@driftengine/core 4.12.0 → 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 +66 -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 +3 -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 +17 -4
- package/dist/render/backend/webgl2/renderer.js +82 -47
- 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 +19 -8
- package/dist/render/backend/webgpu/renderer.js +94 -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/layerLooks.js +11 -19
- package/dist/render/shaders/flat/layered.js +33 -18
- 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.js +23 -23
- 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 +16 -4
- package/dist/render/surfaceLayerLooks.js +33 -14
- package/dist/render/surfaceLayers.d.ts +2 -2
- 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/src/geometry/meshBuilder.ts +21 -2
- package/src/index.ts +11 -2
- package/src/math/color.ts +39 -0
- package/src/render/backend/webgl2/renderer.ts +134 -44
- 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 +104 -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/layerLooks.ts +11 -19
- package/src/render/shaders/flat/layered.ts +33 -18
- 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 +23 -23
- 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 +49 -18
- package/src/render/surfaceLayers.ts +2 -2
- 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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* The GLSL beside this file is the source of truth. A hand edit here is discarded by
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export const SKIN_BLUR_FRAG_WGSL = "struct Uniforms {\n uStep: vec2<f32>,\n uDepthToViewZ: vec4<f32>,\n uFocal: f32,\n uProfiles: array<vec4<f32>, 8>,\n uApplyAlbedo: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(36) \nvar uAlbedo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAlbedo_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uSkin_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSkin_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\n\nfn burleyMass_u0028_f1_u003b_vf3_u003b(x: ptr<function, f32>, d: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e54 = (*x);\n let _e56 = (*d);\n let _e60 = (*x);\n let _e62 = (*d);\n return (vec3(0.5f) - ((exp((vec3(-(_e54)) / _e56)) + (exp((vec3(-(_e60)) / (_e62 * 3f))) * 3f)) * 0.125f));\n}\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e54 = (*depth);\n ndc = (1f - (_e54 * 2f));\n let _e59 = unnamed.uDepthToViewZ[0u];\n let _e60 = ndc;\n let _e64 = unnamed.uDepthToViewZ[1u];\n let _e68 = unnamed.uDepthToViewZ[2u];\n let _e69 = ndc;\n let _e73 = unnamed.uDepthToViewZ[3u];\n return (((_e59 * _e60) + _e64) / ((_e68 * _e69) + _e73));\n}\n\nfn withAlbedo_u0028_vf3_u003b(light: ptr<function, vec3<f32>>) -> vec3<f32> {\n var albedo: vec4<f32>;\n\n let _e55 = unnamed.uApplyAlbedo;\n if (_e55 < 0.5f) {\n let _e57 = (*light);\n return _e57;\n }\n let _e58 = vUv_1;\n let _e59 = textureSampleLevel(uAlbedo_t, uAlbedo_s, _e58, 0f);\n albedo = _e59;\n let _e60 = (*light);\n let _e61 = albedo;\n let _e65 = albedo[3u];\n return ((_e60 * _e61.xyz) / vec3(max(_e65, 0.0001f)));\n}\n\nfn main_1() {\n var own: vec4<f32>;\n var depth_1: f32;\n var param: vec3<f32>;\n var profile: i32;\n var d_1: vec3<f32>;\n var widest: f32;\n var z: f32;\n var param_1: f32;\n var pixels: f32;\n var param_2: vec3<f32>;\n var centre: vec3<f32>;\n var param_3: f32;\n var param_4: vec3<f32>;\n var sum: vec3<f32>;\n var weight: vec3<f32>;\n var i: i32;\n var outer: vec3<f32>;\n var local: vec3<f32>;\n var indexable: array<f32, 6>;\n var param_5: f32;\n var param_6: vec3<f32>;\n var w: vec3<f32>;\n var indexable_1: array<f32, 6>;\n var param_7: f32;\n var param_8: vec3<f32>;\n var side: i32;\n var uv: vec2<f32>;\n var indexable_2: array<f32, 7>;\n var tap: vec4<f32>;\n var tapZ: f32;\n var param_9: f32;\n var keep: f32;\n var cover: f32;\n var param_10: vec3<f32>;\n\n let _e86 = vUv_1;\n let _e87 = textureSampleLevel(uSkin_t, uSkin_s, _e86, 0f);\n own = _e87;\n let _e89 = own[3u];\n if (_e89 < 0.0001f) {\n fragColor = vec4<f32>(0f, 0f, 0f, 0f);\n return;\n }\n let _e91 = vUv_1;\n let _e92 = textureSampleLevel(uDepth_t, uDepth_s, _e91, 0f);\n depth_1 = _e92.x;\n let _e94 = depth_1;\n if (_e94 <= 0f) {\n let _e96 = own;\n param = _e96.xyz;\n let _e98 = withAlbedo_u0028_vf3_u003b((¶m));\n let _e100 = own[3u];\n fragColor = vec4<f32>(_e98.x, _e98.y, _e98.z, _e100);\n return;\n }\n let _e106 = own[3u];\n profile = clamp((i32(((_e106 * 8f) + 0.5f)) - 1i), 0i, 7i);\n let _e112 = profile;\n let _e115 = unnamed.uProfiles[_e112];\n d_1 = max(_e115.xyz, vec3<f32>(0.000001f, 0.000001f, 0.000001f));\n let _e119 = d_1[0u];\n let _e121 = d_1[1u];\n let _e123 = d_1[2u];\n widest = max(_e119, max(_e121, _e123));\n let _e126 = depth_1;\n param_1 = _e126;\n let _e127 = viewZ_u0028_f1_u003b((¶m_1));\n z = abs(_e127);\n let _e129 = widest;\n let _e131 = unnamed.uFocal;\n let _e133 = z;\n pixels = ((_e129 * _e131) / max(_e133, 0.0001f));\n let _e136 = pixels;\n if (_e136 < 0.5f) {\n let _e138 = own;\n param_2 = _e138.xyz;\n let _e140 = withAlbedo_u0028_vf3_u003b((¶m_2));\n let _e142 = own[3u];\n fragColor = vec4<f32>(_e140.x, _e140.y, _e140.z, _e142);\n return;\n }\n let _e147 = widest;\n param_3 = (0.2f * _e147);\n let _e149 = d_1;\n param_4 = _e149;\n let _e150 = burleyMass_u0028_f1_u003b_vf3_u003b((¶m_3), (¶m_4));\n centre = (_e150 * 2f);\n let _e152 = own;\n let _e154 = centre;\n sum = (_e152.xyz * _e154);\n let _e156 = centre;\n weight = _e156;\n i = 1i;\n loop {\n let _e157 = i;\n if (_e157 < 7i) {\n let _e159 = i;\n if (_e159 < 6i) {\n let _e161 = i;\n indexable = array<f32, 6>(0.2f, 0.75f, 1.6f, 2.8f, 4.55f, 7.3f);\n let _e164 = indexable[min(_e161, 5i)];\n let _e165 = widest;\n param_5 = (_e164 * _e165);\n let _e167 = d_1;\n param_6 = _e167;\n let _e168 = burleyMass_u0028_f1_u003b_vf3_u003b((¶m_5), (¶m_6));\n local = _e168;\n } else {\n local = vec3<f32>(0.5f, 0.5f, 0.5f);\n }\n let _e169 = local;\n outer = _e169;\n let _e170 = outer;\n let _e171 = i;\n indexable_1 = array<f32, 6>(0.2f, 0.75f, 1.6f, 2.8f, 4.55f, 7.3f);\n let _e174 = indexable_1[(_e171 - 1i)];\n let _e175 = widest;\n param_7 = (_e174 * _e175);\n let _e177 = d_1;\n param_8 = _e177;\n let _e178 = burleyMass_u0028_f1_u003b_vf3_u003b((¶m_7), (¶m_8));\n w = (_e170 - _e178);\n side = -1i;\n loop {\n let _e180 = side;\n if (_e180 <= 1i) {\n let _e182 = vUv_1;\n let _e184 = unnamed.uStep;\n let _e185 = side;\n let _e187 = i;\n indexable_2 = array<f32, 7>(0f, 0.4f, 1.1f, 2.1f, 3.5f, 5.6f, 9f);\n let _e189 = indexable_2[_e187];\n let _e191 = pixels;\n uv = (_e182 + (_e184 * ((f32(_e185) * _e189) * _e191)));\n let _e195 = uv;\n let _e196 = textureSampleLevel(uSkin_t, uSkin_s, _e195, 0f);\n tap = _e196;\n let _e197 = uv;\n let _e198 = textureSampleLevel(uDepth_t, uDepth_s, _e197, 0f);\n param_9 = _e198.x;\n let _e200 = viewZ_u0028_f1_u003b((¶m_9));\n tapZ = abs(_e200);\n let _e202 = tapZ;\n let _e203 = z;\n let _e206 = widest;\n keep = clamp((1f - (abs((_e202 - _e203)) / (4f * _e206))), 0f, 1f);\n let _e212 = tap[3u];\n let _e214 = own[3u];\n cover = clamp((_e212 / _e214), 0f, 1f);\n let _e217 = tap;\n let _e219 = w;\n let _e221 = keep;\n let _e223 = sum;\n sum = (_e223 + ((_e217.xyz * _e219) * _e221));\n let _e225 = w;\n let _e226 = cover;\n let _e227 = keep;\n let _e230 = weight;\n weight = (_e230 + (_e225 * (_e226 * _e227)));\n continue;\n } else {\n break;\n }\n continuing {\n let _e232 = side;\n side = (_e232 + 2i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e234 = i;\n i = (_e234 + 1i);\n }\n }\n let _e236 = sum;\n let _e237 = weight;\n param_10 = (_e236 / _e237);\n let _e239 = withAlbedo_u0028_vf3_u003b((¶m_10));\n let _e241 = own[3u];\n fragColor = vec4<f32>(_e239.x, _e239.y, _e239.z, _e241);\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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export const SKIN_BLUR_FRAG_WGSL = "struct Uniforms {\n uStep: vec2<f32>,\n uDepthToViewZ: vec4<f32>,\n uFocal: f32,\n uProfiles: array<vec4<f32>, 8>,\n uApplyAlbedo: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(36) \nvar uAlbedo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAlbedo_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uSkin_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSkin_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\n\nfn burleyMass_u0028_f1_u003b_vf3_u003b(x: ptr<function, f32>, d: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e94 = (*x);\n let _e96 = (*d);\n let _e100 = (*x);\n let _e102 = (*d);\n return (vec3(0.5f) - ((exp((vec3(-(_e94)) / _e96)) + (exp((vec3(-(_e100)) / (_e102 * 3f))) * 3f)) * 0.125f));\n}\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e94 = (*depth);\n ndc = (1f - (_e94 * 2f));\n let _e99 = unnamed.uDepthToViewZ[0u];\n let _e100 = ndc;\n let _e104 = unnamed.uDepthToViewZ[1u];\n let _e108 = unnamed.uDepthToViewZ[2u];\n let _e109 = ndc;\n let _e113 = unnamed.uDepthToViewZ[3u];\n return (((_e99 * _e100) + _e104) / ((_e108 * _e109) + _e113));\n}\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 _e95 = (*c);\n low = (_e95 * 12.92f);\n let _e97 = (*c);\n high = ((pow(max(_e97, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e103 = high;\n let _e104 = low;\n let _e105 = (*c);\n return mix(_e103, _e104, step(_e105, 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 _e96 = (*c_1)[0u];\n let _e98 = (*c_1)[1u];\n let _e100 = (*c_1)[2u];\n m = max(_e96, max(_e98, _e100));\n let _e103 = m;\n if (_e103 <= 0.8f) {\n let _e105 = (*c_1);\n return _e105;\n }\n let _e106 = m;\n e = (_e106 - 0.8f);\n let _e108 = (*c_1);\n let _e109 = e;\n let _e111 = e;\n let _e115 = m;\n return (_e108 * ((0.8f + ((0.2f * _e109) / (_e111 + 0.2f))) / _e115));\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 _e95 = (*v);\n let _e96 = (*v);\n a = ((_e95 * (_e96 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e102 = (*v);\n let _e103 = (*v);\n b = ((_e102 * ((_e103 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e110 = a;\n let _e111 = b;\n return (_e110 / _e111);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e95 = unnamed.uOutputExposure;\n let _e96 = (*x_1);\n (*x_1) = (_e96 * _e95);\n let _e98 = (*x_1);\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)) * _e98);\n let _e100 = 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)) * _e100), 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 _e97 = unnamed.uOutputTransform;\n if (_e97 == 0i) {\n let _e99 = (*c_2);\n return _e99;\n }\n let _e101 = unnamed.uOutputTransform;\n if (_e101 == 2i) {\n let _e103 = (*c_2);\n param_1 = _e103;\n let _e104 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e104;\n }\n let _e106 = unnamed.uOutputTransform;\n if (_e106 == 3i) {\n let _e108 = (*c_2);\n let _e110 = unnamed.uOutputExposure;\n param_2 = (_e108 * _e110);\n let _e112 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e112;\n }\n let _e113 = (*c_2);\n param_3 = _e113;\n let _e114 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e114;\n}\n\nfn withAlbedo_u0028_vf3_u003b(light: ptr<function, vec3<f32>>) -> vec3<f32> {\n var albedo: vec4<f32>;\n var param_4: vec3<f32>;\n\n let _e96 = unnamed.uApplyAlbedo;\n if (_e96 < 0.5f) {\n let _e98 = (*light);\n return _e98;\n }\n let _e99 = vUv_1;\n let _e100 = textureSampleLevel(uAlbedo_t, uAlbedo_s, _e99, 0f);\n albedo = _e100;\n let _e101 = (*light);\n let _e102 = albedo;\n let _e106 = albedo[3u];\n param_4 = ((_e101 * _e102.xyz) / vec3(max(_e106, 0.0001f)));\n let _e110 = applyOutputTransform_u0028_vf3_u003b((¶m_4));\n return _e110;\n}\n\nfn main_1() {\n var own: vec4<f32>;\n var depth_1: f32;\n var param_5: vec3<f32>;\n var profile: i32;\n var d_1: vec3<f32>;\n var widest: f32;\n var z: f32;\n var param_6: f32;\n var pixels: f32;\n var param_7: vec3<f32>;\n var centre: vec3<f32>;\n var param_8: f32;\n var param_9: vec3<f32>;\n var sum: vec3<f32>;\n var weight: vec3<f32>;\n var i: i32;\n var outer: vec3<f32>;\n var local: vec3<f32>;\n var indexable: array<f32, 6>;\n var param_10: f32;\n var param_11: vec3<f32>;\n var w: vec3<f32>;\n var indexable_1: array<f32, 6>;\n var param_12: f32;\n var param_13: vec3<f32>;\n var side: i32;\n var uv: vec2<f32>;\n var indexable_2: array<f32, 7>;\n var tap: vec4<f32>;\n var tapZ: f32;\n var param_14: f32;\n var keep: f32;\n var cover: f32;\n var param_15: vec3<f32>;\n\n let _e126 = vUv_1;\n let _e127 = textureSampleLevel(uSkin_t, uSkin_s, _e126, 0f);\n own = _e127;\n let _e129 = own[3u];\n if (_e129 < 0.0001f) {\n fragColor = vec4<f32>(0f, 0f, 0f, 0f);\n return;\n }\n let _e131 = vUv_1;\n let _e132 = textureSampleLevel(uDepth_t, uDepth_s, _e131, 0f);\n depth_1 = _e132.x;\n let _e134 = depth_1;\n if (_e134 <= 0f) {\n let _e136 = own;\n param_5 = _e136.xyz;\n let _e138 = withAlbedo_u0028_vf3_u003b((¶m_5));\n let _e140 = own[3u];\n fragColor = vec4<f32>(_e138.x, _e138.y, _e138.z, _e140);\n return;\n }\n let _e146 = own[3u];\n profile = clamp((i32(((_e146 * 8f) + 0.5f)) - 1i), 0i, 7i);\n let _e152 = profile;\n let _e155 = unnamed.uProfiles[_e152];\n d_1 = max(_e155.xyz, vec3<f32>(0.000001f, 0.000001f, 0.000001f));\n let _e159 = d_1[0u];\n let _e161 = d_1[1u];\n let _e163 = d_1[2u];\n widest = max(_e159, max(_e161, _e163));\n let _e166 = depth_1;\n param_6 = _e166;\n let _e167 = viewZ_u0028_f1_u003b((¶m_6));\n z = abs(_e167);\n let _e169 = widest;\n let _e171 = unnamed.uFocal;\n let _e173 = z;\n pixels = ((_e169 * _e171) / max(_e173, 0.0001f));\n let _e176 = pixels;\n if (_e176 < 0.5f) {\n let _e178 = own;\n param_7 = _e178.xyz;\n let _e180 = withAlbedo_u0028_vf3_u003b((¶m_7));\n let _e182 = own[3u];\n fragColor = vec4<f32>(_e180.x, _e180.y, _e180.z, _e182);\n return;\n }\n let _e187 = widest;\n param_8 = (0.2f * _e187);\n let _e189 = d_1;\n param_9 = _e189;\n let _e190 = burleyMass_u0028_f1_u003b_vf3_u003b((¶m_8), (¶m_9));\n centre = (_e190 * 2f);\n let _e192 = own;\n let _e194 = centre;\n sum = (_e192.xyz * _e194);\n let _e196 = centre;\n weight = _e196;\n i = 1i;\n loop {\n let _e197 = i;\n if (_e197 < 7i) {\n let _e199 = i;\n if (_e199 < 6i) {\n let _e201 = i;\n indexable = array<f32, 6>(0.2f, 0.75f, 1.6f, 2.8f, 4.55f, 7.3f);\n let _e204 = indexable[min(_e201, 5i)];\n let _e205 = widest;\n param_10 = (_e204 * _e205);\n let _e207 = d_1;\n param_11 = _e207;\n let _e208 = burleyMass_u0028_f1_u003b_vf3_u003b((¶m_10), (¶m_11));\n local = _e208;\n } else {\n local = vec3<f32>(0.5f, 0.5f, 0.5f);\n }\n let _e209 = local;\n outer = _e209;\n let _e210 = outer;\n let _e211 = i;\n indexable_1 = array<f32, 6>(0.2f, 0.75f, 1.6f, 2.8f, 4.55f, 7.3f);\n let _e214 = indexable_1[(_e211 - 1i)];\n let _e215 = widest;\n param_12 = (_e214 * _e215);\n let _e217 = d_1;\n param_13 = _e217;\n let _e218 = burleyMass_u0028_f1_u003b_vf3_u003b((¶m_12), (¶m_13));\n w = (_e210 - _e218);\n side = -1i;\n loop {\n let _e220 = side;\n if (_e220 <= 1i) {\n let _e222 = vUv_1;\n let _e224 = unnamed.uStep;\n let _e225 = side;\n let _e227 = i;\n indexable_2 = array<f32, 7>(0f, 0.4f, 1.1f, 2.1f, 3.5f, 5.6f, 9f);\n let _e229 = indexable_2[_e227];\n let _e231 = pixels;\n uv = (_e222 + (_e224 * ((f32(_e225) * _e229) * _e231)));\n let _e235 = uv;\n let _e236 = textureSampleLevel(uSkin_t, uSkin_s, _e235, 0f);\n tap = _e236;\n let _e237 = uv;\n let _e238 = textureSampleLevel(uDepth_t, uDepth_s, _e237, 0f);\n param_14 = _e238.x;\n let _e240 = viewZ_u0028_f1_u003b((¶m_14));\n tapZ = abs(_e240);\n let _e242 = tapZ;\n let _e243 = z;\n let _e246 = widest;\n keep = clamp((1f - (abs((_e242 - _e243)) / (4f * _e246))), 0f, 1f);\n let _e252 = tap[3u];\n let _e254 = own[3u];\n cover = clamp((_e252 / _e254), 0f, 1f);\n let _e257 = tap;\n let _e259 = w;\n let _e261 = keep;\n let _e263 = sum;\n sum = (_e263 + ((_e257.xyz * _e259) * _e261));\n let _e265 = w;\n let _e266 = cover;\n let _e267 = keep;\n let _e270 = weight;\n weight = (_e270 + (_e265 * (_e266 * _e267)));\n continue;\n } else {\n break;\n }\n continuing {\n let _e272 = side;\n side = (_e272 + 2i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e274 = i;\n i = (_e274 + 1i);\n }\n }\n let _e276 = sum;\n let _e277 = weight;\n param_15 = (_e276 / _e277);\n let _e279 = withAlbedo_u0028_vf3_u003b((¶m_15));\n let _e281 = own[3u];\n fragColor = vec4<f32>(_e279.x, _e279.y, _e279.z, _e281);\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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*
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@@ -41,6 +41,16 @@ export const SKINBLUR_BINDINGS = {
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"offset": 176,
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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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"offset": 180,
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"size": 4,
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"type": "int"
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},
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"uOutputExposure": {
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"offset": 184,
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"size": 4,
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"type": "float"
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}
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},
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"textures": {
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@@ -1,4 +1,4 @@
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1
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-
export declare const SKY_FRAG_WGSL = "struct Uniforms {\n uInvViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTopColor: vec3<f32>,\n uHorizonColor: vec3<f32>,\n uDeepColor: vec3<f32>,\n uSunDir: vec3<f32>,\n uSunColor: vec3<f32>,\n uSunDiscExponent: f32,\n uMoonDir: vec3<f32>,\n uMoonColor: vec3<f32>,\n uMoonAngularRadius: f32,\n uMoonPhase: f32,\n uNightFactor: f32,\n uCloudOffset: vec2<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNdc_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e105 = (*p);\n return fract((sin(dot(_e105, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var a: f32;\n var param: vec2<f32>;\n var b: f32;\n var param_1: vec2<f32>;\n var c: f32;\n var param_2: vec2<f32>;\n var d: f32;\n var param_3: vec2<f32>;\n\n let _e116 = (*p_1);\n i = floor(_e116);\n let _e118 = (*p_1);\n f = fract(_e118);\n let _e120 = f;\n let _e121 = f;\n let _e123 = f;\n u = ((_e120 * _e121) * (vec2(3f) - (_e123 * 2f)));\n let _e128 = i;\n param = _e128;\n let _e129 = hash21_u0028_vf2_u003b((¶m));\n a = _e129;\n let _e130 = i;\n param_1 = (_e130 + vec2<f32>(1f, 0f));\n let _e132 = hash21_u0028_vf2_u003b((¶m_1));\n b = _e132;\n let _e133 = i;\n param_2 = (_e133 + vec2<f32>(0f, 1f));\n let _e135 = hash21_u0028_vf2_u003b((¶m_2));\n c = _e135;\n let _e136 = i;\n param_3 = (_e136 + vec2<f32>(1f, 1f));\n let _e138 = hash21_u0028_vf2_u003b((¶m_3));\n d = _e138;\n let _e139 = a;\n let _e140 = b;\n let _e142 = u[0u];\n let _e144 = c;\n let _e145 = d;\n let _e147 = u[0u];\n let _e150 = u[1u];\n return mix(mix(_e139, _e140, _e142), mix(_e144, _e145, _e147), _e150);\n}\n\nfn fbm_u0028_vf2_u003b(p_2: ptr<function, vec2<f32>>) -> f32 {\n var v: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n\n let _e109 = (*p_2);\n param_4 = _e109;\n let _e110 = valueNoise_u0028_vf2_u003b((¶m_4));\n v = (_e110 * 0.5f);\n let _e112 = (*p_2);\n param_5 = (_e112 * 2.03f);\n let _e114 = valueNoise_u0028_vf2_u003b((¶m_5));\n let _e116 = v;\n v = (_e116 + (_e114 * 0.3f));\n let _e118 = (*p_2);\n param_6 = (_e118 * 4.01f);\n let _e120 = valueNoise_u0028_vf2_u003b((¶m_6));\n let _e122 = v;\n v = (_e122 + (_e120 * 0.2f));\n let _e124 = v;\n return _e124;\n}\n\nfn main_1() {\n var world: vec4<f32>;\n var dir: vec3<f32>;\n var t: f32;\n var col: vec3<f32>;\n var local: vec3<f32>;\n var aboveHorizon: f32;\n var sunset: f32;\n var ember: vec3<f32>;\n var s: f32;\n var discColor: vec3<f32>;\n var sunBearing: vec2<f32>;\n var viewBearing: vec2<f32>;\n var toward: f32;\n var fromHorizon: f32;\n var local_1: f32;\n var band: f32;\n var away: f32;\n var moonReference: vec3<f32>;\n var moonRight: vec3<f32>;\n var moonUp: vec3<f32>;\n var moonRadius: f32;\n var moonUv: vec2<f32>;\n var moonRadiusSq: f32;\n var moonFacing: f32;\n var moonDisc: f32;\n var sphereZ: f32;\n var surfaceNormal: vec3<f32>;\n var phaseAngle: f32;\n var phaseLight: vec3<f32>;\n var phaseShade: f32;\n var maria: f32;\n var param_7: vec2<f32>;\n var param_8: vec2<f32>;\n var albedo: f32;\n var limb: f32;\n var earthshine: f32;\n var lunarLight: f32;\n var phaseIllumination: f32;\n var moonHalo: f32;\n var p_3: vec2<f32>;\n var cell: vec2<f32>;\n var h: f32;\n var param_9: vec2<f32>;\n var jitter: vec2<f32>;\n var param_10: vec2<f32>;\n var param_11: vec2<f32>;\n var d_1: f32;\n var star: f32;\n var uv: vec2<f32>;\n var band_1: f32;\n var param_12: vec2<f32>;\n var fade: f32;\n var cloudCol: vec3<f32>;\n var waterLight: f32;\n\n let _e159 = unnamed.uInvViewProj;\n let _e160 = vNdc_1;\n world = (_e159 * vec4<f32>(_e160.x, _e160.y, 1f, 1f));\n let _e165 = world;\n let _e168 = world[3u];\n let _e172 = unnamed.uCameraPos;\n dir = normalize(((_e165.xyz / vec3(_e168)) - _e172));\n let _e176 = dir[1u];\n t = _e176;\n let _e177 = t;\n if (_e177 >= 0f) {\n let _e180 = unnamed.uHorizonColor;\n let _e182 = unnamed.uTopColor;\n let _e183 = t;\n local = mix(_e180, _e182, vec3(pow(min(_e183, 1f), 0.55f)));\n } else {\n let _e189 = unnamed.uHorizonColor;\n let _e191 = unnamed.uDeepColor;\n let _e192 = t;\n local = mix(_e189, _e191, vec3(min((-(_e192) * 1.8f), 1f)));\n }\n let _e198 = local;\n col = _e198;\n let _e200 = dir[1u];\n aboveHorizon = smoothstep(-0.04f, 0.06f, _e200);\n let _e204 = unnamed.uSunDir[1u];\n let _e209 = unnamed.uSunDir[1u];\n sunset = ((1f - smoothstep(-0.03f, 0.3f, _e204)) * smoothstep(-0.35f, -0.05f, _e209));\n ember = vec3<f32>(1f, 0.36f, 0.13f);\n let _e212 = dir;\n let _e214 = unnamed.uSunDir;\n s = max(dot(_e212, _e214), 0f);\n let _e218 = unnamed.uSunColor;\n let _e220 = unnamed.uSunColor;\n let _e221 = ember;\n let _e223 = sunset;\n discColor = mix(_e218, (_e220 * _e221), vec3((_e223 * 0.85f)));\n let _e227 = discColor;\n let _e228 = s;\n let _e230 = unnamed.uSunDiscExponent;\n let _e233 = s;\n let _e235 = unnamed.uSunDiscExponent;\n let _e242 = aboveHorizon;\n let _e244 = col;\n col = (_e244 + ((_e227 * ((pow(_e228, _e230) * 1.2f) + (pow(_e233, max((_e235 / 75f), 1f)) * 0.12f))) * _e242));\n let _e247 = unnamed.uSunDir;\n sunBearing = normalize((_e247.xz + vec2<f32>(0.00001f, 0.00001f)));\n let _e251 = dir;\n viewBearing = normalize((_e251.xz + vec2<f32>(0.00001f, 0.00001f)));\n let _e255 = viewBearing;\n let _e256 = sunBearing;\n toward = max(dot(_e255, _e256), 0f);\n let _e260 = dir[1u];\n if (_e260 >= 0f) {\n let _e263 = dir[1u];\n local_1 = _e263;\n } else {\n let _e265 = dir[1u];\n local_1 = (-(_e265) * 3f);\n }\n let _e268 = local_1;\n fromHorizon = _e268;\n let _e269 = fromHorizon;\n band = pow((1f - min((_e269 * 2.2f), 1f)), 2.6f);\n let _e274 = ember;\n let _e275 = sunset;\n let _e277 = band;\n let _e279 = toward;\n let _e284 = col;\n col = (_e284 + (((_e274 * _e275) * _e277) * (0.18f + (0.75f * pow(_e279, 2.2f)))));\n let _e286 = viewBearing;\n let _e287 = sunBearing;\n away = max(-(dot(_e286, _e287)), 0f);\n let _e291 = sunset;\n let _e293 = band;\n let _e295 = away;\n let _e298 = col;\n col = (_e298 + ((((vec3<f32>(0.42f, 0.28f, 0.45f) * _e291) * _e293) * _e295) * 0.22f));\n let _e302 = unnamed.uMoonDir[1u];\n moonReference = select(vec3<f32>(1f, 0f, 0f), vec3<f32>(0f, 1f, 0f), vec3((abs(_e302) < 0.98f)));\n let _e307 = moonReference;\n let _e309 = unnamed.uMoonDir;\n moonRight = normalize(cross(_e307, _e309));\n let _e313 = unnamed.uMoonDir;\n let _e314 = moonRight;\n moonUp = cross(_e313, _e314);\n let _e317 = unnamed.uMoonAngularRadius;\n moonRadius = clamp(_e317, 0.001f, 0.5f);\n let _e319 = dir;\n let _e320 = moonRight;\n let _e322 = dir;\n let _e323 = moonUp;\n let _e326 = moonRadius;\n moonUv = (vec2<f32>(dot(_e319, _e320), dot(_e322, _e323)) / vec2(_e326));\n let _e329 = moonUv;\n let _e330 = moonUv;\n moonRadiusSq = dot(_e329, _e330);\n let _e332 = dir;\n let _e334 = unnamed.uMoonDir;\n moonFacing = step(0f, dot(_e332, _e334));\n let _e337 = moonRadiusSq;\n let _e340 = moonFacing;\n moonDisc = ((1f - smoothstep(0.9f, 1f, _e337)) * _e340);\n let _e342 = moonDisc;\n if (_e342 > 0f) {\n let _e344 = moonRadiusSq;\n sphereZ = sqrt(max((1f - _e344), 0f));\n let _e348 = moonUv;\n let _e349 = sphereZ;\n surfaceNormal = normalize(vec3<f32>(_e348.x, _e348.y, _e349));\n let _e355 = unnamed.uMoonPhase;\n phaseAngle = (_e355 * 6.2831855f);\n let _e357 = phaseAngle;\n let _e359 = phaseAngle;\n phaseLight = vec3<f32>(sin(_e357), 0f, -(cos(_e359)));\n let _e363 = surfaceNormal;\n let _e364 = phaseLight;\n phaseShade = max(dot(_e363, _e364), 0f);\n let _e367 = moonUv;\n param_7 = ((_e367 * 3.2f) + vec2<f32>(4.7f, 9.1f));\n let _e370 = valueNoise_u0028_vf2_u003b((¶m_7));\n let _e372 = moonUv;\n param_8 = ((_e372 * 9.3f) - vec2<f32>(7.4f, 2.6f));\n let _e375 = valueNoise_u0028_vf2_u003b((¶m_8));\n maria = ((_e370 * 0.68f) + (_e375 * 0.32f));\n let _e378 = maria;\n albedo = mix(0.56f, 1.02f, _e378);\n let _e380 = sphereZ;\n limb = mix(0.72f, 1f, _e380);\n earthshine = 0.035f;\n let _e382 = earthshine;\n let _e383 = earthshine;\n let _e385 = phaseShade;\n lunarLight = (_e382 + ((1f - _e383) * _e385));\n let _e389 = unnamed.uMoonColor;\n let _e390 = albedo;\n let _e392 = limb;\n let _e394 = lunarLight;\n let _e396 = moonDisc;\n let _e400 = unnamed.uNightFactor;\n let _e402 = aboveHorizon;\n let _e404 = col;\n col = (_e404 + (((((((_e389 * _e390) * _e392) * _e394) * _e396) * 1.35f) * _e400) * _e402));\n }\n let _e407 = unnamed.uMoonPhase;\n phaseIllumination = (0.5f - (cos((_e407 * 6.2831855f)) * 0.5f));\n let _e412 = moonUv;\n let _e416 = moonFacing;\n moonHalo = ((1f - smoothstep(1f, 3f, length(_e412))) * _e416);\n let _e419 = unnamed.uMoonColor;\n let _e420 = moonHalo;\n let _e423 = phaseIllumination;\n let _e426 = unnamed.uNightFactor;\n let _e428 = aboveHorizon;\n let _e430 = col;\n col = (_e430 + (((((_e419 * _e420) * 0.08f) * _e423) * _e426) * _e428));\n let _e433 = dir[1u];\n if (_e433 > 0f) {\n let _e436 = unnamed.uNightFactor;\n if (_e436 > 0f) {\n let _e438 = dir;\n let _e441 = dir[1u];\n p_3 = ((_e438.xz / vec2((1f + _e441))) * 26f);\n let _e446 = p_3;\n cell = floor(_e446);\n let _e448 = cell;\n param_9 = _e448;\n let _e449 = hash21_u0028_vf2_u003b((¶m_9));\n h = _e449;\n let _e450 = h;\n if (_e450 > 0.93f) {\n let _e452 = cell;\n param_10 = (_e452 + vec2(17.3f));\n let _e455 = hash21_u0028_vf2_u003b((¶m_10));\n let _e456 = cell;\n param_11 = (_e456 + vec2(41.7f));\n let _e459 = hash21_u0028_vf2_u003b((¶m_11));\n jitter = vec2<f32>(_e455, _e459);\n let _e461 = p_3;\n let _e463 = jitter;\n d_1 = length((fract(_e461) - _e463));\n let _e466 = d_1;\n let _e468 = h;\n star = (smoothstep(0.1f, 0f, _e466) * (0.4f + (_e468 * 0.6f)));\n let _e472 = star;\n let _e475 = unnamed.uNightFactor;\n let _e478 = dir[1u];\n let _e481 = col;\n col = (_e481 + (((vec3<f32>(0.86f, 0.91f, 1f) * _e472) * _e475) * smoothstep(0.03f, 0.3f, _e478)));\n }\n }\n let _e484 = dir[1u];\n if (_e484 > 0.02f) {\n let _e486 = dir;\n let _e489 = dir[1u];\n let _e495 = unnamed.uCloudOffset;\n uv = (((_e486.xz / vec2(max(_e489, 0.16f))) * 0.09f) + (_e495 * 0.012f));\n let _e498 = uv;\n param_12 = _e498;\n let _e499 = fbm_u0028_vf2_u003b((¶m_12));\n band_1 = smoothstep(0.46f, 0.6f, _e499);\n let _e502 = dir[1u];\n fade = smoothstep(0.02f, 0.3f, _e502);\n let _e505 = unnamed.uHorizonColor;\n let _e509 = unnamed.uNightFactor;\n cloudCol = (mix(_e505, vec3<f32>(1f, 1f, 1f), vec3(0.45f)) * mix(1f, 0.32f, _e509));\n let _e512 = col;\n let _e513 = cloudCol;\n let _e514 = band_1;\n let _e515 = fade;\n col = mix(_e512, _e513, vec3(((_e514 * _e515) * 0.8f)));\n }\n }\n let _e521 = dir[1u];\n waterLight = mix(0.62f, 1.08f, clamp(((_e521 * 0.5f) + 0.5f), 0f, 1f));\n let _e526 = col;\n let _e528 = unnamed.uUnderwaterColor;\n let _e529 = waterLight;\n let _e532 = unnamed.uUnderwaterFactor;\n col = mix(_e526, (_e528 * _e529), vec3(_e532));\n let _e535 = col;\n outColor = vec4<f32>(_e535.x, _e535.y, _e535.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vNdc: vec2<f32>) -> @location(0) vec4<f32> {\n vNdc_1 = vNdc;\n main_1();\n let _e3 = outColor;\n return _e3;\n}\n";
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export declare const SKY_FRAG_WGSL = "struct Uniforms {\n uInvViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTopColor: vec3<f32>,\n uHorizonColor: vec3<f32>,\n uDeepColor: vec3<f32>,\n uSunDir: vec3<f32>,\n uSunColor: vec3<f32>,\n uSunDiscExponent: f32,\n uMoonDir: vec3<f32>,\n uMoonColor: vec3<f32>,\n uMoonAngularRadius: f32,\n uMoonPhase: f32,\n uNightFactor: f32,\n uCloudOffset: vec2<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNdc_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e149 = (*c);\n low = (_e149 * 12.92f);\n let _e151 = (*c);\n high = ((pow(max(_e151, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e157 = high;\n let _e158 = low;\n let _e159 = (*c);\n return mix(_e157, _e158, step(_e159, 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 _e150 = (*c_1)[0u];\n let _e152 = (*c_1)[1u];\n let _e154 = (*c_1)[2u];\n m = max(_e150, max(_e152, _e154));\n let _e157 = m;\n if (_e157 <= 0.8f) {\n let _e159 = (*c_1);\n return _e159;\n }\n let _e160 = m;\n e = (_e160 - 0.8f);\n let _e162 = (*c_1);\n let _e163 = e;\n let _e165 = e;\n let _e169 = m;\n return (_e162 * ((0.8f + ((0.2f * _e163) / (_e165 + 0.2f))) / _e169));\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 _e149 = (*v);\n let _e150 = (*v);\n a = ((_e149 * (_e150 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e156 = (*v);\n let _e157 = (*v);\n b = ((_e156 * ((_e157 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e164 = a;\n let _e165 = b;\n return (_e164 / _e165);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e149 = unnamed.uOutputExposure;\n let _e150 = (*x);\n (*x) = (_e150 * _e149);\n let _e152 = (*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)) * _e152);\n let _e154 = 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)) * _e154), 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 _e151 = unnamed.uOutputTransform;\n if (_e151 == 0i) {\n let _e153 = (*c_2);\n return _e153;\n }\n let _e155 = unnamed.uOutputTransform;\n if (_e155 == 2i) {\n let _e157 = (*c_2);\n param_1 = _e157;\n let _e158 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e158;\n }\n let _e160 = unnamed.uOutputTransform;\n if (_e160 == 3i) {\n let _e162 = (*c_2);\n let _e164 = unnamed.uOutputExposure;\n param_2 = (_e162 * _e164);\n let _e166 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e166;\n }\n let _e167 = (*c_2);\n param_3 = _e167;\n let _e168 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e168;\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e147 = (*p);\n return fract((sin(dot(_e147, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var a_1: f32;\n var param_4: vec2<f32>;\n var b_1: f32;\n var param_5: vec2<f32>;\n var c_3: f32;\n var param_6: vec2<f32>;\n var d: f32;\n var param_7: vec2<f32>;\n\n let _e158 = (*p_1);\n i = floor(_e158);\n let _e160 = (*p_1);\n f = fract(_e160);\n let _e162 = f;\n let _e163 = f;\n let _e165 = f;\n u = ((_e162 * _e163) * (vec2(3f) - (_e165 * 2f)));\n let _e170 = i;\n param_4 = _e170;\n let _e171 = hash21_u0028_vf2_u003b((¶m_4));\n a_1 = _e171;\n let _e172 = i;\n param_5 = (_e172 + vec2<f32>(1f, 0f));\n let _e174 = hash21_u0028_vf2_u003b((¶m_5));\n b_1 = _e174;\n let _e175 = i;\n param_6 = (_e175 + vec2<f32>(0f, 1f));\n let _e177 = hash21_u0028_vf2_u003b((¶m_6));\n c_3 = _e177;\n let _e178 = i;\n param_7 = (_e178 + vec2<f32>(1f, 1f));\n let _e180 = hash21_u0028_vf2_u003b((¶m_7));\n d = _e180;\n let _e181 = a_1;\n let _e182 = b_1;\n let _e184 = u[0u];\n let _e186 = c_3;\n let _e187 = d;\n let _e189 = u[0u];\n let _e192 = u[1u];\n return mix(mix(_e181, _e182, _e184), mix(_e186, _e187, _e189), _e192);\n}\n\nfn fbm_u0028_vf2_u003b(p_2: ptr<function, vec2<f32>>) -> f32 {\n var v_1: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n var param_10: vec2<f32>;\n\n let _e151 = (*p_2);\n param_8 = _e151;\n let _e152 = valueNoise_u0028_vf2_u003b((¶m_8));\n v_1 = (_e152 * 0.5f);\n let _e154 = (*p_2);\n param_9 = (_e154 * 2.03f);\n let _e156 = valueNoise_u0028_vf2_u003b((¶m_9));\n let _e158 = v_1;\n v_1 = (_e158 + (_e156 * 0.3f));\n let _e160 = (*p_2);\n param_10 = (_e160 * 4.01f);\n let _e162 = valueNoise_u0028_vf2_u003b((¶m_10));\n let _e164 = v_1;\n v_1 = (_e164 + (_e162 * 0.2f));\n let _e166 = v_1;\n return _e166;\n}\n\nfn main_1() {\n var world: vec4<f32>;\n var dir: vec3<f32>;\n var t: f32;\n var col: vec3<f32>;\n var local: vec3<f32>;\n var aboveHorizon: f32;\n var sunset: f32;\n var ember: vec3<f32>;\n var s: f32;\n var discColor: vec3<f32>;\n var sunBearing: vec2<f32>;\n var viewBearing: vec2<f32>;\n var toward: f32;\n var fromHorizon: f32;\n var local_1: f32;\n var band: f32;\n var away: f32;\n var moonReference: vec3<f32>;\n var moonRight: vec3<f32>;\n var moonUp: vec3<f32>;\n var moonRadius: f32;\n var moonUv: vec2<f32>;\n var moonRadiusSq: f32;\n var moonFacing: f32;\n var moonDisc: f32;\n var sphereZ: f32;\n var surfaceNormal: vec3<f32>;\n var phaseAngle: f32;\n var phaseLight: vec3<f32>;\n var phaseShade: f32;\n var maria: f32;\n var param_11: vec2<f32>;\n var param_12: vec2<f32>;\n var albedo: f32;\n var limb: f32;\n var earthshine: f32;\n var lunarLight: f32;\n var phaseIllumination: f32;\n var moonHalo: f32;\n var p_3: vec2<f32>;\n var cell: vec2<f32>;\n var h: f32;\n var param_13: vec2<f32>;\n var jitter: vec2<f32>;\n var param_14: vec2<f32>;\n var param_15: vec2<f32>;\n var d_1: f32;\n var star: f32;\n var uv: vec2<f32>;\n var band_1: f32;\n var param_16: vec2<f32>;\n var fade: f32;\n var cloudCol: vec3<f32>;\n var waterLight: f32;\n var param_17: vec3<f32>;\n\n let _e202 = unnamed.uInvViewProj;\n let _e203 = vNdc_1;\n world = (_e202 * vec4<f32>(_e203.x, _e203.y, 1f, 1f));\n let _e208 = world;\n let _e211 = world[3u];\n let _e215 = unnamed.uCameraPos;\n dir = normalize(((_e208.xyz / vec3(_e211)) - _e215));\n let _e219 = dir[1u];\n t = _e219;\n let _e220 = t;\n if (_e220 >= 0f) {\n let _e223 = unnamed.uHorizonColor;\n let _e225 = unnamed.uTopColor;\n let _e226 = t;\n local = mix(_e223, _e225, vec3(pow(min(_e226, 1f), 0.55f)));\n } else {\n let _e232 = unnamed.uHorizonColor;\n let _e234 = unnamed.uDeepColor;\n let _e235 = t;\n local = mix(_e232, _e234, vec3(min((-(_e235) * 1.8f), 1f)));\n }\n let _e241 = local;\n col = _e241;\n let _e243 = dir[1u];\n aboveHorizon = smoothstep(-0.04f, 0.06f, _e243);\n let _e247 = unnamed.uSunDir[1u];\n let _e252 = unnamed.uSunDir[1u];\n sunset = ((1f - smoothstep(-0.03f, 0.3f, _e247)) * smoothstep(-0.35f, -0.05f, _e252));\n ember = vec3<f32>(1f, 0.36f, 0.13f);\n let _e255 = dir;\n let _e257 = unnamed.uSunDir;\n s = max(dot(_e255, _e257), 0f);\n let _e261 = unnamed.uSunColor;\n let _e263 = unnamed.uSunColor;\n let _e264 = ember;\n let _e266 = sunset;\n discColor = mix(_e261, (_e263 * _e264), vec3((_e266 * 0.85f)));\n let _e270 = discColor;\n let _e271 = s;\n let _e273 = unnamed.uSunDiscExponent;\n let _e276 = s;\n let _e278 = unnamed.uSunDiscExponent;\n let _e285 = aboveHorizon;\n let _e287 = col;\n col = (_e287 + ((_e270 * ((pow(_e271, _e273) * 1.2f) + (pow(_e276, max((_e278 / 75f), 1f)) * 0.12f))) * _e285));\n let _e290 = unnamed.uSunDir;\n sunBearing = normalize((_e290.xz + vec2<f32>(0.00001f, 0.00001f)));\n let _e294 = dir;\n viewBearing = normalize((_e294.xz + vec2<f32>(0.00001f, 0.00001f)));\n let _e298 = viewBearing;\n let _e299 = sunBearing;\n toward = max(dot(_e298, _e299), 0f);\n let _e303 = dir[1u];\n if (_e303 >= 0f) {\n let _e306 = dir[1u];\n local_1 = _e306;\n } else {\n let _e308 = dir[1u];\n local_1 = (-(_e308) * 3f);\n }\n let _e311 = local_1;\n fromHorizon = _e311;\n let _e312 = fromHorizon;\n band = pow((1f - min((_e312 * 2.2f), 1f)), 2.6f);\n let _e317 = ember;\n let _e318 = sunset;\n let _e320 = band;\n let _e322 = toward;\n let _e327 = col;\n col = (_e327 + (((_e317 * _e318) * _e320) * (0.18f + (0.75f * pow(_e322, 2.2f)))));\n let _e329 = viewBearing;\n let _e330 = sunBearing;\n away = max(-(dot(_e329, _e330)), 0f);\n let _e334 = sunset;\n let _e336 = band;\n let _e338 = away;\n let _e341 = col;\n col = (_e341 + ((((vec3<f32>(0.42f, 0.28f, 0.45f) * _e334) * _e336) * _e338) * 0.22f));\n let _e345 = unnamed.uMoonDir[1u];\n moonReference = select(vec3<f32>(1f, 0f, 0f), vec3<f32>(0f, 1f, 0f), vec3((abs(_e345) < 0.98f)));\n let _e350 = moonReference;\n let _e352 = unnamed.uMoonDir;\n moonRight = normalize(cross(_e350, _e352));\n let _e356 = unnamed.uMoonDir;\n let _e357 = moonRight;\n moonUp = cross(_e356, _e357);\n let _e360 = unnamed.uMoonAngularRadius;\n moonRadius = clamp(_e360, 0.001f, 0.5f);\n let _e362 = dir;\n let _e363 = moonRight;\n let _e365 = dir;\n let _e366 = moonUp;\n let _e369 = moonRadius;\n moonUv = (vec2<f32>(dot(_e362, _e363), dot(_e365, _e366)) / vec2(_e369));\n let _e372 = moonUv;\n let _e373 = moonUv;\n moonRadiusSq = dot(_e372, _e373);\n let _e375 = dir;\n let _e377 = unnamed.uMoonDir;\n moonFacing = step(0f, dot(_e375, _e377));\n let _e380 = moonRadiusSq;\n let _e383 = moonFacing;\n moonDisc = ((1f - smoothstep(0.9f, 1f, _e380)) * _e383);\n let _e385 = moonDisc;\n if (_e385 > 0f) {\n let _e387 = moonRadiusSq;\n sphereZ = sqrt(max((1f - _e387), 0f));\n let _e391 = moonUv;\n let _e392 = sphereZ;\n surfaceNormal = normalize(vec3<f32>(_e391.x, _e391.y, _e392));\n let _e398 = unnamed.uMoonPhase;\n phaseAngle = (_e398 * 6.2831855f);\n let _e400 = phaseAngle;\n let _e402 = phaseAngle;\n phaseLight = vec3<f32>(sin(_e400), 0f, -(cos(_e402)));\n let _e406 = surfaceNormal;\n let _e407 = phaseLight;\n phaseShade = max(dot(_e406, _e407), 0f);\n let _e410 = moonUv;\n param_11 = ((_e410 * 3.2f) + vec2<f32>(4.7f, 9.1f));\n let _e413 = valueNoise_u0028_vf2_u003b((¶m_11));\n let _e415 = moonUv;\n param_12 = ((_e415 * 9.3f) - vec2<f32>(7.4f, 2.6f));\n let _e418 = valueNoise_u0028_vf2_u003b((¶m_12));\n maria = ((_e413 * 0.68f) + (_e418 * 0.32f));\n let _e421 = maria;\n albedo = mix(0.56f, 1.02f, _e421);\n let _e423 = sphereZ;\n limb = mix(0.72f, 1f, _e423);\n earthshine = 0.035f;\n let _e425 = earthshine;\n let _e426 = earthshine;\n let _e428 = phaseShade;\n lunarLight = (_e425 + ((1f - _e426) * _e428));\n let _e432 = unnamed.uMoonColor;\n let _e433 = albedo;\n let _e435 = limb;\n let _e437 = lunarLight;\n let _e439 = moonDisc;\n let _e443 = unnamed.uNightFactor;\n let _e445 = aboveHorizon;\n let _e447 = col;\n col = (_e447 + (((((((_e432 * _e433) * _e435) * _e437) * _e439) * 1.35f) * _e443) * _e445));\n }\n let _e450 = unnamed.uMoonPhase;\n phaseIllumination = (0.5f - (cos((_e450 * 6.2831855f)) * 0.5f));\n let _e455 = moonUv;\n let _e459 = moonFacing;\n moonHalo = ((1f - smoothstep(1f, 3f, length(_e455))) * _e459);\n let _e462 = unnamed.uMoonColor;\n let _e463 = moonHalo;\n let _e466 = phaseIllumination;\n let _e469 = unnamed.uNightFactor;\n let _e471 = aboveHorizon;\n let _e473 = col;\n col = (_e473 + (((((_e462 * _e463) * 0.08f) * _e466) * _e469) * _e471));\n let _e476 = dir[1u];\n if (_e476 > 0f) {\n let _e479 = unnamed.uNightFactor;\n if (_e479 > 0f) {\n let _e481 = dir;\n let _e484 = dir[1u];\n p_3 = ((_e481.xz / vec2((1f + _e484))) * 26f);\n let _e489 = p_3;\n cell = floor(_e489);\n let _e491 = cell;\n param_13 = _e491;\n let _e492 = hash21_u0028_vf2_u003b((¶m_13));\n h = _e492;\n let _e493 = h;\n if (_e493 > 0.93f) {\n let _e495 = cell;\n param_14 = (_e495 + vec2(17.3f));\n let _e498 = hash21_u0028_vf2_u003b((¶m_14));\n let _e499 = cell;\n param_15 = (_e499 + vec2(41.7f));\n let _e502 = hash21_u0028_vf2_u003b((¶m_15));\n jitter = vec2<f32>(_e498, _e502);\n let _e504 = p_3;\n let _e506 = jitter;\n d_1 = length((fract(_e504) - _e506));\n let _e509 = d_1;\n let _e511 = h;\n star = (smoothstep(0.1f, 0f, _e509) * (0.4f + (_e511 * 0.6f)));\n let _e515 = star;\n let _e518 = unnamed.uNightFactor;\n let _e521 = dir[1u];\n let _e524 = col;\n col = (_e524 + (((vec3<f32>(0.86f, 0.91f, 1f) * _e515) * _e518) * smoothstep(0.03f, 0.3f, _e521)));\n }\n }\n let _e527 = dir[1u];\n if (_e527 > 0.02f) {\n let _e529 = dir;\n let _e532 = dir[1u];\n let _e538 = unnamed.uCloudOffset;\n uv = (((_e529.xz / vec2(max(_e532, 0.16f))) * 0.09f) + (_e538 * 0.012f));\n let _e541 = uv;\n param_16 = _e541;\n let _e542 = fbm_u0028_vf2_u003b((¶m_16));\n band_1 = smoothstep(0.46f, 0.6f, _e542);\n let _e545 = dir[1u];\n fade = smoothstep(0.02f, 0.3f, _e545);\n let _e548 = unnamed.uHorizonColor;\n let _e552 = unnamed.uNightFactor;\n cloudCol = (mix(_e548, vec3<f32>(1f, 1f, 1f), vec3(0.45f)) * mix(1f, 0.32f, _e552));\n let _e555 = col;\n let _e556 = cloudCol;\n let _e557 = band_1;\n let _e558 = fade;\n col = mix(_e555, _e556, vec3(((_e557 * _e558) * 0.8f)));\n }\n }\n let _e564 = dir[1u];\n waterLight = mix(0.62f, 1.08f, clamp(((_e564 * 0.5f) + 0.5f), 0f, 1f));\n let _e569 = col;\n let _e571 = unnamed.uUnderwaterColor;\n let _e572 = waterLight;\n let _e575 = unnamed.uUnderwaterFactor;\n col = mix(_e569, (_e571 * _e572), vec3(_e575));\n let _e578 = col;\n param_17 = _e578;\n let _e579 = applyOutputTransform_u0028_vf3_u003b((¶m_17));\n outColor = vec4<f32>(_e579.x, _e579.y, _e579.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vNdc: vec2<f32>) -> @location(0) vec4<f32> {\n vNdc_1 = vNdc;\n main_1();\n let _e3 = outColor;\n return _e3;\n}\n";
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2
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export declare const SKY_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vNdc: vec2<f32>;\nvar<private> gl_VertexIndex_1: i32;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var indexable: array<vec2<f32>, 3>;\n\n let _e14 = gl_VertexIndex_1;\n indexable = array<vec2<f32>, 3>(vec2<f32>(-1f, -1f), vec2<f32>(3f, -1f), vec2<f32>(-1f, 3f));\n let _e16 = indexable[_e14];\n vNdc = _e16;\n let _e17 = vNdc;\n unnamed.gl_Position = vec4<f32>(_e17.x, _e17.y, 0f, 1f);\n return;\n}\n\n@vertex \nfn main(@builtin(vertex_index) gl_VertexIndex: u32) -> VertexOutput {\n gl_VertexIndex_1 = i32(gl_VertexIndex);\n main_1();\n let _e7 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e7);\n let _e9 = vNdc;\n let _e10 = unnamed.gl_Position;\n return VertexOutput(_e9, _e10);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -8,7 +8,7 @@ export declare const SKY_VERT_WGSL = "struct gl_PerVertex {\n @builtin(positi
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export declare const SKY_BINDINGS: {
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readonly SKY_FRAG: {
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10
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readonly uniforms: 1;
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-
readonly uniformSize:
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11
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readonly uniformSize: 240;
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readonly fields: {
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13
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readonly uInvViewProj: {
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14
14
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readonly offset: 0;
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@@ -90,6 +90,16 @@ export declare const SKY_BINDINGS: {
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readonly size: 4;
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91
91
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readonly type: "float";
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92
92
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};
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93
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+
readonly uOutputTransform: {
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94
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readonly offset: 224;
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95
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+
readonly size: 4;
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96
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+
readonly type: "int";
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97
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+
};
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98
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+
readonly uOutputExposure: {
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99
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+
readonly offset: 228;
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100
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+
readonly size: 4;
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101
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+
readonly type: "float";
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102
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+
};
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103
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};
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readonly textures: {};
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95
105
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};
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@@ -4,7 +4,7 @@
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4
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* The GLSL beside this file is the source of truth. A hand edit here is discarded by
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5
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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6
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*/
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7
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export const SKY_FRAG_WGSL = "struct Uniforms {\n uInvViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTopColor: vec3<f32>,\n uHorizonColor: vec3<f32>,\n uDeepColor: vec3<f32>,\n uSunDir: vec3<f32>,\n uSunColor: vec3<f32>,\n uSunDiscExponent: f32,\n uMoonDir: vec3<f32>,\n uMoonColor: vec3<f32>,\n uMoonAngularRadius: f32,\n uMoonPhase: f32,\n uNightFactor: f32,\n uCloudOffset: vec2<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNdc_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e105 = (*p);\n return fract((sin(dot(_e105, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var a: f32;\n var param: vec2<f32>;\n var b: f32;\n var param_1: vec2<f32>;\n var c: f32;\n var param_2: vec2<f32>;\n var d: f32;\n var param_3: vec2<f32>;\n\n let _e116 = (*p_1);\n i = floor(_e116);\n let _e118 = (*p_1);\n f = fract(_e118);\n let _e120 = f;\n let _e121 = f;\n let _e123 = f;\n u = ((_e120 * _e121) * (vec2(3f) - (_e123 * 2f)));\n let _e128 = i;\n param = _e128;\n let _e129 = hash21_u0028_vf2_u003b((¶m));\n a = _e129;\n let _e130 = i;\n param_1 = (_e130 + vec2<f32>(1f, 0f));\n let _e132 = hash21_u0028_vf2_u003b((¶m_1));\n b = _e132;\n let _e133 = i;\n param_2 = (_e133 + vec2<f32>(0f, 1f));\n let _e135 = hash21_u0028_vf2_u003b((¶m_2));\n c = _e135;\n let _e136 = i;\n param_3 = (_e136 + vec2<f32>(1f, 1f));\n let _e138 = hash21_u0028_vf2_u003b((¶m_3));\n d = _e138;\n let _e139 = a;\n let _e140 = b;\n let _e142 = u[0u];\n let _e144 = c;\n let _e145 = d;\n let _e147 = u[0u];\n let _e150 = u[1u];\n return mix(mix(_e139, _e140, _e142), mix(_e144, _e145, _e147), _e150);\n}\n\nfn fbm_u0028_vf2_u003b(p_2: ptr<function, vec2<f32>>) -> f32 {\n var v: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n\n let _e109 = (*p_2);\n param_4 = _e109;\n let _e110 = valueNoise_u0028_vf2_u003b((¶m_4));\n v = (_e110 * 0.5f);\n let _e112 = (*p_2);\n param_5 = (_e112 * 2.03f);\n let _e114 = valueNoise_u0028_vf2_u003b((¶m_5));\n let _e116 = v;\n v = (_e116 + (_e114 * 0.3f));\n let _e118 = (*p_2);\n param_6 = (_e118 * 4.01f);\n let _e120 = valueNoise_u0028_vf2_u003b((¶m_6));\n let _e122 = v;\n v = (_e122 + (_e120 * 0.2f));\n let _e124 = v;\n return _e124;\n}\n\nfn main_1() {\n var world: vec4<f32>;\n var dir: vec3<f32>;\n var t: f32;\n var col: vec3<f32>;\n var local: vec3<f32>;\n var aboveHorizon: f32;\n var sunset: f32;\n var ember: vec3<f32>;\n var s: f32;\n var discColor: vec3<f32>;\n var sunBearing: vec2<f32>;\n var viewBearing: vec2<f32>;\n var toward: f32;\n var fromHorizon: f32;\n var local_1: f32;\n var band: f32;\n var away: f32;\n var moonReference: vec3<f32>;\n var moonRight: vec3<f32>;\n var moonUp: vec3<f32>;\n var moonRadius: f32;\n var moonUv: vec2<f32>;\n var moonRadiusSq: f32;\n var moonFacing: f32;\n var moonDisc: f32;\n var sphereZ: f32;\n var surfaceNormal: vec3<f32>;\n var phaseAngle: f32;\n var phaseLight: vec3<f32>;\n var phaseShade: f32;\n var maria: f32;\n var param_7: vec2<f32>;\n var param_8: vec2<f32>;\n var albedo: f32;\n var limb: f32;\n var earthshine: f32;\n var lunarLight: f32;\n var phaseIllumination: f32;\n var moonHalo: f32;\n var p_3: vec2<f32>;\n var cell: vec2<f32>;\n var h: f32;\n var param_9: vec2<f32>;\n var jitter: vec2<f32>;\n var param_10: vec2<f32>;\n var param_11: vec2<f32>;\n var d_1: f32;\n var star: f32;\n var uv: vec2<f32>;\n var band_1: f32;\n var param_12: vec2<f32>;\n var fade: f32;\n var cloudCol: vec3<f32>;\n var waterLight: f32;\n\n let _e159 = unnamed.uInvViewProj;\n let _e160 = vNdc_1;\n world = (_e159 * vec4<f32>(_e160.x, _e160.y, 1f, 1f));\n let _e165 = world;\n let _e168 = world[3u];\n let _e172 = unnamed.uCameraPos;\n dir = normalize(((_e165.xyz / vec3(_e168)) - _e172));\n let _e176 = dir[1u];\n t = _e176;\n let _e177 = t;\n if (_e177 >= 0f) {\n let _e180 = unnamed.uHorizonColor;\n let _e182 = unnamed.uTopColor;\n let _e183 = t;\n local = mix(_e180, _e182, vec3(pow(min(_e183, 1f), 0.55f)));\n } else {\n let _e189 = unnamed.uHorizonColor;\n let _e191 = unnamed.uDeepColor;\n let _e192 = t;\n local = mix(_e189, _e191, vec3(min((-(_e192) * 1.8f), 1f)));\n }\n let _e198 = local;\n col = _e198;\n let _e200 = dir[1u];\n aboveHorizon = smoothstep(-0.04f, 0.06f, _e200);\n let _e204 = unnamed.uSunDir[1u];\n let _e209 = unnamed.uSunDir[1u];\n sunset = ((1f - smoothstep(-0.03f, 0.3f, _e204)) * smoothstep(-0.35f, -0.05f, _e209));\n ember = vec3<f32>(1f, 0.36f, 0.13f);\n let _e212 = dir;\n let _e214 = unnamed.uSunDir;\n s = max(dot(_e212, _e214), 0f);\n let _e218 = unnamed.uSunColor;\n let _e220 = unnamed.uSunColor;\n let _e221 = ember;\n let _e223 = sunset;\n discColor = mix(_e218, (_e220 * _e221), vec3((_e223 * 0.85f)));\n let _e227 = discColor;\n let _e228 = s;\n let _e230 = unnamed.uSunDiscExponent;\n let _e233 = s;\n let _e235 = unnamed.uSunDiscExponent;\n let _e242 = aboveHorizon;\n let _e244 = col;\n col = (_e244 + ((_e227 * ((pow(_e228, _e230) * 1.2f) + (pow(_e233, max((_e235 / 75f), 1f)) * 0.12f))) * _e242));\n let _e247 = unnamed.uSunDir;\n sunBearing = normalize((_e247.xz + vec2<f32>(0.00001f, 0.00001f)));\n let _e251 = dir;\n viewBearing = normalize((_e251.xz + vec2<f32>(0.00001f, 0.00001f)));\n let _e255 = viewBearing;\n let _e256 = sunBearing;\n toward = max(dot(_e255, _e256), 0f);\n let _e260 = dir[1u];\n if (_e260 >= 0f) {\n let _e263 = dir[1u];\n local_1 = _e263;\n } else {\n let _e265 = dir[1u];\n local_1 = (-(_e265) * 3f);\n }\n let _e268 = local_1;\n fromHorizon = _e268;\n let _e269 = fromHorizon;\n band = pow((1f - min((_e269 * 2.2f), 1f)), 2.6f);\n let _e274 = ember;\n let _e275 = sunset;\n let _e277 = band;\n let _e279 = toward;\n let _e284 = col;\n col = (_e284 + (((_e274 * _e275) * _e277) * (0.18f + (0.75f * pow(_e279, 2.2f)))));\n let _e286 = viewBearing;\n let _e287 = sunBearing;\n away = max(-(dot(_e286, _e287)), 0f);\n let _e291 = sunset;\n let _e293 = band;\n let _e295 = away;\n let _e298 = col;\n col = (_e298 + ((((vec3<f32>(0.42f, 0.28f, 0.45f) * _e291) * _e293) * _e295) * 0.22f));\n let _e302 = unnamed.uMoonDir[1u];\n moonReference = select(vec3<f32>(1f, 0f, 0f), vec3<f32>(0f, 1f, 0f), vec3((abs(_e302) < 0.98f)));\n let _e307 = moonReference;\n let _e309 = unnamed.uMoonDir;\n moonRight = normalize(cross(_e307, _e309));\n let _e313 = unnamed.uMoonDir;\n let _e314 = moonRight;\n moonUp = cross(_e313, _e314);\n let _e317 = unnamed.uMoonAngularRadius;\n moonRadius = clamp(_e317, 0.001f, 0.5f);\n let _e319 = dir;\n let _e320 = moonRight;\n let _e322 = dir;\n let _e323 = moonUp;\n let _e326 = moonRadius;\n moonUv = (vec2<f32>(dot(_e319, _e320), dot(_e322, _e323)) / vec2(_e326));\n let _e329 = moonUv;\n let _e330 = moonUv;\n moonRadiusSq = dot(_e329, _e330);\n let _e332 = dir;\n let _e334 = unnamed.uMoonDir;\n moonFacing = step(0f, dot(_e332, _e334));\n let _e337 = moonRadiusSq;\n let _e340 = moonFacing;\n moonDisc = ((1f - smoothstep(0.9f, 1f, _e337)) * _e340);\n let _e342 = moonDisc;\n if (_e342 > 0f) {\n let _e344 = moonRadiusSq;\n sphereZ = sqrt(max((1f - _e344), 0f));\n let _e348 = moonUv;\n let _e349 = sphereZ;\n surfaceNormal = normalize(vec3<f32>(_e348.x, _e348.y, _e349));\n let _e355 = unnamed.uMoonPhase;\n phaseAngle = (_e355 * 6.2831855f);\n let _e357 = phaseAngle;\n let _e359 = phaseAngle;\n phaseLight = vec3<f32>(sin(_e357), 0f, -(cos(_e359)));\n let _e363 = surfaceNormal;\n let _e364 = phaseLight;\n phaseShade = max(dot(_e363, _e364), 0f);\n let _e367 = moonUv;\n param_7 = ((_e367 * 3.2f) + vec2<f32>(4.7f, 9.1f));\n let _e370 = valueNoise_u0028_vf2_u003b((¶m_7));\n let _e372 = moonUv;\n param_8 = ((_e372 * 9.3f) - vec2<f32>(7.4f, 2.6f));\n let _e375 = valueNoise_u0028_vf2_u003b((¶m_8));\n maria = ((_e370 * 0.68f) + (_e375 * 0.32f));\n let _e378 = maria;\n albedo = mix(0.56f, 1.02f, _e378);\n let _e380 = sphereZ;\n limb = mix(0.72f, 1f, _e380);\n earthshine = 0.035f;\n let _e382 = earthshine;\n let _e383 = earthshine;\n let _e385 = phaseShade;\n lunarLight = (_e382 + ((1f - _e383) * _e385));\n let _e389 = unnamed.uMoonColor;\n let _e390 = albedo;\n let _e392 = limb;\n let _e394 = lunarLight;\n let _e396 = moonDisc;\n let _e400 = unnamed.uNightFactor;\n let _e402 = aboveHorizon;\n let _e404 = col;\n col = (_e404 + (((((((_e389 * _e390) * _e392) * _e394) * _e396) * 1.35f) * _e400) * _e402));\n }\n let _e407 = unnamed.uMoonPhase;\n phaseIllumination = (0.5f - (cos((_e407 * 6.2831855f)) * 0.5f));\n let _e412 = moonUv;\n let _e416 = moonFacing;\n moonHalo = ((1f - smoothstep(1f, 3f, length(_e412))) * _e416);\n let _e419 = unnamed.uMoonColor;\n let _e420 = moonHalo;\n let _e423 = phaseIllumination;\n let _e426 = unnamed.uNightFactor;\n let _e428 = aboveHorizon;\n let _e430 = col;\n col = (_e430 + (((((_e419 * _e420) * 0.08f) * _e423) * _e426) * _e428));\n let _e433 = dir[1u];\n if (_e433 > 0f) {\n let _e436 = unnamed.uNightFactor;\n if (_e436 > 0f) {\n let _e438 = dir;\n let _e441 = dir[1u];\n p_3 = ((_e438.xz / vec2((1f + _e441))) * 26f);\n let _e446 = p_3;\n cell = floor(_e446);\n let _e448 = cell;\n param_9 = _e448;\n let _e449 = hash21_u0028_vf2_u003b((¶m_9));\n h = _e449;\n let _e450 = h;\n if (_e450 > 0.93f) {\n let _e452 = cell;\n param_10 = (_e452 + vec2(17.3f));\n let _e455 = hash21_u0028_vf2_u003b((¶m_10));\n let _e456 = cell;\n param_11 = (_e456 + vec2(41.7f));\n let _e459 = hash21_u0028_vf2_u003b((¶m_11));\n jitter = vec2<f32>(_e455, _e459);\n let _e461 = p_3;\n let _e463 = jitter;\n d_1 = length((fract(_e461) - _e463));\n let _e466 = d_1;\n let _e468 = h;\n star = (smoothstep(0.1f, 0f, _e466) * (0.4f + (_e468 * 0.6f)));\n let _e472 = star;\n let _e475 = unnamed.uNightFactor;\n let _e478 = dir[1u];\n let _e481 = col;\n col = (_e481 + (((vec3<f32>(0.86f, 0.91f, 1f) * _e472) * _e475) * smoothstep(0.03f, 0.3f, _e478)));\n }\n }\n let _e484 = dir[1u];\n if (_e484 > 0.02f) {\n let _e486 = dir;\n let _e489 = dir[1u];\n let _e495 = unnamed.uCloudOffset;\n uv = (((_e486.xz / vec2(max(_e489, 0.16f))) * 0.09f) + (_e495 * 0.012f));\n let _e498 = uv;\n param_12 = _e498;\n let _e499 = fbm_u0028_vf2_u003b((¶m_12));\n band_1 = smoothstep(0.46f, 0.6f, _e499);\n let _e502 = dir[1u];\n fade = smoothstep(0.02f, 0.3f, _e502);\n let _e505 = unnamed.uHorizonColor;\n let _e509 = unnamed.uNightFactor;\n cloudCol = (mix(_e505, vec3<f32>(1f, 1f, 1f), vec3(0.45f)) * mix(1f, 0.32f, _e509));\n let _e512 = col;\n let _e513 = cloudCol;\n let _e514 = band_1;\n let _e515 = fade;\n col = mix(_e512, _e513, vec3(((_e514 * _e515) * 0.8f)));\n }\n }\n let _e521 = dir[1u];\n waterLight = mix(0.62f, 1.08f, clamp(((_e521 * 0.5f) + 0.5f), 0f, 1f));\n let _e526 = col;\n let _e528 = unnamed.uUnderwaterColor;\n let _e529 = waterLight;\n let _e532 = unnamed.uUnderwaterFactor;\n col = mix(_e526, (_e528 * _e529), vec3(_e532));\n let _e535 = col;\n outColor = vec4<f32>(_e535.x, _e535.y, _e535.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vNdc: vec2<f32>) -> @location(0) vec4<f32> {\n vNdc_1 = vNdc;\n main_1();\n let _e3 = outColor;\n return _e3;\n}\n";
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export const SKY_FRAG_WGSL = "struct Uniforms {\n uInvViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTopColor: vec3<f32>,\n uHorizonColor: vec3<f32>,\n uDeepColor: vec3<f32>,\n uSunDir: vec3<f32>,\n uSunColor: vec3<f32>,\n uSunDiscExponent: f32,\n uMoonDir: vec3<f32>,\n uMoonColor: vec3<f32>,\n uMoonAngularRadius: f32,\n uMoonPhase: f32,\n uNightFactor: f32,\n uCloudOffset: vec2<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNdc_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e149 = (*c);\n low = (_e149 * 12.92f);\n let _e151 = (*c);\n high = ((pow(max(_e151, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e157 = high;\n let _e158 = low;\n let _e159 = (*c);\n return mix(_e157, _e158, step(_e159, 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 _e150 = (*c_1)[0u];\n let _e152 = (*c_1)[1u];\n let _e154 = (*c_1)[2u];\n m = max(_e150, max(_e152, _e154));\n let _e157 = m;\n if (_e157 <= 0.8f) {\n let _e159 = (*c_1);\n return _e159;\n }\n let _e160 = m;\n e = (_e160 - 0.8f);\n let _e162 = (*c_1);\n let _e163 = e;\n let _e165 = e;\n let _e169 = m;\n return (_e162 * ((0.8f + ((0.2f * _e163) / (_e165 + 0.2f))) / _e169));\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 _e149 = (*v);\n let _e150 = (*v);\n a = ((_e149 * (_e150 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e156 = (*v);\n let _e157 = (*v);\n b = ((_e156 * ((_e157 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e164 = a;\n let _e165 = b;\n return (_e164 / _e165);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e149 = unnamed.uOutputExposure;\n let _e150 = (*x);\n (*x) = (_e150 * _e149);\n let _e152 = (*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)) * _e152);\n let _e154 = 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)) * _e154), 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 _e151 = unnamed.uOutputTransform;\n if (_e151 == 0i) {\n let _e153 = (*c_2);\n return _e153;\n }\n let _e155 = unnamed.uOutputTransform;\n if (_e155 == 2i) {\n let _e157 = (*c_2);\n param_1 = _e157;\n let _e158 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e158;\n }\n let _e160 = unnamed.uOutputTransform;\n if (_e160 == 3i) {\n let _e162 = (*c_2);\n let _e164 = unnamed.uOutputExposure;\n param_2 = (_e162 * _e164);\n let _e166 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e166;\n }\n let _e167 = (*c_2);\n param_3 = _e167;\n let _e168 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e168;\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e147 = (*p);\n return fract((sin(dot(_e147, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var a_1: f32;\n var param_4: vec2<f32>;\n var b_1: f32;\n var param_5: vec2<f32>;\n var c_3: f32;\n var param_6: vec2<f32>;\n var d: f32;\n var param_7: vec2<f32>;\n\n let _e158 = (*p_1);\n i = floor(_e158);\n let _e160 = (*p_1);\n f = fract(_e160);\n let _e162 = f;\n let _e163 = f;\n let _e165 = f;\n u = ((_e162 * _e163) * (vec2(3f) - (_e165 * 2f)));\n let _e170 = i;\n param_4 = _e170;\n let _e171 = hash21_u0028_vf2_u003b((¶m_4));\n a_1 = _e171;\n let _e172 = i;\n param_5 = (_e172 + vec2<f32>(1f, 0f));\n let _e174 = hash21_u0028_vf2_u003b((¶m_5));\n b_1 = _e174;\n let _e175 = i;\n param_6 = (_e175 + vec2<f32>(0f, 1f));\n let _e177 = hash21_u0028_vf2_u003b((¶m_6));\n c_3 = _e177;\n let _e178 = i;\n param_7 = (_e178 + vec2<f32>(1f, 1f));\n let _e180 = hash21_u0028_vf2_u003b((¶m_7));\n d = _e180;\n let _e181 = a_1;\n let _e182 = b_1;\n let _e184 = u[0u];\n let _e186 = c_3;\n let _e187 = d;\n let _e189 = u[0u];\n let _e192 = u[1u];\n return mix(mix(_e181, _e182, _e184), mix(_e186, _e187, _e189), _e192);\n}\n\nfn fbm_u0028_vf2_u003b(p_2: ptr<function, vec2<f32>>) -> f32 {\n var v_1: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n var param_10: vec2<f32>;\n\n let _e151 = (*p_2);\n param_8 = _e151;\n let _e152 = valueNoise_u0028_vf2_u003b((¶m_8));\n v_1 = (_e152 * 0.5f);\n let _e154 = (*p_2);\n param_9 = (_e154 * 2.03f);\n let _e156 = valueNoise_u0028_vf2_u003b((¶m_9));\n let _e158 = v_1;\n v_1 = (_e158 + (_e156 * 0.3f));\n let _e160 = (*p_2);\n param_10 = (_e160 * 4.01f);\n let _e162 = valueNoise_u0028_vf2_u003b((¶m_10));\n let _e164 = v_1;\n v_1 = (_e164 + (_e162 * 0.2f));\n let _e166 = v_1;\n return _e166;\n}\n\nfn main_1() {\n var world: vec4<f32>;\n var dir: vec3<f32>;\n var t: f32;\n var col: vec3<f32>;\n var local: vec3<f32>;\n var aboveHorizon: f32;\n var sunset: f32;\n var ember: vec3<f32>;\n var s: f32;\n var discColor: vec3<f32>;\n var sunBearing: vec2<f32>;\n var viewBearing: vec2<f32>;\n var toward: f32;\n var fromHorizon: f32;\n var local_1: f32;\n var band: f32;\n var away: f32;\n var moonReference: vec3<f32>;\n var moonRight: vec3<f32>;\n var moonUp: vec3<f32>;\n var moonRadius: f32;\n var moonUv: vec2<f32>;\n var moonRadiusSq: f32;\n var moonFacing: f32;\n var moonDisc: f32;\n var sphereZ: f32;\n var surfaceNormal: vec3<f32>;\n var phaseAngle: f32;\n var phaseLight: vec3<f32>;\n var phaseShade: f32;\n var maria: f32;\n var param_11: vec2<f32>;\n var param_12: vec2<f32>;\n var albedo: f32;\n var limb: f32;\n var earthshine: f32;\n var lunarLight: f32;\n var phaseIllumination: f32;\n var moonHalo: f32;\n var p_3: vec2<f32>;\n var cell: vec2<f32>;\n var h: f32;\n var param_13: vec2<f32>;\n var jitter: vec2<f32>;\n var param_14: vec2<f32>;\n var param_15: vec2<f32>;\n var d_1: f32;\n var star: f32;\n var uv: vec2<f32>;\n var band_1: f32;\n var param_16: vec2<f32>;\n var fade: f32;\n var cloudCol: vec3<f32>;\n var waterLight: f32;\n var param_17: vec3<f32>;\n\n let _e202 = unnamed.uInvViewProj;\n let _e203 = vNdc_1;\n world = (_e202 * vec4<f32>(_e203.x, _e203.y, 1f, 1f));\n let _e208 = world;\n let _e211 = world[3u];\n let _e215 = unnamed.uCameraPos;\n dir = normalize(((_e208.xyz / vec3(_e211)) - _e215));\n let _e219 = dir[1u];\n t = _e219;\n let _e220 = t;\n if (_e220 >= 0f) {\n let _e223 = unnamed.uHorizonColor;\n let _e225 = unnamed.uTopColor;\n let _e226 = t;\n local = mix(_e223, _e225, vec3(pow(min(_e226, 1f), 0.55f)));\n } else {\n let _e232 = unnamed.uHorizonColor;\n let _e234 = unnamed.uDeepColor;\n let _e235 = t;\n local = mix(_e232, _e234, vec3(min((-(_e235) * 1.8f), 1f)));\n }\n let _e241 = local;\n col = _e241;\n let _e243 = dir[1u];\n aboveHorizon = smoothstep(-0.04f, 0.06f, _e243);\n let _e247 = unnamed.uSunDir[1u];\n let _e252 = unnamed.uSunDir[1u];\n sunset = ((1f - smoothstep(-0.03f, 0.3f, _e247)) * smoothstep(-0.35f, -0.05f, _e252));\n ember = vec3<f32>(1f, 0.36f, 0.13f);\n let _e255 = dir;\n let _e257 = unnamed.uSunDir;\n s = max(dot(_e255, _e257), 0f);\n let _e261 = unnamed.uSunColor;\n let _e263 = unnamed.uSunColor;\n let _e264 = ember;\n let _e266 = sunset;\n discColor = mix(_e261, (_e263 * _e264), vec3((_e266 * 0.85f)));\n let _e270 = discColor;\n let _e271 = s;\n let _e273 = unnamed.uSunDiscExponent;\n let _e276 = s;\n let _e278 = unnamed.uSunDiscExponent;\n let _e285 = aboveHorizon;\n let _e287 = col;\n col = (_e287 + ((_e270 * ((pow(_e271, _e273) * 1.2f) + (pow(_e276, max((_e278 / 75f), 1f)) * 0.12f))) * _e285));\n let _e290 = unnamed.uSunDir;\n sunBearing = normalize((_e290.xz + vec2<f32>(0.00001f, 0.00001f)));\n let _e294 = dir;\n viewBearing = normalize((_e294.xz + vec2<f32>(0.00001f, 0.00001f)));\n let _e298 = viewBearing;\n let _e299 = sunBearing;\n toward = max(dot(_e298, _e299), 0f);\n let _e303 = dir[1u];\n if (_e303 >= 0f) {\n let _e306 = dir[1u];\n local_1 = _e306;\n } else {\n let _e308 = dir[1u];\n local_1 = (-(_e308) * 3f);\n }\n let _e311 = local_1;\n fromHorizon = _e311;\n let _e312 = fromHorizon;\n band = pow((1f - min((_e312 * 2.2f), 1f)), 2.6f);\n let _e317 = ember;\n let _e318 = sunset;\n let _e320 = band;\n let _e322 = toward;\n let _e327 = col;\n col = (_e327 + (((_e317 * _e318) * _e320) * (0.18f + (0.75f * pow(_e322, 2.2f)))));\n let _e329 = viewBearing;\n let _e330 = sunBearing;\n away = max(-(dot(_e329, _e330)), 0f);\n let _e334 = sunset;\n let _e336 = band;\n let _e338 = away;\n let _e341 = col;\n col = (_e341 + ((((vec3<f32>(0.42f, 0.28f, 0.45f) * _e334) * _e336) * _e338) * 0.22f));\n let _e345 = unnamed.uMoonDir[1u];\n moonReference = select(vec3<f32>(1f, 0f, 0f), vec3<f32>(0f, 1f, 0f), vec3((abs(_e345) < 0.98f)));\n let _e350 = moonReference;\n let _e352 = unnamed.uMoonDir;\n moonRight = normalize(cross(_e350, _e352));\n let _e356 = unnamed.uMoonDir;\n let _e357 = moonRight;\n moonUp = cross(_e356, _e357);\n let _e360 = unnamed.uMoonAngularRadius;\n moonRadius = clamp(_e360, 0.001f, 0.5f);\n let _e362 = dir;\n let _e363 = moonRight;\n let _e365 = dir;\n let _e366 = moonUp;\n let _e369 = moonRadius;\n moonUv = (vec2<f32>(dot(_e362, _e363), dot(_e365, _e366)) / vec2(_e369));\n let _e372 = moonUv;\n let _e373 = moonUv;\n moonRadiusSq = dot(_e372, _e373);\n let _e375 = dir;\n let _e377 = unnamed.uMoonDir;\n moonFacing = step(0f, dot(_e375, _e377));\n let _e380 = moonRadiusSq;\n let _e383 = moonFacing;\n moonDisc = ((1f - smoothstep(0.9f, 1f, _e380)) * _e383);\n let _e385 = moonDisc;\n if (_e385 > 0f) {\n let _e387 = moonRadiusSq;\n sphereZ = sqrt(max((1f - _e387), 0f));\n let _e391 = moonUv;\n let _e392 = sphereZ;\n surfaceNormal = normalize(vec3<f32>(_e391.x, _e391.y, _e392));\n let _e398 = unnamed.uMoonPhase;\n phaseAngle = (_e398 * 6.2831855f);\n let _e400 = phaseAngle;\n let _e402 = phaseAngle;\n phaseLight = vec3<f32>(sin(_e400), 0f, -(cos(_e402)));\n let _e406 = surfaceNormal;\n let _e407 = phaseLight;\n phaseShade = max(dot(_e406, _e407), 0f);\n let _e410 = moonUv;\n param_11 = ((_e410 * 3.2f) + vec2<f32>(4.7f, 9.1f));\n let _e413 = valueNoise_u0028_vf2_u003b((¶m_11));\n let _e415 = moonUv;\n param_12 = ((_e415 * 9.3f) - vec2<f32>(7.4f, 2.6f));\n let _e418 = valueNoise_u0028_vf2_u003b((¶m_12));\n maria = ((_e413 * 0.68f) + (_e418 * 0.32f));\n let _e421 = maria;\n albedo = mix(0.56f, 1.02f, _e421);\n let _e423 = sphereZ;\n limb = mix(0.72f, 1f, _e423);\n earthshine = 0.035f;\n let _e425 = earthshine;\n let _e426 = earthshine;\n let _e428 = phaseShade;\n lunarLight = (_e425 + ((1f - _e426) * _e428));\n let _e432 = unnamed.uMoonColor;\n let _e433 = albedo;\n let _e435 = limb;\n let _e437 = lunarLight;\n let _e439 = moonDisc;\n let _e443 = unnamed.uNightFactor;\n let _e445 = aboveHorizon;\n let _e447 = col;\n col = (_e447 + (((((((_e432 * _e433) * _e435) * _e437) * _e439) * 1.35f) * _e443) * _e445));\n }\n let _e450 = unnamed.uMoonPhase;\n phaseIllumination = (0.5f - (cos((_e450 * 6.2831855f)) * 0.5f));\n let _e455 = moonUv;\n let _e459 = moonFacing;\n moonHalo = ((1f - smoothstep(1f, 3f, length(_e455))) * _e459);\n let _e462 = unnamed.uMoonColor;\n let _e463 = moonHalo;\n let _e466 = phaseIllumination;\n let _e469 = unnamed.uNightFactor;\n let _e471 = aboveHorizon;\n let _e473 = col;\n col = (_e473 + (((((_e462 * _e463) * 0.08f) * _e466) * _e469) * _e471));\n let _e476 = dir[1u];\n if (_e476 > 0f) {\n let _e479 = unnamed.uNightFactor;\n if (_e479 > 0f) {\n let _e481 = dir;\n let _e484 = dir[1u];\n p_3 = ((_e481.xz / vec2((1f + _e484))) * 26f);\n let _e489 = p_3;\n cell = floor(_e489);\n let _e491 = cell;\n param_13 = _e491;\n let _e492 = hash21_u0028_vf2_u003b((¶m_13));\n h = _e492;\n let _e493 = h;\n if (_e493 > 0.93f) {\n let _e495 = cell;\n param_14 = (_e495 + vec2(17.3f));\n let _e498 = hash21_u0028_vf2_u003b((¶m_14));\n let _e499 = cell;\n param_15 = (_e499 + vec2(41.7f));\n let _e502 = hash21_u0028_vf2_u003b((¶m_15));\n jitter = vec2<f32>(_e498, _e502);\n let _e504 = p_3;\n let _e506 = jitter;\n d_1 = length((fract(_e504) - _e506));\n let _e509 = d_1;\n let _e511 = h;\n star = (smoothstep(0.1f, 0f, _e509) * (0.4f + (_e511 * 0.6f)));\n let _e515 = star;\n let _e518 = unnamed.uNightFactor;\n let _e521 = dir[1u];\n let _e524 = col;\n col = (_e524 + (((vec3<f32>(0.86f, 0.91f, 1f) * _e515) * _e518) * smoothstep(0.03f, 0.3f, _e521)));\n }\n }\n let _e527 = dir[1u];\n if (_e527 > 0.02f) {\n let _e529 = dir;\n let _e532 = dir[1u];\n let _e538 = unnamed.uCloudOffset;\n uv = (((_e529.xz / vec2(max(_e532, 0.16f))) * 0.09f) + (_e538 * 0.012f));\n let _e541 = uv;\n param_16 = _e541;\n let _e542 = fbm_u0028_vf2_u003b((¶m_16));\n band_1 = smoothstep(0.46f, 0.6f, _e542);\n let _e545 = dir[1u];\n fade = smoothstep(0.02f, 0.3f, _e545);\n let _e548 = unnamed.uHorizonColor;\n let _e552 = unnamed.uNightFactor;\n cloudCol = (mix(_e548, vec3<f32>(1f, 1f, 1f), vec3(0.45f)) * mix(1f, 0.32f, _e552));\n let _e555 = col;\n let _e556 = cloudCol;\n let _e557 = band_1;\n let _e558 = fade;\n col = mix(_e555, _e556, vec3(((_e557 * _e558) * 0.8f)));\n }\n }\n let _e564 = dir[1u];\n waterLight = mix(0.62f, 1.08f, clamp(((_e564 * 0.5f) + 0.5f), 0f, 1f));\n let _e569 = col;\n let _e571 = unnamed.uUnderwaterColor;\n let _e572 = waterLight;\n let _e575 = unnamed.uUnderwaterFactor;\n col = mix(_e569, (_e571 * _e572), vec3(_e575));\n let _e578 = col;\n param_17 = _e578;\n let _e579 = applyOutputTransform_u0028_vf3_u003b((¶m_17));\n outColor = vec4<f32>(_e579.x, _e579.y, _e579.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vNdc: vec2<f32>) -> @location(0) vec4<f32> {\n vNdc_1 = vNdc;\n main_1();\n let _e3 = outColor;\n return _e3;\n}\n";
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export const SKY_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vNdc: vec2<f32>;\nvar<private> gl_VertexIndex_1: i32;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var indexable: array<vec2<f32>, 3>;\n\n let _e14 = gl_VertexIndex_1;\n indexable = array<vec2<f32>, 3>(vec2<f32>(-1f, -1f), vec2<f32>(3f, -1f), vec2<f32>(-1f, 3f));\n let _e16 = indexable[_e14];\n vNdc = _e16;\n let _e17 = vNdc;\n unnamed.gl_Position = vec4<f32>(_e17.x, _e17.y, 0f, 1f);\n return;\n}\n\n@vertex \nfn main(@builtin(vertex_index) gl_VertexIndex: u32) -> VertexOutput {\n gl_VertexIndex_1 = i32(gl_VertexIndex);\n main_1();\n let _e7 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e7);\n let _e9 = vNdc;\n let _e10 = unnamed.gl_Position;\n return VertexOutput(_e9, _e10);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -14,7 +14,7 @@ export const SKY_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_P
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export const SKY_BINDINGS = {
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"SKY_FRAG": {
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"uniformSize":
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"fields": {
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"uInvViewProj": {
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"offset": 0,
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@@ -95,6 +95,16 @@ export const SKY_BINDINGS = {
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"offset": 220,
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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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"offset": 224,
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"size": 4,
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"type": "int"
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},
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"uOutputExposure": {
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"offset": 228,
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"size": 4,
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"type": "float"
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}
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},
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"textures": {}
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@@ -1,4 +1,4 @@
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1
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export declare const SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var 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 _e80 = unnamed.uFogMode;\n if (_e80 == 1i) {\n let _e83 = unnamed.uFogFar;\n let _e85 = unnamed.uFogNear;\n span = max((_e83 - _e85), 0.0001f);\n let _e88 = (*dist);\n let _e90 = unnamed.uFogNear;\n let _e92 = span;\n ramp = clamp(((_e88 - _e90) / _e92), 0f, 1f);\n let _e96 = unnamed.uUnderwaterFactor;\n if (_e96 <= 0f) {\n let _e98 = ramp;\n return _e98;\n }\n let _e100 = unnamed.uUnderwaterFogDensity;\n let _e101 = (*dist);\n wetLinear = (_e100 * _e101);\n let _e103 = ramp;\n let _e104 = wetLinear;\n let _e106 = wetLinear;\n let _e112 = unnamed.uUnderwaterFactor;\n return mix(_e103, (1f - exp2(((-(_e104) * _e106) * 1.442695f))), _e112);\n }\n let _e115 = unnamed.uFogNear;\n let _e116 = (*dist);\n start = min(_e115, _e116);\n let _e118 = (*dist);\n if (_e118 > 0f) {\n let _e120 = start;\n let _e121 = (*dist);\n local = (_e120 / _e121);\n } else {\n local = 0f;\n }\n let _e123 = local;\n before = _e123;\n let _e124 = (*pointY);\n let _e126 = unnamed.uFogEyeY;\n let _e129 = unnamed.uFogHeightFalloff;\n t = ((_e124 - _e126) * _e129);\n let _e131 = t;\n let _e132 = before;\n rest = (_e131 * (1f - _e132));\n let _e135 = rest;\n let _e138 = rest;\n denom = select(_e138, 0.0001f, (abs(_e135) < 0.0001f));\n let _e141 = unnamed.uFogDensity;\n let _e143 = t;\n let _e145 = before;\n let _e149 = (*dist);\n let _e150 = start;\n let _e153 = denom;\n let _e158 = denom;\n air = (1f - exp(((((-(_e141) * exp((-(_e143) * _e145))) * (_e149 - _e150)) * (1f - exp(-(_e153)))) / _e158)));\n let _e163 = unnamed.uUnderwaterFactor;\n if (_e163 <= 0f) {\n let _e165 = air;\n return _e165;\n }\n let _e167 = unnamed.uUnderwaterFogDensity;\n let _e168 = (*dist);\n wet = (_e167 * _e168);\n let _e170 = air;\n let _e171 = wet;\n let _e173 = wet;\n let _e179 = unnamed.uUnderwaterFactor;\n return mix(_e170, (1f - exp2(((-(_e171) * _e173) * 1.442695f))), _e179);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e67 = unnamed.uFogColor;\n let _e69 = unnamed.uUnderwaterColor;\n let _e71 = unnamed.uUnderwaterFactor;\n return mix(_e67, _e69, vec3(_e71));\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e67 = (*p);\n return fract((sin(dot(_e67, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e74 = (*p_1);\n i = floor(_e74);\n let _e76 = (*p_1);\n f = fract(_e76);\n let _e78 = f;\n let _e79 = f;\n let _e81 = f;\n u = ((_e78 * _e79) * (vec2(3f) - (_e81 * 2f)));\n let _e86 = i;\n param = _e86;\n let _e87 = hash21_u0028_vf2_u003b((¶m));\n let _e88 = i;\n param_1 = (_e88 + vec2<f32>(1f, 0f));\n let _e90 = hash21_u0028_vf2_u003b((¶m_1));\n let _e92 = u[0u];\n let _e94 = i;\n param_2 = (_e94 + vec2<f32>(0f, 1f));\n let _e96 = hash21_u0028_vf2_u003b((¶m_2));\n let _e97 = i;\n param_3 = (_e97 + vec2<f32>(1f, 1f));\n let _e99 = hash21_u0028_vf2_u003b((¶m_3));\n let _e101 = u[0u];\n let _e104 = u[1u];\n return mix(mix(_e87, _e90, _e92), mix(_e96, _e99, _e101), _e104);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>) -> f32 {\n var v: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n\n let _e72 = (*p_2);\n let _e74 = (*t_1);\n param_4 = ((_e72 * 2.2f) + vec2<f32>(0f, (-(_e74) * 0.55f)));\n let _e79 = valueNoise_u0028_vf2_u003b((¶m_4));\n v = (_e79 * 0.55f);\n let _e82 = unnamed.uNoiseOctaves;\n if (_e82 == 1i) {\n let _e84 = v;\n return (_e84 / 0.55f);\n }\n let _e86 = (*p_2);\n let _e88 = (*t_1);\n let _e90 = (*t_1);\n param_5 = ((_e86 * 4.7f) + vec2<f32>((_e88 * 0.12f), (-(_e90) * 0.9f)));\n let _e95 = valueNoise_u0028_vf2_u003b((¶m_5));\n let _e97 = v;\n v = (_e97 + (_e95 * 0.29f));\n let _e100 = unnamed.uNoiseOctaves;\n if (_e100 == 2i) {\n let _e102 = v;\n return (_e102 / 0.84f);\n }\n let _e104 = v;\n let _e105 = (*p_2);\n let _e107 = (*t_1);\n let _e110 = (*t_1);\n param_6 = ((_e105 * 9.3f) + vec2<f32>((-(_e107) * 0.09f), (-(_e110) * 1.4f)));\n let _e115 = valueNoise_u0028_vf2_u003b((¶m_6));\n return (_e104 + (_e115 * 0.16f));\n}\n\nfn main_1() {\n var t_2: f32;\n var height: f32;\n var spread: f32;\n var centred: f32;\n var sides: f32;\n var drift: f32;\n var param_7: vec2<f32>;\n var n: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var density: f32;\n var col: vec3<f32>;\n var atmosphereColor: vec3<f32>;\n var emerge: f32;\n var dissipate: f32;\n var fog: f32;\n var param_10: f32;\n var param_11: f32;\n var alpha: f32;\n var phi_341_: bool;\n\n let _e86 = unnamed.uClipEnabled;\n let _e87 = (_e86 != 0i);\n phi_341_ = _e87;\n if _e87 {\n let _e88 = vWorldPos_1;\n let _e94 = unnamed.uClipPlane;\n phi_341_ = (dot(vec4<f32>(_e88.x, _e88.y, _e88.z, 1f), _e94) < 0f);\n }\n let _e98 = phi_341_;\n if _e98 {\n discard;\n }\n let _e100 = unnamed.uTime;\n let _e101 = vSeed_1;\n t_2 = (_e100 + (_e101 * 53f));\n let _e105 = vUv_1[1u];\n height = _e105;\n let _e106 = height;\n spread = mix(0.5f, 1f, _e106);\n let _e109 = vUv_1[0u];\n let _e111 = spread;\n centred = (((_e109 - 0.5f) / _e111) + 0.5f);\n let _e114 = centred;\n sides = smoothstep(0f, 0.55f, (1f - clamp((abs((_e114 - 0.5f)) * 2f), 0f, 1f)));\n let _e121 = sides;\n if (_e121 <= 0.001f) {\n discard;\n }\n let _e123 = t_2;\n let _e125 = vSeed_1;\n param_7 = vec2<f32>((_e123 * 0.21f), (_e125 * 7f));\n let _e128 = valueNoise_u0028_vf2_u003b((¶m_7));\n let _e131 = height;\n let _e133 = height;\n drift = ((((_e128 - 0.5f) * 0.6f) * _e131) * _e133);\n let _e135 = centred;\n let _e136 = drift;\n let _e138 = height;\n param_8 = vec2<f32>((_e135 + _e136), _e138);\n let _e140 = t_2;\n param_9 = _e140;\n let _e141 = billow_u0028_vf2_u003b_f1_u003b((¶m_8), (¶m_9));\n n = _e141;\n let _e142 = n;\n let _e143 = sides;\n let _e146 = height;\n density = (((_e142 * _e143) * 1.35f) - (_e146 * 0.88f));\n let _e149 = density;\n if (_e149 <= 0.02f) {\n discard;\n }\n let _e151 = height;\n col = mix(vec3<f32>(0.9f, 0.42f, 0.16f), vec3<f32>(0.11f, 0.1f, 0.1f), vec3(smoothstep(0f, 0.34f, _e151)));\n let _e155 = mediumColor_u0028_();\n atmosphereColor = _e155;\n let _e156 = col;\n let _e157 = atmosphereColor;\n let _e158 = height;\n col = mix(_e156, _e157, vec3(smoothstep(0.3f, 0.95f, _e158)));\n let _e162 = height;\n emerge = smoothstep(0f, 0.3f, _e162);\n let _e164 = height;\n dissipate = (1f - smoothstep(0.22f, 0.75f, _e164));\n let _e167 = vDistance_1;\n param_10 = _e167;\n let _e169 = vWorldPos_1[1u];\n param_11 = _e169;\n let _e170 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_10), (¶m_11));\n fog = _e170;\n let _e171 = col;\n let _e172 = atmosphereColor;\n let _e173 = fog;\n col = mix(_e171, _e172, vec3(_e173));\n let _e176 = density;\n let _e179 = emerge;\n let _e181 = dissipate;\n alpha = (((clamp((_e176 * 0.95f), 0f, 1f) * _e179) * _e181) * 0.13f);\n let _e184 = col;\n let _e185 = alpha;\n let _e186 = fog;\n outColor = vec4<f32>(_e184.x, _e184.y, _e184.z, (_e185 * (1f - _e186)));\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(1) vSeed: f32, @location(0) vUv: vec2<f32>, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vSeed_1 = vSeed;\n vUv_1 = vUv;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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export declare const SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e113 = (*c);\n low = (_e113 * 12.92f);\n let _e115 = (*c);\n high = ((pow(max(_e115, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e121 = high;\n let _e122 = low;\n let _e123 = (*c);\n return mix(_e121, _e122, step(_e123, 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 _e114 = (*c_1)[0u];\n let _e116 = (*c_1)[1u];\n let _e118 = (*c_1)[2u];\n m = max(_e114, max(_e116, _e118));\n let _e121 = m;\n if (_e121 <= 0.8f) {\n let _e123 = (*c_1);\n return _e123;\n }\n let _e124 = m;\n e = (_e124 - 0.8f);\n let _e126 = (*c_1);\n let _e127 = e;\n let _e129 = e;\n let _e133 = m;\n return (_e126 * ((0.8f + ((0.2f * _e127) / (_e129 + 0.2f))) / _e133));\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 _e113 = (*v);\n let _e114 = (*v);\n a = ((_e113 * (_e114 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e120 = (*v);\n let _e121 = (*v);\n b = ((_e120 * ((_e121 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e128 = a;\n let _e129 = b;\n return (_e128 / _e129);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e113 = unnamed.uOutputExposure;\n let _e114 = (*x);\n (*x) = (_e114 * _e113);\n let _e116 = (*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)) * _e116);\n let _e118 = 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)) * _e118), 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 _e115 = unnamed.uOutputTransform;\n if (_e115 == 0i) {\n let _e117 = (*c_2);\n return _e117;\n }\n let _e119 = unnamed.uOutputTransform;\n if (_e119 == 2i) {\n let _e121 = (*c_2);\n param_1 = _e121;\n let _e122 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e122;\n }\n let _e124 = unnamed.uOutputTransform;\n if (_e124 == 3i) {\n let _e126 = (*c_2);\n let _e128 = unnamed.uOutputExposure;\n param_2 = (_e126 * _e128);\n let _e130 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e130;\n }\n let _e131 = (*c_2);\n param_3 = _e131;\n let _e132 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e132;\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 _e124 = unnamed.uFogMode;\n if (_e124 == 1i) {\n let _e127 = unnamed.uFogFar;\n let _e129 = unnamed.uFogNear;\n span = max((_e127 - _e129), 0.0001f);\n let _e132 = (*dist);\n let _e134 = unnamed.uFogNear;\n let _e136 = span;\n ramp = clamp(((_e132 - _e134) / _e136), 0f, 1f);\n let _e140 = unnamed.uUnderwaterFactor;\n if (_e140 <= 0f) {\n let _e142 = ramp;\n return _e142;\n }\n let _e144 = unnamed.uUnderwaterFogDensity;\n let _e145 = (*dist);\n wetLinear = (_e144 * _e145);\n let _e147 = ramp;\n let _e148 = wetLinear;\n let _e150 = wetLinear;\n let _e156 = unnamed.uUnderwaterFactor;\n return mix(_e147, (1f - exp2(((-(_e148) * _e150) * 1.442695f))), _e156);\n }\n let _e159 = unnamed.uFogNear;\n let _e160 = (*dist);\n start = min(_e159, _e160);\n let _e162 = (*dist);\n if (_e162 > 0f) {\n let _e164 = start;\n let _e165 = (*dist);\n local = (_e164 / _e165);\n } else {\n local = 0f;\n }\n let _e167 = local;\n before = _e167;\n let _e168 = (*pointY);\n let _e170 = unnamed.uFogEyeY;\n let _e173 = unnamed.uFogHeightFalloff;\n t = ((_e168 - _e170) * _e173);\n let _e175 = t;\n let _e176 = before;\n rest = (_e175 * (1f - _e176));\n let _e179 = rest;\n let _e182 = rest;\n denom = select(_e182, 0.0001f, (abs(_e179) < 0.0001f));\n let _e185 = unnamed.uFogDensity;\n let _e187 = t;\n let _e189 = before;\n let _e193 = (*dist);\n let _e194 = start;\n let _e197 = denom;\n let _e202 = denom;\n air = (1f - exp(((((-(_e185) * exp((-(_e187) * _e189))) * (_e193 - _e194)) * (1f - exp(-(_e197)))) / _e202)));\n let _e207 = unnamed.uUnderwaterFactor;\n if (_e207 <= 0f) {\n let _e209 = air;\n return _e209;\n }\n let _e211 = unnamed.uUnderwaterFogDensity;\n let _e212 = (*dist);\n wet = (_e211 * _e212);\n let _e214 = air;\n let _e215 = wet;\n let _e217 = wet;\n let _e223 = unnamed.uUnderwaterFactor;\n return mix(_e214, (1f - exp2(((-(_e215) * _e217) * 1.442695f))), _e223);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e111 = unnamed.uFogColor;\n let _e113 = unnamed.uUnderwaterColor;\n let _e115 = unnamed.uUnderwaterFactor;\n return mix(_e111, _e113, vec3(_e115));\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e111 = (*p);\n return fract((sin(dot(_e111, 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 _e118 = (*p_1);\n i = floor(_e118);\n let _e120 = (*p_1);\n f = fract(_e120);\n let _e122 = f;\n let _e123 = f;\n let _e125 = f;\n u = ((_e122 * _e123) * (vec2(3f) - (_e125 * 2f)));\n let _e130 = i;\n param_4 = _e130;\n let _e131 = hash21_u0028_vf2_u003b((¶m_4));\n let _e132 = i;\n param_5 = (_e132 + vec2<f32>(1f, 0f));\n let _e134 = hash21_u0028_vf2_u003b((¶m_5));\n let _e136 = u[0u];\n let _e138 = i;\n param_6 = (_e138 + vec2<f32>(0f, 1f));\n let _e140 = hash21_u0028_vf2_u003b((¶m_6));\n let _e141 = i;\n param_7 = (_e141 + vec2<f32>(1f, 1f));\n let _e143 = hash21_u0028_vf2_u003b((¶m_7));\n let _e145 = u[0u];\n let _e148 = u[1u];\n return mix(mix(_e131, _e134, _e136), mix(_e140, _e143, _e145), _e148);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>) -> f32 {\n var v_1: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n var param_10: vec2<f32>;\n\n let _e116 = (*p_2);\n let _e118 = (*t_1);\n param_8 = ((_e116 * 2.2f) + vec2<f32>(0f, (-(_e118) * 0.55f)));\n let _e123 = valueNoise_u0028_vf2_u003b((¶m_8));\n v_1 = (_e123 * 0.55f);\n let _e126 = unnamed.uNoiseOctaves;\n if (_e126 == 1i) {\n let _e128 = v_1;\n return (_e128 / 0.55f);\n }\n let _e130 = (*p_2);\n let _e132 = (*t_1);\n let _e134 = (*t_1);\n param_9 = ((_e130 * 4.7f) + vec2<f32>((_e132 * 0.12f), (-(_e134) * 0.9f)));\n let _e139 = valueNoise_u0028_vf2_u003b((¶m_9));\n let _e141 = v_1;\n v_1 = (_e141 + (_e139 * 0.29f));\n let _e144 = unnamed.uNoiseOctaves;\n if (_e144 == 2i) {\n let _e146 = v_1;\n return (_e146 / 0.84f);\n }\n let _e148 = v_1;\n let _e149 = (*p_2);\n let _e151 = (*t_1);\n let _e154 = (*t_1);\n param_10 = ((_e149 * 9.3f) + vec2<f32>((-(_e151) * 0.09f), (-(_e154) * 1.4f)));\n let _e159 = valueNoise_u0028_vf2_u003b((¶m_10));\n return (_e148 + (_e159 * 0.16f));\n}\n\nfn main_1() {\n var t_2: f32;\n var height: f32;\n var spread: f32;\n var centred: f32;\n var sides: f32;\n var drift: f32;\n var param_11: vec2<f32>;\n var n: f32;\n var param_12: vec2<f32>;\n var param_13: f32;\n var density: f32;\n var col: vec3<f32>;\n var atmosphereColor: vec3<f32>;\n var emerge: f32;\n var dissipate: f32;\n var fog: f32;\n var param_14: f32;\n var param_15: f32;\n var alpha: f32;\n var param_16: vec3<f32>;\n var phi_517_: bool;\n\n let _e131 = unnamed.uClipEnabled;\n let _e132 = (_e131 != 0i);\n phi_517_ = _e132;\n if _e132 {\n let _e133 = vWorldPos_1;\n let _e139 = unnamed.uClipPlane;\n phi_517_ = (dot(vec4<f32>(_e133.x, _e133.y, _e133.z, 1f), _e139) < 0f);\n }\n let _e143 = phi_517_;\n if _e143 {\n discard;\n }\n let _e145 = unnamed.uTime;\n let _e146 = vSeed_1;\n t_2 = (_e145 + (_e146 * 53f));\n let _e150 = vUv_1[1u];\n height = _e150;\n let _e151 = height;\n spread = mix(0.5f, 1f, _e151);\n let _e154 = vUv_1[0u];\n let _e156 = spread;\n centred = (((_e154 - 0.5f) / _e156) + 0.5f);\n let _e159 = centred;\n sides = smoothstep(0f, 0.55f, (1f - clamp((abs((_e159 - 0.5f)) * 2f), 0f, 1f)));\n let _e166 = sides;\n if (_e166 <= 0.001f) {\n discard;\n }\n let _e168 = t_2;\n let _e170 = vSeed_1;\n param_11 = vec2<f32>((_e168 * 0.21f), (_e170 * 7f));\n let _e173 = valueNoise_u0028_vf2_u003b((¶m_11));\n let _e176 = height;\n let _e178 = height;\n drift = ((((_e173 - 0.5f) * 0.6f) * _e176) * _e178);\n let _e180 = centred;\n let _e181 = drift;\n let _e183 = height;\n param_12 = vec2<f32>((_e180 + _e181), _e183);\n let _e185 = t_2;\n param_13 = _e185;\n let _e186 = billow_u0028_vf2_u003b_f1_u003b((¶m_12), (¶m_13));\n n = _e186;\n let _e187 = n;\n let _e188 = sides;\n let _e191 = height;\n density = (((_e187 * _e188) * 1.35f) - (_e191 * 0.88f));\n let _e194 = density;\n if (_e194 <= 0.02f) {\n discard;\n }\n let _e196 = height;\n col = mix(vec3<f32>(0.9f, 0.42f, 0.16f), vec3<f32>(0.11f, 0.1f, 0.1f), vec3(smoothstep(0f, 0.34f, _e196)));\n let _e200 = mediumColor_u0028_();\n atmosphereColor = _e200;\n let _e201 = col;\n let _e202 = atmosphereColor;\n let _e203 = height;\n col = mix(_e201, _e202, vec3(smoothstep(0.3f, 0.95f, _e203)));\n let _e207 = height;\n emerge = smoothstep(0f, 0.3f, _e207);\n let _e209 = height;\n dissipate = (1f - smoothstep(0.22f, 0.75f, _e209));\n let _e212 = vDistance_1;\n param_14 = _e212;\n let _e214 = vWorldPos_1[1u];\n param_15 = _e214;\n let _e215 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_14), (¶m_15));\n fog = _e215;\n let _e216 = col;\n let _e217 = atmosphereColor;\n let _e218 = fog;\n col = mix(_e216, _e217, vec3(_e218));\n let _e221 = density;\n let _e224 = emerge;\n let _e226 = dissipate;\n alpha = (((clamp((_e221 * 0.95f), 0f, 1f) * _e224) * _e226) * 0.13f);\n let _e229 = col;\n param_16 = _e229;\n let _e230 = applyOutputTransform_u0028_vf3_u003b((¶m_16));\n let _e231 = alpha;\n let _e232 = fog;\n outColor = vec4<f32>(_e230.x, _e230.y, _e230.z, (_e231 * (1f - _e232)));\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(1) vSeed: f32, @location(0) vUv: vec2<f32>, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vSeed_1 = vSeed;\n vUv_1 = vUv;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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*
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@@ -79,6 +79,16 @@ export declare const SMOKE_BINDINGS: {
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readonly size: 4;
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readonly type: "int";
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readonly uOutputTransform: {
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readonly size: 4;
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readonly type: "int";
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};
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readonly uOutputExposure: {
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readonly size: 4;
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};
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};
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readonly textures: {};
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* The GLSL beside this file is the source of truth. A hand edit here is discarded by
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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*/
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-
export const SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var 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 _e80 = unnamed.uFogMode;\n if (_e80 == 1i) {\n let _e83 = unnamed.uFogFar;\n let _e85 = unnamed.uFogNear;\n span = max((_e83 - _e85), 0.0001f);\n let _e88 = (*dist);\n let _e90 = unnamed.uFogNear;\n let _e92 = span;\n ramp = clamp(((_e88 - _e90) / _e92), 0f, 1f);\n let _e96 = unnamed.uUnderwaterFactor;\n if (_e96 <= 0f) {\n let _e98 = ramp;\n return _e98;\n }\n let _e100 = unnamed.uUnderwaterFogDensity;\n let _e101 = (*dist);\n wetLinear = (_e100 * _e101);\n let _e103 = ramp;\n let _e104 = wetLinear;\n let _e106 = wetLinear;\n let _e112 = unnamed.uUnderwaterFactor;\n return mix(_e103, (1f - exp2(((-(_e104) * _e106) * 1.442695f))), _e112);\n }\n let _e115 = unnamed.uFogNear;\n let _e116 = (*dist);\n start = min(_e115, _e116);\n let _e118 = (*dist);\n if (_e118 > 0f) {\n let _e120 = start;\n let _e121 = (*dist);\n local = (_e120 / _e121);\n } else {\n local = 0f;\n }\n let _e123 = local;\n before = _e123;\n let _e124 = (*pointY);\n let _e126 = unnamed.uFogEyeY;\n let _e129 = unnamed.uFogHeightFalloff;\n t = ((_e124 - _e126) * _e129);\n let _e131 = t;\n let _e132 = before;\n rest = (_e131 * (1f - _e132));\n let _e135 = rest;\n let _e138 = rest;\n denom = select(_e138, 0.0001f, (abs(_e135) < 0.0001f));\n let _e141 = unnamed.uFogDensity;\n let _e143 = t;\n let _e145 = before;\n let _e149 = (*dist);\n let _e150 = start;\n let _e153 = denom;\n let _e158 = denom;\n air = (1f - exp(((((-(_e141) * exp((-(_e143) * _e145))) * (_e149 - _e150)) * (1f - exp(-(_e153)))) / _e158)));\n let _e163 = unnamed.uUnderwaterFactor;\n if (_e163 <= 0f) {\n let _e165 = air;\n return _e165;\n }\n let _e167 = unnamed.uUnderwaterFogDensity;\n let _e168 = (*dist);\n wet = (_e167 * _e168);\n let _e170 = air;\n let _e171 = wet;\n let _e173 = wet;\n let _e179 = unnamed.uUnderwaterFactor;\n return mix(_e170, (1f - exp2(((-(_e171) * _e173) * 1.442695f))), _e179);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e67 = unnamed.uFogColor;\n let _e69 = unnamed.uUnderwaterColor;\n let _e71 = unnamed.uUnderwaterFactor;\n return mix(_e67, _e69, vec3(_e71));\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e67 = (*p);\n return fract((sin(dot(_e67, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e74 = (*p_1);\n i = floor(_e74);\n let _e76 = (*p_1);\n f = fract(_e76);\n let _e78 = f;\n let _e79 = f;\n let _e81 = f;\n u = ((_e78 * _e79) * (vec2(3f) - (_e81 * 2f)));\n let _e86 = i;\n param = _e86;\n let _e87 = hash21_u0028_vf2_u003b((¶m));\n let _e88 = i;\n param_1 = (_e88 + vec2<f32>(1f, 0f));\n let _e90 = hash21_u0028_vf2_u003b((¶m_1));\n let _e92 = u[0u];\n let _e94 = i;\n param_2 = (_e94 + vec2<f32>(0f, 1f));\n let _e96 = hash21_u0028_vf2_u003b((¶m_2));\n let _e97 = i;\n param_3 = (_e97 + vec2<f32>(1f, 1f));\n let _e99 = hash21_u0028_vf2_u003b((¶m_3));\n let _e101 = u[0u];\n let _e104 = u[1u];\n return mix(mix(_e87, _e90, _e92), mix(_e96, _e99, _e101), _e104);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>) -> f32 {\n var v: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n\n let _e72 = (*p_2);\n let _e74 = (*t_1);\n param_4 = ((_e72 * 2.2f) + vec2<f32>(0f, (-(_e74) * 0.55f)));\n let _e79 = valueNoise_u0028_vf2_u003b((¶m_4));\n v = (_e79 * 0.55f);\n let _e82 = unnamed.uNoiseOctaves;\n if (_e82 == 1i) {\n let _e84 = v;\n return (_e84 / 0.55f);\n }\n let _e86 = (*p_2);\n let _e88 = (*t_1);\n let _e90 = (*t_1);\n param_5 = ((_e86 * 4.7f) + vec2<f32>((_e88 * 0.12f), (-(_e90) * 0.9f)));\n let _e95 = valueNoise_u0028_vf2_u003b((¶m_5));\n let _e97 = v;\n v = (_e97 + (_e95 * 0.29f));\n let _e100 = unnamed.uNoiseOctaves;\n if (_e100 == 2i) {\n let _e102 = v;\n return (_e102 / 0.84f);\n }\n let _e104 = v;\n let _e105 = (*p_2);\n let _e107 = (*t_1);\n let _e110 = (*t_1);\n param_6 = ((_e105 * 9.3f) + vec2<f32>((-(_e107) * 0.09f), (-(_e110) * 1.4f)));\n let _e115 = valueNoise_u0028_vf2_u003b((¶m_6));\n return (_e104 + (_e115 * 0.16f));\n}\n\nfn main_1() {\n var t_2: f32;\n var height: f32;\n var spread: f32;\n var centred: f32;\n var sides: f32;\n var drift: f32;\n var param_7: vec2<f32>;\n var n: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var density: f32;\n var col: vec3<f32>;\n var atmosphereColor: vec3<f32>;\n var emerge: f32;\n var dissipate: f32;\n var fog: f32;\n var param_10: f32;\n var param_11: f32;\n var alpha: f32;\n var phi_341_: bool;\n\n let _e86 = unnamed.uClipEnabled;\n let _e87 = (_e86 != 0i);\n phi_341_ = _e87;\n if _e87 {\n let _e88 = vWorldPos_1;\n let _e94 = unnamed.uClipPlane;\n phi_341_ = (dot(vec4<f32>(_e88.x, _e88.y, _e88.z, 1f), _e94) < 0f);\n }\n let _e98 = phi_341_;\n if _e98 {\n discard;\n }\n let _e100 = unnamed.uTime;\n let _e101 = vSeed_1;\n t_2 = (_e100 + (_e101 * 53f));\n let _e105 = vUv_1[1u];\n height = _e105;\n let _e106 = height;\n spread = mix(0.5f, 1f, _e106);\n let _e109 = vUv_1[0u];\n let _e111 = spread;\n centred = (((_e109 - 0.5f) / _e111) + 0.5f);\n let _e114 = centred;\n sides = smoothstep(0f, 0.55f, (1f - clamp((abs((_e114 - 0.5f)) * 2f), 0f, 1f)));\n let _e121 = sides;\n if (_e121 <= 0.001f) {\n discard;\n }\n let _e123 = t_2;\n let _e125 = vSeed_1;\n param_7 = vec2<f32>((_e123 * 0.21f), (_e125 * 7f));\n let _e128 = valueNoise_u0028_vf2_u003b((¶m_7));\n let _e131 = height;\n let _e133 = height;\n drift = ((((_e128 - 0.5f) * 0.6f) * _e131) * _e133);\n let _e135 = centred;\n let _e136 = drift;\n let _e138 = height;\n param_8 = vec2<f32>((_e135 + _e136), _e138);\n let _e140 = t_2;\n param_9 = _e140;\n let _e141 = billow_u0028_vf2_u003b_f1_u003b((¶m_8), (¶m_9));\n n = _e141;\n let _e142 = n;\n let _e143 = sides;\n let _e146 = height;\n density = (((_e142 * _e143) * 1.35f) - (_e146 * 0.88f));\n let _e149 = density;\n if (_e149 <= 0.02f) {\n discard;\n }\n let _e151 = height;\n col = mix(vec3<f32>(0.9f, 0.42f, 0.16f), vec3<f32>(0.11f, 0.1f, 0.1f), vec3(smoothstep(0f, 0.34f, _e151)));\n let _e155 = mediumColor_u0028_();\n atmosphereColor = _e155;\n let _e156 = col;\n let _e157 = atmosphereColor;\n let _e158 = height;\n col = mix(_e156, _e157, vec3(smoothstep(0.3f, 0.95f, _e158)));\n let _e162 = height;\n emerge = smoothstep(0f, 0.3f, _e162);\n let _e164 = height;\n dissipate = (1f - smoothstep(0.22f, 0.75f, _e164));\n let _e167 = vDistance_1;\n param_10 = _e167;\n let _e169 = vWorldPos_1[1u];\n param_11 = _e169;\n let _e170 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_10), (¶m_11));\n fog = _e170;\n let _e171 = col;\n let _e172 = atmosphereColor;\n let _e173 = fog;\n col = mix(_e171, _e172, vec3(_e173));\n let _e176 = density;\n let _e179 = emerge;\n let _e181 = dissipate;\n alpha = (((clamp((_e176 * 0.95f), 0f, 1f) * _e179) * _e181) * 0.13f);\n let _e184 = col;\n let _e185 = alpha;\n let _e186 = fog;\n outColor = vec4<f32>(_e184.x, _e184.y, _e184.z, (_e185 * (1f - _e186)));\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(1) vSeed: f32, @location(0) vUv: vec2<f32>, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vSeed_1 = vSeed;\n vUv_1 = vUv;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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export const SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e113 = (*c);\n low = (_e113 * 12.92f);\n let _e115 = (*c);\n high = ((pow(max(_e115, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e121 = high;\n let _e122 = low;\n let _e123 = (*c);\n return mix(_e121, _e122, step(_e123, 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 _e114 = (*c_1)[0u];\n let _e116 = (*c_1)[1u];\n let _e118 = (*c_1)[2u];\n m = max(_e114, max(_e116, _e118));\n let _e121 = m;\n if (_e121 <= 0.8f) {\n let _e123 = (*c_1);\n return _e123;\n }\n let _e124 = m;\n e = (_e124 - 0.8f);\n let _e126 = (*c_1);\n let _e127 = e;\n let _e129 = e;\n let _e133 = m;\n return (_e126 * ((0.8f + ((0.2f * _e127) / (_e129 + 0.2f))) / _e133));\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 _e113 = (*v);\n let _e114 = (*v);\n a = ((_e113 * (_e114 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e120 = (*v);\n let _e121 = (*v);\n b = ((_e120 * ((_e121 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e128 = a;\n let _e129 = b;\n return (_e128 / _e129);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e113 = unnamed.uOutputExposure;\n let _e114 = (*x);\n (*x) = (_e114 * _e113);\n let _e116 = (*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)) * _e116);\n let _e118 = 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)) * _e118), 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 _e115 = unnamed.uOutputTransform;\n if (_e115 == 0i) {\n let _e117 = (*c_2);\n return _e117;\n }\n let _e119 = unnamed.uOutputTransform;\n if (_e119 == 2i) {\n let _e121 = (*c_2);\n param_1 = _e121;\n let _e122 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e122;\n }\n let _e124 = unnamed.uOutputTransform;\n if (_e124 == 3i) {\n let _e126 = (*c_2);\n let _e128 = unnamed.uOutputExposure;\n param_2 = (_e126 * _e128);\n let _e130 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e130;\n }\n let _e131 = (*c_2);\n param_3 = _e131;\n let _e132 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e132;\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 _e124 = unnamed.uFogMode;\n if (_e124 == 1i) {\n let _e127 = unnamed.uFogFar;\n let _e129 = unnamed.uFogNear;\n span = max((_e127 - _e129), 0.0001f);\n let _e132 = (*dist);\n let _e134 = unnamed.uFogNear;\n let _e136 = span;\n ramp = clamp(((_e132 - _e134) / _e136), 0f, 1f);\n let _e140 = unnamed.uUnderwaterFactor;\n if (_e140 <= 0f) {\n let _e142 = ramp;\n return _e142;\n }\n let _e144 = unnamed.uUnderwaterFogDensity;\n let _e145 = (*dist);\n wetLinear = (_e144 * _e145);\n let _e147 = ramp;\n let _e148 = wetLinear;\n let _e150 = wetLinear;\n let _e156 = unnamed.uUnderwaterFactor;\n return mix(_e147, (1f - exp2(((-(_e148) * _e150) * 1.442695f))), _e156);\n }\n let _e159 = unnamed.uFogNear;\n let _e160 = (*dist);\n start = min(_e159, _e160);\n let _e162 = (*dist);\n if (_e162 > 0f) {\n let _e164 = start;\n let _e165 = (*dist);\n local = (_e164 / _e165);\n } else {\n local = 0f;\n }\n let _e167 = local;\n before = _e167;\n let _e168 = (*pointY);\n let _e170 = unnamed.uFogEyeY;\n let _e173 = unnamed.uFogHeightFalloff;\n t = ((_e168 - _e170) * _e173);\n let _e175 = t;\n let _e176 = before;\n rest = (_e175 * (1f - _e176));\n let _e179 = rest;\n let _e182 = rest;\n denom = select(_e182, 0.0001f, (abs(_e179) < 0.0001f));\n let _e185 = unnamed.uFogDensity;\n let _e187 = t;\n let _e189 = before;\n let _e193 = (*dist);\n let _e194 = start;\n let _e197 = denom;\n let _e202 = denom;\n air = (1f - exp(((((-(_e185) * exp((-(_e187) * _e189))) * (_e193 - _e194)) * (1f - exp(-(_e197)))) / _e202)));\n let _e207 = unnamed.uUnderwaterFactor;\n if (_e207 <= 0f) {\n let _e209 = air;\n return _e209;\n }\n let _e211 = unnamed.uUnderwaterFogDensity;\n let _e212 = (*dist);\n wet = (_e211 * _e212);\n let _e214 = air;\n let _e215 = wet;\n let _e217 = wet;\n let _e223 = unnamed.uUnderwaterFactor;\n return mix(_e214, (1f - exp2(((-(_e215) * _e217) * 1.442695f))), _e223);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e111 = unnamed.uFogColor;\n let _e113 = unnamed.uUnderwaterColor;\n let _e115 = unnamed.uUnderwaterFactor;\n return mix(_e111, _e113, vec3(_e115));\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e111 = (*p);\n return fract((sin(dot(_e111, 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 _e118 = (*p_1);\n i = floor(_e118);\n let _e120 = (*p_1);\n f = fract(_e120);\n let _e122 = f;\n let _e123 = f;\n let _e125 = f;\n u = ((_e122 * _e123) * (vec2(3f) - (_e125 * 2f)));\n let _e130 = i;\n param_4 = _e130;\n let _e131 = hash21_u0028_vf2_u003b((¶m_4));\n let _e132 = i;\n param_5 = (_e132 + vec2<f32>(1f, 0f));\n let _e134 = hash21_u0028_vf2_u003b((¶m_5));\n let _e136 = u[0u];\n let _e138 = i;\n param_6 = (_e138 + vec2<f32>(0f, 1f));\n let _e140 = hash21_u0028_vf2_u003b((¶m_6));\n let _e141 = i;\n param_7 = (_e141 + vec2<f32>(1f, 1f));\n let _e143 = hash21_u0028_vf2_u003b((¶m_7));\n let _e145 = u[0u];\n let _e148 = u[1u];\n return mix(mix(_e131, _e134, _e136), mix(_e140, _e143, _e145), _e148);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>) -> f32 {\n var v_1: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n var param_10: vec2<f32>;\n\n let _e116 = (*p_2);\n let _e118 = (*t_1);\n param_8 = ((_e116 * 2.2f) + vec2<f32>(0f, (-(_e118) * 0.55f)));\n let _e123 = valueNoise_u0028_vf2_u003b((¶m_8));\n v_1 = (_e123 * 0.55f);\n let _e126 = unnamed.uNoiseOctaves;\n if (_e126 == 1i) {\n let _e128 = v_1;\n return (_e128 / 0.55f);\n }\n let _e130 = (*p_2);\n let _e132 = (*t_1);\n let _e134 = (*t_1);\n param_9 = ((_e130 * 4.7f) + vec2<f32>((_e132 * 0.12f), (-(_e134) * 0.9f)));\n let _e139 = valueNoise_u0028_vf2_u003b((¶m_9));\n let _e141 = v_1;\n v_1 = (_e141 + (_e139 * 0.29f));\n let _e144 = unnamed.uNoiseOctaves;\n if (_e144 == 2i) {\n let _e146 = v_1;\n return (_e146 / 0.84f);\n }\n let _e148 = v_1;\n let _e149 = (*p_2);\n let _e151 = (*t_1);\n let _e154 = (*t_1);\n param_10 = ((_e149 * 9.3f) + vec2<f32>((-(_e151) * 0.09f), (-(_e154) * 1.4f)));\n let _e159 = valueNoise_u0028_vf2_u003b((¶m_10));\n return (_e148 + (_e159 * 0.16f));\n}\n\nfn main_1() {\n var t_2: f32;\n var height: f32;\n var spread: f32;\n var centred: f32;\n var sides: f32;\n var drift: f32;\n var param_11: vec2<f32>;\n var n: f32;\n var param_12: vec2<f32>;\n var param_13: f32;\n var density: f32;\n var col: vec3<f32>;\n var atmosphereColor: vec3<f32>;\n var emerge: f32;\n var dissipate: f32;\n var fog: f32;\n var param_14: f32;\n var param_15: f32;\n var alpha: f32;\n var param_16: vec3<f32>;\n var phi_517_: bool;\n\n let _e131 = unnamed.uClipEnabled;\n let _e132 = (_e131 != 0i);\n phi_517_ = _e132;\n if _e132 {\n let _e133 = vWorldPos_1;\n let _e139 = unnamed.uClipPlane;\n phi_517_ = (dot(vec4<f32>(_e133.x, _e133.y, _e133.z, 1f), _e139) < 0f);\n }\n let _e143 = phi_517_;\n if _e143 {\n discard;\n }\n let _e145 = unnamed.uTime;\n let _e146 = vSeed_1;\n t_2 = (_e145 + (_e146 * 53f));\n let _e150 = vUv_1[1u];\n height = _e150;\n let _e151 = height;\n spread = mix(0.5f, 1f, _e151);\n let _e154 = vUv_1[0u];\n let _e156 = spread;\n centred = (((_e154 - 0.5f) / _e156) + 0.5f);\n let _e159 = centred;\n sides = smoothstep(0f, 0.55f, (1f - clamp((abs((_e159 - 0.5f)) * 2f), 0f, 1f)));\n let _e166 = sides;\n if (_e166 <= 0.001f) {\n discard;\n }\n let _e168 = t_2;\n let _e170 = vSeed_1;\n param_11 = vec2<f32>((_e168 * 0.21f), (_e170 * 7f));\n let _e173 = valueNoise_u0028_vf2_u003b((¶m_11));\n let _e176 = height;\n let _e178 = height;\n drift = ((((_e173 - 0.5f) * 0.6f) * _e176) * _e178);\n let _e180 = centred;\n let _e181 = drift;\n let _e183 = height;\n param_12 = vec2<f32>((_e180 + _e181), _e183);\n let _e185 = t_2;\n param_13 = _e185;\n let _e186 = billow_u0028_vf2_u003b_f1_u003b((¶m_12), (¶m_13));\n n = _e186;\n let _e187 = n;\n let _e188 = sides;\n let _e191 = height;\n density = (((_e187 * _e188) * 1.35f) - (_e191 * 0.88f));\n let _e194 = density;\n if (_e194 <= 0.02f) {\n discard;\n }\n let _e196 = height;\n col = mix(vec3<f32>(0.9f, 0.42f, 0.16f), vec3<f32>(0.11f, 0.1f, 0.1f), vec3(smoothstep(0f, 0.34f, _e196)));\n let _e200 = mediumColor_u0028_();\n atmosphereColor = _e200;\n let _e201 = col;\n let _e202 = atmosphereColor;\n let _e203 = height;\n col = mix(_e201, _e202, vec3(smoothstep(0.3f, 0.95f, _e203)));\n let _e207 = height;\n emerge = smoothstep(0f, 0.3f, _e207);\n let _e209 = height;\n dissipate = (1f - smoothstep(0.22f, 0.75f, _e209));\n let _e212 = vDistance_1;\n param_14 = _e212;\n let _e214 = vWorldPos_1[1u];\n param_15 = _e214;\n let _e215 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_14), (¶m_15));\n fog = _e215;\n let _e216 = col;\n let _e217 = atmosphereColor;\n let _e218 = fog;\n col = mix(_e216, _e217, vec3(_e218));\n let _e221 = density;\n let _e224 = emerge;\n let _e226 = dissipate;\n alpha = (((clamp((_e221 * 0.95f), 0f, 1f) * _e224) * _e226) * 0.13f);\n let _e229 = col;\n param_16 = _e229;\n let _e230 = applyOutputTransform_u0028_vf3_u003b((¶m_16));\n let _e231 = alpha;\n let _e232 = fog;\n outColor = vec4<f32>(_e230.x, _e230.y, _e230.z, (_e231 * (1f - _e232)));\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(1) vSeed: f32, @location(0) vUv: vec2<f32>, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vSeed_1 = vSeed;\n vUv_1 = vUv;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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*
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@@ -84,6 +84,16 @@ export const SMOKE_BINDINGS = {
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"offset": 112,
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"size": 4,
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"type": "int"
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+
},
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88
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"uOutputTransform": {
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89
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"offset": 116,
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90
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"size": 4,
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"type": "int"
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},
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"uOutputExposure": {
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"offset": 120,
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"size": 4,
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"type": "float"
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}
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},
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"textures": {}
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@@ -1,4 +1,4 @@
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1
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-
export declare const TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uGlow: f32,\n uAlpha: f32,\n
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1
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+
export declare const TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uGlow: f32,\n uAlpha: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vChar_1: f32;\nvar<private> fragColor: vec4<f32>;\nvar<private> vDepth_1: 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 _e65 = (*c);\n low = (_e65 * 12.92f);\n let _e67 = (*c);\n high = ((pow(max(_e67, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e73 = high;\n let _e74 = low;\n let _e75 = (*c);\n return mix(_e73, _e74, step(_e75, 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 _e66 = (*c_1)[0u];\n let _e68 = (*c_1)[1u];\n let _e70 = (*c_1)[2u];\n m = max(_e66, max(_e68, _e70));\n let _e73 = m;\n if (_e73 <= 0.8f) {\n let _e75 = (*c_1);\n return _e75;\n }\n let _e76 = m;\n e = (_e76 - 0.8f);\n let _e78 = (*c_1);\n let _e79 = e;\n let _e81 = e;\n let _e85 = m;\n return (_e78 * ((0.8f + ((0.2f * _e79) / (_e81 + 0.2f))) / _e85));\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 _e65 = (*v);\n let _e66 = (*v);\n a = ((_e65 * (_e66 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e72 = (*v);\n let _e73 = (*v);\n b = ((_e72 * ((_e73 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e80 = a;\n let _e81 = b;\n return (_e80 / _e81);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e65 = unnamed.uOutputExposure;\n let _e66 = (*x);\n (*x) = (_e66 * _e65);\n let _e68 = (*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)) * _e68);\n let _e70 = 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)) * _e70), 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 _e67 = unnamed.uOutputTransform;\n if (_e67 == 0i) {\n let _e69 = (*c_2);\n return _e69;\n }\n let _e71 = unnamed.uOutputTransform;\n if (_e71 == 2i) {\n let _e73 = (*c_2);\n param_1 = _e73;\n let _e74 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e74;\n }\n let _e76 = unnamed.uOutputTransform;\n if (_e76 == 3i) {\n let _e78 = (*c_2);\n let _e80 = unnamed.uOutputExposure;\n param_2 = (_e78 * _e80);\n let _e82 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e82;\n }\n let _e83 = (*c_2);\n param_3 = _e83;\n let _e84 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e84;\n}\n\nfn main_1() {\n var key: vec3<f32>;\n var lambert: f32;\n var lit: vec3<f32>;\n var emissive: vec3<f32>;\n var param_4: vec3<f32>;\n\n key = vec3<f32>(-0.3549141f, 0.7098282f, 0.6084241f);\n let _e67 = vNormal_1;\n let _e69 = key;\n lambert = (0.55f + (0.45f * max(dot(normalize(_e67), _e69), 0f)));\n let _e75 = unnamed.uColor;\n let _e76 = lambert;\n lit = (_e75 * _e76);\n let _e79 = unnamed.uColor;\n let _e81 = unnamed.uGlow;\n let _e83 = vChar_1;\n emissive = ((_e79 * _e81) * (0.45f + (0.55f * _e83)));\n let _e87 = lit;\n let _e88 = emissive;\n param_4 = (_e87 + _e88);\n let _e90 = applyOutputTransform_u0028_vf3_u003b((¶m_4));\n let _e92 = unnamed.uAlpha;\n fragColor = vec4<f32>(_e90.x, _e90.y, _e90.z, _e92);\n return;\n}\n\n@fragment \nfn main(@location(0) vNormal: vec3<f32>, @location(2) vChar: f32, @location(1) vDepth: f32) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vChar_1 = vChar;\n vDepth_1 = vDepth;\n main_1();\n let _e7 = fragColor;\n return _e7;\n}\n";
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export declare const TEXT_VERT_WGSL = "struct Uniforms {\n uViewport: vec2<f32>,\n uOrigin: vec2<f32>,\n uCellSize: f32,\n uDepth: f32,\n uReveal: f32,\n uCharCount: f32,\n uCharOffset: f32,\n uSpin: f32,\n uPunch: f32,\n uBob: f32,\n uTime: f32,\n uClipCorrection: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @builtin(position) gl_Position: vec4<f32>,\n @location(0) member: vec3<f32>,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCharIndex_1: f32;\nvar<private> aCorner_1: vec3<f32>;\nvar<private> aCell_1: vec2<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> vDepth: f32;\nvar<private> vChar: f32;\n\nfn rot_u0028_f1_u003b(a: ptr<function, f32>) -> mat2x2<f32> {\n var s: f32;\n var c: f32;\n\n let _e40 = (*a);\n s = sin(_e40);\n let _e42 = (*a);\n c = cos(_e42);\n let _e44 = c;\n let _e45 = s;\n let _e47 = s;\n let _e48 = c;\n return mat2x2<f32>(vec2<f32>(_e44, -(_e45)), vec2<f32>(_e47, _e48));\n}\n\nfn settle_u0028_f1_u003b(t: ptr<function, f32>) -> f32 {\n var d: f32;\n\n let _e39 = (*t);\n if (_e39 <= 0f) {\n return 0f;\n }\n let _e41 = (*t);\n if (_e41 >= 1f) {\n return 1f;\n }\n let _e43 = (*t);\n d = (1f - _e43);\n let _e45 = d;\n let _e46 = d;\n let _e48 = (*t);\n return (1f - ((_e45 * _e46) * cos((_e48 * 12f))));\n}\n\nfn main_1() {\n var span: f32;\n var start: f32;\n var local: f32;\n var eased: f32;\n var param: f32;\n var spin: f32;\n var rise: f32;\n var punch: f32;\n var local3_: vec3<f32>;\n var param_1: f32;\n var cell: vec2<f32>;\n var bob: f32;\n var centre: vec2<f32>;\n var invDepth: f32;\n var screen: vec2<f32>;\n var ndc: vec2<f32>;\n var depth: f32;\n var n: vec3<f32>;\n var param_2: f32;\n\n let _e57 = unnamed.uCharCount;\n span = max(_e57, 1f);\n let _e59 = aCharIndex_1;\n let _e61 = unnamed.uCharOffset;\n let _e63 = span;\n start = (((_e59 + _e61) / _e63) * 0.55f);\n let _e67 = unnamed.uReveal;\n let _e68 = start;\n let _e70 = start;\n local = clamp(((_e67 - _e68) / max(0.45f, (1f - _e70))), 0f, 1f);\n let _e75 = local;\n param = _e75;\n let _e76 = settle_u0028_f1_u003b((¶m));\n eased = _e76;\n let _e78 = unnamed.uSpin;\n let _e79 = eased;\n spin = (_e78 * (1f - _e79));\n let _e82 = eased;\n let _e85 = unnamed.uCellSize;\n rise = (((1f - _e82) * _e85) * 6f);\n let _e89 = unnamed.uPunch;\n let _e90 = eased;\n punch = (1f + (_e89 * (1f - abs(((_e90 * 2f) - 1f)))));\n let _e97 = aCorner_1;\n let _e99 = unnamed.uCellSize;\n let _e102 = punch;\n local3_ = (((_e97 * _e99) * 0.5f) * _e102);\n let _e104 = spin;\n param_1 = _e104;\n let _e105 = rot_u0028_f1_u003b((¶m_1));\n let _e106 = local3_;\n let _e108 = (_e105 * _e106.yz);\n let _e109 = local3_;\n local3_ = vec3<f32>(_e109.x, _e108.x, _e108.y);\n let _e114 = aCell_1;\n let _e116 = unnamed.uCellSize;\n cell = (_e114 * _e116);\n let _e119 = unnamed.uTime;\n let _e121 = aCharIndex_1;\n let _e126 = unnamed.uBob;\n bob = (sin(((_e119 * 3.1f) + (_e121 * 0.7f))) * _e126);\n let _e129 = unnamed.uOrigin;\n let _e131 = cell[0u];\n let _e133 = cell[1u];\n let _e137 = rise;\n let _e138 = bob;\n centre = ((_e129 + vec2<f32>(_e131, -(_e133))) + vec2<f32>(0f, (_e137 - _e138)));\n let _e143 = unnamed.uDepth;\n let _e145 = unnamed.uDepth;\n let _e147 = local3_[2u];\n invDepth = (_e143 / max(0.001f, (_e145 - _e147)));\n let _e151 = centre;\n let _e152 = local3_;\n let _e154 = invDepth;\n screen = (_e151 + (_e152.xy * _e154));\n let _e157 = screen;\n let _e159 = unnamed.uViewport;\n ndc = (((_e157 / _e159) * 2f) - vec2(1f));\n let _e165 = local3_[2u];\n let _e168 = unnamed.uCellSize;\n depth = (clamp((-(_e165) / max(1f, (_e168 * 2f))), -1f, 1f) * 0.4f);\n let _e175 = unnamed.uClipCorrection;\n let _e177 = ndc[0u];\n let _e179 = ndc[1u];\n let _e181 = depth;\n unnamed_1.gl_Position = (_e175 * vec4<f32>(_e177, -(_e179), _e181, 1f));\n let _e185 = aNormal_1;\n n = _e185;\n let _e186 = spin;\n param_2 = _e186;\n let _e187 = rot_u0028_f1_u003b((¶m_2));\n let _e188 = n;\n let _e190 = (_e187 * _e188.yz);\n let _e191 = n;\n n = vec3<f32>(_e191.x, _e190.x, _e190.y);\n let _e196 = n;\n vNormal = _e196;\n let _e198 = local3_[2u];\n vDepth = _e198;\n let _e199 = eased;\n vChar = _e199;\n return;\n}\n\n@vertex \nfn main(@location(3) aCharIndex: f32, @location(0) aCorner: vec3<f32>, @location(2) aCell: vec2<f32>, @location(1) aNormal: vec3<f32>) -> VertexOutput {\n aCharIndex_1 = aCharIndex;\n aCorner_1 = aCorner;\n aCell_1 = aCell;\n aNormal_1 = aNormal;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = unnamed_1.gl_Position;\n let _e17 = vNormal;\n let _e18 = vDepth;\n let _e19 = vChar;\n return VertexOutput(_e16, _e17, _e18, _e19);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -25,6 +25,16 @@ export declare const TEXT_BINDINGS: {
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readonly uOutputTransform: {
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};
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readonly uOutputExposure: {
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* The GLSL beside this file is the source of truth. A hand edit here is discarded by
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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export const TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uGlow: f32,\n uAlpha: f32,\n
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export const TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uGlow: f32,\n uAlpha: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vChar_1: f32;\nvar<private> fragColor: vec4<f32>;\nvar<private> vDepth_1: 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 _e65 = (*c);\n low = (_e65 * 12.92f);\n let _e67 = (*c);\n high = ((pow(max(_e67, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e73 = high;\n let _e74 = low;\n let _e75 = (*c);\n return mix(_e73, _e74, step(_e75, 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 _e66 = (*c_1)[0u];\n let _e68 = (*c_1)[1u];\n let _e70 = (*c_1)[2u];\n m = max(_e66, max(_e68, _e70));\n let _e73 = m;\n if (_e73 <= 0.8f) {\n let _e75 = (*c_1);\n return _e75;\n }\n let _e76 = m;\n e = (_e76 - 0.8f);\n let _e78 = (*c_1);\n let _e79 = e;\n let _e81 = e;\n let _e85 = m;\n return (_e78 * ((0.8f + ((0.2f * _e79) / (_e81 + 0.2f))) / _e85));\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 _e65 = (*v);\n let _e66 = (*v);\n a = ((_e65 * (_e66 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e72 = (*v);\n let _e73 = (*v);\n b = ((_e72 * ((_e73 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e80 = a;\n let _e81 = b;\n return (_e80 / _e81);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e65 = unnamed.uOutputExposure;\n let _e66 = (*x);\n (*x) = (_e66 * _e65);\n let _e68 = (*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)) * _e68);\n let _e70 = 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)) * _e70), 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 _e67 = unnamed.uOutputTransform;\n if (_e67 == 0i) {\n let _e69 = (*c_2);\n return _e69;\n }\n let _e71 = unnamed.uOutputTransform;\n if (_e71 == 2i) {\n let _e73 = (*c_2);\n param_1 = _e73;\n let _e74 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e74;\n }\n let _e76 = unnamed.uOutputTransform;\n if (_e76 == 3i) {\n let _e78 = (*c_2);\n let _e80 = unnamed.uOutputExposure;\n param_2 = (_e78 * _e80);\n let _e82 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e82;\n }\n let _e83 = (*c_2);\n param_3 = _e83;\n let _e84 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e84;\n}\n\nfn main_1() {\n var key: vec3<f32>;\n var lambert: f32;\n var lit: vec3<f32>;\n var emissive: vec3<f32>;\n var param_4: vec3<f32>;\n\n key = vec3<f32>(-0.3549141f, 0.7098282f, 0.6084241f);\n let _e67 = vNormal_1;\n let _e69 = key;\n lambert = (0.55f + (0.45f * max(dot(normalize(_e67), _e69), 0f)));\n let _e75 = unnamed.uColor;\n let _e76 = lambert;\n lit = (_e75 * _e76);\n let _e79 = unnamed.uColor;\n let _e81 = unnamed.uGlow;\n let _e83 = vChar_1;\n emissive = ((_e79 * _e81) * (0.45f + (0.55f * _e83)));\n let _e87 = lit;\n let _e88 = emissive;\n param_4 = (_e87 + _e88);\n let _e90 = applyOutputTransform_u0028_vf3_u003b((¶m_4));\n let _e92 = unnamed.uAlpha;\n fragColor = vec4<f32>(_e90.x, _e90.y, _e90.z, _e92);\n return;\n}\n\n@fragment \nfn main(@location(0) vNormal: vec3<f32>, @location(2) vChar: f32, @location(1) vDepth: f32) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vChar_1 = vChar;\n vDepth_1 = vDepth;\n main_1();\n let _e7 = fragColor;\n return _e7;\n}\n";
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export const TEXT_VERT_WGSL = "struct Uniforms {\n uViewport: vec2<f32>,\n uOrigin: vec2<f32>,\n uCellSize: f32,\n uDepth: f32,\n uReveal: f32,\n uCharCount: f32,\n uCharOffset: f32,\n uSpin: f32,\n uPunch: f32,\n uBob: f32,\n uTime: f32,\n uClipCorrection: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @builtin(position) gl_Position: vec4<f32>,\n @location(0) member: vec3<f32>,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCharIndex_1: f32;\nvar<private> aCorner_1: vec3<f32>;\nvar<private> aCell_1: vec2<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> vDepth: f32;\nvar<private> vChar: f32;\n\nfn rot_u0028_f1_u003b(a: ptr<function, f32>) -> mat2x2<f32> {\n var s: f32;\n var c: f32;\n\n let _e40 = (*a);\n s = sin(_e40);\n let _e42 = (*a);\n c = cos(_e42);\n let _e44 = c;\n let _e45 = s;\n let _e47 = s;\n let _e48 = c;\n return mat2x2<f32>(vec2<f32>(_e44, -(_e45)), vec2<f32>(_e47, _e48));\n}\n\nfn settle_u0028_f1_u003b(t: ptr<function, f32>) -> f32 {\n var d: f32;\n\n let _e39 = (*t);\n if (_e39 <= 0f) {\n return 0f;\n }\n let _e41 = (*t);\n if (_e41 >= 1f) {\n return 1f;\n }\n let _e43 = (*t);\n d = (1f - _e43);\n let _e45 = d;\n let _e46 = d;\n let _e48 = (*t);\n return (1f - ((_e45 * _e46) * cos((_e48 * 12f))));\n}\n\nfn main_1() {\n var span: f32;\n var start: f32;\n var local: f32;\n var eased: f32;\n var param: f32;\n var spin: f32;\n var rise: f32;\n var punch: f32;\n var local3_: vec3<f32>;\n var param_1: f32;\n var cell: vec2<f32>;\n var bob: f32;\n var centre: vec2<f32>;\n var invDepth: f32;\n var screen: vec2<f32>;\n var ndc: vec2<f32>;\n var depth: f32;\n var n: vec3<f32>;\n var param_2: f32;\n\n let _e57 = unnamed.uCharCount;\n span = max(_e57, 1f);\n let _e59 = aCharIndex_1;\n let _e61 = unnamed.uCharOffset;\n let _e63 = span;\n start = (((_e59 + _e61) / _e63) * 0.55f);\n let _e67 = unnamed.uReveal;\n let _e68 = start;\n let _e70 = start;\n local = clamp(((_e67 - _e68) / max(0.45f, (1f - _e70))), 0f, 1f);\n let _e75 = local;\n param = _e75;\n let _e76 = settle_u0028_f1_u003b((¶m));\n eased = _e76;\n let _e78 = unnamed.uSpin;\n let _e79 = eased;\n spin = (_e78 * (1f - _e79));\n let _e82 = eased;\n let _e85 = unnamed.uCellSize;\n rise = (((1f - _e82) * _e85) * 6f);\n let _e89 = unnamed.uPunch;\n let _e90 = eased;\n punch = (1f + (_e89 * (1f - abs(((_e90 * 2f) - 1f)))));\n let _e97 = aCorner_1;\n let _e99 = unnamed.uCellSize;\n let _e102 = punch;\n local3_ = (((_e97 * _e99) * 0.5f) * _e102);\n let _e104 = spin;\n param_1 = _e104;\n let _e105 = rot_u0028_f1_u003b((¶m_1));\n let _e106 = local3_;\n let _e108 = (_e105 * _e106.yz);\n let _e109 = local3_;\n local3_ = vec3<f32>(_e109.x, _e108.x, _e108.y);\n let _e114 = aCell_1;\n let _e116 = unnamed.uCellSize;\n cell = (_e114 * _e116);\n let _e119 = unnamed.uTime;\n let _e121 = aCharIndex_1;\n let _e126 = unnamed.uBob;\n bob = (sin(((_e119 * 3.1f) + (_e121 * 0.7f))) * _e126);\n let _e129 = unnamed.uOrigin;\n let _e131 = cell[0u];\n let _e133 = cell[1u];\n let _e137 = rise;\n let _e138 = bob;\n centre = ((_e129 + vec2<f32>(_e131, -(_e133))) + vec2<f32>(0f, (_e137 - _e138)));\n let _e143 = unnamed.uDepth;\n let _e145 = unnamed.uDepth;\n let _e147 = local3_[2u];\n invDepth = (_e143 / max(0.001f, (_e145 - _e147)));\n let _e151 = centre;\n let _e152 = local3_;\n let _e154 = invDepth;\n screen = (_e151 + (_e152.xy * _e154));\n let _e157 = screen;\n let _e159 = unnamed.uViewport;\n ndc = (((_e157 / _e159) * 2f) - vec2(1f));\n let _e165 = local3_[2u];\n let _e168 = unnamed.uCellSize;\n depth = (clamp((-(_e165) / max(1f, (_e168 * 2f))), -1f, 1f) * 0.4f);\n let _e175 = unnamed.uClipCorrection;\n let _e177 = ndc[0u];\n let _e179 = ndc[1u];\n let _e181 = depth;\n unnamed_1.gl_Position = (_e175 * vec4<f32>(_e177, -(_e179), _e181, 1f));\n let _e185 = aNormal_1;\n n = _e185;\n let _e186 = spin;\n param_2 = _e186;\n let _e187 = rot_u0028_f1_u003b((¶m_2));\n let _e188 = n;\n let _e190 = (_e187 * _e188.yz);\n let _e191 = n;\n n = vec3<f32>(_e191.x, _e190.x, _e190.y);\n let _e196 = n;\n vNormal = _e196;\n let _e198 = local3_[2u];\n vDepth = _e198;\n let _e199 = eased;\n vChar = _e199;\n return;\n}\n\n@vertex \nfn main(@location(3) aCharIndex: f32, @location(0) aCorner: vec3<f32>, @location(2) aCell: vec2<f32>, @location(1) aNormal: vec3<f32>) -> VertexOutput {\n aCharIndex_1 = aCharIndex;\n aCorner_1 = aCorner;\n aCell_1 = aCell;\n aNormal_1 = aNormal;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = unnamed_1.gl_Position;\n let _e17 = vNormal;\n let _e18 = vDepth;\n let _e19 = vChar;\n return VertexOutput(_e16, _e17, _e18, _e19);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -30,6 +30,16 @@ export const TEXT_BINDINGS = {
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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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