let _e308 = (*scene);\n sum_1 = _e308;\n i = 1i;\n loop {\n let _e309 = i;\n if (_e309 <= 4i) {\n let _e311 = i;\n t_2 = ((f32(_e311) / 4f) * 0.5f);\n let _e315 = vUv_1;\n let _e316 = velocity;\n let _e317 = t_2;\n let _e320 = textureSampleLevel(uScene_t, uScene_s, (_e315 + (_e316 * _e317)), 0f);\n let _e322 = sum_1;\n sum_1 = (_e322 + _e320.xyz);\n let _e324 = vUv_1;\n let _e325 = velocity;\n let _e326 = t_2;\n let _e329 = textureSampleLevel(uScene_t, uScene_s, (_e324 - (_e325 * _e326)), 0f);\n let _e331 = sum_1;\n sum_1 = (_e331 + _e329.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e333 = i;\n i = (_e333 + 1i);\n }\n }\n let _e335 = sum_1;\n return (_e335 / vec3(9f));\n}\n\nfn withFringe_u0028_vf3_u003b(scene_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var lens: vec2<f32>;\n var past: vec2<f32>;\n var red: vec2<f32>;\n var green: vec2<f32>;\n\n let _e237 = unnamed.uFringe[0u];\n if (_e237 <= 0f) {\n let _e239 = (*scene_1);\n return _e239;\n }\n let _e240 = vUv_1;\n lens = ((_e240 * 2f) - vec2(1f));\n let _e244 = lens;\n let _e246 = lens;\n let _e250 = unnamed.uFringe[2u];\n past = (sign(_e244) * clamp((abs(_e246) - vec2(_e250)), vec2(0f), vec2(1f)));\n let _e257 = lens;\n let _e258 = past;\n let _e261 = unnamed.uFringe[0u];\n red = (((_e257 - (_e258 * _e261)) * 0.5f) + vec2(0.5f));\n let _e267 = lens;\n let _e268 = past;\n let _e271 = unnamed.uFringe[1u];\n green = (((_e267 - (_e268 * _e271)) * 0.5f) + vec2(0.5f));\n let _e277 = red;\n let _e278 = textureSampleLevel(uScene_t, uScene_s, _e277, 0f);\n let _e280 = green;\n let _e281 = textureSampleLevel(uScene_t, uScene_s, _e280, 0f);\n let _e284 = (*scene_1)[2u];\n return vec3<f32>(_e278.x, _e281.y, _e284);\n}\n\nfn main_1() {\n var sampled: vec4<f32>;\n var scene_2: vec3<f32>;\n var param_57: vec3<f32>;\n var param_58: vec3<f32>;\n var param_59: vec3<f32>;\n var share: f32;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_60: vec3<f32>;\n var param_61: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_62: vec3<f32>;\n var param_63: vec3<f32>;\n\n let _e250 = vUv_1;\n let _e251 = textureSampleLevel(uScene_t, uScene_s, _e250, 0f);\n sampled = _e251;\n let _e252 = sampled;\n param_57 = _e252.xyz;\n let _e254 = withFringe_u0028_vf3_u003b((&param_57));\n scene_2 = _e254;\n let _e256 = unnamed.uMotionStrength;\n if (_e256 > 0f) {\n let _e258 = scene_2;\n param_58 = _e258;\n let _e259 = cameraBlur_u0028_vf3_u003b((&param_58));\n scene_2 = _e259;\n }\n let _e261 = unnamed.uDofStrength;\n if (_e261 > 0f) {\n let _e263 = scene_2;\n param_59 = _e263;\n let _e264 = depthOfField_u0028_vf3_u003b((&param_59));\n scene_2 = _e264;\n }\n let _e266 = sampled[3u];\n share = clamp(_e266, 0f, 1f);\n let _e268 = vUv_1;\n let _e270 = unnamed.uAoOffset;\n let _e272 = textureSampleLevel(uAo_t, uAo_s, (_e268 + _e270), 0f);\n let _e275 = unnamed.uAoStrength;\n let _e276 = share;\n ao = mix(1f, _e272.x, (_e275 * _e276));\n let _e279 = vUv_1;\n fromCentre = (_e279 - vec2(0.5f));\n let _e282 = fromCentre;\n radius_2 = (length((_e282 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e287 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e287);\n let _e289 = inner;\n let _e290 = radius_2;\n edge = smoothstep(_e289, 1f, _e290);\n let _e292 = edge;\n let _e294 = unnamed.uStrength;\n amount = (_e292 * _e294);\n let _e296 = amount;\n if (_e296 <= 0f) {\n let _e298 = scene_2;\n let _e299 = ao;\n param_60 = (_e298 * _e299);\n let _e301 = withBloom_u0028_vf3_u003b((&param_60));\n param_61 = _e301;\n let _e302 = finish_u0028_vf3_u003b((&param_61));\n fragColor = vec4<f32>(_e302.x, _e302.y, _e302.z, 1f);\n return;\n }\n let _e307 = fromCentre;\n let _e311 = unnamed.uReach;\n let _e313 = amount;\n step_ = ((normalize((_e307 + vec2<f32>(0.000001f, 0.000001f))) * _e311) * _e313);\n let _e315 = scene_2;\n sum_2 = _e315;\n i_1 = 1i;\n loop {\n let _e316 = i_1;\n if (_e316 <= 6i) {\n let _e318 = vUv_1;\n let _e319 = step_;\n let _e320 = i_1;\n let _e325 = textureSampleLevel(uScene_t, uScene_s, (_e318 + (_e319 * (f32(_e320) / 6f))), 0f);\n let _e327 = sum_2;\n sum_2 = (_e327 + _e325.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e329 = i_1;\n i_1 = (_e329 + 1i);\n }\n }\n let _e331 = sum_2;\n blurred = (_e331 / vec3(7f));\n let _e334 = scene_2;\n let _e335 = blurred;\n let _e336 = amount;\n let _e339 = ao;\n param_62 = (mix(_e334, _e335, vec3(_e336)) * _e339);\n let _e341 = withBloom_u0028_vf3_u003b((&param_62));\n param_63 = _e341;\n let _e342 = finish_u0028_vf3_u003b((&param_63));\n fragColor = vec4<f32>(_e342.x, _e342.y, _e342.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
1
+ export declare const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uSceneGraded: i32,\n uFilmA: vec4<f32>,\n uFilmB: vec4<f32>,\n uDisplayHeadroom: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uObjectMotion: f32,\n uAoStrength: f32,\n uAoOffset: vec2<f32>,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uVignette: f32,\n uGrain: vec2<f32>,\n uAutoExposure: f32,\n uLocalExposure: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n uFringe: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(42) \nvar uExposureHeld_t: texture_2d<f32>;\n@group(0) @binding(44) \nvar uExposureLocal_t: texture_2d<f32>;\n@group(0) @binding(45) \nvar uExposureLocal_s: sampler;\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 uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(40) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(41) \nvar uBloom_s: sampler;\n@group(0) @binding(46) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(47) \nvar uGradeLut_s: sampler;\n@group(0) @binding(36) \nvar uMotion_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uMotion_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(38) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(43) \nvar uExposureHeld_s: sampler;\n\nfn grainNoise_u0028_vu2_u003b_u1_u003b(p: ptr<function, vec2<u32>>, seed: ptr<function, u32>) -> f32 {\n var h: u32;\n\n let _e235 = (*p)[0u];\n let _e238 = (*p)[1u];\n let _e241 = (*seed);\n h = (((_e235 * 1664525u) + (_e238 * 1013904223u)) + (_e241 * 2654435769u));\n let _e244 = h;\n let _e247 = h;\n h = (_e247 ^ (_e244 >> bitcast<u32>(16u)));\n let _e249 = h;\n h = (_e249 * 2246822519u);\n let _e251 = h;\n let _e254 = h;\n h = (_e254 ^ (_e251 >> bitcast<u32>(13u)));\n let _e256 = h;\n h = (_e256 * 3266489917u);\n let _e258 = h;\n let _e261 = h;\n h = (_e261 ^ (_e258 >> bitcast<u32>(16u)));\n let _e263 = h;\n return (f32(_e263) * 0.00000000023283064f);\n}\n\nfn withGrain_u0028_vf3_u003b_vf2_u003b(c: ptr<function, vec3<f32>>, fragCoord: ptr<function, vec2<f32>>) -> vec3<f32> {\n var luma: f32;\n var weight: f32;\n var n: f32;\n var param: vec2<u32>;\n var param_1: u32;\n\n let _e240 = unnamed.uGrain[0u];\n if (_e240 <= 0f) {\n let _e242 = (*c);\n return _e242;\n }\n let _e243 = (*c);\n luma = dot(clamp(_e243, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e248 = luma;\n let _e250 = luma;\n weight = (0.25f + ((3f * _e248) * (1f - _e250)));\n let _e254 = (*fragCoord);\n let _e258 = unnamed.uGrain[1u];\n param = vec2<u32>(_e254);\n param_1 = u32(_e258);\n let _e260 = grainNoise_u0028_vu2_u003b_u1_u003b((&param), (&param_1));\n n = (_e260 - 0.5f);\n let _e262 = (*c);\n let _e263 = n;\n let _e267 = unnamed.uGrain[0u];\n let _e269 = weight;\n return (_e262 + vec3((((2f * _e263) * _e267) * _e269)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e233 = unnamed.uVeilAlpha;\n if (_e233 <= 0f) {\n let _e235 = (*c_1);\n return _e235;\n }\n let _e236 = (*c_1);\n let _e238 = unnamed.uVeilColor;\n let _e240 = unnamed.uVeilAlpha;\n return mix(_e236, _e238, vec3(_e240));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var over: f32;\n var local: f32;\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e237 = unnamed.uGradeStrength;\n if (_e237 <= 0f) {\n let _e239 = (*c_2);\n return _e239;\n }\n let _e241 = unnamed.uDisplayHeadroom;\n if (_e241 > 1f) {\n let _e244 = (*c_2)[0u];\n let _e246 = (*c_2)[1u];\n let _e248 = (*c_2)[2u];\n local = max(max(_e244, max(_e246, _e248)), 1f);\n } else {\n local = 1f;\n }\n let _e252 = local;\n over = _e252;\n let _e253 = (*c_2);\n let _e254 = over;\n clamped = clamp((_e253 / vec3(_e254)), vec3(0f), vec3(1f));\n let _e260 = clamped;\n let _e262 = unnamed.uGradeSize;\n let _e268 = unnamed.uGradeSize;\n uvw = (((_e260 * (_e262 - 1f)) + vec3(0.5f)) / vec3(_e268));\n let _e271 = (*c_2);\n let _e272 = uvw;\n let _e273 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e272, 0f);\n let _e275 = over;\n let _e278 = unnamed.uGradeStrength;\n return mix(_e271, (_e273.xyz * _e275), vec3(_e278));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e234 = (*c_3);\n low = (_e234 * 12.92f);\n let _e236 = (*c_3);\n high = ((pow(max(_e236, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e242 = low;\n let _e243 = high;\n let _e244 = (*c_3);\n return mix(_e242, _e243, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e244));\n}\n\nfn filmCentredHue_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> f32 {\n var y: f32;\n var x: f32;\n var phi_889_: bool;\n\n let _e235 = (*c_4)[1u];\n let _e237 = (*c_4)[2u];\n y = (1.7320508f * (_e235 - _e237));\n let _e241 = (*c_4)[0u];\n let _e244 = (*c_4)[1u];\n let _e247 = (*c_4)[2u];\n x = (((2f * _e241) - _e244) - _e247);\n let _e249 = x;\n let _e251 = (abs(_e249) < 0.0000000001f);\n phi_889_ = _e251;\n if _e251 {\n let _e252 = y;\n phi_889_ = (abs(_e252) < 0.0000000001f);\n }\n let _e256 = phi_889_;\n if _e256 {\n return 0f;\n }\n let _e257 = y;\n let _e258 = x;\n return degrees(atan2(_e257, _e258));\n}\n\nfn filmGlow_u0028_f1_u003b_f1_u003b_f1_u003b(yc: ptr<function, f32>, gain: ptr<function, f32>, mid: ptr<function, f32>) -> f32 {\n let _e234 = (*yc);\n let _e235 = (*mid);\n if (_e234 <= (0.6666667f * _e235)) {\n let _e238 = (*gain);\n return _e238;\n }\n let _e239 = (*yc);\n let _e240 = (*mid);\n if (_e239 >= (2f * _e240)) {\n return 0f;\n }\n let _e243 = (*gain);\n let _e244 = (*mid);\n let _e245 = (*yc);\n return (_e243 * ((_e244 / _e245) - 0.5f));\n}\n\nfn filmSigmoid_u0028_f1_u003b(x_1: ptr<function, f32>) -> f32 {\n var t: f32;\n\n let _e233 = (*x_1);\n t = max((1f - abs((_e233 / 2f))), 0f);\n let _e238 = (*x_1);\n let _e240 = t;\n let _e241 = t;\n return ((1f + (sign(_e238) * (1f - (_e240 * _e241)))) / 2f);\n}\n\nfn filmYc_u0028_vf3_u003b(c_5: ptr<function, vec3<f32>>) -> f32 {\n var chroma: f32;\n\n let _e234 = (*c_5)[2u];\n let _e236 = (*c_5)[2u];\n let _e238 = (*c_5)[1u];\n let _e242 = (*c_5)[1u];\n let _e244 = (*c_5)[1u];\n let _e246 = (*c_5)[0u];\n let _e251 = (*c_5)[0u];\n let _e253 = (*c_5)[0u];\n let _e255 = (*c_5)[2u];\n chroma = sqrt(max((((_e234 * (_e236 - _e238)) + (_e242 * (_e244 - _e246))) + (_e251 * (_e253 - _e255))), 0f));\n let _e262 = (*c_5)[2u];\n let _e264 = (*c_5)[1u];\n let _e267 = (*c_5)[0u];\n let _e269 = chroma;\n return ((((_e262 + _e264) + _e267) + (1.75f * _e269)) / 3f);\n}\n\nfn filmSaturation_u0028_vf3_u003b(c_6: ptr<function, vec3<f32>>) -> f32 {\n var hi: f32;\n var lo: f32;\n\n let _e235 = (*c_6)[0u];\n let _e237 = (*c_6)[1u];\n let _e239 = (*c_6)[2u];\n hi = max(_e235, max(_e237, _e239));\n let _e243 = (*c_6)[0u];\n let _e245 = (*c_6)[1u];\n let _e247 = (*c_6)[2u];\n lo = min(_e243, min(_e245, _e247));\n let _e250 = hi;\n let _e252 = lo;\n let _e255 = hi;\n return ((max(_e250, 0.0000000001f) - max(_e252, 0.0000000001f)) / max(_e255, 0.01f));\n}\n\nfn filmicCurve_u0028_vf3_u003b(linear: ptr<function, vec3<f32>>) -> vec3<f32> {\n var ap0_: vec3<f32>;\n var saturation: f32;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: f32;\n var param_5: f32;\n var param_6: f32;\n var param_7: f32;\n var weight_1: f32;\n var param_8: vec3<f32>;\n var work: vec3<f32>;\n var slope: f32;\n var black: f32;\n var white: f32;\n var toeScale: f32;\n var shoulderScale: f32;\n var toeMatch: f32;\n var straightMatch: f32;\n var shoulderMatch: f32;\n var logc: vec3<f32>;\n var straight: vec3<f32>;\n var toeC: vec3<f32>;\n var shoulderC: vec3<f32>;\n var t_1: vec3<f32>;\n var tone: vec3<f32>;\n var ceiling: f32;\n var local_1: f32;\n\n let _e259 = (*linear);\n ap0_ = (mat3x3<f32>(vec3<f32>(0.6954522f, 0.044794563f, -0.005525883f), vec3<f32>(0.1406787f, 0.8596711f, 0.00402521f), vec3<f32>(0.16386907f, 0.09553432f, 1.0015007f)) * (mat3x3<f32>(vec3<f32>(0.61319f, 0.07021f, 0.02062f), vec3<f32>(0.33951f, 0.91634f, 0.10957f), vec3<f32>(0.04737f, 0.01345f, 0.86961f)) * _e259));\n let _e262 = ap0_;\n param_2 = _e262;\n let _e263 = filmSaturation_u0028_vf3_u003b((&param_2));\n saturation = _e263;\n let _e264 = ap0_;\n param_3 = _e264;\n let _e265 = filmYc_u0028_vf3_u003b((&param_3));\n let _e266 = saturation;\n param_4 = ((_e266 - 0.4f) / 0.2f);\n let _e269 = filmSigmoid_u0028_f1_u003b((&param_4));\n param_5 = _e265;\n param_6 = (0.05f * _e269);\n param_7 = 0.08f;\n let _e271 = filmGlow_u0028_f1_u003b_f1_u003b_f1_u003b((&param_5), (&param_6), (&param_7));\n let _e273 = ap0_;\n ap0_ = (_e273 * (1f + _e271));\n let _e275 = ap0_;\n param_8 = _e275;\n let _e276 = filmCentredHue_u0028_vf3_u003b((&param_8));\n weight_1 = smoothstep(0f, 1f, (1f - abs(((2f * _e276) / 135f))));\n let _e282 = weight_1;\n let _e283 = weight_1;\n let _e285 = saturation;\n let _e288 = ap0_[0u];\n let _e293 = ap0_[0u];\n ap0_[0u] = (_e293 + ((((_e282 * _e283) * _e285) * (0.03f - _e288)) * 0.18f));\n let _e296 = ap0_;\n work = max((mat3x3<f32>(vec3<f32>(1.4514393f, -0.07655378f, 0.008316148f), vec3<f32>(-0.23651075f, 1.1762297f, -0.0060324497f), vec3<f32>(-0.21492857f, -0.09967592f, 0.9977163f)) * _e296), vec3<f32>(0f, 0f, 0f));\n let _e299 = work;\n let _e302 = work;\n work = mix(vec3(dot(_e299, vec3<f32>(0.27222872f, 0.67408174f, 0.053689517f))), _e302, vec3(0.96f));\n let _e307 = unnamed.uFilmA[0u];\n slope = _e307;\n let _e310 = unnamed.uFilmA[1u];\n black = _e310;\n let _e313 = unnamed.uFilmA[2u];\n white = _e313;\n let _e316 = unnamed.uFilmA[3u];\n toeScale = _e316;\n let _e319 = unnamed.uFilmB[0u];\n shoulderScale = _e319;\n let _e322 = unnamed.uFilmB[1u];\n toeMatch = _e322;\n let _e325 = unnamed.uFilmB[2u];\n straightMatch = _e325;\n let _e328 = unnamed.uFilmB[3u];\n shoulderMatch = _e328;\n let _e329 = work;\n logc = (log2(max(_e329, vec3<f32>(0.0000000001f, 0.0000000001f, 0.0000000001f))) * 0.30103f);\n let _e333 = slope;\n let _e334 = logc;\n let _e335 = straightMatch;\n straight = ((_e334 + vec3(_e335)) * _e333);\n let _e339 = black;\n let _e341 = toeScale;\n let _e343 = slope;\n let _e345 = toeScale;\n let _e347 = logc;\n let _e348 = toeMatch;\n toeC = (vec3(-(_e339)) + (vec3((2f * _e341)) / (vec3(1f) + exp(((_e347 - vec3(_e348)) * ((-2f * _e343) / _e345))))));\n let _e359 = white;\n let _e361 = shoulderScale;\n let _e363 = slope;\n let _e365 = shoulderScale;\n let _e367 = logc;\n let _e368 = shoulderMatch;\n shoulderC = (vec3((1f + _e359)) - (vec3((2f * _e361)) / (vec3(1f) + exp(((_e367 - vec3(_e368)) * ((2f * _e363) / _e365))))));\n let _e379 = straight;\n let _e380 = toeC;\n let _e381 = logc;\n let _e382 = toeMatch;\n toeC = mix(_e379, _e380, select(vec3<f32>(0f, 0f, 0f), vec3<f32>(1f, 1f, 1f), (_e381 < vec3(_e382))));\n let _e387 = straight;\n let _e388 = shoulderC;\n let _e389 = logc;\n let _e390 = shoulderMatch;\n shoulderC = mix(_e387, _e388, select(vec3<f32>(0f, 0f, 0f), vec3<f32>(1f, 1f, 1f), (_e389 > vec3(_e390))));\n let _e395 = logc;\n let _e396 = toeMatch;\n let _e399 = shoulderMatch;\n let _e400 = toeMatch;\n t_1 = clamp(((_e395 - vec3(_e396)) / vec3((_e399 - _e400))), vec3(0f), vec3(1f));\n let _e407 = shoulderMatch;\n let _e408 = toeMatch;\n if (_e407 < _e408) {\n let _e410 = t_1;\n t_1 = (vec3(1f) - _e410);\n }\n let _e413 = t_1;\n let _e417 = t_1;\n let _e419 = t_1;\n t_1 = (((vec3(3f) - (_e413 * 2f)) * _e417) * _e419);\n let _e421 = toeC;\n let _e422 = shoulderC;\n let _e423 = t_1;\n tone = mix(_e421, _e422, _e423);\n let _e425 = tone;\n let _e428 = tone;\n tone = mix(vec3(dot(_e425, vec3<f32>(0.27222872f, 0.67408174f, 0.053689517f))), _e428, vec3(0.93f));\n let _e432 = unnamed.uDisplayHeadroom;\n if (_e432 > 1f) {\n let _e434 = white;\n local_1 = (1f + _e434);\n } else {\n local_1 = 1f;\n }\n let _e436 = local_1;\n ceiling = _e436;\n let _e437 = tone;\n let _e440 = ceiling;\n return clamp((mat3x3<f32>(vec3<f32>(1.7048f, -0.13027f, -0.02401f), vec3<f32>(-0.62168f, 1.14082f, -0.129f), vec3<f32>(-0.08325f, -0.01055f, 1.15324f)) * max(_e437, vec3<f32>(0f, 0f, 0f))), vec3(0f), vec3(_e440));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_7: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e235 = (*c_7)[0u];\n let _e237 = (*c_7)[1u];\n let _e239 = (*c_7)[2u];\n m = max(_e235, max(_e237, _e239));\n let _e242 = m;\n if (_e242 <= 0.8f) {\n let _e244 = (*c_7);\n return _e244;\n }\n let _e245 = m;\n e = (_e245 - 0.8f);\n let _e247 = (*c_7);\n let _e248 = e;\n let _e250 = e;\n let _e254 = m;\n return (_e247 * ((0.8f + ((0.2f * _e248) / (_e250 + 0.2f))) / _e254));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e236 = unnamed.uOutputExposure;\n let _e237 = (*x_2);\n (*x_2) = (_e237 * _e236);\n let _e239 = (*x_2);\n v = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e239);\n let _e241 = v;\n let _e242 = v;\n a = ((_e241 * (_e242 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e248 = v;\n let _e249 = v;\n b = ((_e248 * ((_e249 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e256 = a;\n let _e257 = b;\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * (_e256 / _e257)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_8: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_9: vec3<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n\n let _e237 = unnamed.uOutputTransform;\n if (_e237 == 0i) {\n let _e239 = (*c_8);\n return _e239;\n }\n let _e241 = unnamed.uOutputTransform;\n if (_e241 == 2i) {\n let _e243 = (*c_8);\n param_9 = _e243;\n let _e244 = acesFilmic_u0028_vf3_u003b((&param_9));\n (*c_8) = _e244;\n }\n let _e246 = unnamed.uOutputTransform;\n if (_e246 == 3i) {\n let _e248 = (*c_8);\n let _e250 = unnamed.uOutputExposure;\n param_10 = (_e248 * _e250);\n let _e252 = highlightShoulder_u0028_vf3_u003b((&param_10));\n (*c_8) = _e252;\n }\n let _e254 = unnamed.uOutputTransform;\n if (_e254 == 4i) {\n let _e256 = (*c_8);\n let _e258 = unnamed.uOutputExposure;\n param_11 = (_e256 * _e258);\n let _e260 = filmicCurve_u0028_vf3_u003b((&param_11));\n (*c_8) = _e260;\n }\n let _e261 = (*c_8);\n param_12 = _e261;\n let _e262 = linearToSrgb_u0028_vf3_u003b((&param_12));\n return _e262;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_9: ptr<function, vec3<f32>>, uv: ptr<function, vec2<f32>>, size: ptr<function, vec2<f32>>) -> vec3<f32> {\n var d: vec2<f32>;\n var corner: vec2<f32>;\n var r2_: f32;\n var falloff: f32;\n\n let _e239 = unnamed.uVignette;\n if (_e239 <= 0f) {\n let _e241 = (*c_9);\n return _e241;\n }\n let _e242 = (*uv);\n let _e245 = (*size);\n d = ((_e242 - vec2(0.5f)) * _e245);\n let _e247 = (*size);\n corner = (_e247 * 0.5f);\n let _e249 = d;\n let _e250 = d;\n let _e252 = corner;\n let _e253 = corner;\n r2_ = (dot(_e249, _e250) / dot(_e252, _e253));\n let _e257 = unnamed.uVignette;\n let _e258 = r2_;\n falloff = (1f + (_e257 * _e258));\n let _e261 = (*c_9);\n let _e262 = falloff;\n let _e263 = falloff;\n return (_e261 / vec3((_e262 * _e263)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e234 = unnamed.uAutoExposure;\n if (_e234 <= 0f) {\n return 1f;\n }\n let _e236 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e236.x;\n let _e239 = unnamed.uAutoExposure;\n let _e240 = held;\n stops = (_e239 * (-2.473931f - _e240));\n let _e243 = stops;\n return exp2(clamp(_e243, -6f, 6f));\n}\n\nfn localBlock_u0028_vf2_u003b_f1_u003b(uv_1: ptr<function, vec2<f32>>, block: ptr<function, f32>) -> vec2<f32> {\n var inside: vec2<f32>;\n\n let _e234 = (*uv_1);\n inside = clamp(_e234, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e236 = (*block);\n let _e238 = inside[0u];\n let _e242 = inside[1u];\n let _e244 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e236 + _e238) / 11f), _e242), 0f);\n return _e244.xy;\n}\n\nfn localExposureGain_u0028_vf2_u003b_vf3_u003b(uv_2: ptr<function, vec2<f32>>, light: ptr<function, vec3<f32>>) -> f32 {\n var held_1: f32;\n var pixel: f32;\n var b_1: f32;\n var lower: f32;\n var upper: f32;\n var banded: vec2<f32>;\n var param_13: vec2<f32>;\n var param_14: f32;\n var param_15: vec2<f32>;\n var param_16: f32;\n var tileMean: f32;\n var param_17: vec2<f32>;\n var param_18: f32;\n var bilateral: f32;\n var local_2: f32;\n var local_3: f32;\n var stops_1: f32;\n\n let _e251 = unnamed.uLocalExposure;\n if (_e251 <= 0f) {\n return 1f;\n }\n let _e253 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e253.x;\n let _e255 = (*light);\n pixel = clamp(log2(max(dot(_e255, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e260 = pixel;\n b_1 = (((_e260 - -12f) / 2f) - 0.5f);\n let _e264 = b_1;\n lower = clamp(floor(_e264), 0f, 9f);\n let _e267 = lower;\n upper = min((_e267 + 1f), 9f);\n let _e270 = (*uv_2);\n param_13 = _e270;\n let _e271 = lower;\n param_14 = _e271;\n let _e272 = localBlock_u0028_vf2_u003b_f1_u003b((&param_13), (&param_14));\n let _e273 = (*uv_2);\n param_15 = _e273;\n let _e274 = upper;\n param_16 = _e274;\n let _e275 = localBlock_u0028_vf2_u003b_f1_u003b((&param_15), (&param_16));\n let _e276 = b_1;\n let _e277 = lower;\n banded = mix(_e272, _e275, vec2(clamp((_e276 - _e277), 0f, 1f)));\n let _e282 = (*uv_2);\n param_17 = _e282;\n param_18 = 10f;\n let _e283 = localBlock_u0028_vf2_u003b_f1_u003b((&param_17), (&param_18));\n tileMean = _e283.x;\n let _e286 = banded[1u];\n if (_e286 > 0.001f) {\n let _e289 = banded[0u];\n let _e291 = banded[1u];\n local_2 = (_e289 / _e291);\n } else {\n let _e293 = tileMean;\n local_2 = _e293;\n }\n let _e294 = local_2;\n bilateral = _e294;\n let _e295 = bilateral;\n let _e296 = tileMean;\n local_3 = mix(_e295, _e296, 0.4f);\n let _e299 = unnamed.uLocalExposure;\n let _e300 = held_1;\n let _e301 = local_3;\n stops_1 = (_e299 * (_e300 - _e301));\n let _e304 = stops_1;\n return exp2(clamp(_e304, -3f, 3f));\n}\n\nfn finish_u0028_vf3_u003b(light_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var local_4: f32;\n var param_19: vec2<f32>;\n var param_20: vec3<f32>;\n var lensed: vec3<f32>;\n var param_21: vec3<f32>;\n var param_22: vec2<f32>;\n var param_23: vec2<f32>;\n var param_24: vec3<f32>;\n var param_25: vec3<f32>;\n var param_26: vec3<f32>;\n var param_27: vec3<f32>;\n var param_28: vec2<f32>;\n\n let _e244 = vUv_1;\n param_19 = _e244;\n let _e245 = (*light_1);\n param_20 = _e245;\n let _e246 = localExposureGain_u0028_vf2_u003b_vf3_u003b((&param_19), (&param_20));\n local_4 = _e246;\n let _e247 = autoExposureGain_u0028_();\n let _e248 = local_4;\n let _e250 = (*light_1);\n (*light_1) = (_e250 * (_e247 * _e248));\n let _e252 = textureDimensions(uScene_t, 0i);\n let _e255 = (*light_1);\n param_21 = _e255;\n let _e256 = vUv_1;\n param_22 = _e256;\n param_23 = vec2<f32>(vec2<i32>(_e252));\n let _e257 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((&param_21), (&param_22), (&param_23));\n lensed = _e257;\n let _e258 = lensed;\n param_24 = _e258;\n let _e259 = grade_u0028_vf3_u003b((&param_24));\n param_25 = _e259;\n let _e260 = applyColourGrade_u0028_vf3_u003b((&param_25));\n param_26 = _e260;\n let _e261 = withVeil_u0028_vf3_u003b((&param_26));\n param_27 = _e261;\n let _e262 = gl_FragCoord_1;\n param_28 = _e262.xy;\n let _e264 = withGrain_u0028_vf3_u003b_vf2_u003b((&param_27), (&param_28));\n return _e264;\n}\n\nfn withBloom_u0028_vf3_u003b(c_10: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e233 = unnamed.uBloomStrength;\n if (_e233 <= 0f) {\n let _e235 = (*c_10);\n return _e235;\n }\n let _e236 = (*c_10);\n let _e237 = vUv_1;\n let _e238 = textureSampleLevel(uBloom_t, uBloom_s, _e237, 0f);\n let _e241 = unnamed.uBloomStrength;\n return (_e236 + (_e238.xyz * _e241));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e233 = (*viewDepth);\n let _e235 = unnamed.uFocusDistance;\n let _e239 = unnamed.uFocusRange;\n offPlane = (abs((_e233 - _e235)) - _e239);\n let _e241 = offPlane;\n let _e243 = unnamed.uFocusRange;\n return clamp((_e241 / _e243), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e233 = (*uv_3);\n let _e234 = textureSampleLevel(uDepth_t, uDepth_s, _e233, 0f);\n z = (1f - (_e234.x * 2f));\n let _e240 = unnamed.uDepthToView[0u];\n let _e241 = z;\n let _e245 = unnamed.uDepthToView[1u];\n let _e250 = unnamed.uDepthToView[2u];\n let _e251 = z;\n let _e255 = unnamed.uDepthToView[3u];\n return (-(((_e240 * _e241) + _e245)) / ((_e250 * _e251) + _e255));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_4: vec2<f32>;\n var depth: f32;\n var param_29: vec2<f32>;\n var weight_2: f32;\n var local_5: f32;\n var param_30: f32;\n\n let _e240 = vUv_1;\n let _e241 = (*direction);\n let _e242 = (*radius);\n let _e245 = unnamed.uDofAspect;\n uv_4 = (_e240 + ((_e241 * _e242) * _e245));\n let _e248 = uv_4;\n param_29 = _e248;\n let _e249 = viewDepthOf_u0028_vf2_u003b((&param_29));\n depth = _e249;\n let _e250 = depth;\n let _e251 = (*centreDepth);\n if (_e250 >= _e251) {\n local_5 = 1f;\n } else {\n let _e253 = depth;\n param_30 = _e253;\n let _e254 = circleOfConfusion_u0028_f1_u003b((&param_30));\n local_5 = _e254;\n }\n let _e255 = local_5;\n weight_2 = _e255;\n let _e256 = uv_4;\n let _e257 = textureSampleLevel(uScene_t, uScene_s, _e256, 0f);\n let _e259 = weight_2;\n let _e260 = (_e257.xyz * _e259);\n let _e261 = weight_2;\n return vec4<f32>(_e260.x, _e260.y, _e260.z, _e261);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_31: vec2<f32>;\n var coc: f32;\n var param_32: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_33: vec2<f32>;\n var param_34: f32;\n var param_35: f32;\n var param_36: vec2<f32>;\n var param_37: f32;\n var param_38: f32;\n var param_39: vec2<f32>;\n var param_40: f32;\n var param_41: f32;\n var param_42: vec2<f32>;\n var param_43: f32;\n var param_44: f32;\n var param_45: vec2<f32>;\n var param_46: f32;\n var param_47: f32;\n var param_48: vec2<f32>;\n var param_49: f32;\n var param_50: f32;\n var param_51: vec2<f32>;\n var param_52: f32;\n var param_53: f32;\n var param_54: vec2<f32>;\n var param_55: f32;\n var param_56: f32;\n\n let _e262 = vUv_1;\n param_31 = _e262;\n let _e263 = viewDepthOf_u0028_vf2_u003b((&param_31));\n depth_1 = _e263;\n let _e264 = depth_1;\n param_32 = _e264;\n let _e265 = circleOfConfusion_u0028_f1_u003b((&param_32));\n coc = _e265;\n let _e266 = coc;\n if (_e266 <= 0f) {\n let _e268 = (*centre);\n return _e268;\n }\n let _e269 = coc;\n let _e271 = unnamed.uDofStrength;\n radius_1 = (_e269 * _e271);\n let _e273 = (*centre);\n sum = vec4<f32>(_e273.x, _e273.y, _e273.z, 1f);\n param_33 = vec2<f32>(0.25f, 0f);\n let _e278 = radius_1;\n param_34 = _e278;\n let _e279 = depth_1;\n param_35 = _e279;\n let _e280 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_33), (&param_34), (&param_35));\n let _e281 = sum;\n sum = (_e281 + _e280);\n param_36 = vec2<f32>(-0.31929f, 0.292496f);\n let _e283 = radius_1;\n param_37 = _e283;\n let _e284 = depth_1;\n param_38 = _e284;\n let _e285 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_36), (&param_37), (&param_38));\n let _e286 = sum;\n sum = (_e286 + _e285);\n param_39 = vec2<f32>(0.048872f, -0.556877f);\n let _e288 = radius_1;\n param_40 = _e288;\n let _e289 = depth_1;\n param_41 = _e289;\n let _e290 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_39), (&param_40), (&param_41));\n let _e291 = sum;\n sum = (_e291 + _e290);\n param_42 = vec2<f32>(0.402444f, 0.524918f);\n let _e293 = radius_1;\n param_43 = _e293;\n let _e294 = depth_1;\n param_44 = _e294;\n let _e295 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_42), (&param_43), (&param_44));\n let _e296 = sum;\n sum = (_e296 + _e295);\n param_45 = vec2<f32>(-0.738535f, -0.130636f);\n let _e298 = radius_1;\n param_46 = _e298;\n let _e299 = depth_1;\n param_47 = _e299;\n let _e300 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_45), (&param_46), (&param_47));\n let _e301 = sum;\n sum = (_e301 + _e300);\n param_48 = vec2<f32>(0.699605f, -0.445031f);\n let _e303 = radius_1;\n param_49 = _e303;\n let _e304 = depth_1;\n param_50 = _e304;\n let _e305 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_48), (&param_49), (&param_50));\n let _e306 = sum;\n sum = (_e306 + _e305);\n param_51 = vec2<f32>(-0.234004f, 0.870484f);\n let _e308 = radius_1;\n param_52 = _e308;\n let _e309 = depth_1;\n param_53 = _e309;\n let _e310 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_51), (&param_52), (&param_53));\n let _e311 = sum;\n sum = (_e311 + _e310);\n param_54 = vec2<f32>(-0.446271f, -0.859268f);\n let _e313 = radius_1;\n param_55 = _e313;\n let _e314 = depth_1;\n param_56 = _e314;\n let _e315 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_54), (&param_55), (&param_56));\n let _e316 = sum;\n sum = (_e316 + _e315);\n let _e318 = sum;\n let _e321 = sum[3u];\n return (_e318.xyz / vec3(_e321));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var moved: vec4<f32>;\n var velocity: vec2<f32>;\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t_2: f32;\n var phi_1352_: bool;\n\n let _e242 = vUv_1;\n let _e243 = textureSampleLevel(uMotion_t, uMotion_s, _e242, 0f);\n moved = _e243;\n let _e245 = unnamed.uObjectMotion;\n let _e246 = (_e245 > 0.5f);\n phi_1352_ = _e246;\n if _e246 {\n let _e248 = moved[3u];\n phi_1352_ = (_e248 > 0.5f);\n }\n let _e251 = phi_1352_;\n if _e251 {\n let _e252 = moved;\n let _e256 = unnamed.uMotionStrength;\n velocity = (-(_e252.xy) * _e256);\n } else {\n let _e258 = vUv_1;\n let _e259 = textureSampleLevel(uDepth_t, uDepth_s, _e258, 0f);\n depth_2 = _e259.x;\n let _e261 = vUv_1;\n let _e264 = ((_e261 * 2f) - vec2(1f));\n let _e265 = depth_2;\n clip = vec4<f32>(_e264.x, _e264.y, (1f - (_e265 * 2f)), 1f);\n let _e272 = unnamed.uReprojection;\n let _e273 = clip;\n previous = (_e272 * _e273);\n let _e276 = previous[3u];\n if (_e276 <= 0f) {\n let _e278 = (*scene);\n return _e278;\n }\n let _e279 = previous;\n let _e282 = previous[3u];\n wasUv = (((_e279.xy / vec2(_e282)) * 0.5f) + vec2(0.5f));\n let _e288 = vUv_1;\n let _e289 = wasUv;\n let _e292 = unnamed.uMotionStrength;\n velocity = ((_e288 - _e289) * _e292);\n }\n let _e294 = velocity;\n distance_ = length(_e294);\n let _e296 = distance_;\n if (_e296 < 0.0001f) {\n let _e298 = (*scene);\n return _e298;\n }\n let _e299 = distance_;\n let _e301 = unnamed.uMotionMax;\n if (_e299 > _e301) {\n let _e304 = unnamed.uMotionMax;\n let _e305 = distance_;\n let _e307 = velocity;\n velocity = (_e307 * (_e304 / _e305));\n }\n let _e309 = (*scene);\n sum_1 = _e309;\n i = 1i;\n loop {\n let _e310 = i;\n if (_e310 <= 4i) {\n let _e312 = i;\n t_2 = ((f32(_e312) / 4f) * 0.5f);\n let _e316 = vUv_1;\n let _e317 = velocity;\n let _e318 = t_2;\n let _e321 = textureSampleLevel(uScene_t, uScene_s, (_e316 + (_e317 * _e318)), 0f);\n let _e323 = sum_1;\n sum_1 = (_e323 + _e321.xyz);\n let _e325 = vUv_1;\n let _e326 = velocity;\n let _e327 = t_2;\n let _e330 = textureSampleLevel(uScene_t, uScene_s, (_e325 - (_e326 * _e327)), 0f);\n let _e332 = sum_1;\n sum_1 = (_e332 + _e330.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e334 = i;\n i = (_e334 + 1i);\n }\n }\n let _e336 = sum_1;\n return (_e336 / vec3(9f));\n}\n\nfn withFringe_u0028_vf3_u003b(scene_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var lens: vec2<f32>;\n var past: vec2<f32>;\n var red: vec2<f32>;\n var green: vec2<f32>;\n\n let _e238 = unnamed.uFringe[0u];\n if (_e238 <= 0f) {\n let _e240 = (*scene_1);\n return _e240;\n }\n let _e241 = vUv_1;\n lens = ((_e241 * 2f) - vec2(1f));\n let _e245 = lens;\n let _e247 = lens;\n let _e251 = unnamed.uFringe[2u];\n past = (sign(_e245) * clamp((abs(_e247) - vec2(_e251)), vec2(0f), vec2(1f)));\n let _e258 = lens;\n let _e259 = past;\n let _e262 = unnamed.uFringe[0u];\n red = (((_e258 - (_e259 * _e262)) * 0.5f) + vec2(0.5f));\n let _e268 = lens;\n let _e269 = past;\n let _e272 = unnamed.uFringe[1u];\n green = (((_e268 - (_e269 * _e272)) * 0.5f) + vec2(0.5f));\n let _e278 = red;\n let _e279 = textureSampleLevel(uScene_t, uScene_s, _e278, 0f);\n let _e281 = green;\n let _e282 = textureSampleLevel(uScene_t, uScene_s, _e281, 0f);\n let _e285 = (*scene_1)[2u];\n return vec3<f32>(_e279.x, _e282.y, _e285);\n}\n\nfn main_1() {\n var sampled: vec4<f32>;\n var scene_2: vec3<f32>;\n var param_57: vec3<f32>;\n var param_58: vec3<f32>;\n var param_59: vec3<f32>;\n var share: f32;\n var ao: f32;\n var param_60: vec3<f32>;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_61: vec3<f32>;\n var param_62: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_63: vec3<f32>;\n var param_64: vec3<f32>;\n\n let _e252 = vUv_1;\n let _e253 = textureSampleLevel(uScene_t, uScene_s, _e252, 0f);\n sampled = _e253;\n let _e254 = sampled;\n param_57 = _e254.xyz;\n let _e256 = withFringe_u0028_vf3_u003b((&param_57));\n scene_2 = _e256;\n let _e258 = unnamed.uMotionStrength;\n if (_e258 > 0f) {\n let _e260 = scene_2;\n param_58 = _e260;\n let _e261 = cameraBlur_u0028_vf3_u003b((&param_58));\n scene_2 = _e261;\n }\n let _e263 = unnamed.uDofStrength;\n if (_e263 > 0f) {\n let _e265 = scene_2;\n param_59 = _e265;\n let _e266 = depthOfField_u0028_vf3_u003b((&param_59));\n scene_2 = _e266;\n }\n let _e268 = sampled[3u];\n share = clamp(_e268, 0f, 1f);\n let _e270 = vUv_1;\n let _e272 = unnamed.uAoOffset;\n let _e274 = textureSampleLevel(uAo_t, uAo_s, (_e270 + _e272), 0f);\n let _e277 = unnamed.uAoStrength;\n let _e278 = share;\n ao = mix(1f, _e274.x, (_e277 * _e278));\n let _e282 = unnamed.uSceneGraded;\n if (_e282 != 0i) {\n let _e284 = ao;\n param_60 = vec3(_e284);\n let _e286 = linearToSrgb_u0028_vf3_u003b((&param_60));\n ao = _e286.x;\n }\n let _e288 = vUv_1;\n fromCentre = (_e288 - vec2(0.5f));\n let _e291 = fromCentre;\n radius_2 = (length((_e291 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e296 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e296);\n let _e298 = inner;\n let _e299 = radius_2;\n edge = smoothstep(_e298, 1f, _e299);\n let _e301 = edge;\n let _e303 = unnamed.uStrength;\n amount = (_e301 * _e303);\n let _e305 = amount;\n if (_e305 <= 0f) {\n let _e307 = scene_2;\n let _e308 = ao;\n param_61 = (_e307 * _e308);\n let _e310 = withBloom_u0028_vf3_u003b((&param_61));\n param_62 = _e310;\n let _e311 = finish_u0028_vf3_u003b((&param_62));\n fragColor = vec4<f32>(_e311.x, _e311.y, _e311.z, 1f);\n return;\n }\n let _e316 = fromCentre;\n let _e320 = unnamed.uReach;\n let _e322 = amount;\n step_ = ((normalize((_e316 + vec2<f32>(0.000001f, 0.000001f))) * _e320) * _e322);\n let _e324 = scene_2;\n sum_2 = _e324;\n i_1 = 1i;\n loop {\n let _e325 = i_1;\n if (_e325 <= 6i) {\n let _e327 = vUv_1;\n let _e328 = step_;\n let _e329 = i_1;\n let _e334 = textureSampleLevel(uScene_t, uScene_s, (_e327 + (_e328 * (f32(_e329) / 6f))), 0f);\n let _e336 = sum_2;\n sum_2 = (_e336 + _e334.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e338 = i_1;\n i_1 = (_e338 + 1i);\n }\n }\n let _e340 = sum_2;\n blurred = (_e340 / vec3(7f));\n let _e343 = scene_2;\n let _e344 = blurred;\n let _e345 = amount;\n let _e348 = ao;\n param_63 = (mix(_e343, _e344, vec3(_e345)) * _e348);\n let _e350 = withBloom_u0028_vf3_u003b((&param_63));\n param_64 = _e350;\n let _e351 = finish_u0028_vf3_u003b((&param_64));\n fragColor = vec4<f32>(_e351.x, _e351.y, _e351.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
2
2
  /**
3
3
  * What the transform assigned, so the renderer binds the same numbers.
4
4
  *
@@ -7,7 +7,7 @@ export declare const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n
7
7
  export declare const RUSH_BINDINGS: {
8
8
  readonly RUSH_FRAG: {
9
9
  readonly uniforms: 1;
10
- readonly uniformSize: 272;
10
+ readonly uniformSize: 288;
11
11
  readonly fields: {
12
12
  readonly uStrength: {
13
13
  readonly offset: 0;
@@ -29,123 +29,128 @@ export declare const RUSH_BINDINGS: {
29
29
  readonly size: 4;
30
30
  readonly type: "float";
31
31
  };
32
- readonly uFilmA: {
32
+ readonly uSceneGraded: {
33
33
  readonly offset: 16;
34
+ readonly size: 4;
35
+ readonly type: "int";
36
+ };
37
+ readonly uFilmA: {
38
+ readonly offset: 32;
34
39
  readonly size: 16;
35
40
  readonly type: "vec4";
36
41
  };
37
42
  readonly uFilmB: {
38
- readonly offset: 32;
43
+ readonly offset: 48;
39
44
  readonly size: 16;
40
45
  readonly type: "vec4";
41
46
  };
42
47
  readonly uDisplayHeadroom: {
43
- readonly offset: 48;
48
+ readonly offset: 64;
44
49
  readonly size: 4;
45
50
  readonly type: "float";
46
51
  };
47
52
  readonly uReprojection: {
48
- readonly offset: 64;
53
+ readonly offset: 80;
49
54
  readonly size: 64;
50
55
  readonly type: "mat4";
51
56
  };
52
57
  readonly uMotionStrength: {
53
- readonly offset: 128;
58
+ readonly offset: 144;
54
59
  readonly size: 4;
55
60
  readonly type: "float";
56
61
  };
57
62
  readonly uMotionMax: {
58
- readonly offset: 132;
63
+ readonly offset: 148;
59
64
  readonly size: 4;
60
65
  readonly type: "float";
61
66
  };
62
67
  readonly uObjectMotion: {
63
- readonly offset: 136;
68
+ readonly offset: 152;
64
69
  readonly size: 4;
65
70
  readonly type: "float";
66
71
  };
67
72
  readonly uAoStrength: {
68
- readonly offset: 140;
73
+ readonly offset: 156;
69
74
  readonly size: 4;
70
75
  readonly type: "float";
71
76
  };
72
77
  readonly uAoOffset: {
73
- readonly offset: 144;
78
+ readonly offset: 160;
74
79
  readonly size: 8;
75
80
  readonly type: "vec2";
76
81
  };
77
82
  readonly uBloomStrength: {
78
- readonly offset: 152;
83
+ readonly offset: 168;
79
84
  readonly size: 4;
80
85
  readonly type: "float";
81
86
  };
82
87
  readonly uVeilColor: {
83
- readonly offset: 160;
88
+ readonly offset: 176;
84
89
  readonly size: 12;
85
90
  readonly type: "vec3";
86
91
  };
87
92
  readonly uVeilAlpha: {
88
- readonly offset: 172;
93
+ readonly offset: 188;
89
94
  readonly size: 4;
90
95
  readonly type: "float";
91
96
  };
92
97
  readonly uVignette: {
93
- readonly offset: 176;
98
+ readonly offset: 192;
94
99
  readonly size: 4;
95
100
  readonly type: "float";
96
101
  };
97
102
  readonly uGrain: {
98
- readonly offset: 184;
103
+ readonly offset: 200;
99
104
  readonly size: 8;
100
105
  readonly type: "vec2";
101
106
  };
102
107
  readonly uAutoExposure: {
103
- readonly offset: 192;
108
+ readonly offset: 208;
104
109
  readonly size: 4;
105
110
  readonly type: "float";
106
111
  };
107
112
  readonly uLocalExposure: {
108
- readonly offset: 196;
113
+ readonly offset: 212;
109
114
  readonly size: 4;
110
115
  readonly type: "float";
111
116
  };
112
117
  readonly uGradeStrength: {
113
- readonly offset: 200;
118
+ readonly offset: 216;
114
119
  readonly size: 4;
115
120
  readonly type: "float";
116
121
  };
117
122
  readonly uGradeSize: {
118
- readonly offset: 204;
123
+ readonly offset: 220;
119
124
  readonly size: 4;
120
125
  readonly type: "float";
121
126
  };
122
127
  readonly uFocusDistance: {
123
- readonly offset: 208;
128
+ readonly offset: 224;
124
129
  readonly size: 4;
125
130
  readonly type: "float";
126
131
  };
127
132
  readonly uFocusRange: {
128
- readonly offset: 212;
133
+ readonly offset: 228;
129
134
  readonly size: 4;
130
135
  readonly type: "float";
131
136
  };
132
137
  readonly uDofStrength: {
133
- readonly offset: 216;
138
+ readonly offset: 232;
134
139
  readonly size: 4;
135
140
  readonly type: "float";
136
141
  };
137
142
  readonly uDofAspect: {
138
- readonly offset: 224;
143
+ readonly offset: 240;
139
144
  readonly size: 8;
140
145
  readonly type: "vec2";
141
146
  };
142
147
  readonly uDepthToView: {
143
- readonly offset: 240;
148
+ readonly offset: 256;
144
149
  readonly size: 16;
145
150
  readonly type: "vec4";
146
151
  };
147
152
  readonly uFringe: {
148
- readonly offset: 256;
153
+ readonly offset: 272;
149
154
  readonly size: 12;
150
155
  readonly type: "vec3";
151
156
  };