@driftengine/core 4.12.0 → 4.13.0

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Files changed (207) hide show
  1. package/CHANGELOG.json +66 -0
  2. package/README.md +18 -9
  3. package/dist/geometry/meshBuilder.d.ts +10 -0
  4. package/dist/geometry/meshBuilder.js +11 -2
  5. package/dist/index.d.ts +3 -2
  6. package/dist/index.js +3 -2
  7. package/dist/math/color.d.ts +25 -0
  8. package/dist/math/color.js +37 -0
  9. package/dist/render/backend/webgl2/renderer.d.ts +17 -4
  10. package/dist/render/backend/webgl2/renderer.js +82 -47
  11. package/dist/render/backend/webgl2/skinScatter.d.ts +3 -1
  12. package/dist/render/backend/webgl2/skinScatter.js +5 -1
  13. package/dist/render/backend/webgpu/boltPass.d.ts +1 -1
  14. package/dist/render/backend/webgpu/causticsPass.d.ts +1 -1
  15. package/dist/render/backend/webgpu/filmPass.d.ts +1 -1
  16. package/dist/render/backend/webgpu/flockPass.d.ts +1 -1
  17. package/dist/render/backend/webgpu/giFieldPass.d.ts +3 -1
  18. package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +10 -1
  19. package/dist/render/backend/webgpu/gpuDrivenPass.js +28 -11
  20. package/dist/render/backend/webgpu/panelPass.d.ts +1 -1
  21. package/dist/render/backend/webgpu/postPass.d.ts +2 -2
  22. package/dist/render/backend/webgpu/renderer.d.ts +19 -8
  23. package/dist/render/backend/webgpu/renderer.js +94 -38
  24. package/dist/render/backend/webgpu/scatterPass.d.ts +1 -1
  25. package/dist/render/backend/webgpu/skinScatterPass.d.ts +5 -1
  26. package/dist/render/backend/webgpu/skinScatterPass.js +9 -3
  27. package/dist/render/backend/webgpu/skyPass.d.ts +11 -1
  28. package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
  29. package/dist/render/backend/webgpu/windStreakPass.d.ts +1 -1
  30. package/dist/render/causticsRenderer.d.ts +3 -1
  31. package/dist/render/causticsRenderer.js +5 -1
  32. package/dist/render/decalPass.d.ts +3 -1
  33. package/dist/render/decalPass.js +4 -1
  34. package/dist/render/flockRenderer.d.ts +1 -1
  35. package/dist/render/flockRenderer.js +4 -1
  36. package/dist/render/globalMediumPass.d.ts +3 -1
  37. package/dist/render/globalMediumPass.js +5 -1
  38. package/dist/render/gradeColor.d.ts +21 -0
  39. package/dist/render/gradeColor.js +64 -0
  40. package/dist/render/lightMatrix.d.ts +13 -0
  41. package/dist/render/lightMatrix.js +17 -0
  42. package/dist/render/passGrade.d.ts +13 -0
  43. package/dist/render/passGrade.js +47 -0
  44. package/dist/render/plumeRenderer.d.ts +1 -1
  45. package/dist/render/plumeRenderer.js +4 -1
  46. package/dist/render/renderQuality.d.ts +57 -18
  47. package/dist/render/renderQuality.js +3 -3
  48. package/dist/render/sceneTarget.d.ts +2 -0
  49. package/dist/render/sceneTarget.js +1 -0
  50. package/dist/render/sdfTextRenderer.d.ts +1 -1
  51. package/dist/render/sdfTextRenderer.js +1 -1
  52. package/dist/render/shaders/arcane.d.ts +1 -1
  53. package/dist/render/shaders/arcane.js +5 -1
  54. package/dist/render/shaders/bolt.d.ts +1 -1
  55. package/dist/render/shaders/bolt.js +4 -1
  56. package/dist/render/shaders/caustics.d.ts +1 -1
  57. package/dist/render/shaders/caustics.js +4 -1
  58. package/dist/render/shaders/decalProject.js +12 -2
  59. package/dist/render/shaders/film.d.ts +1 -1
  60. package/dist/render/shaders/film.js +22 -9
  61. package/dist/render/shaders/fire.d.ts +1 -1
  62. package/dist/render/shaders/fire.js +4 -1
  63. package/dist/render/shaders/flat/layerLooks.js +11 -19
  64. package/dist/render/shaders/flat/layered.js +33 -18
  65. package/dist/render/shaders/flock.d.ts +1 -1
  66. package/dist/render/shaders/flock.js +4 -1
  67. package/dist/render/shaders/generated/arcane.wgsl.d.ts +11 -1
  68. package/dist/render/shaders/generated/arcane.wgsl.js +11 -1
  69. package/dist/render/shaders/generated/bolt.wgsl.d.ts +12 -2
  70. package/dist/render/shaders/generated/bolt.wgsl.js +12 -2
  71. package/dist/render/shaders/generated/caustics.wgsl.d.ts +12 -2
  72. package/dist/render/shaders/generated/caustics.wgsl.js +12 -2
  73. package/dist/render/shaders/generated/decalProject.wgsl.d.ts +6 -1
  74. package/dist/render/shaders/generated/decalProject.wgsl.js +6 -1
  75. package/dist/render/shaders/generated/film.wgsl.d.ts +12 -2
  76. package/dist/render/shaders/generated/film.wgsl.js +12 -2
  77. package/dist/render/shaders/generated/fire.wgsl.d.ts +11 -1
  78. package/dist/render/shaders/generated/fire.wgsl.js +11 -1
  79. package/dist/render/shaders/generated/flat.wgsl.js +23 -23
  80. package/dist/render/shaders/generated/flock.wgsl.d.ts +12 -2
  81. package/dist/render/shaders/generated/flock.wgsl.js +12 -2
  82. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +12 -2
  83. package/dist/render/shaders/generated/globalMedium.wgsl.js +12 -2
  84. package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +36 -16
  85. package/dist/render/shaders/generated/lightVolume.wgsl.js +39 -19
  86. package/dist/render/shaders/generated/panel.wgsl.d.ts +12 -2
  87. package/dist/render/shaders/generated/panel.wgsl.js +12 -2
  88. package/dist/render/shaders/generated/rush.wgsl.d.ts +31 -26
  89. package/dist/render/shaders/generated/rush.wgsl.js +31 -26
  90. package/dist/render/shaders/generated/scatter.wgsl.d.ts +12 -2
  91. package/dist/render/shaders/generated/scatter.wgsl.js +12 -2
  92. package/dist/render/shaders/generated/skinBlur.wgsl.d.ts +11 -1
  93. package/dist/render/shaders/generated/skinBlur.wgsl.js +11 -1
  94. package/dist/render/shaders/generated/sky.wgsl.d.ts +12 -2
  95. package/dist/render/shaders/generated/sky.wgsl.js +12 -2
  96. package/dist/render/shaders/generated/smoke.wgsl.d.ts +11 -1
  97. package/dist/render/shaders/generated/smoke.wgsl.js +11 -1
  98. package/dist/render/shaders/generated/text.wgsl.d.ts +11 -1
  99. package/dist/render/shaders/generated/text.wgsl.js +11 -1
  100. package/dist/render/shaders/generated/water.wgsl.d.ts +12 -2
  101. package/dist/render/shaders/generated/water.wgsl.js +12 -2
  102. package/dist/render/shaders/generated/windStreaks.wgsl.d.ts +12 -2
  103. package/dist/render/shaders/generated/windStreaks.wgsl.js +12 -2
  104. package/dist/render/shaders/globalMedium.js +14 -1
  105. package/dist/render/shaders/gpudriven/present.wgsl.d.ts +15 -6
  106. package/dist/render/shaders/gpudriven/present.wgsl.js +71 -8
  107. package/dist/render/shaders/lightVolume.js +4 -1
  108. package/dist/render/shaders/line.d.ts +1 -1
  109. package/dist/render/shaders/outputTransform.d.ts +8 -2
  110. package/dist/render/shaders/outputTransform.js +18 -11
  111. package/dist/render/shaders/panel.d.ts +1 -1
  112. package/dist/render/shaders/panel.js +5 -1
  113. package/dist/render/shaders/particle.d.ts +3 -3
  114. package/dist/render/shaders/rush.js +8 -0
  115. package/dist/render/shaders/scatter.d.ts +1 -1
  116. package/dist/render/shaders/scatter.js +4 -1
  117. package/dist/render/shaders/sdfText.d.ts +1 -1
  118. package/dist/render/shaders/skinBlur.js +5 -1
  119. package/dist/render/shaders/sky.d.ts +1 -1
  120. package/dist/render/shaders/sky.js +5 -1
  121. package/dist/render/shaders/smoke.d.ts +1 -1
  122. package/dist/render/shaders/smoke.js +4 -1
  123. package/dist/render/shaders/text.d.ts +1 -1
  124. package/dist/render/shaders/text.js +4 -1
  125. package/dist/render/shaders/water.d.ts +1 -1
  126. package/dist/render/shaders/water.js +12 -2
  127. package/dist/render/shaders/windStreaks.d.ts +1 -1
  128. package/dist/render/shaders/windStreaks.js +4 -1
  129. package/dist/render/surfaceLayerLooks.d.ts +16 -4
  130. package/dist/render/surfaceLayerLooks.js +33 -14
  131. package/dist/render/surfaceLayers.d.ts +2 -2
  132. package/dist/render/textRenderer.d.ts +3 -1
  133. package/dist/render/textRenderer.js +7 -1
  134. package/dist/render/vertexDefaults.d.ts +1 -1
  135. package/dist/render/vertexDefaults.js +1 -1
  136. package/dist/render/waterRenderer.d.ts +1 -1
  137. package/dist/render/waterRenderer.js +4 -1
  138. package/dist/render/windStreakRenderer.d.ts +3 -1
  139. package/dist/render/windStreakRenderer.js +5 -1
  140. package/package.json +6 -6
  141. package/src/geometry/meshBuilder.ts +21 -2
  142. package/src/index.ts +11 -2
  143. package/src/math/color.ts +39 -0
  144. package/src/render/backend/webgl2/renderer.ts +134 -44
  145. package/src/render/backend/webgl2/skinScatter.ts +5 -0
  146. package/src/render/backend/webgpu/giFieldPass.ts +3 -1
  147. package/src/render/backend/webgpu/gpuDrivenPass.ts +29 -13
  148. package/src/render/backend/webgpu/renderer.ts +104 -37
  149. package/src/render/backend/webgpu/skinScatterPass.ts +17 -1
  150. package/src/render/causticsRenderer.ts +5 -0
  151. package/src/render/decalPass.ts +3 -0
  152. package/src/render/flockRenderer.ts +5 -0
  153. package/src/render/globalMediumPass.ts +10 -1
  154. package/src/render/gradeColor.ts +90 -0
  155. package/src/render/lightMatrix.ts +32 -0
  156. package/src/render/passGrade.ts +58 -0
  157. package/src/render/plumeRenderer.ts +5 -0
  158. package/src/render/renderQuality.ts +60 -21
  159. package/src/render/sceneTarget.ts +3 -0
  160. package/src/render/sdfTextRenderer.ts +1 -1
  161. package/src/render/shaders/arcane.ts +5 -1
  162. package/src/render/shaders/bolt.ts +4 -1
  163. package/src/render/shaders/caustics.ts +4 -1
  164. package/src/render/shaders/decalProject.ts +12 -2
  165. package/src/render/shaders/film.ts +22 -9
  166. package/src/render/shaders/fire.ts +4 -1
  167. package/src/render/shaders/flat/layerLooks.ts +11 -19
  168. package/src/render/shaders/flat/layered.ts +33 -18
  169. package/src/render/shaders/flock.ts +4 -1
  170. package/src/render/shaders/generated/arcane.wgsl.ts +11 -1
  171. package/src/render/shaders/generated/bolt.wgsl.ts +12 -2
  172. package/src/render/shaders/generated/caustics.wgsl.ts +12 -2
  173. package/src/render/shaders/generated/decalProject.wgsl.ts +6 -1
  174. package/src/render/shaders/generated/film.wgsl.ts +12 -2
  175. package/src/render/shaders/generated/fire.wgsl.ts +11 -1
  176. package/src/render/shaders/generated/flat.wgsl.ts +23 -23
  177. package/src/render/shaders/generated/flock.wgsl.ts +12 -2
  178. package/src/render/shaders/generated/globalMedium.wgsl.ts +12 -2
  179. package/src/render/shaders/generated/lightVolume.wgsl.ts +39 -19
  180. package/src/render/shaders/generated/panel.wgsl.ts +12 -2
  181. package/src/render/shaders/generated/rush.wgsl.ts +31 -26
  182. package/src/render/shaders/generated/scatter.wgsl.ts +12 -2
  183. package/src/render/shaders/generated/skinBlur.wgsl.ts +11 -1
  184. package/src/render/shaders/generated/sky.wgsl.ts +12 -2
  185. package/src/render/shaders/generated/smoke.wgsl.ts +11 -1
  186. package/src/render/shaders/generated/text.wgsl.ts +11 -1
  187. package/src/render/shaders/generated/water.wgsl.ts +12 -2
  188. package/src/render/shaders/generated/windStreaks.wgsl.ts +12 -2
  189. package/src/render/shaders/globalMedium.ts +14 -1
  190. package/src/render/shaders/gpudriven/present.wgsl.ts +72 -8
  191. package/src/render/shaders/lightVolume.ts +4 -1
  192. package/src/render/shaders/outputTransform.ts +19 -11
  193. package/src/render/shaders/panel.ts +5 -1
  194. package/src/render/shaders/rush.ts +8 -0
  195. package/src/render/shaders/scatter.ts +4 -1
  196. package/src/render/shaders/skinBlur.ts +5 -1
  197. package/src/render/shaders/sky.ts +5 -1
  198. package/src/render/shaders/smoke.ts +4 -1
  199. package/src/render/shaders/text.ts +4 -1
  200. package/src/render/shaders/water.ts +12 -2
  201. package/src/render/shaders/windStreaks.ts +4 -1
  202. package/src/render/surfaceLayerLooks.ts +49 -18
  203. package/src/render/surfaceLayers.ts +2 -2
  204. package/src/render/textRenderer.ts +6 -0
  205. package/src/render/vertexDefaults.ts +1 -1
  206. package/src/render/waterRenderer.ts +5 -0
  207. package/src/render/windStreakRenderer.ts +5 -0
@@ -1,4 +1,4 @@
1
- export declare const WATER_FRAG_WGSL = "struct Uniforms {\n uGridHalf: vec2<f32>,\n uFoamGain: f32,\n uNadirOpacity: f32,\n uVisibility: f32,\n uMirror: f32,\n uDeepColor: vec3<f32>,\n uShallowColor: vec3<f32>,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uLightFalloff: i32,\n uLightCone: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n uReflectionEnabled: i32,\n uReflectionTexelSize: vec2<f32>,\n uReflectionFilterTaps: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vCrest_1: f32;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vGrid_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e122 = unnamed.uFogMode;\n if (_e122 == 1i) {\n let _e125 = unnamed.uFogFar;\n let _e127 = unnamed.uFogNear;\n span = max((_e125 - _e127), 0.0001f);\n let _e130 = (*dist);\n let _e132 = unnamed.uFogNear;\n let _e134 = span;\n ramp = clamp(((_e130 - _e132) / _e134), 0f, 1f);\n let _e138 = unnamed.uUnderwaterFactor;\n if (_e138 <= 0f) {\n let _e140 = ramp;\n return _e140;\n }\n let _e142 = unnamed.uUnderwaterFogDensity;\n let _e143 = (*dist);\n wetLinear = (_e142 * _e143);\n let _e145 = ramp;\n let _e146 = wetLinear;\n let _e148 = wetLinear;\n let _e154 = unnamed.uUnderwaterFactor;\n return mix(_e145, (1f - exp2(((-(_e146) * _e148) * 1.442695f))), _e154);\n }\n let _e157 = unnamed.uFogNear;\n let _e158 = (*dist);\n start = min(_e157, _e158);\n let _e160 = (*dist);\n if (_e160 > 0f) {\n let _e162 = start;\n let _e163 = (*dist);\n local = (_e162 / _e163);\n } else {\n local = 0f;\n }\n let _e165 = local;\n before = _e165;\n let _e166 = (*pointY);\n let _e168 = unnamed.uFogEyeY;\n let _e171 = unnamed.uFogHeightFalloff;\n t = ((_e166 - _e168) * _e171);\n let _e173 = t;\n let _e174 = before;\n rest = (_e173 * (1f - _e174));\n let _e177 = rest;\n let _e180 = rest;\n denom = select(_e180, 0.0001f, (abs(_e177) < 0.0001f));\n let _e183 = unnamed.uFogDensity;\n let _e185 = t;\n let _e187 = before;\n let _e191 = (*dist);\n let _e192 = start;\n let _e195 = denom;\n let _e200 = denom;\n air = (1f - exp(((((-(_e183) * exp((-(_e185) * _e187))) * (_e191 - _e192)) * (1f - exp(-(_e195)))) / _e200)));\n let _e205 = unnamed.uUnderwaterFactor;\n if (_e205 <= 0f) {\n let _e207 = air;\n return _e207;\n }\n let _e209 = unnamed.uUnderwaterFogDensity;\n let _e210 = (*dist);\n wet = (_e209 * _e210);\n let _e212 = air;\n let _e213 = wet;\n let _e215 = wet;\n let _e221 = unnamed.uUnderwaterFactor;\n return mix(_e212, (1f - exp2(((-(_e213) * _e215) * 1.442695f))), _e221);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e109 = unnamed.uFogColor;\n let _e111 = unnamed.uUnderwaterColor;\n let _e113 = unnamed.uUnderwaterFactor;\n return mix(_e109, _e111, vec3(_e113));\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var view: vec3<f32>;\n var facing: f32;\n var fresnel: f32;\n var atmosphereColor: vec3<f32>;\n var col: vec3<f32>;\n var incident: vec3<f32>;\n var halfVec: vec3<f32>;\n var spec: f32;\n var highlight: vec3<f32>;\n var i: i32;\n var toLight: vec3<f32>;\n var lightDist: f32;\n var exponent: f32;\n var reach: f32;\n var falloff: f32;\n var window: f32;\n var lightDir: vec3<f32>;\n var shaped: f32;\n var lampHalf: vec3<f32>;\n var foam: f32;\n var dist_1: f32;\n var fog: f32;\n var param: f32;\n var param_1: f32;\n var airOpacity: f32;\n var underwaterOpacity: f32;\n var opacity: f32;\n var reflected: vec3<f32>;\n var reflectionValid: f32;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var blurPixels: f32;\n var sceneReflection: vec3<f32>;\n var filterWeight: f32;\n var i_1: i32;\n var sampleUv: vec2<f32>;\n var indexable: array<vec2<f32>, 9>;\n var weight: f32;\n var indexable_1: array<f32, 9>;\n var sceneWeight: f32;\n var reflectionGain: f32;\n var reflectivity: f32;\n var reflectedRadiance: f32;\n var reflectionWeight: f32;\n var rimFraction: vec2<f32>;\n var rimT: f32;\n var rim: f32;\n var edge: f32;\n var phi_495_: bool;\n\n let _e157 = vNormal_1;\n n = normalize(_e157);\n let _e160 = unnamed.uCameraPos;\n let _e161 = vWorldPos_1;\n view = normalize((_e160 - _e161));\n let _e164 = n;\n let _e165 = view;\n facing = clamp(abs(dot(_e164, _e165)), 0f, 1f);\n let _e169 = facing;\n fresnel = (0.02f + (0.98f * pow((1f - _e169), 5f)));\n let _e174 = mediumColor_u0028_();\n atmosphereColor = _e174;\n let _e176 = unnamed.uDeepColor;\n let _e178 = unnamed.uShallowColor;\n let _e179 = vCrest_1;\n col = mix(_e176, _e178, vec3(clamp(((_e179 * 1.4f) + 0.4f), 0f, 1f)));\n let _e186 = unnamed.uAmbient;\n let _e188 = unnamed.uDirectionalColor;\n let _e189 = n;\n let _e191 = unnamed.uDirectionalDir;\n incident = (_e186 + ((_e188 * max(dot(_e189, _e191), 0f)) * 0.6f));\n let _e198 = unnamed.uDirectionalDir;\n let _e199 = view;\n halfVec = normalize((_e198 + _e199));\n let _e202 = n;\n let _e203 = halfVec;\n spec = pow(max(dot(_e202, _e203), 0f), 220f);\n let _e208 = unnamed.uDirectionalColor;\n let _e209 = spec;\n highlight = ((_e208 * _e209) * 1.6f);\n i = 0i;\n loop {\n let _e212 = i;\n if (_e212 < 16i) {\n let _e214 = i;\n let _e216 = unnamed.uLightCount;\n if (_e214 >= _e216) {\n break;\n }\n let _e218 = i;\n let _e221 = unnamed.uLightPos[_e218];\n let _e222 = vWorldPos_1;\n toLight = (_e221 - _e222);\n let _e224 = toLight;\n lightDist = length(_e224);\n let _e226 = i;\n let _e230 = unnamed.uLightCone[_e226][2u];\n exponent = _e230;\n let _e231 = exponent;\n if (_e231 > 0f) {\n let _e233 = lightDist;\n let _e234 = i;\n let _e238 = unnamed.uLightRadius[_e234][0u];\n reach = (_e233 / max(_e238, 0.0001f));\n let _e241 = reach;\n let _e242 = reach;\n let _e246 = exponent;\n falloff = pow(clamp((1f - (_e241 * _e242)), 0f, 1f), _e246);\n } else {\n let _e249 = unnamed.uLightFalloff;\n if (_e249 == 1i) {\n let _e251 = lightDist;\n let _e252 = i;\n let _e256 = unnamed.uLightRadius[_e252][0u];\n window = clamp((1f - pow((_e251 / max(_e256, 0.0001f)), 4f)), 0f, 1f);\n let _e262 = window;\n let _e263 = window;\n let _e265 = lightDist;\n let _e266 = lightDist;\n falloff = ((_e262 * _e263) / max((_e265 * _e266), 0.01f));\n } else {\n let _e270 = lightDist;\n let _e271 = i;\n let _e275 = unnamed.uLightRadius[_e271][0u];\n falloff = clamp((1f - (_e270 / max(_e275, 0.0001f))), 0f, 1f);\n }\n }\n let _e280 = falloff;\n if (_e280 <= 0f) {\n continue;\n }\n let _e282 = toLight;\n let _e283 = lightDist;\n lightDir = (_e282 / vec3(max(_e283, 0.0001f)));\n let _e287 = falloff;\n let _e288 = i;\n let _e292 = unnamed.uLightWeight[_e288][0u];\n shaped = (_e287 * _e292);\n let _e294 = i;\n let _e297 = unnamed.uLightColor[_e294];\n let _e298 = n;\n let _e299 = lightDir;\n let _e303 = shaped;\n let _e306 = incident;\n incident = (_e306 + (((_e297 * max(dot(_e298, _e299), 0f)) * _e303) * 0.6f));\n let _e308 = lightDir;\n let _e309 = view;\n lampHalf = normalize((_e308 + _e309));\n let _e312 = i;\n let _e315 = unnamed.uLightColor[_e312];\n let _e316 = n;\n let _e317 = lampHalf;\n let _e322 = shaped;\n let _e325 = highlight;\n highlight = (_e325 + (((_e315 * pow(max(dot(_e316, _e317), 0f), 220f)) * _e322) * 1.6f));\n continue;\n } else {\n break;\n }\n continuing {\n let _e327 = i;\n i = (_e327 + 1i);\n }\n }\n let _e329 = incident;\n let _e330 = col;\n col = (_e330 * _e329);\n let _e332 = highlight;\n let _e333 = col;\n col = (_e333 + _e332);\n let _e335 = vCrest_1;\n let _e338 = unnamed.uFoamGain;\n foam = (smoothstep(0.55f, 0.85f, _e335) * _e338);\n let _e340 = col;\n let _e341 = foam;\n col = mix(_e340, vec3<f32>(0.92f, 0.96f, 1f), vec3((_e341 * 0.5f)));\n let _e345 = vWorldPos_1;\n let _e347 = unnamed.uCameraPos;\n dist_1 = distance(_e345, _e347);\n let _e349 = dist_1;\n param = _e349;\n let _e351 = vWorldPos_1[1u];\n param_1 = _e351;\n let _e352 = mediumFog_u0028_f1_u003b_f1_u003b((&param), (&param_1));\n fog = _e352;\n let _e353 = col;\n let _e354 = atmosphereColor;\n let _e355 = fog;\n col = mix(_e353, _e354, vec3(_e355));\n let _e359 = unnamed.uNadirOpacity;\n let _e360 = fresnel;\n airOpacity = mix(_e359, 0.96f, _e360);\n let _e363 = unnamed.uNadirOpacity;\n let _e365 = fresnel;\n underwaterOpacity = mix((_e363 * 0.55f), 0.88f, _e365);\n let _e367 = airOpacity;\n let _e368 = underwaterOpacity;\n let _e370 = unnamed.uUnderwaterFactor;\n opacity = mix(_e367, _e368, _e370);\n let _e372 = opacity;\n let _e373 = foam;\n opacity = mix(_e372, 0.96f, (_e373 * 0.7f));\n let _e376 = atmosphereColor;\n reflected = _e376;\n reflectionValid = 0f;\n let _e378 = unnamed.uReflectionEnabled;\n let _e379 = (_e378 != 0i);\n phi_495_ = _e379;\n if _e379 {\n let _e381 = vReflectionClip_1[3u];\n phi_495_ = (_e381 > 0f);\n }\n let _e384 = phi_495_;\n if _e384 {\n let _e385 = vReflectionClip_1;\n let _e388 = vReflectionClip_1[3u];\n reflectionUv = (((_e385.xy / vec2(_e388)) * 0.5f) + vec2(0.5f));\n let _e394 = n;\n let _e396 = fresnel;\n let _e399 = reflectionUv;\n reflectionUv = (_e399 + (_e394.xz * mix(0.008f, 0.022f, _e396)));\n let _e401 = reflectionUv;\n let _e402 = reflectionUv;\n border = min(_e401, (vec2(1f) - _e402));\n let _e407 = border[0u];\n let _e409 = border[1u];\n reflectionValid = smoothstep(0f, 0.025f, min(_e407, _e409));\n let _e412 = dist_1;\n blurPixels = (1.35f + min((_e412 * 0.022f), 3.5f));\n sceneReflection = vec3<f32>(0f, 0f, 0f);\n filterWeight = 0f;\n i_1 = 0i;\n loop {\n let _e416 = i_1;\n if (_e416 < 9i) {\n let _e418 = i_1;\n let _e420 = unnamed.uReflectionFilterTaps;\n if (_e418 >= _e420) {\n break;\n }\n let _e422 = reflectionUv;\n let _e423 = i_1;\n indexable = array<vec2<f32>, 9>(vec2<f32>(0f, 0f), vec2<f32>(-0.62f, -0.31f), vec2<f32>(0.54f, 0.43f), vec2<f32>(-0.34f, 0.76f), vec2<f32>(0.78f, -0.57f), vec2<f32>(-0.88f, 0.28f), vec2<f32>(0.22f, -0.91f), vec2<f32>(0.91f, 0.08f), vec2<f32>(-0.18f, 0.94f));\n let _e425 = indexable[_e423];\n let _e427 = unnamed.uReflectionTexelSize;\n let _e429 = blurPixels;\n sampleUv = (_e422 + ((_e425 * _e427) * _e429));\n let _e432 = i_1;\n indexable_1 = array<f32, 9>(0.28f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f);\n let _e434 = indexable_1[_e432];\n weight = _e434;\n let _e435 = sampleUv;\n let _e439 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e435, vec2(0f), vec2(1f)), 0f);\n let _e441 = weight;\n let _e443 = sceneReflection;\n sceneReflection = (_e443 + (_e439.xyz * _e441));\n let _e445 = weight;\n let _e446 = filterWeight;\n filterWeight = (_e446 + _e445);\n continue;\n } else {\n break;\n }\n continuing {\n let _e448 = i_1;\n i_1 = (_e448 + 1i);\n }\n }\n let _e450 = filterWeight;\n let _e452 = sceneReflection;\n sceneReflection = (_e452 / vec3(max(_e450, 0.001f)));\n let _e455 = atmosphereColor;\n let _e456 = sceneReflection;\n let _e457 = reflectionValid;\n reflected = mix(_e455, _e456, vec3(_e457));\n }\n let _e461 = unnamed.uReflectionEnabled;\n let _e463 = reflectionValid;\n sceneWeight = (f32(_e461) * _e463);\n let _e465 = sceneWeight;\n reflectionGain = mix(0.75f, 0.94f, _e465);\n let _e467 = fresnel;\n let _e469 = unnamed.uMirror;\n reflectivity = mix(_e467, 1f, _e469);\n let _e471 = reflectivity;\n let _e472 = reflectionGain;\n let _e474 = foam;\n let _e478 = opacity;\n reflectedRadiance = min(((_e471 * _e472) * (1f - (_e474 * 0.8f))), _e478);\n let _e480 = reflectedRadiance;\n let _e481 = opacity;\n reflectionWeight = (_e480 / max(_e481, 0.001f));\n let _e484 = col;\n let _e485 = reflected;\n let _e486 = reflectionWeight;\n col = mix(_e484, _e485, vec3(_e486));\n let _e489 = vGrid_1;\n let _e492 = unnamed.uGridHalf;\n rimFraction = (abs(_e489) / max(_e492, vec2<f32>(0.001f, 0.001f)));\n let _e496 = rimFraction[0u];\n let _e498 = rimFraction[1u];\n rimT = max(_e496, _e498);\n let _e500 = rimT;\n rim = (1f - smoothstep(0.9f, 1f, _e500));\n let _e503 = fog;\n edge = (1f - smoothstep(0.82f, 1f, _e503));\n let _e506 = col;\n let _e507 = opacity;\n let _e508 = edge;\n let _e510 = rim;\n let _e513 = unnamed.uVisibility;\n outColor = vec4<f32>(_e506.x, _e506.y, _e506.z, (((_e507 * _e508) * _e510) * _e513));\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vWorldPos: vec3<f32>, @location(2) vCrest: f32, @location(3) vReflectionClip: vec4<f32>, @location(4) vGrid: vec2<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vCrest_1 = vCrest;\n vReflectionClip_1 = vReflectionClip;\n vGrid_1 = vGrid;\n main_1();\n let _e11 = outColor;\n return _e11;\n}\n";
1
+ export declare const WATER_FRAG_WGSL = "struct Uniforms {\n uGridHalf: vec2<f32>,\n uFoamGain: f32,\n uNadirOpacity: f32,\n uVisibility: f32,\n uMirror: f32,\n uDeepColor: vec3<f32>,\n uShallowColor: vec3<f32>,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uLightFalloff: i32,\n uLightCone: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n uReflectionEnabled: i32,\n uReflectionTexelSize: vec2<f32>,\n uReflectionFilterTaps: i32,\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> vWorldPos_1: vec3<f32>;\nvar<private> vCrest_1: f32;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vGrid_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 _e152 = (*c);\n low = (_e152 * 12.92f);\n let _e154 = (*c);\n high = ((pow(max(_e154, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e160 = high;\n let _e161 = low;\n let _e162 = (*c);\n return mix(_e160, _e161, step(_e162, 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 _e153 = (*c_1)[0u];\n let _e155 = (*c_1)[1u];\n let _e157 = (*c_1)[2u];\n m = max(_e153, max(_e155, _e157));\n let _e160 = m;\n if (_e160 <= 0.8f) {\n let _e162 = (*c_1);\n return _e162;\n }\n let _e163 = m;\n e = (_e163 - 0.8f);\n let _e165 = (*c_1);\n let _e166 = e;\n let _e168 = e;\n let _e172 = m;\n return (_e165 * ((0.8f + ((0.2f * _e166) / (_e168 + 0.2f))) / _e172));\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 _e152 = (*v);\n let _e153 = (*v);\n a = ((_e152 * (_e153 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e159 = (*v);\n let _e160 = (*v);\n b = ((_e159 * ((_e160 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e167 = a;\n let _e168 = b;\n return (_e167 / _e168);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e152 = unnamed.uOutputExposure;\n let _e153 = (*x);\n (*x) = (_e153 * _e152);\n let _e155 = (*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)) * _e155);\n let _e157 = rrtAndOdtFit_u0028_vf3_u003b((&param));\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)) * _e157), 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 _e154 = unnamed.uOutputTransform;\n if (_e154 == 0i) {\n let _e156 = (*c_2);\n return _e156;\n }\n let _e158 = unnamed.uOutputTransform;\n if (_e158 == 2i) {\n let _e160 = (*c_2);\n param_1 = _e160;\n let _e161 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e161;\n }\n let _e163 = unnamed.uOutputTransform;\n if (_e163 == 3i) {\n let _e165 = (*c_2);\n let _e167 = unnamed.uOutputExposure;\n param_2 = (_e165 * _e167);\n let _e169 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e169;\n }\n let _e170 = (*c_2);\n param_3 = _e170;\n let _e171 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e171;\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 _e163 = unnamed.uFogMode;\n if (_e163 == 1i) {\n let _e166 = unnamed.uFogFar;\n let _e168 = unnamed.uFogNear;\n span = max((_e166 - _e168), 0.0001f);\n let _e171 = (*dist);\n let _e173 = unnamed.uFogNear;\n let _e175 = span;\n ramp = clamp(((_e171 - _e173) / _e175), 0f, 1f);\n let _e179 = unnamed.uUnderwaterFactor;\n if (_e179 <= 0f) {\n let _e181 = ramp;\n return _e181;\n }\n let _e183 = unnamed.uUnderwaterFogDensity;\n let _e184 = (*dist);\n wetLinear = (_e183 * _e184);\n let _e186 = ramp;\n let _e187 = wetLinear;\n let _e189 = wetLinear;\n let _e195 = unnamed.uUnderwaterFactor;\n return mix(_e186, (1f - exp2(((-(_e187) * _e189) * 1.442695f))), _e195);\n }\n let _e198 = unnamed.uFogNear;\n let _e199 = (*dist);\n start = min(_e198, _e199);\n let _e201 = (*dist);\n if (_e201 > 0f) {\n let _e203 = start;\n let _e204 = (*dist);\n local = (_e203 / _e204);\n } else {\n local = 0f;\n }\n let _e206 = local;\n before = _e206;\n let _e207 = (*pointY);\n let _e209 = unnamed.uFogEyeY;\n let _e212 = unnamed.uFogHeightFalloff;\n t = ((_e207 - _e209) * _e212);\n let _e214 = t;\n let _e215 = before;\n rest = (_e214 * (1f - _e215));\n let _e218 = rest;\n let _e221 = rest;\n denom = select(_e221, 0.0001f, (abs(_e218) < 0.0001f));\n let _e224 = unnamed.uFogDensity;\n let _e226 = t;\n let _e228 = before;\n let _e232 = (*dist);\n let _e233 = start;\n let _e236 = denom;\n let _e241 = denom;\n air = (1f - exp(((((-(_e224) * exp((-(_e226) * _e228))) * (_e232 - _e233)) * (1f - exp(-(_e236)))) / _e241)));\n let _e246 = unnamed.uUnderwaterFactor;\n if (_e246 <= 0f) {\n let _e248 = air;\n return _e248;\n }\n let _e250 = unnamed.uUnderwaterFogDensity;\n let _e251 = (*dist);\n wet = (_e250 * _e251);\n let _e253 = air;\n let _e254 = wet;\n let _e256 = wet;\n let _e262 = unnamed.uUnderwaterFactor;\n return mix(_e253, (1f - exp2(((-(_e254) * _e256) * 1.442695f))), _e262);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e150 = unnamed.uFogColor;\n let _e152 = unnamed.uUnderwaterColor;\n let _e154 = unnamed.uUnderwaterFactor;\n return mix(_e150, _e152, vec3(_e154));\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var view: vec3<f32>;\n var facing: f32;\n var fresnel: f32;\n var atmosphereColor: vec3<f32>;\n var col: vec3<f32>;\n var incident: vec3<f32>;\n var halfVec: vec3<f32>;\n var spec: f32;\n var highlight: vec3<f32>;\n var i: i32;\n var toLight: vec3<f32>;\n var lightDist: f32;\n var exponent: f32;\n var reach: f32;\n var falloff: f32;\n var window: f32;\n var lightDir: vec3<f32>;\n var shaped: f32;\n var lampHalf: vec3<f32>;\n var foam: f32;\n var dist_1: f32;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var param_6: vec3<f32>;\n var gradedAir: vec3<f32>;\n var param_7: vec3<f32>;\n var airOpacity: f32;\n var underwaterOpacity: f32;\n var opacity: f32;\n var reflected: vec3<f32>;\n var reflectionValid: f32;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var blurPixels: f32;\n var sceneReflection: vec3<f32>;\n var filterWeight: f32;\n var i_1: i32;\n var sampleUv: vec2<f32>;\n var indexable: array<vec2<f32>, 9>;\n var weight: f32;\n var indexable_1: array<f32, 9>;\n var sceneWeight: f32;\n var reflectionGain: f32;\n var reflectivity: f32;\n var reflectedRadiance: f32;\n var reflectionWeight: f32;\n var rimFraction: vec2<f32>;\n var rimT: f32;\n var rim: f32;\n var edge: f32;\n var phi_677_: bool;\n\n let _e201 = vNormal_1;\n n = normalize(_e201);\n let _e204 = unnamed.uCameraPos;\n let _e205 = vWorldPos_1;\n view = normalize((_e204 - _e205));\n let _e208 = n;\n let _e209 = view;\n facing = clamp(abs(dot(_e208, _e209)), 0f, 1f);\n let _e213 = facing;\n fresnel = (0.02f + (0.98f * pow((1f - _e213), 5f)));\n let _e218 = mediumColor_u0028_();\n atmosphereColor = _e218;\n let _e220 = unnamed.uDeepColor;\n let _e222 = unnamed.uShallowColor;\n let _e223 = vCrest_1;\n col = mix(_e220, _e222, vec3(clamp(((_e223 * 1.4f) + 0.4f), 0f, 1f)));\n let _e230 = unnamed.uAmbient;\n let _e232 = unnamed.uDirectionalColor;\n let _e233 = n;\n let _e235 = unnamed.uDirectionalDir;\n incident = (_e230 + ((_e232 * max(dot(_e233, _e235), 0f)) * 0.6f));\n let _e242 = unnamed.uDirectionalDir;\n let _e243 = view;\n halfVec = normalize((_e242 + _e243));\n let _e246 = n;\n let _e247 = halfVec;\n spec = pow(max(dot(_e246, _e247), 0f), 220f);\n let _e252 = unnamed.uDirectionalColor;\n let _e253 = spec;\n highlight = ((_e252 * _e253) * 1.6f);\n i = 0i;\n loop {\n let _e256 = i;\n if (_e256 < 16i) {\n let _e258 = i;\n let _e260 = unnamed.uLightCount;\n if (_e258 >= _e260) {\n break;\n }\n let _e262 = i;\n let _e265 = unnamed.uLightPos[_e262];\n let _e266 = vWorldPos_1;\n toLight = (_e265 - _e266);\n let _e268 = toLight;\n lightDist = length(_e268);\n let _e270 = i;\n let _e274 = unnamed.uLightCone[_e270][2u];\n exponent = _e274;\n let _e275 = exponent;\n if (_e275 > 0f) {\n let _e277 = lightDist;\n let _e278 = i;\n let _e282 = unnamed.uLightRadius[_e278][0u];\n reach = (_e277 / max(_e282, 0.0001f));\n let _e285 = reach;\n let _e286 = reach;\n let _e290 = exponent;\n falloff = pow(clamp((1f - (_e285 * _e286)), 0f, 1f), _e290);\n } else {\n let _e293 = unnamed.uLightFalloff;\n if (_e293 == 1i) {\n let _e295 = lightDist;\n let _e296 = i;\n let _e300 = unnamed.uLightRadius[_e296][0u];\n window = clamp((1f - pow((_e295 / max(_e300, 0.0001f)), 4f)), 0f, 1f);\n let _e306 = window;\n let _e307 = window;\n let _e309 = lightDist;\n let _e310 = lightDist;\n falloff = ((_e306 * _e307) / max((_e309 * _e310), 0.01f));\n } else {\n let _e314 = lightDist;\n let _e315 = i;\n let _e319 = unnamed.uLightRadius[_e315][0u];\n falloff = clamp((1f - (_e314 / max(_e319, 0.0001f))), 0f, 1f);\n }\n }\n let _e324 = falloff;\n if (_e324 <= 0f) {\n continue;\n }\n let _e326 = toLight;\n let _e327 = lightDist;\n lightDir = (_e326 / vec3(max(_e327, 0.0001f)));\n let _e331 = falloff;\n let _e332 = i;\n let _e336 = unnamed.uLightWeight[_e332][0u];\n shaped = (_e331 * _e336);\n let _e338 = i;\n let _e341 = unnamed.uLightColor[_e338];\n let _e342 = n;\n let _e343 = lightDir;\n let _e347 = shaped;\n let _e350 = incident;\n incident = (_e350 + (((_e341 * max(dot(_e342, _e343), 0f)) * _e347) * 0.6f));\n let _e352 = lightDir;\n let _e353 = view;\n lampHalf = normalize((_e352 + _e353));\n let _e356 = i;\n let _e359 = unnamed.uLightColor[_e356];\n let _e360 = n;\n let _e361 = lampHalf;\n let _e366 = shaped;\n let _e369 = highlight;\n highlight = (_e369 + (((_e359 * pow(max(dot(_e360, _e361), 0f), 220f)) * _e366) * 1.6f));\n continue;\n } else {\n break;\n }\n continuing {\n let _e371 = i;\n i = (_e371 + 1i);\n }\n }\n let _e373 = incident;\n let _e374 = col;\n col = (_e374 * _e373);\n let _e376 = highlight;\n let _e377 = col;\n col = (_e377 + _e376);\n let _e379 = vCrest_1;\n let _e382 = unnamed.uFoamGain;\n foam = (smoothstep(0.55f, 0.85f, _e379) * _e382);\n let _e384 = col;\n let _e385 = foam;\n col = mix(_e384, vec3<f32>(0.92f, 0.96f, 1f), vec3((_e385 * 0.5f)));\n let _e389 = vWorldPos_1;\n let _e391 = unnamed.uCameraPos;\n dist_1 = distance(_e389, _e391);\n let _e393 = dist_1;\n param_4 = _e393;\n let _e395 = vWorldPos_1[1u];\n param_5 = _e395;\n let _e396 = mediumFog_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n fog = _e396;\n let _e397 = col;\n let _e398 = atmosphereColor;\n let _e399 = fog;\n col = mix(_e397, _e398, vec3(_e399));\n let _e402 = col;\n param_6 = _e402;\n let _e403 = applyOutputTransform_u0028_vf3_u003b((&param_6));\n col = _e403;\n let _e404 = atmosphereColor;\n param_7 = _e404;\n let _e405 = applyOutputTransform_u0028_vf3_u003b((&param_7));\n gradedAir = _e405;\n let _e407 = unnamed.uNadirOpacity;\n let _e408 = fresnel;\n airOpacity = mix(_e407, 0.96f, _e408);\n let _e411 = unnamed.uNadirOpacity;\n let _e413 = fresnel;\n underwaterOpacity = mix((_e411 * 0.55f), 0.88f, _e413);\n let _e415 = airOpacity;\n let _e416 = underwaterOpacity;\n let _e418 = unnamed.uUnderwaterFactor;\n opacity = mix(_e415, _e416, _e418);\n let _e420 = opacity;\n let _e421 = foam;\n opacity = mix(_e420, 0.96f, (_e421 * 0.7f));\n let _e424 = gradedAir;\n reflected = _e424;\n reflectionValid = 0f;\n let _e426 = unnamed.uReflectionEnabled;\n let _e427 = (_e426 != 0i);\n phi_677_ = _e427;\n if _e427 {\n let _e429 = vReflectionClip_1[3u];\n phi_677_ = (_e429 > 0f);\n }\n let _e432 = phi_677_;\n if _e432 {\n let _e433 = vReflectionClip_1;\n let _e436 = vReflectionClip_1[3u];\n reflectionUv = (((_e433.xy / vec2(_e436)) * 0.5f) + vec2(0.5f));\n let _e442 = n;\n let _e444 = fresnel;\n let _e447 = reflectionUv;\n reflectionUv = (_e447 + (_e442.xz * mix(0.008f, 0.022f, _e444)));\n let _e449 = reflectionUv;\n let _e450 = reflectionUv;\n border = min(_e449, (vec2(1f) - _e450));\n let _e455 = border[0u];\n let _e457 = border[1u];\n reflectionValid = smoothstep(0f, 0.025f, min(_e455, _e457));\n let _e460 = dist_1;\n blurPixels = (1.35f + min((_e460 * 0.022f), 3.5f));\n sceneReflection = vec3<f32>(0f, 0f, 0f);\n filterWeight = 0f;\n i_1 = 0i;\n loop {\n let _e464 = i_1;\n if (_e464 < 9i) {\n let _e466 = i_1;\n let _e468 = unnamed.uReflectionFilterTaps;\n if (_e466 >= _e468) {\n break;\n }\n let _e470 = reflectionUv;\n let _e471 = i_1;\n indexable = array<vec2<f32>, 9>(vec2<f32>(0f, 0f), vec2<f32>(-0.62f, -0.31f), vec2<f32>(0.54f, 0.43f), vec2<f32>(-0.34f, 0.76f), vec2<f32>(0.78f, -0.57f), vec2<f32>(-0.88f, 0.28f), vec2<f32>(0.22f, -0.91f), vec2<f32>(0.91f, 0.08f), vec2<f32>(-0.18f, 0.94f));\n let _e473 = indexable[_e471];\n let _e475 = unnamed.uReflectionTexelSize;\n let _e477 = blurPixels;\n sampleUv = (_e470 + ((_e473 * _e475) * _e477));\n let _e480 = i_1;\n indexable_1 = array<f32, 9>(0.28f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f);\n let _e482 = indexable_1[_e480];\n weight = _e482;\n let _e483 = sampleUv;\n let _e487 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e483, vec2(0f), vec2(1f)), 0f);\n let _e489 = weight;\n let _e491 = sceneReflection;\n sceneReflection = (_e491 + (_e487.xyz * _e489));\n let _e493 = weight;\n let _e494 = filterWeight;\n filterWeight = (_e494 + _e493);\n continue;\n } else {\n break;\n }\n continuing {\n let _e496 = i_1;\n i_1 = (_e496 + 1i);\n }\n }\n let _e498 = filterWeight;\n let _e500 = sceneReflection;\n sceneReflection = (_e500 / vec3(max(_e498, 0.001f)));\n let _e503 = gradedAir;\n let _e504 = sceneReflection;\n let _e505 = reflectionValid;\n reflected = mix(_e503, _e504, vec3(_e505));\n }\n let _e509 = unnamed.uReflectionEnabled;\n let _e511 = reflectionValid;\n sceneWeight = (f32(_e509) * _e511);\n let _e513 = sceneWeight;\n reflectionGain = mix(0.75f, 0.94f, _e513);\n let _e515 = fresnel;\n let _e517 = unnamed.uMirror;\n reflectivity = mix(_e515, 1f, _e517);\n let _e519 = reflectivity;\n let _e520 = reflectionGain;\n let _e522 = foam;\n let _e526 = opacity;\n reflectedRadiance = min(((_e519 * _e520) * (1f - (_e522 * 0.8f))), _e526);\n let _e528 = reflectedRadiance;\n let _e529 = opacity;\n reflectionWeight = (_e528 / max(_e529, 0.001f));\n let _e532 = col;\n let _e533 = reflected;\n let _e534 = reflectionWeight;\n col = mix(_e532, _e533, vec3(_e534));\n let _e537 = vGrid_1;\n let _e540 = unnamed.uGridHalf;\n rimFraction = (abs(_e537) / max(_e540, vec2<f32>(0.001f, 0.001f)));\n let _e544 = rimFraction[0u];\n let _e546 = rimFraction[1u];\n rimT = max(_e544, _e546);\n let _e548 = rimT;\n rim = (1f - smoothstep(0.9f, 1f, _e548));\n let _e551 = fog;\n edge = (1f - smoothstep(0.82f, 1f, _e551));\n let _e554 = col;\n let _e555 = opacity;\n let _e556 = edge;\n let _e558 = rim;\n let _e561 = unnamed.uVisibility;\n outColor = vec4<f32>(_e554.x, _e554.y, _e554.z, (((_e555 * _e556) * _e558) * _e561));\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vWorldPos: vec3<f32>, @location(2) vCrest: f32, @location(3) vReflectionClip: vec4<f32>, @location(4) vGrid: vec2<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vCrest_1 = vCrest;\n vReflectionClip_1 = vReflectionClip;\n vGrid_1 = vGrid;\n main_1();\n let _e11 = outColor;\n return _e11;\n}\n";
2
2
  export declare const WATER_VERT_WGSL = "struct GerstnerSurface {\n offset: vec3<f32>,\n normal: vec3<f32>,\n crest: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n uReflectionViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uGridOrigin: vec2<f32>,\n uGridSpan: vec2<f32>,\n uGridHalf: vec2<f32>,\n uNearHalf: vec2<f32>,\n uGridForward: vec2<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uWaterLevel: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(4) member: vec2<f32>,\n @location(0) member_1: vec3<f32>,\n @location(1) member_2: vec3<f32>,\n @location(2) member_3: f32,\n @location(3) member_4: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aGrid_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vGrid: vec2<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> vCrest: f32;\nvar<private> vReflectionClip: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e59 = (*k);\n c = sqrt((9.81f / _e59));\n let _e62 = (*k);\n let _e63 = (*dir);\n let _e64 = (*p);\n let _e66 = c;\n let _e67 = (*time);\n return (_e62 * (dot(_e63, _e64) - (_e66 * _e67)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e56 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e59 = indexable[_e56][3u];\n return (6.2831855f / _e59);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e57 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e59 = indexable_1[_e57];\n let _e62 = (*windDir);\n return normalize(mix(normalize(_e59.xy), _e62, vec2(0.62f)));\n}\n\nfn gerstnerSurface_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> GerstnerSurface {\n var s: GerstnerSurface;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var a: f32;\n\n s.offset = vec3<f32>(0f, 0f, 0f);\n s.normal = vec3<f32>(0f, 1f, 0f);\n s.crest = 0f;\n i_2 = 0i;\n loop {\n let _e76 = i_2;\n if (_e76 < 4i) {\n let _e78 = i_2;\n param = _e78;\n let _e79 = (*windDir_1);\n param_1 = _e79;\n let _e80 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((&param), (&param_1));\n dir_1 = _e80;\n let _e81 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e84 = indexable_2[_e81][2u];\n let _e85 = (*gain);\n steepness = (_e84 * _e85);\n let _e87 = i_2;\n param_2 = _e87;\n let _e88 = gerstnerWavenumber_u0028_i1_u003b((&param_2));\n k_1 = _e88;\n let _e89 = k_1;\n param_3 = _e89;\n let _e90 = dir_1;\n param_4 = _e90;\n let _e91 = (*p_1);\n param_5 = _e91;\n let _e92 = (*time_1);\n param_6 = _e92;\n let _e93 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((&param_3), (&param_4), (&param_5), (&param_6));\n f = _e93;\n let _e94 = steepness;\n let _e95 = k_1;\n a = (_e94 / _e95);\n let _e98 = dir_1[0u];\n let _e99 = a;\n let _e101 = f;\n let _e106 = s.offset[0u];\n s.offset[0u] = (_e106 + ((_e98 * _e99) * cos(_e101)));\n let _e110 = a;\n let _e111 = f;\n let _e116 = s.offset[1u];\n s.offset[1u] = (_e116 + (_e110 * sin(_e111)));\n let _e121 = dir_1[1u];\n let _e122 = a;\n let _e124 = f;\n let _e129 = s.offset[2u];\n s.offset[2u] = (_e129 + ((_e121 * _e122) * cos(_e124)));\n let _e134 = dir_1[0u];\n let _e135 = steepness;\n let _e137 = f;\n let _e142 = s.normal[0u];\n s.normal[0u] = (_e142 - ((_e134 * _e135) * cos(_e137)));\n let _e147 = dir_1[1u];\n let _e148 = steepness;\n let _e150 = f;\n let _e155 = s.normal[2u];\n s.normal[2u] = (_e155 - ((_e147 * _e148) * cos(_e150)));\n let _e159 = steepness;\n let _e160 = f;\n let _e165 = s.normal[1u];\n s.normal[1u] = (_e165 - (_e159 * sin(_e160)));\n let _e169 = f;\n let _e171 = steepness;\n let _e174 = s.crest;\n s.crest = (_e174 + (sin(_e169) * _e171));\n continue;\n } else {\n break;\n }\n continuing {\n let _e177 = i_2;\n i_2 = (_e177 + 1i);\n }\n }\n let _e179 = s;\n return _e179;\n}\n\nfn main_1() {\n var grid: vec2<f32>;\n var rimFraction: vec2<f32>;\n var rimDistance: f32;\n var waveFade: f32;\n var laid: vec2<f32>;\n var base: vec3<f32>;\n var sea: GerstnerSurface;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var pos: vec3<f32>;\n\n let _e66 = aGrid_1;\n let _e68 = unnamed.uGridSpan;\n grid = (_e66 * _e68);\n let _e70 = grid;\n vGrid = _e70;\n let _e71 = grid;\n let _e74 = unnamed.uNearHalf;\n rimFraction = (abs(_e71) / max(_e74, vec2<f32>(0.0001f, 0.0001f)));\n let _e78 = rimFraction[0u];\n let _e80 = rimFraction[1u];\n rimDistance = max(_e78, _e80);\n let _e82 = rimDistance;\n waveFade = (1f - smoothstep(0.35f, 0.97f, _e82));\n let _e87 = unnamed.uGridForward[1u];\n let _e90 = unnamed.uGridForward[0u];\n let _e94 = grid[0u];\n let _e97 = unnamed.uGridForward;\n let _e99 = grid[1u];\n laid = ((vec2<f32>(_e87, -(_e90)) * _e94) + (_e97 * _e99));\n let _e104 = unnamed.uGridOrigin[0u];\n let _e106 = laid[0u];\n let _e109 = unnamed.uWaterLevel;\n let _e112 = unnamed.uGridOrigin[1u];\n let _e114 = laid[1u];\n base = vec3<f32>((_e104 + _e106), _e109, (_e112 + _e114));\n let _e117 = waveFade;\n let _e119 = unnamed.uWaveGain;\n let _e121 = base;\n param_7 = _e121.xz;\n let _e124 = unnamed.uTime;\n param_8 = _e124;\n let _e126 = unnamed.uWindDir;\n param_9 = _e126;\n param_10 = (_e117 * _e119);\n let _e127 = gerstnerSurface_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((&param_7), (&param_8), (&param_9), (&param_10));\n sea = _e127;\n let _e128 = base;\n let _e130 = sea.offset;\n pos = (_e128 + _e130);\n let _e132 = pos;\n vWorldPos = _e132;\n let _e134 = sea.normal;\n vNormal = normalize(_e134);\n let _e137 = sea.crest;\n vCrest = _e137;\n let _e139 = unnamed.uReflectionViewProj;\n let _e140 = pos;\n vReflectionClip = (_e139 * vec4<f32>(_e140.x, _e140.y, _e140.z, 1f));\n let _e147 = unnamed.uViewProj;\n let _e148 = pos;\n unnamed_1.gl_Position = (_e147 * vec4<f32>(_e148.x, _e148.y, _e148.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aGrid: vec2<f32>) -> VertexOutput {\n aGrid_1 = aGrid;\n main_1();\n let _e10 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e10);\n let _e12 = vGrid;\n let _e13 = vWorldPos;\n let _e14 = vNormal;\n let _e15 = vCrest;\n let _e16 = vReflectionClip;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e12, _e13, _e14, _e15, _e16, _e17);\n}\n";
3
3
  /**
4
4
  * What the transform assigned, so the renderer binds the same numbers.
@@ -8,7 +8,7 @@ export declare const WATER_VERT_WGSL = "struct GerstnerSurface {\n offset: ve
8
8
  export declare const WATER_BINDINGS: {
9
9
  readonly WATER_FRAG: {
10
10
  readonly uniforms: 1;
11
- readonly uniformSize: 1504;
11
+ readonly uniformSize: 1520;
12
12
  readonly fields: {
13
13
  readonly uGridHalf: {
14
14
  readonly offset: 0;
@@ -175,6 +175,16 @@ export declare const WATER_BINDINGS: {
175
175
  readonly size: 4;
176
176
  readonly type: "int";
177
177
  };
178
+ readonly uOutputTransform: {
179
+ readonly offset: 1500;
180
+ readonly size: 4;
181
+ readonly type: "int";
182
+ };
183
+ readonly uOutputExposure: {
184
+ readonly offset: 1504;
185
+ readonly size: 4;
186
+ readonly type: "float";
187
+ };
178
188
  };
179
189
  readonly textures: {
180
190
  readonly uReflectionMap: {
@@ -4,7 +4,7 @@
4
4
  * The GLSL beside this file is the source of truth. A hand edit here is discarded by
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
- export const WATER_FRAG_WGSL = "struct Uniforms {\n uGridHalf: vec2<f32>,\n uFoamGain: f32,\n uNadirOpacity: f32,\n uVisibility: f32,\n uMirror: f32,\n uDeepColor: vec3<f32>,\n uShallowColor: vec3<f32>,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uLightFalloff: i32,\n uLightCone: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n uReflectionEnabled: i32,\n uReflectionTexelSize: vec2<f32>,\n uReflectionFilterTaps: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vCrest_1: f32;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vGrid_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e122 = unnamed.uFogMode;\n if (_e122 == 1i) {\n let _e125 = unnamed.uFogFar;\n let _e127 = unnamed.uFogNear;\n span = max((_e125 - _e127), 0.0001f);\n let _e130 = (*dist);\n let _e132 = unnamed.uFogNear;\n let _e134 = span;\n ramp = clamp(((_e130 - _e132) / _e134), 0f, 1f);\n let _e138 = unnamed.uUnderwaterFactor;\n if (_e138 <= 0f) {\n let _e140 = ramp;\n return _e140;\n }\n let _e142 = unnamed.uUnderwaterFogDensity;\n let _e143 = (*dist);\n wetLinear = (_e142 * _e143);\n let _e145 = ramp;\n let _e146 = wetLinear;\n let _e148 = wetLinear;\n let _e154 = unnamed.uUnderwaterFactor;\n return mix(_e145, (1f - exp2(((-(_e146) * _e148) * 1.442695f))), _e154);\n }\n let _e157 = unnamed.uFogNear;\n let _e158 = (*dist);\n start = min(_e157, _e158);\n let _e160 = (*dist);\n if (_e160 > 0f) {\n let _e162 = start;\n let _e163 = (*dist);\n local = (_e162 / _e163);\n } else {\n local = 0f;\n }\n let _e165 = local;\n before = _e165;\n let _e166 = (*pointY);\n let _e168 = unnamed.uFogEyeY;\n let _e171 = unnamed.uFogHeightFalloff;\n t = ((_e166 - _e168) * _e171);\n let _e173 = t;\n let _e174 = before;\n rest = (_e173 * (1f - _e174));\n let _e177 = rest;\n let _e180 = rest;\n denom = select(_e180, 0.0001f, (abs(_e177) < 0.0001f));\n let _e183 = unnamed.uFogDensity;\n let _e185 = t;\n let _e187 = before;\n let _e191 = (*dist);\n let _e192 = start;\n let _e195 = denom;\n let _e200 = denom;\n air = (1f - exp(((((-(_e183) * exp((-(_e185) * _e187))) * (_e191 - _e192)) * (1f - exp(-(_e195)))) / _e200)));\n let _e205 = unnamed.uUnderwaterFactor;\n if (_e205 <= 0f) {\n let _e207 = air;\n return _e207;\n }\n let _e209 = unnamed.uUnderwaterFogDensity;\n let _e210 = (*dist);\n wet = (_e209 * _e210);\n let _e212 = air;\n let _e213 = wet;\n let _e215 = wet;\n let _e221 = unnamed.uUnderwaterFactor;\n return mix(_e212, (1f - exp2(((-(_e213) * _e215) * 1.442695f))), _e221);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e109 = unnamed.uFogColor;\n let _e111 = unnamed.uUnderwaterColor;\n let _e113 = unnamed.uUnderwaterFactor;\n return mix(_e109, _e111, vec3(_e113));\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var view: vec3<f32>;\n var facing: f32;\n var fresnel: f32;\n var atmosphereColor: vec3<f32>;\n var col: vec3<f32>;\n var incident: vec3<f32>;\n var halfVec: vec3<f32>;\n var spec: f32;\n var highlight: vec3<f32>;\n var i: i32;\n var toLight: vec3<f32>;\n var lightDist: f32;\n var exponent: f32;\n var reach: f32;\n var falloff: f32;\n var window: f32;\n var lightDir: vec3<f32>;\n var shaped: f32;\n var lampHalf: vec3<f32>;\n var foam: f32;\n var dist_1: f32;\n var fog: f32;\n var param: f32;\n var param_1: f32;\n var airOpacity: f32;\n var underwaterOpacity: f32;\n var opacity: f32;\n var reflected: vec3<f32>;\n var reflectionValid: f32;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var blurPixels: f32;\n var sceneReflection: vec3<f32>;\n var filterWeight: f32;\n var i_1: i32;\n var sampleUv: vec2<f32>;\n var indexable: array<vec2<f32>, 9>;\n var weight: f32;\n var indexable_1: array<f32, 9>;\n var sceneWeight: f32;\n var reflectionGain: f32;\n var reflectivity: f32;\n var reflectedRadiance: f32;\n var reflectionWeight: f32;\n var rimFraction: vec2<f32>;\n var rimT: f32;\n var rim: f32;\n var edge: f32;\n var phi_495_: bool;\n\n let _e157 = vNormal_1;\n n = normalize(_e157);\n let _e160 = unnamed.uCameraPos;\n let _e161 = vWorldPos_1;\n view = normalize((_e160 - _e161));\n let _e164 = n;\n let _e165 = view;\n facing = clamp(abs(dot(_e164, _e165)), 0f, 1f);\n let _e169 = facing;\n fresnel = (0.02f + (0.98f * pow((1f - _e169), 5f)));\n let _e174 = mediumColor_u0028_();\n atmosphereColor = _e174;\n let _e176 = unnamed.uDeepColor;\n let _e178 = unnamed.uShallowColor;\n let _e179 = vCrest_1;\n col = mix(_e176, _e178, vec3(clamp(((_e179 * 1.4f) + 0.4f), 0f, 1f)));\n let _e186 = unnamed.uAmbient;\n let _e188 = unnamed.uDirectionalColor;\n let _e189 = n;\n let _e191 = unnamed.uDirectionalDir;\n incident = (_e186 + ((_e188 * max(dot(_e189, _e191), 0f)) * 0.6f));\n let _e198 = unnamed.uDirectionalDir;\n let _e199 = view;\n halfVec = normalize((_e198 + _e199));\n let _e202 = n;\n let _e203 = halfVec;\n spec = pow(max(dot(_e202, _e203), 0f), 220f);\n let _e208 = unnamed.uDirectionalColor;\n let _e209 = spec;\n highlight = ((_e208 * _e209) * 1.6f);\n i = 0i;\n loop {\n let _e212 = i;\n if (_e212 < 16i) {\n let _e214 = i;\n let _e216 = unnamed.uLightCount;\n if (_e214 >= _e216) {\n break;\n }\n let _e218 = i;\n let _e221 = unnamed.uLightPos[_e218];\n let _e222 = vWorldPos_1;\n toLight = (_e221 - _e222);\n let _e224 = toLight;\n lightDist = length(_e224);\n let _e226 = i;\n let _e230 = unnamed.uLightCone[_e226][2u];\n exponent = _e230;\n let _e231 = exponent;\n if (_e231 > 0f) {\n let _e233 = lightDist;\n let _e234 = i;\n let _e238 = unnamed.uLightRadius[_e234][0u];\n reach = (_e233 / max(_e238, 0.0001f));\n let _e241 = reach;\n let _e242 = reach;\n let _e246 = exponent;\n falloff = pow(clamp((1f - (_e241 * _e242)), 0f, 1f), _e246);\n } else {\n let _e249 = unnamed.uLightFalloff;\n if (_e249 == 1i) {\n let _e251 = lightDist;\n let _e252 = i;\n let _e256 = unnamed.uLightRadius[_e252][0u];\n window = clamp((1f - pow((_e251 / max(_e256, 0.0001f)), 4f)), 0f, 1f);\n let _e262 = window;\n let _e263 = window;\n let _e265 = lightDist;\n let _e266 = lightDist;\n falloff = ((_e262 * _e263) / max((_e265 * _e266), 0.01f));\n } else {\n let _e270 = lightDist;\n let _e271 = i;\n let _e275 = unnamed.uLightRadius[_e271][0u];\n falloff = clamp((1f - (_e270 / max(_e275, 0.0001f))), 0f, 1f);\n }\n }\n let _e280 = falloff;\n if (_e280 <= 0f) {\n continue;\n }\n let _e282 = toLight;\n let _e283 = lightDist;\n lightDir = (_e282 / vec3(max(_e283, 0.0001f)));\n let _e287 = falloff;\n let _e288 = i;\n let _e292 = unnamed.uLightWeight[_e288][0u];\n shaped = (_e287 * _e292);\n let _e294 = i;\n let _e297 = unnamed.uLightColor[_e294];\n let _e298 = n;\n let _e299 = lightDir;\n let _e303 = shaped;\n let _e306 = incident;\n incident = (_e306 + (((_e297 * max(dot(_e298, _e299), 0f)) * _e303) * 0.6f));\n let _e308 = lightDir;\n let _e309 = view;\n lampHalf = normalize((_e308 + _e309));\n let _e312 = i;\n let _e315 = unnamed.uLightColor[_e312];\n let _e316 = n;\n let _e317 = lampHalf;\n let _e322 = shaped;\n let _e325 = highlight;\n highlight = (_e325 + (((_e315 * pow(max(dot(_e316, _e317), 0f), 220f)) * _e322) * 1.6f));\n continue;\n } else {\n break;\n }\n continuing {\n let _e327 = i;\n i = (_e327 + 1i);\n }\n }\n let _e329 = incident;\n let _e330 = col;\n col = (_e330 * _e329);\n let _e332 = highlight;\n let _e333 = col;\n col = (_e333 + _e332);\n let _e335 = vCrest_1;\n let _e338 = unnamed.uFoamGain;\n foam = (smoothstep(0.55f, 0.85f, _e335) * _e338);\n let _e340 = col;\n let _e341 = foam;\n col = mix(_e340, vec3<f32>(0.92f, 0.96f, 1f), vec3((_e341 * 0.5f)));\n let _e345 = vWorldPos_1;\n let _e347 = unnamed.uCameraPos;\n dist_1 = distance(_e345, _e347);\n let _e349 = dist_1;\n param = _e349;\n let _e351 = vWorldPos_1[1u];\n param_1 = _e351;\n let _e352 = mediumFog_u0028_f1_u003b_f1_u003b((&param), (&param_1));\n fog = _e352;\n let _e353 = col;\n let _e354 = atmosphereColor;\n let _e355 = fog;\n col = mix(_e353, _e354, vec3(_e355));\n let _e359 = unnamed.uNadirOpacity;\n let _e360 = fresnel;\n airOpacity = mix(_e359, 0.96f, _e360);\n let _e363 = unnamed.uNadirOpacity;\n let _e365 = fresnel;\n underwaterOpacity = mix((_e363 * 0.55f), 0.88f, _e365);\n let _e367 = airOpacity;\n let _e368 = underwaterOpacity;\n let _e370 = unnamed.uUnderwaterFactor;\n opacity = mix(_e367, _e368, _e370);\n let _e372 = opacity;\n let _e373 = foam;\n opacity = mix(_e372, 0.96f, (_e373 * 0.7f));\n let _e376 = atmosphereColor;\n reflected = _e376;\n reflectionValid = 0f;\n let _e378 = unnamed.uReflectionEnabled;\n let _e379 = (_e378 != 0i);\n phi_495_ = _e379;\n if _e379 {\n let _e381 = vReflectionClip_1[3u];\n phi_495_ = (_e381 > 0f);\n }\n let _e384 = phi_495_;\n if _e384 {\n let _e385 = vReflectionClip_1;\n let _e388 = vReflectionClip_1[3u];\n reflectionUv = (((_e385.xy / vec2(_e388)) * 0.5f) + vec2(0.5f));\n let _e394 = n;\n let _e396 = fresnel;\n let _e399 = reflectionUv;\n reflectionUv = (_e399 + (_e394.xz * mix(0.008f, 0.022f, _e396)));\n let _e401 = reflectionUv;\n let _e402 = reflectionUv;\n border = min(_e401, (vec2(1f) - _e402));\n let _e407 = border[0u];\n let _e409 = border[1u];\n reflectionValid = smoothstep(0f, 0.025f, min(_e407, _e409));\n let _e412 = dist_1;\n blurPixels = (1.35f + min((_e412 * 0.022f), 3.5f));\n sceneReflection = vec3<f32>(0f, 0f, 0f);\n filterWeight = 0f;\n i_1 = 0i;\n loop {\n let _e416 = i_1;\n if (_e416 < 9i) {\n let _e418 = i_1;\n let _e420 = unnamed.uReflectionFilterTaps;\n if (_e418 >= _e420) {\n break;\n }\n let _e422 = reflectionUv;\n let _e423 = i_1;\n indexable = array<vec2<f32>, 9>(vec2<f32>(0f, 0f), vec2<f32>(-0.62f, -0.31f), vec2<f32>(0.54f, 0.43f), vec2<f32>(-0.34f, 0.76f), vec2<f32>(0.78f, -0.57f), vec2<f32>(-0.88f, 0.28f), vec2<f32>(0.22f, -0.91f), vec2<f32>(0.91f, 0.08f), vec2<f32>(-0.18f, 0.94f));\n let _e425 = indexable[_e423];\n let _e427 = unnamed.uReflectionTexelSize;\n let _e429 = blurPixels;\n sampleUv = (_e422 + ((_e425 * _e427) * _e429));\n let _e432 = i_1;\n indexable_1 = array<f32, 9>(0.28f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f);\n let _e434 = indexable_1[_e432];\n weight = _e434;\n let _e435 = sampleUv;\n let _e439 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e435, vec2(0f), vec2(1f)), 0f);\n let _e441 = weight;\n let _e443 = sceneReflection;\n sceneReflection = (_e443 + (_e439.xyz * _e441));\n let _e445 = weight;\n let _e446 = filterWeight;\n filterWeight = (_e446 + _e445);\n continue;\n } else {\n break;\n }\n continuing {\n let _e448 = i_1;\n i_1 = (_e448 + 1i);\n }\n }\n let _e450 = filterWeight;\n let _e452 = sceneReflection;\n sceneReflection = (_e452 / vec3(max(_e450, 0.001f)));\n let _e455 = atmosphereColor;\n let _e456 = sceneReflection;\n let _e457 = reflectionValid;\n reflected = mix(_e455, _e456, vec3(_e457));\n }\n let _e461 = unnamed.uReflectionEnabled;\n let _e463 = reflectionValid;\n sceneWeight = (f32(_e461) * _e463);\n let _e465 = sceneWeight;\n reflectionGain = mix(0.75f, 0.94f, _e465);\n let _e467 = fresnel;\n let _e469 = unnamed.uMirror;\n reflectivity = mix(_e467, 1f, _e469);\n let _e471 = reflectivity;\n let _e472 = reflectionGain;\n let _e474 = foam;\n let _e478 = opacity;\n reflectedRadiance = min(((_e471 * _e472) * (1f - (_e474 * 0.8f))), _e478);\n let _e480 = reflectedRadiance;\n let _e481 = opacity;\n reflectionWeight = (_e480 / max(_e481, 0.001f));\n let _e484 = col;\n let _e485 = reflected;\n let _e486 = reflectionWeight;\n col = mix(_e484, _e485, vec3(_e486));\n let _e489 = vGrid_1;\n let _e492 = unnamed.uGridHalf;\n rimFraction = (abs(_e489) / max(_e492, vec2<f32>(0.001f, 0.001f)));\n let _e496 = rimFraction[0u];\n let _e498 = rimFraction[1u];\n rimT = max(_e496, _e498);\n let _e500 = rimT;\n rim = (1f - smoothstep(0.9f, 1f, _e500));\n let _e503 = fog;\n edge = (1f - smoothstep(0.82f, 1f, _e503));\n let _e506 = col;\n let _e507 = opacity;\n let _e508 = edge;\n let _e510 = rim;\n let _e513 = unnamed.uVisibility;\n outColor = vec4<f32>(_e506.x, _e506.y, _e506.z, (((_e507 * _e508) * _e510) * _e513));\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vWorldPos: vec3<f32>, @location(2) vCrest: f32, @location(3) vReflectionClip: vec4<f32>, @location(4) vGrid: vec2<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vCrest_1 = vCrest;\n vReflectionClip_1 = vReflectionClip;\n vGrid_1 = vGrid;\n main_1();\n let _e11 = outColor;\n return _e11;\n}\n";
7
+ export const WATER_FRAG_WGSL = "struct Uniforms {\n uGridHalf: vec2<f32>,\n uFoamGain: f32,\n uNadirOpacity: f32,\n uVisibility: f32,\n uMirror: f32,\n uDeepColor: vec3<f32>,\n uShallowColor: vec3<f32>,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uLightFalloff: i32,\n uLightCone: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n uReflectionEnabled: i32,\n uReflectionTexelSize: vec2<f32>,\n uReflectionFilterTaps: i32,\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> vWorldPos_1: vec3<f32>;\nvar<private> vCrest_1: f32;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vGrid_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 _e152 = (*c);\n low = (_e152 * 12.92f);\n let _e154 = (*c);\n high = ((pow(max(_e154, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e160 = high;\n let _e161 = low;\n let _e162 = (*c);\n return mix(_e160, _e161, step(_e162, 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 _e153 = (*c_1)[0u];\n let _e155 = (*c_1)[1u];\n let _e157 = (*c_1)[2u];\n m = max(_e153, max(_e155, _e157));\n let _e160 = m;\n if (_e160 <= 0.8f) {\n let _e162 = (*c_1);\n return _e162;\n }\n let _e163 = m;\n e = (_e163 - 0.8f);\n let _e165 = (*c_1);\n let _e166 = e;\n let _e168 = e;\n let _e172 = m;\n return (_e165 * ((0.8f + ((0.2f * _e166) / (_e168 + 0.2f))) / _e172));\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 _e152 = (*v);\n let _e153 = (*v);\n a = ((_e152 * (_e153 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e159 = (*v);\n let _e160 = (*v);\n b = ((_e159 * ((_e160 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e167 = a;\n let _e168 = b;\n return (_e167 / _e168);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e152 = unnamed.uOutputExposure;\n let _e153 = (*x);\n (*x) = (_e153 * _e152);\n let _e155 = (*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)) * _e155);\n let _e157 = rrtAndOdtFit_u0028_vf3_u003b((&param));\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)) * _e157), 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 _e154 = unnamed.uOutputTransform;\n if (_e154 == 0i) {\n let _e156 = (*c_2);\n return _e156;\n }\n let _e158 = unnamed.uOutputTransform;\n if (_e158 == 2i) {\n let _e160 = (*c_2);\n param_1 = _e160;\n let _e161 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e161;\n }\n let _e163 = unnamed.uOutputTransform;\n if (_e163 == 3i) {\n let _e165 = (*c_2);\n let _e167 = unnamed.uOutputExposure;\n param_2 = (_e165 * _e167);\n let _e169 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e169;\n }\n let _e170 = (*c_2);\n param_3 = _e170;\n let _e171 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e171;\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 _e163 = unnamed.uFogMode;\n if (_e163 == 1i) {\n let _e166 = unnamed.uFogFar;\n let _e168 = unnamed.uFogNear;\n span = max((_e166 - _e168), 0.0001f);\n let _e171 = (*dist);\n let _e173 = unnamed.uFogNear;\n let _e175 = span;\n ramp = clamp(((_e171 - _e173) / _e175), 0f, 1f);\n let _e179 = unnamed.uUnderwaterFactor;\n if (_e179 <= 0f) {\n let _e181 = ramp;\n return _e181;\n }\n let _e183 = unnamed.uUnderwaterFogDensity;\n let _e184 = (*dist);\n wetLinear = (_e183 * _e184);\n let _e186 = ramp;\n let _e187 = wetLinear;\n let _e189 = wetLinear;\n let _e195 = unnamed.uUnderwaterFactor;\n return mix(_e186, (1f - exp2(((-(_e187) * _e189) * 1.442695f))), _e195);\n }\n let _e198 = unnamed.uFogNear;\n let _e199 = (*dist);\n start = min(_e198, _e199);\n let _e201 = (*dist);\n if (_e201 > 0f) {\n let _e203 = start;\n let _e204 = (*dist);\n local = (_e203 / _e204);\n } else {\n local = 0f;\n }\n let _e206 = local;\n before = _e206;\n let _e207 = (*pointY);\n let _e209 = unnamed.uFogEyeY;\n let _e212 = unnamed.uFogHeightFalloff;\n t = ((_e207 - _e209) * _e212);\n let _e214 = t;\n let _e215 = before;\n rest = (_e214 * (1f - _e215));\n let _e218 = rest;\n let _e221 = rest;\n denom = select(_e221, 0.0001f, (abs(_e218) < 0.0001f));\n let _e224 = unnamed.uFogDensity;\n let _e226 = t;\n let _e228 = before;\n let _e232 = (*dist);\n let _e233 = start;\n let _e236 = denom;\n let _e241 = denom;\n air = (1f - exp(((((-(_e224) * exp((-(_e226) * _e228))) * (_e232 - _e233)) * (1f - exp(-(_e236)))) / _e241)));\n let _e246 = unnamed.uUnderwaterFactor;\n if (_e246 <= 0f) {\n let _e248 = air;\n return _e248;\n }\n let _e250 = unnamed.uUnderwaterFogDensity;\n let _e251 = (*dist);\n wet = (_e250 * _e251);\n let _e253 = air;\n let _e254 = wet;\n let _e256 = wet;\n let _e262 = unnamed.uUnderwaterFactor;\n return mix(_e253, (1f - exp2(((-(_e254) * _e256) * 1.442695f))), _e262);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e150 = unnamed.uFogColor;\n let _e152 = unnamed.uUnderwaterColor;\n let _e154 = unnamed.uUnderwaterFactor;\n return mix(_e150, _e152, vec3(_e154));\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var view: vec3<f32>;\n var facing: f32;\n var fresnel: f32;\n var atmosphereColor: vec3<f32>;\n var col: vec3<f32>;\n var incident: vec3<f32>;\n var halfVec: vec3<f32>;\n var spec: f32;\n var highlight: vec3<f32>;\n var i: i32;\n var toLight: vec3<f32>;\n var lightDist: f32;\n var exponent: f32;\n var reach: f32;\n var falloff: f32;\n var window: f32;\n var lightDir: vec3<f32>;\n var shaped: f32;\n var lampHalf: vec3<f32>;\n var foam: f32;\n var dist_1: f32;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var param_6: vec3<f32>;\n var gradedAir: vec3<f32>;\n var param_7: vec3<f32>;\n var airOpacity: f32;\n var underwaterOpacity: f32;\n var opacity: f32;\n var reflected: vec3<f32>;\n var reflectionValid: f32;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var blurPixels: f32;\n var sceneReflection: vec3<f32>;\n var filterWeight: f32;\n var i_1: i32;\n var sampleUv: vec2<f32>;\n var indexable: array<vec2<f32>, 9>;\n var weight: f32;\n var indexable_1: array<f32, 9>;\n var sceneWeight: f32;\n var reflectionGain: f32;\n var reflectivity: f32;\n var reflectedRadiance: f32;\n var reflectionWeight: f32;\n var rimFraction: vec2<f32>;\n var rimT: f32;\n var rim: f32;\n var edge: f32;\n var phi_677_: bool;\n\n let _e201 = vNormal_1;\n n = normalize(_e201);\n let _e204 = unnamed.uCameraPos;\n let _e205 = vWorldPos_1;\n view = normalize((_e204 - _e205));\n let _e208 = n;\n let _e209 = view;\n facing = clamp(abs(dot(_e208, _e209)), 0f, 1f);\n let _e213 = facing;\n fresnel = (0.02f + (0.98f * pow((1f - _e213), 5f)));\n let _e218 = mediumColor_u0028_();\n atmosphereColor = _e218;\n let _e220 = unnamed.uDeepColor;\n let _e222 = unnamed.uShallowColor;\n let _e223 = vCrest_1;\n col = mix(_e220, _e222, vec3(clamp(((_e223 * 1.4f) + 0.4f), 0f, 1f)));\n let _e230 = unnamed.uAmbient;\n let _e232 = unnamed.uDirectionalColor;\n let _e233 = n;\n let _e235 = unnamed.uDirectionalDir;\n incident = (_e230 + ((_e232 * max(dot(_e233, _e235), 0f)) * 0.6f));\n let _e242 = unnamed.uDirectionalDir;\n let _e243 = view;\n halfVec = normalize((_e242 + _e243));\n let _e246 = n;\n let _e247 = halfVec;\n spec = pow(max(dot(_e246, _e247), 0f), 220f);\n let _e252 = unnamed.uDirectionalColor;\n let _e253 = spec;\n highlight = ((_e252 * _e253) * 1.6f);\n i = 0i;\n loop {\n let _e256 = i;\n if (_e256 < 16i) {\n let _e258 = i;\n let _e260 = unnamed.uLightCount;\n if (_e258 >= _e260) {\n break;\n }\n let _e262 = i;\n let _e265 = unnamed.uLightPos[_e262];\n let _e266 = vWorldPos_1;\n toLight = (_e265 - _e266);\n let _e268 = toLight;\n lightDist = length(_e268);\n let _e270 = i;\n let _e274 = unnamed.uLightCone[_e270][2u];\n exponent = _e274;\n let _e275 = exponent;\n if (_e275 > 0f) {\n let _e277 = lightDist;\n let _e278 = i;\n let _e282 = unnamed.uLightRadius[_e278][0u];\n reach = (_e277 / max(_e282, 0.0001f));\n let _e285 = reach;\n let _e286 = reach;\n let _e290 = exponent;\n falloff = pow(clamp((1f - (_e285 * _e286)), 0f, 1f), _e290);\n } else {\n let _e293 = unnamed.uLightFalloff;\n if (_e293 == 1i) {\n let _e295 = lightDist;\n let _e296 = i;\n let _e300 = unnamed.uLightRadius[_e296][0u];\n window = clamp((1f - pow((_e295 / max(_e300, 0.0001f)), 4f)), 0f, 1f);\n let _e306 = window;\n let _e307 = window;\n let _e309 = lightDist;\n let _e310 = lightDist;\n falloff = ((_e306 * _e307) / max((_e309 * _e310), 0.01f));\n } else {\n let _e314 = lightDist;\n let _e315 = i;\n let _e319 = unnamed.uLightRadius[_e315][0u];\n falloff = clamp((1f - (_e314 / max(_e319, 0.0001f))), 0f, 1f);\n }\n }\n let _e324 = falloff;\n if (_e324 <= 0f) {\n continue;\n }\n let _e326 = toLight;\n let _e327 = lightDist;\n lightDir = (_e326 / vec3(max(_e327, 0.0001f)));\n let _e331 = falloff;\n let _e332 = i;\n let _e336 = unnamed.uLightWeight[_e332][0u];\n shaped = (_e331 * _e336);\n let _e338 = i;\n let _e341 = unnamed.uLightColor[_e338];\n let _e342 = n;\n let _e343 = lightDir;\n let _e347 = shaped;\n let _e350 = incident;\n incident = (_e350 + (((_e341 * max(dot(_e342, _e343), 0f)) * _e347) * 0.6f));\n let _e352 = lightDir;\n let _e353 = view;\n lampHalf = normalize((_e352 + _e353));\n let _e356 = i;\n let _e359 = unnamed.uLightColor[_e356];\n let _e360 = n;\n let _e361 = lampHalf;\n let _e366 = shaped;\n let _e369 = highlight;\n highlight = (_e369 + (((_e359 * pow(max(dot(_e360, _e361), 0f), 220f)) * _e366) * 1.6f));\n continue;\n } else {\n break;\n }\n continuing {\n let _e371 = i;\n i = (_e371 + 1i);\n }\n }\n let _e373 = incident;\n let _e374 = col;\n col = (_e374 * _e373);\n let _e376 = highlight;\n let _e377 = col;\n col = (_e377 + _e376);\n let _e379 = vCrest_1;\n let _e382 = unnamed.uFoamGain;\n foam = (smoothstep(0.55f, 0.85f, _e379) * _e382);\n let _e384 = col;\n let _e385 = foam;\n col = mix(_e384, vec3<f32>(0.92f, 0.96f, 1f), vec3((_e385 * 0.5f)));\n let _e389 = vWorldPos_1;\n let _e391 = unnamed.uCameraPos;\n dist_1 = distance(_e389, _e391);\n let _e393 = dist_1;\n param_4 = _e393;\n let _e395 = vWorldPos_1[1u];\n param_5 = _e395;\n let _e396 = mediumFog_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n fog = _e396;\n let _e397 = col;\n let _e398 = atmosphereColor;\n let _e399 = fog;\n col = mix(_e397, _e398, vec3(_e399));\n let _e402 = col;\n param_6 = _e402;\n let _e403 = applyOutputTransform_u0028_vf3_u003b((&param_6));\n col = _e403;\n let _e404 = atmosphereColor;\n param_7 = _e404;\n let _e405 = applyOutputTransform_u0028_vf3_u003b((&param_7));\n gradedAir = _e405;\n let _e407 = unnamed.uNadirOpacity;\n let _e408 = fresnel;\n airOpacity = mix(_e407, 0.96f, _e408);\n let _e411 = unnamed.uNadirOpacity;\n let _e413 = fresnel;\n underwaterOpacity = mix((_e411 * 0.55f), 0.88f, _e413);\n let _e415 = airOpacity;\n let _e416 = underwaterOpacity;\n let _e418 = unnamed.uUnderwaterFactor;\n opacity = mix(_e415, _e416, _e418);\n let _e420 = opacity;\n let _e421 = foam;\n opacity = mix(_e420, 0.96f, (_e421 * 0.7f));\n let _e424 = gradedAir;\n reflected = _e424;\n reflectionValid = 0f;\n let _e426 = unnamed.uReflectionEnabled;\n let _e427 = (_e426 != 0i);\n phi_677_ = _e427;\n if _e427 {\n let _e429 = vReflectionClip_1[3u];\n phi_677_ = (_e429 > 0f);\n }\n let _e432 = phi_677_;\n if _e432 {\n let _e433 = vReflectionClip_1;\n let _e436 = vReflectionClip_1[3u];\n reflectionUv = (((_e433.xy / vec2(_e436)) * 0.5f) + vec2(0.5f));\n let _e442 = n;\n let _e444 = fresnel;\n let _e447 = reflectionUv;\n reflectionUv = (_e447 + (_e442.xz * mix(0.008f, 0.022f, _e444)));\n let _e449 = reflectionUv;\n let _e450 = reflectionUv;\n border = min(_e449, (vec2(1f) - _e450));\n let _e455 = border[0u];\n let _e457 = border[1u];\n reflectionValid = smoothstep(0f, 0.025f, min(_e455, _e457));\n let _e460 = dist_1;\n blurPixels = (1.35f + min((_e460 * 0.022f), 3.5f));\n sceneReflection = vec3<f32>(0f, 0f, 0f);\n filterWeight = 0f;\n i_1 = 0i;\n loop {\n let _e464 = i_1;\n if (_e464 < 9i) {\n let _e466 = i_1;\n let _e468 = unnamed.uReflectionFilterTaps;\n if (_e466 >= _e468) {\n break;\n }\n let _e470 = reflectionUv;\n let _e471 = i_1;\n indexable = array<vec2<f32>, 9>(vec2<f32>(0f, 0f), vec2<f32>(-0.62f, -0.31f), vec2<f32>(0.54f, 0.43f), vec2<f32>(-0.34f, 0.76f), vec2<f32>(0.78f, -0.57f), vec2<f32>(-0.88f, 0.28f), vec2<f32>(0.22f, -0.91f), vec2<f32>(0.91f, 0.08f), vec2<f32>(-0.18f, 0.94f));\n let _e473 = indexable[_e471];\n let _e475 = unnamed.uReflectionTexelSize;\n let _e477 = blurPixels;\n sampleUv = (_e470 + ((_e473 * _e475) * _e477));\n let _e480 = i_1;\n indexable_1 = array<f32, 9>(0.28f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f);\n let _e482 = indexable_1[_e480];\n weight = _e482;\n let _e483 = sampleUv;\n let _e487 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e483, vec2(0f), vec2(1f)), 0f);\n let _e489 = weight;\n let _e491 = sceneReflection;\n sceneReflection = (_e491 + (_e487.xyz * _e489));\n let _e493 = weight;\n let _e494 = filterWeight;\n filterWeight = (_e494 + _e493);\n continue;\n } else {\n break;\n }\n continuing {\n let _e496 = i_1;\n i_1 = (_e496 + 1i);\n }\n }\n let _e498 = filterWeight;\n let _e500 = sceneReflection;\n sceneReflection = (_e500 / vec3(max(_e498, 0.001f)));\n let _e503 = gradedAir;\n let _e504 = sceneReflection;\n let _e505 = reflectionValid;\n reflected = mix(_e503, _e504, vec3(_e505));\n }\n let _e509 = unnamed.uReflectionEnabled;\n let _e511 = reflectionValid;\n sceneWeight = (f32(_e509) * _e511);\n let _e513 = sceneWeight;\n reflectionGain = mix(0.75f, 0.94f, _e513);\n let _e515 = fresnel;\n let _e517 = unnamed.uMirror;\n reflectivity = mix(_e515, 1f, _e517);\n let _e519 = reflectivity;\n let _e520 = reflectionGain;\n let _e522 = foam;\n let _e526 = opacity;\n reflectedRadiance = min(((_e519 * _e520) * (1f - (_e522 * 0.8f))), _e526);\n let _e528 = reflectedRadiance;\n let _e529 = opacity;\n reflectionWeight = (_e528 / max(_e529, 0.001f));\n let _e532 = col;\n let _e533 = reflected;\n let _e534 = reflectionWeight;\n col = mix(_e532, _e533, vec3(_e534));\n let _e537 = vGrid_1;\n let _e540 = unnamed.uGridHalf;\n rimFraction = (abs(_e537) / max(_e540, vec2<f32>(0.001f, 0.001f)));\n let _e544 = rimFraction[0u];\n let _e546 = rimFraction[1u];\n rimT = max(_e544, _e546);\n let _e548 = rimT;\n rim = (1f - smoothstep(0.9f, 1f, _e548));\n let _e551 = fog;\n edge = (1f - smoothstep(0.82f, 1f, _e551));\n let _e554 = col;\n let _e555 = opacity;\n let _e556 = edge;\n let _e558 = rim;\n let _e561 = unnamed.uVisibility;\n outColor = vec4<f32>(_e554.x, _e554.y, _e554.z, (((_e555 * _e556) * _e558) * _e561));\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vWorldPos: vec3<f32>, @location(2) vCrest: f32, @location(3) vReflectionClip: vec4<f32>, @location(4) vGrid: vec2<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vCrest_1 = vCrest;\n vReflectionClip_1 = vReflectionClip;\n vGrid_1 = vGrid;\n main_1();\n let _e11 = outColor;\n return _e11;\n}\n";
8
8
  export const WATER_VERT_WGSL = "struct GerstnerSurface {\n offset: vec3<f32>,\n normal: vec3<f32>,\n crest: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n uReflectionViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uGridOrigin: vec2<f32>,\n uGridSpan: vec2<f32>,\n uGridHalf: vec2<f32>,\n uNearHalf: vec2<f32>,\n uGridForward: vec2<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uWaterLevel: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(4) member: vec2<f32>,\n @location(0) member_1: vec3<f32>,\n @location(1) member_2: vec3<f32>,\n @location(2) member_3: f32,\n @location(3) member_4: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aGrid_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vGrid: vec2<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> vCrest: f32;\nvar<private> vReflectionClip: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e59 = (*k);\n c = sqrt((9.81f / _e59));\n let _e62 = (*k);\n let _e63 = (*dir);\n let _e64 = (*p);\n let _e66 = c;\n let _e67 = (*time);\n return (_e62 * (dot(_e63, _e64) - (_e66 * _e67)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e56 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e59 = indexable[_e56][3u];\n return (6.2831855f / _e59);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e57 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e59 = indexable_1[_e57];\n let _e62 = (*windDir);\n return normalize(mix(normalize(_e59.xy), _e62, vec2(0.62f)));\n}\n\nfn gerstnerSurface_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> GerstnerSurface {\n var s: GerstnerSurface;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var a: f32;\n\n s.offset = vec3<f32>(0f, 0f, 0f);\n s.normal = vec3<f32>(0f, 1f, 0f);\n s.crest = 0f;\n i_2 = 0i;\n loop {\n let _e76 = i_2;\n if (_e76 < 4i) {\n let _e78 = i_2;\n param = _e78;\n let _e79 = (*windDir_1);\n param_1 = _e79;\n let _e80 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((&param), (&param_1));\n dir_1 = _e80;\n let _e81 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e84 = indexable_2[_e81][2u];\n let _e85 = (*gain);\n steepness = (_e84 * _e85);\n let _e87 = i_2;\n param_2 = _e87;\n let _e88 = gerstnerWavenumber_u0028_i1_u003b((&param_2));\n k_1 = _e88;\n let _e89 = k_1;\n param_3 = _e89;\n let _e90 = dir_1;\n param_4 = _e90;\n let _e91 = (*p_1);\n param_5 = _e91;\n let _e92 = (*time_1);\n param_6 = _e92;\n let _e93 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((&param_3), (&param_4), (&param_5), (&param_6));\n f = _e93;\n let _e94 = steepness;\n let _e95 = k_1;\n a = (_e94 / _e95);\n let _e98 = dir_1[0u];\n let _e99 = a;\n let _e101 = f;\n let _e106 = s.offset[0u];\n s.offset[0u] = (_e106 + ((_e98 * _e99) * cos(_e101)));\n let _e110 = a;\n let _e111 = f;\n let _e116 = s.offset[1u];\n s.offset[1u] = (_e116 + (_e110 * sin(_e111)));\n let _e121 = dir_1[1u];\n let _e122 = a;\n let _e124 = f;\n let _e129 = s.offset[2u];\n s.offset[2u] = (_e129 + ((_e121 * _e122) * cos(_e124)));\n let _e134 = dir_1[0u];\n let _e135 = steepness;\n let _e137 = f;\n let _e142 = s.normal[0u];\n s.normal[0u] = (_e142 - ((_e134 * _e135) * cos(_e137)));\n let _e147 = dir_1[1u];\n let _e148 = steepness;\n let _e150 = f;\n let _e155 = s.normal[2u];\n s.normal[2u] = (_e155 - ((_e147 * _e148) * cos(_e150)));\n let _e159 = steepness;\n let _e160 = f;\n let _e165 = s.normal[1u];\n s.normal[1u] = (_e165 - (_e159 * sin(_e160)));\n let _e169 = f;\n let _e171 = steepness;\n let _e174 = s.crest;\n s.crest = (_e174 + (sin(_e169) * _e171));\n continue;\n } else {\n break;\n }\n continuing {\n let _e177 = i_2;\n i_2 = (_e177 + 1i);\n }\n }\n let _e179 = s;\n return _e179;\n}\n\nfn main_1() {\n var grid: vec2<f32>;\n var rimFraction: vec2<f32>;\n var rimDistance: f32;\n var waveFade: f32;\n var laid: vec2<f32>;\n var base: vec3<f32>;\n var sea: GerstnerSurface;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var pos: vec3<f32>;\n\n let _e66 = aGrid_1;\n let _e68 = unnamed.uGridSpan;\n grid = (_e66 * _e68);\n let _e70 = grid;\n vGrid = _e70;\n let _e71 = grid;\n let _e74 = unnamed.uNearHalf;\n rimFraction = (abs(_e71) / max(_e74, vec2<f32>(0.0001f, 0.0001f)));\n let _e78 = rimFraction[0u];\n let _e80 = rimFraction[1u];\n rimDistance = max(_e78, _e80);\n let _e82 = rimDistance;\n waveFade = (1f - smoothstep(0.35f, 0.97f, _e82));\n let _e87 = unnamed.uGridForward[1u];\n let _e90 = unnamed.uGridForward[0u];\n let _e94 = grid[0u];\n let _e97 = unnamed.uGridForward;\n let _e99 = grid[1u];\n laid = ((vec2<f32>(_e87, -(_e90)) * _e94) + (_e97 * _e99));\n let _e104 = unnamed.uGridOrigin[0u];\n let _e106 = laid[0u];\n let _e109 = unnamed.uWaterLevel;\n let _e112 = unnamed.uGridOrigin[1u];\n let _e114 = laid[1u];\n base = vec3<f32>((_e104 + _e106), _e109, (_e112 + _e114));\n let _e117 = waveFade;\n let _e119 = unnamed.uWaveGain;\n let _e121 = base;\n param_7 = _e121.xz;\n let _e124 = unnamed.uTime;\n param_8 = _e124;\n let _e126 = unnamed.uWindDir;\n param_9 = _e126;\n param_10 = (_e117 * _e119);\n let _e127 = gerstnerSurface_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((&param_7), (&param_8), (&param_9), (&param_10));\n sea = _e127;\n let _e128 = base;\n let _e130 = sea.offset;\n pos = (_e128 + _e130);\n let _e132 = pos;\n vWorldPos = _e132;\n let _e134 = sea.normal;\n vNormal = normalize(_e134);\n let _e137 = sea.crest;\n vCrest = _e137;\n let _e139 = unnamed.uReflectionViewProj;\n let _e140 = pos;\n vReflectionClip = (_e139 * vec4<f32>(_e140.x, _e140.y, _e140.z, 1f));\n let _e147 = unnamed.uViewProj;\n let _e148 = pos;\n unnamed_1.gl_Position = (_e147 * vec4<f32>(_e148.x, _e148.y, _e148.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aGrid: vec2<f32>) -> VertexOutput {\n aGrid_1 = aGrid;\n main_1();\n let _e10 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e10);\n let _e12 = vGrid;\n let _e13 = vWorldPos;\n let _e14 = vNormal;\n let _e15 = vCrest;\n let _e16 = vReflectionClip;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e12, _e13, _e14, _e15, _e16, _e17);\n}\n";
9
9
  /**
10
10
  * What the transform assigned, so the renderer binds the same numbers.
@@ -14,7 +14,7 @@ export const WATER_VERT_WGSL = "struct GerstnerSurface {\n offset: vec3<f32>,
14
14
  export const WATER_BINDINGS = {
15
15
  "WATER_FRAG": {
16
16
  "uniforms": 1,
17
- "uniformSize": 1504,
17
+ "uniformSize": 1520,
18
18
  "fields": {
19
19
  "uGridHalf": {
20
20
  "offset": 0,
@@ -180,6 +180,16 @@ export const WATER_BINDINGS = {
180
180
  "offset": 1496,
181
181
  "size": 4,
182
182
  "type": "int"
183
+ },
184
+ "uOutputTransform": {
185
+ "offset": 1500,
186
+ "size": 4,
187
+ "type": "int"
188
+ },
189
+ "uOutputExposure": {
190
+ "offset": 1504,
191
+ "size": 4,
192
+ "type": "float"
183
193
  }
184
194
  },
185
195
  "textures": {
@@ -1,4 +1,4 @@
1
- export declare const WIND_STREAK_FRAG_WGSL = "struct Uniforms {\n uTint: vec3<f32>,\n}\n\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> outColor: vec4<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n\nfn main_1() {\n var taper: f32;\n var alpha: f32;\n\n let _e10 = vAlong_1;\n taper = sin((_e10 * 3.14159f));\n let _e13 = vFade_1;\n let _e14 = taper;\n let _e16 = taper;\n alpha = (((_e13 * _e14) * _e16) * 0.13f);\n let _e19 = alpha;\n if (_e19 <= 0.002f) {\n discard;\n }\n let _e22 = unnamed.uTint;\n let _e23 = alpha;\n outColor = vec4<f32>(_e22.x, _e22.y, _e22.z, _e23);\n return;\n}\n\n@fragment \nfn main(@location(1) vAlong: f32, @location(0) vFade: f32) -> @location(0) vec4<f32> {\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n main_1();\n let _e5 = outColor;\n return _e5;\n}\n";
1
+ export declare const WIND_STREAK_FRAG_WGSL = "struct Uniforms {\n uTint: vec3<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vAlong_1: f32;\nvar<private> vFade_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 _e60 = (*c);\n low = (_e60 * 12.92f);\n let _e62 = (*c);\n high = ((pow(max(_e62, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e68 = high;\n let _e69 = low;\n let _e70 = (*c);\n return mix(_e68, _e69, step(_e70, 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 _e61 = (*c_1)[0u];\n let _e63 = (*c_1)[1u];\n let _e65 = (*c_1)[2u];\n m = max(_e61, max(_e63, _e65));\n let _e68 = m;\n if (_e68 <= 0.8f) {\n let _e70 = (*c_1);\n return _e70;\n }\n let _e71 = m;\n e = (_e71 - 0.8f);\n let _e73 = (*c_1);\n let _e74 = e;\n let _e76 = e;\n let _e80 = m;\n return (_e73 * ((0.8f + ((0.2f * _e74) / (_e76 + 0.2f))) / _e80));\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 _e60 = (*v);\n let _e61 = (*v);\n a = ((_e60 * (_e61 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e67 = (*v);\n let _e68 = (*v);\n b = ((_e67 * ((_e68 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e75 = a;\n let _e76 = b;\n return (_e75 / _e76);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e60 = unnamed.uOutputExposure;\n let _e61 = (*x);\n (*x) = (_e61 * _e60);\n let _e63 = (*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)) * _e63);\n let _e65 = rrtAndOdtFit_u0028_vf3_u003b((&param));\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)) * _e65), 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 _e62 = unnamed.uOutputTransform;\n if (_e62 == 0i) {\n let _e64 = (*c_2);\n return _e64;\n }\n let _e66 = unnamed.uOutputTransform;\n if (_e66 == 2i) {\n let _e68 = (*c_2);\n param_1 = _e68;\n let _e69 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e69;\n }\n let _e71 = unnamed.uOutputTransform;\n if (_e71 == 3i) {\n let _e73 = (*c_2);\n let _e75 = unnamed.uOutputExposure;\n param_2 = (_e73 * _e75);\n let _e77 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e77;\n }\n let _e78 = (*c_2);\n param_3 = _e78;\n let _e79 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e79;\n}\n\nfn main_1() {\n var taper: f32;\n var alpha: f32;\n var param_4: vec3<f32>;\n\n let _e60 = vAlong_1;\n taper = sin((_e60 * 3.14159f));\n let _e63 = vFade_1;\n let _e64 = taper;\n let _e66 = taper;\n alpha = (((_e63 * _e64) * _e66) * 0.13f);\n let _e69 = alpha;\n if (_e69 <= 0.002f) {\n discard;\n }\n let _e72 = unnamed.uTint;\n param_4 = _e72;\n let _e73 = applyOutputTransform_u0028_vf3_u003b((&param_4));\n let _e74 = alpha;\n outColor = vec4<f32>(_e73.x, _e73.y, _e73.z, _e74);\n return;\n}\n\n@fragment \nfn main(@location(1) vAlong: f32, @location(0) vFade: f32) -> @location(0) vec4<f32> {\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n main_1();\n let _e5 = outColor;\n return _e5;\n}\n";
2
2
  export declare const WIND_STREAK_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWind: vec2<f32>,\n uDrift: vec2<f32>,\n uSpeed: f32,\n uStrength: f32,\n uCount: f32,\n uCellSize: f32,\n uTime: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aIndex_1: f32;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vFade: f32;\nvar<private> vAlong: f32;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var id: f32;\n var rx: f32;\n var ry: f32;\n var rz: f32;\n var lowBias: f32;\n var cell: vec3<f32>;\n var base: vec3<f32>;\n var rel: vec3<f32>;\n var centre: vec3<f32>;\n var alongXZ: vec2<f32>;\n var local: vec2<f32>;\n var along: vec3<f32>;\n var across: vec3<f32>;\n var curl: f32;\n var length_: f32;\n var world: vec3<f32>;\n var dist: f32;\n var far: f32;\n var near: f32;\n var weight: f32;\n\n let _e62 = aIndex_1;\n id = _e62;\n let _e63 = id;\n rx = fract((sin((_e63 * 12.9898f)) * 43758.547f));\n let _e68 = id;\n ry = fract((sin((_e68 * 39.3467f)) * 24634.635f));\n let _e73 = id;\n rz = fract((sin((_e73 * 78.233f)) * 12934.123f));\n let _e78 = ry;\n let _e79 = ry;\n lowBias = (_e78 * _e79);\n let _e81 = rx;\n let _e83 = unnamed.uCellSize;\n let _e85 = lowBias;\n let _e87 = unnamed.uCellSize;\n let _e90 = rz;\n let _e92 = unnamed.uCellSize;\n cell = vec3<f32>((_e81 * _e83), ((_e85 * _e87) * 0.42f), (_e90 * _e92));\n let _e97 = unnamed.uCameraPos[0u];\n let _e99 = cell[0u];\n let _e102 = unnamed.uCellSize;\n let _e107 = unnamed.uDrift[0u];\n let _e111 = unnamed.uCameraPos[1u];\n let _e113 = cell[1u];\n let _e116 = unnamed.uCellSize;\n let _e121 = unnamed.uCameraPos[2u];\n let _e123 = cell[2u];\n let _e126 = unnamed.uCellSize;\n let _e131 = unnamed.uDrift[1u];\n base = vec3<f32>((((_e97 + _e99) - (_e102 * 0.5f)) - _e107), ((_e111 + _e113) - (_e116 * 0.3f)), (((_e121 + _e123) - (_e126 * 0.5f)) - _e131));\n let _e134 = base;\n let _e136 = unnamed.uCameraPos;\n rel = (_e134 - _e136);\n let _e139 = rel[0u];\n let _e141 = unnamed.uCellSize;\n let _e143 = (_e139 + (_e141 * 0.5f));\n let _e145 = unnamed.uCellSize;\n let _e151 = unnamed.uCellSize;\n rel[0u] = ((_e143 - (floor((_e143 / _e145)) * _e145)) - (_e151 * 0.5f));\n let _e156 = rel[2u];\n let _e158 = unnamed.uCellSize;\n let _e160 = (_e156 + (_e158 * 0.5f));\n let _e162 = unnamed.uCellSize;\n let _e168 = unnamed.uCellSize;\n rel[2u] = ((_e160 - (floor((_e160 / _e162)) * _e162)) - (_e168 * 0.5f));\n let _e173 = unnamed.uCameraPos;\n let _e174 = rel;\n centre = (_e173 + _e174);\n let _e177 = unnamed.uSpeed;\n if (_e177 > 0.001f) {\n let _e180 = unnamed.uWind;\n let _e182 = unnamed.uSpeed;\n local = (_e180 / vec2(_e182));\n } else {\n local = vec2<f32>(1f, 0f);\n }\n let _e185 = local;\n alongXZ = _e185;\n let _e187 = alongXZ[0u];\n let _e189 = alongXZ[1u];\n along = vec3<f32>(_e187, 0f, _e189);\n let _e191 = along;\n across = normalize(cross(_e191, vec3<f32>(0f, 1f, 0f)));\n let _e195 = unnamed.uTime;\n let _e197 = id;\n let _e203 = unnamed.uTime;\n let _e205 = id;\n curl = ((sin(((_e195 * 1.7f) + (_e197 * 2.3f))) * 0.35f) + (sin(((_e203 * 0.9f) + _e205)) * 0.2f));\n let _e211 = unnamed.uSpeed;\n let _e214 = rz;\n length_ = ((0.18f + (_e211 * 0.09f)) * (0.5f + _e214));\n let _e217 = centre;\n let _e218 = along;\n let _e220 = aCorner_1[1u];\n let _e221 = length_;\n let _e225 = across;\n let _e227 = aCorner_1[0u];\n let _e230 = aCorner_1[1u];\n let _e231 = curl;\n let _e233 = length_;\n world = ((_e217 + (_e218 * (_e220 * _e221))) + (_e225 * ((_e227 * 0.012f) + (((_e230 * _e231) * _e233) * 0.35f))));\n let _e239 = centre;\n let _e241 = unnamed.uCameraPos;\n dist = distance(_e239, _e241);\n let _e244 = unnamed.uCellSize;\n let _e247 = unnamed.uCellSize;\n let _e249 = dist;\n far = (1f - smoothstep((_e244 * 0.12f), (_e247 * 0.5f), _e249));\n let _e252 = dist;\n near = smoothstep(2f, 16f, _e252);\n let _e254 = rx;\n let _e255 = rx;\n let _e257 = rx;\n weight = ((_e254 * _e255) * _e257);\n let _e260 = unnamed.uStrength;\n let _e261 = far;\n let _e263 = near;\n let _e265 = weight;\n vFade = (((_e260 * _e261) * _e263) * _e265);\n let _e268 = aCorner_1[1u];\n vAlong = ((_e268 * 0.5f) + 0.5f);\n let _e272 = unnamed.uViewProj;\n let _e273 = world;\n unnamed_1.gl_Position = (_e272 * vec4<f32>(_e273.x, _e273.y, _e273.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(1) aIndex: f32, @location(0) aCorner: vec2<f32>) -> VertexOutput {\n aIndex_1 = aIndex;\n aCorner_1 = aCorner;\n main_1();\n let _e9 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e9);\n let _e11 = vFade;\n let _e12 = vAlong;\n let _e13 = unnamed_1.gl_Position;\n return VertexOutput(_e11, _e12, _e13);\n}\n";
3
3
  /**
4
4
  * What the transform assigned, so the renderer binds the same numbers.
@@ -8,13 +8,23 @@ export declare const WIND_STREAK_VERT_WGSL = "struct Uniforms {\n uViewProj:
8
8
  export declare const WINDSTREAKS_BINDINGS: {
9
9
  readonly WIND_STREAK_FRAG: {
10
10
  readonly uniforms: 1;
11
- readonly uniformSize: 16;
11
+ readonly uniformSize: 32;
12
12
  readonly fields: {
13
13
  readonly uTint: {
14
14
  readonly offset: 0;
15
15
  readonly size: 12;
16
16
  readonly type: "vec3";
17
17
  };
18
+ readonly uOutputTransform: {
19
+ readonly offset: 12;
20
+ readonly size: 4;
21
+ readonly type: "int";
22
+ };
23
+ readonly uOutputExposure: {
24
+ readonly offset: 16;
25
+ readonly size: 4;
26
+ readonly type: "float";
27
+ };
18
28
  };
19
29
  readonly textures: {};
20
30
  };
@@ -4,7 +4,7 @@
4
4
  * The GLSL beside this file is the source of truth. A hand edit here is discarded by
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
- export const WIND_STREAK_FRAG_WGSL = "struct Uniforms {\n uTint: vec3<f32>,\n}\n\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> outColor: vec4<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n\nfn main_1() {\n var taper: f32;\n var alpha: f32;\n\n let _e10 = vAlong_1;\n taper = sin((_e10 * 3.14159f));\n let _e13 = vFade_1;\n let _e14 = taper;\n let _e16 = taper;\n alpha = (((_e13 * _e14) * _e16) * 0.13f);\n let _e19 = alpha;\n if (_e19 <= 0.002f) {\n discard;\n }\n let _e22 = unnamed.uTint;\n let _e23 = alpha;\n outColor = vec4<f32>(_e22.x, _e22.y, _e22.z, _e23);\n return;\n}\n\n@fragment \nfn main(@location(1) vAlong: f32, @location(0) vFade: f32) -> @location(0) vec4<f32> {\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n main_1();\n let _e5 = outColor;\n return _e5;\n}\n";
7
+ export const WIND_STREAK_FRAG_WGSL = "struct Uniforms {\n uTint: vec3<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vAlong_1: f32;\nvar<private> vFade_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 _e60 = (*c);\n low = (_e60 * 12.92f);\n let _e62 = (*c);\n high = ((pow(max(_e62, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e68 = high;\n let _e69 = low;\n let _e70 = (*c);\n return mix(_e68, _e69, step(_e70, 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 _e61 = (*c_1)[0u];\n let _e63 = (*c_1)[1u];\n let _e65 = (*c_1)[2u];\n m = max(_e61, max(_e63, _e65));\n let _e68 = m;\n if (_e68 <= 0.8f) {\n let _e70 = (*c_1);\n return _e70;\n }\n let _e71 = m;\n e = (_e71 - 0.8f);\n let _e73 = (*c_1);\n let _e74 = e;\n let _e76 = e;\n let _e80 = m;\n return (_e73 * ((0.8f + ((0.2f * _e74) / (_e76 + 0.2f))) / _e80));\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 _e60 = (*v);\n let _e61 = (*v);\n a = ((_e60 * (_e61 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e67 = (*v);\n let _e68 = (*v);\n b = ((_e67 * ((_e68 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e75 = a;\n let _e76 = b;\n return (_e75 / _e76);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e60 = unnamed.uOutputExposure;\n let _e61 = (*x);\n (*x) = (_e61 * _e60);\n let _e63 = (*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)) * _e63);\n let _e65 = rrtAndOdtFit_u0028_vf3_u003b((&param));\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)) * _e65), 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 _e62 = unnamed.uOutputTransform;\n if (_e62 == 0i) {\n let _e64 = (*c_2);\n return _e64;\n }\n let _e66 = unnamed.uOutputTransform;\n if (_e66 == 2i) {\n let _e68 = (*c_2);\n param_1 = _e68;\n let _e69 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e69;\n }\n let _e71 = unnamed.uOutputTransform;\n if (_e71 == 3i) {\n let _e73 = (*c_2);\n let _e75 = unnamed.uOutputExposure;\n param_2 = (_e73 * _e75);\n let _e77 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e77;\n }\n let _e78 = (*c_2);\n param_3 = _e78;\n let _e79 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e79;\n}\n\nfn main_1() {\n var taper: f32;\n var alpha: f32;\n var param_4: vec3<f32>;\n\n let _e60 = vAlong_1;\n taper = sin((_e60 * 3.14159f));\n let _e63 = vFade_1;\n let _e64 = taper;\n let _e66 = taper;\n alpha = (((_e63 * _e64) * _e66) * 0.13f);\n let _e69 = alpha;\n if (_e69 <= 0.002f) {\n discard;\n }\n let _e72 = unnamed.uTint;\n param_4 = _e72;\n let _e73 = applyOutputTransform_u0028_vf3_u003b((&param_4));\n let _e74 = alpha;\n outColor = vec4<f32>(_e73.x, _e73.y, _e73.z, _e74);\n return;\n}\n\n@fragment \nfn main(@location(1) vAlong: f32, @location(0) vFade: f32) -> @location(0) vec4<f32> {\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n main_1();\n let _e5 = outColor;\n return _e5;\n}\n";
8
8
  export const WIND_STREAK_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWind: vec2<f32>,\n uDrift: vec2<f32>,\n uSpeed: f32,\n uStrength: f32,\n uCount: f32,\n uCellSize: f32,\n uTime: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aIndex_1: f32;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vFade: f32;\nvar<private> vAlong: f32;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var id: f32;\n var rx: f32;\n var ry: f32;\n var rz: f32;\n var lowBias: f32;\n var cell: vec3<f32>;\n var base: vec3<f32>;\n var rel: vec3<f32>;\n var centre: vec3<f32>;\n var alongXZ: vec2<f32>;\n var local: vec2<f32>;\n var along: vec3<f32>;\n var across: vec3<f32>;\n var curl: f32;\n var length_: f32;\n var world: vec3<f32>;\n var dist: f32;\n var far: f32;\n var near: f32;\n var weight: f32;\n\n let _e62 = aIndex_1;\n id = _e62;\n let _e63 = id;\n rx = fract((sin((_e63 * 12.9898f)) * 43758.547f));\n let _e68 = id;\n ry = fract((sin((_e68 * 39.3467f)) * 24634.635f));\n let _e73 = id;\n rz = fract((sin((_e73 * 78.233f)) * 12934.123f));\n let _e78 = ry;\n let _e79 = ry;\n lowBias = (_e78 * _e79);\n let _e81 = rx;\n let _e83 = unnamed.uCellSize;\n let _e85 = lowBias;\n let _e87 = unnamed.uCellSize;\n let _e90 = rz;\n let _e92 = unnamed.uCellSize;\n cell = vec3<f32>((_e81 * _e83), ((_e85 * _e87) * 0.42f), (_e90 * _e92));\n let _e97 = unnamed.uCameraPos[0u];\n let _e99 = cell[0u];\n let _e102 = unnamed.uCellSize;\n let _e107 = unnamed.uDrift[0u];\n let _e111 = unnamed.uCameraPos[1u];\n let _e113 = cell[1u];\n let _e116 = unnamed.uCellSize;\n let _e121 = unnamed.uCameraPos[2u];\n let _e123 = cell[2u];\n let _e126 = unnamed.uCellSize;\n let _e131 = unnamed.uDrift[1u];\n base = vec3<f32>((((_e97 + _e99) - (_e102 * 0.5f)) - _e107), ((_e111 + _e113) - (_e116 * 0.3f)), (((_e121 + _e123) - (_e126 * 0.5f)) - _e131));\n let _e134 = base;\n let _e136 = unnamed.uCameraPos;\n rel = (_e134 - _e136);\n let _e139 = rel[0u];\n let _e141 = unnamed.uCellSize;\n let _e143 = (_e139 + (_e141 * 0.5f));\n let _e145 = unnamed.uCellSize;\n let _e151 = unnamed.uCellSize;\n rel[0u] = ((_e143 - (floor((_e143 / _e145)) * _e145)) - (_e151 * 0.5f));\n let _e156 = rel[2u];\n let _e158 = unnamed.uCellSize;\n let _e160 = (_e156 + (_e158 * 0.5f));\n let _e162 = unnamed.uCellSize;\n let _e168 = unnamed.uCellSize;\n rel[2u] = ((_e160 - (floor((_e160 / _e162)) * _e162)) - (_e168 * 0.5f));\n let _e173 = unnamed.uCameraPos;\n let _e174 = rel;\n centre = (_e173 + _e174);\n let _e177 = unnamed.uSpeed;\n if (_e177 > 0.001f) {\n let _e180 = unnamed.uWind;\n let _e182 = unnamed.uSpeed;\n local = (_e180 / vec2(_e182));\n } else {\n local = vec2<f32>(1f, 0f);\n }\n let _e185 = local;\n alongXZ = _e185;\n let _e187 = alongXZ[0u];\n let _e189 = alongXZ[1u];\n along = vec3<f32>(_e187, 0f, _e189);\n let _e191 = along;\n across = normalize(cross(_e191, vec3<f32>(0f, 1f, 0f)));\n let _e195 = unnamed.uTime;\n let _e197 = id;\n let _e203 = unnamed.uTime;\n let _e205 = id;\n curl = ((sin(((_e195 * 1.7f) + (_e197 * 2.3f))) * 0.35f) + (sin(((_e203 * 0.9f) + _e205)) * 0.2f));\n let _e211 = unnamed.uSpeed;\n let _e214 = rz;\n length_ = ((0.18f + (_e211 * 0.09f)) * (0.5f + _e214));\n let _e217 = centre;\n let _e218 = along;\n let _e220 = aCorner_1[1u];\n let _e221 = length_;\n let _e225 = across;\n let _e227 = aCorner_1[0u];\n let _e230 = aCorner_1[1u];\n let _e231 = curl;\n let _e233 = length_;\n world = ((_e217 + (_e218 * (_e220 * _e221))) + (_e225 * ((_e227 * 0.012f) + (((_e230 * _e231) * _e233) * 0.35f))));\n let _e239 = centre;\n let _e241 = unnamed.uCameraPos;\n dist = distance(_e239, _e241);\n let _e244 = unnamed.uCellSize;\n let _e247 = unnamed.uCellSize;\n let _e249 = dist;\n far = (1f - smoothstep((_e244 * 0.12f), (_e247 * 0.5f), _e249));\n let _e252 = dist;\n near = smoothstep(2f, 16f, _e252);\n let _e254 = rx;\n let _e255 = rx;\n let _e257 = rx;\n weight = ((_e254 * _e255) * _e257);\n let _e260 = unnamed.uStrength;\n let _e261 = far;\n let _e263 = near;\n let _e265 = weight;\n vFade = (((_e260 * _e261) * _e263) * _e265);\n let _e268 = aCorner_1[1u];\n vAlong = ((_e268 * 0.5f) + 0.5f);\n let _e272 = unnamed.uViewProj;\n let _e273 = world;\n unnamed_1.gl_Position = (_e272 * vec4<f32>(_e273.x, _e273.y, _e273.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(1) aIndex: f32, @location(0) aCorner: vec2<f32>) -> VertexOutput {\n aIndex_1 = aIndex;\n aCorner_1 = aCorner;\n main_1();\n let _e9 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e9);\n let _e11 = vFade;\n let _e12 = vAlong;\n let _e13 = unnamed_1.gl_Position;\n return VertexOutput(_e11, _e12, _e13);\n}\n";
9
9
  /**
10
10
  * What the transform assigned, so the renderer binds the same numbers.
@@ -14,12 +14,22 @@ export const WIND_STREAK_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f
14
14
  export const WINDSTREAKS_BINDINGS = {
15
15
  "WIND_STREAK_FRAG": {
16
16
  "uniforms": 1,
17
- "uniformSize": 16,
17
+ "uniformSize": 32,
18
18
  "fields": {
19
19
  "uTint": {
20
20
  "offset": 0,
21
21
  "size": 12,
22
22
  "type": "vec3"
23
+ },
24
+ "uOutputTransform": {
25
+ "offset": 12,
26
+ "size": 4,
27
+ "type": "int"
28
+ },
29
+ "uOutputExposure": {
30
+ "offset": 16,
31
+ "size": 4,
32
+ "type": "float"
23
33
  }
24
34
  },
25
35
  "textures": {}
@@ -1,6 +1,7 @@
1
1
  import { SUN_DYNAMIC_LAYER, SUN_PEELED_LAYER, SUN_STATIC_LAYER } from '../shadowMap.js';
2
2
  import { glslIsFarDepth, glslSceneDepthToNdc } from '../depthConvention.js';
3
3
  import { MAX_GLOBAL_MEDIUM_STEPS } from '../globalMedium.js';
4
+ import { OUTPUT_TRANSFORM_GLSL } from './outputTransform.js';
4
5
  /**
5
6
  * A medium filling the whole frustum: the march, and the upsample that puts it back on screen.
6
7
  *
@@ -321,6 +322,7 @@ uniform vec2 uMediumTexel;
321
322
  uniform vec4 uDepthToViewZ;
322
323
 
323
324
  out vec4 fragColor;
325
+ ${OUTPUT_TRANSFORM_GLSL}
324
326
 
325
327
  /**
326
328
  * How far apart two view depths may be, as a fraction of the nearer one, before a tap is refused.
@@ -400,6 +402,17 @@ void main() {
400
402
  * to interpolate. The nearest by depth is the least wrong of the four, and it is a point sample,
401
403
  * which is what a half-res effect always degrades to at a feature it cannot resolve.
402
404
  */
403
- fragColor = weight > 1e-4 ? total / weight : nearest;
405
+ vec4 medium = weight > 1e-4 ? total / weight : nearest;
406
+ /*
407
+ * **Over a frame its passes graded, the medium composites in the same terms**: the light it
408
+ * scatters in graded as every pass grades what it adds, and the light it lets through as an
409
+ * encoded pixel takes a factor, encoded, which is exact through the sRGB encode's power and close
410
+ * through a curve. A frame graded at the resolve composites linear light, with code 0.
411
+ */
412
+ if (uOutputTransform != 0) {
413
+ medium.rgb = applyOutputTransform(medium.rgb);
414
+ medium.a = linearToSrgb(vec3(medium.a)).x;
415
+ }
416
+ fragColor = medium;
404
417
  }
405
418
  `;
@@ -13,12 +13,21 @@
13
13
  * texture needs no `filterable` sample type, which `rgba16float` has but which a future `r32float`
14
14
  * would not.
15
15
  *
16
- * **It writes linear light.** The output transform is the composite's, for the reason
17
- * `PassContext` gives: with a composite the resolve grades and a pass that also graded would apply
18
- * the curve twice. A frame without one is refused in words rather than papered over — see the
19
- * pass's `draw`.
16
+ * **It grades where nothing after it will**, as every pass in this engine does: the pipeline shades
17
+ * linear light into its own target, and `PassContext.outputTransform` is 0 where the frame's resolve
18
+ * grades and the frame's code where it does not. The colour is premultiplied by its coverage, so it
19
+ * is graded as a colour and covered again: a pane against the sky keeps the share it had.
20
20
  */
21
- export declare const GPU_DRIVEN_BLIT_WGSL = "\nstruct Varying {\n @builtin(position) position: vec4<f32>,\n}\n\n@group(0) @binding(0) var source: texture_2d<f32>;\n\n@vertex\nfn vertexMain(@builtin(vertex_index) vertex: u32) -> Varying {\n /* One triangle covering the frame rather than two: no shared edge, no diagonal seam, and the\n third of the area outside the viewport costs nothing. */\n var corners = array<vec2<f32>, 3>(\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(3.0, -1.0),\n vec2<f32>(-1.0, 3.0),\n );\n var out: Varying;\n out.position = vec4<f32>(corners[vertex], 0.0, 1.0);\n return out;\n}\n\n@fragment\nfn fragmentMain(in: Varying) -> @location(0) vec4<f32> {\n /* The fragment's own pixel. Clamped rather than trusted: a frame larger than the pass's target\n is a caller that did not resize, and reading out of bounds is a zero this would draw as a\n black band nobody could place. */\n let size = textureDimensions(source);\n let at = min(vec2<u32>(in.position.xy), size - vec2<u32>(1u, 1u));\n let texel = textureLoad(source, at, 0);\n /*\n * **Nothing was drawn here, so nothing is written \u2014 and that is a cost, not a correctness\n * guard.** The target is cleared to zero and a zero laid over anything premultiplied is that\n * thing, so the pixel would come out the same either way; this spares every pixel the pipeline\n * did not cover a blend. Removing it left \"depth-share-check.mjs\" green on 2026-09-18, which is\n * what says so. Alpha is the coverage: the shading writes one and a blended surface adds its own.\n *\n * **Returned as it is, premultiplied, and the pipeline blends it over.** Where the visibility\n * buffer covered the pixel the coverage is one and over is a plain write. Where only a pane did,\n * it is the pane's coverage, and the frame behind it \u2014 the sky \u2014 has to show through by the rest.\n * This used to discard below a half and write the colour as opaque, which painted a heavy pane\n * over black and dropped a light one altogether.\n */\n if (texel.a <= 0.0) { discard; }\n return texel;\n}\n";
21
+ /**
22
+ * `applyOutputTransform` in WGSL: the WGSL twin of `OUTPUT_TRANSFORM_BODY_GLSL` in
23
+ * `shaders/outputTransform.ts`, for a blit the generator cannot reach because it is hand-written —
24
+ * it reads a storage texture and writes depth, which the GLSL path has no form for. **Two copies of
25
+ * one curve**, held together by `present.test.ts`, which reads every constant out of both and asks
26
+ * that they be the same numbers in the same order. Code 4, the filmic curve, never arrives here: a
27
+ * forward grade is never the composite's own (`forwardTransformCode`).
28
+ */
29
+ export declare const GRADE_WGSL = "\nstruct Grade {\n transform: i32,\n exposure: f32,\n}\n\n@group(0) @binding(2) var<uniform> grade: Grade;\n\nfn rrtAndOdtFit(v: vec3<f32>) -> vec3<f32> {\n let a = v * (v + 0.0245786) - 0.000090537;\n let b = v * (0.983729 * v + 0.4329510) + 0.238081;\n return a / b;\n}\n\nfn acesFilmic(colour: vec3<f32>) -> vec3<f32> {\n let x = colour * grade.exposure;\n let acesInput = mat3x3<f32>(\n vec3<f32>(0.59719, 0.07600, 0.02840),\n vec3<f32>(0.35458, 0.90834, 0.13383),\n vec3<f32>(0.04823, 0.01566, 0.83777),\n );\n let acesOutput = mat3x3<f32>(\n vec3<f32>(1.60475, -0.10208, -0.00327),\n vec3<f32>(-0.53108, 1.10813, -0.07276),\n vec3<f32>(-0.07367, -0.00605, 1.07602),\n );\n return clamp(acesOutput * rrtAndOdtFit(acesInput * x), vec3<f32>(0.0), vec3<f32>(1.0));\n}\n\nfn linearToSrgb(c: vec3<f32>) -> vec3<f32> {\n let low = c * 12.92;\n let high = 1.055 * pow(max(c, vec3<f32>(0.0)), vec3<f32>(1.0 / 2.4)) - 0.055;\n return select(high, low, c <= vec3<f32>(0.0031308));\n}\n\nfn highlightShoulder(c: vec3<f32>) -> vec3<f32> {\n let m = max(c.r, max(c.g, c.b));\n if (m <= 0.8) { return c; }\n let e = m - 0.8;\n return c * ((0.8 + 0.2 * e / (e + 0.2)) / m);\n}\n\nfn applyOutputTransform(colour: vec3<f32>) -> vec3<f32> {\n var c = colour;\n if (grade.transform == 2) { c = acesFilmic(c); }\n if (grade.transform == 3) { c = highlightShoulder(c * grade.exposure); }\n return linearToSrgb(c);\n}\n\n/* Premultiplied in and out: the colour graded, its coverage kept. Untouched at code 0. */\nfn graded(texel: vec4<f32>) -> vec4<f32> {\n if (grade.transform == 0) { return texel; }\n return vec4<f32>(applyOutputTransform(texel.rgb / texel.a) * texel.a, texel.a);\n}\n";
30
+ export declare const GPU_DRIVEN_BLIT_WGSL = "\nstruct Varying {\n @builtin(position) position: vec4<f32>,\n}\n\n@group(0) @binding(0) var source: texture_2d<f32>;\n\nstruct Grade {\n transform: i32,\n exposure: f32,\n}\n\n@group(0) @binding(2) var<uniform> grade: Grade;\n\nfn rrtAndOdtFit(v: vec3<f32>) -> vec3<f32> {\n let a = v * (v + 0.0245786) - 0.000090537;\n let b = v * (0.983729 * v + 0.4329510) + 0.238081;\n return a / b;\n}\n\nfn acesFilmic(colour: vec3<f32>) -> vec3<f32> {\n let x = colour * grade.exposure;\n let acesInput = mat3x3<f32>(\n vec3<f32>(0.59719, 0.07600, 0.02840),\n vec3<f32>(0.35458, 0.90834, 0.13383),\n vec3<f32>(0.04823, 0.01566, 0.83777),\n );\n let acesOutput = mat3x3<f32>(\n vec3<f32>(1.60475, -0.10208, -0.00327),\n vec3<f32>(-0.53108, 1.10813, -0.07276),\n vec3<f32>(-0.07367, -0.00605, 1.07602),\n );\n return clamp(acesOutput * rrtAndOdtFit(acesInput * x), vec3<f32>(0.0), vec3<f32>(1.0));\n}\n\nfn linearToSrgb(c: vec3<f32>) -> vec3<f32> {\n let low = c * 12.92;\n let high = 1.055 * pow(max(c, vec3<f32>(0.0)), vec3<f32>(1.0 / 2.4)) - 0.055;\n return select(high, low, c <= vec3<f32>(0.0031308));\n}\n\nfn highlightShoulder(c: vec3<f32>) -> vec3<f32> {\n let m = max(c.r, max(c.g, c.b));\n if (m <= 0.8) { return c; }\n let e = m - 0.8;\n return c * ((0.8 + 0.2 * e / (e + 0.2)) / m);\n}\n\nfn applyOutputTransform(colour: vec3<f32>) -> vec3<f32> {\n var c = colour;\n if (grade.transform == 2) { c = acesFilmic(c); }\n if (grade.transform == 3) { c = highlightShoulder(c * grade.exposure); }\n return linearToSrgb(c);\n}\n\n/* Premultiplied in and out: the colour graded, its coverage kept. Untouched at code 0. */\nfn graded(texel: vec4<f32>) -> vec4<f32> {\n if (grade.transform == 0) { return texel; }\n return vec4<f32>(applyOutputTransform(texel.rgb / texel.a) * texel.a, texel.a);\n}\n\n@vertex\nfn vertexMain(@builtin(vertex_index) vertex: u32) -> Varying {\n /* One triangle covering the frame rather than two: no shared edge, no diagonal seam, and the\n third of the area outside the viewport costs nothing. */\n var corners = array<vec2<f32>, 3>(\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(3.0, -1.0),\n vec2<f32>(-1.0, 3.0),\n );\n var out: Varying;\n out.position = vec4<f32>(corners[vertex], 0.0, 1.0);\n return out;\n}\n\n@fragment\nfn fragmentMain(in: Varying) -> @location(0) vec4<f32> {\n /* The fragment's own pixel. Clamped rather than trusted: a frame larger than the pass's target\n is a caller that did not resize, and reading out of bounds is a zero this would draw as a\n black band nobody could place. */\n let size = textureDimensions(source);\n let at = min(vec2<u32>(in.position.xy), size - vec2<u32>(1u, 1u));\n let texel = textureLoad(source, at, 0);\n /*\n * **Nothing was drawn here, so nothing is written \u2014 and that is a cost, not a correctness\n * guard.** The target is cleared to zero and a zero laid over anything premultiplied is that\n * thing, so the pixel would come out the same either way; this spares every pixel the pipeline\n * did not cover a blend. Removing it left \"depth-share-check.mjs\" green on 2026-09-18, which is\n * what says so. Alpha is the coverage: the shading writes one and a blended surface adds its own.\n *\n * **Returned as it is, premultiplied, and the pipeline blends it over.** Where the visibility\n * buffer covered the pixel the coverage is one and over is a plain write. Where only a pane did,\n * it is the pane's coverage, and the frame behind it \u2014 the sky \u2014 has to show through by the rest.\n * This used to discard below a half and write the colour as opaque, which painted a heavy pane\n * over black and dropped a light one altogether.\n */\n if (texel.a <= 0.0) { discard; }\n return graded(texel);\n}\n";
22
31
  /**
23
32
  * The same blit, handing the frame the pass's depth as well as its colour.
24
33
  *
@@ -40,4 +49,4 @@ export declare const GPU_DRIVEN_BLIT_WGSL = "\nstruct Varying {\n @builtin(posi
40
49
  * pipeline compares "or equal" so that it passes over the sky, and what it writes there is the
41
50
  * value already there.
42
51
  */
43
- export declare const GPU_DRIVEN_BLIT_DEPTH_WGSL = "\nstruct Varying {\n @builtin(position) position: vec4<f32>,\n}\n\nstruct Presented {\n @location(0) colour: vec4<f32>,\n @builtin(frag_depth) depth: f32,\n}\n\n@group(0) @binding(0) var source: texture_2d<f32>;\n@group(0) @binding(1) var sourceDepth: texture_depth_2d;\n\n@vertex\nfn vertexMain(@builtin(vertex_index) vertex: u32) -> Varying {\n var corners = array<vec2<f32>, 3>(\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(3.0, -1.0),\n vec2<f32>(-1.0, 3.0),\n );\n var out: Varying;\n out.position = vec4<f32>(corners[vertex], 0.0, 1.0);\n return out;\n}\n\n@fragment\nfn fragmentMain(in: Varying) -> Presented {\n let size = textureDimensions(source);\n let at = min(vec2<u32>(in.position.xy), size - vec2<u32>(1u, 1u));\n let texel = textureLoad(source, at, 0);\n /* A cost here too: the depth the pass cleared to passes only where the frame holds that same\n clear, so the write would change nothing. The colour blit above says how that was measured. */\n if (texel.a <= 0.0) { discard; }\n var out: Presented;\n out.colour = texel;\n /* The depth this pixel was rastered at, so the frame tests against the surface it can see. */\n out.depth = textureLoad(sourceDepth, at, 0);\n return out;\n}\n";
52
+ export declare const GPU_DRIVEN_BLIT_DEPTH_WGSL = "\nstruct Varying {\n @builtin(position) position: vec4<f32>,\n}\n\nstruct Presented {\n @location(0) colour: vec4<f32>,\n @builtin(frag_depth) depth: f32,\n}\n\n@group(0) @binding(0) var source: texture_2d<f32>;\n@group(0) @binding(1) var sourceDepth: texture_depth_2d;\n\nstruct Grade {\n transform: i32,\n exposure: f32,\n}\n\n@group(0) @binding(2) var<uniform> grade: Grade;\n\nfn rrtAndOdtFit(v: vec3<f32>) -> vec3<f32> {\n let a = v * (v + 0.0245786) - 0.000090537;\n let b = v * (0.983729 * v + 0.4329510) + 0.238081;\n return a / b;\n}\n\nfn acesFilmic(colour: vec3<f32>) -> vec3<f32> {\n let x = colour * grade.exposure;\n let acesInput = mat3x3<f32>(\n vec3<f32>(0.59719, 0.07600, 0.02840),\n vec3<f32>(0.35458, 0.90834, 0.13383),\n vec3<f32>(0.04823, 0.01566, 0.83777),\n );\n let acesOutput = mat3x3<f32>(\n vec3<f32>(1.60475, -0.10208, -0.00327),\n vec3<f32>(-0.53108, 1.10813, -0.07276),\n vec3<f32>(-0.07367, -0.00605, 1.07602),\n );\n return clamp(acesOutput * rrtAndOdtFit(acesInput * x), vec3<f32>(0.0), vec3<f32>(1.0));\n}\n\nfn linearToSrgb(c: vec3<f32>) -> vec3<f32> {\n let low = c * 12.92;\n let high = 1.055 * pow(max(c, vec3<f32>(0.0)), vec3<f32>(1.0 / 2.4)) - 0.055;\n return select(high, low, c <= vec3<f32>(0.0031308));\n}\n\nfn highlightShoulder(c: vec3<f32>) -> vec3<f32> {\n let m = max(c.r, max(c.g, c.b));\n if (m <= 0.8) { return c; }\n let e = m - 0.8;\n return c * ((0.8 + 0.2 * e / (e + 0.2)) / m);\n}\n\nfn applyOutputTransform(colour: vec3<f32>) -> vec3<f32> {\n var c = colour;\n if (grade.transform == 2) { c = acesFilmic(c); }\n if (grade.transform == 3) { c = highlightShoulder(c * grade.exposure); }\n return linearToSrgb(c);\n}\n\n/* Premultiplied in and out: the colour graded, its coverage kept. Untouched at code 0. */\nfn graded(texel: vec4<f32>) -> vec4<f32> {\n if (grade.transform == 0) { return texel; }\n return vec4<f32>(applyOutputTransform(texel.rgb / texel.a) * texel.a, texel.a);\n}\n\n@vertex\nfn vertexMain(@builtin(vertex_index) vertex: u32) -> Varying {\n var corners = array<vec2<f32>, 3>(\n vec2<f32>(-1.0, -1.0),\n vec2<f32>(3.0, -1.0),\n vec2<f32>(-1.0, 3.0),\n );\n var out: Varying;\n out.position = vec4<f32>(corners[vertex], 0.0, 1.0);\n return out;\n}\n\n@fragment\nfn fragmentMain(in: Varying) -> Presented {\n let size = textureDimensions(source);\n let at = min(vec2<u32>(in.position.xy), size - vec2<u32>(1u, 1u));\n let texel = textureLoad(source, at, 0);\n /* A cost here too: the depth the pass cleared to passes only where the frame holds that same\n clear, so the write would change nothing. The colour blit above says how that was measured. */\n if (texel.a <= 0.0) { discard; }\n var out: Presented;\n out.colour = graded(texel);\n /* The depth this pixel was rastered at, so the frame tests against the surface it can see. */\n out.depth = textureLoad(sourceDepth, at, 0);\n return out;\n}\n";
@@ -13,18 +13,81 @@
13
13
  * texture needs no `filterable` sample type, which `rgba16float` has but which a future `r32float`
14
14
  * would not.
15
15
  *
16
- * **It writes linear light.** The output transform is the composite's, for the reason
17
- * `PassContext` gives: with a composite the resolve grades and a pass that also graded would apply
18
- * the curve twice. A frame without one is refused in words rather than papered over — see the
19
- * pass's `draw`.
16
+ * **It grades where nothing after it will**, as every pass in this engine does: the pipeline shades
17
+ * linear light into its own target, and `PassContext.outputTransform` is 0 where the frame's resolve
18
+ * grades and the frame's code where it does not. The colour is premultiplied by its coverage, so it
19
+ * is graded as a colour and covered again: a pane against the sky keeps the share it had.
20
20
  */
21
+ /**
22
+ * `applyOutputTransform` in WGSL: the WGSL twin of `OUTPUT_TRANSFORM_BODY_GLSL` in
23
+ * `shaders/outputTransform.ts`, for a blit the generator cannot reach because it is hand-written —
24
+ * it reads a storage texture and writes depth, which the GLSL path has no form for. **Two copies of
25
+ * one curve**, held together by `present.test.ts`, which reads every constant out of both and asks
26
+ * that they be the same numbers in the same order. Code 4, the filmic curve, never arrives here: a
27
+ * forward grade is never the composite's own (`forwardTransformCode`).
28
+ */
29
+ export const GRADE_WGSL = `
30
+ struct Grade {
31
+ transform: i32,
32
+ exposure: f32,
33
+ }
34
+
35
+ @group(0) @binding(2) var<uniform> grade: Grade;
36
+
37
+ fn rrtAndOdtFit(v: vec3<f32>) -> vec3<f32> {
38
+ let a = v * (v + 0.0245786) - 0.000090537;
39
+ let b = v * (0.983729 * v + 0.4329510) + 0.238081;
40
+ return a / b;
41
+ }
42
+
43
+ fn acesFilmic(colour: vec3<f32>) -> vec3<f32> {
44
+ let x = colour * grade.exposure;
45
+ let acesInput = mat3x3<f32>(
46
+ vec3<f32>(0.59719, 0.07600, 0.02840),
47
+ vec3<f32>(0.35458, 0.90834, 0.13383),
48
+ vec3<f32>(0.04823, 0.01566, 0.83777),
49
+ );
50
+ let acesOutput = mat3x3<f32>(
51
+ vec3<f32>(1.60475, -0.10208, -0.00327),
52
+ vec3<f32>(-0.53108, 1.10813, -0.07276),
53
+ vec3<f32>(-0.07367, -0.00605, 1.07602),
54
+ );
55
+ return clamp(acesOutput * rrtAndOdtFit(acesInput * x), vec3<f32>(0.0), vec3<f32>(1.0));
56
+ }
57
+
58
+ fn linearToSrgb(c: vec3<f32>) -> vec3<f32> {
59
+ let low = c * 12.92;
60
+ let high = 1.055 * pow(max(c, vec3<f32>(0.0)), vec3<f32>(1.0 / 2.4)) - 0.055;
61
+ return select(high, low, c <= vec3<f32>(0.0031308));
62
+ }
63
+
64
+ fn highlightShoulder(c: vec3<f32>) -> vec3<f32> {
65
+ let m = max(c.r, max(c.g, c.b));
66
+ if (m <= 0.8) { return c; }
67
+ let e = m - 0.8;
68
+ return c * ((0.8 + 0.2 * e / (e + 0.2)) / m);
69
+ }
70
+
71
+ fn applyOutputTransform(colour: vec3<f32>) -> vec3<f32> {
72
+ var c = colour;
73
+ if (grade.transform == 2) { c = acesFilmic(c); }
74
+ if (grade.transform == 3) { c = highlightShoulder(c * grade.exposure); }
75
+ return linearToSrgb(c);
76
+ }
77
+
78
+ /* Premultiplied in and out: the colour graded, its coverage kept. Untouched at code 0. */
79
+ fn graded(texel: vec4<f32>) -> vec4<f32> {
80
+ if (grade.transform == 0) { return texel; }
81
+ return vec4<f32>(applyOutputTransform(texel.rgb / texel.a) * texel.a, texel.a);
82
+ }
83
+ `;
21
84
  export const GPU_DRIVEN_BLIT_WGSL = `
22
85
  struct Varying {
23
86
  @builtin(position) position: vec4<f32>,
24
87
  }
25
88
 
26
89
  @group(0) @binding(0) var source: texture_2d<f32>;
27
-
90
+ ${GRADE_WGSL}
28
91
  @vertex
29
92
  fn vertexMain(@builtin(vertex_index) vertex: u32) -> Varying {
30
93
  /* One triangle covering the frame rather than two: no shared edge, no diagonal seam, and the
@@ -61,7 +124,7 @@ fn fragmentMain(in: Varying) -> @location(0) vec4<f32> {
61
124
  * over black and dropped a light one altogether.
62
125
  */
63
126
  if (texel.a <= 0.0) { discard; }
64
- return texel;
127
+ return graded(texel);
65
128
  }
66
129
  `;
67
130
  /**
@@ -97,7 +160,7 @@ struct Presented {
97
160
 
98
161
  @group(0) @binding(0) var source: texture_2d<f32>;
99
162
  @group(0) @binding(1) var sourceDepth: texture_depth_2d;
100
-
163
+ ${GRADE_WGSL}
101
164
  @vertex
102
165
  fn vertexMain(@builtin(vertex_index) vertex: u32) -> Varying {
103
166
  var corners = array<vec2<f32>, 3>(
@@ -119,7 +182,7 @@ fn fragmentMain(in: Varying) -> Presented {
119
182
  clear, so the write would change nothing. The colour blit above says how that was measured. */
120
183
  if (texel.a <= 0.0) { discard; }
121
184
  var out: Presented;
122
- out.colour = texel;
185
+ out.colour = graded(texel);
123
186
  /* The depth this pixel was rastered at, so the frame tests against the surface it can see. */
124
187
  out.depth = textureLoad(sourceDepth, at, 0);
125
188
  return out;
@@ -48,6 +48,7 @@
48
48
  */
49
49
  import { SUN_DYNAMIC_LAYER, SUN_PEELED_LAYER, SUN_STATIC_LAYER } from '../shadowMap.js';
50
50
  import { resolveConditionals } from './conditionals.js';
51
+ import { OUTPUT_TRANSFORM_GLSL } from './outputTransform.js';
51
52
  export const LIGHT_VOLUME_VERT = `#version 300 es
52
53
  precision highp float;
53
54
 
@@ -153,6 +154,7 @@ uniform int uPeeledShadowEnabled;
153
154
  #endif
154
155
 
155
156
  out vec4 fragColor;
157
+ ${OUTPUT_TRANSFORM_GLSL}
156
158
 
157
159
  /** Where the drawn volume starts along its own +Z, so a shaft can be a slice of a wide cone. */
158
160
  uniform float uNear;
@@ -529,7 +531,8 @@ void main() {
529
531
  * it in both squares it, which is how an effect authored as bright arrives as faint. Every
530
532
  * emissive material in this renderer has to pick one channel and mean it: see bolt.ts.
531
533
  */
532
- fragColor = vec4(vColor * (vEnergy * lit * uStrength), 1.0);
534
+ /* Graded where nothing after this will grade it, as every pass is, light added included. */
535
+ fragColor = vec4(applyOutputTransform(vColor * (vEnergy * lit * uStrength)), 1.0);
533
536
  }
534
537
  `, { DIRECTIONAL_SHADOWS: options.directionalShadows }, 'lightVolume');
535
538
  }