@driftengine/core 4.12.0 → 4.13.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.json +66 -0
- package/README.md +18 -9
- package/dist/geometry/meshBuilder.d.ts +10 -0
- package/dist/geometry/meshBuilder.js +11 -2
- package/dist/index.d.ts +3 -2
- package/dist/index.js +3 -2
- package/dist/math/color.d.ts +25 -0
- package/dist/math/color.js +37 -0
- package/dist/render/backend/webgl2/renderer.d.ts +17 -4
- package/dist/render/backend/webgl2/renderer.js +82 -47
- package/dist/render/backend/webgl2/skinScatter.d.ts +3 -1
- package/dist/render/backend/webgl2/skinScatter.js +5 -1
- package/dist/render/backend/webgpu/boltPass.d.ts +1 -1
- package/dist/render/backend/webgpu/causticsPass.d.ts +1 -1
- package/dist/render/backend/webgpu/filmPass.d.ts +1 -1
- package/dist/render/backend/webgpu/flockPass.d.ts +1 -1
- package/dist/render/backend/webgpu/giFieldPass.d.ts +3 -1
- package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +10 -1
- package/dist/render/backend/webgpu/gpuDrivenPass.js +28 -11
- package/dist/render/backend/webgpu/panelPass.d.ts +1 -1
- package/dist/render/backend/webgpu/postPass.d.ts +2 -2
- package/dist/render/backend/webgpu/renderer.d.ts +19 -8
- package/dist/render/backend/webgpu/renderer.js +94 -38
- package/dist/render/backend/webgpu/scatterPass.d.ts +1 -1
- package/dist/render/backend/webgpu/skinScatterPass.d.ts +5 -1
- package/dist/render/backend/webgpu/skinScatterPass.js +9 -3
- package/dist/render/backend/webgpu/skyPass.d.ts +11 -1
- package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
- package/dist/render/backend/webgpu/windStreakPass.d.ts +1 -1
- package/dist/render/causticsRenderer.d.ts +3 -1
- package/dist/render/causticsRenderer.js +5 -1
- package/dist/render/decalPass.d.ts +3 -1
- package/dist/render/decalPass.js +4 -1
- package/dist/render/flockRenderer.d.ts +1 -1
- package/dist/render/flockRenderer.js +4 -1
- package/dist/render/globalMediumPass.d.ts +3 -1
- package/dist/render/globalMediumPass.js +5 -1
- package/dist/render/gradeColor.d.ts +21 -0
- package/dist/render/gradeColor.js +64 -0
- package/dist/render/lightMatrix.d.ts +13 -0
- package/dist/render/lightMatrix.js +17 -0
- package/dist/render/passGrade.d.ts +13 -0
- package/dist/render/passGrade.js +47 -0
- package/dist/render/plumeRenderer.d.ts +1 -1
- package/dist/render/plumeRenderer.js +4 -1
- package/dist/render/renderQuality.d.ts +57 -18
- package/dist/render/renderQuality.js +3 -3
- package/dist/render/sceneTarget.d.ts +2 -0
- package/dist/render/sceneTarget.js +1 -0
- package/dist/render/sdfTextRenderer.d.ts +1 -1
- package/dist/render/sdfTextRenderer.js +1 -1
- package/dist/render/shaders/arcane.d.ts +1 -1
- package/dist/render/shaders/arcane.js +5 -1
- package/dist/render/shaders/bolt.d.ts +1 -1
- package/dist/render/shaders/bolt.js +4 -1
- package/dist/render/shaders/caustics.d.ts +1 -1
- package/dist/render/shaders/caustics.js +4 -1
- package/dist/render/shaders/decalProject.js +12 -2
- package/dist/render/shaders/film.d.ts +1 -1
- package/dist/render/shaders/film.js +22 -9
- package/dist/render/shaders/fire.d.ts +1 -1
- package/dist/render/shaders/fire.js +4 -1
- package/dist/render/shaders/flat/layerLooks.js +11 -19
- package/dist/render/shaders/flat/layered.js +33 -18
- package/dist/render/shaders/flock.d.ts +1 -1
- package/dist/render/shaders/flock.js +4 -1
- package/dist/render/shaders/generated/arcane.wgsl.d.ts +11 -1
- package/dist/render/shaders/generated/arcane.wgsl.js +11 -1
- package/dist/render/shaders/generated/bolt.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/bolt.wgsl.js +12 -2
- package/dist/render/shaders/generated/caustics.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/caustics.wgsl.js +12 -2
- package/dist/render/shaders/generated/decalProject.wgsl.d.ts +6 -1
- package/dist/render/shaders/generated/decalProject.wgsl.js +6 -1
- package/dist/render/shaders/generated/film.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/film.wgsl.js +12 -2
- package/dist/render/shaders/generated/fire.wgsl.d.ts +11 -1
- package/dist/render/shaders/generated/fire.wgsl.js +11 -1
- package/dist/render/shaders/generated/flat.wgsl.js +23 -23
- package/dist/render/shaders/generated/flock.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/flock.wgsl.js +12 -2
- package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/globalMedium.wgsl.js +12 -2
- package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +36 -16
- package/dist/render/shaders/generated/lightVolume.wgsl.js +39 -19
- package/dist/render/shaders/generated/panel.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/panel.wgsl.js +12 -2
- package/dist/render/shaders/generated/rush.wgsl.d.ts +31 -26
- package/dist/render/shaders/generated/rush.wgsl.js +31 -26
- package/dist/render/shaders/generated/scatter.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/scatter.wgsl.js +12 -2
- package/dist/render/shaders/generated/skinBlur.wgsl.d.ts +11 -1
- package/dist/render/shaders/generated/skinBlur.wgsl.js +11 -1
- package/dist/render/shaders/generated/sky.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/sky.wgsl.js +12 -2
- package/dist/render/shaders/generated/smoke.wgsl.d.ts +11 -1
- package/dist/render/shaders/generated/smoke.wgsl.js +11 -1
- package/dist/render/shaders/generated/text.wgsl.d.ts +11 -1
- package/dist/render/shaders/generated/text.wgsl.js +11 -1
- package/dist/render/shaders/generated/water.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/water.wgsl.js +12 -2
- package/dist/render/shaders/generated/windStreaks.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/windStreaks.wgsl.js +12 -2
- package/dist/render/shaders/globalMedium.js +14 -1
- package/dist/render/shaders/gpudriven/present.wgsl.d.ts +15 -6
- package/dist/render/shaders/gpudriven/present.wgsl.js +71 -8
- package/dist/render/shaders/lightVolume.js +4 -1
- package/dist/render/shaders/line.d.ts +1 -1
- package/dist/render/shaders/outputTransform.d.ts +8 -2
- package/dist/render/shaders/outputTransform.js +18 -11
- package/dist/render/shaders/panel.d.ts +1 -1
- package/dist/render/shaders/panel.js +5 -1
- package/dist/render/shaders/particle.d.ts +3 -3
- package/dist/render/shaders/rush.js +8 -0
- package/dist/render/shaders/scatter.d.ts +1 -1
- package/dist/render/shaders/scatter.js +4 -1
- package/dist/render/shaders/sdfText.d.ts +1 -1
- package/dist/render/shaders/skinBlur.js +5 -1
- package/dist/render/shaders/sky.d.ts +1 -1
- package/dist/render/shaders/sky.js +5 -1
- package/dist/render/shaders/smoke.d.ts +1 -1
- package/dist/render/shaders/smoke.js +4 -1
- package/dist/render/shaders/text.d.ts +1 -1
- package/dist/render/shaders/text.js +4 -1
- package/dist/render/shaders/water.d.ts +1 -1
- package/dist/render/shaders/water.js +12 -2
- package/dist/render/shaders/windStreaks.d.ts +1 -1
- package/dist/render/shaders/windStreaks.js +4 -1
- package/dist/render/surfaceLayerLooks.d.ts +16 -4
- package/dist/render/surfaceLayerLooks.js +33 -14
- package/dist/render/surfaceLayers.d.ts +2 -2
- package/dist/render/textRenderer.d.ts +3 -1
- package/dist/render/textRenderer.js +7 -1
- package/dist/render/vertexDefaults.d.ts +1 -1
- package/dist/render/vertexDefaults.js +1 -1
- package/dist/render/waterRenderer.d.ts +1 -1
- package/dist/render/waterRenderer.js +4 -1
- package/dist/render/windStreakRenderer.d.ts +3 -1
- package/dist/render/windStreakRenderer.js +5 -1
- package/package.json +6 -6
- package/src/geometry/meshBuilder.ts +21 -2
- package/src/index.ts +11 -2
- package/src/math/color.ts +39 -0
- package/src/render/backend/webgl2/renderer.ts +134 -44
- package/src/render/backend/webgl2/skinScatter.ts +5 -0
- package/src/render/backend/webgpu/giFieldPass.ts +3 -1
- package/src/render/backend/webgpu/gpuDrivenPass.ts +29 -13
- package/src/render/backend/webgpu/renderer.ts +104 -37
- package/src/render/backend/webgpu/skinScatterPass.ts +17 -1
- package/src/render/causticsRenderer.ts +5 -0
- package/src/render/decalPass.ts +3 -0
- package/src/render/flockRenderer.ts +5 -0
- package/src/render/globalMediumPass.ts +10 -1
- package/src/render/gradeColor.ts +90 -0
- package/src/render/lightMatrix.ts +32 -0
- package/src/render/passGrade.ts +58 -0
- package/src/render/plumeRenderer.ts +5 -0
- package/src/render/renderQuality.ts +60 -21
- package/src/render/sceneTarget.ts +3 -0
- package/src/render/sdfTextRenderer.ts +1 -1
- package/src/render/shaders/arcane.ts +5 -1
- package/src/render/shaders/bolt.ts +4 -1
- package/src/render/shaders/caustics.ts +4 -1
- package/src/render/shaders/decalProject.ts +12 -2
- package/src/render/shaders/film.ts +22 -9
- package/src/render/shaders/fire.ts +4 -1
- package/src/render/shaders/flat/layerLooks.ts +11 -19
- package/src/render/shaders/flat/layered.ts +33 -18
- package/src/render/shaders/flock.ts +4 -1
- package/src/render/shaders/generated/arcane.wgsl.ts +11 -1
- package/src/render/shaders/generated/bolt.wgsl.ts +12 -2
- package/src/render/shaders/generated/caustics.wgsl.ts +12 -2
- package/src/render/shaders/generated/decalProject.wgsl.ts +6 -1
- package/src/render/shaders/generated/film.wgsl.ts +12 -2
- package/src/render/shaders/generated/fire.wgsl.ts +11 -1
- package/src/render/shaders/generated/flat.wgsl.ts +23 -23
- package/src/render/shaders/generated/flock.wgsl.ts +12 -2
- package/src/render/shaders/generated/globalMedium.wgsl.ts +12 -2
- package/src/render/shaders/generated/lightVolume.wgsl.ts +39 -19
- package/src/render/shaders/generated/panel.wgsl.ts +12 -2
- package/src/render/shaders/generated/rush.wgsl.ts +31 -26
- package/src/render/shaders/generated/scatter.wgsl.ts +12 -2
- package/src/render/shaders/generated/skinBlur.wgsl.ts +11 -1
- package/src/render/shaders/generated/sky.wgsl.ts +12 -2
- package/src/render/shaders/generated/smoke.wgsl.ts +11 -1
- package/src/render/shaders/generated/text.wgsl.ts +11 -1
- package/src/render/shaders/generated/water.wgsl.ts +12 -2
- package/src/render/shaders/generated/windStreaks.wgsl.ts +12 -2
- package/src/render/shaders/globalMedium.ts +14 -1
- package/src/render/shaders/gpudriven/present.wgsl.ts +72 -8
- package/src/render/shaders/lightVolume.ts +4 -1
- package/src/render/shaders/outputTransform.ts +19 -11
- package/src/render/shaders/panel.ts +5 -1
- package/src/render/shaders/rush.ts +8 -0
- package/src/render/shaders/scatter.ts +4 -1
- package/src/render/shaders/skinBlur.ts +5 -1
- package/src/render/shaders/sky.ts +5 -1
- package/src/render/shaders/smoke.ts +4 -1
- package/src/render/shaders/text.ts +4 -1
- package/src/render/shaders/water.ts +12 -2
- package/src/render/shaders/windStreaks.ts +4 -1
- package/src/render/surfaceLayerLooks.ts +49 -18
- package/src/render/surfaceLayers.ts +2 -2
- package/src/render/textRenderer.ts +6 -0
- package/src/render/vertexDefaults.ts +1 -1
- package/src/render/waterRenderer.ts +5 -0
- package/src/render/windStreakRenderer.ts +5 -0
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export const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e59 = unnamed.uFogColor;\n let _e61 = unnamed.uUnderwaterColor;\n let _e63 = unnamed.uUnderwaterFactor;\n return mix(_e59, _e61, vec3(_e63));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e72 = unnamed.uFogMode;\n if (_e72 == 1i) {\n let _e75 = unnamed.uFogFar;\n let _e77 = unnamed.uFogNear;\n span = max((_e75 - _e77), 0.0001f);\n let _e80 = (*dist);\n let _e82 = unnamed.uFogNear;\n let _e84 = span;\n ramp = clamp(((_e80 - _e82) / _e84), 0f, 1f);\n let _e88 = unnamed.uUnderwaterFactor;\n if (_e88 <= 0f) {\n let _e90 = ramp;\n return _e90;\n }\n let _e92 = unnamed.uUnderwaterFogDensity;\n let _e93 = (*dist);\n wetLinear = (_e92 * _e93);\n let _e95 = ramp;\n let _e96 = wetLinear;\n let _e98 = wetLinear;\n let _e104 = unnamed.uUnderwaterFactor;\n return mix(_e95, (1f - exp2(((-(_e96) * _e98) * 1.442695f))), _e104);\n }\n let _e107 = unnamed.uFogNear;\n let _e108 = (*dist);\n start = min(_e107, _e108);\n let _e110 = (*dist);\n if (_e110 > 0f) {\n let _e112 = start;\n let _e113 = (*dist);\n local = (_e112 / _e113);\n } else {\n local = 0f;\n }\n let _e115 = local;\n before = _e115;\n let _e116 = (*pointY);\n let _e118 = unnamed.uFogEyeY;\n let _e121 = unnamed.uFogHeightFalloff;\n t = ((_e116 - _e118) * _e121);\n let _e123 = t;\n let _e124 = before;\n rest = (_e123 * (1f - _e124));\n let _e127 = rest;\n let _e130 = rest;\n denom = select(_e130, 0.0001f, (abs(_e127) < 0.0001f));\n let _e133 = unnamed.uFogDensity;\n let _e135 = t;\n let _e137 = before;\n let _e141 = (*dist);\n let _e142 = start;\n let _e145 = denom;\n let _e150 = denom;\n air = (1f - exp(((((-(_e133) * exp((-(_e135) * _e137))) * (_e141 - _e142)) * (1f - exp(-(_e145)))) / _e150)));\n let _e155 = unnamed.uUnderwaterFactor;\n if (_e155 <= 0f) {\n let _e157 = air;\n return _e157;\n }\n let _e159 = unnamed.uUnderwaterFogDensity;\n let _e160 = (*dist);\n wet = (_e159 * _e160);\n let _e162 = air;\n let _e163 = wet;\n let _e165 = wet;\n let _e171 = unnamed.uUnderwaterFactor;\n return mix(_e162, (1f - exp2(((-(_e163) * _e165) * 1.442695f))), _e171);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e59 = (*p);\n return fract((sin(dot(_e59, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e66 = (*p_1);\n i = floor(_e66);\n let _e68 = (*p_1);\n f = fract(_e68);\n let _e70 = f;\n let _e71 = f;\n let _e73 = f;\n u = ((_e70 * _e71) * (vec2(3f) - (_e73 * 2f)));\n let _e78 = i;\n param = _e78;\n let _e79 = hash21_u0028_vf2_u003b((¶m));\n let _e80 = i;\n param_1 = (_e80 + vec2<f32>(1f, 0f));\n let _e82 = hash21_u0028_vf2_u003b((¶m_1));\n let _e84 = u[0u];\n let _e86 = i;\n param_2 = (_e86 + vec2<f32>(0f, 1f));\n let _e88 = hash21_u0028_vf2_u003b((¶m_2));\n let _e89 = i;\n param_3 = (_e89 + vec2<f32>(1f, 1f));\n let _e91 = hash21_u0028_vf2_u003b((¶m_3));\n let _e93 = u[0u];\n let _e96 = u[1u];\n return mix(mix(_e79, _e82, _e84), mix(_e88, _e91, _e93), _e96);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_4: vec2<f32>;\n var outer: f32;\n var param_5: vec2<f32>;\n var swirl: f32;\n var param_6: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_7: f32;\n var param_8: f32;\n var phi_266_: bool;\n\n let _e77 = unnamed.uClipEnabled;\n let _e78 = (_e77 != 0i);\n phi_266_ = _e78;\n if _e78 {\n let _e79 = vWorldPos_1;\n let _e85 = unnamed.uClipPlane;\n phi_266_ = (dot(vec4<f32>(_e79.x, _e79.y, _e79.z, 1f), _e85) < 0f);\n }\n let _e89 = phi_266_;\n if _e89 {\n discard;\n }\n let _e90 = vUv_1;\n radius = (length((_e90 - vec2(0.5f))) * 2f);\n let _e95 = radius;\n if (_e95 >= 1f) {\n discard;\n }\n let _e97 = vUv_1;\n d = (_e97 - vec2(0.5f));\n let _e101 = d[1u];\n let _e103 = d[0u];\n angle = atan2(_e101, _e103);\n let _e106 = unnamed.uTime;\n let _e107 = vSeed_1;\n t_1 = (_e106 + (_e107 * 37f));\n let _e110 = angle;\n let _e112 = t_1;\n let _e115 = radius;\n param_4 = vec2<f32>(((_e110 * 1.9f) + (_e112 * 0.55f)), (_e115 * 4.2f));\n let _e118 = valueNoise_u0028_vf2_u003b((¶m_4));\n inner = _e118;\n let _e119 = angle;\n let _e121 = t_1;\n let _e124 = radius;\n param_5 = vec2<f32>(((_e119 * 3.1f) - (_e121 * 0.34f)), (_e124 * 2.6f));\n let _e127 = valueNoise_u0028_vf2_u003b((¶m_5));\n outer = _e127;\n let _e128 = inner;\n let _e130 = outer;\n swirl = ((_e128 * 0.62f) + (_e130 * 0.38f));\n let _e134 = unnamed.uNoiseOctaves;\n if (_e134 > 1i) {\n let _e136 = swirl;\n let _e137 = swirl;\n let _e138 = angle;\n let _e140 = t_1;\n let _e143 = radius;\n param_6 = vec2<f32>(((_e138 * 6.3f) + (_e140 * 0.9f)), (_e143 * 8f));\n let _e146 = valueNoise_u0028_vf2_u003b((¶m_6));\n swirl = mix(_e136, ((_e137 * _e146) * 2f), 0.35f);\n }\n let _e150 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e150));\n let _e153 = radius;\n let _e156 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e153)) * (0.35f + (_e156 * 0.65f)));\n let _e160 = core;\n let _e162 = corona;\n body = ((_e160 * 0.9f) + _e162);\n let _e164 = body;\n if (_e164 <= 0.02f) {\n discard;\n }\n let _e167 = unnamed.uTint;\n let _e170 = unnamed.uTint;\n let _e171 = body;\n col = mix((_e167 * 0.35f), _e170, vec3(smoothstep(0f, 0.55f, _e171)));\n let _e175 = col;\n let _e176 = body;\n col = mix(_e175, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e176)));\n let _e181 = unnamed.uTint;\n let _e182 = col;\n col = (_e182 * _e181);\n let _e184 = body;\n alpha = clamp((_e184 * 1.6f), 0f, 1f);\n let _e187 = vDistance_1;\n param_7 = _e187;\n let _e189 = vWorldPos_1[1u];\n param_8 = _e189;\n let _e190 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_7), (¶m_8));\n fog = _e190;\n let _e191 = col;\n let _e192 = mediumColor_u0028_();\n let _e193 = fog;\n col = mix(_e191, _e192, vec3(_e193));\n let _e196 = fog;\n let _e198 = alpha;\n alpha = (_e198 * (1f - _e196));\n let _e200 = col;\n let _e201 = alpha;\n outColor = vec4<f32>(_e200.x, _e200.y, _e200.z, _e201);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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export const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e105 = (*c);\n low = (_e105 * 12.92f);\n let _e107 = (*c);\n high = ((pow(max(_e107, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e113 = high;\n let _e114 = low;\n let _e115 = (*c);\n return mix(_e113, _e114, step(_e115, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e106 = (*c_1)[0u];\n let _e108 = (*c_1)[1u];\n let _e110 = (*c_1)[2u];\n m = max(_e106, max(_e108, _e110));\n let _e113 = m;\n if (_e113 <= 0.8f) {\n let _e115 = (*c_1);\n return _e115;\n }\n let _e116 = m;\n e = (_e116 - 0.8f);\n let _e118 = (*c_1);\n let _e119 = e;\n let _e121 = e;\n let _e125 = m;\n return (_e118 * ((0.8f + ((0.2f * _e119) / (_e121 + 0.2f))) / _e125));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e105 = (*v);\n let _e106 = (*v);\n a = ((_e105 * (_e106 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e112 = (*v);\n let _e113 = (*v);\n b = ((_e112 * ((_e113 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e120 = a;\n let _e121 = b;\n return (_e120 / _e121);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e105 = unnamed.uOutputExposure;\n let _e106 = (*x);\n (*x) = (_e106 * _e105);\n let _e108 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e108);\n let _e110 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e110), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e107 = unnamed.uOutputTransform;\n if (_e107 == 0i) {\n let _e109 = (*c_2);\n return _e109;\n }\n let _e111 = unnamed.uOutputTransform;\n if (_e111 == 2i) {\n let _e113 = (*c_2);\n param_1 = _e113;\n let _e114 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e114;\n }\n let _e116 = unnamed.uOutputTransform;\n if (_e116 == 3i) {\n let _e118 = (*c_2);\n let _e120 = unnamed.uOutputExposure;\n param_2 = (_e118 * _e120);\n let _e122 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e122;\n }\n let _e123 = (*c_2);\n param_3 = _e123;\n let _e124 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e124;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e103 = unnamed.uFogColor;\n let _e105 = unnamed.uUnderwaterColor;\n let _e107 = unnamed.uUnderwaterFactor;\n return mix(_e103, _e105, vec3(_e107));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e116 = unnamed.uFogMode;\n if (_e116 == 1i) {\n let _e119 = unnamed.uFogFar;\n let _e121 = unnamed.uFogNear;\n span = max((_e119 - _e121), 0.0001f);\n let _e124 = (*dist);\n let _e126 = unnamed.uFogNear;\n let _e128 = span;\n ramp = clamp(((_e124 - _e126) / _e128), 0f, 1f);\n let _e132 = unnamed.uUnderwaterFactor;\n if (_e132 <= 0f) {\n let _e134 = ramp;\n return _e134;\n }\n let _e136 = unnamed.uUnderwaterFogDensity;\n let _e137 = (*dist);\n wetLinear = (_e136 * _e137);\n let _e139 = ramp;\n let _e140 = wetLinear;\n let _e142 = wetLinear;\n let _e148 = unnamed.uUnderwaterFactor;\n return mix(_e139, (1f - exp2(((-(_e140) * _e142) * 1.442695f))), _e148);\n }\n let _e151 = unnamed.uFogNear;\n let _e152 = (*dist);\n start = min(_e151, _e152);\n let _e154 = (*dist);\n if (_e154 > 0f) {\n let _e156 = start;\n let _e157 = (*dist);\n local = (_e156 / _e157);\n } else {\n local = 0f;\n }\n let _e159 = local;\n before = _e159;\n let _e160 = (*pointY);\n let _e162 = unnamed.uFogEyeY;\n let _e165 = unnamed.uFogHeightFalloff;\n t = ((_e160 - _e162) * _e165);\n let _e167 = t;\n let _e168 = before;\n rest = (_e167 * (1f - _e168));\n let _e171 = rest;\n let _e174 = rest;\n denom = select(_e174, 0.0001f, (abs(_e171) < 0.0001f));\n let _e177 = unnamed.uFogDensity;\n let _e179 = t;\n let _e181 = before;\n let _e185 = (*dist);\n let _e186 = start;\n let _e189 = denom;\n let _e194 = denom;\n air = (1f - exp(((((-(_e177) * exp((-(_e179) * _e181))) * (_e185 - _e186)) * (1f - exp(-(_e189)))) / _e194)));\n let _e199 = unnamed.uUnderwaterFactor;\n if (_e199 <= 0f) {\n let _e201 = air;\n return _e201;\n }\n let _e203 = unnamed.uUnderwaterFogDensity;\n let _e204 = (*dist);\n wet = (_e203 * _e204);\n let _e206 = air;\n let _e207 = wet;\n let _e209 = wet;\n let _e215 = unnamed.uUnderwaterFactor;\n return mix(_e206, (1f - exp2(((-(_e207) * _e209) * 1.442695f))), _e215);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e103 = (*p);\n return fract((sin(dot(_e103, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e110 = (*p_1);\n i = floor(_e110);\n let _e112 = (*p_1);\n f = fract(_e112);\n let _e114 = f;\n let _e115 = f;\n let _e117 = f;\n u = ((_e114 * _e115) * (vec2(3f) - (_e117 * 2f)));\n let _e122 = i;\n param_4 = _e122;\n let _e123 = hash21_u0028_vf2_u003b((¶m_4));\n let _e124 = i;\n param_5 = (_e124 + vec2<f32>(1f, 0f));\n let _e126 = hash21_u0028_vf2_u003b((¶m_5));\n let _e128 = u[0u];\n let _e130 = i;\n param_6 = (_e130 + vec2<f32>(0f, 1f));\n let _e132 = hash21_u0028_vf2_u003b((¶m_6));\n let _e133 = i;\n param_7 = (_e133 + vec2<f32>(1f, 1f));\n let _e135 = hash21_u0028_vf2_u003b((¶m_7));\n let _e137 = u[0u];\n let _e140 = u[1u];\n return mix(mix(_e123, _e126, _e128), mix(_e132, _e135, _e137), _e140);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_8: vec2<f32>;\n var outer: f32;\n var param_9: vec2<f32>;\n var swirl: f32;\n var param_10: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n var param_13: vec3<f32>;\n var phi_442_: bool;\n\n let _e122 = unnamed.uClipEnabled;\n let _e123 = (_e122 != 0i);\n phi_442_ = _e123;\n if _e123 {\n let _e124 = vWorldPos_1;\n let _e130 = unnamed.uClipPlane;\n phi_442_ = (dot(vec4<f32>(_e124.x, _e124.y, _e124.z, 1f), _e130) < 0f);\n }\n let _e134 = phi_442_;\n if _e134 {\n discard;\n }\n let _e135 = vUv_1;\n radius = (length((_e135 - vec2(0.5f))) * 2f);\n let _e140 = radius;\n if (_e140 >= 1f) {\n discard;\n }\n let _e142 = vUv_1;\n d = (_e142 - vec2(0.5f));\n let _e146 = d[1u];\n let _e148 = d[0u];\n angle = atan2(_e146, _e148);\n let _e151 = unnamed.uTime;\n let _e152 = vSeed_1;\n t_1 = (_e151 + (_e152 * 37f));\n let _e155 = angle;\n let _e157 = t_1;\n let _e160 = radius;\n param_8 = vec2<f32>(((_e155 * 1.9f) + (_e157 * 0.55f)), (_e160 * 4.2f));\n let _e163 = valueNoise_u0028_vf2_u003b((¶m_8));\n inner = _e163;\n let _e164 = angle;\n let _e166 = t_1;\n let _e169 = radius;\n param_9 = vec2<f32>(((_e164 * 3.1f) - (_e166 * 0.34f)), (_e169 * 2.6f));\n let _e172 = valueNoise_u0028_vf2_u003b((¶m_9));\n outer = _e172;\n let _e173 = inner;\n let _e175 = outer;\n swirl = ((_e173 * 0.62f) + (_e175 * 0.38f));\n let _e179 = unnamed.uNoiseOctaves;\n if (_e179 > 1i) {\n let _e181 = swirl;\n let _e182 = swirl;\n let _e183 = angle;\n let _e185 = t_1;\n let _e188 = radius;\n param_10 = vec2<f32>(((_e183 * 6.3f) + (_e185 * 0.9f)), (_e188 * 8f));\n let _e191 = valueNoise_u0028_vf2_u003b((¶m_10));\n swirl = mix(_e181, ((_e182 * _e191) * 2f), 0.35f);\n }\n let _e195 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e195));\n let _e198 = radius;\n let _e201 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e198)) * (0.35f + (_e201 * 0.65f)));\n let _e205 = core;\n let _e207 = corona;\n body = ((_e205 * 0.9f) + _e207);\n let _e209 = body;\n if (_e209 <= 0.02f) {\n discard;\n }\n let _e212 = unnamed.uTint;\n let _e215 = unnamed.uTint;\n let _e216 = body;\n col = mix((_e212 * 0.35f), _e215, vec3(smoothstep(0f, 0.55f, _e216)));\n let _e220 = col;\n let _e221 = body;\n col = mix(_e220, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e221)));\n let _e226 = unnamed.uTint;\n let _e227 = col;\n col = (_e227 * _e226);\n let _e229 = body;\n alpha = clamp((_e229 * 1.6f), 0f, 1f);\n let _e232 = vDistance_1;\n param_11 = _e232;\n let _e234 = vWorldPos_1[1u];\n param_12 = _e234;\n let _e235 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_11), (¶m_12));\n fog = _e235;\n let _e236 = col;\n let _e237 = mediumColor_u0028_();\n let _e238 = fog;\n col = mix(_e236, _e237, vec3(_e238));\n let _e241 = fog;\n let _e243 = alpha;\n alpha = (_e243 * (1f - _e241));\n let _e245 = col;\n param_13 = _e245;\n let _e246 = applyOutputTransform_u0028_vf3_u003b((¶m_13));\n let _e247 = alpha;\n outColor = vec4<f32>(_e246.x, _e246.y, _e246.z, _e247);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -87,6 +87,16 @@ export const ARCANE_BINDINGS = {
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"size": 4,
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"type": "int"
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"uOutputTransform": {
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"offset": 116,
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"size": 4,
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"uOutputExposure": {
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"uTint": {
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@@ -5,7 +5,7 @@
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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*/
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export const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let
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export const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e86 = (*c);\n low = (_e86 * 12.92f);\n let _e88 = (*c);\n high = ((pow(max(_e88, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e94 = high;\n let _e95 = low;\n let _e96 = (*c);\n return mix(_e94, _e95, step(_e96, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e87 = (*c_1)[0u];\n let _e89 = (*c_1)[1u];\n let _e91 = (*c_1)[2u];\n m = max(_e87, max(_e89, _e91));\n let _e94 = m;\n if (_e94 <= 0.8f) {\n let _e96 = (*c_1);\n return _e96;\n }\n let _e97 = m;\n e = (_e97 - 0.8f);\n let _e99 = (*c_1);\n let _e100 = e;\n let _e102 = e;\n let _e106 = m;\n return (_e99 * ((0.8f + ((0.2f * _e100) / (_e102 + 0.2f))) / _e106));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e86 = (*v);\n let _e87 = (*v);\n a = ((_e86 * (_e87 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e93 = (*v);\n let _e94 = (*v);\n b = ((_e93 * ((_e94 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e101 = a;\n let _e102 = b;\n return (_e101 / _e102);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e86 = unnamed.uOutputExposure;\n let _e87 = (*x);\n (*x) = (_e87 * _e86);\n let _e89 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e89);\n let _e91 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e91), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e88 = unnamed.uOutputTransform;\n if (_e88 == 0i) {\n let _e90 = (*c_2);\n return _e90;\n }\n let _e92 = unnamed.uOutputTransform;\n if (_e92 == 2i) {\n let _e94 = (*c_2);\n param_1 = _e94;\n let _e95 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e95;\n }\n let _e97 = unnamed.uOutputTransform;\n if (_e97 == 3i) {\n let _e99 = (*c_2);\n let _e101 = unnamed.uOutputExposure;\n param_2 = (_e99 * _e101);\n let _e103 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e103;\n }\n let _e104 = (*c_2);\n param_3 = _e104;\n let _e105 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e105;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e97 = unnamed.uFogMode;\n if (_e97 == 1i) {\n let _e100 = unnamed.uFogFar;\n let _e102 = unnamed.uFogNear;\n span = max((_e100 - _e102), 0.0001f);\n let _e105 = (*dist);\n let _e107 = unnamed.uFogNear;\n let _e109 = span;\n ramp = clamp(((_e105 - _e107) / _e109), 0f, 1f);\n let _e113 = unnamed.uUnderwaterFactor;\n if (_e113 <= 0f) {\n let _e115 = ramp;\n return _e115;\n }\n let _e117 = unnamed.uUnderwaterFogDensity;\n let _e118 = (*dist);\n wetLinear = (_e117 * _e118);\n let _e120 = ramp;\n let _e121 = wetLinear;\n let _e123 = wetLinear;\n let _e129 = unnamed.uUnderwaterFactor;\n return mix(_e120, (1f - exp2(((-(_e121) * _e123) * 1.442695f))), _e129);\n }\n let _e132 = unnamed.uFogNear;\n let _e133 = (*dist);\n start = min(_e132, _e133);\n let _e135 = (*dist);\n if (_e135 > 0f) {\n let _e137 = start;\n let _e138 = (*dist);\n local = (_e137 / _e138);\n } else {\n local = 0f;\n }\n let _e140 = local;\n before = _e140;\n let _e141 = (*pointY);\n let _e143 = unnamed.uFogEyeY;\n let _e146 = unnamed.uFogHeightFalloff;\n t = ((_e141 - _e143) * _e146);\n let _e148 = t;\n let _e149 = before;\n rest = (_e148 * (1f - _e149));\n let _e152 = rest;\n let _e155 = rest;\n denom = select(_e155, 0.0001f, (abs(_e152) < 0.0001f));\n let _e158 = unnamed.uFogDensity;\n let _e160 = t;\n let _e162 = before;\n let _e166 = (*dist);\n let _e167 = start;\n let _e170 = denom;\n let _e175 = denom;\n air = (1f - exp(((((-(_e158) * exp((-(_e160) * _e162))) * (_e166 - _e167)) * (1f - exp(-(_e170)))) / _e175)));\n let _e180 = unnamed.uUnderwaterFactor;\n if (_e180 <= 0f) {\n let _e182 = air;\n return _e182;\n }\n let _e184 = unnamed.uUnderwaterFogDensity;\n let _e185 = (*dist);\n wet = (_e184 * _e185);\n let _e187 = air;\n let _e188 = wet;\n let _e190 = wet;\n let _e196 = unnamed.uUnderwaterFactor;\n return mix(_e187, (1f - exp2(((-(_e188) * _e190) * 1.442695f))), _e196);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e84 = (*p);\n return fract((sin((_e84 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param_4: f32;\n var param_5: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_6: f32;\n var param_7: f32;\n var param_8: vec3<f32>;\n\n let _e97 = vSide_1;\n across = clamp((1f - abs(_e97)), 0f, 1f);\n let _e101 = across;\n core = pow(_e101, 10f);\n let _e103 = across;\n glow = pow(_e103, 1.1f);\n let _e106 = unnamed.uTime;\n let _e108 = vSeed_1;\n t_1 = ((_e106 * 47f) + (_e108 * 17f));\n let _e111 = t_1;\n param_4 = floor(_e111);\n let _e113 = hash11_u0028_f1_u003b((¶m_4));\n let _e115 = t_1;\n param_5 = floor((_e115 * 2.37f));\n let _e118 = hash11_u0028_f1_u003b((¶m_5));\n stutter = (0.78f + (0.22f * ((_e113 * 0.6f) + (_e118 * 0.4f))));\n let _e123 = vAlong_1;\n taper = (1f - (_e123 * 0.55f));\n let _e126 = vFade_1;\n let _e127 = stutter;\n let _e129 = taper;\n let _e131 = vGain_1;\n energy = (((_e126 * _e127) * _e129) * _e131);\n let _e134 = unnamed.uEdgeColor;\n let _e135 = glow;\n let _e138 = unnamed.uCoreColor;\n let _e139 = core;\n let _e142 = unnamed.uCoreGain;\n lit = ((_e134 * _e135) + ((_e138 * _e139) * _e142));\n let _e145 = vWorldPos_1;\n let _e147 = unnamed.uCameraPos;\n param_6 = distance(_e145, _e147);\n let _e150 = vWorldPos_1[1u];\n param_7 = _e150;\n let _e151 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_6), (¶m_7));\n fog = _e151;\n let _e152 = lit;\n let _e153 = energy;\n let _e155 = fog;\n param_8 = ((_e152 * _e153) * (1f - _e155));\n let _e158 = applyOutputTransform_u0028_vf3_u003b((¶m_8));\n outColor = vec4<f32>(_e158.x, _e158.y, _e158.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
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export const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWidth: f32,\n uMinWidthPerMetre: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n @location(3) member_3: f32,\n @location(4) member_4: f32,\n @location(5) member_5: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aFrom_1: vec3<f32>;\nvar<private> aTo_1: vec3<f32>;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide: f32;\nvar<private> vAlong: f32;\nvar<private> aArc_1: vec4<f32>;\nvar<private> vFade: f32;\nvar<private> vSeed: f32;\nvar<private> vGain: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var mid: vec3<f32>;\n var dir: vec3<f32>;\n var len: f32;\n var local: vec3<f32>;\n var view: vec3<f32>;\n var dist: f32;\n var local_1: vec3<f32>;\n var across: vec3<f32>;\n var span: f32;\n var local_2: vec3<f32>;\n var halfWidth: f32;\n var world: vec3<f32>;\n\n let _e40 = aFrom_1;\n let _e41 = aTo_1;\n let _e43 = aCorner_1[0u];\n mid = mix(_e40, _e41, vec3(_e43));\n let _e46 = aTo_1;\n let _e47 = aFrom_1;\n dir = (_e46 - _e47);\n let _e49 = dir;\n len = length(_e49);\n let _e51 = len;\n if (_e51 > 0.000001f) {\n let _e53 = dir;\n let _e54 = len;\n local = (_e53 / vec3(_e54));\n } else {\n local = vec3<f32>(0f, 1f, 0f);\n }\n let _e57 = local;\n dir = _e57;\n let _e58 = mid;\n let _e60 = unnamed.uCameraPos;\n view = (_e58 - _e60);\n let _e62 = view;\n dist = length(_e62);\n let _e64 = dist;\n if (_e64 > 0.000001f) {\n let _e66 = view;\n let _e67 = dist;\n local_1 = (_e66 / vec3(_e67));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e70 = local_1;\n view = _e70;\n let _e71 = dir;\n let _e72 = view;\n across = cross(_e71, _e72);\n let _e74 = across;\n span = length(_e74);\n let _e76 = span;\n if (_e76 > 0.0001f) {\n let _e78 = across;\n let _e79 = span;\n local_2 = (_e78 / vec3(_e79));\n } else {\n let _e82 = dir;\n local_2 = normalize((cross(_e82, vec3<f32>(0f, 1f, 0f)) + vec3<f32>(0.001f, 0.001f, 0.001f)));\n }\n let _e86 = local_2;\n across = _e86;\n let _e88 = unnamed.uWidth;\n let _e89 = dist;\n let _e91 = unnamed.uMinWidthPerMetre;\n halfWidth = max(_e88, (_e89 * _e91));\n let _e94 = mid;\n let _e95 = across;\n let _e97 = aCorner_1[1u];\n let _e99 = halfWidth;\n world = (_e94 + ((_e95 * _e97) * _e99));\n let _e103 = aCorner_1[1u];\n vSide = _e103;\n let _e105 = aArc_1[0u];\n vAlong = _e105;\n let _e107 = aArc_1[1u];\n vFade = _e107;\n let _e109 = aArc_1[2u];\n vSeed = _e109;\n let _e111 = aArc_1[3u];\n vGain = _e111;\n let _e112 = world;\n vWorldPos = _e112;\n let _e114 = unnamed.uViewProj;\n let _e115 = world;\n unnamed_1.gl_Position = (_e114 * vec4<f32>(_e115.x, _e115.y, _e115.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aFrom: vec3<f32>, @location(1) aTo: vec3<f32>, @location(2) aCorner: vec2<f32>, @location(3) aArc: vec4<f32>) -> VertexOutput {\n aFrom_1 = aFrom;\n aTo_1 = aTo;\n aCorner_1 = aCorner;\n aArc_1 = aArc;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vSide;\n let _e20 = vAlong;\n let _e21 = vFade;\n let _e22 = vSeed;\n let _e23 = vGain;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e19, _e20, _e21, _e22, _e23, _e24, _e25);\n}\n";
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@@ -17,7 +17,7 @@ export const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n
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export const BOLT_BINDINGS = {
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"BOLT_FRAG": {
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"uniformSize":
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"fields": {
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"uTime": {
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@@ -93,6 +93,16 @@ export const BOLT_BINDINGS = {
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"offset": 112,
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"size": 12,
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"type": "vec3"
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},
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"uOutputTransform": {
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},
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"uOutputExposure": {
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"size": 4,
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}
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"textures": {}
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@@ -5,7 +5,7 @@
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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export const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e78 = unnamed.uFogMode;\n if (_e78 == 1i) {\n let _e81 = unnamed.uFogFar;\n let _e83 = unnamed.uFogNear;\n span = max((_e81 - _e83), 0.0001f);\n let _e86 = (*dist);\n let _e88 = unnamed.uFogNear;\n let _e90 = span;\n ramp = clamp(((_e86 - _e88) / _e90), 0f, 1f);\n let _e94 = unnamed.uUnderwaterFactor;\n if (_e94 <= 0f) {\n let _e96 = ramp;\n return _e96;\n }\n let _e98 = unnamed.uUnderwaterFogDensity;\n let _e99 = (*dist);\n wetLinear = (_e98 * _e99);\n let _e101 = ramp;\n let _e102 = wetLinear;\n let _e104 = wetLinear;\n let _e110 = unnamed.uUnderwaterFactor;\n return mix(_e101, (1f - exp2(((-(_e102) * _e104) * 1.442695f))), _e110);\n }\n let _e113 = unnamed.uFogNear;\n let _e114 = (*dist);\n start = min(_e113, _e114);\n let _e116 = (*dist);\n if (_e116 > 0f) {\n let _e118 = start;\n let _e119 = (*dist);\n local = (_e118 / _e119);\n } else {\n local = 0f;\n }\n let _e121 = local;\n before = _e121;\n let _e122 = (*pointY);\n let _e124 = unnamed.uFogEyeY;\n let _e127 = unnamed.uFogHeightFalloff;\n t = ((_e122 - _e124) * _e127);\n let _e129 = t;\n let _e130 = before;\n rest = (_e129 * (1f - _e130));\n let _e133 = rest;\n let _e136 = rest;\n denom = select(_e136, 0.0001f, (abs(_e133) < 0.0001f));\n let _e139 = unnamed.uFogDensity;\n let _e141 = t;\n let _e143 = before;\n let _e147 = (*dist);\n let _e148 = start;\n let _e151 = denom;\n let _e156 = denom;\n air = (1f - exp(((((-(_e139) * exp((-(_e141) * _e143))) * (_e147 - _e148)) * (1f - exp(-(_e151)))) / _e156)));\n let _e161 = unnamed.uUnderwaterFactor;\n if (_e161 <= 0f) {\n let _e163 = air;\n return _e163;\n }\n let _e165 = unnamed.uUnderwaterFogDensity;\n let _e166 = (*dist);\n wet = (_e165 * _e166);\n let _e168 = air;\n let _e169 = wet;\n let _e171 = wet;\n let _e177 = unnamed.uUnderwaterFactor;\n return mix(_e168, (1f - exp2(((-(_e169) * _e171) * 1.442695f))), _e177);\n}\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e69 = (*k);\n c = sqrt((9.81f / _e69));\n let _e72 = (*k);\n let _e73 = (*dir);\n let _e74 = (*p);\n let _e76 = c;\n let _e77 = (*time);\n return (_e72 * (dot(_e73, _e74) - (_e76 * _e77)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e66 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable[_e66][3u];\n return (6.2831855f / _e69);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e67 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable_1[_e67];\n let _e72 = (*windDir);\n return normalize(mix(normalize(_e69.xy), _e72, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e83 = i_2;\n if (_e83 < 4i) {\n let _e85 = i_2;\n param = _e85;\n let _e86 = (*windDir_1);\n param_1 = _e86;\n let _e87 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((¶m), (¶m_1));\n dir_1 = _e87;\n let _e88 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e91 = indexable_2[_e88][2u];\n let _e92 = (*gain);\n steepness = (_e91 * _e92);\n let _e94 = i_2;\n param_2 = _e94;\n let _e95 = gerstnerWavenumber_u0028_i1_u003b((¶m_2));\n k_1 = _e95;\n let _e96 = k_1;\n param_3 = _e96;\n let _e97 = dir_1;\n param_4 = _e97;\n let _e98 = (*p_1);\n param_5 = _e98;\n let _e99 = (*time_1);\n param_6 = _e99;\n let _e100 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((¶m_3), (¶m_4), (¶m_5), (¶m_6));\n f = _e100;\n let _e101 = steepness;\n let _e103 = k_1;\n let _e105 = f;\n second = ((-(_e101) * _e103) * sin(_e105));\n let _e108 = second;\n let _e110 = dir_1[0u];\n let _e113 = dir_1[0u];\n let _e116 = h[0u];\n h[0u] = (_e116 + ((_e108 * _e110) * _e113));\n let _e119 = second;\n let _e121 = dir_1[1u];\n let _e124 = dir_1[1u];\n let _e127 = h[1u];\n h[1u] = (_e127 + ((_e119 * _e121) * _e124));\n let _e130 = second;\n let _e132 = dir_1[0u];\n let _e135 = dir_1[1u];\n let _e138 = h[2u];\n h[2u] = (_e138 + ((_e130 * _e132) * _e135));\n continue;\n } else {\n break;\n }\n continuing {\n let _e141 = i_2;\n i_2 = (_e141 + 1i);\n }\n }\n let _e143 = h;\n return _e143;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var a: f32;\n var b: f32;\n var c_1: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n\n let _e93 = vParams_1[0u];\n waterY = _e93;\n let _e95 = vWorldPos_1[1u];\n let _e96 = waterY;\n drop = (_e95 - _e96);\n let _e98 = drop;\n distanceFromWater = abs(_e98);\n let _e100 = distanceFromWater;\n clear = step(0.02f, _e100);\n let _e103 = unnamed.uMaxDrop;\n let _e106 = unnamed.uMaxDrop;\n let _e107 = distanceFromWater;\n height = (1f - smoothstep((_e103 * 0.45f), _e106, _e107));\n let _e111 = vLocal_1[0u];\n let _e113 = vLocal_1[0u];\n let _e117 = vLocal_1[1u];\n let _e119 = vLocal_1[1u];\n rim = min(min(_e111, (1f - _e113)), min(_e117, (1f - _e119)));\n let _e123 = rim;\n edge = smoothstep(0f, 0.12f, _e123);\n let _e125 = clear;\n let _e126 = height;\n let _e128 = edge;\n reach = ((_e125 * _e126) * _e128);\n let _e132 = unnamed.uLightDir[1u];\n elevation = max(_e132, 0.16f);\n let _e134 = elevation;\n slant = (1f / _e134);\n let _e136 = drop;\n let _e137 = slant;\n d = (_e136 * _e137);\n let _e139 = vWorldPos_1;\n let _e142 = unnamed.uLightDir;\n let _e144 = d;\n water = (_e139.xz + (_e142.xz * _e144));\n let _e147 = water;\n param_7 = _e147;\n let _e149 = unnamed.uTime;\n param_8 = _e149;\n let _e151 = unnamed.uWindDir;\n param_9 = _e151;\n let _e153 = unnamed.uWaveGain;\n param_10 = _e153;\n let _e154 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((¶m_7), (¶m_8), (¶m_9), (¶m_10));\n h_1 = _e154;\n let _e155 = d;\n let _e158 = h_1[0u];\n a = (1f - ((2f * _e155) * _e158));\n let _e161 = d;\n let _e164 = h_1[1u];\n b = (1f - ((2f * _e161) * _e164));\n let _e167 = d;\n let _e170 = h_1[2u];\n c_1 = ((2f * _e167) * _e170);\n let _e172 = a;\n let _e173 = b;\n let _e175 = c_1;\n let _e176 = c_1;\n det = ((_e172 * _e173) - (_e175 * _e176));\n let _e179 = det;\n let _e180 = fwidth(_e179);\n soft = max(0.05f, (_e180 * 1.6f));\n let _e183 = soft;\n let _e184 = det;\n let _e186 = soft;\n lines = (_e183 / max(abs(_e184), _e186));\n let _e189 = det;\n sheen = clamp(((1f / max(abs(_e189), 0.18f)) - 0.85f), 0f, 1f);\n let _e195 = lines;\n let _e197 = sheen;\n caustic = clamp(((_e195 * 0.9f) + (_e197 * 0.09f)), 0f, 1.6f);\n let _e201 = vWorldPos_1;\n let _e203 = unnamed.uCameraPos;\n param_11 = distance(_e201, _e203);\n let _e206 = vWorldPos_1[1u];\n param_12 = _e206;\n let _e207 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_11), (¶m_12));\n fog = _e207;\n let _e209 = unnamed.uTint;\n let _e210 = caustic;\n let _e212 = unnamed.uStrength;\n let _e214 = reach;\n let _e216 = fog;\n let _e219 = (_e209 * (((_e210 * _e212) * _e214) * (1f - _e216)));\n outColor = vec4<f32>(_e219.x, _e219.y, _e219.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e107 = (*c);\n low = (_e107 * 12.92f);\n let _e109 = (*c);\n high = ((pow(max(_e109, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e115 = high;\n let _e116 = low;\n let _e117 = (*c);\n return mix(_e115, _e116, step(_e117, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e108 = (*c_1)[0u];\n let _e110 = (*c_1)[1u];\n let _e112 = (*c_1)[2u];\n m = max(_e108, max(_e110, _e112));\n let _e115 = m;\n if (_e115 <= 0.8f) {\n let _e117 = (*c_1);\n return _e117;\n }\n let _e118 = m;\n e = (_e118 - 0.8f);\n let _e120 = (*c_1);\n let _e121 = e;\n let _e123 = e;\n let _e127 = m;\n return (_e120 * ((0.8f + ((0.2f * _e121) / (_e123 + 0.2f))) / _e127));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e107 = (*v);\n let _e108 = (*v);\n a = ((_e107 * (_e108 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e114 = (*v);\n let _e115 = (*v);\n b = ((_e114 * ((_e115 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e122 = a;\n let _e123 = b;\n return (_e122 / _e123);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e107 = unnamed.uOutputExposure;\n let _e108 = (*x);\n (*x) = (_e108 * _e107);\n let _e110 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e110);\n let _e112 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e112), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e109 = unnamed.uOutputTransform;\n if (_e109 == 0i) {\n let _e111 = (*c_2);\n return _e111;\n }\n let _e113 = unnamed.uOutputTransform;\n if (_e113 == 2i) {\n let _e115 = (*c_2);\n param_1 = _e115;\n let _e116 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e116;\n }\n let _e118 = unnamed.uOutputTransform;\n if (_e118 == 3i) {\n let _e120 = (*c_2);\n let _e122 = unnamed.uOutputExposure;\n param_2 = (_e120 * _e122);\n let _e124 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e124;\n }\n let _e125 = (*c_2);\n param_3 = _e125;\n let _e126 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e126;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e118 = unnamed.uFogMode;\n if (_e118 == 1i) {\n let _e121 = unnamed.uFogFar;\n let _e123 = unnamed.uFogNear;\n span = max((_e121 - _e123), 0.0001f);\n let _e126 = (*dist);\n let _e128 = unnamed.uFogNear;\n let _e130 = span;\n ramp = clamp(((_e126 - _e128) / _e130), 0f, 1f);\n let _e134 = unnamed.uUnderwaterFactor;\n if (_e134 <= 0f) {\n let _e136 = ramp;\n return _e136;\n }\n let _e138 = unnamed.uUnderwaterFogDensity;\n let _e139 = (*dist);\n wetLinear = (_e138 * _e139);\n let _e141 = ramp;\n let _e142 = wetLinear;\n let _e144 = wetLinear;\n let _e150 = unnamed.uUnderwaterFactor;\n return mix(_e141, (1f - exp2(((-(_e142) * _e144) * 1.442695f))), _e150);\n }\n let _e153 = unnamed.uFogNear;\n let _e154 = (*dist);\n start = min(_e153, _e154);\n let _e156 = (*dist);\n if (_e156 > 0f) {\n let _e158 = start;\n let _e159 = (*dist);\n local = (_e158 / _e159);\n } else {\n local = 0f;\n }\n let _e161 = local;\n before = _e161;\n let _e162 = (*pointY);\n let _e164 = unnamed.uFogEyeY;\n let _e167 = unnamed.uFogHeightFalloff;\n t = ((_e162 - _e164) * _e167);\n let _e169 = t;\n let _e170 = before;\n rest = (_e169 * (1f - _e170));\n let _e173 = rest;\n let _e176 = rest;\n denom = select(_e176, 0.0001f, (abs(_e173) < 0.0001f));\n let _e179 = unnamed.uFogDensity;\n let _e181 = t;\n let _e183 = before;\n let _e187 = (*dist);\n let _e188 = start;\n let _e191 = denom;\n let _e196 = denom;\n air = (1f - exp(((((-(_e179) * exp((-(_e181) * _e183))) * (_e187 - _e188)) * (1f - exp(-(_e191)))) / _e196)));\n let _e201 = unnamed.uUnderwaterFactor;\n if (_e201 <= 0f) {\n let _e203 = air;\n return _e203;\n }\n let _e205 = unnamed.uUnderwaterFogDensity;\n let _e206 = (*dist);\n wet = (_e205 * _e206);\n let _e208 = air;\n let _e209 = wet;\n let _e211 = wet;\n let _e217 = unnamed.uUnderwaterFactor;\n return mix(_e208, (1f - exp2(((-(_e209) * _e211) * 1.442695f))), _e217);\n}\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c_3: f32;\n\n let _e109 = (*k);\n c_3 = sqrt((9.81f / _e109));\n let _e112 = (*k);\n let _e113 = (*dir);\n let _e114 = (*p);\n let _e116 = c_3;\n let _e117 = (*time);\n return (_e112 * (dot(_e113, _e114) - (_e116 * _e117)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e106 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e109 = indexable[_e106][3u];\n return (6.2831855f / _e109);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e107 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e109 = indexable_1[_e107];\n let _e112 = (*windDir);\n return normalize(mix(normalize(_e109.xy), _e112, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param_4: i32;\n var param_5: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_6: i32;\n var f: f32;\n var param_7: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n var param_10: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e123 = i_2;\n if (_e123 < 4i) {\n let _e125 = i_2;\n param_4 = _e125;\n let _e126 = (*windDir_1);\n param_5 = _e126;\n let _e127 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((¶m_4), (¶m_5));\n dir_1 = _e127;\n let _e128 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e131 = indexable_2[_e128][2u];\n let _e132 = (*gain);\n steepness = (_e131 * _e132);\n let _e134 = i_2;\n param_6 = _e134;\n let _e135 = gerstnerWavenumber_u0028_i1_u003b((¶m_6));\n k_1 = _e135;\n let _e136 = k_1;\n param_7 = _e136;\n let _e137 = dir_1;\n param_8 = _e137;\n let _e138 = (*p_1);\n param_9 = _e138;\n let _e139 = (*time_1);\n param_10 = _e139;\n let _e140 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((¶m_7), (¶m_8), (¶m_9), (¶m_10));\n f = _e140;\n let _e141 = steepness;\n let _e143 = k_1;\n let _e145 = f;\n second = ((-(_e141) * _e143) * sin(_e145));\n let _e148 = second;\n let _e150 = dir_1[0u];\n let _e153 = dir_1[0u];\n let _e156 = h[0u];\n h[0u] = (_e156 + ((_e148 * _e150) * _e153));\n let _e159 = second;\n let _e161 = dir_1[1u];\n let _e164 = dir_1[1u];\n let _e167 = h[1u];\n h[1u] = (_e167 + ((_e159 * _e161) * _e164));\n let _e170 = second;\n let _e172 = dir_1[0u];\n let _e175 = dir_1[1u];\n let _e178 = h[2u];\n h[2u] = (_e178 + ((_e170 * _e172) * _e175));\n continue;\n } else {\n break;\n }\n continuing {\n let _e181 = i_2;\n i_2 = (_e181 + 1i);\n }\n }\n let _e183 = h;\n return _e183;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_11: vec2<f32>;\n var param_12: f32;\n var param_13: vec2<f32>;\n var param_14: f32;\n var a_1: f32;\n var b_1: f32;\n var c_4: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_15: f32;\n var param_16: f32;\n var param_17: vec3<f32>;\n\n let _e134 = vParams_1[0u];\n waterY = _e134;\n let _e136 = vWorldPos_1[1u];\n let _e137 = waterY;\n drop = (_e136 - _e137);\n let _e139 = drop;\n distanceFromWater = abs(_e139);\n let _e141 = distanceFromWater;\n clear = step(0.02f, _e141);\n let _e144 = unnamed.uMaxDrop;\n let _e147 = unnamed.uMaxDrop;\n let _e148 = distanceFromWater;\n height = (1f - smoothstep((_e144 * 0.45f), _e147, _e148));\n let _e152 = vLocal_1[0u];\n let _e154 = vLocal_1[0u];\n let _e158 = vLocal_1[1u];\n let _e160 = vLocal_1[1u];\n rim = min(min(_e152, (1f - _e154)), min(_e158, (1f - _e160)));\n let _e164 = rim;\n edge = smoothstep(0f, 0.12f, _e164);\n let _e166 = clear;\n let _e167 = height;\n let _e169 = edge;\n reach = ((_e166 * _e167) * _e169);\n let _e173 = unnamed.uLightDir[1u];\n elevation = max(_e173, 0.16f);\n let _e175 = elevation;\n slant = (1f / _e175);\n let _e177 = drop;\n let _e178 = slant;\n d = (_e177 * _e178);\n let _e180 = vWorldPos_1;\n let _e183 = unnamed.uLightDir;\n let _e185 = d;\n water = (_e180.xz + (_e183.xz * _e185));\n let _e188 = water;\n param_11 = _e188;\n let _e190 = unnamed.uTime;\n param_12 = _e190;\n let _e192 = unnamed.uWindDir;\n param_13 = _e192;\n let _e194 = unnamed.uWaveGain;\n param_14 = _e194;\n let _e195 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((¶m_11), (¶m_12), (¶m_13), (¶m_14));\n h_1 = _e195;\n let _e196 = d;\n let _e199 = h_1[0u];\n a_1 = (1f - ((2f * _e196) * _e199));\n let _e202 = d;\n let _e205 = h_1[1u];\n b_1 = (1f - ((2f * _e202) * _e205));\n let _e208 = d;\n let _e211 = h_1[2u];\n c_4 = ((2f * _e208) * _e211);\n let _e213 = a_1;\n let _e214 = b_1;\n let _e216 = c_4;\n let _e217 = c_4;\n det = ((_e213 * _e214) - (_e216 * _e217));\n let _e220 = det;\n let _e221 = fwidth(_e220);\n soft = max(0.05f, (_e221 * 1.6f));\n let _e224 = soft;\n let _e225 = det;\n let _e227 = soft;\n lines = (_e224 / max(abs(_e225), _e227));\n let _e230 = det;\n sheen = clamp(((1f / max(abs(_e230), 0.18f)) - 0.85f), 0f, 1f);\n let _e236 = lines;\n let _e238 = sheen;\n caustic = clamp(((_e236 * 0.9f) + (_e238 * 0.09f)), 0f, 1.6f);\n let _e242 = vWorldPos_1;\n let _e244 = unnamed.uCameraPos;\n param_15 = distance(_e242, _e244);\n let _e247 = vWorldPos_1[1u];\n param_16 = _e247;\n let _e248 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_15), (¶m_16));\n fog = _e248;\n let _e250 = unnamed.uTint;\n let _e251 = caustic;\n let _e253 = unnamed.uStrength;\n let _e255 = reach;\n let _e257 = fog;\n param_17 = (_e250 * (((_e251 * _e253) * _e255) * (1f - _e257)));\n let _e261 = applyOutputTransform_u0028_vf3_u003b((¶m_17));\n outColor = vec4<f32>(_e261.x, _e261.y, _e261.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export const CAUSTICS_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n}\n\nstruct VertexOutput {\n @location(0) member: vec3<f32>,\n @location(1) member_1: vec2<f32>,\n @location(2) member_2: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vWorldPos: vec3<f32>;\nvar<private> aRest_1: vec3<f32>;\nvar<private> vLocal: vec2<f32>;\nvar<private> aLocal_1: vec2<f32>;\nvar<private> vParams: vec2<f32>;\nvar<private> aParams_1: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(0) \nvar<uniform> unnamed_1: Uniforms;\n\nfn main_1() {\n let _e10 = aRest_1;\n vWorldPos = _e10;\n let _e11 = aLocal_1;\n vLocal = _e11;\n let _e12 = aParams_1;\n vParams = _e12;\n let _e14 = unnamed_1.uViewProj;\n let _e15 = aRest_1;\n unnamed.gl_Position = (_e14 * vec4<f32>(_e15.x, _e15.y, _e15.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aRest: vec3<f32>, @location(1) aLocal: vec2<f32>, @location(2) aParams: vec2<f32>) -> VertexOutput {\n aRest_1 = aRest;\n aLocal_1 = aLocal;\n aParams_1 = aParams;\n main_1();\n let _e12 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e12);\n let _e14 = vWorldPos;\n let _e15 = vLocal;\n let _e16 = vParams;\n let _e17 = unnamed.gl_Position;\n return VertexOutput(_e14, _e15, _e16, _e17);\n}\n";
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@@ -17,7 +17,7 @@ export const CAUSTICS_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position)
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export const CAUSTICS_BINDINGS = {
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@@ -108,6 +108,16 @@ export const CAUSTICS_BINDINGS = {
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"offset": 140,
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"size": 4,
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"type": "float"
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},
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"uOutputTransform": {
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},
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"uOutputExposure": {
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}
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"textures": {}
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@@ -5,7 +5,7 @@
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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export const DECAL_PROJECT_FRAG_WGSL = "struct Uniforms {\n uDecalDepthToWorld: mat4x4<f32>,\n uWorldToDecal: mat4x4<f32>,\n uDecalEye: vec3<f32>,\n uDecalAxis: vec3<f32>,\n uDecalColor: vec3<f32>,\n uDecalOpacity: f32,\n uDecalFacingCos: f32,\n uDecalSoftness: f32,\n}\n\n@group(0) @binding(32) \nvar uDecalDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDecalDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> fragColor: vec4<f32>;\n\nfn main_1() {\n var stored: f32;\n var world: vec4<f32>;\n var point: vec3<f32>;\n var plane: vec3<f32>;\n var span: f32;\n var normal: vec3<f32>;\n var local: vec3<f32>;\n var box: vec3<f32>;\n var inside: vec3<f32>;\n var mark: f32;\n var radius: f32;\n var facing: f32;\n\n let
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export const DECAL_PROJECT_FRAG_WGSL = "struct Uniforms {\n uDecalDepthToWorld: mat4x4<f32>,\n uWorldToDecal: mat4x4<f32>,\n uDecalEye: vec3<f32>,\n uDecalAxis: vec3<f32>,\n uDecalColor: vec3<f32>,\n uDecalOpacity: f32,\n uDecalFacingCos: f32,\n uDecalSoftness: f32,\n uOutputTransform: i32,\n}\n\n@group(0) @binding(32) \nvar uDecalDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDecalDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> fragColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e34 = (*c);\n low = (_e34 * 12.92f);\n let _e36 = (*c);\n high = ((pow(max(_e36, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e42 = high;\n let _e43 = low;\n let _e44 = (*c);\n return mix(_e42, _e43, step(_e44, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn main_1() {\n var stored: f32;\n var world: vec4<f32>;\n var point: vec3<f32>;\n var plane: vec3<f32>;\n var span: f32;\n var normal: vec3<f32>;\n var local: vec3<f32>;\n var box: vec3<f32>;\n var inside: vec3<f32>;\n var mark: f32;\n var radius: f32;\n var facing: f32;\n var multiply: vec3<f32>;\n var param: vec3<f32>;\n\n let _e45 = vUv_1;\n let _e46 = textureSampleLevel(uDecalDepth_t, uDecalDepth_s, _e45, 0f);\n stored = _e46.x;\n let _e49 = unnamed.uDecalDepthToWorld;\n let _e50 = vUv_1;\n let _e53 = ((_e50 * 2f) - vec2(1f));\n let _e54 = stored;\n world = (_e49 * vec4<f32>(_e53.x, _e53.y, _e54, 1f));\n let _e59 = world;\n let _e62 = world[3u];\n point = (_e59.xyz / vec3(_e62));\n let _e65 = point;\n let _e66 = dpdx(_e65);\n let _e67 = point;\n let _e68 = dpdy(_e67);\n plane = cross(_e66, _e68);\n let _e70 = plane;\n span = length(_e70);\n let _e72 = span;\n if (_e72 > 0f) {\n let _e74 = plane;\n let _e75 = span;\n local = (_e74 / vec3(_e75));\n } else {\n let _e79 = unnamed.uDecalAxis;\n local = _e79;\n }\n let _e80 = local;\n normal = _e80;\n let _e82 = unnamed.uDecalEye;\n let _e83 = point;\n let _e85 = normal;\n let _e88 = normal;\n normal = (_e88 * sign(dot((_e82 - _e83), _e85)));\n let _e91 = unnamed.uWorldToDecal;\n let _e92 = point;\n box = (_e91 * vec4<f32>(_e92.x, _e92.y, _e92.z, 1f)).xyz;\n let _e99 = box;\n inside = step(abs(_e99), vec3<f32>(1f, 1f, 1f));\n let _e103 = inside[0u];\n let _e105 = inside[1u];\n let _e108 = inside[2u];\n mark = ((_e103 * _e105) * _e108);\n let _e110 = box;\n radius = length(_e110.xy);\n let _e114 = unnamed.uDecalSoftness;\n let _e116 = radius;\n let _e119 = mark;\n mark = (_e119 * (1f - smoothstep((1f - _e114), 1f, _e116)));\n let _e121 = normal;\n let _e123 = unnamed.uDecalAxis;\n facing = dot(_e121, -(_e123));\n let _e127 = unnamed.uDecalFacingCos;\n let _e129 = unnamed.uDecalFacingCos;\n let _e132 = facing;\n let _e134 = mark;\n mark = (_e134 * smoothstep(_e127, min(1f, (_e129 + 0.25f)), _e132));\n let _e136 = stored;\n let _e139 = mark;\n mark = (_e139 * select(1f, 0f, (_e136 <= 0f)));\n let _e142 = unnamed.uDecalColor;\n let _e143 = mark;\n let _e145 = unnamed.uDecalOpacity;\n multiply = mix(vec3<f32>(1f, 1f, 1f), _e142, vec3((_e143 * _e145)));\n let _e149 = multiply;\n let _e150 = multiply;\n param = _e150;\n let _e151 = linearToSrgb_u0028_vf3_u003b((¶m));\n let _e153 = unnamed.uOutputTransform;\n let _e157 = mix(_e149, _e151, vec3(select(0f, 1f, (_e153 != 0i))));\n fragColor = vec4<f32>(_e157.x, _e157.y, _e157.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -56,6 +56,11 @@ export const DECALPROJECT_BINDINGS = {
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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export const FILM_FRAG_WGSL = "struct Uniforms {\n uReflectionEnabled: i32,\n uReflectionStrength: f32,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\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 uSheen: f32,\n uFilmRoughness: f32,\n uFilmRoughnessCycles: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorld_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vTint_1: vec3<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> vCoverage_1: f32;\nvar<private> fragColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e75 = unnamed.uFogColor;\n let _e77 = unnamed.uUnderwaterColor;\n let _e79 = unnamed.uUnderwaterFactor;\n return mix(_e75, _e77, vec3(_e79));\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 _e88 = unnamed.uFogMode;\n if (_e88 == 1i) {\n let _e91 = unnamed.uFogFar;\n let _e93 = unnamed.uFogNear;\n span = max((_e91 - _e93), 0.0001f);\n let _e96 = (*dist);\n let _e98 = unnamed.uFogNear;\n let _e100 = span;\n ramp = clamp(((_e96 - _e98) / _e100), 0f, 1f);\n let _e104 = unnamed.uUnderwaterFactor;\n if (_e104 <= 0f) {\n let _e106 = ramp;\n return _e106;\n }\n let _e108 = unnamed.uUnderwaterFogDensity;\n let _e109 = (*dist);\n wetLinear = (_e108 * _e109);\n let _e111 = ramp;\n let _e112 = wetLinear;\n let _e114 = wetLinear;\n let _e120 = unnamed.uUnderwaterFactor;\n return mix(_e111, (1f - exp2(((-(_e112) * _e114) * 1.442695f))), _e120);\n }\n let _e123 = unnamed.uFogNear;\n let _e124 = (*dist);\n start = min(_e123, _e124);\n let _e126 = (*dist);\n if (_e126 > 0f) {\n let _e128 = start;\n let _e129 = (*dist);\n local = (_e128 / _e129);\n } else {\n local = 0f;\n }\n let _e131 = local;\n before = _e131;\n let _e132 = (*pointY);\n let _e134 = unnamed.uFogEyeY;\n let _e137 = unnamed.uFogHeightFalloff;\n t = ((_e132 - _e134) * _e137);\n let _e139 = t;\n let _e140 = before;\n rest = (_e139 * (1f - _e140));\n let _e143 = rest;\n let _e146 = rest;\n denom = select(_e146, 0.0001f, (abs(_e143) < 0.0001f));\n let _e149 = unnamed.uFogDensity;\n let _e151 = t;\n let _e153 = before;\n let _e157 = (*dist);\n let _e158 = start;\n let _e161 = denom;\n let _e166 = denom;\n air = (1f - exp(((((-(_e149) * exp((-(_e151) * _e153))) * (_e157 - _e158)) * (1f - exp(-(_e161)))) / _e166)));\n let _e171 = unnamed.uUnderwaterFactor;\n if (_e171 <= 0f) {\n let _e173 = air;\n return _e173;\n }\n let _e175 = unnamed.uUnderwaterFogDensity;\n let _e176 = (*dist);\n wet = (_e175 * _e176);\n let _e178 = air;\n let _e179 = wet;\n let _e181 = wet;\n let _e187 = unnamed.uUnderwaterFactor;\n return mix(_e178, (1f - exp2(((-(_e179) * _e181) * 1.442695f))), _e187);\n}\n\nfn filmHash_u0028_vf3_u003b(p: ptr<function, vec3<f32>>) -> f32 {\n let _e75 = (*p);\n (*p) = fract((_e75 * 0.1031f));\n let _e78 = (*p);\n let _e79 = (*p);\n let _e84 = (*p);\n (*p) = (_e84 + vec3(dot(_e78, (_e79.zyx + vec3(31.32f)))));\n let _e88 = (*p)[0u];\n let _e90 = (*p)[1u];\n let _e93 = (*p)[2u];\n return fract(((_e88 + _e90) * _e93));\n}\n\nfn filmNoise_u0028_vf3_u003b(p_1: ptr<function, vec3<f32>>) -> f32 {\n var i: vec3<f32>;\n var f: vec3<f32>;\n var u: vec3<f32>;\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n\n let _e86 = (*p_1);\n i = floor(_e86);\n let _e88 = (*p_1);\n f = fract(_e88);\n let _e90 = f;\n let _e91 = f;\n let _e93 = f;\n u = ((_e90 * _e91) * (vec3(3f) - (_e93 * 2f)));\n let _e98 = i;\n param = (_e98 + vec3<f32>(0f, 0f, 0f));\n let _e100 = filmHash_u0028_vf3_u003b((¶m));\n let _e101 = i;\n param_1 = (_e101 + vec3<f32>(1f, 0f, 0f));\n let _e103 = filmHash_u0028_vf3_u003b((¶m_1));\n let _e105 = u[0u];\n let _e107 = i;\n param_2 = (_e107 + vec3<f32>(0f, 1f, 0f));\n let _e109 = filmHash_u0028_vf3_u003b((¶m_2));\n let _e110 = i;\n param_3 = (_e110 + vec3<f32>(1f, 1f, 0f));\n let _e112 = filmHash_u0028_vf3_u003b((¶m_3));\n let _e114 = u[0u];\n let _e117 = u[1u];\n let _e119 = i;\n param_4 = (_e119 + vec3<f32>(0f, 0f, 1f));\n let _e121 = filmHash_u0028_vf3_u003b((¶m_4));\n let _e122 = i;\n param_5 = (_e122 + vec3<f32>(1f, 0f, 1f));\n let _e124 = filmHash_u0028_vf3_u003b((¶m_5));\n let _e126 = u[0u];\n let _e128 = i;\n param_6 = (_e128 + vec3<f32>(0f, 1f, 1f));\n let _e130 = filmHash_u0028_vf3_u003b((¶m_6));\n let _e131 = i;\n param_7 = (_e131 + vec3<f32>(1f, 1f, 1f));\n let _e133 = filmHash_u0028_vf3_u003b((¶m_7));\n let _e135 = u[0u];\n let _e138 = u[1u];\n let _e141 = u[2u];\n return mix(mix(mix(_e100, _e103, _e105), mix(_e109, _e112, _e114), _e117), mix(mix(_e121, _e124, _e126), mix(_e130, _e133, _e135), _e138), _e141);\n}\n\nfn hue_u0028_f1_u003b(h: ptr<function, f32>) -> vec3<f32> {\n var c: vec3<f32>;\n\n let _e76 = (*h);\n (*h) = (fract(_e76) * 6f);\n let _e79 = (*h);\n let _e83 = (*h);\n let _e87 = (*h);\n c = clamp(vec3<f32>((abs((_e79 - 3f)) - 1f), (2f - abs((_e83 - 2f))), (2f - abs((_e87 - 4f)))), vec3(0f), vec3(1f));\n let _e95 = c;\n return _e95;\n}\n\nfn main_1() {\n var view: vec3<f32>;\n var facing: f32;\n var grazing: f32;\n var ripple: f32;\n var sheen: vec3<f32>;\n var param_8: f32;\n var base: vec3<f32>;\n var color: vec3<f32>;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var valid: f32;\n var at: vec3<f32>;\n var here: f32;\n var param_9: vec3<f32>;\n var slope: vec2<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var along: vec2<f32>;\n var smear: vec2<f32>;\n var movedBorder: vec2<f32>;\n var mirrored: vec3<f32>;\n var fog: f32;\n var param_12: f32;\n var param_13: f32;\n var coverage: f32;\n var alpha: f32;\n var phi_344_: bool;\n var phi_438_: bool;\n var phi_447_: bool;\n\n let _e101 = unnamed.uClipEnabled;\n let _e102 = (_e101 != 0i);\n phi_344_ = _e102;\n if _e102 {\n let _e103 = vWorld_1;\n let _e109 = unnamed.uClipPlane;\n phi_344_ = (dot(vec4<f32>(_e103.x, _e103.y, _e103.z, 1f), _e109) < 0f);\n }\n let _e113 = phi_344_;\n if _e113 {\n discard;\n }\n let _e115 = unnamed.uCameraPos;\n let _e116 = vWorld_1;\n view = normalize((_e115 - _e116));\n let _e119 = vNormal_1;\n let _e121 = view;\n facing = max(dot(normalize(_e119), _e121), 0f);\n let _e124 = facing;\n grazing = pow((1f - _e124), 3f);\n let _e128 = vWorld_1[0u];\n let _e131 = vWorld_1[2u];\n let _e135 = unnamed.uTime;\n let _e140 = vWorld_1[2u];\n let _e143 = vWorld_1[0u];\n let _e147 = unnamed.uTime;\n ripple = (sin((((_e128 * 0.73f) + (_e131 * 0.41f)) + (_e135 * 0.55f))) * cos((((_e140 * 0.91f) - (_e143 * 0.29f)) - (_e147 * 0.37f))));\n let _e152 = grazing;\n let _e154 = ripple;\n param_8 = (((_e152 * 1.35f) + (_e154 * 0.14f)) + 0.55f);\n let _e158 = hue_u0028_f1_u003b((¶m_8));\n sheen = _e158;\n let _e159 = vTint_1;\n base = (_e159 * 0.9f);\n let _e161 = base;\n let _e162 = sheen;\n let _e164 = unnamed.uSheen;\n let _e166 = grazing;\n color = (_e161 + ((_e162 * _e164) * (0.22f + (_e166 * 0.75f))));\n let _e172 = unnamed.uReflectionEnabled;\n let _e173 = (_e172 != 0i);\n phi_438_ = _e173;\n if _e173 {\n let _e175 = unnamed.uReflectionStrength;\n phi_438_ = (_e175 > 0f);\n }\n let _e178 = phi_438_;\n phi_447_ = _e178;\n if _e178 {\n let _e180 = vReflectionClip_1[3u];\n phi_447_ = (_e180 > 0f);\n }\n let _e183 = phi_447_;\n if _e183 {\n let _e184 = vReflectionClip_1;\n let _e187 = vReflectionClip_1[3u];\n reflectionUv = (((_e184.xy / vec2(_e187)) * 0.5f) + vec2(0.5f));\n let _e193 = reflectionUv;\n let _e194 = reflectionUv;\n border = min(_e193, (vec2(1f) - _e194));\n let _e199 = border[0u];\n let _e201 = border[1u];\n valid = smoothstep(0f, 0.025f, min(_e199, _e201));\n let _e205 = unnamed.uFilmRoughness;\n if (_e205 > 0f) {\n let _e207 = vWorld_1;\n let _e209 = unnamed.uFilmRoughnessCycles;\n at = (_e207 * _e209);\n let _e211 = at;\n param_9 = _e211;\n let _e212 = filmNoise_u0028_vf3_u003b((¶m_9));\n here = _e212;\n let _e213 = at;\n param_10 = (_e213 + vec3<f32>(0.5f, 0f, 0f));\n let _e215 = filmNoise_u0028_vf3_u003b((¶m_10));\n let _e216 = here;\n let _e218 = at;\n param_11 = (_e218 + vec3<f32>(0f, 0f, 0.5f));\n let _e220 = filmNoise_u0028_vf3_u003b((¶m_11));\n let _e221 = here;\n slope = vec2<f32>((_e215 - _e216), (_e220 - _e221));\n let _e225 = view[0u];\n let _e227 = view[2u];\n along = normalize((vec2<f32>(_e225, _e227) + vec2<f32>(0.00001f, 0f)));\n let _e231 = along;\n let _e232 = slope;\n let _e233 = along;\n let _e237 = slope;\n smear = (((_e231 * dot(_e232, _e233)) * 3f) + (_e237 * 0.35f));\n let _e240 = smear;\n let _e242 = unnamed.uFilmRoughness;\n let _e245 = grazing;\n let _e249 = reflectionUv;\n reflectionUv = (_e249 + (((_e240 * _e242) * 0.016f) * (0.2f + (_e245 * 0.8f))));\n let _e251 = reflectionUv;\n let _e252 = reflectionUv;\n movedBorder = min(_e251, (vec2(1f) - _e252));\n let _e256 = valid;\n let _e258 = movedBorder[0u];\n let _e260 = movedBorder[1u];\n valid = min(_e256, smoothstep(0f, 0.025f, min(_e258, _e260)));\n }\n let _e264 = reflectionUv;\n let _e268 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e264, vec2(0f), vec2(1f)), 0f);\n mirrored = _e268.xyz;\n let _e270 = color;\n let _e271 = mirrored;\n let _e272 = valid;\n let _e274 = unnamed.uReflectionStrength;\n let _e276 = grazing;\n color = mix(_e270, _e271, vec3(((_e272 * _e274) * (0.25f + (_e276 * 0.75f)))));\n }\n let _e283 = unnamed.uCameraPos;\n let _e284 = vWorld_1;\n param_12 = length((_e283 - _e284));\n let _e288 = vWorld_1[1u];\n param_13 = _e288;\n let _e289 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_12), (¶m_13));\n fog = _e289;\n let _e290 = color;\n let _e291 = mediumColor_u0028_();\n let _e292 = fog;\n color = mix(_e290, _e291, vec3(_e292));\n let _e295 = vCoverage_1;\n coverage = clamp(_e295, 0f, 1f);\n let _e297 = coverage;\n let _e298 = coverage;\n let _e300 = coverage;\n alpha = (mix((_e297 * _e298), _e300, 0.65f) * 0.92f);\n let _e303 = color;\n let _e304 = alpha;\n fragColor = vec4<f32>(_e303.x, _e303.y, _e303.z, _e304);\n return;\n}\n\n@fragment \nfn main(@location(0) vWorld: vec3<f32>, @location(1) vNormal: vec3<f32>, @location(2) vTint: vec3<f32>, @location(3) vReflectionClip: vec4<f32>, @location(4) vCoverage: f32) -> @location(0) vec4<f32> {\n vWorld_1 = vWorld;\n vNormal_1 = vNormal;\n vTint_1 = vTint;\n vReflectionClip_1 = vReflectionClip;\n vCoverage_1 = vCoverage;\n main_1();\n let _e11 = fragColor;\n return _e11;\n}\n";
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+
export const FILM_FRAG_WGSL = "struct Uniforms {\n uReflectionEnabled: i32,\n uReflectionStrength: f32,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\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 uSheen: f32,\n uFilmRoughness: f32,\n uFilmRoughnessCycles: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorld_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vTint_1: vec3<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> vCoverage_1: f32;\nvar<private> fragColor: vec4<f32>;\n\nfn filmHash_u0028_vf3_u003b(p: ptr<function, vec3<f32>>) -> f32 {\n let _e115 = (*p);\n (*p) = fract((_e115 * 0.1031f));\n let _e118 = (*p);\n let _e119 = (*p);\n let _e124 = (*p);\n (*p) = (_e124 + vec3(dot(_e118, (_e119.zyx + vec3(31.32f)))));\n let _e128 = (*p)[0u];\n let _e130 = (*p)[1u];\n let _e133 = (*p)[2u];\n return fract(((_e128 + _e130) * _e133));\n}\n\nfn filmNoise_u0028_vf3_u003b(p_1: ptr<function, vec3<f32>>) -> f32 {\n var i: vec3<f32>;\n var f: vec3<f32>;\n var u: vec3<f32>;\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n\n let _e126 = (*p_1);\n i = floor(_e126);\n let _e128 = (*p_1);\n f = fract(_e128);\n let _e130 = f;\n let _e131 = f;\n let _e133 = f;\n u = ((_e130 * _e131) * (vec3(3f) - (_e133 * 2f)));\n let _e138 = i;\n param = (_e138 + vec3<f32>(0f, 0f, 0f));\n let _e140 = filmHash_u0028_vf3_u003b((¶m));\n let _e141 = i;\n param_1 = (_e141 + vec3<f32>(1f, 0f, 0f));\n let _e143 = filmHash_u0028_vf3_u003b((¶m_1));\n let _e145 = u[0u];\n let _e147 = i;\n param_2 = (_e147 + vec3<f32>(0f, 1f, 0f));\n let _e149 = filmHash_u0028_vf3_u003b((¶m_2));\n let _e150 = i;\n param_3 = (_e150 + vec3<f32>(1f, 1f, 0f));\n let _e152 = filmHash_u0028_vf3_u003b((¶m_3));\n let _e154 = u[0u];\n let _e157 = u[1u];\n let _e159 = i;\n param_4 = (_e159 + vec3<f32>(0f, 0f, 1f));\n let _e161 = filmHash_u0028_vf3_u003b((¶m_4));\n let _e162 = i;\n param_5 = (_e162 + vec3<f32>(1f, 0f, 1f));\n let _e164 = filmHash_u0028_vf3_u003b((¶m_5));\n let _e166 = u[0u];\n let _e168 = i;\n param_6 = (_e168 + vec3<f32>(0f, 1f, 1f));\n let _e170 = filmHash_u0028_vf3_u003b((¶m_6));\n let _e171 = i;\n param_7 = (_e171 + vec3<f32>(1f, 1f, 1f));\n let _e173 = filmHash_u0028_vf3_u003b((¶m_7));\n let _e175 = u[0u];\n let _e178 = u[1u];\n let _e181 = u[2u];\n return mix(mix(mix(_e140, _e143, _e145), mix(_e149, _e152, _e154), _e157), mix(mix(_e161, _e164, _e166), mix(_e170, _e173, _e175), _e178), _e181);\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e117 = (*c);\n low = (_e117 * 12.92f);\n let _e119 = (*c);\n high = ((pow(max(_e119, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e125 = high;\n let _e126 = low;\n let _e127 = (*c);\n return mix(_e125, _e126, step(_e127, 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 _e118 = (*c_1)[0u];\n let _e120 = (*c_1)[1u];\n let _e122 = (*c_1)[2u];\n m = max(_e118, max(_e120, _e122));\n let _e125 = m;\n if (_e125 <= 0.8f) {\n let _e127 = (*c_1);\n return _e127;\n }\n let _e128 = m;\n e = (_e128 - 0.8f);\n let _e130 = (*c_1);\n let _e131 = e;\n let _e133 = e;\n let _e137 = m;\n return (_e130 * ((0.8f + ((0.2f * _e131) / (_e133 + 0.2f))) / _e137));\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 _e117 = (*v);\n let _e118 = (*v);\n a = ((_e117 * (_e118 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e124 = (*v);\n let _e125 = (*v);\n b = ((_e124 * ((_e125 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e132 = a;\n let _e133 = b;\n return (_e132 / _e133);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_8: vec3<f32>;\n\n let _e117 = unnamed.uOutputExposure;\n let _e118 = (*x);\n (*x) = (_e118 * _e117);\n let _e120 = (*x);\n param_8 = (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)) * _e120);\n let _e122 = rrtAndOdtFit_u0028_vf3_u003b((¶m_8));\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)) * _e122), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_9: vec3<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n\n let _e119 = unnamed.uOutputTransform;\n if (_e119 == 0i) {\n let _e121 = (*c_2);\n return _e121;\n }\n let _e123 = unnamed.uOutputTransform;\n if (_e123 == 2i) {\n let _e125 = (*c_2);\n param_9 = _e125;\n let _e126 = acesFilmic_u0028_vf3_u003b((¶m_9));\n (*c_2) = _e126;\n }\n let _e128 = unnamed.uOutputTransform;\n if (_e128 == 3i) {\n let _e130 = (*c_2);\n let _e132 = unnamed.uOutputExposure;\n param_10 = (_e130 * _e132);\n let _e134 = highlightShoulder_u0028_vf3_u003b((¶m_10));\n (*c_2) = _e134;\n }\n let _e135 = (*c_2);\n param_11 = _e135;\n let _e136 = linearToSrgb_u0028_vf3_u003b((¶m_11));\n return _e136;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e115 = unnamed.uFogColor;\n let _e117 = unnamed.uUnderwaterColor;\n let _e119 = unnamed.uUnderwaterFactor;\n return mix(_e115, _e117, vec3(_e119));\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 _e128 = unnamed.uFogMode;\n if (_e128 == 1i) {\n let _e131 = unnamed.uFogFar;\n let _e133 = unnamed.uFogNear;\n span = max((_e131 - _e133), 0.0001f);\n let _e136 = (*dist);\n let _e138 = unnamed.uFogNear;\n let _e140 = span;\n ramp = clamp(((_e136 - _e138) / _e140), 0f, 1f);\n let _e144 = unnamed.uUnderwaterFactor;\n if (_e144 <= 0f) {\n let _e146 = ramp;\n return _e146;\n }\n let _e148 = unnamed.uUnderwaterFogDensity;\n let _e149 = (*dist);\n wetLinear = (_e148 * _e149);\n let _e151 = ramp;\n let _e152 = wetLinear;\n let _e154 = wetLinear;\n let _e160 = unnamed.uUnderwaterFactor;\n return mix(_e151, (1f - exp2(((-(_e152) * _e154) * 1.442695f))), _e160);\n }\n let _e163 = unnamed.uFogNear;\n let _e164 = (*dist);\n start = min(_e163, _e164);\n let _e166 = (*dist);\n if (_e166 > 0f) {\n let _e168 = start;\n let _e169 = (*dist);\n local = (_e168 / _e169);\n } else {\n local = 0f;\n }\n let _e171 = local;\n before = _e171;\n let _e172 = (*pointY);\n let _e174 = unnamed.uFogEyeY;\n let _e177 = unnamed.uFogHeightFalloff;\n t = ((_e172 - _e174) * _e177);\n let _e179 = t;\n let _e180 = before;\n rest = (_e179 * (1f - _e180));\n let _e183 = rest;\n let _e186 = rest;\n denom = select(_e186, 0.0001f, (abs(_e183) < 0.0001f));\n let _e189 = unnamed.uFogDensity;\n let _e191 = t;\n let _e193 = before;\n let _e197 = (*dist);\n let _e198 = start;\n let _e201 = denom;\n let _e206 = denom;\n air = (1f - exp(((((-(_e189) * exp((-(_e191) * _e193))) * (_e197 - _e198)) * (1f - exp(-(_e201)))) / _e206)));\n let _e211 = unnamed.uUnderwaterFactor;\n if (_e211 <= 0f) {\n let _e213 = air;\n return _e213;\n }\n let _e215 = unnamed.uUnderwaterFogDensity;\n let _e216 = (*dist);\n wet = (_e215 * _e216);\n let _e218 = air;\n let _e219 = wet;\n let _e221 = wet;\n let _e227 = unnamed.uUnderwaterFactor;\n return mix(_e218, (1f - exp2(((-(_e219) * _e221) * 1.442695f))), _e227);\n}\n\nfn hue_u0028_f1_u003b(h: ptr<function, f32>) -> vec3<f32> {\n var c_3: vec3<f32>;\n\n let _e116 = (*h);\n (*h) = (fract(_e116) * 6f);\n let _e119 = (*h);\n let _e123 = (*h);\n let _e127 = (*h);\n c_3 = clamp(vec3<f32>((abs((_e119 - 3f)) - 1f), (2f - abs((_e123 - 2f))), (2f - abs((_e127 - 4f)))), vec3(0f), vec3(1f));\n let _e135 = c_3;\n return _e135;\n}\n\nfn main_1() {\n var view: vec3<f32>;\n var facing: f32;\n var grazing: f32;\n var ripple: f32;\n var sheen: vec3<f32>;\n var param_12: f32;\n var base: vec3<f32>;\n var color: vec3<f32>;\n var fog: f32;\n var param_13: f32;\n var param_14: f32;\n var gradedAir: vec3<f32>;\n var param_15: vec3<f32>;\n var graded: vec3<f32>;\n var param_16: vec3<f32>;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var valid: f32;\n var at: vec3<f32>;\n var here: f32;\n var param_17: vec3<f32>;\n var slope: vec2<f32>;\n var param_18: vec3<f32>;\n var param_19: vec3<f32>;\n var along: vec2<f32>;\n var smear: vec2<f32>;\n var movedBorder: vec2<f32>;\n var mirrored: vec3<f32>;\n var coverage: f32;\n var alpha: f32;\n var phi_519_: bool;\n var phi_634_: bool;\n var phi_643_: bool;\n\n let _e145 = unnamed.uClipEnabled;\n let _e146 = (_e145 != 0i);\n phi_519_ = _e146;\n if _e146 {\n let _e147 = vWorld_1;\n let _e153 = unnamed.uClipPlane;\n phi_519_ = (dot(vec4<f32>(_e147.x, _e147.y, _e147.z, 1f), _e153) < 0f);\n }\n let _e157 = phi_519_;\n if _e157 {\n discard;\n }\n let _e159 = unnamed.uCameraPos;\n let _e160 = vWorld_1;\n view = normalize((_e159 - _e160));\n let _e163 = vNormal_1;\n let _e165 = view;\n facing = max(dot(normalize(_e163), _e165), 0f);\n let _e168 = facing;\n grazing = pow((1f - _e168), 3f);\n let _e172 = vWorld_1[0u];\n let _e175 = vWorld_1[2u];\n let _e179 = unnamed.uTime;\n let _e184 = vWorld_1[2u];\n let _e187 = vWorld_1[0u];\n let _e191 = unnamed.uTime;\n ripple = (sin((((_e172 * 0.73f) + (_e175 * 0.41f)) + (_e179 * 0.55f))) * cos((((_e184 * 0.91f) - (_e187 * 0.29f)) - (_e191 * 0.37f))));\n let _e196 = grazing;\n let _e198 = ripple;\n param_12 = (((_e196 * 1.35f) + (_e198 * 0.14f)) + 0.55f);\n let _e202 = hue_u0028_f1_u003b((¶m_12));\n sheen = _e202;\n let _e203 = vTint_1;\n base = (_e203 * 0.9f);\n let _e205 = base;\n let _e206 = sheen;\n let _e208 = unnamed.uSheen;\n let _e210 = grazing;\n color = (_e205 + ((_e206 * _e208) * (0.22f + (_e210 * 0.75f))));\n let _e216 = unnamed.uCameraPos;\n let _e217 = vWorld_1;\n param_13 = length((_e216 - _e217));\n let _e221 = vWorld_1[1u];\n param_14 = _e221;\n let _e222 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_13), (¶m_14));\n fog = _e222;\n let _e223 = mediumColor_u0028_();\n param_15 = _e223;\n let _e224 = applyOutputTransform_u0028_vf3_u003b((¶m_15));\n gradedAir = _e224;\n let _e225 = color;\n let _e226 = mediumColor_u0028_();\n let _e227 = fog;\n param_16 = mix(_e225, _e226, vec3(_e227));\n let _e230 = applyOutputTransform_u0028_vf3_u003b((¶m_16));\n graded = _e230;\n let _e232 = unnamed.uReflectionEnabled;\n let _e233 = (_e232 != 0i);\n phi_634_ = _e233;\n if _e233 {\n let _e235 = unnamed.uReflectionStrength;\n phi_634_ = (_e235 > 0f);\n }\n let _e238 = phi_634_;\n phi_643_ = _e238;\n if _e238 {\n let _e240 = vReflectionClip_1[3u];\n phi_643_ = (_e240 > 0f);\n }\n let _e243 = phi_643_;\n if _e243 {\n let _e244 = vReflectionClip_1;\n let _e247 = vReflectionClip_1[3u];\n reflectionUv = (((_e244.xy / vec2(_e247)) * 0.5f) + vec2(0.5f));\n let _e253 = reflectionUv;\n let _e254 = reflectionUv;\n border = min(_e253, (vec2(1f) - _e254));\n let _e259 = border[0u];\n let _e261 = border[1u];\n valid = smoothstep(0f, 0.025f, min(_e259, _e261));\n let _e265 = unnamed.uFilmRoughness;\n if (_e265 > 0f) {\n let _e267 = vWorld_1;\n let _e269 = unnamed.uFilmRoughnessCycles;\n at = (_e267 * _e269);\n let _e271 = at;\n param_17 = _e271;\n let _e272 = filmNoise_u0028_vf3_u003b((¶m_17));\n here = _e272;\n let _e273 = at;\n param_18 = (_e273 + vec3<f32>(0.5f, 0f, 0f));\n let _e275 = filmNoise_u0028_vf3_u003b((¶m_18));\n let _e276 = here;\n let _e278 = at;\n param_19 = (_e278 + vec3<f32>(0f, 0f, 0.5f));\n let _e280 = filmNoise_u0028_vf3_u003b((¶m_19));\n let _e281 = here;\n slope = vec2<f32>((_e275 - _e276), (_e280 - _e281));\n let _e285 = view[0u];\n let _e287 = view[2u];\n along = normalize((vec2<f32>(_e285, _e287) + vec2<f32>(0.00001f, 0f)));\n let _e291 = along;\n let _e292 = slope;\n let _e293 = along;\n let _e297 = slope;\n smear = (((_e291 * dot(_e292, _e293)) * 3f) + (_e297 * 0.35f));\n let _e300 = smear;\n let _e302 = unnamed.uFilmRoughness;\n let _e305 = grazing;\n let _e309 = reflectionUv;\n reflectionUv = (_e309 + (((_e300 * _e302) * 0.016f) * (0.2f + (_e305 * 0.8f))));\n let _e311 = reflectionUv;\n let _e312 = reflectionUv;\n movedBorder = min(_e311, (vec2(1f) - _e312));\n let _e316 = valid;\n let _e318 = movedBorder[0u];\n let _e320 = movedBorder[1u];\n valid = min(_e316, smoothstep(0f, 0.025f, min(_e318, _e320)));\n }\n let _e324 = reflectionUv;\n let _e328 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e324, vec2(0f), vec2(1f)), 0f);\n mirrored = _e328.xyz;\n let _e330 = graded;\n let _e331 = mirrored;\n let _e332 = gradedAir;\n let _e333 = fog;\n let _e336 = valid;\n let _e338 = unnamed.uReflectionStrength;\n let _e340 = grazing;\n graded = mix(_e330, mix(_e331, _e332, vec3(_e333)), vec3(((_e336 * _e338) * (0.25f + (_e340 * 0.75f)))));\n }\n let _e346 = vCoverage_1;\n coverage = clamp(_e346, 0f, 1f);\n let _e348 = coverage;\n let _e349 = coverage;\n let _e351 = coverage;\n alpha = (mix((_e348 * _e349), _e351, 0.65f) * 0.92f);\n let _e354 = graded;\n let _e355 = alpha;\n fragColor = vec4<f32>(_e354.x, _e354.y, _e354.z, _e355);\n return;\n}\n\n@fragment \nfn main(@location(0) vWorld: vec3<f32>, @location(1) vNormal: vec3<f32>, @location(2) vTint: vec3<f32>, @location(3) vReflectionClip: vec4<f32>, @location(4) vCoverage: f32) -> @location(0) vec4<f32> {\n vWorld_1 = vWorld;\n vNormal_1 = vNormal;\n vTint_1 = vTint;\n vReflectionClip_1 = vReflectionClip;\n vCoverage_1 = vCoverage;\n main_1();\n let _e11 = fragColor;\n return _e11;\n}\n";
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export const FILM_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uReflectionViewProj: mat4x4<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: vec3<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) member_2: vec3<f32>,\n @location(4) member_3: f32,\n @location(3) member_4: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vWorld: vec3<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vTint: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> vCoverage: f32;\nvar<private> aCoverage_1: f32;\nvar<private> vReflectionClip: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n let _e14 = aPosition_1;\n vWorld = _e14;\n let _e15 = aNormal_1;\n vNormal = normalize(_e15);\n let _e17 = aColor_1;\n vTint = _e17;\n let _e18 = aCoverage_1;\n vCoverage = _e18;\n let _e20 = unnamed.uReflectionViewProj;\n let _e21 = aPosition_1;\n vReflectionClip = (_e20 * vec4<f32>(_e21.x, _e21.y, _e21.z, 1f));\n let _e28 = unnamed.uViewProj;\n let _e29 = aPosition_1;\n unnamed_1.gl_Position = (_e28 * vec4<f32>(_e29.x, _e29.y, _e29.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(1) aNormal: vec3<f32>, @location(2) aColor: vec3<f32>, @location(3) aCoverage: f32) -> VertexOutput {\n aPosition_1 = aPosition;\n aNormal_1 = aNormal;\n aColor_1 = aColor;\n aCoverage_1 = aCoverage;\n main_1();\n let _e16 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e16);\n let _e18 = vWorld;\n let _e19 = vNormal;\n let _e20 = vTint;\n let _e21 = vCoverage;\n let _e22 = vReflectionClip;\n let _e23 = unnamed_1.gl_Position;\n return VertexOutput(_e18, _e19, _e20, _e21, _e22, _e23);\n}\n";
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@@ -17,7 +17,7 @@ export const FILM_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n
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export const FILM_BINDINGS = {
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@@ -113,6 +113,16 @@ export const FILM_BINDINGS = {
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"offset": 136,
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"size": 4,
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},
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},
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}
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"textures": {
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@@ -5,7 +5,7 @@
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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*/
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export const FIRE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e68 = unnamed.uFogColor;\n let _e70 = unnamed.uUnderwaterColor;\n let _e72 = unnamed.uUnderwaterFactor;\n return mix(_e68, _e70, vec3(_e72));\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 _e81 = unnamed.uFogMode;\n if (_e81 == 1i) {\n let _e84 = unnamed.uFogFar;\n let _e86 = unnamed.uFogNear;\n span = max((_e84 - _e86), 0.0001f);\n let _e89 = (*dist);\n let _e91 = unnamed.uFogNear;\n let _e93 = span;\n ramp = clamp(((_e89 - _e91) / _e93), 0f, 1f);\n let _e97 = unnamed.uUnderwaterFactor;\n if (_e97 <= 0f) {\n let _e99 = ramp;\n return _e99;\n }\n let _e101 = unnamed.uUnderwaterFogDensity;\n let _e102 = (*dist);\n wetLinear = (_e101 * _e102);\n let _e104 = ramp;\n let _e105 = wetLinear;\n let _e107 = wetLinear;\n let _e113 = unnamed.uUnderwaterFactor;\n return mix(_e104, (1f - exp2(((-(_e105) * _e107) * 1.442695f))), _e113);\n }\n let _e116 = unnamed.uFogNear;\n let _e117 = (*dist);\n start = min(_e116, _e117);\n let _e119 = (*dist);\n if (_e119 > 0f) {\n let _e121 = start;\n let _e122 = (*dist);\n local = (_e121 / _e122);\n } else {\n local = 0f;\n }\n let _e124 = local;\n before = _e124;\n let _e125 = (*pointY);\n let _e127 = unnamed.uFogEyeY;\n let _e130 = unnamed.uFogHeightFalloff;\n t = ((_e125 - _e127) * _e130);\n let _e132 = t;\n let _e133 = before;\n rest = (_e132 * (1f - _e133));\n let _e136 = rest;\n let _e139 = rest;\n denom = select(_e139, 0.0001f, (abs(_e136) < 0.0001f));\n let _e142 = unnamed.uFogDensity;\n let _e144 = t;\n let _e146 = before;\n let _e150 = (*dist);\n let _e151 = start;\n let _e154 = denom;\n let _e159 = denom;\n air = (1f - exp(((((-(_e142) * exp((-(_e144) * _e146))) * (_e150 - _e151)) * (1f - exp(-(_e154)))) / _e159)));\n let _e164 = unnamed.uUnderwaterFactor;\n if (_e164 <= 0f) {\n let _e166 = air;\n return _e166;\n }\n let _e168 = unnamed.uUnderwaterFogDensity;\n let _e169 = (*dist);\n wet = (_e168 * _e169);\n let _e171 = air;\n let _e172 = wet;\n let _e174 = wet;\n let _e180 = unnamed.uUnderwaterFactor;\n return mix(_e171, (1f - exp2(((-(_e172) * _e174) * 1.442695f))), _e180);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e68 = (*p);\n return fract((sin(dot(_e68, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e75 = (*p_1);\n i = floor(_e75);\n let _e77 = (*p_1);\n f = fract(_e77);\n let _e79 = f;\n let _e80 = f;\n let _e82 = f;\n u = ((_e79 * _e80) * (vec2(3f) - (_e82 * 2f)));\n let _e87 = i;\n param = _e87;\n let _e88 = hash21_u0028_vf2_u003b((¶m));\n let _e89 = i;\n param_1 = (_e89 + vec2<f32>(1f, 0f));\n let _e91 = hash21_u0028_vf2_u003b((¶m_1));\n let _e93 = u[0u];\n let _e95 = i;\n param_2 = (_e95 + vec2<f32>(0f, 1f));\n let _e97 = hash21_u0028_vf2_u003b((¶m_2));\n let _e98 = i;\n param_3 = (_e98 + vec2<f32>(1f, 1f));\n let _e100 = hash21_u0028_vf2_u003b((¶m_3));\n let _e102 = u[0u];\n let _e105 = u[1u];\n return mix(mix(_e88, _e91, _e93), mix(_e97, _e100, _e102), _e105);\n}\n\nfn turbulence_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>) -> f32 {\n var v: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n\n let _e73 = (*p_2);\n let _e75 = (*t_1);\n param_4 = ((_e73 * 3f) + vec2<f32>(0f, (-(_e75) * 1.9f)));\n let _e80 = valueNoise_u0028_vf2_u003b((¶m_4));\n v = (_e80 * 0.55f);\n let _e83 = unnamed.uNoiseOctaves;\n if (_e83 == 1i) {\n let _e85 = v;\n return (_e85 / 0.55f);\n }\n let _e87 = (*p_2);\n let _e89 = (*t_1);\n let _e91 = (*t_1);\n param_5 = ((_e87 * 6.5f) + vec2<f32>((_e89 * 0.3f), (-(_e91) * 3.1f)));\n let _e96 = valueNoise_u0028_vf2_u003b((¶m_5));\n let _e98 = v;\n v = (_e98 + (_e96 * 0.28f));\n let _e101 = unnamed.uNoiseOctaves;\n if (_e101 == 2i) {\n let _e103 = v;\n return (_e103 / 0.83f);\n }\n let _e105 = v;\n let _e106 = (*p_2);\n let _e108 = (*t_1);\n let _e111 = (*t_1);\n param_6 = ((_e106 * 13f) + vec2<f32>((-(_e108) * 0.2f), (-(_e111) * 4.6f)));\n let _e116 = valueNoise_u0028_vf2_u003b((¶m_6));\n return (_e105 + (_e116 * 0.17f));\n}\n\nfn main_1() {\n var uv: vec2<f32>;\n var t_2: f32;\n var sides: f32;\n var taper: f32;\n var sway: f32;\n var param_7: vec2<f32>;\n var p_3: vec2<f32>;\n var n: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var body: f32;\n var heat: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_10: f32;\n var param_11: f32;\n var phi_341_: bool;\n\n let _e85 = unnamed.uClipEnabled;\n let _e86 = (_e85 != 0i);\n phi_341_ = _e86;\n if _e86 {\n let _e87 = vWorldPos_1;\n let _e93 = unnamed.uClipPlane;\n phi_341_ = (dot(vec4<f32>(_e87.x, _e87.y, _e87.z, 1f), _e93) < 0f);\n }\n let _e97 = phi_341_;\n if _e97 {\n discard;\n }\n let _e98 = vUv_1;\n uv = _e98;\n let _e100 = unnamed.uTime;\n let _e101 = vSeed_1;\n t_2 = (_e100 + (_e101 * 37f));\n let _e105 = uv[0u];\n sides = (1f - (abs((_e105 - 0.5f)) * 2f));\n let _e110 = sides;\n let _e112 = uv[1u];\n taper = (_e110 * (1f - (_e112 * 0.72f)));\n let _e116 = taper;\n if (_e116 <= 0f) {\n discard;\n }\n let _e118 = t_2;\n let _e120 = vSeed_1;\n param_7 = vec2<f32>((_e118 * 0.55f), (_e120 * 11f));\n let _e123 = valueNoise_u0028_vf2_u003b((¶m_7));\n let _e127 = uv[1u];\n sway = (((_e123 - 0.5f) * 0.34f) * _e127);\n let _e130 = uv[0u];\n let _e131 = sway;\n let _e134 = uv[1u];\n p_3 = vec2<f32>((_e130 + _e131), _e134);\n let _e136 = p_3;\n param_8 = _e136;\n let _e137 = t_2;\n param_9 = _e137;\n let _e138 = turbulence_u0028_vf2_u003b_f1_u003b((¶m_8), (¶m_9));\n n = _e138;\n let _e139 = n;\n let _e140 = taper;\n let _e144 = uv[1u];\n body = (((_e139 * _e140) * 1.9f) - (_e144 * 0.55f));\n let _e147 = body;\n if (_e147 <= 0.02f) {\n discard;\n }\n let _e149 = body;\n heat = clamp((_e149 * 1.5f), 0f, 1f);\n let _e152 = heat;\n col = mix(vec3<f32>(0.62f, 0.06f, 0.02f), vec3<f32>(1f, 0.45f, 0.06f), vec3(smoothstep(0f, 0.45f, _e152)));\n let _e156 = col;\n let _e157 = heat;\n col = mix(_e156, vec3<f32>(1f, 0.85f, 0.35f), vec3(smoothstep(0.45f, 0.75f, _e157)));\n let _e161 = col;\n let _e162 = heat;\n col = mix(_e161, vec3<f32>(1f, 0.98f, 0.88f), vec3(smoothstep(0.78f, 1f, _e162)));\n let _e166 = body;\n let _e170 = uv[1u];\n alpha = (clamp((_e166 * 2.2f), 0f, 1f) * (1f - smoothstep(0.72f, 1f, _e170)));\n let _e174 = vDistance_1;\n param_10 = _e174;\n let _e176 = vWorldPos_1[1u];\n param_11 = _e176;\n let _e177 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_10), (¶m_11));\n fog = _e177;\n let _e178 = col;\n let _e179 = mediumColor_u0028_();\n let _e180 = fog;\n col = mix(_e178, _e179, vec3(_e180));\n let _e183 = fog;\n let _e185 = alpha;\n alpha = (_e185 * (1f - _e183));\n let _e187 = col;\n let _e188 = alpha;\n outColor = vec4<f32>(_e187.x, _e187.y, _e187.z, _e188);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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export const FIRE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e113 = (*c);\n low = (_e113 * 12.92f);\n let _e115 = (*c);\n high = ((pow(max(_e115, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e121 = high;\n let _e122 = low;\n let _e123 = (*c);\n return mix(_e121, _e122, step(_e123, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e114 = (*c_1)[0u];\n let _e116 = (*c_1)[1u];\n let _e118 = (*c_1)[2u];\n m = max(_e114, max(_e116, _e118));\n let _e121 = m;\n if (_e121 <= 0.8f) {\n let _e123 = (*c_1);\n return _e123;\n }\n let _e124 = m;\n e = (_e124 - 0.8f);\n let _e126 = (*c_1);\n let _e127 = e;\n let _e129 = e;\n let _e133 = m;\n return (_e126 * ((0.8f + ((0.2f * _e127) / (_e129 + 0.2f))) / _e133));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e113 = (*v);\n let _e114 = (*v);\n a = ((_e113 * (_e114 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e120 = (*v);\n let _e121 = (*v);\n b = ((_e120 * ((_e121 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e128 = a;\n let _e129 = b;\n return (_e128 / _e129);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e113 = unnamed.uOutputExposure;\n let _e114 = (*x);\n (*x) = (_e114 * _e113);\n let _e116 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e116);\n let _e118 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e118), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e115 = unnamed.uOutputTransform;\n if (_e115 == 0i) {\n let _e117 = (*c_2);\n return _e117;\n }\n let _e119 = unnamed.uOutputTransform;\n if (_e119 == 2i) {\n let _e121 = (*c_2);\n param_1 = _e121;\n let _e122 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e122;\n }\n let _e124 = unnamed.uOutputTransform;\n if (_e124 == 3i) {\n let _e126 = (*c_2);\n let _e128 = unnamed.uOutputExposure;\n param_2 = (_e126 * _e128);\n let _e130 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e130;\n }\n let _e131 = (*c_2);\n param_3 = _e131;\n let _e132 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e132;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e111 = unnamed.uFogColor;\n let _e113 = unnamed.uUnderwaterColor;\n let _e115 = unnamed.uUnderwaterFactor;\n return mix(_e111, _e113, vec3(_e115));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e124 = unnamed.uFogMode;\n if (_e124 == 1i) {\n let _e127 = unnamed.uFogFar;\n let _e129 = unnamed.uFogNear;\n span = max((_e127 - _e129), 0.0001f);\n let _e132 = (*dist);\n let _e134 = unnamed.uFogNear;\n let _e136 = span;\n ramp = clamp(((_e132 - _e134) / _e136), 0f, 1f);\n let _e140 = unnamed.uUnderwaterFactor;\n if (_e140 <= 0f) {\n let _e142 = ramp;\n return _e142;\n }\n let _e144 = unnamed.uUnderwaterFogDensity;\n let _e145 = (*dist);\n wetLinear = (_e144 * _e145);\n let _e147 = ramp;\n let _e148 = wetLinear;\n let _e150 = wetLinear;\n let _e156 = unnamed.uUnderwaterFactor;\n return mix(_e147, (1f - exp2(((-(_e148) * _e150) * 1.442695f))), _e156);\n }\n let _e159 = unnamed.uFogNear;\n let _e160 = (*dist);\n start = min(_e159, _e160);\n let _e162 = (*dist);\n if (_e162 > 0f) {\n let _e164 = start;\n let _e165 = (*dist);\n local = (_e164 / _e165);\n } else {\n local = 0f;\n }\n let _e167 = local;\n before = _e167;\n let _e168 = (*pointY);\n let _e170 = unnamed.uFogEyeY;\n let _e173 = unnamed.uFogHeightFalloff;\n t = ((_e168 - _e170) * _e173);\n let _e175 = t;\n let _e176 = before;\n rest = (_e175 * (1f - _e176));\n let _e179 = rest;\n let _e182 = rest;\n denom = select(_e182, 0.0001f, (abs(_e179) < 0.0001f));\n let _e185 = unnamed.uFogDensity;\n let _e187 = t;\n let _e189 = before;\n let _e193 = (*dist);\n let _e194 = start;\n let _e197 = denom;\n let _e202 = denom;\n air = (1f - exp(((((-(_e185) * exp((-(_e187) * _e189))) * (_e193 - _e194)) * (1f - exp(-(_e197)))) / _e202)));\n let _e207 = unnamed.uUnderwaterFactor;\n if (_e207 <= 0f) {\n let _e209 = air;\n return _e209;\n }\n let _e211 = unnamed.uUnderwaterFogDensity;\n let _e212 = (*dist);\n wet = (_e211 * _e212);\n let _e214 = air;\n let _e215 = wet;\n let _e217 = wet;\n let _e223 = unnamed.uUnderwaterFactor;\n return mix(_e214, (1f - exp2(((-(_e215) * _e217) * 1.442695f))), _e223);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e111 = (*p);\n return fract((sin(dot(_e111, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e118 = (*p_1);\n i = floor(_e118);\n let _e120 = (*p_1);\n f = fract(_e120);\n let _e122 = f;\n let _e123 = f;\n let _e125 = f;\n u = ((_e122 * _e123) * (vec2(3f) - (_e125 * 2f)));\n let _e130 = i;\n param_4 = _e130;\n let _e131 = hash21_u0028_vf2_u003b((¶m_4));\n let _e132 = i;\n param_5 = (_e132 + vec2<f32>(1f, 0f));\n let _e134 = hash21_u0028_vf2_u003b((¶m_5));\n let _e136 = u[0u];\n let _e138 = i;\n param_6 = (_e138 + vec2<f32>(0f, 1f));\n let _e140 = hash21_u0028_vf2_u003b((¶m_6));\n let _e141 = i;\n param_7 = (_e141 + vec2<f32>(1f, 1f));\n let _e143 = hash21_u0028_vf2_u003b((¶m_7));\n let _e145 = u[0u];\n let _e148 = u[1u];\n return mix(mix(_e131, _e134, _e136), mix(_e140, _e143, _e145), _e148);\n}\n\nfn turbulence_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>) -> f32 {\n var v_1: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n var param_10: vec2<f32>;\n\n let _e116 = (*p_2);\n let _e118 = (*t_1);\n param_8 = ((_e116 * 3f) + vec2<f32>(0f, (-(_e118) * 1.9f)));\n let _e123 = valueNoise_u0028_vf2_u003b((¶m_8));\n v_1 = (_e123 * 0.55f);\n let _e126 = unnamed.uNoiseOctaves;\n if (_e126 == 1i) {\n let _e128 = v_1;\n return (_e128 / 0.55f);\n }\n let _e130 = (*p_2);\n let _e132 = (*t_1);\n let _e134 = (*t_1);\n param_9 = ((_e130 * 6.5f) + vec2<f32>((_e132 * 0.3f), (-(_e134) * 3.1f)));\n let _e139 = valueNoise_u0028_vf2_u003b((¶m_9));\n let _e141 = v_1;\n v_1 = (_e141 + (_e139 * 0.28f));\n let _e144 = unnamed.uNoiseOctaves;\n if (_e144 == 2i) {\n let _e146 = v_1;\n return (_e146 / 0.83f);\n }\n let _e148 = v_1;\n let _e149 = (*p_2);\n let _e151 = (*t_1);\n let _e154 = (*t_1);\n param_10 = ((_e149 * 13f) + vec2<f32>((-(_e151) * 0.2f), (-(_e154) * 4.6f)));\n let _e159 = valueNoise_u0028_vf2_u003b((¶m_10));\n return (_e148 + (_e159 * 0.17f));\n}\n\nfn main_1() {\n var uv: vec2<f32>;\n var t_2: f32;\n var sides: f32;\n var taper: f32;\n var sway: f32;\n var param_11: vec2<f32>;\n var p_3: vec2<f32>;\n var n: f32;\n var param_12: vec2<f32>;\n var param_13: f32;\n var body: f32;\n var heat: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_14: f32;\n var param_15: f32;\n var param_16: vec3<f32>;\n var phi_516_: bool;\n\n let _e129 = unnamed.uClipEnabled;\n let _e130 = (_e129 != 0i);\n phi_516_ = _e130;\n if _e130 {\n let _e131 = vWorldPos_1;\n let _e137 = unnamed.uClipPlane;\n phi_516_ = (dot(vec4<f32>(_e131.x, _e131.y, _e131.z, 1f), _e137) < 0f);\n }\n let _e141 = phi_516_;\n if _e141 {\n discard;\n }\n let _e142 = vUv_1;\n uv = _e142;\n let _e144 = unnamed.uTime;\n let _e145 = vSeed_1;\n t_2 = (_e144 + (_e145 * 37f));\n let _e149 = uv[0u];\n sides = (1f - (abs((_e149 - 0.5f)) * 2f));\n let _e154 = sides;\n let _e156 = uv[1u];\n taper = (_e154 * (1f - (_e156 * 0.72f)));\n let _e160 = taper;\n if (_e160 <= 0f) {\n discard;\n }\n let _e162 = t_2;\n let _e164 = vSeed_1;\n param_11 = vec2<f32>((_e162 * 0.55f), (_e164 * 11f));\n let _e167 = valueNoise_u0028_vf2_u003b((¶m_11));\n let _e171 = uv[1u];\n sway = (((_e167 - 0.5f) * 0.34f) * _e171);\n let _e174 = uv[0u];\n let _e175 = sway;\n let _e178 = uv[1u];\n p_3 = vec2<f32>((_e174 + _e175), _e178);\n let _e180 = p_3;\n param_12 = _e180;\n let _e181 = t_2;\n param_13 = _e181;\n let _e182 = turbulence_u0028_vf2_u003b_f1_u003b((¶m_12), (¶m_13));\n n = _e182;\n let _e183 = n;\n let _e184 = taper;\n let _e188 = uv[1u];\n body = (((_e183 * _e184) * 1.9f) - (_e188 * 0.55f));\n let _e191 = body;\n if (_e191 <= 0.02f) {\n discard;\n }\n let _e193 = body;\n heat = clamp((_e193 * 1.5f), 0f, 1f);\n let _e196 = heat;\n col = mix(vec3<f32>(0.62f, 0.06f, 0.02f), vec3<f32>(1f, 0.45f, 0.06f), vec3(smoothstep(0f, 0.45f, _e196)));\n let _e200 = col;\n let _e201 = heat;\n col = mix(_e200, vec3<f32>(1f, 0.85f, 0.35f), vec3(smoothstep(0.45f, 0.75f, _e201)));\n let _e205 = col;\n let _e206 = heat;\n col = mix(_e205, vec3<f32>(1f, 0.98f, 0.88f), vec3(smoothstep(0.78f, 1f, _e206)));\n let _e210 = body;\n let _e214 = uv[1u];\n alpha = (clamp((_e210 * 2.2f), 0f, 1f) * (1f - smoothstep(0.72f, 1f, _e214)));\n let _e218 = vDistance_1;\n param_14 = _e218;\n let _e220 = vWorldPos_1[1u];\n param_15 = _e220;\n let _e221 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_14), (¶m_15));\n fog = _e221;\n let _e222 = col;\n let _e223 = mediumColor_u0028_();\n let _e224 = fog;\n col = mix(_e222, _e223, vec3(_e224));\n let _e227 = fog;\n let _e229 = alpha;\n alpha = (_e229 * (1f - _e227));\n let _e231 = col;\n param_16 = _e231;\n let _e232 = applyOutputTransform_u0028_vf3_u003b((¶m_16));\n let _e233 = alpha;\n outColor = vec4<f32>(_e232.x, _e232.y, _e232.z, _e233);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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export const PLUME_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uSizePulse: f32,\n uWind: vec2<f32>,\n uOrigin: vec3<f32>,\n uWindResponse: 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: vec2<f32>,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n @location(3) member_3: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCenter_1: vec3<f32>;\nvar<private> aSeed_1: f32;\nvar<private> aBlade_1: f32;\nvar<private> aSize_1: vec2<f32>;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vUv: vec2<f32>;\nvar<private> vSeed: f32;\nvar<private> vDistance: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn sizePulse_u0028_f1_u003b(seed: ptr<function, f32>) -> f32 {\n let _e35 = unnamed.uSizePulse;\n let _e37 = unnamed.uTime;\n let _e39 = (*seed);\n let _e45 = unnamed.uTime;\n let _e47 = (*seed);\n return (1f + (_e35 * ((sin(((_e37 * 1.7f) + (_e39 * 9.1f))) * 0.62f) + (sin(((_e45 * 3.3f) + (_e47 * 4.7f))) * 0.38f))));\n}\n\nfn main_1() {\n var anchor: vec3<f32>;\n var up: vec3<f32>;\n var yaw: f32;\n var right: vec3<f32>;\n var pulse: f32;\n var param: f32;\n var size: vec2<f32>;\n var rise: f32;\n var world: vec3<f32>;\n\n let _e42 = aCenter_1;\n let _e44 = unnamed.uOrigin;\n anchor = (_e42 + _e44);\n up = vec3<f32>(0f, 1f, 0f);\n let _e46 = aSeed_1;\n let _e48 = aBlade_1;\n yaw = ((_e46 * 6.2831855f) + (_e48 * 1.5707964f));\n let _e51 = yaw;\n let _e53 = yaw;\n right = vec3<f32>(cos(_e51), 0f, sin(_e53));\n let _e56 = aSeed_1;\n param = _e56;\n let _e57 = sizePulse_u0028_f1_u003b((¶m));\n pulse = _e57;\n let _e59 = aSize_1[0u];\n let _e60 = pulse;\n let _e64 = aSize_1[1u];\n let _e65 = pulse;\n size = vec2<f32>((_e59 * mix(1f, _e60, 0.55f)), (_e64 * _e65));\n let _e69 = aCorner_1[1u];\n rise = ((_e69 * 0.5f) + 0.5f);\n let _e72 = anchor;\n let _e73 = right;\n let _e75 = aCorner_1[0u];\n let _e77 = size[0u];\n let _e81 = up;\n let _e82 = rise;\n let _e84 = size[1u];\n world = ((_e72 + (_e73 * (_e75 * _e77))) + (_e81 * (_e82 * _e84)));\n let _e89 = unnamed.uWind;\n let _e91 = unnamed.uWindResponse;\n let _e92 = rise;\n let _e94 = rise;\n let _e97 = size[1u];\n let _e100 = world;\n let _e102 = (_e100.xz + (_e89 * (((_e91 * _e92) * _e94) * _e97)));\n let _e103 = world;\n world = vec3<f32>(_e102.x, _e103.y, _e102.y);\n let _e109 = aCorner_1[0u];\n let _e113 = aCorner_1[1u];\n vUv = vec2<f32>(((_e109 * 0.5f) + 0.5f), ((_e113 * 0.5f) + 0.5f));\n let _e117 = aSeed_1;\n vSeed = _e117;\n let _e118 = world;\n let _e120 = unnamed.uCameraPos;\n vDistance = distance(_e118, _e120);\n let _e122 = world;\n vWorldPos = _e122;\n let _e124 = unnamed.uViewProj;\n let _e125 = world;\n unnamed_1.gl_Position = (_e124 * vec4<f32>(_e125.x, _e125.y, _e125.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aCenter: vec3<f32>, @location(3) aSeed: f32, @location(4) aBlade: f32, @location(2) aSize: vec2<f32>, @location(1) aCorner: vec2<f32>) -> VertexOutput {\n aCenter_1 = aCenter;\n aSeed_1 = aSeed;\n aBlade_1 = aBlade;\n aSize_1 = aSize;\n aCorner_1 = aCorner;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vUv;\n let _e20 = vSeed;\n let _e21 = vDistance;\n let _e22 = vWorldPos;\n let _e23 = unnamed_1.gl_Position;\n return VertexOutput(_e19, _e20, _e21, _e22, _e23);\n}\n";
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@@ -88,6 +88,16 @@ export const FIRE_BINDINGS = {
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"offset": 112,
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"size": 4,
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"type": "int"
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},
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"uOutputTransform": {
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"offset": 116,
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"uOutputExposure": {
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"size": 4,
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"type": "float"
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}
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},
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"textures": {}
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