@driftengine/core 4.11.1 → 4.13.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.json +102 -0
- package/README.md +18 -9
- package/dist/geometry/meshBuilder.d.ts +10 -0
- package/dist/geometry/meshBuilder.js +11 -2
- package/dist/index.d.ts +5 -2
- package/dist/index.js +3 -2
- package/dist/math/color.d.ts +25 -0
- package/dist/math/color.js +37 -0
- package/dist/render/backend/webgl2/renderer.d.ts +33 -5
- package/dist/render/backend/webgl2/renderer.js +123 -49
- package/dist/render/backend/webgl2/skinScatter.d.ts +3 -1
- package/dist/render/backend/webgl2/skinScatter.js +5 -1
- package/dist/render/backend/webgpu/boltPass.d.ts +1 -1
- package/dist/render/backend/webgpu/causticsPass.d.ts +1 -1
- package/dist/render/backend/webgpu/filmPass.d.ts +1 -1
- package/dist/render/backend/webgpu/flockPass.d.ts +1 -1
- package/dist/render/backend/webgpu/giFieldPass.d.ts +3 -1
- package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +10 -1
- package/dist/render/backend/webgpu/gpuDrivenPass.js +28 -11
- package/dist/render/backend/webgpu/panelPass.d.ts +1 -1
- package/dist/render/backend/webgpu/postPass.d.ts +2 -2
- package/dist/render/backend/webgpu/renderer.d.ts +21 -8
- package/dist/render/backend/webgpu/renderer.js +103 -38
- package/dist/render/backend/webgpu/scatterPass.d.ts +1 -1
- package/dist/render/backend/webgpu/skinScatterPass.d.ts +5 -1
- package/dist/render/backend/webgpu/skinScatterPass.js +9 -3
- package/dist/render/backend/webgpu/skyPass.d.ts +11 -1
- package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
- package/dist/render/backend/webgpu/windStreakPass.d.ts +1 -1
- package/dist/render/causticsRenderer.d.ts +3 -1
- package/dist/render/causticsRenderer.js +5 -1
- package/dist/render/decalPass.d.ts +3 -1
- package/dist/render/decalPass.js +4 -1
- package/dist/render/flockRenderer.d.ts +1 -1
- package/dist/render/flockRenderer.js +4 -1
- package/dist/render/globalMediumPass.d.ts +3 -1
- package/dist/render/globalMediumPass.js +5 -1
- package/dist/render/gradeColor.d.ts +21 -0
- package/dist/render/gradeColor.js +64 -0
- package/dist/render/lightMatrix.d.ts +13 -0
- package/dist/render/lightMatrix.js +17 -0
- package/dist/render/passGrade.d.ts +13 -0
- package/dist/render/passGrade.js +47 -0
- package/dist/render/plumeRenderer.d.ts +1 -1
- package/dist/render/plumeRenderer.js +4 -1
- package/dist/render/renderQuality.d.ts +57 -18
- package/dist/render/renderQuality.js +3 -3
- package/dist/render/sceneTarget.d.ts +2 -0
- package/dist/render/sceneTarget.js +1 -0
- package/dist/render/sdfTextRenderer.d.ts +1 -1
- package/dist/render/sdfTextRenderer.js +1 -1
- package/dist/render/shaders/arcane.d.ts +1 -1
- package/dist/render/shaders/arcane.js +5 -1
- package/dist/render/shaders/bolt.d.ts +1 -1
- package/dist/render/shaders/bolt.js +4 -1
- package/dist/render/shaders/caustics.d.ts +1 -1
- package/dist/render/shaders/caustics.js +4 -1
- package/dist/render/shaders/decalProject.js +12 -2
- package/dist/render/shaders/film.d.ts +1 -1
- package/dist/render/shaders/film.js +22 -9
- package/dist/render/shaders/fire.d.ts +1 -1
- package/dist/render/shaders/fire.js +4 -1
- package/dist/render/shaders/flat/areaLight.d.ts +1 -1
- package/dist/render/shaders/flat/areaLight.js +1 -1
- package/dist/render/shaders/flat/glassTint.d.ts +1 -1
- package/dist/render/shaders/flat/glassTint.js +1 -0
- package/dist/render/shaders/flat/index.d.ts +5 -0
- package/dist/render/shaders/flat/index.js +1 -1
- package/dist/render/shaders/flat/layerLooks.d.ts +16 -0
- package/dist/render/shaders/flat/layerLooks.js +108 -0
- package/dist/render/shaders/flat/layered.d.ts +6 -4
- package/dist/render/shaders/flat/layered.js +77 -13
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +7 -2
- package/dist/render/shaders/flat/models.js +1 -1
- package/dist/render/shaders/flat/preamble.js +6 -0
- package/dist/render/shaders/flock.d.ts +1 -1
- package/dist/render/shaders/flock.js +4 -1
- package/dist/render/shaders/generated/arcane.wgsl.d.ts +11 -1
- package/dist/render/shaders/generated/arcane.wgsl.js +11 -1
- package/dist/render/shaders/generated/bolt.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/bolt.wgsl.js +12 -2
- package/dist/render/shaders/generated/caustics.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/caustics.wgsl.js +12 -2
- package/dist/render/shaders/generated/decalProject.wgsl.d.ts +6 -1
- package/dist/render/shaders/generated/decalProject.wgsl.js +6 -1
- package/dist/render/shaders/generated/film.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/film.wgsl.js +12 -2
- package/dist/render/shaders/generated/fire.wgsl.d.ts +11 -1
- package/dist/render/shaders/generated/fire.wgsl.js +11 -1
- package/dist/render/shaders/generated/flat.wgsl.d.ts +144 -16
- package/dist/render/shaders/generated/flat.wgsl.js +183 -55
- package/dist/render/shaders/generated/flock.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/flock.wgsl.js +12 -2
- package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/globalMedium.wgsl.js +12 -2
- package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +36 -16
- package/dist/render/shaders/generated/lightVolume.wgsl.js +39 -19
- package/dist/render/shaders/generated/panel.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/panel.wgsl.js +12 -2
- package/dist/render/shaders/generated/rush.wgsl.d.ts +31 -26
- package/dist/render/shaders/generated/rush.wgsl.js +31 -26
- package/dist/render/shaders/generated/scatter.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/scatter.wgsl.js +12 -2
- package/dist/render/shaders/generated/skinBlur.wgsl.d.ts +11 -1
- package/dist/render/shaders/generated/skinBlur.wgsl.js +11 -1
- package/dist/render/shaders/generated/sky.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/sky.wgsl.js +12 -2
- package/dist/render/shaders/generated/smoke.wgsl.d.ts +11 -1
- package/dist/render/shaders/generated/smoke.wgsl.js +11 -1
- package/dist/render/shaders/generated/text.wgsl.d.ts +11 -1
- package/dist/render/shaders/generated/text.wgsl.js +11 -1
- package/dist/render/shaders/generated/water.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/water.wgsl.js +12 -2
- package/dist/render/shaders/generated/windStreaks.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/windStreaks.wgsl.js +12 -2
- package/dist/render/shaders/globalMedium.js +14 -1
- package/dist/render/shaders/gpudriven/present.wgsl.d.ts +15 -6
- package/dist/render/shaders/gpudriven/present.wgsl.js +71 -8
- package/dist/render/shaders/lightVolume.js +4 -1
- package/dist/render/shaders/line.d.ts +1 -1
- package/dist/render/shaders/outputTransform.d.ts +8 -2
- package/dist/render/shaders/outputTransform.js +18 -11
- package/dist/render/shaders/panel.d.ts +1 -1
- package/dist/render/shaders/panel.js +5 -1
- package/dist/render/shaders/particle.d.ts +3 -3
- package/dist/render/shaders/rush.js +8 -0
- package/dist/render/shaders/scatter.d.ts +1 -1
- package/dist/render/shaders/scatter.js +4 -1
- package/dist/render/shaders/sdfText.d.ts +1 -1
- package/dist/render/shaders/skinBlur.js +5 -1
- package/dist/render/shaders/sky.d.ts +1 -1
- package/dist/render/shaders/sky.js +5 -1
- package/dist/render/shaders/smoke.d.ts +1 -1
- package/dist/render/shaders/smoke.js +4 -1
- package/dist/render/shaders/text.d.ts +1 -1
- package/dist/render/shaders/text.js +4 -1
- package/dist/render/shaders/water.d.ts +1 -1
- package/dist/render/shaders/water.js +12 -2
- package/dist/render/shaders/windStreaks.d.ts +1 -1
- package/dist/render/shaders/windStreaks.js +4 -1
- package/dist/render/surfaceLayerLooks.d.ts +92 -0
- package/dist/render/surfaceLayerLooks.js +102 -0
- package/dist/render/surfaceLayers.d.ts +47 -6
- package/dist/render/surfaceLayers.js +5 -1
- package/dist/render/textRenderer.d.ts +3 -1
- package/dist/render/textRenderer.js +7 -1
- package/dist/render/vertexDefaults.d.ts +1 -1
- package/dist/render/vertexDefaults.js +1 -1
- package/dist/render/waterRenderer.d.ts +1 -1
- package/dist/render/waterRenderer.js +4 -1
- package/dist/render/windStreakRenderer.d.ts +3 -1
- package/dist/render/windStreakRenderer.js +5 -1
- package/package.json +6 -6
- package/scripts/browser.d.mts +5 -0
- package/scripts/browser.mjs +68 -14
- package/scripts/look.d.mts +81 -0
- package/scripts/look.mjs +380 -0
- package/src/geometry/meshBuilder.ts +21 -2
- package/src/index.ts +13 -2
- package/src/math/color.ts +39 -0
- package/src/render/backend/webgl2/renderer.ts +174 -46
- package/src/render/backend/webgl2/skinScatter.ts +5 -0
- package/src/render/backend/webgpu/giFieldPass.ts +3 -1
- package/src/render/backend/webgpu/gpuDrivenPass.ts +29 -13
- package/src/render/backend/webgpu/renderer.ts +112 -37
- package/src/render/backend/webgpu/skinScatterPass.ts +17 -1
- package/src/render/causticsRenderer.ts +5 -0
- package/src/render/decalPass.ts +3 -0
- package/src/render/flockRenderer.ts +5 -0
- package/src/render/globalMediumPass.ts +10 -1
- package/src/render/gradeColor.ts +90 -0
- package/src/render/lightMatrix.ts +32 -0
- package/src/render/passGrade.ts +58 -0
- package/src/render/plumeRenderer.ts +5 -0
- package/src/render/renderQuality.ts +60 -21
- package/src/render/sceneTarget.ts +3 -0
- package/src/render/sdfTextRenderer.ts +1 -1
- package/src/render/shaders/arcane.ts +5 -1
- package/src/render/shaders/bolt.ts +4 -1
- package/src/render/shaders/caustics.ts +4 -1
- package/src/render/shaders/decalProject.ts +12 -2
- package/src/render/shaders/film.ts +22 -9
- package/src/render/shaders/fire.ts +4 -1
- package/src/render/shaders/flat/areaLight.ts +1 -1
- package/src/render/shaders/flat/glassTint.ts +3 -1
- package/src/render/shaders/flat/index.ts +6 -1
- package/src/render/shaders/flat/layerLooks.ts +108 -0
- package/src/render/shaders/flat/layered.ts +78 -13
- package/src/render/shaders/flat/main.ts +7 -2
- package/src/render/shaders/flat/models.ts +1 -1
- package/src/render/shaders/flat/preamble.ts +6 -0
- package/src/render/shaders/flock.ts +4 -1
- package/src/render/shaders/generated/arcane.wgsl.ts +11 -1
- package/src/render/shaders/generated/bolt.wgsl.ts +12 -2
- package/src/render/shaders/generated/caustics.wgsl.ts +12 -2
- package/src/render/shaders/generated/decalProject.wgsl.ts +6 -1
- package/src/render/shaders/generated/film.wgsl.ts +12 -2
- package/src/render/shaders/generated/fire.wgsl.ts +11 -1
- package/src/render/shaders/generated/flat.wgsl.ts +183 -55
- package/src/render/shaders/generated/flock.wgsl.ts +12 -2
- package/src/render/shaders/generated/globalMedium.wgsl.ts +12 -2
- package/src/render/shaders/generated/lightVolume.wgsl.ts +39 -19
- package/src/render/shaders/generated/panel.wgsl.ts +12 -2
- package/src/render/shaders/generated/rush.wgsl.ts +31 -26
- package/src/render/shaders/generated/scatter.wgsl.ts +12 -2
- package/src/render/shaders/generated/skinBlur.wgsl.ts +11 -1
- package/src/render/shaders/generated/sky.wgsl.ts +12 -2
- package/src/render/shaders/generated/smoke.wgsl.ts +11 -1
- package/src/render/shaders/generated/text.wgsl.ts +11 -1
- package/src/render/shaders/generated/water.wgsl.ts +12 -2
- package/src/render/shaders/generated/windStreaks.wgsl.ts +12 -2
- package/src/render/shaders/globalMedium.ts +14 -1
- package/src/render/shaders/gpudriven/present.wgsl.ts +72 -8
- package/src/render/shaders/lightVolume.ts +4 -1
- package/src/render/shaders/outputTransform.ts +19 -11
- package/src/render/shaders/panel.ts +5 -1
- package/src/render/shaders/rush.ts +8 -0
- package/src/render/shaders/scatter.ts +4 -1
- package/src/render/shaders/skinBlur.ts +5 -1
- package/src/render/shaders/sky.ts +5 -1
- package/src/render/shaders/smoke.ts +4 -1
- package/src/render/shaders/text.ts +4 -1
- package/src/render/shaders/water.ts +12 -2
- package/src/render/shaders/windStreaks.ts +4 -1
- package/src/render/surfaceLayerLooks.ts +186 -0
- package/src/render/surfaceLayers.ts +52 -7
- package/src/render/textRenderer.ts +6 -0
- package/src/render/vertexDefaults.ts +1 -1
- package/src/render/waterRenderer.ts +5 -0
- package/src/render/windStreakRenderer.ts +5 -0
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import { layerLooksGlsl } from './layerLooks.ts';
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/**
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* A material blended from layers by a mask: `SurfaceMaterial.layers`, packed into `uLayers` by
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* `surfaceLayers.ts`.
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*
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* **Layer `i` is layer `i` of the material's arrays
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* **Layer `i` is layer `i` of the material's arrays** — or the layer `layerLooks.ts` picks, with the
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* tint, ranges and normal strength it gives each — each read at its own repeat of where the
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* layers are laid: the mesh's coordinates, or the world's horizontal plane where the material has a
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* projection (`worldUv.ts`). The mask's channels weigh layers 1 to 4 — red, green, blue, alpha — and
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* come from a map read where a shading model's would be, from the ORM array's layer past the layers,
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* in uniform control flow (AGENTS.md 2026-08-07), so the loop is bounded by the layer count, a
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* uniform, and never skips on a share, which is the pixel's own.
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*
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* **A lit switch, `LAYERED`**, off until a material first asks, declared
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* it keeps its id. Compiled out, its four vectors are not declared and its calls are
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* **A lit switch, `LAYERED`**, off until a material first asks, declared after every switch before
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* it so each keeps its id. Compiled out, its four vectors are not declared and its calls are
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* constants. `looks` compiles `LAYER_LOOKS` in beside it, and means nothing without it.
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*/
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export function layeredGlsl(on: boolean): string {
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export function layeredGlsl(on: boolean, looks = false): string {
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if (!on) {
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return /* glsl */ `
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const bool LAYERED = false; // wgsl:override
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vec3 layeredMeshTexel() { return vec3(0.0, 0.0, 1.0); }
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bool layeredGlows() { return false; }
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vec3 layeredEmissive() { return vec3(0.0); }
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float layeredAmbient() { return 1.0; }
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float layeredSpecular(float own) { return own; }
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`;
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}
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return /* glsl */ `
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* layer or -1 (y), its bias (z) and its sharpness (w).
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*/
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uniform vec4 uLayers[4]; // wgsl:material
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${layerLooksGlsl(looks)}
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/* Each layer's share of this point, the base's and layers 1 to 4's: worked out once, in layeredBegin. */
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float lShareBase;
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vec4 lShare;
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/*
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* What an occlusion read at the mesh's coordinates leaves of this point's colour and of its ambient
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* light, 1 where none: layeredBegin.
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*/
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float lColorOcclusion;
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float lAmbientOcclusion;
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bool layered() {
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return uLayers[1].y > 0.5;
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}
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vec3 layerAt(int i) {
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float across = layerRepeat(i);
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return vec3(layerPlace() * vec2(across, layerRepeatDown(i, across)), layerArray(i));
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}
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/* The weights as the material keeps them: the mask's channels, at the mesh's own coordinates. */
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vec4 layerWeights() {
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if (source > 1.5) return vec4(vColor, 0.0);
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if (source > 0.5) return texture(uOrmMap, vec3(vUv.xy,
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if (source > 0.5) return texture(uOrmMap, vec3(vUv.xy, layerExtras()));
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return texture(uModelMap, vec3(vUv.xy, 0.0));
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}
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* Under a branch on uniforms, as its reads are.
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*/
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void layeredBegin() {
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/*
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* The occlusion at the mesh's coordinates, once: the ORM array's layer past the layers and past
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* any mask and added mask it carries, spread over its range and taken at each strength. The
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* colour's may pass 1, darkening faster than the occlusion does, and is held at black.
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*/
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lColorOcclusion = 1.0;
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lAmbientOcclusion = 1.0;
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vec2 strength = layerOcclusionStrengths();
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if (strength.x > 0.0 || strength.y > 0.0) {
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float at = layerExtras() + (abs(uLayers[1].w - 1.0) < 0.5 ? 1.0 : 0.0) + (uLayers[2].z > 0.5 ? 1.0 : 0.0);
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vec2 range = layerOcclusionRange();
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float bare = 1.0 - mix(range.x, range.y, texture(uOrmMap, vec3(vUv.xy, at)).r);
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lColorOcclusion = max(0.0, 1.0 - strength.x * bare);
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lAmbientOcclusion = 1.0 - strength.y * bare;
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}
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vec4 m = layerWeights();
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if (uLayers[2].z > 0.5) {
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/* The ORM array's layer past the layers, and past the mask where the array carries that too. */
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float at =
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float at = layerExtras() + (abs(uLayers[1].w - 1.0) < 0.5 ? 1.0 : 0.0);
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float added = texture(uOrmMap, vec3(layerPlace() * uLayers[2].w, at)).r * uLayers[3].x;
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m = mix(m, clamp(m + added, 0.0, 1.0), layerPick(uLayers[2].z));
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}
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return uLayers[1].w > 1.5 ? vec3(1.0) : color;
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}
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/*
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/*
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* Colour by the shares, each layer's tinted, and the base layer's coverage, which a cutout reads;
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* then darkened by the occlusion at the mesh's coordinates, at the colour's strength.
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*/
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vec4 layeredAlbedo() {
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vec4 sum = vec4(0.0);
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for (int i = 0; i < 5; i++) {
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if (float(i) >= uLayers[1].y) break;
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vec4 t = texture(uAlbedo, layerAt(i));
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-
sum.rgb += t.rgb * layerShare(i);
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sum.rgb += t.rgb * layerTint(i) * layerShare(i);
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if (i == 0) sum.a = t.a;
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}
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sum.rgb *= lColorOcclusion;
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}
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/* What the ambient light keeps: the occlusion at the mesh's coordinates, at the ambient's strength. */
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float layeredAmbient() {
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return lAmbientOcclusion;
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}
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/*
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* The specular by the shares: each layer's named one at its share, and the surface's own over the
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* layers naming none, once at most. Under a summed blend the shares add past 1 where the weights
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* do, and a surface whose layers leave the specular to it reflects its own, not its own times that
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* sum; under a blend laid over, the shares never pass 1 and this is the sum it always was. What it
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* gives up: named speculars still add as their colours do, so a summed blend that names them
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* reflects their sum. The surface's own, untouched, where no material has asked for looks: shares
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* summing to one in floating point are not quite one, and a layered material that names nothing
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* must draw exactly as before.
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*/
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float layeredSpecular(float own) {
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if (LAYER_LOOKS) {
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float unnamed = 0.0;
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for (int i = 0; i < 5; i++) {
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if (float(i) >= uLayers[1].y) break;
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float specular = layerNamedSpecular(i);
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if (specular < 0.0) unnamed += layerShare(i);
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else named += specular * layerShare(i);
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}
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return named + own * min(unnamed, 1.0);
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}
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return own;
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}
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+
/* Occlusion, roughness and metalness by the shares, each layer's spread over its own ranges. */
|
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|
vec3 layeredOrm() {
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vec3 sum = vec3(0.0);
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for (int i = 0; i < 5; i++) {
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if (float(i) >= uLayers[1].y) break;
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-
|
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vec3 t = texture(uOrmMap, layerAt(i)).rgb;
|
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t.yz = layerRanges(i, t.yz);
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sum += t * layerShare(i);
|
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}
|
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return sum;
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}
|
|
@@ -168,7 +233,7 @@ vec3 layeredTexel() {
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vec3 sum = vec3(0.0);
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for (int i = 0; i < 5; i++) {
|
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235
|
if (float(i) >= uLayers[1].y) break;
|
|
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|
-
sum += layerNormalTexel(layerAt(i)) * layerShare(i);
|
|
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|
+
sum += layerStrengthen(i, layerNormalTexel(layerAt(i))) * layerShare(i);
|
|
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|
}
|
|
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|
float len = length(sum);
|
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239
|
return len > 1e-5 ? sum / len : vec3(0.0, 0.0, 1.0);
|
|
@@ -181,7 +246,7 @@ bool layeredMeshNormal() {
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|
|
|
182
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|
/* That normal's texel: the normal array's layer past the layers, at the mesh's coordinates. */
|
|
183
248
|
vec3 layeredMeshTexel() {
|
|
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|
-
return layerNormalTexel(vec3(vUv.xy,
|
|
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|
+
return layerNormalTexel(vec3(vUv.xy, layerExtras()));
|
|
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250
|
}
|
|
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251
|
|
|
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|
/* Whether the emissive map belongs to one layer rather than to the whole surface. */
|
|
@@ -18,6 +18,9 @@ export const MAIN_GLSL = `void main() {
|
|
|
18
18
|
projectSurface(surfaceAt, frameAt, frameTangents);
|
|
19
19
|
/* A layered material's mask, read once for every layer's share below: layered.ts. */
|
|
20
20
|
if (LAYERED && layered()) layeredBegin();
|
|
21
|
+
/* And the specular every highlight below reads: its layers' own, where a material gives them. */
|
|
22
|
+
surfaceSpecular = vSpecular;
|
|
23
|
+
if (LAYERED && layered()) surfaceSpecular = layeredSpecular(vSpecular);
|
|
21
24
|
if (dot(vec4(vWorldPos, 1.0), uClipPlane) < 0.0) discard;
|
|
22
25
|
/*
|
|
23
26
|
* The layer's surface effects, zeros where the albedo array carries no table — see
|
|
@@ -511,6 +514,8 @@ export const MAIN_GLSL = `void main() {
|
|
|
511
514
|
#endif
|
|
512
515
|
/* A draw's own ambient, where one is set, in place of the frame's: \`setAmbientSH\`. */
|
|
513
516
|
if (uAmbientSH[6].w > 0.5) ambient = ambientHarmonics(n);
|
|
517
|
+
/* Less of it where a layered material's mesh occlusion darkens the ambient light: layered.ts. */
|
|
518
|
+
if (LAYERED && layered()) ambient *= layeredAmbient();
|
|
514
519
|
/*
|
|
515
520
|
* A metal keeps its ambient and loses its direct diffuse.
|
|
516
521
|
*
|
|
@@ -564,7 +569,7 @@ export const MAIN_GLSL = `void main() {
|
|
|
564
569
|
* mix(x, y, 0) is exactly x, so at metal 0 this is vec3(vSpecular) and the line below is the
|
|
565
570
|
* one it replaces with the scalar broadened to three components.
|
|
566
571
|
*/
|
|
567
|
-
vec3 specColor = mix(vec3(
|
|
572
|
+
vec3 specColor = mix(vec3(surfaceSpecular), albedo, metal);
|
|
568
573
|
/*
|
|
569
574
|
* **A metal's highlight goes white at a grazing angle, and that is most of what reads as
|
|
570
575
|
* polished.**
|
|
@@ -1657,7 +1662,7 @@ export const MAIN_GLSL = `void main() {
|
|
|
1657
1662
|
* any lamp in the scene. The condition is the old one exactly when metal is 0, so nothing
|
|
1658
1663
|
* that binds no map takes a different branch than it took before.
|
|
1659
1664
|
*/
|
|
1660
|
-
if (
|
|
1665
|
+
if (surfaceSpecular > 0.0 || metal > 0.0) {
|
|
1661
1666
|
vec3 toEyeLamp = normalize(uCameraPos - vWorldPos);
|
|
1662
1667
|
vec3 lampHalfway = normalize(toLight / max(dist, 1e-4) + toEyeLamp);
|
|
1663
1668
|
/* The same grazing whitening the sun's highlight takes, and zero at metal 0 for the look. */
|
|
@@ -221,7 +221,7 @@ void modelSurface(vec3 n, vec3 albedo, float roughness, float metal, vec3 at) {
|
|
|
221
221
|
if (MODEL_SKIN) {
|
|
222
222
|
if (SKIN_DIFFUSE) mAlbedo = vec3(1.0);
|
|
223
223
|
}
|
|
224
|
-
mSpecColor = mix(vec3(
|
|
224
|
+
mSpecColor = mix(vec3(surfaceSpecular), albedo, metal);
|
|
225
225
|
mRoughness = roughness;
|
|
226
226
|
mMetal = metal;
|
|
227
227
|
mMap = vec4(0.5, 0.5, 1.0, 1.0);
|
|
@@ -52,6 +52,12 @@ in vec3 vColor;
|
|
|
52
52
|
in vec3 vWorldPos;
|
|
53
53
|
in float vEmissive;
|
|
54
54
|
in float vSpecular;
|
|
55
|
+
/*
|
|
56
|
+
* The specular this fragment shades with: its vertices' own, or a layered material's layers'
|
|
57
|
+
* blend of theirs, set once at the top of main. Every read of the specular reads this rather than
|
|
58
|
+
* the varying, so a layer's specular reaches the highlight, the reflection and the area lights alike.
|
|
59
|
+
*/
|
|
60
|
+
float surfaceSpecular;
|
|
55
61
|
in vec4 vLightPos;
|
|
56
62
|
in vec3 vUv;
|
|
57
63
|
in vec3 vEmissiveColor;
|
|
@@ -1,3 +1,4 @@
|
|
|
1
|
+
import { OUTPUT_TRANSFORM_GLSL } from './outputTransform.ts';
|
|
1
2
|
/**
|
|
2
3
|
* Birds: two triangles each, circling on a path computed entirely in the vertex
|
|
3
4
|
* shader.
|
|
@@ -96,8 +97,10 @@ precision highp float;
|
|
|
96
97
|
in float vShade;
|
|
97
98
|
uniform vec3 uTint;
|
|
98
99
|
out vec4 outColor;
|
|
100
|
+
${OUTPUT_TRANSFORM_GLSL}
|
|
99
101
|
|
|
100
102
|
void main() {
|
|
101
|
-
|
|
103
|
+
/* Graded where nothing after this will grade it, as every pass is. */
|
|
104
|
+
outColor = vec4(applyOutputTransform(uTint * vShade), 1.0);
|
|
102
105
|
}
|
|
103
106
|
`;
|
|
@@ -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
|
|
|
8
|
-
export const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e59 = unnamed.uFogColor;\n let _e61 = unnamed.uUnderwaterColor;\n let _e63 = unnamed.uUnderwaterFactor;\n return mix(_e59, _e61, vec3(_e63));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e72 = unnamed.uFogMode;\n if (_e72 == 1i) {\n let _e75 = unnamed.uFogFar;\n let _e77 = unnamed.uFogNear;\n span = max((_e75 - _e77), 0.0001f);\n let _e80 = (*dist);\n let _e82 = unnamed.uFogNear;\n let _e84 = span;\n ramp = clamp(((_e80 - _e82) / _e84), 0f, 1f);\n let _e88 = unnamed.uUnderwaterFactor;\n if (_e88 <= 0f) {\n let _e90 = ramp;\n return _e90;\n }\n let _e92 = unnamed.uUnderwaterFogDensity;\n let _e93 = (*dist);\n wetLinear = (_e92 * _e93);\n let _e95 = ramp;\n let _e96 = wetLinear;\n let _e98 = wetLinear;\n let _e104 = unnamed.uUnderwaterFactor;\n return mix(_e95, (1f - exp2(((-(_e96) * _e98) * 1.442695f))), _e104);\n }\n let _e107 = unnamed.uFogNear;\n let _e108 = (*dist);\n start = min(_e107, _e108);\n let _e110 = (*dist);\n if (_e110 > 0f) {\n let _e112 = start;\n let _e113 = (*dist);\n local = (_e112 / _e113);\n } else {\n local = 0f;\n }\n let _e115 = local;\n before = _e115;\n let _e116 = (*pointY);\n let _e118 = unnamed.uFogEyeY;\n let _e121 = unnamed.uFogHeightFalloff;\n t = ((_e116 - _e118) * _e121);\n let _e123 = t;\n let _e124 = before;\n rest = (_e123 * (1f - _e124));\n let _e127 = rest;\n let _e130 = rest;\n denom = select(_e130, 0.0001f, (abs(_e127) < 0.0001f));\n let _e133 = unnamed.uFogDensity;\n let _e135 = t;\n let _e137 = before;\n let _e141 = (*dist);\n let _e142 = start;\n let _e145 = denom;\n let _e150 = denom;\n air = (1f - exp(((((-(_e133) * exp((-(_e135) * _e137))) * (_e141 - _e142)) * (1f - exp(-(_e145)))) / _e150)));\n let _e155 = unnamed.uUnderwaterFactor;\n if (_e155 <= 0f) {\n let _e157 = air;\n return _e157;\n }\n let _e159 = unnamed.uUnderwaterFogDensity;\n let _e160 = (*dist);\n wet = (_e159 * _e160);\n let _e162 = air;\n let _e163 = wet;\n let _e165 = wet;\n let _e171 = unnamed.uUnderwaterFactor;\n return mix(_e162, (1f - exp2(((-(_e163) * _e165) * 1.442695f))), _e171);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e59 = (*p);\n return fract((sin(dot(_e59, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e66 = (*p_1);\n i = floor(_e66);\n let _e68 = (*p_1);\n f = fract(_e68);\n let _e70 = f;\n let _e71 = f;\n let _e73 = f;\n u = ((_e70 * _e71) * (vec2(3f) - (_e73 * 2f)));\n let _e78 = i;\n param = _e78;\n let _e79 = hash21_u0028_vf2_u003b((¶m));\n let _e80 = i;\n param_1 = (_e80 + vec2<f32>(1f, 0f));\n let _e82 = hash21_u0028_vf2_u003b((¶m_1));\n let _e84 = u[0u];\n let _e86 = i;\n param_2 = (_e86 + vec2<f32>(0f, 1f));\n let _e88 = hash21_u0028_vf2_u003b((¶m_2));\n let _e89 = i;\n param_3 = (_e89 + vec2<f32>(1f, 1f));\n let _e91 = hash21_u0028_vf2_u003b((¶m_3));\n let _e93 = u[0u];\n let _e96 = u[1u];\n return mix(mix(_e79, _e82, _e84), mix(_e88, _e91, _e93), _e96);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_4: vec2<f32>;\n var outer: f32;\n var param_5: vec2<f32>;\n var swirl: f32;\n var param_6: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_7: f32;\n var param_8: f32;\n var phi_266_: bool;\n\n let _e77 = unnamed.uClipEnabled;\n let _e78 = (_e77 != 0i);\n phi_266_ = _e78;\n if _e78 {\n let _e79 = vWorldPos_1;\n let _e85 = unnamed.uClipPlane;\n phi_266_ = (dot(vec4<f32>(_e79.x, _e79.y, _e79.z, 1f), _e85) < 0f);\n }\n let _e89 = phi_266_;\n if _e89 {\n discard;\n }\n let _e90 = vUv_1;\n radius = (length((_e90 - vec2(0.5f))) * 2f);\n let _e95 = radius;\n if (_e95 >= 1f) {\n discard;\n }\n let _e97 = vUv_1;\n d = (_e97 - vec2(0.5f));\n let _e101 = d[1u];\n let _e103 = d[0u];\n angle = atan2(_e101, _e103);\n let _e106 = unnamed.uTime;\n let _e107 = vSeed_1;\n t_1 = (_e106 + (_e107 * 37f));\n let _e110 = angle;\n let _e112 = t_1;\n let _e115 = radius;\n param_4 = vec2<f32>(((_e110 * 1.9f) + (_e112 * 0.55f)), (_e115 * 4.2f));\n let _e118 = valueNoise_u0028_vf2_u003b((¶m_4));\n inner = _e118;\n let _e119 = angle;\n let _e121 = t_1;\n let _e124 = radius;\n param_5 = vec2<f32>(((_e119 * 3.1f) - (_e121 * 0.34f)), (_e124 * 2.6f));\n let _e127 = valueNoise_u0028_vf2_u003b((¶m_5));\n outer = _e127;\n let _e128 = inner;\n let _e130 = outer;\n swirl = ((_e128 * 0.62f) + (_e130 * 0.38f));\n let _e134 = unnamed.uNoiseOctaves;\n if (_e134 > 1i) {\n let _e136 = swirl;\n let _e137 = swirl;\n let _e138 = angle;\n let _e140 = t_1;\n let _e143 = radius;\n param_6 = vec2<f32>(((_e138 * 6.3f) + (_e140 * 0.9f)), (_e143 * 8f));\n let _e146 = valueNoise_u0028_vf2_u003b((¶m_6));\n swirl = mix(_e136, ((_e137 * _e146) * 2f), 0.35f);\n }\n let _e150 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e150));\n let _e153 = radius;\n let _e156 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e153)) * (0.35f + (_e156 * 0.65f)));\n let _e160 = core;\n let _e162 = corona;\n body = ((_e160 * 0.9f) + _e162);\n let _e164 = body;\n if (_e164 <= 0.02f) {\n discard;\n }\n let _e167 = unnamed.uTint;\n let _e170 = unnamed.uTint;\n let _e171 = body;\n col = mix((_e167 * 0.35f), _e170, vec3(smoothstep(0f, 0.55f, _e171)));\n let _e175 = col;\n let _e176 = body;\n col = mix(_e175, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e176)));\n let _e181 = unnamed.uTint;\n let _e182 = col;\n col = (_e182 * _e181);\n let _e184 = body;\n alpha = clamp((_e184 * 1.6f), 0f, 1f);\n let _e187 = vDistance_1;\n param_7 = _e187;\n let _e189 = vWorldPos_1[1u];\n param_8 = _e189;\n let _e190 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_7), (¶m_8));\n fog = _e190;\n let _e191 = col;\n let _e192 = mediumColor_u0028_();\n let _e193 = fog;\n col = mix(_e191, _e192, vec3(_e193));\n let _e196 = fog;\n let _e198 = alpha;\n alpha = (_e198 * (1f - _e196));\n let _e200 = col;\n let _e201 = alpha;\n outColor = vec4<f32>(_e200.x, _e200.y, _e200.z, _e201);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
|
|
8
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+
export const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e105 = (*c);\n low = (_e105 * 12.92f);\n let _e107 = (*c);\n high = ((pow(max(_e107, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e113 = high;\n let _e114 = low;\n let _e115 = (*c);\n return mix(_e113, _e114, step(_e115, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e106 = (*c_1)[0u];\n let _e108 = (*c_1)[1u];\n let _e110 = (*c_1)[2u];\n m = max(_e106, max(_e108, _e110));\n let _e113 = m;\n if (_e113 <= 0.8f) {\n let _e115 = (*c_1);\n return _e115;\n }\n let _e116 = m;\n e = (_e116 - 0.8f);\n let _e118 = (*c_1);\n let _e119 = e;\n let _e121 = e;\n let _e125 = m;\n return (_e118 * ((0.8f + ((0.2f * _e119) / (_e121 + 0.2f))) / _e125));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e105 = (*v);\n let _e106 = (*v);\n a = ((_e105 * (_e106 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e112 = (*v);\n let _e113 = (*v);\n b = ((_e112 * ((_e113 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e120 = a;\n let _e121 = b;\n return (_e120 / _e121);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e105 = unnamed.uOutputExposure;\n let _e106 = (*x);\n (*x) = (_e106 * _e105);\n let _e108 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e108);\n let _e110 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e110), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e107 = unnamed.uOutputTransform;\n if (_e107 == 0i) {\n let _e109 = (*c_2);\n return _e109;\n }\n let _e111 = unnamed.uOutputTransform;\n if (_e111 == 2i) {\n let _e113 = (*c_2);\n param_1 = _e113;\n let _e114 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e114;\n }\n let _e116 = unnamed.uOutputTransform;\n if (_e116 == 3i) {\n let _e118 = (*c_2);\n let _e120 = unnamed.uOutputExposure;\n param_2 = (_e118 * _e120);\n let _e122 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e122;\n }\n let _e123 = (*c_2);\n param_3 = _e123;\n let _e124 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e124;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e103 = unnamed.uFogColor;\n let _e105 = unnamed.uUnderwaterColor;\n let _e107 = unnamed.uUnderwaterFactor;\n return mix(_e103, _e105, vec3(_e107));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e116 = unnamed.uFogMode;\n if (_e116 == 1i) {\n let _e119 = unnamed.uFogFar;\n let _e121 = unnamed.uFogNear;\n span = max((_e119 - _e121), 0.0001f);\n let _e124 = (*dist);\n let _e126 = unnamed.uFogNear;\n let _e128 = span;\n ramp = clamp(((_e124 - _e126) / _e128), 0f, 1f);\n let _e132 = unnamed.uUnderwaterFactor;\n if (_e132 <= 0f) {\n let _e134 = ramp;\n return _e134;\n }\n let _e136 = unnamed.uUnderwaterFogDensity;\n let _e137 = (*dist);\n wetLinear = (_e136 * _e137);\n let _e139 = ramp;\n let _e140 = wetLinear;\n let _e142 = wetLinear;\n let _e148 = unnamed.uUnderwaterFactor;\n return mix(_e139, (1f - exp2(((-(_e140) * _e142) * 1.442695f))), _e148);\n }\n let _e151 = unnamed.uFogNear;\n let _e152 = (*dist);\n start = min(_e151, _e152);\n let _e154 = (*dist);\n if (_e154 > 0f) {\n let _e156 = start;\n let _e157 = (*dist);\n local = (_e156 / _e157);\n } else {\n local = 0f;\n }\n let _e159 = local;\n before = _e159;\n let _e160 = (*pointY);\n let _e162 = unnamed.uFogEyeY;\n let _e165 = unnamed.uFogHeightFalloff;\n t = ((_e160 - _e162) * _e165);\n let _e167 = t;\n let _e168 = before;\n rest = (_e167 * (1f - _e168));\n let _e171 = rest;\n let _e174 = rest;\n denom = select(_e174, 0.0001f, (abs(_e171) < 0.0001f));\n let _e177 = unnamed.uFogDensity;\n let _e179 = t;\n let _e181 = before;\n let _e185 = (*dist);\n let _e186 = start;\n let _e189 = denom;\n let _e194 = denom;\n air = (1f - exp(((((-(_e177) * exp((-(_e179) * _e181))) * (_e185 - _e186)) * (1f - exp(-(_e189)))) / _e194)));\n let _e199 = unnamed.uUnderwaterFactor;\n if (_e199 <= 0f) {\n let _e201 = air;\n return _e201;\n }\n let _e203 = unnamed.uUnderwaterFogDensity;\n let _e204 = (*dist);\n wet = (_e203 * _e204);\n let _e206 = air;\n let _e207 = wet;\n let _e209 = wet;\n let _e215 = unnamed.uUnderwaterFactor;\n return mix(_e206, (1f - exp2(((-(_e207) * _e209) * 1.442695f))), _e215);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e103 = (*p);\n return fract((sin(dot(_e103, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e110 = (*p_1);\n i = floor(_e110);\n let _e112 = (*p_1);\n f = fract(_e112);\n let _e114 = f;\n let _e115 = f;\n let _e117 = f;\n u = ((_e114 * _e115) * (vec2(3f) - (_e117 * 2f)));\n let _e122 = i;\n param_4 = _e122;\n let _e123 = hash21_u0028_vf2_u003b((¶m_4));\n let _e124 = i;\n param_5 = (_e124 + vec2<f32>(1f, 0f));\n let _e126 = hash21_u0028_vf2_u003b((¶m_5));\n let _e128 = u[0u];\n let _e130 = i;\n param_6 = (_e130 + vec2<f32>(0f, 1f));\n let _e132 = hash21_u0028_vf2_u003b((¶m_6));\n let _e133 = i;\n param_7 = (_e133 + vec2<f32>(1f, 1f));\n let _e135 = hash21_u0028_vf2_u003b((¶m_7));\n let _e137 = u[0u];\n let _e140 = u[1u];\n return mix(mix(_e123, _e126, _e128), mix(_e132, _e135, _e137), _e140);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_8: vec2<f32>;\n var outer: f32;\n var param_9: vec2<f32>;\n var swirl: f32;\n var param_10: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n var param_13: vec3<f32>;\n var phi_442_: bool;\n\n let _e122 = unnamed.uClipEnabled;\n let _e123 = (_e122 != 0i);\n phi_442_ = _e123;\n if _e123 {\n let _e124 = vWorldPos_1;\n let _e130 = unnamed.uClipPlane;\n phi_442_ = (dot(vec4<f32>(_e124.x, _e124.y, _e124.z, 1f), _e130) < 0f);\n }\n let _e134 = phi_442_;\n if _e134 {\n discard;\n }\n let _e135 = vUv_1;\n radius = (length((_e135 - vec2(0.5f))) * 2f);\n let _e140 = radius;\n if (_e140 >= 1f) {\n discard;\n }\n let _e142 = vUv_1;\n d = (_e142 - vec2(0.5f));\n let _e146 = d[1u];\n let _e148 = d[0u];\n angle = atan2(_e146, _e148);\n let _e151 = unnamed.uTime;\n let _e152 = vSeed_1;\n t_1 = (_e151 + (_e152 * 37f));\n let _e155 = angle;\n let _e157 = t_1;\n let _e160 = radius;\n param_8 = vec2<f32>(((_e155 * 1.9f) + (_e157 * 0.55f)), (_e160 * 4.2f));\n let _e163 = valueNoise_u0028_vf2_u003b((¶m_8));\n inner = _e163;\n let _e164 = angle;\n let _e166 = t_1;\n let _e169 = radius;\n param_9 = vec2<f32>(((_e164 * 3.1f) - (_e166 * 0.34f)), (_e169 * 2.6f));\n let _e172 = valueNoise_u0028_vf2_u003b((¶m_9));\n outer = _e172;\n let _e173 = inner;\n let _e175 = outer;\n swirl = ((_e173 * 0.62f) + (_e175 * 0.38f));\n let _e179 = unnamed.uNoiseOctaves;\n if (_e179 > 1i) {\n let _e181 = swirl;\n let _e182 = swirl;\n let _e183 = angle;\n let _e185 = t_1;\n let _e188 = radius;\n param_10 = vec2<f32>(((_e183 * 6.3f) + (_e185 * 0.9f)), (_e188 * 8f));\n let _e191 = valueNoise_u0028_vf2_u003b((¶m_10));\n swirl = mix(_e181, ((_e182 * _e191) * 2f), 0.35f);\n }\n let _e195 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e195));\n let _e198 = radius;\n let _e201 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e198)) * (0.35f + (_e201 * 0.65f)));\n let _e205 = core;\n let _e207 = corona;\n body = ((_e205 * 0.9f) + _e207);\n let _e209 = body;\n if (_e209 <= 0.02f) {\n discard;\n }\n let _e212 = unnamed.uTint;\n let _e215 = unnamed.uTint;\n let _e216 = body;\n col = mix((_e212 * 0.35f), _e215, vec3(smoothstep(0f, 0.55f, _e216)));\n let _e220 = col;\n let _e221 = body;\n col = mix(_e220, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e221)));\n let _e226 = unnamed.uTint;\n let _e227 = col;\n col = (_e227 * _e226);\n let _e229 = body;\n alpha = clamp((_e229 * 1.6f), 0f, 1f);\n let _e232 = vDistance_1;\n param_11 = _e232;\n let _e234 = vWorldPos_1[1u];\n param_12 = _e234;\n let _e235 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_11), (¶m_12));\n fog = _e235;\n let _e236 = col;\n let _e237 = mediumColor_u0028_();\n let _e238 = fog;\n col = mix(_e236, _e237, vec3(_e238));\n let _e241 = fog;\n let _e243 = alpha;\n alpha = (_e243 * (1f - _e241));\n let _e245 = col;\n param_13 = _e245;\n let _e246 = applyOutputTransform_u0028_vf3_u003b((¶m_13));\n let _e247 = alpha;\n outColor = vec4<f32>(_e246.x, _e246.y, _e246.z, _e247);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -87,6 +87,16 @@ export const ARCANE_BINDINGS = {
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"size": 4,
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"type": "int"
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"uOutputTransform": {
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"offset": 116,
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"size": 4,
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"uOutputExposure": {
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"uTint": {
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@@ -5,7 +5,7 @@
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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*/
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export const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let
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export const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e86 = (*c);\n low = (_e86 * 12.92f);\n let _e88 = (*c);\n high = ((pow(max(_e88, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e94 = high;\n let _e95 = low;\n let _e96 = (*c);\n return mix(_e94, _e95, step(_e96, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e87 = (*c_1)[0u];\n let _e89 = (*c_1)[1u];\n let _e91 = (*c_1)[2u];\n m = max(_e87, max(_e89, _e91));\n let _e94 = m;\n if (_e94 <= 0.8f) {\n let _e96 = (*c_1);\n return _e96;\n }\n let _e97 = m;\n e = (_e97 - 0.8f);\n let _e99 = (*c_1);\n let _e100 = e;\n let _e102 = e;\n let _e106 = m;\n return (_e99 * ((0.8f + ((0.2f * _e100) / (_e102 + 0.2f))) / _e106));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e86 = (*v);\n let _e87 = (*v);\n a = ((_e86 * (_e87 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e93 = (*v);\n let _e94 = (*v);\n b = ((_e93 * ((_e94 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e101 = a;\n let _e102 = b;\n return (_e101 / _e102);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e86 = unnamed.uOutputExposure;\n let _e87 = (*x);\n (*x) = (_e87 * _e86);\n let _e89 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e89);\n let _e91 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e91), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e88 = unnamed.uOutputTransform;\n if (_e88 == 0i) {\n let _e90 = (*c_2);\n return _e90;\n }\n let _e92 = unnamed.uOutputTransform;\n if (_e92 == 2i) {\n let _e94 = (*c_2);\n param_1 = _e94;\n let _e95 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e95;\n }\n let _e97 = unnamed.uOutputTransform;\n if (_e97 == 3i) {\n let _e99 = (*c_2);\n let _e101 = unnamed.uOutputExposure;\n param_2 = (_e99 * _e101);\n let _e103 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e103;\n }\n let _e104 = (*c_2);\n param_3 = _e104;\n let _e105 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e105;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e97 = unnamed.uFogMode;\n if (_e97 == 1i) {\n let _e100 = unnamed.uFogFar;\n let _e102 = unnamed.uFogNear;\n span = max((_e100 - _e102), 0.0001f);\n let _e105 = (*dist);\n let _e107 = unnamed.uFogNear;\n let _e109 = span;\n ramp = clamp(((_e105 - _e107) / _e109), 0f, 1f);\n let _e113 = unnamed.uUnderwaterFactor;\n if (_e113 <= 0f) {\n let _e115 = ramp;\n return _e115;\n }\n let _e117 = unnamed.uUnderwaterFogDensity;\n let _e118 = (*dist);\n wetLinear = (_e117 * _e118);\n let _e120 = ramp;\n let _e121 = wetLinear;\n let _e123 = wetLinear;\n let _e129 = unnamed.uUnderwaterFactor;\n return mix(_e120, (1f - exp2(((-(_e121) * _e123) * 1.442695f))), _e129);\n }\n let _e132 = unnamed.uFogNear;\n let _e133 = (*dist);\n start = min(_e132, _e133);\n let _e135 = (*dist);\n if (_e135 > 0f) {\n let _e137 = start;\n let _e138 = (*dist);\n local = (_e137 / _e138);\n } else {\n local = 0f;\n }\n let _e140 = local;\n before = _e140;\n let _e141 = (*pointY);\n let _e143 = unnamed.uFogEyeY;\n let _e146 = unnamed.uFogHeightFalloff;\n t = ((_e141 - _e143) * _e146);\n let _e148 = t;\n let _e149 = before;\n rest = (_e148 * (1f - _e149));\n let _e152 = rest;\n let _e155 = rest;\n denom = select(_e155, 0.0001f, (abs(_e152) < 0.0001f));\n let _e158 = unnamed.uFogDensity;\n let _e160 = t;\n let _e162 = before;\n let _e166 = (*dist);\n let _e167 = start;\n let _e170 = denom;\n let _e175 = denom;\n air = (1f - exp(((((-(_e158) * exp((-(_e160) * _e162))) * (_e166 - _e167)) * (1f - exp(-(_e170)))) / _e175)));\n let _e180 = unnamed.uUnderwaterFactor;\n if (_e180 <= 0f) {\n let _e182 = air;\n return _e182;\n }\n let _e184 = unnamed.uUnderwaterFogDensity;\n let _e185 = (*dist);\n wet = (_e184 * _e185);\n let _e187 = air;\n let _e188 = wet;\n let _e190 = wet;\n let _e196 = unnamed.uUnderwaterFactor;\n return mix(_e187, (1f - exp2(((-(_e188) * _e190) * 1.442695f))), _e196);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e84 = (*p);\n return fract((sin((_e84 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param_4: f32;\n var param_5: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_6: f32;\n var param_7: f32;\n var param_8: vec3<f32>;\n\n let _e97 = vSide_1;\n across = clamp((1f - abs(_e97)), 0f, 1f);\n let _e101 = across;\n core = pow(_e101, 10f);\n let _e103 = across;\n glow = pow(_e103, 1.1f);\n let _e106 = unnamed.uTime;\n let _e108 = vSeed_1;\n t_1 = ((_e106 * 47f) + (_e108 * 17f));\n let _e111 = t_1;\n param_4 = floor(_e111);\n let _e113 = hash11_u0028_f1_u003b((¶m_4));\n let _e115 = t_1;\n param_5 = floor((_e115 * 2.37f));\n let _e118 = hash11_u0028_f1_u003b((¶m_5));\n stutter = (0.78f + (0.22f * ((_e113 * 0.6f) + (_e118 * 0.4f))));\n let _e123 = vAlong_1;\n taper = (1f - (_e123 * 0.55f));\n let _e126 = vFade_1;\n let _e127 = stutter;\n let _e129 = taper;\n let _e131 = vGain_1;\n energy = (((_e126 * _e127) * _e129) * _e131);\n let _e134 = unnamed.uEdgeColor;\n let _e135 = glow;\n let _e138 = unnamed.uCoreColor;\n let _e139 = core;\n let _e142 = unnamed.uCoreGain;\n lit = ((_e134 * _e135) + ((_e138 * _e139) * _e142));\n let _e145 = vWorldPos_1;\n let _e147 = unnamed.uCameraPos;\n param_6 = distance(_e145, _e147);\n let _e150 = vWorldPos_1[1u];\n param_7 = _e150;\n let _e151 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_6), (¶m_7));\n fog = _e151;\n let _e152 = lit;\n let _e153 = energy;\n let _e155 = fog;\n param_8 = ((_e152 * _e153) * (1f - _e155));\n let _e158 = applyOutputTransform_u0028_vf3_u003b((¶m_8));\n outColor = vec4<f32>(_e158.x, _e158.y, _e158.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
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export const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWidth: f32,\n uMinWidthPerMetre: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n @location(3) member_3: f32,\n @location(4) member_4: f32,\n @location(5) member_5: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aFrom_1: vec3<f32>;\nvar<private> aTo_1: vec3<f32>;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide: f32;\nvar<private> vAlong: f32;\nvar<private> aArc_1: vec4<f32>;\nvar<private> vFade: f32;\nvar<private> vSeed: f32;\nvar<private> vGain: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var mid: vec3<f32>;\n var dir: vec3<f32>;\n var len: f32;\n var local: vec3<f32>;\n var view: vec3<f32>;\n var dist: f32;\n var local_1: vec3<f32>;\n var across: vec3<f32>;\n var span: f32;\n var local_2: vec3<f32>;\n var halfWidth: f32;\n var world: vec3<f32>;\n\n let _e40 = aFrom_1;\n let _e41 = aTo_1;\n let _e43 = aCorner_1[0u];\n mid = mix(_e40, _e41, vec3(_e43));\n let _e46 = aTo_1;\n let _e47 = aFrom_1;\n dir = (_e46 - _e47);\n let _e49 = dir;\n len = length(_e49);\n let _e51 = len;\n if (_e51 > 0.000001f) {\n let _e53 = dir;\n let _e54 = len;\n local = (_e53 / vec3(_e54));\n } else {\n local = vec3<f32>(0f, 1f, 0f);\n }\n let _e57 = local;\n dir = _e57;\n let _e58 = mid;\n let _e60 = unnamed.uCameraPos;\n view = (_e58 - _e60);\n let _e62 = view;\n dist = length(_e62);\n let _e64 = dist;\n if (_e64 > 0.000001f) {\n let _e66 = view;\n let _e67 = dist;\n local_1 = (_e66 / vec3(_e67));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e70 = local_1;\n view = _e70;\n let _e71 = dir;\n let _e72 = view;\n across = cross(_e71, _e72);\n let _e74 = across;\n span = length(_e74);\n let _e76 = span;\n if (_e76 > 0.0001f) {\n let _e78 = across;\n let _e79 = span;\n local_2 = (_e78 / vec3(_e79));\n } else {\n let _e82 = dir;\n local_2 = normalize((cross(_e82, vec3<f32>(0f, 1f, 0f)) + vec3<f32>(0.001f, 0.001f, 0.001f)));\n }\n let _e86 = local_2;\n across = _e86;\n let _e88 = unnamed.uWidth;\n let _e89 = dist;\n let _e91 = unnamed.uMinWidthPerMetre;\n halfWidth = max(_e88, (_e89 * _e91));\n let _e94 = mid;\n let _e95 = across;\n let _e97 = aCorner_1[1u];\n let _e99 = halfWidth;\n world = (_e94 + ((_e95 * _e97) * _e99));\n let _e103 = aCorner_1[1u];\n vSide = _e103;\n let _e105 = aArc_1[0u];\n vAlong = _e105;\n let _e107 = aArc_1[1u];\n vFade = _e107;\n let _e109 = aArc_1[2u];\n vSeed = _e109;\n let _e111 = aArc_1[3u];\n vGain = _e111;\n let _e112 = world;\n vWorldPos = _e112;\n let _e114 = unnamed.uViewProj;\n let _e115 = world;\n unnamed_1.gl_Position = (_e114 * vec4<f32>(_e115.x, _e115.y, _e115.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aFrom: vec3<f32>, @location(1) aTo: vec3<f32>, @location(2) aCorner: vec2<f32>, @location(3) aArc: vec4<f32>) -> VertexOutput {\n aFrom_1 = aFrom;\n aTo_1 = aTo;\n aCorner_1 = aCorner;\n aArc_1 = aArc;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vSide;\n let _e20 = vAlong;\n let _e21 = vFade;\n let _e22 = vSeed;\n let _e23 = vGain;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e19, _e20, _e21, _e22, _e23, _e24, _e25);\n}\n";
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@@ -17,7 +17,7 @@ export const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n
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export const BOLT_BINDINGS = {
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"BOLT_FRAG": {
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"uniformSize":
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"fields": {
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"uTime": {
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@@ -93,6 +93,16 @@ export const BOLT_BINDINGS = {
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"offset": 112,
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"size": 12,
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"type": "vec3"
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},
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"uOutputTransform": {
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},
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"uOutputExposure": {
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"size": 4,
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}
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"textures": {}
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@@ -5,7 +5,7 @@
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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export const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e78 = unnamed.uFogMode;\n if (_e78 == 1i) {\n let _e81 = unnamed.uFogFar;\n let _e83 = unnamed.uFogNear;\n span = max((_e81 - _e83), 0.0001f);\n let _e86 = (*dist);\n let _e88 = unnamed.uFogNear;\n let _e90 = span;\n ramp = clamp(((_e86 - _e88) / _e90), 0f, 1f);\n let _e94 = unnamed.uUnderwaterFactor;\n if (_e94 <= 0f) {\n let _e96 = ramp;\n return _e96;\n }\n let _e98 = unnamed.uUnderwaterFogDensity;\n let _e99 = (*dist);\n wetLinear = (_e98 * _e99);\n let _e101 = ramp;\n let _e102 = wetLinear;\n let _e104 = wetLinear;\n let _e110 = unnamed.uUnderwaterFactor;\n return mix(_e101, (1f - exp2(((-(_e102) * _e104) * 1.442695f))), _e110);\n }\n let _e113 = unnamed.uFogNear;\n let _e114 = (*dist);\n start = min(_e113, _e114);\n let _e116 = (*dist);\n if (_e116 > 0f) {\n let _e118 = start;\n let _e119 = (*dist);\n local = (_e118 / _e119);\n } else {\n local = 0f;\n }\n let _e121 = local;\n before = _e121;\n let _e122 = (*pointY);\n let _e124 = unnamed.uFogEyeY;\n let _e127 = unnamed.uFogHeightFalloff;\n t = ((_e122 - _e124) * _e127);\n let _e129 = t;\n let _e130 = before;\n rest = (_e129 * (1f - _e130));\n let _e133 = rest;\n let _e136 = rest;\n denom = select(_e136, 0.0001f, (abs(_e133) < 0.0001f));\n let _e139 = unnamed.uFogDensity;\n let _e141 = t;\n let _e143 = before;\n let _e147 = (*dist);\n let _e148 = start;\n let _e151 = denom;\n let _e156 = denom;\n air = (1f - exp(((((-(_e139) * exp((-(_e141) * _e143))) * (_e147 - _e148)) * (1f - exp(-(_e151)))) / _e156)));\n let _e161 = unnamed.uUnderwaterFactor;\n if (_e161 <= 0f) {\n let _e163 = air;\n return _e163;\n }\n let _e165 = unnamed.uUnderwaterFogDensity;\n let _e166 = (*dist);\n wet = (_e165 * _e166);\n let _e168 = air;\n let _e169 = wet;\n let _e171 = wet;\n let _e177 = unnamed.uUnderwaterFactor;\n return mix(_e168, (1f - exp2(((-(_e169) * _e171) * 1.442695f))), _e177);\n}\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e69 = (*k);\n c = sqrt((9.81f / _e69));\n let _e72 = (*k);\n let _e73 = (*dir);\n let _e74 = (*p);\n let _e76 = c;\n let _e77 = (*time);\n return (_e72 * (dot(_e73, _e74) - (_e76 * _e77)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e66 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable[_e66][3u];\n return (6.2831855f / _e69);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e67 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable_1[_e67];\n let _e72 = (*windDir);\n return normalize(mix(normalize(_e69.xy), _e72, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e83 = i_2;\n if (_e83 < 4i) {\n let _e85 = i_2;\n param = _e85;\n let _e86 = (*windDir_1);\n param_1 = _e86;\n let _e87 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((¶m), (¶m_1));\n dir_1 = _e87;\n let _e88 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e91 = indexable_2[_e88][2u];\n let _e92 = (*gain);\n steepness = (_e91 * _e92);\n let _e94 = i_2;\n param_2 = _e94;\n let _e95 = gerstnerWavenumber_u0028_i1_u003b((¶m_2));\n k_1 = _e95;\n let _e96 = k_1;\n param_3 = _e96;\n let _e97 = dir_1;\n param_4 = _e97;\n let _e98 = (*p_1);\n param_5 = _e98;\n let _e99 = (*time_1);\n param_6 = _e99;\n let _e100 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((¶m_3), (¶m_4), (¶m_5), (¶m_6));\n f = _e100;\n let _e101 = steepness;\n let _e103 = k_1;\n let _e105 = f;\n second = ((-(_e101) * _e103) * sin(_e105));\n let _e108 = second;\n let _e110 = dir_1[0u];\n let _e113 = dir_1[0u];\n let _e116 = h[0u];\n h[0u] = (_e116 + ((_e108 * _e110) * _e113));\n let _e119 = second;\n let _e121 = dir_1[1u];\n let _e124 = dir_1[1u];\n let _e127 = h[1u];\n h[1u] = (_e127 + ((_e119 * _e121) * _e124));\n let _e130 = second;\n let _e132 = dir_1[0u];\n let _e135 = dir_1[1u];\n let _e138 = h[2u];\n h[2u] = (_e138 + ((_e130 * _e132) * _e135));\n continue;\n } else {\n break;\n }\n continuing {\n let _e141 = i_2;\n i_2 = (_e141 + 1i);\n }\n }\n let _e143 = h;\n return _e143;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var a: f32;\n var b: f32;\n var c_1: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n\n let _e93 = vParams_1[0u];\n waterY = _e93;\n let _e95 = vWorldPos_1[1u];\n let _e96 = waterY;\n drop = (_e95 - _e96);\n let _e98 = drop;\n distanceFromWater = abs(_e98);\n let _e100 = distanceFromWater;\n clear = step(0.02f, _e100);\n let _e103 = unnamed.uMaxDrop;\n let _e106 = unnamed.uMaxDrop;\n let _e107 = distanceFromWater;\n height = (1f - smoothstep((_e103 * 0.45f), _e106, _e107));\n let _e111 = vLocal_1[0u];\n let _e113 = vLocal_1[0u];\n let _e117 = vLocal_1[1u];\n let _e119 = vLocal_1[1u];\n rim = min(min(_e111, (1f - _e113)), min(_e117, (1f - _e119)));\n let _e123 = rim;\n edge = smoothstep(0f, 0.12f, _e123);\n let _e125 = clear;\n let _e126 = height;\n let _e128 = edge;\n reach = ((_e125 * _e126) * _e128);\n let _e132 = unnamed.uLightDir[1u];\n elevation = max(_e132, 0.16f);\n let _e134 = elevation;\n slant = (1f / _e134);\n let _e136 = drop;\n let _e137 = slant;\n d = (_e136 * _e137);\n let _e139 = vWorldPos_1;\n let _e142 = unnamed.uLightDir;\n let _e144 = d;\n water = (_e139.xz + (_e142.xz * _e144));\n let _e147 = water;\n param_7 = _e147;\n let _e149 = unnamed.uTime;\n param_8 = _e149;\n let _e151 = unnamed.uWindDir;\n param_9 = _e151;\n let _e153 = unnamed.uWaveGain;\n param_10 = _e153;\n let _e154 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((¶m_7), (¶m_8), (¶m_9), (¶m_10));\n h_1 = _e154;\n let _e155 = d;\n let _e158 = h_1[0u];\n a = (1f - ((2f * _e155) * _e158));\n let _e161 = d;\n let _e164 = h_1[1u];\n b = (1f - ((2f * _e161) * _e164));\n let _e167 = d;\n let _e170 = h_1[2u];\n c_1 = ((2f * _e167) * _e170);\n let _e172 = a;\n let _e173 = b;\n let _e175 = c_1;\n let _e176 = c_1;\n det = ((_e172 * _e173) - (_e175 * _e176));\n let _e179 = det;\n let _e180 = fwidth(_e179);\n soft = max(0.05f, (_e180 * 1.6f));\n let _e183 = soft;\n let _e184 = det;\n let _e186 = soft;\n lines = (_e183 / max(abs(_e184), _e186));\n let _e189 = det;\n sheen = clamp(((1f / max(abs(_e189), 0.18f)) - 0.85f), 0f, 1f);\n let _e195 = lines;\n let _e197 = sheen;\n caustic = clamp(((_e195 * 0.9f) + (_e197 * 0.09f)), 0f, 1.6f);\n let _e201 = vWorldPos_1;\n let _e203 = unnamed.uCameraPos;\n param_11 = distance(_e201, _e203);\n let _e206 = vWorldPos_1[1u];\n param_12 = _e206;\n let _e207 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_11), (¶m_12));\n fog = _e207;\n let _e209 = unnamed.uTint;\n let _e210 = caustic;\n let _e212 = unnamed.uStrength;\n let _e214 = reach;\n let _e216 = fog;\n let _e219 = (_e209 * (((_e210 * _e212) * _e214) * (1f - _e216)));\n outColor = vec4<f32>(_e219.x, _e219.y, _e219.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e107 = (*c);\n low = (_e107 * 12.92f);\n let _e109 = (*c);\n high = ((pow(max(_e109, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e115 = high;\n let _e116 = low;\n let _e117 = (*c);\n return mix(_e115, _e116, step(_e117, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e108 = (*c_1)[0u];\n let _e110 = (*c_1)[1u];\n let _e112 = (*c_1)[2u];\n m = max(_e108, max(_e110, _e112));\n let _e115 = m;\n if (_e115 <= 0.8f) {\n let _e117 = (*c_1);\n return _e117;\n }\n let _e118 = m;\n e = (_e118 - 0.8f);\n let _e120 = (*c_1);\n let _e121 = e;\n let _e123 = e;\n let _e127 = m;\n return (_e120 * ((0.8f + ((0.2f * _e121) / (_e123 + 0.2f))) / _e127));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e107 = (*v);\n let _e108 = (*v);\n a = ((_e107 * (_e108 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e114 = (*v);\n let _e115 = (*v);\n b = ((_e114 * ((_e115 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e122 = a;\n let _e123 = b;\n return (_e122 / _e123);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e107 = unnamed.uOutputExposure;\n let _e108 = (*x);\n (*x) = (_e108 * _e107);\n let _e110 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e110);\n let _e112 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e112), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e109 = unnamed.uOutputTransform;\n if (_e109 == 0i) {\n let _e111 = (*c_2);\n return _e111;\n }\n let _e113 = unnamed.uOutputTransform;\n if (_e113 == 2i) {\n let _e115 = (*c_2);\n param_1 = _e115;\n let _e116 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e116;\n }\n let _e118 = unnamed.uOutputTransform;\n if (_e118 == 3i) {\n let _e120 = (*c_2);\n let _e122 = unnamed.uOutputExposure;\n param_2 = (_e120 * _e122);\n let _e124 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e124;\n }\n let _e125 = (*c_2);\n param_3 = _e125;\n let _e126 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e126;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e118 = unnamed.uFogMode;\n if (_e118 == 1i) {\n let _e121 = unnamed.uFogFar;\n let _e123 = unnamed.uFogNear;\n span = max((_e121 - _e123), 0.0001f);\n let _e126 = (*dist);\n let _e128 = unnamed.uFogNear;\n let _e130 = span;\n ramp = clamp(((_e126 - _e128) / _e130), 0f, 1f);\n let _e134 = unnamed.uUnderwaterFactor;\n if (_e134 <= 0f) {\n let _e136 = ramp;\n return _e136;\n }\n let _e138 = unnamed.uUnderwaterFogDensity;\n let _e139 = (*dist);\n wetLinear = (_e138 * _e139);\n let _e141 = ramp;\n let _e142 = wetLinear;\n let _e144 = wetLinear;\n let _e150 = unnamed.uUnderwaterFactor;\n return mix(_e141, (1f - exp2(((-(_e142) * _e144) * 1.442695f))), _e150);\n }\n let _e153 = unnamed.uFogNear;\n let _e154 = (*dist);\n start = min(_e153, _e154);\n let _e156 = (*dist);\n if (_e156 > 0f) {\n let _e158 = start;\n let _e159 = (*dist);\n local = (_e158 / _e159);\n } else {\n local = 0f;\n }\n let _e161 = local;\n before = _e161;\n let _e162 = (*pointY);\n let _e164 = unnamed.uFogEyeY;\n let _e167 = unnamed.uFogHeightFalloff;\n t = ((_e162 - _e164) * _e167);\n let _e169 = t;\n let _e170 = before;\n rest = (_e169 * (1f - _e170));\n let _e173 = rest;\n let _e176 = rest;\n denom = select(_e176, 0.0001f, (abs(_e173) < 0.0001f));\n let _e179 = unnamed.uFogDensity;\n let _e181 = t;\n let _e183 = before;\n let _e187 = (*dist);\n let _e188 = start;\n let _e191 = denom;\n let _e196 = denom;\n air = (1f - exp(((((-(_e179) * exp((-(_e181) * _e183))) * (_e187 - _e188)) * (1f - exp(-(_e191)))) / _e196)));\n let _e201 = unnamed.uUnderwaterFactor;\n if (_e201 <= 0f) {\n let _e203 = air;\n return _e203;\n }\n let _e205 = unnamed.uUnderwaterFogDensity;\n let _e206 = (*dist);\n wet = (_e205 * _e206);\n let _e208 = air;\n let _e209 = wet;\n let _e211 = wet;\n let _e217 = unnamed.uUnderwaterFactor;\n return mix(_e208, (1f - exp2(((-(_e209) * _e211) * 1.442695f))), _e217);\n}\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c_3: f32;\n\n let _e109 = (*k);\n c_3 = sqrt((9.81f / _e109));\n let _e112 = (*k);\n let _e113 = (*dir);\n let _e114 = (*p);\n let _e116 = c_3;\n let _e117 = (*time);\n return (_e112 * (dot(_e113, _e114) - (_e116 * _e117)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e106 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e109 = indexable[_e106][3u];\n return (6.2831855f / _e109);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e107 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e109 = indexable_1[_e107];\n let _e112 = (*windDir);\n return normalize(mix(normalize(_e109.xy), _e112, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param_4: i32;\n var param_5: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_6: i32;\n var f: f32;\n var param_7: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n var param_10: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e123 = i_2;\n if (_e123 < 4i) {\n let _e125 = i_2;\n param_4 = _e125;\n let _e126 = (*windDir_1);\n param_5 = _e126;\n let _e127 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((¶m_4), (¶m_5));\n dir_1 = _e127;\n let _e128 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e131 = indexable_2[_e128][2u];\n let _e132 = (*gain);\n steepness = (_e131 * _e132);\n let _e134 = i_2;\n param_6 = _e134;\n let _e135 = gerstnerWavenumber_u0028_i1_u003b((¶m_6));\n k_1 = _e135;\n let _e136 = k_1;\n param_7 = _e136;\n let _e137 = dir_1;\n param_8 = _e137;\n let _e138 = (*p_1);\n param_9 = _e138;\n let _e139 = (*time_1);\n param_10 = _e139;\n let _e140 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((¶m_7), (¶m_8), (¶m_9), (¶m_10));\n f = _e140;\n let _e141 = steepness;\n let _e143 = k_1;\n let _e145 = f;\n second = ((-(_e141) * _e143) * sin(_e145));\n let _e148 = second;\n let _e150 = dir_1[0u];\n let _e153 = dir_1[0u];\n let _e156 = h[0u];\n h[0u] = (_e156 + ((_e148 * _e150) * _e153));\n let _e159 = second;\n let _e161 = dir_1[1u];\n let _e164 = dir_1[1u];\n let _e167 = h[1u];\n h[1u] = (_e167 + ((_e159 * _e161) * _e164));\n let _e170 = second;\n let _e172 = dir_1[0u];\n let _e175 = dir_1[1u];\n let _e178 = h[2u];\n h[2u] = (_e178 + ((_e170 * _e172) * _e175));\n continue;\n } else {\n break;\n }\n continuing {\n let _e181 = i_2;\n i_2 = (_e181 + 1i);\n }\n }\n let _e183 = h;\n return _e183;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_11: vec2<f32>;\n var param_12: f32;\n var param_13: vec2<f32>;\n var param_14: f32;\n var a_1: f32;\n var b_1: f32;\n var c_4: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_15: f32;\n var param_16: f32;\n var param_17: vec3<f32>;\n\n let _e134 = vParams_1[0u];\n waterY = _e134;\n let _e136 = vWorldPos_1[1u];\n let _e137 = waterY;\n drop = (_e136 - _e137);\n let _e139 = drop;\n distanceFromWater = abs(_e139);\n let _e141 = distanceFromWater;\n clear = step(0.02f, _e141);\n let _e144 = unnamed.uMaxDrop;\n let _e147 = unnamed.uMaxDrop;\n let _e148 = distanceFromWater;\n height = (1f - smoothstep((_e144 * 0.45f), _e147, _e148));\n let _e152 = vLocal_1[0u];\n let _e154 = vLocal_1[0u];\n let _e158 = vLocal_1[1u];\n let _e160 = vLocal_1[1u];\n rim = min(min(_e152, (1f - _e154)), min(_e158, (1f - _e160)));\n let _e164 = rim;\n edge = smoothstep(0f, 0.12f, _e164);\n let _e166 = clear;\n let _e167 = height;\n let _e169 = edge;\n reach = ((_e166 * _e167) * _e169);\n let _e173 = unnamed.uLightDir[1u];\n elevation = max(_e173, 0.16f);\n let _e175 = elevation;\n slant = (1f / _e175);\n let _e177 = drop;\n let _e178 = slant;\n d = (_e177 * _e178);\n let _e180 = vWorldPos_1;\n let _e183 = unnamed.uLightDir;\n let _e185 = d;\n water = (_e180.xz + (_e183.xz * _e185));\n let _e188 = water;\n param_11 = _e188;\n let _e190 = unnamed.uTime;\n param_12 = _e190;\n let _e192 = unnamed.uWindDir;\n param_13 = _e192;\n let _e194 = unnamed.uWaveGain;\n param_14 = _e194;\n let _e195 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((¶m_11), (¶m_12), (¶m_13), (¶m_14));\n h_1 = _e195;\n let _e196 = d;\n let _e199 = h_1[0u];\n a_1 = (1f - ((2f * _e196) * _e199));\n let _e202 = d;\n let _e205 = h_1[1u];\n b_1 = (1f - ((2f * _e202) * _e205));\n let _e208 = d;\n let _e211 = h_1[2u];\n c_4 = ((2f * _e208) * _e211);\n let _e213 = a_1;\n let _e214 = b_1;\n let _e216 = c_4;\n let _e217 = c_4;\n det = ((_e213 * _e214) - (_e216 * _e217));\n let _e220 = det;\n let _e221 = fwidth(_e220);\n soft = max(0.05f, (_e221 * 1.6f));\n let _e224 = soft;\n let _e225 = det;\n let _e227 = soft;\n lines = (_e224 / max(abs(_e225), _e227));\n let _e230 = det;\n sheen = clamp(((1f / max(abs(_e230), 0.18f)) - 0.85f), 0f, 1f);\n let _e236 = lines;\n let _e238 = sheen;\n caustic = clamp(((_e236 * 0.9f) + (_e238 * 0.09f)), 0f, 1.6f);\n let _e242 = vWorldPos_1;\n let _e244 = unnamed.uCameraPos;\n param_15 = distance(_e242, _e244);\n let _e247 = vWorldPos_1[1u];\n param_16 = _e247;\n let _e248 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_15), (¶m_16));\n fog = _e248;\n let _e250 = unnamed.uTint;\n let _e251 = caustic;\n let _e253 = unnamed.uStrength;\n let _e255 = reach;\n let _e257 = fog;\n param_17 = (_e250 * (((_e251 * _e253) * _e255) * (1f - _e257)));\n let _e261 = applyOutputTransform_u0028_vf3_u003b((¶m_17));\n outColor = vec4<f32>(_e261.x, _e261.y, _e261.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export const CAUSTICS_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n}\n\nstruct VertexOutput {\n @location(0) member: vec3<f32>,\n @location(1) member_1: vec2<f32>,\n @location(2) member_2: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vWorldPos: vec3<f32>;\nvar<private> aRest_1: vec3<f32>;\nvar<private> vLocal: vec2<f32>;\nvar<private> aLocal_1: vec2<f32>;\nvar<private> vParams: vec2<f32>;\nvar<private> aParams_1: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(0) \nvar<uniform> unnamed_1: Uniforms;\n\nfn main_1() {\n let _e10 = aRest_1;\n vWorldPos = _e10;\n let _e11 = aLocal_1;\n vLocal = _e11;\n let _e12 = aParams_1;\n vParams = _e12;\n let _e14 = unnamed_1.uViewProj;\n let _e15 = aRest_1;\n unnamed.gl_Position = (_e14 * vec4<f32>(_e15.x, _e15.y, _e15.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aRest: vec3<f32>, @location(1) aLocal: vec2<f32>, @location(2) aParams: vec2<f32>) -> VertexOutput {\n aRest_1 = aRest;\n aLocal_1 = aLocal;\n aParams_1 = aParams;\n main_1();\n let _e12 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e12);\n let _e14 = vWorldPos;\n let _e15 = vLocal;\n let _e16 = vParams;\n let _e17 = unnamed.gl_Position;\n return VertexOutput(_e14, _e15, _e16, _e17);\n}\n";
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@@ -17,7 +17,7 @@ export const CAUSTICS_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position)
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export const CAUSTICS_BINDINGS = {
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@@ -108,6 +108,16 @@ export const CAUSTICS_BINDINGS = {
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"offset": 140,
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"size": 4,
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"type": "float"
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},
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"uOutputTransform": {
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},
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"uOutputExposure": {
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}
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"textures": {}
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@@ -5,7 +5,7 @@
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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export const DECAL_PROJECT_FRAG_WGSL = "struct Uniforms {\n uDecalDepthToWorld: mat4x4<f32>,\n uWorldToDecal: mat4x4<f32>,\n uDecalEye: vec3<f32>,\n uDecalAxis: vec3<f32>,\n uDecalColor: vec3<f32>,\n uDecalOpacity: f32,\n uDecalFacingCos: f32,\n uDecalSoftness: f32,\n}\n\n@group(0) @binding(32) \nvar uDecalDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDecalDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> fragColor: vec4<f32>;\n\nfn main_1() {\n var stored: f32;\n var world: vec4<f32>;\n var point: vec3<f32>;\n var plane: vec3<f32>;\n var span: f32;\n var normal: vec3<f32>;\n var local: vec3<f32>;\n var box: vec3<f32>;\n var inside: vec3<f32>;\n var mark: f32;\n var radius: f32;\n var facing: f32;\n\n let
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export const DECAL_PROJECT_FRAG_WGSL = "struct Uniforms {\n uDecalDepthToWorld: mat4x4<f32>,\n uWorldToDecal: mat4x4<f32>,\n uDecalEye: vec3<f32>,\n uDecalAxis: vec3<f32>,\n uDecalColor: vec3<f32>,\n uDecalOpacity: f32,\n uDecalFacingCos: f32,\n uDecalSoftness: f32,\n uOutputTransform: i32,\n}\n\n@group(0) @binding(32) \nvar uDecalDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDecalDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> fragColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e34 = (*c);\n low = (_e34 * 12.92f);\n let _e36 = (*c);\n high = ((pow(max(_e36, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e42 = high;\n let _e43 = low;\n let _e44 = (*c);\n return mix(_e42, _e43, step(_e44, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn main_1() {\n var stored: f32;\n var world: vec4<f32>;\n var point: vec3<f32>;\n var plane: vec3<f32>;\n var span: f32;\n var normal: vec3<f32>;\n var local: vec3<f32>;\n var box: vec3<f32>;\n var inside: vec3<f32>;\n var mark: f32;\n var radius: f32;\n var facing: f32;\n var multiply: vec3<f32>;\n var param: vec3<f32>;\n\n let _e45 = vUv_1;\n let _e46 = textureSampleLevel(uDecalDepth_t, uDecalDepth_s, _e45, 0f);\n stored = _e46.x;\n let _e49 = unnamed.uDecalDepthToWorld;\n let _e50 = vUv_1;\n let _e53 = ((_e50 * 2f) - vec2(1f));\n let _e54 = stored;\n world = (_e49 * vec4<f32>(_e53.x, _e53.y, _e54, 1f));\n let _e59 = world;\n let _e62 = world[3u];\n point = (_e59.xyz / vec3(_e62));\n let _e65 = point;\n let _e66 = dpdx(_e65);\n let _e67 = point;\n let _e68 = dpdy(_e67);\n plane = cross(_e66, _e68);\n let _e70 = plane;\n span = length(_e70);\n let _e72 = span;\n if (_e72 > 0f) {\n let _e74 = plane;\n let _e75 = span;\n local = (_e74 / vec3(_e75));\n } else {\n let _e79 = unnamed.uDecalAxis;\n local = _e79;\n }\n let _e80 = local;\n normal = _e80;\n let _e82 = unnamed.uDecalEye;\n let _e83 = point;\n let _e85 = normal;\n let _e88 = normal;\n normal = (_e88 * sign(dot((_e82 - _e83), _e85)));\n let _e91 = unnamed.uWorldToDecal;\n let _e92 = point;\n box = (_e91 * vec4<f32>(_e92.x, _e92.y, _e92.z, 1f)).xyz;\n let _e99 = box;\n inside = step(abs(_e99), vec3<f32>(1f, 1f, 1f));\n let _e103 = inside[0u];\n let _e105 = inside[1u];\n let _e108 = inside[2u];\n mark = ((_e103 * _e105) * _e108);\n let _e110 = box;\n radius = length(_e110.xy);\n let _e114 = unnamed.uDecalSoftness;\n let _e116 = radius;\n let _e119 = mark;\n mark = (_e119 * (1f - smoothstep((1f - _e114), 1f, _e116)));\n let _e121 = normal;\n let _e123 = unnamed.uDecalAxis;\n facing = dot(_e121, -(_e123));\n let _e127 = unnamed.uDecalFacingCos;\n let _e129 = unnamed.uDecalFacingCos;\n let _e132 = facing;\n let _e134 = mark;\n mark = (_e134 * smoothstep(_e127, min(1f, (_e129 + 0.25f)), _e132));\n let _e136 = stored;\n let _e139 = mark;\n mark = (_e139 * select(1f, 0f, (_e136 <= 0f)));\n let _e142 = unnamed.uDecalColor;\n let _e143 = mark;\n let _e145 = unnamed.uDecalOpacity;\n multiply = mix(vec3<f32>(1f, 1f, 1f), _e142, vec3((_e143 * _e145)));\n let _e149 = multiply;\n let _e150 = multiply;\n param = _e150;\n let _e151 = linearToSrgb_u0028_vf3_u003b((¶m));\n let _e153 = unnamed.uOutputTransform;\n let _e157 = mix(_e149, _e151, vec3(select(0f, 1f, (_e153 != 0i))));\n fragColor = vec4<f32>(_e157.x, _e157.y, _e157.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -56,6 +56,11 @@ export const DECALPROJECT_BINDINGS = {
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"offset": 180,
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"size": 4,
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"type": "float"
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},
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"uOutputTransform": {
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"size": 4,
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"type": "int"
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}
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},
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"textures": {
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