@driftengine/core 4.12.0 → 4.13.0

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Files changed (207) hide show
  1. package/CHANGELOG.json +66 -0
  2. package/README.md +18 -9
  3. package/dist/geometry/meshBuilder.d.ts +10 -0
  4. package/dist/geometry/meshBuilder.js +11 -2
  5. package/dist/index.d.ts +3 -2
  6. package/dist/index.js +3 -2
  7. package/dist/math/color.d.ts +25 -0
  8. package/dist/math/color.js +37 -0
  9. package/dist/render/backend/webgl2/renderer.d.ts +17 -4
  10. package/dist/render/backend/webgl2/renderer.js +82 -47
  11. package/dist/render/backend/webgl2/skinScatter.d.ts +3 -1
  12. package/dist/render/backend/webgl2/skinScatter.js +5 -1
  13. package/dist/render/backend/webgpu/boltPass.d.ts +1 -1
  14. package/dist/render/backend/webgpu/causticsPass.d.ts +1 -1
  15. package/dist/render/backend/webgpu/filmPass.d.ts +1 -1
  16. package/dist/render/backend/webgpu/flockPass.d.ts +1 -1
  17. package/dist/render/backend/webgpu/giFieldPass.d.ts +3 -1
  18. package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +10 -1
  19. package/dist/render/backend/webgpu/gpuDrivenPass.js +28 -11
  20. package/dist/render/backend/webgpu/panelPass.d.ts +1 -1
  21. package/dist/render/backend/webgpu/postPass.d.ts +2 -2
  22. package/dist/render/backend/webgpu/renderer.d.ts +19 -8
  23. package/dist/render/backend/webgpu/renderer.js +94 -38
  24. package/dist/render/backend/webgpu/scatterPass.d.ts +1 -1
  25. package/dist/render/backend/webgpu/skinScatterPass.d.ts +5 -1
  26. package/dist/render/backend/webgpu/skinScatterPass.js +9 -3
  27. package/dist/render/backend/webgpu/skyPass.d.ts +11 -1
  28. package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
  29. package/dist/render/backend/webgpu/windStreakPass.d.ts +1 -1
  30. package/dist/render/causticsRenderer.d.ts +3 -1
  31. package/dist/render/causticsRenderer.js +5 -1
  32. package/dist/render/decalPass.d.ts +3 -1
  33. package/dist/render/decalPass.js +4 -1
  34. package/dist/render/flockRenderer.d.ts +1 -1
  35. package/dist/render/flockRenderer.js +4 -1
  36. package/dist/render/globalMediumPass.d.ts +3 -1
  37. package/dist/render/globalMediumPass.js +5 -1
  38. package/dist/render/gradeColor.d.ts +21 -0
  39. package/dist/render/gradeColor.js +64 -0
  40. package/dist/render/lightMatrix.d.ts +13 -0
  41. package/dist/render/lightMatrix.js +17 -0
  42. package/dist/render/passGrade.d.ts +13 -0
  43. package/dist/render/passGrade.js +47 -0
  44. package/dist/render/plumeRenderer.d.ts +1 -1
  45. package/dist/render/plumeRenderer.js +4 -1
  46. package/dist/render/renderQuality.d.ts +57 -18
  47. package/dist/render/renderQuality.js +3 -3
  48. package/dist/render/sceneTarget.d.ts +2 -0
  49. package/dist/render/sceneTarget.js +1 -0
  50. package/dist/render/sdfTextRenderer.d.ts +1 -1
  51. package/dist/render/sdfTextRenderer.js +1 -1
  52. package/dist/render/shaders/arcane.d.ts +1 -1
  53. package/dist/render/shaders/arcane.js +5 -1
  54. package/dist/render/shaders/bolt.d.ts +1 -1
  55. package/dist/render/shaders/bolt.js +4 -1
  56. package/dist/render/shaders/caustics.d.ts +1 -1
  57. package/dist/render/shaders/caustics.js +4 -1
  58. package/dist/render/shaders/decalProject.js +12 -2
  59. package/dist/render/shaders/film.d.ts +1 -1
  60. package/dist/render/shaders/film.js +22 -9
  61. package/dist/render/shaders/fire.d.ts +1 -1
  62. package/dist/render/shaders/fire.js +4 -1
  63. package/dist/render/shaders/flat/layerLooks.js +11 -19
  64. package/dist/render/shaders/flat/layered.js +33 -18
  65. package/dist/render/shaders/flock.d.ts +1 -1
  66. package/dist/render/shaders/flock.js +4 -1
  67. package/dist/render/shaders/generated/arcane.wgsl.d.ts +11 -1
  68. package/dist/render/shaders/generated/arcane.wgsl.js +11 -1
  69. package/dist/render/shaders/generated/bolt.wgsl.d.ts +12 -2
  70. package/dist/render/shaders/generated/bolt.wgsl.js +12 -2
  71. package/dist/render/shaders/generated/caustics.wgsl.d.ts +12 -2
  72. package/dist/render/shaders/generated/caustics.wgsl.js +12 -2
  73. package/dist/render/shaders/generated/decalProject.wgsl.d.ts +6 -1
  74. package/dist/render/shaders/generated/decalProject.wgsl.js +6 -1
  75. package/dist/render/shaders/generated/film.wgsl.d.ts +12 -2
  76. package/dist/render/shaders/generated/film.wgsl.js +12 -2
  77. package/dist/render/shaders/generated/fire.wgsl.d.ts +11 -1
  78. package/dist/render/shaders/generated/fire.wgsl.js +11 -1
  79. package/dist/render/shaders/generated/flat.wgsl.js +23 -23
  80. package/dist/render/shaders/generated/flock.wgsl.d.ts +12 -2
  81. package/dist/render/shaders/generated/flock.wgsl.js +12 -2
  82. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +12 -2
  83. package/dist/render/shaders/generated/globalMedium.wgsl.js +12 -2
  84. package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +36 -16
  85. package/dist/render/shaders/generated/lightVolume.wgsl.js +39 -19
  86. package/dist/render/shaders/generated/panel.wgsl.d.ts +12 -2
  87. package/dist/render/shaders/generated/panel.wgsl.js +12 -2
  88. package/dist/render/shaders/generated/rush.wgsl.d.ts +31 -26
  89. package/dist/render/shaders/generated/rush.wgsl.js +31 -26
  90. package/dist/render/shaders/generated/scatter.wgsl.d.ts +12 -2
  91. package/dist/render/shaders/generated/scatter.wgsl.js +12 -2
  92. package/dist/render/shaders/generated/skinBlur.wgsl.d.ts +11 -1
  93. package/dist/render/shaders/generated/skinBlur.wgsl.js +11 -1
  94. package/dist/render/shaders/generated/sky.wgsl.d.ts +12 -2
  95. package/dist/render/shaders/generated/sky.wgsl.js +12 -2
  96. package/dist/render/shaders/generated/smoke.wgsl.d.ts +11 -1
  97. package/dist/render/shaders/generated/smoke.wgsl.js +11 -1
  98. package/dist/render/shaders/generated/text.wgsl.d.ts +11 -1
  99. package/dist/render/shaders/generated/text.wgsl.js +11 -1
  100. package/dist/render/shaders/generated/water.wgsl.d.ts +12 -2
  101. package/dist/render/shaders/generated/water.wgsl.js +12 -2
  102. package/dist/render/shaders/generated/windStreaks.wgsl.d.ts +12 -2
  103. package/dist/render/shaders/generated/windStreaks.wgsl.js +12 -2
  104. package/dist/render/shaders/globalMedium.js +14 -1
  105. package/dist/render/shaders/gpudriven/present.wgsl.d.ts +15 -6
  106. package/dist/render/shaders/gpudriven/present.wgsl.js +71 -8
  107. package/dist/render/shaders/lightVolume.js +4 -1
  108. package/dist/render/shaders/line.d.ts +1 -1
  109. package/dist/render/shaders/outputTransform.d.ts +8 -2
  110. package/dist/render/shaders/outputTransform.js +18 -11
  111. package/dist/render/shaders/panel.d.ts +1 -1
  112. package/dist/render/shaders/panel.js +5 -1
  113. package/dist/render/shaders/particle.d.ts +3 -3
  114. package/dist/render/shaders/rush.js +8 -0
  115. package/dist/render/shaders/scatter.d.ts +1 -1
  116. package/dist/render/shaders/scatter.js +4 -1
  117. package/dist/render/shaders/sdfText.d.ts +1 -1
  118. package/dist/render/shaders/skinBlur.js +5 -1
  119. package/dist/render/shaders/sky.d.ts +1 -1
  120. package/dist/render/shaders/sky.js +5 -1
  121. package/dist/render/shaders/smoke.d.ts +1 -1
  122. package/dist/render/shaders/smoke.js +4 -1
  123. package/dist/render/shaders/text.d.ts +1 -1
  124. package/dist/render/shaders/text.js +4 -1
  125. package/dist/render/shaders/water.d.ts +1 -1
  126. package/dist/render/shaders/water.js +12 -2
  127. package/dist/render/shaders/windStreaks.d.ts +1 -1
  128. package/dist/render/shaders/windStreaks.js +4 -1
  129. package/dist/render/surfaceLayerLooks.d.ts +16 -4
  130. package/dist/render/surfaceLayerLooks.js +33 -14
  131. package/dist/render/surfaceLayers.d.ts +2 -2
  132. package/dist/render/textRenderer.d.ts +3 -1
  133. package/dist/render/textRenderer.js +7 -1
  134. package/dist/render/vertexDefaults.d.ts +1 -1
  135. package/dist/render/vertexDefaults.js +1 -1
  136. package/dist/render/waterRenderer.d.ts +1 -1
  137. package/dist/render/waterRenderer.js +4 -1
  138. package/dist/render/windStreakRenderer.d.ts +3 -1
  139. package/dist/render/windStreakRenderer.js +5 -1
  140. package/package.json +6 -6
  141. package/src/geometry/meshBuilder.ts +21 -2
  142. package/src/index.ts +11 -2
  143. package/src/math/color.ts +39 -0
  144. package/src/render/backend/webgl2/renderer.ts +134 -44
  145. package/src/render/backend/webgl2/skinScatter.ts +5 -0
  146. package/src/render/backend/webgpu/giFieldPass.ts +3 -1
  147. package/src/render/backend/webgpu/gpuDrivenPass.ts +29 -13
  148. package/src/render/backend/webgpu/renderer.ts +104 -37
  149. package/src/render/backend/webgpu/skinScatterPass.ts +17 -1
  150. package/src/render/causticsRenderer.ts +5 -0
  151. package/src/render/decalPass.ts +3 -0
  152. package/src/render/flockRenderer.ts +5 -0
  153. package/src/render/globalMediumPass.ts +10 -1
  154. package/src/render/gradeColor.ts +90 -0
  155. package/src/render/lightMatrix.ts +32 -0
  156. package/src/render/passGrade.ts +58 -0
  157. package/src/render/plumeRenderer.ts +5 -0
  158. package/src/render/renderQuality.ts +60 -21
  159. package/src/render/sceneTarget.ts +3 -0
  160. package/src/render/sdfTextRenderer.ts +1 -1
  161. package/src/render/shaders/arcane.ts +5 -1
  162. package/src/render/shaders/bolt.ts +4 -1
  163. package/src/render/shaders/caustics.ts +4 -1
  164. package/src/render/shaders/decalProject.ts +12 -2
  165. package/src/render/shaders/film.ts +22 -9
  166. package/src/render/shaders/fire.ts +4 -1
  167. package/src/render/shaders/flat/layerLooks.ts +11 -19
  168. package/src/render/shaders/flat/layered.ts +33 -18
  169. package/src/render/shaders/flock.ts +4 -1
  170. package/src/render/shaders/generated/arcane.wgsl.ts +11 -1
  171. package/src/render/shaders/generated/bolt.wgsl.ts +12 -2
  172. package/src/render/shaders/generated/caustics.wgsl.ts +12 -2
  173. package/src/render/shaders/generated/decalProject.wgsl.ts +6 -1
  174. package/src/render/shaders/generated/film.wgsl.ts +12 -2
  175. package/src/render/shaders/generated/fire.wgsl.ts +11 -1
  176. package/src/render/shaders/generated/flat.wgsl.ts +23 -23
  177. package/src/render/shaders/generated/flock.wgsl.ts +12 -2
  178. package/src/render/shaders/generated/globalMedium.wgsl.ts +12 -2
  179. package/src/render/shaders/generated/lightVolume.wgsl.ts +39 -19
  180. package/src/render/shaders/generated/panel.wgsl.ts +12 -2
  181. package/src/render/shaders/generated/rush.wgsl.ts +31 -26
  182. package/src/render/shaders/generated/scatter.wgsl.ts +12 -2
  183. package/src/render/shaders/generated/skinBlur.wgsl.ts +11 -1
  184. package/src/render/shaders/generated/sky.wgsl.ts +12 -2
  185. package/src/render/shaders/generated/smoke.wgsl.ts +11 -1
  186. package/src/render/shaders/generated/text.wgsl.ts +11 -1
  187. package/src/render/shaders/generated/water.wgsl.ts +12 -2
  188. package/src/render/shaders/generated/windStreaks.wgsl.ts +12 -2
  189. package/src/render/shaders/globalMedium.ts +14 -1
  190. package/src/render/shaders/gpudriven/present.wgsl.ts +72 -8
  191. package/src/render/shaders/lightVolume.ts +4 -1
  192. package/src/render/shaders/outputTransform.ts +19 -11
  193. package/src/render/shaders/panel.ts +5 -1
  194. package/src/render/shaders/rush.ts +8 -0
  195. package/src/render/shaders/scatter.ts +4 -1
  196. package/src/render/shaders/skinBlur.ts +5 -1
  197. package/src/render/shaders/sky.ts +5 -1
  198. package/src/render/shaders/smoke.ts +4 -1
  199. package/src/render/shaders/text.ts +4 -1
  200. package/src/render/shaders/water.ts +12 -2
  201. package/src/render/shaders/windStreaks.ts +4 -1
  202. package/src/render/surfaceLayerLooks.ts +49 -18
  203. package/src/render/surfaceLayers.ts +2 -2
  204. package/src/render/textRenderer.ts +6 -0
  205. package/src/render/vertexDefaults.ts +1 -1
  206. package/src/render/waterRenderer.ts +5 -0
  207. package/src/render/windStreakRenderer.ts +5 -0
@@ -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 SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e80 = unnamed.uFogMode;\n if (_e80 == 1i) {\n let _e83 = unnamed.uFogFar;\n let _e85 = unnamed.uFogNear;\n span = max((_e83 - _e85), 0.0001f);\n let _e88 = (*dist);\n let _e90 = unnamed.uFogNear;\n let _e92 = span;\n ramp = clamp(((_e88 - _e90) / _e92), 0f, 1f);\n let _e96 = unnamed.uUnderwaterFactor;\n if (_e96 <= 0f) {\n let _e98 = ramp;\n return _e98;\n }\n let _e100 = unnamed.uUnderwaterFogDensity;\n let _e101 = (*dist);\n wetLinear = (_e100 * _e101);\n let _e103 = ramp;\n let _e104 = wetLinear;\n let _e106 = wetLinear;\n let _e112 = unnamed.uUnderwaterFactor;\n return mix(_e103, (1f - exp2(((-(_e104) * _e106) * 1.442695f))), _e112);\n }\n let _e115 = unnamed.uFogNear;\n let _e116 = (*dist);\n start = min(_e115, _e116);\n let _e118 = (*dist);\n if (_e118 > 0f) {\n let _e120 = start;\n let _e121 = (*dist);\n local = (_e120 / _e121);\n } else {\n local = 0f;\n }\n let _e123 = local;\n before = _e123;\n let _e124 = (*pointY);\n let _e126 = unnamed.uFogEyeY;\n let _e129 = unnamed.uFogHeightFalloff;\n t = ((_e124 - _e126) * _e129);\n let _e131 = t;\n let _e132 = before;\n rest = (_e131 * (1f - _e132));\n let _e135 = rest;\n let _e138 = rest;\n denom = select(_e138, 0.0001f, (abs(_e135) < 0.0001f));\n let _e141 = unnamed.uFogDensity;\n let _e143 = t;\n let _e145 = before;\n let _e149 = (*dist);\n let _e150 = start;\n let _e153 = denom;\n let _e158 = denom;\n air = (1f - exp(((((-(_e141) * exp((-(_e143) * _e145))) * (_e149 - _e150)) * (1f - exp(-(_e153)))) / _e158)));\n let _e163 = unnamed.uUnderwaterFactor;\n if (_e163 <= 0f) {\n let _e165 = air;\n return _e165;\n }\n let _e167 = unnamed.uUnderwaterFogDensity;\n let _e168 = (*dist);\n wet = (_e167 * _e168);\n let _e170 = air;\n let _e171 = wet;\n let _e173 = wet;\n let _e179 = unnamed.uUnderwaterFactor;\n return mix(_e170, (1f - exp2(((-(_e171) * _e173) * 1.442695f))), _e179);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e67 = unnamed.uFogColor;\n let _e69 = unnamed.uUnderwaterColor;\n let _e71 = unnamed.uUnderwaterFactor;\n return mix(_e67, _e69, vec3(_e71));\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e67 = (*p);\n return fract((sin(dot(_e67, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e74 = (*p_1);\n i = floor(_e74);\n let _e76 = (*p_1);\n f = fract(_e76);\n let _e78 = f;\n let _e79 = f;\n let _e81 = f;\n u = ((_e78 * _e79) * (vec2(3f) - (_e81 * 2f)));\n let _e86 = i;\n param = _e86;\n let _e87 = hash21_u0028_vf2_u003b((&param));\n let _e88 = i;\n param_1 = (_e88 + vec2<f32>(1f, 0f));\n let _e90 = hash21_u0028_vf2_u003b((&param_1));\n let _e92 = u[0u];\n let _e94 = i;\n param_2 = (_e94 + vec2<f32>(0f, 1f));\n let _e96 = hash21_u0028_vf2_u003b((&param_2));\n let _e97 = i;\n param_3 = (_e97 + vec2<f32>(1f, 1f));\n let _e99 = hash21_u0028_vf2_u003b((&param_3));\n let _e101 = u[0u];\n let _e104 = u[1u];\n return mix(mix(_e87, _e90, _e92), mix(_e96, _e99, _e101), _e104);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>) -> f32 {\n var v: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n\n let _e72 = (*p_2);\n let _e74 = (*t_1);\n param_4 = ((_e72 * 2.2f) + vec2<f32>(0f, (-(_e74) * 0.55f)));\n let _e79 = valueNoise_u0028_vf2_u003b((&param_4));\n v = (_e79 * 0.55f);\n let _e82 = unnamed.uNoiseOctaves;\n if (_e82 == 1i) {\n let _e84 = v;\n return (_e84 / 0.55f);\n }\n let _e86 = (*p_2);\n let _e88 = (*t_1);\n let _e90 = (*t_1);\n param_5 = ((_e86 * 4.7f) + vec2<f32>((_e88 * 0.12f), (-(_e90) * 0.9f)));\n let _e95 = valueNoise_u0028_vf2_u003b((&param_5));\n let _e97 = v;\n v = (_e97 + (_e95 * 0.29f));\n let _e100 = unnamed.uNoiseOctaves;\n if (_e100 == 2i) {\n let _e102 = v;\n return (_e102 / 0.84f);\n }\n let _e104 = v;\n let _e105 = (*p_2);\n let _e107 = (*t_1);\n let _e110 = (*t_1);\n param_6 = ((_e105 * 9.3f) + vec2<f32>((-(_e107) * 0.09f), (-(_e110) * 1.4f)));\n let _e115 = valueNoise_u0028_vf2_u003b((&param_6));\n return (_e104 + (_e115 * 0.16f));\n}\n\nfn main_1() {\n var t_2: f32;\n var height: f32;\n var spread: f32;\n var centred: f32;\n var sides: f32;\n var drift: f32;\n var param_7: vec2<f32>;\n var n: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var density: f32;\n var col: vec3<f32>;\n var atmosphereColor: vec3<f32>;\n var emerge: f32;\n var dissipate: f32;\n var fog: f32;\n var param_10: f32;\n var param_11: f32;\n var alpha: f32;\n var phi_341_: bool;\n\n let _e86 = unnamed.uClipEnabled;\n let _e87 = (_e86 != 0i);\n phi_341_ = _e87;\n if _e87 {\n let _e88 = vWorldPos_1;\n let _e94 = unnamed.uClipPlane;\n phi_341_ = (dot(vec4<f32>(_e88.x, _e88.y, _e88.z, 1f), _e94) < 0f);\n }\n let _e98 = phi_341_;\n if _e98 {\n discard;\n }\n let _e100 = unnamed.uTime;\n let _e101 = vSeed_1;\n t_2 = (_e100 + (_e101 * 53f));\n let _e105 = vUv_1[1u];\n height = _e105;\n let _e106 = height;\n spread = mix(0.5f, 1f, _e106);\n let _e109 = vUv_1[0u];\n let _e111 = spread;\n centred = (((_e109 - 0.5f) / _e111) + 0.5f);\n let _e114 = centred;\n sides = smoothstep(0f, 0.55f, (1f - clamp((abs((_e114 - 0.5f)) * 2f), 0f, 1f)));\n let _e121 = sides;\n if (_e121 <= 0.001f) {\n discard;\n }\n let _e123 = t_2;\n let _e125 = vSeed_1;\n param_7 = vec2<f32>((_e123 * 0.21f), (_e125 * 7f));\n let _e128 = valueNoise_u0028_vf2_u003b((&param_7));\n let _e131 = height;\n let _e133 = height;\n drift = ((((_e128 - 0.5f) * 0.6f) * _e131) * _e133);\n let _e135 = centred;\n let _e136 = drift;\n let _e138 = height;\n param_8 = vec2<f32>((_e135 + _e136), _e138);\n let _e140 = t_2;\n param_9 = _e140;\n let _e141 = billow_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n n = _e141;\n let _e142 = n;\n let _e143 = sides;\n let _e146 = height;\n density = (((_e142 * _e143) * 1.35f) - (_e146 * 0.88f));\n let _e149 = density;\n if (_e149 <= 0.02f) {\n discard;\n }\n let _e151 = height;\n col = mix(vec3<f32>(0.9f, 0.42f, 0.16f), vec3<f32>(0.11f, 0.1f, 0.1f), vec3(smoothstep(0f, 0.34f, _e151)));\n let _e155 = mediumColor_u0028_();\n atmosphereColor = _e155;\n let _e156 = col;\n let _e157 = atmosphereColor;\n let _e158 = height;\n col = mix(_e156, _e157, vec3(smoothstep(0.3f, 0.95f, _e158)));\n let _e162 = height;\n emerge = smoothstep(0f, 0.3f, _e162);\n let _e164 = height;\n dissipate = (1f - smoothstep(0.22f, 0.75f, _e164));\n let _e167 = vDistance_1;\n param_10 = _e167;\n let _e169 = vWorldPos_1[1u];\n param_11 = _e169;\n let _e170 = mediumFog_u0028_f1_u003b_f1_u003b((&param_10), (&param_11));\n fog = _e170;\n let _e171 = col;\n let _e172 = atmosphereColor;\n let _e173 = fog;\n col = mix(_e171, _e172, vec3(_e173));\n let _e176 = density;\n let _e179 = emerge;\n let _e181 = dissipate;\n alpha = (((clamp((_e176 * 0.95f), 0f, 1f) * _e179) * _e181) * 0.13f);\n let _e184 = col;\n let _e185 = alpha;\n let _e186 = fog;\n outColor = vec4<f32>(_e184.x, _e184.y, _e184.z, (_e185 * (1f - _e186)));\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(1) vSeed: f32, @location(0) vUv: vec2<f32>, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vSeed_1 = vSeed;\n vUv_1 = vUv;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
8
+ export const SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e113 = (*c);\n low = (_e113 * 12.92f);\n let _e115 = (*c);\n high = ((pow(max(_e115, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e121 = high;\n let _e122 = low;\n let _e123 = (*c);\n return mix(_e121, _e122, step(_e123, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e114 = (*c_1)[0u];\n let _e116 = (*c_1)[1u];\n let _e118 = (*c_1)[2u];\n m = max(_e114, max(_e116, _e118));\n let _e121 = m;\n if (_e121 <= 0.8f) {\n let _e123 = (*c_1);\n return _e123;\n }\n let _e124 = m;\n e = (_e124 - 0.8f);\n let _e126 = (*c_1);\n let _e127 = e;\n let _e129 = e;\n let _e133 = m;\n return (_e126 * ((0.8f + ((0.2f * _e127) / (_e129 + 0.2f))) / _e133));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e113 = (*v);\n let _e114 = (*v);\n a = ((_e113 * (_e114 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e120 = (*v);\n let _e121 = (*v);\n b = ((_e120 * ((_e121 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e128 = a;\n let _e129 = b;\n return (_e128 / _e129);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e113 = unnamed.uOutputExposure;\n let _e114 = (*x);\n (*x) = (_e114 * _e113);\n let _e116 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e116);\n let _e118 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _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((&param_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((&param_2));\n (*c_2) = _e130;\n }\n let _e131 = (*c_2);\n param_3 = _e131;\n let _e132 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e132;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e124 = unnamed.uFogMode;\n if (_e124 == 1i) {\n let _e127 = unnamed.uFogFar;\n let _e129 = unnamed.uFogNear;\n span = max((_e127 - _e129), 0.0001f);\n let _e132 = (*dist);\n let _e134 = unnamed.uFogNear;\n let _e136 = span;\n ramp = clamp(((_e132 - _e134) / _e136), 0f, 1f);\n let _e140 = unnamed.uUnderwaterFactor;\n if (_e140 <= 0f) {\n let _e142 = ramp;\n return _e142;\n }\n let _e144 = unnamed.uUnderwaterFogDensity;\n let _e145 = (*dist);\n wetLinear = (_e144 * _e145);\n let _e147 = ramp;\n let _e148 = wetLinear;\n let _e150 = wetLinear;\n let _e156 = unnamed.uUnderwaterFactor;\n return mix(_e147, (1f - exp2(((-(_e148) * _e150) * 1.442695f))), _e156);\n }\n let _e159 = unnamed.uFogNear;\n let _e160 = (*dist);\n start = min(_e159, _e160);\n let _e162 = (*dist);\n if (_e162 > 0f) {\n let _e164 = start;\n let _e165 = (*dist);\n local = (_e164 / _e165);\n } else {\n local = 0f;\n }\n let _e167 = local;\n before = _e167;\n let _e168 = (*pointY);\n let _e170 = unnamed.uFogEyeY;\n let _e173 = unnamed.uFogHeightFalloff;\n t = ((_e168 - _e170) * _e173);\n let _e175 = t;\n let _e176 = before;\n rest = (_e175 * (1f - _e176));\n let _e179 = rest;\n let _e182 = rest;\n denom = select(_e182, 0.0001f, (abs(_e179) < 0.0001f));\n let _e185 = unnamed.uFogDensity;\n let _e187 = t;\n let _e189 = before;\n let _e193 = (*dist);\n let _e194 = start;\n let _e197 = denom;\n let _e202 = denom;\n air = (1f - exp(((((-(_e185) * exp((-(_e187) * _e189))) * (_e193 - _e194)) * (1f - exp(-(_e197)))) / _e202)));\n let _e207 = unnamed.uUnderwaterFactor;\n if (_e207 <= 0f) {\n let _e209 = air;\n return _e209;\n }\n let _e211 = unnamed.uUnderwaterFogDensity;\n let _e212 = (*dist);\n wet = (_e211 * _e212);\n let _e214 = air;\n let _e215 = wet;\n let _e217 = wet;\n let _e223 = unnamed.uUnderwaterFactor;\n return mix(_e214, (1f - exp2(((-(_e215) * _e217) * 1.442695f))), _e223);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e111 = unnamed.uFogColor;\n let _e113 = unnamed.uUnderwaterColor;\n let _e115 = unnamed.uUnderwaterFactor;\n return mix(_e111, _e113, vec3(_e115));\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e111 = (*p);\n return fract((sin(dot(_e111, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e118 = (*p_1);\n i = floor(_e118);\n let _e120 = (*p_1);\n f = fract(_e120);\n let _e122 = f;\n let _e123 = f;\n let _e125 = f;\n u = ((_e122 * _e123) * (vec2(3f) - (_e125 * 2f)));\n let _e130 = i;\n param_4 = _e130;\n let _e131 = hash21_u0028_vf2_u003b((&param_4));\n let _e132 = i;\n param_5 = (_e132 + vec2<f32>(1f, 0f));\n let _e134 = hash21_u0028_vf2_u003b((&param_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((&param_6));\n let _e141 = i;\n param_7 = (_e141 + vec2<f32>(1f, 1f));\n let _e143 = hash21_u0028_vf2_u003b((&param_7));\n let _e145 = u[0u];\n let _e148 = u[1u];\n return mix(mix(_e131, _e134, _e136), mix(_e140, _e143, _e145), _e148);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>) -> f32 {\n var v_1: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n var param_10: vec2<f32>;\n\n let _e116 = (*p_2);\n let _e118 = (*t_1);\n param_8 = ((_e116 * 2.2f) + vec2<f32>(0f, (-(_e118) * 0.55f)));\n let _e123 = valueNoise_u0028_vf2_u003b((&param_8));\n v_1 = (_e123 * 0.55f);\n let _e126 = unnamed.uNoiseOctaves;\n if (_e126 == 1i) {\n let _e128 = v_1;\n return (_e128 / 0.55f);\n }\n let _e130 = (*p_2);\n let _e132 = (*t_1);\n let _e134 = (*t_1);\n param_9 = ((_e130 * 4.7f) + vec2<f32>((_e132 * 0.12f), (-(_e134) * 0.9f)));\n let _e139 = valueNoise_u0028_vf2_u003b((&param_9));\n let _e141 = v_1;\n v_1 = (_e141 + (_e139 * 0.29f));\n let _e144 = unnamed.uNoiseOctaves;\n if (_e144 == 2i) {\n let _e146 = v_1;\n return (_e146 / 0.84f);\n }\n let _e148 = v_1;\n let _e149 = (*p_2);\n let _e151 = (*t_1);\n let _e154 = (*t_1);\n param_10 = ((_e149 * 9.3f) + vec2<f32>((-(_e151) * 0.09f), (-(_e154) * 1.4f)));\n let _e159 = valueNoise_u0028_vf2_u003b((&param_10));\n return (_e148 + (_e159 * 0.16f));\n}\n\nfn main_1() {\n var t_2: f32;\n var height: f32;\n var spread: f32;\n var centred: f32;\n var sides: f32;\n var drift: f32;\n var param_11: vec2<f32>;\n var n: f32;\n var param_12: vec2<f32>;\n var param_13: f32;\n var density: f32;\n var col: vec3<f32>;\n var atmosphereColor: vec3<f32>;\n var emerge: f32;\n var dissipate: f32;\n var fog: f32;\n var param_14: f32;\n var param_15: f32;\n var alpha: f32;\n var param_16: vec3<f32>;\n var phi_517_: bool;\n\n let _e131 = unnamed.uClipEnabled;\n let _e132 = (_e131 != 0i);\n phi_517_ = _e132;\n if _e132 {\n let _e133 = vWorldPos_1;\n let _e139 = unnamed.uClipPlane;\n phi_517_ = (dot(vec4<f32>(_e133.x, _e133.y, _e133.z, 1f), _e139) < 0f);\n }\n let _e143 = phi_517_;\n if _e143 {\n discard;\n }\n let _e145 = unnamed.uTime;\n let _e146 = vSeed_1;\n t_2 = (_e145 + (_e146 * 53f));\n let _e150 = vUv_1[1u];\n height = _e150;\n let _e151 = height;\n spread = mix(0.5f, 1f, _e151);\n let _e154 = vUv_1[0u];\n let _e156 = spread;\n centred = (((_e154 - 0.5f) / _e156) + 0.5f);\n let _e159 = centred;\n sides = smoothstep(0f, 0.55f, (1f - clamp((abs((_e159 - 0.5f)) * 2f), 0f, 1f)));\n let _e166 = sides;\n if (_e166 <= 0.001f) {\n discard;\n }\n let _e168 = t_2;\n let _e170 = vSeed_1;\n param_11 = vec2<f32>((_e168 * 0.21f), (_e170 * 7f));\n let _e173 = valueNoise_u0028_vf2_u003b((&param_11));\n let _e176 = height;\n let _e178 = height;\n drift = ((((_e173 - 0.5f) * 0.6f) * _e176) * _e178);\n let _e180 = centred;\n let _e181 = drift;\n let _e183 = height;\n param_12 = vec2<f32>((_e180 + _e181), _e183);\n let _e185 = t_2;\n param_13 = _e185;\n let _e186 = billow_u0028_vf2_u003b_f1_u003b((&param_12), (&param_13));\n n = _e186;\n let _e187 = n;\n let _e188 = sides;\n let _e191 = height;\n density = (((_e187 * _e188) * 1.35f) - (_e191 * 0.88f));\n let _e194 = density;\n if (_e194 <= 0.02f) {\n discard;\n }\n let _e196 = height;\n col = mix(vec3<f32>(0.9f, 0.42f, 0.16f), vec3<f32>(0.11f, 0.1f, 0.1f), vec3(smoothstep(0f, 0.34f, _e196)));\n let _e200 = mediumColor_u0028_();\n atmosphereColor = _e200;\n let _e201 = col;\n let _e202 = atmosphereColor;\n let _e203 = height;\n col = mix(_e201, _e202, vec3(smoothstep(0.3f, 0.95f, _e203)));\n let _e207 = height;\n emerge = smoothstep(0f, 0.3f, _e207);\n let _e209 = height;\n dissipate = (1f - smoothstep(0.22f, 0.75f, _e209));\n let _e212 = vDistance_1;\n param_14 = _e212;\n let _e214 = vWorldPos_1[1u];\n param_15 = _e214;\n let _e215 = mediumFog_u0028_f1_u003b_f1_u003b((&param_14), (&param_15));\n fog = _e215;\n let _e216 = col;\n let _e217 = atmosphereColor;\n let _e218 = fog;\n col = mix(_e216, _e217, vec3(_e218));\n let _e221 = density;\n let _e224 = emerge;\n let _e226 = dissipate;\n alpha = (((clamp((_e221 * 0.95f), 0f, 1f) * _e224) * _e226) * 0.13f);\n let _e229 = col;\n param_16 = _e229;\n let _e230 = applyOutputTransform_u0028_vf3_u003b((&param_16));\n let _e231 = alpha;\n let _e232 = fog;\n outColor = vec4<f32>(_e230.x, _e230.y, _e230.z, (_e231 * (1f - _e232)));\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(1) vSeed: f32, @location(0) vUv: vec2<f32>, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vSeed_1 = vSeed;\n vUv_1 = vUv;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
9
9
 
10
10
  /**
11
11
  * What the transform assigned, so the renderer binds the same numbers.
@@ -86,6 +86,16 @@ export const SMOKE_BINDINGS = {
86
86
  "offset": 112,
87
87
  "size": 4,
88
88
  "type": "int"
89
+ },
90
+ "uOutputTransform": {
91
+ "offset": 116,
92
+ "size": 4,
93
+ "type": "int"
94
+ },
95
+ "uOutputExposure": {
96
+ "offset": 120,
97
+ "size": 4,
98
+ "type": "float"
89
99
  }
90
100
  },
91
101
  "textures": {}
@@ -5,7 +5,7 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
 
8
- export const TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uGlow: f32,\n uAlpha: f32,\n}\n\nvar<private> vNormal_1: vec3<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vChar_1: f32;\nvar<private> fragColor: vec4<f32>;\nvar<private> vDepth_1: f32;\n\nfn main_1() {\n var key: vec3<f32>;\n var lambert: f32;\n var lit: vec3<f32>;\n var emissive: vec3<f32>;\n\n key = vec3<f32>(-0.3549141f, 0.7098282f, 0.6084241f);\n let _e19 = vNormal_1;\n let _e21 = key;\n lambert = (0.55f + (0.45f * max(dot(normalize(_e19), _e21), 0f)));\n let _e27 = unnamed.uColor;\n let _e28 = lambert;\n lit = (_e27 * _e28);\n let _e31 = unnamed.uColor;\n let _e33 = unnamed.uGlow;\n let _e35 = vChar_1;\n emissive = ((_e31 * _e33) * (0.45f + (0.55f * _e35)));\n let _e39 = lit;\n let _e40 = emissive;\n let _e41 = (_e39 + _e40);\n let _e43 = unnamed.uAlpha;\n fragColor = vec4<f32>(_e41.x, _e41.y, _e41.z, _e43);\n return;\n}\n\n@fragment \nfn main(@location(0) vNormal: vec3<f32>, @location(2) vChar: f32, @location(1) vDepth: f32) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vChar_1 = vChar;\n vDepth_1 = vDepth;\n main_1();\n let _e7 = fragColor;\n return _e7;\n}\n";
8
+ export const TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uGlow: f32,\n uAlpha: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vChar_1: f32;\nvar<private> fragColor: vec4<f32>;\nvar<private> vDepth_1: f32;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e65 = (*c);\n low = (_e65 * 12.92f);\n let _e67 = (*c);\n high = ((pow(max(_e67, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e73 = high;\n let _e74 = low;\n let _e75 = (*c);\n return mix(_e73, _e74, step(_e75, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e66 = (*c_1)[0u];\n let _e68 = (*c_1)[1u];\n let _e70 = (*c_1)[2u];\n m = max(_e66, max(_e68, _e70));\n let _e73 = m;\n if (_e73 <= 0.8f) {\n let _e75 = (*c_1);\n return _e75;\n }\n let _e76 = m;\n e = (_e76 - 0.8f);\n let _e78 = (*c_1);\n let _e79 = e;\n let _e81 = e;\n let _e85 = m;\n return (_e78 * ((0.8f + ((0.2f * _e79) / (_e81 + 0.2f))) / _e85));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e65 = (*v);\n let _e66 = (*v);\n a = ((_e65 * (_e66 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e72 = (*v);\n let _e73 = (*v);\n b = ((_e72 * ((_e73 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e80 = a;\n let _e81 = b;\n return (_e80 / _e81);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e65 = unnamed.uOutputExposure;\n let _e66 = (*x);\n (*x) = (_e66 * _e65);\n let _e68 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e68);\n let _e70 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e70), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e67 = unnamed.uOutputTransform;\n if (_e67 == 0i) {\n let _e69 = (*c_2);\n return _e69;\n }\n let _e71 = unnamed.uOutputTransform;\n if (_e71 == 2i) {\n let _e73 = (*c_2);\n param_1 = _e73;\n let _e74 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e74;\n }\n let _e76 = unnamed.uOutputTransform;\n if (_e76 == 3i) {\n let _e78 = (*c_2);\n let _e80 = unnamed.uOutputExposure;\n param_2 = (_e78 * _e80);\n let _e82 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e82;\n }\n let _e83 = (*c_2);\n param_3 = _e83;\n let _e84 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e84;\n}\n\nfn main_1() {\n var key: vec3<f32>;\n var lambert: f32;\n var lit: vec3<f32>;\n var emissive: vec3<f32>;\n var param_4: vec3<f32>;\n\n key = vec3<f32>(-0.3549141f, 0.7098282f, 0.6084241f);\n let _e67 = vNormal_1;\n let _e69 = key;\n lambert = (0.55f + (0.45f * max(dot(normalize(_e67), _e69), 0f)));\n let _e75 = unnamed.uColor;\n let _e76 = lambert;\n lit = (_e75 * _e76);\n let _e79 = unnamed.uColor;\n let _e81 = unnamed.uGlow;\n let _e83 = vChar_1;\n emissive = ((_e79 * _e81) * (0.45f + (0.55f * _e83)));\n let _e87 = lit;\n let _e88 = emissive;\n param_4 = (_e87 + _e88);\n let _e90 = applyOutputTransform_u0028_vf3_u003b((&param_4));\n let _e92 = unnamed.uAlpha;\n fragColor = vec4<f32>(_e90.x, _e90.y, _e90.z, _e92);\n return;\n}\n\n@fragment \nfn main(@location(0) vNormal: vec3<f32>, @location(2) vChar: f32, @location(1) vDepth: f32) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vChar_1 = vChar;\n vDepth_1 = vDepth;\n main_1();\n let _e7 = fragColor;\n return _e7;\n}\n";
9
9
 
10
10
  export const TEXT_VERT_WGSL = "struct Uniforms {\n uViewport: vec2<f32>,\n uOrigin: vec2<f32>,\n uCellSize: f32,\n uDepth: f32,\n uReveal: f32,\n uCharCount: f32,\n uCharOffset: f32,\n uSpin: f32,\n uPunch: f32,\n uBob: f32,\n uTime: f32,\n uClipCorrection: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @builtin(position) gl_Position: vec4<f32>,\n @location(0) member: vec3<f32>,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCharIndex_1: f32;\nvar<private> aCorner_1: vec3<f32>;\nvar<private> aCell_1: vec2<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> vDepth: f32;\nvar<private> vChar: f32;\n\nfn rot_u0028_f1_u003b(a: ptr<function, f32>) -> mat2x2<f32> {\n var s: f32;\n var c: f32;\n\n let _e40 = (*a);\n s = sin(_e40);\n let _e42 = (*a);\n c = cos(_e42);\n let _e44 = c;\n let _e45 = s;\n let _e47 = s;\n let _e48 = c;\n return mat2x2<f32>(vec2<f32>(_e44, -(_e45)), vec2<f32>(_e47, _e48));\n}\n\nfn settle_u0028_f1_u003b(t: ptr<function, f32>) -> f32 {\n var d: f32;\n\n let _e39 = (*t);\n if (_e39 <= 0f) {\n return 0f;\n }\n let _e41 = (*t);\n if (_e41 >= 1f) {\n return 1f;\n }\n let _e43 = (*t);\n d = (1f - _e43);\n let _e45 = d;\n let _e46 = d;\n let _e48 = (*t);\n return (1f - ((_e45 * _e46) * cos((_e48 * 12f))));\n}\n\nfn main_1() {\n var span: f32;\n var start: f32;\n var local: f32;\n var eased: f32;\n var param: f32;\n var spin: f32;\n var rise: f32;\n var punch: f32;\n var local3_: vec3<f32>;\n var param_1: f32;\n var cell: vec2<f32>;\n var bob: f32;\n var centre: vec2<f32>;\n var invDepth: f32;\n var screen: vec2<f32>;\n var ndc: vec2<f32>;\n var depth: f32;\n var n: vec3<f32>;\n var param_2: f32;\n\n let _e57 = unnamed.uCharCount;\n span = max(_e57, 1f);\n let _e59 = aCharIndex_1;\n let _e61 = unnamed.uCharOffset;\n let _e63 = span;\n start = (((_e59 + _e61) / _e63) * 0.55f);\n let _e67 = unnamed.uReveal;\n let _e68 = start;\n let _e70 = start;\n local = clamp(((_e67 - _e68) / max(0.45f, (1f - _e70))), 0f, 1f);\n let _e75 = local;\n param = _e75;\n let _e76 = settle_u0028_f1_u003b((&param));\n eased = _e76;\n let _e78 = unnamed.uSpin;\n let _e79 = eased;\n spin = (_e78 * (1f - _e79));\n let _e82 = eased;\n let _e85 = unnamed.uCellSize;\n rise = (((1f - _e82) * _e85) * 6f);\n let _e89 = unnamed.uPunch;\n let _e90 = eased;\n punch = (1f + (_e89 * (1f - abs(((_e90 * 2f) - 1f)))));\n let _e97 = aCorner_1;\n let _e99 = unnamed.uCellSize;\n let _e102 = punch;\n local3_ = (((_e97 * _e99) * 0.5f) * _e102);\n let _e104 = spin;\n param_1 = _e104;\n let _e105 = rot_u0028_f1_u003b((&param_1));\n let _e106 = local3_;\n let _e108 = (_e105 * _e106.yz);\n let _e109 = local3_;\n local3_ = vec3<f32>(_e109.x, _e108.x, _e108.y);\n let _e114 = aCell_1;\n let _e116 = unnamed.uCellSize;\n cell = (_e114 * _e116);\n let _e119 = unnamed.uTime;\n let _e121 = aCharIndex_1;\n let _e126 = unnamed.uBob;\n bob = (sin(((_e119 * 3.1f) + (_e121 * 0.7f))) * _e126);\n let _e129 = unnamed.uOrigin;\n let _e131 = cell[0u];\n let _e133 = cell[1u];\n let _e137 = rise;\n let _e138 = bob;\n centre = ((_e129 + vec2<f32>(_e131, -(_e133))) + vec2<f32>(0f, (_e137 - _e138)));\n let _e143 = unnamed.uDepth;\n let _e145 = unnamed.uDepth;\n let _e147 = local3_[2u];\n invDepth = (_e143 / max(0.001f, (_e145 - _e147)));\n let _e151 = centre;\n let _e152 = local3_;\n let _e154 = invDepth;\n screen = (_e151 + (_e152.xy * _e154));\n let _e157 = screen;\n let _e159 = unnamed.uViewport;\n ndc = (((_e157 / _e159) * 2f) - vec2(1f));\n let _e165 = local3_[2u];\n let _e168 = unnamed.uCellSize;\n depth = (clamp((-(_e165) / max(1f, (_e168 * 2f))), -1f, 1f) * 0.4f);\n let _e175 = unnamed.uClipCorrection;\n let _e177 = ndc[0u];\n let _e179 = ndc[1u];\n let _e181 = depth;\n unnamed_1.gl_Position = (_e175 * vec4<f32>(_e177, -(_e179), _e181, 1f));\n let _e185 = aNormal_1;\n n = _e185;\n let _e186 = spin;\n param_2 = _e186;\n let _e187 = rot_u0028_f1_u003b((&param_2));\n let _e188 = n;\n let _e190 = (_e187 * _e188.yz);\n let _e191 = n;\n n = vec3<f32>(_e191.x, _e190.x, _e190.y);\n let _e196 = n;\n vNormal = _e196;\n let _e198 = local3_[2u];\n vDepth = _e198;\n let _e199 = eased;\n vChar = _e199;\n return;\n}\n\n@vertex \nfn main(@location(3) aCharIndex: f32, @location(0) aCorner: vec3<f32>, @location(2) aCell: vec2<f32>, @location(1) aNormal: vec3<f32>) -> VertexOutput {\n aCharIndex_1 = aCharIndex;\n aCorner_1 = aCorner;\n aCell_1 = aCell;\n aNormal_1 = aNormal;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = unnamed_1.gl_Position;\n let _e17 = vNormal;\n let _e18 = vDepth;\n let _e19 = vChar;\n return VertexOutput(_e16, _e17, _e18, _e19);\n}\n";
11
11
 
@@ -33,6 +33,16 @@ export const TEXT_BINDINGS = {
33
33
  "offset": 16,
34
34
  "size": 4,
35
35
  "type": "float"
36
+ },
37
+ "uOutputTransform": {
38
+ "offset": 20,
39
+ "size": 4,
40
+ "type": "int"
41
+ },
42
+ "uOutputExposure": {
43
+ "offset": 24,
44
+ "size": 4,
45
+ "type": "float"
36
46
  }
37
47
  },
38
48
  "textures": {}
@@ -5,7 +5,7 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
 
8
- export const WATER_FRAG_WGSL = "struct Uniforms {\n uGridHalf: vec2<f32>,\n uFoamGain: f32,\n uNadirOpacity: f32,\n uVisibility: f32,\n uMirror: f32,\n uDeepColor: vec3<f32>,\n uShallowColor: vec3<f32>,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uLightFalloff: i32,\n uLightCone: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n uReflectionEnabled: i32,\n uReflectionTexelSize: vec2<f32>,\n uReflectionFilterTaps: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vCrest_1: f32;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vGrid_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e122 = unnamed.uFogMode;\n if (_e122 == 1i) {\n let _e125 = unnamed.uFogFar;\n let _e127 = unnamed.uFogNear;\n span = max((_e125 - _e127), 0.0001f);\n let _e130 = (*dist);\n let _e132 = unnamed.uFogNear;\n let _e134 = span;\n ramp = clamp(((_e130 - _e132) / _e134), 0f, 1f);\n let _e138 = unnamed.uUnderwaterFactor;\n if (_e138 <= 0f) {\n let _e140 = ramp;\n return _e140;\n }\n let _e142 = unnamed.uUnderwaterFogDensity;\n let _e143 = (*dist);\n wetLinear = (_e142 * _e143);\n let _e145 = ramp;\n let _e146 = wetLinear;\n let _e148 = wetLinear;\n let _e154 = unnamed.uUnderwaterFactor;\n return mix(_e145, (1f - exp2(((-(_e146) * _e148) * 1.442695f))), _e154);\n }\n let _e157 = unnamed.uFogNear;\n let _e158 = (*dist);\n start = min(_e157, _e158);\n let _e160 = (*dist);\n if (_e160 > 0f) {\n let _e162 = start;\n let _e163 = (*dist);\n local = (_e162 / _e163);\n } else {\n local = 0f;\n }\n let _e165 = local;\n before = _e165;\n let _e166 = (*pointY);\n let _e168 = unnamed.uFogEyeY;\n let _e171 = unnamed.uFogHeightFalloff;\n t = ((_e166 - _e168) * _e171);\n let _e173 = t;\n let _e174 = before;\n rest = (_e173 * (1f - _e174));\n let _e177 = rest;\n let _e180 = rest;\n denom = select(_e180, 0.0001f, (abs(_e177) < 0.0001f));\n let _e183 = unnamed.uFogDensity;\n let _e185 = t;\n let _e187 = before;\n let _e191 = (*dist);\n let _e192 = start;\n let _e195 = denom;\n let _e200 = denom;\n air = (1f - exp(((((-(_e183) * exp((-(_e185) * _e187))) * (_e191 - _e192)) * (1f - exp(-(_e195)))) / _e200)));\n let _e205 = unnamed.uUnderwaterFactor;\n if (_e205 <= 0f) {\n let _e207 = air;\n return _e207;\n }\n let _e209 = unnamed.uUnderwaterFogDensity;\n let _e210 = (*dist);\n wet = (_e209 * _e210);\n let _e212 = air;\n let _e213 = wet;\n let _e215 = wet;\n let _e221 = unnamed.uUnderwaterFactor;\n return mix(_e212, (1f - exp2(((-(_e213) * _e215) * 1.442695f))), _e221);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e109 = unnamed.uFogColor;\n let _e111 = unnamed.uUnderwaterColor;\n let _e113 = unnamed.uUnderwaterFactor;\n return mix(_e109, _e111, vec3(_e113));\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var view: vec3<f32>;\n var facing: f32;\n var fresnel: f32;\n var atmosphereColor: vec3<f32>;\n var col: vec3<f32>;\n var incident: vec3<f32>;\n var halfVec: vec3<f32>;\n var spec: f32;\n var highlight: vec3<f32>;\n var i: i32;\n var toLight: vec3<f32>;\n var lightDist: f32;\n var exponent: f32;\n var reach: f32;\n var falloff: f32;\n var window: f32;\n var lightDir: vec3<f32>;\n var shaped: f32;\n var lampHalf: vec3<f32>;\n var foam: f32;\n var dist_1: f32;\n var fog: f32;\n var param: f32;\n var param_1: f32;\n var airOpacity: f32;\n var underwaterOpacity: f32;\n var opacity: f32;\n var reflected: vec3<f32>;\n var reflectionValid: f32;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var blurPixels: f32;\n var sceneReflection: vec3<f32>;\n var filterWeight: f32;\n var i_1: i32;\n var sampleUv: vec2<f32>;\n var indexable: array<vec2<f32>, 9>;\n var weight: f32;\n var indexable_1: array<f32, 9>;\n var sceneWeight: f32;\n var reflectionGain: f32;\n var reflectivity: f32;\n var reflectedRadiance: f32;\n var reflectionWeight: f32;\n var rimFraction: vec2<f32>;\n var rimT: f32;\n var rim: f32;\n var edge: f32;\n var phi_495_: bool;\n\n let _e157 = vNormal_1;\n n = normalize(_e157);\n let _e160 = unnamed.uCameraPos;\n let _e161 = vWorldPos_1;\n view = normalize((_e160 - _e161));\n let _e164 = n;\n let _e165 = view;\n facing = clamp(abs(dot(_e164, _e165)), 0f, 1f);\n let _e169 = facing;\n fresnel = (0.02f + (0.98f * pow((1f - _e169), 5f)));\n let _e174 = mediumColor_u0028_();\n atmosphereColor = _e174;\n let _e176 = unnamed.uDeepColor;\n let _e178 = unnamed.uShallowColor;\n let _e179 = vCrest_1;\n col = mix(_e176, _e178, vec3(clamp(((_e179 * 1.4f) + 0.4f), 0f, 1f)));\n let _e186 = unnamed.uAmbient;\n let _e188 = unnamed.uDirectionalColor;\n let _e189 = n;\n let _e191 = unnamed.uDirectionalDir;\n incident = (_e186 + ((_e188 * max(dot(_e189, _e191), 0f)) * 0.6f));\n let _e198 = unnamed.uDirectionalDir;\n let _e199 = view;\n halfVec = normalize((_e198 + _e199));\n let _e202 = n;\n let _e203 = halfVec;\n spec = pow(max(dot(_e202, _e203), 0f), 220f);\n let _e208 = unnamed.uDirectionalColor;\n let _e209 = spec;\n highlight = ((_e208 * _e209) * 1.6f);\n i = 0i;\n loop {\n let _e212 = i;\n if (_e212 < 16i) {\n let _e214 = i;\n let _e216 = unnamed.uLightCount;\n if (_e214 >= _e216) {\n break;\n }\n let _e218 = i;\n let _e221 = unnamed.uLightPos[_e218];\n let _e222 = vWorldPos_1;\n toLight = (_e221 - _e222);\n let _e224 = toLight;\n lightDist = length(_e224);\n let _e226 = i;\n let _e230 = unnamed.uLightCone[_e226][2u];\n exponent = _e230;\n let _e231 = exponent;\n if (_e231 > 0f) {\n let _e233 = lightDist;\n let _e234 = i;\n let _e238 = unnamed.uLightRadius[_e234][0u];\n reach = (_e233 / max(_e238, 0.0001f));\n let _e241 = reach;\n let _e242 = reach;\n let _e246 = exponent;\n falloff = pow(clamp((1f - (_e241 * _e242)), 0f, 1f), _e246);\n } else {\n let _e249 = unnamed.uLightFalloff;\n if (_e249 == 1i) {\n let _e251 = lightDist;\n let _e252 = i;\n let _e256 = unnamed.uLightRadius[_e252][0u];\n window = clamp((1f - pow((_e251 / max(_e256, 0.0001f)), 4f)), 0f, 1f);\n let _e262 = window;\n let _e263 = window;\n let _e265 = lightDist;\n let _e266 = lightDist;\n falloff = ((_e262 * _e263) / max((_e265 * _e266), 0.01f));\n } else {\n let _e270 = lightDist;\n let _e271 = i;\n let _e275 = unnamed.uLightRadius[_e271][0u];\n falloff = clamp((1f - (_e270 / max(_e275, 0.0001f))), 0f, 1f);\n }\n }\n let _e280 = falloff;\n if (_e280 <= 0f) {\n continue;\n }\n let _e282 = toLight;\n let _e283 = lightDist;\n lightDir = (_e282 / vec3(max(_e283, 0.0001f)));\n let _e287 = falloff;\n let _e288 = i;\n let _e292 = unnamed.uLightWeight[_e288][0u];\n shaped = (_e287 * _e292);\n let _e294 = i;\n let _e297 = unnamed.uLightColor[_e294];\n let _e298 = n;\n let _e299 = lightDir;\n let _e303 = shaped;\n let _e306 = incident;\n incident = (_e306 + (((_e297 * max(dot(_e298, _e299), 0f)) * _e303) * 0.6f));\n let _e308 = lightDir;\n let _e309 = view;\n lampHalf = normalize((_e308 + _e309));\n let _e312 = i;\n let _e315 = unnamed.uLightColor[_e312];\n let _e316 = n;\n let _e317 = lampHalf;\n let _e322 = shaped;\n let _e325 = highlight;\n highlight = (_e325 + (((_e315 * pow(max(dot(_e316, _e317), 0f), 220f)) * _e322) * 1.6f));\n continue;\n } else {\n break;\n }\n continuing {\n let _e327 = i;\n i = (_e327 + 1i);\n }\n }\n let _e329 = incident;\n let _e330 = col;\n col = (_e330 * _e329);\n let _e332 = highlight;\n let _e333 = col;\n col = (_e333 + _e332);\n let _e335 = vCrest_1;\n let _e338 = unnamed.uFoamGain;\n foam = (smoothstep(0.55f, 0.85f, _e335) * _e338);\n let _e340 = col;\n let _e341 = foam;\n col = mix(_e340, vec3<f32>(0.92f, 0.96f, 1f), vec3((_e341 * 0.5f)));\n let _e345 = vWorldPos_1;\n let _e347 = unnamed.uCameraPos;\n dist_1 = distance(_e345, _e347);\n let _e349 = dist_1;\n param = _e349;\n let _e351 = vWorldPos_1[1u];\n param_1 = _e351;\n let _e352 = mediumFog_u0028_f1_u003b_f1_u003b((&param), (&param_1));\n fog = _e352;\n let _e353 = col;\n let _e354 = atmosphereColor;\n let _e355 = fog;\n col = mix(_e353, _e354, vec3(_e355));\n let _e359 = unnamed.uNadirOpacity;\n let _e360 = fresnel;\n airOpacity = mix(_e359, 0.96f, _e360);\n let _e363 = unnamed.uNadirOpacity;\n let _e365 = fresnel;\n underwaterOpacity = mix((_e363 * 0.55f), 0.88f, _e365);\n let _e367 = airOpacity;\n let _e368 = underwaterOpacity;\n let _e370 = unnamed.uUnderwaterFactor;\n opacity = mix(_e367, _e368, _e370);\n let _e372 = opacity;\n let _e373 = foam;\n opacity = mix(_e372, 0.96f, (_e373 * 0.7f));\n let _e376 = atmosphereColor;\n reflected = _e376;\n reflectionValid = 0f;\n let _e378 = unnamed.uReflectionEnabled;\n let _e379 = (_e378 != 0i);\n phi_495_ = _e379;\n if _e379 {\n let _e381 = vReflectionClip_1[3u];\n phi_495_ = (_e381 > 0f);\n }\n let _e384 = phi_495_;\n if _e384 {\n let _e385 = vReflectionClip_1;\n let _e388 = vReflectionClip_1[3u];\n reflectionUv = (((_e385.xy / vec2(_e388)) * 0.5f) + vec2(0.5f));\n let _e394 = n;\n let _e396 = fresnel;\n let _e399 = reflectionUv;\n reflectionUv = (_e399 + (_e394.xz * mix(0.008f, 0.022f, _e396)));\n let _e401 = reflectionUv;\n let _e402 = reflectionUv;\n border = min(_e401, (vec2(1f) - _e402));\n let _e407 = border[0u];\n let _e409 = border[1u];\n reflectionValid = smoothstep(0f, 0.025f, min(_e407, _e409));\n let _e412 = dist_1;\n blurPixels = (1.35f + min((_e412 * 0.022f), 3.5f));\n sceneReflection = vec3<f32>(0f, 0f, 0f);\n filterWeight = 0f;\n i_1 = 0i;\n loop {\n let _e416 = i_1;\n if (_e416 < 9i) {\n let _e418 = i_1;\n let _e420 = unnamed.uReflectionFilterTaps;\n if (_e418 >= _e420) {\n break;\n }\n let _e422 = reflectionUv;\n let _e423 = i_1;\n indexable = array<vec2<f32>, 9>(vec2<f32>(0f, 0f), vec2<f32>(-0.62f, -0.31f), vec2<f32>(0.54f, 0.43f), vec2<f32>(-0.34f, 0.76f), vec2<f32>(0.78f, -0.57f), vec2<f32>(-0.88f, 0.28f), vec2<f32>(0.22f, -0.91f), vec2<f32>(0.91f, 0.08f), vec2<f32>(-0.18f, 0.94f));\n let _e425 = indexable[_e423];\n let _e427 = unnamed.uReflectionTexelSize;\n let _e429 = blurPixels;\n sampleUv = (_e422 + ((_e425 * _e427) * _e429));\n let _e432 = i_1;\n indexable_1 = array<f32, 9>(0.28f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f);\n let _e434 = indexable_1[_e432];\n weight = _e434;\n let _e435 = sampleUv;\n let _e439 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e435, vec2(0f), vec2(1f)), 0f);\n let _e441 = weight;\n let _e443 = sceneReflection;\n sceneReflection = (_e443 + (_e439.xyz * _e441));\n let _e445 = weight;\n let _e446 = filterWeight;\n filterWeight = (_e446 + _e445);\n continue;\n } else {\n break;\n }\n continuing {\n let _e448 = i_1;\n i_1 = (_e448 + 1i);\n }\n }\n let _e450 = filterWeight;\n let _e452 = sceneReflection;\n sceneReflection = (_e452 / vec3(max(_e450, 0.001f)));\n let _e455 = atmosphereColor;\n let _e456 = sceneReflection;\n let _e457 = reflectionValid;\n reflected = mix(_e455, _e456, vec3(_e457));\n }\n let _e461 = unnamed.uReflectionEnabled;\n let _e463 = reflectionValid;\n sceneWeight = (f32(_e461) * _e463);\n let _e465 = sceneWeight;\n reflectionGain = mix(0.75f, 0.94f, _e465);\n let _e467 = fresnel;\n let _e469 = unnamed.uMirror;\n reflectivity = mix(_e467, 1f, _e469);\n let _e471 = reflectivity;\n let _e472 = reflectionGain;\n let _e474 = foam;\n let _e478 = opacity;\n reflectedRadiance = min(((_e471 * _e472) * (1f - (_e474 * 0.8f))), _e478);\n let _e480 = reflectedRadiance;\n let _e481 = opacity;\n reflectionWeight = (_e480 / max(_e481, 0.001f));\n let _e484 = col;\n let _e485 = reflected;\n let _e486 = reflectionWeight;\n col = mix(_e484, _e485, vec3(_e486));\n let _e489 = vGrid_1;\n let _e492 = unnamed.uGridHalf;\n rimFraction = (abs(_e489) / max(_e492, vec2<f32>(0.001f, 0.001f)));\n let _e496 = rimFraction[0u];\n let _e498 = rimFraction[1u];\n rimT = max(_e496, _e498);\n let _e500 = rimT;\n rim = (1f - smoothstep(0.9f, 1f, _e500));\n let _e503 = fog;\n edge = (1f - smoothstep(0.82f, 1f, _e503));\n let _e506 = col;\n let _e507 = opacity;\n let _e508 = edge;\n let _e510 = rim;\n let _e513 = unnamed.uVisibility;\n outColor = vec4<f32>(_e506.x, _e506.y, _e506.z, (((_e507 * _e508) * _e510) * _e513));\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vWorldPos: vec3<f32>, @location(2) vCrest: f32, @location(3) vReflectionClip: vec4<f32>, @location(4) vGrid: vec2<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vCrest_1 = vCrest;\n vReflectionClip_1 = vReflectionClip;\n vGrid_1 = vGrid;\n main_1();\n let _e11 = outColor;\n return _e11;\n}\n";
8
+ export const WATER_FRAG_WGSL = "struct Uniforms {\n uGridHalf: vec2<f32>,\n uFoamGain: f32,\n uNadirOpacity: f32,\n uVisibility: f32,\n uMirror: f32,\n uDeepColor: vec3<f32>,\n uShallowColor: vec3<f32>,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uLightFalloff: i32,\n uLightCone: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n uReflectionEnabled: i32,\n uReflectionTexelSize: vec2<f32>,\n uReflectionFilterTaps: i32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vCrest_1: f32;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vGrid_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e152 = (*c);\n low = (_e152 * 12.92f);\n let _e154 = (*c);\n high = ((pow(max(_e154, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e160 = high;\n let _e161 = low;\n let _e162 = (*c);\n return mix(_e160, _e161, step(_e162, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e153 = (*c_1)[0u];\n let _e155 = (*c_1)[1u];\n let _e157 = (*c_1)[2u];\n m = max(_e153, max(_e155, _e157));\n let _e160 = m;\n if (_e160 <= 0.8f) {\n let _e162 = (*c_1);\n return _e162;\n }\n let _e163 = m;\n e = (_e163 - 0.8f);\n let _e165 = (*c_1);\n let _e166 = e;\n let _e168 = e;\n let _e172 = m;\n return (_e165 * ((0.8f + ((0.2f * _e166) / (_e168 + 0.2f))) / _e172));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e152 = (*v);\n let _e153 = (*v);\n a = ((_e152 * (_e153 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e159 = (*v);\n let _e160 = (*v);\n b = ((_e159 * ((_e160 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e167 = a;\n let _e168 = b;\n return (_e167 / _e168);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e152 = unnamed.uOutputExposure;\n let _e153 = (*x);\n (*x) = (_e153 * _e152);\n let _e155 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e155);\n let _e157 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e157), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e154 = unnamed.uOutputTransform;\n if (_e154 == 0i) {\n let _e156 = (*c_2);\n return _e156;\n }\n let _e158 = unnamed.uOutputTransform;\n if (_e158 == 2i) {\n let _e160 = (*c_2);\n param_1 = _e160;\n let _e161 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e161;\n }\n let _e163 = unnamed.uOutputTransform;\n if (_e163 == 3i) {\n let _e165 = (*c_2);\n let _e167 = unnamed.uOutputExposure;\n param_2 = (_e165 * _e167);\n let _e169 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e169;\n }\n let _e170 = (*c_2);\n param_3 = _e170;\n let _e171 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e171;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e163 = unnamed.uFogMode;\n if (_e163 == 1i) {\n let _e166 = unnamed.uFogFar;\n let _e168 = unnamed.uFogNear;\n span = max((_e166 - _e168), 0.0001f);\n let _e171 = (*dist);\n let _e173 = unnamed.uFogNear;\n let _e175 = span;\n ramp = clamp(((_e171 - _e173) / _e175), 0f, 1f);\n let _e179 = unnamed.uUnderwaterFactor;\n if (_e179 <= 0f) {\n let _e181 = ramp;\n return _e181;\n }\n let _e183 = unnamed.uUnderwaterFogDensity;\n let _e184 = (*dist);\n wetLinear = (_e183 * _e184);\n let _e186 = ramp;\n let _e187 = wetLinear;\n let _e189 = wetLinear;\n let _e195 = unnamed.uUnderwaterFactor;\n return mix(_e186, (1f - exp2(((-(_e187) * _e189) * 1.442695f))), _e195);\n }\n let _e198 = unnamed.uFogNear;\n let _e199 = (*dist);\n start = min(_e198, _e199);\n let _e201 = (*dist);\n if (_e201 > 0f) {\n let _e203 = start;\n let _e204 = (*dist);\n local = (_e203 / _e204);\n } else {\n local = 0f;\n }\n let _e206 = local;\n before = _e206;\n let _e207 = (*pointY);\n let _e209 = unnamed.uFogEyeY;\n let _e212 = unnamed.uFogHeightFalloff;\n t = ((_e207 - _e209) * _e212);\n let _e214 = t;\n let _e215 = before;\n rest = (_e214 * (1f - _e215));\n let _e218 = rest;\n let _e221 = rest;\n denom = select(_e221, 0.0001f, (abs(_e218) < 0.0001f));\n let _e224 = unnamed.uFogDensity;\n let _e226 = t;\n let _e228 = before;\n let _e232 = (*dist);\n let _e233 = start;\n let _e236 = denom;\n let _e241 = denom;\n air = (1f - exp(((((-(_e224) * exp((-(_e226) * _e228))) * (_e232 - _e233)) * (1f - exp(-(_e236)))) / _e241)));\n let _e246 = unnamed.uUnderwaterFactor;\n if (_e246 <= 0f) {\n let _e248 = air;\n return _e248;\n }\n let _e250 = unnamed.uUnderwaterFogDensity;\n let _e251 = (*dist);\n wet = (_e250 * _e251);\n let _e253 = air;\n let _e254 = wet;\n let _e256 = wet;\n let _e262 = unnamed.uUnderwaterFactor;\n return mix(_e253, (1f - exp2(((-(_e254) * _e256) * 1.442695f))), _e262);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e150 = unnamed.uFogColor;\n let _e152 = unnamed.uUnderwaterColor;\n let _e154 = unnamed.uUnderwaterFactor;\n return mix(_e150, _e152, vec3(_e154));\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var view: vec3<f32>;\n var facing: f32;\n var fresnel: f32;\n var atmosphereColor: vec3<f32>;\n var col: vec3<f32>;\n var incident: vec3<f32>;\n var halfVec: vec3<f32>;\n var spec: f32;\n var highlight: vec3<f32>;\n var i: i32;\n var toLight: vec3<f32>;\n var lightDist: f32;\n var exponent: f32;\n var reach: f32;\n var falloff: f32;\n var window: f32;\n var lightDir: vec3<f32>;\n var shaped: f32;\n var lampHalf: vec3<f32>;\n var foam: f32;\n var dist_1: f32;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var param_6: vec3<f32>;\n var gradedAir: vec3<f32>;\n var param_7: vec3<f32>;\n var airOpacity: f32;\n var underwaterOpacity: f32;\n var opacity: f32;\n var reflected: vec3<f32>;\n var reflectionValid: f32;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var blurPixels: f32;\n var sceneReflection: vec3<f32>;\n var filterWeight: f32;\n var i_1: i32;\n var sampleUv: vec2<f32>;\n var indexable: array<vec2<f32>, 9>;\n var weight: f32;\n var indexable_1: array<f32, 9>;\n var sceneWeight: f32;\n var reflectionGain: f32;\n var reflectivity: f32;\n var reflectedRadiance: f32;\n var reflectionWeight: f32;\n var rimFraction: vec2<f32>;\n var rimT: f32;\n var rim: f32;\n var edge: f32;\n var phi_677_: bool;\n\n let _e201 = vNormal_1;\n n = normalize(_e201);\n let _e204 = unnamed.uCameraPos;\n let _e205 = vWorldPos_1;\n view = normalize((_e204 - _e205));\n let _e208 = n;\n let _e209 = view;\n facing = clamp(abs(dot(_e208, _e209)), 0f, 1f);\n let _e213 = facing;\n fresnel = (0.02f + (0.98f * pow((1f - _e213), 5f)));\n let _e218 = mediumColor_u0028_();\n atmosphereColor = _e218;\n let _e220 = unnamed.uDeepColor;\n let _e222 = unnamed.uShallowColor;\n let _e223 = vCrest_1;\n col = mix(_e220, _e222, vec3(clamp(((_e223 * 1.4f) + 0.4f), 0f, 1f)));\n let _e230 = unnamed.uAmbient;\n let _e232 = unnamed.uDirectionalColor;\n let _e233 = n;\n let _e235 = unnamed.uDirectionalDir;\n incident = (_e230 + ((_e232 * max(dot(_e233, _e235), 0f)) * 0.6f));\n let _e242 = unnamed.uDirectionalDir;\n let _e243 = view;\n halfVec = normalize((_e242 + _e243));\n let _e246 = n;\n let _e247 = halfVec;\n spec = pow(max(dot(_e246, _e247), 0f), 220f);\n let _e252 = unnamed.uDirectionalColor;\n let _e253 = spec;\n highlight = ((_e252 * _e253) * 1.6f);\n i = 0i;\n loop {\n let _e256 = i;\n if (_e256 < 16i) {\n let _e258 = i;\n let _e260 = unnamed.uLightCount;\n if (_e258 >= _e260) {\n break;\n }\n let _e262 = i;\n let _e265 = unnamed.uLightPos[_e262];\n let _e266 = vWorldPos_1;\n toLight = (_e265 - _e266);\n let _e268 = toLight;\n lightDist = length(_e268);\n let _e270 = i;\n let _e274 = unnamed.uLightCone[_e270][2u];\n exponent = _e274;\n let _e275 = exponent;\n if (_e275 > 0f) {\n let _e277 = lightDist;\n let _e278 = i;\n let _e282 = unnamed.uLightRadius[_e278][0u];\n reach = (_e277 / max(_e282, 0.0001f));\n let _e285 = reach;\n let _e286 = reach;\n let _e290 = exponent;\n falloff = pow(clamp((1f - (_e285 * _e286)), 0f, 1f), _e290);\n } else {\n let _e293 = unnamed.uLightFalloff;\n if (_e293 == 1i) {\n let _e295 = lightDist;\n let _e296 = i;\n let _e300 = unnamed.uLightRadius[_e296][0u];\n window = clamp((1f - pow((_e295 / max(_e300, 0.0001f)), 4f)), 0f, 1f);\n let _e306 = window;\n let _e307 = window;\n let _e309 = lightDist;\n let _e310 = lightDist;\n falloff = ((_e306 * _e307) / max((_e309 * _e310), 0.01f));\n } else {\n let _e314 = lightDist;\n let _e315 = i;\n let _e319 = unnamed.uLightRadius[_e315][0u];\n falloff = clamp((1f - (_e314 / max(_e319, 0.0001f))), 0f, 1f);\n }\n }\n let _e324 = falloff;\n if (_e324 <= 0f) {\n continue;\n }\n let _e326 = toLight;\n let _e327 = lightDist;\n lightDir = (_e326 / vec3(max(_e327, 0.0001f)));\n let _e331 = falloff;\n let _e332 = i;\n let _e336 = unnamed.uLightWeight[_e332][0u];\n shaped = (_e331 * _e336);\n let _e338 = i;\n let _e341 = unnamed.uLightColor[_e338];\n let _e342 = n;\n let _e343 = lightDir;\n let _e347 = shaped;\n let _e350 = incident;\n incident = (_e350 + (((_e341 * max(dot(_e342, _e343), 0f)) * _e347) * 0.6f));\n let _e352 = lightDir;\n let _e353 = view;\n lampHalf = normalize((_e352 + _e353));\n let _e356 = i;\n let _e359 = unnamed.uLightColor[_e356];\n let _e360 = n;\n let _e361 = lampHalf;\n let _e366 = shaped;\n let _e369 = highlight;\n highlight = (_e369 + (((_e359 * pow(max(dot(_e360, _e361), 0f), 220f)) * _e366) * 1.6f));\n continue;\n } else {\n break;\n }\n continuing {\n let _e371 = i;\n i = (_e371 + 1i);\n }\n }\n let _e373 = incident;\n let _e374 = col;\n col = (_e374 * _e373);\n let _e376 = highlight;\n let _e377 = col;\n col = (_e377 + _e376);\n let _e379 = vCrest_1;\n let _e382 = unnamed.uFoamGain;\n foam = (smoothstep(0.55f, 0.85f, _e379) * _e382);\n let _e384 = col;\n let _e385 = foam;\n col = mix(_e384, vec3<f32>(0.92f, 0.96f, 1f), vec3((_e385 * 0.5f)));\n let _e389 = vWorldPos_1;\n let _e391 = unnamed.uCameraPos;\n dist_1 = distance(_e389, _e391);\n let _e393 = dist_1;\n param_4 = _e393;\n let _e395 = vWorldPos_1[1u];\n param_5 = _e395;\n let _e396 = mediumFog_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n fog = _e396;\n let _e397 = col;\n let _e398 = atmosphereColor;\n let _e399 = fog;\n col = mix(_e397, _e398, vec3(_e399));\n let _e402 = col;\n param_6 = _e402;\n let _e403 = applyOutputTransform_u0028_vf3_u003b((&param_6));\n col = _e403;\n let _e404 = atmosphereColor;\n param_7 = _e404;\n let _e405 = applyOutputTransform_u0028_vf3_u003b((&param_7));\n gradedAir = _e405;\n let _e407 = unnamed.uNadirOpacity;\n let _e408 = fresnel;\n airOpacity = mix(_e407, 0.96f, _e408);\n let _e411 = unnamed.uNadirOpacity;\n let _e413 = fresnel;\n underwaterOpacity = mix((_e411 * 0.55f), 0.88f, _e413);\n let _e415 = airOpacity;\n let _e416 = underwaterOpacity;\n let _e418 = unnamed.uUnderwaterFactor;\n opacity = mix(_e415, _e416, _e418);\n let _e420 = opacity;\n let _e421 = foam;\n opacity = mix(_e420, 0.96f, (_e421 * 0.7f));\n let _e424 = gradedAir;\n reflected = _e424;\n reflectionValid = 0f;\n let _e426 = unnamed.uReflectionEnabled;\n let _e427 = (_e426 != 0i);\n phi_677_ = _e427;\n if _e427 {\n let _e429 = vReflectionClip_1[3u];\n phi_677_ = (_e429 > 0f);\n }\n let _e432 = phi_677_;\n if _e432 {\n let _e433 = vReflectionClip_1;\n let _e436 = vReflectionClip_1[3u];\n reflectionUv = (((_e433.xy / vec2(_e436)) * 0.5f) + vec2(0.5f));\n let _e442 = n;\n let _e444 = fresnel;\n let _e447 = reflectionUv;\n reflectionUv = (_e447 + (_e442.xz * mix(0.008f, 0.022f, _e444)));\n let _e449 = reflectionUv;\n let _e450 = reflectionUv;\n border = min(_e449, (vec2(1f) - _e450));\n let _e455 = border[0u];\n let _e457 = border[1u];\n reflectionValid = smoothstep(0f, 0.025f, min(_e455, _e457));\n let _e460 = dist_1;\n blurPixels = (1.35f + min((_e460 * 0.022f), 3.5f));\n sceneReflection = vec3<f32>(0f, 0f, 0f);\n filterWeight = 0f;\n i_1 = 0i;\n loop {\n let _e464 = i_1;\n if (_e464 < 9i) {\n let _e466 = i_1;\n let _e468 = unnamed.uReflectionFilterTaps;\n if (_e466 >= _e468) {\n break;\n }\n let _e470 = reflectionUv;\n let _e471 = i_1;\n indexable = array<vec2<f32>, 9>(vec2<f32>(0f, 0f), vec2<f32>(-0.62f, -0.31f), vec2<f32>(0.54f, 0.43f), vec2<f32>(-0.34f, 0.76f), vec2<f32>(0.78f, -0.57f), vec2<f32>(-0.88f, 0.28f), vec2<f32>(0.22f, -0.91f), vec2<f32>(0.91f, 0.08f), vec2<f32>(-0.18f, 0.94f));\n let _e473 = indexable[_e471];\n let _e475 = unnamed.uReflectionTexelSize;\n let _e477 = blurPixels;\n sampleUv = (_e470 + ((_e473 * _e475) * _e477));\n let _e480 = i_1;\n indexable_1 = array<f32, 9>(0.28f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f);\n let _e482 = indexable_1[_e480];\n weight = _e482;\n let _e483 = sampleUv;\n let _e487 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e483, vec2(0f), vec2(1f)), 0f);\n let _e489 = weight;\n let _e491 = sceneReflection;\n sceneReflection = (_e491 + (_e487.xyz * _e489));\n let _e493 = weight;\n let _e494 = filterWeight;\n filterWeight = (_e494 + _e493);\n continue;\n } else {\n break;\n }\n continuing {\n let _e496 = i_1;\n i_1 = (_e496 + 1i);\n }\n }\n let _e498 = filterWeight;\n let _e500 = sceneReflection;\n sceneReflection = (_e500 / vec3(max(_e498, 0.001f)));\n let _e503 = gradedAir;\n let _e504 = sceneReflection;\n let _e505 = reflectionValid;\n reflected = mix(_e503, _e504, vec3(_e505));\n }\n let _e509 = unnamed.uReflectionEnabled;\n let _e511 = reflectionValid;\n sceneWeight = (f32(_e509) * _e511);\n let _e513 = sceneWeight;\n reflectionGain = mix(0.75f, 0.94f, _e513);\n let _e515 = fresnel;\n let _e517 = unnamed.uMirror;\n reflectivity = mix(_e515, 1f, _e517);\n let _e519 = reflectivity;\n let _e520 = reflectionGain;\n let _e522 = foam;\n let _e526 = opacity;\n reflectedRadiance = min(((_e519 * _e520) * (1f - (_e522 * 0.8f))), _e526);\n let _e528 = reflectedRadiance;\n let _e529 = opacity;\n reflectionWeight = (_e528 / max(_e529, 0.001f));\n let _e532 = col;\n let _e533 = reflected;\n let _e534 = reflectionWeight;\n col = mix(_e532, _e533, vec3(_e534));\n let _e537 = vGrid_1;\n let _e540 = unnamed.uGridHalf;\n rimFraction = (abs(_e537) / max(_e540, vec2<f32>(0.001f, 0.001f)));\n let _e544 = rimFraction[0u];\n let _e546 = rimFraction[1u];\n rimT = max(_e544, _e546);\n let _e548 = rimT;\n rim = (1f - smoothstep(0.9f, 1f, _e548));\n let _e551 = fog;\n edge = (1f - smoothstep(0.82f, 1f, _e551));\n let _e554 = col;\n let _e555 = opacity;\n let _e556 = edge;\n let _e558 = rim;\n let _e561 = unnamed.uVisibility;\n outColor = vec4<f32>(_e554.x, _e554.y, _e554.z, (((_e555 * _e556) * _e558) * _e561));\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vWorldPos: vec3<f32>, @location(2) vCrest: f32, @location(3) vReflectionClip: vec4<f32>, @location(4) vGrid: vec2<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vCrest_1 = vCrest;\n vReflectionClip_1 = vReflectionClip;\n vGrid_1 = vGrid;\n main_1();\n let _e11 = outColor;\n return _e11;\n}\n";
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  export const WATER_VERT_WGSL = "struct GerstnerSurface {\n offset: vec3<f32>,\n normal: vec3<f32>,\n crest: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n uReflectionViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uGridOrigin: vec2<f32>,\n uGridSpan: vec2<f32>,\n uGridHalf: vec2<f32>,\n uNearHalf: vec2<f32>,\n uGridForward: vec2<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uWaterLevel: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(4) member: vec2<f32>,\n @location(0) member_1: vec3<f32>,\n @location(1) member_2: vec3<f32>,\n @location(2) member_3: f32,\n @location(3) member_4: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aGrid_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vGrid: vec2<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> vCrest: f32;\nvar<private> vReflectionClip: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e59 = (*k);\n c = sqrt((9.81f / _e59));\n let _e62 = (*k);\n let _e63 = (*dir);\n let _e64 = (*p);\n let _e66 = c;\n let _e67 = (*time);\n return (_e62 * (dot(_e63, _e64) - (_e66 * _e67)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e56 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e59 = indexable[_e56][3u];\n return (6.2831855f / _e59);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e57 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e59 = indexable_1[_e57];\n let _e62 = (*windDir);\n return normalize(mix(normalize(_e59.xy), _e62, vec2(0.62f)));\n}\n\nfn gerstnerSurface_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> GerstnerSurface {\n var s: GerstnerSurface;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var a: f32;\n\n s.offset = vec3<f32>(0f, 0f, 0f);\n s.normal = vec3<f32>(0f, 1f, 0f);\n s.crest = 0f;\n i_2 = 0i;\n loop {\n let _e76 = i_2;\n if (_e76 < 4i) {\n let _e78 = i_2;\n param = _e78;\n let _e79 = (*windDir_1);\n param_1 = _e79;\n let _e80 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((&param), (&param_1));\n dir_1 = _e80;\n let _e81 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e84 = indexable_2[_e81][2u];\n let _e85 = (*gain);\n steepness = (_e84 * _e85);\n let _e87 = i_2;\n param_2 = _e87;\n let _e88 = gerstnerWavenumber_u0028_i1_u003b((&param_2));\n k_1 = _e88;\n let _e89 = k_1;\n param_3 = _e89;\n let _e90 = dir_1;\n param_4 = _e90;\n let _e91 = (*p_1);\n param_5 = _e91;\n let _e92 = (*time_1);\n param_6 = _e92;\n let _e93 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((&param_3), (&param_4), (&param_5), (&param_6));\n f = _e93;\n let _e94 = steepness;\n let _e95 = k_1;\n a = (_e94 / _e95);\n let _e98 = dir_1[0u];\n let _e99 = a;\n let _e101 = f;\n let _e106 = s.offset[0u];\n s.offset[0u] = (_e106 + ((_e98 * _e99) * cos(_e101)));\n let _e110 = a;\n let _e111 = f;\n let _e116 = s.offset[1u];\n s.offset[1u] = (_e116 + (_e110 * sin(_e111)));\n let _e121 = dir_1[1u];\n let _e122 = a;\n let _e124 = f;\n let _e129 = s.offset[2u];\n s.offset[2u] = (_e129 + ((_e121 * _e122) * cos(_e124)));\n let _e134 = dir_1[0u];\n let _e135 = steepness;\n let _e137 = f;\n let _e142 = s.normal[0u];\n s.normal[0u] = (_e142 - ((_e134 * _e135) * cos(_e137)));\n let _e147 = dir_1[1u];\n let _e148 = steepness;\n let _e150 = f;\n let _e155 = s.normal[2u];\n s.normal[2u] = (_e155 - ((_e147 * _e148) * cos(_e150)));\n let _e159 = steepness;\n let _e160 = f;\n let _e165 = s.normal[1u];\n s.normal[1u] = (_e165 - (_e159 * sin(_e160)));\n let _e169 = f;\n let _e171 = steepness;\n let _e174 = s.crest;\n s.crest = (_e174 + (sin(_e169) * _e171));\n continue;\n } else {\n break;\n }\n continuing {\n let _e177 = i_2;\n i_2 = (_e177 + 1i);\n }\n }\n let _e179 = s;\n return _e179;\n}\n\nfn main_1() {\n var grid: vec2<f32>;\n var rimFraction: vec2<f32>;\n var rimDistance: f32;\n var waveFade: f32;\n var laid: vec2<f32>;\n var base: vec3<f32>;\n var sea: GerstnerSurface;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var pos: vec3<f32>;\n\n let _e66 = aGrid_1;\n let _e68 = unnamed.uGridSpan;\n grid = (_e66 * _e68);\n let _e70 = grid;\n vGrid = _e70;\n let _e71 = grid;\n let _e74 = unnamed.uNearHalf;\n rimFraction = (abs(_e71) / max(_e74, vec2<f32>(0.0001f, 0.0001f)));\n let _e78 = rimFraction[0u];\n let _e80 = rimFraction[1u];\n rimDistance = max(_e78, _e80);\n let _e82 = rimDistance;\n waveFade = (1f - smoothstep(0.35f, 0.97f, _e82));\n let _e87 = unnamed.uGridForward[1u];\n let _e90 = unnamed.uGridForward[0u];\n let _e94 = grid[0u];\n let _e97 = unnamed.uGridForward;\n let _e99 = grid[1u];\n laid = ((vec2<f32>(_e87, -(_e90)) * _e94) + (_e97 * _e99));\n let _e104 = unnamed.uGridOrigin[0u];\n let _e106 = laid[0u];\n let _e109 = unnamed.uWaterLevel;\n let _e112 = unnamed.uGridOrigin[1u];\n let _e114 = laid[1u];\n base = vec3<f32>((_e104 + _e106), _e109, (_e112 + _e114));\n let _e117 = waveFade;\n let _e119 = unnamed.uWaveGain;\n let _e121 = base;\n param_7 = _e121.xz;\n let _e124 = unnamed.uTime;\n param_8 = _e124;\n let _e126 = unnamed.uWindDir;\n param_9 = _e126;\n param_10 = (_e117 * _e119);\n let _e127 = gerstnerSurface_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((&param_7), (&param_8), (&param_9), (&param_10));\n sea = _e127;\n let _e128 = base;\n let _e130 = sea.offset;\n pos = (_e128 + _e130);\n let _e132 = pos;\n vWorldPos = _e132;\n let _e134 = sea.normal;\n vNormal = normalize(_e134);\n let _e137 = sea.crest;\n vCrest = _e137;\n let _e139 = unnamed.uReflectionViewProj;\n let _e140 = pos;\n vReflectionClip = (_e139 * vec4<f32>(_e140.x, _e140.y, _e140.z, 1f));\n let _e147 = unnamed.uViewProj;\n let _e148 = pos;\n unnamed_1.gl_Position = (_e147 * vec4<f32>(_e148.x, _e148.y, _e148.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aGrid: vec2<f32>) -> VertexOutput {\n aGrid_1 = aGrid;\n main_1();\n let _e10 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e10);\n let _e12 = vGrid;\n let _e13 = vWorldPos;\n let _e14 = vNormal;\n let _e15 = vCrest;\n let _e16 = vReflectionClip;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e12, _e13, _e14, _e15, _e16, _e17);\n}\n";
11
11
 
@@ -17,7 +17,7 @@ export const WATER_VERT_WGSL = "struct GerstnerSurface {\n offset: vec3<f32>,
17
17
  export const WATER_BINDINGS = {
18
18
  "WATER_FRAG": {
19
19
  "uniforms": 1,
20
- "uniformSize": 1504,
20
+ "uniformSize": 1520,
21
21
  "fields": {
22
22
  "uGridHalf": {
23
23
  "offset": 0,
@@ -183,6 +183,16 @@ export const WATER_BINDINGS = {
183
183
  "offset": 1496,
184
184
  "size": 4,
185
185
  "type": "int"
186
+ },
187
+ "uOutputTransform": {
188
+ "offset": 1500,
189
+ "size": 4,
190
+ "type": "int"
191
+ },
192
+ "uOutputExposure": {
193
+ "offset": 1504,
194
+ "size": 4,
195
+ "type": "float"
186
196
  }
187
197
  },
188
198
  "textures": {
@@ -5,7 +5,7 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
 
8
- export const WIND_STREAK_FRAG_WGSL = "struct Uniforms {\n uTint: vec3<f32>,\n}\n\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> outColor: vec4<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n\nfn main_1() {\n var taper: f32;\n var alpha: f32;\n\n let _e10 = vAlong_1;\n taper = sin((_e10 * 3.14159f));\n let _e13 = vFade_1;\n let _e14 = taper;\n let _e16 = taper;\n alpha = (((_e13 * _e14) * _e16) * 0.13f);\n let _e19 = alpha;\n if (_e19 <= 0.002f) {\n discard;\n }\n let _e22 = unnamed.uTint;\n let _e23 = alpha;\n outColor = vec4<f32>(_e22.x, _e22.y, _e22.z, _e23);\n return;\n}\n\n@fragment \nfn main(@location(1) vAlong: f32, @location(0) vFade: f32) -> @location(0) vec4<f32> {\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n main_1();\n let _e5 = outColor;\n return _e5;\n}\n";
8
+ export const WIND_STREAK_FRAG_WGSL = "struct Uniforms {\n uTint: vec3<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e60 = (*c);\n low = (_e60 * 12.92f);\n let _e62 = (*c);\n high = ((pow(max(_e62, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e68 = high;\n let _e69 = low;\n let _e70 = (*c);\n return mix(_e68, _e69, step(_e70, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e61 = (*c_1)[0u];\n let _e63 = (*c_1)[1u];\n let _e65 = (*c_1)[2u];\n m = max(_e61, max(_e63, _e65));\n let _e68 = m;\n if (_e68 <= 0.8f) {\n let _e70 = (*c_1);\n return _e70;\n }\n let _e71 = m;\n e = (_e71 - 0.8f);\n let _e73 = (*c_1);\n let _e74 = e;\n let _e76 = e;\n let _e80 = m;\n return (_e73 * ((0.8f + ((0.2f * _e74) / (_e76 + 0.2f))) / _e80));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e60 = (*v);\n let _e61 = (*v);\n a = ((_e60 * (_e61 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e67 = (*v);\n let _e68 = (*v);\n b = ((_e67 * ((_e68 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e75 = a;\n let _e76 = b;\n return (_e75 / _e76);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e60 = unnamed.uOutputExposure;\n let _e61 = (*x);\n (*x) = (_e61 * _e60);\n let _e63 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e63);\n let _e65 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e65), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e62 = unnamed.uOutputTransform;\n if (_e62 == 0i) {\n let _e64 = (*c_2);\n return _e64;\n }\n let _e66 = unnamed.uOutputTransform;\n if (_e66 == 2i) {\n let _e68 = (*c_2);\n param_1 = _e68;\n let _e69 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e69;\n }\n let _e71 = unnamed.uOutputTransform;\n if (_e71 == 3i) {\n let _e73 = (*c_2);\n let _e75 = unnamed.uOutputExposure;\n param_2 = (_e73 * _e75);\n let _e77 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e77;\n }\n let _e78 = (*c_2);\n param_3 = _e78;\n let _e79 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e79;\n}\n\nfn main_1() {\n var taper: f32;\n var alpha: f32;\n var param_4: vec3<f32>;\n\n let _e60 = vAlong_1;\n taper = sin((_e60 * 3.14159f));\n let _e63 = vFade_1;\n let _e64 = taper;\n let _e66 = taper;\n alpha = (((_e63 * _e64) * _e66) * 0.13f);\n let _e69 = alpha;\n if (_e69 <= 0.002f) {\n discard;\n }\n let _e72 = unnamed.uTint;\n param_4 = _e72;\n let _e73 = applyOutputTransform_u0028_vf3_u003b((&param_4));\n let _e74 = alpha;\n outColor = vec4<f32>(_e73.x, _e73.y, _e73.z, _e74);\n return;\n}\n\n@fragment \nfn main(@location(1) vAlong: f32, @location(0) vFade: f32) -> @location(0) vec4<f32> {\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n main_1();\n let _e5 = outColor;\n return _e5;\n}\n";
9
9
 
10
10
  export const WIND_STREAK_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWind: vec2<f32>,\n uDrift: vec2<f32>,\n uSpeed: f32,\n uStrength: f32,\n uCount: f32,\n uCellSize: f32,\n uTime: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aIndex_1: f32;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vFade: f32;\nvar<private> vAlong: f32;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var id: f32;\n var rx: f32;\n var ry: f32;\n var rz: f32;\n var lowBias: f32;\n var cell: vec3<f32>;\n var base: vec3<f32>;\n var rel: vec3<f32>;\n var centre: vec3<f32>;\n var alongXZ: vec2<f32>;\n var local: vec2<f32>;\n var along: vec3<f32>;\n var across: vec3<f32>;\n var curl: f32;\n var length_: f32;\n var world: vec3<f32>;\n var dist: f32;\n var far: f32;\n var near: f32;\n var weight: f32;\n\n let _e62 = aIndex_1;\n id = _e62;\n let _e63 = id;\n rx = fract((sin((_e63 * 12.9898f)) * 43758.547f));\n let _e68 = id;\n ry = fract((sin((_e68 * 39.3467f)) * 24634.635f));\n let _e73 = id;\n rz = fract((sin((_e73 * 78.233f)) * 12934.123f));\n let _e78 = ry;\n let _e79 = ry;\n lowBias = (_e78 * _e79);\n let _e81 = rx;\n let _e83 = unnamed.uCellSize;\n let _e85 = lowBias;\n let _e87 = unnamed.uCellSize;\n let _e90 = rz;\n let _e92 = unnamed.uCellSize;\n cell = vec3<f32>((_e81 * _e83), ((_e85 * _e87) * 0.42f), (_e90 * _e92));\n let _e97 = unnamed.uCameraPos[0u];\n let _e99 = cell[0u];\n let _e102 = unnamed.uCellSize;\n let _e107 = unnamed.uDrift[0u];\n let _e111 = unnamed.uCameraPos[1u];\n let _e113 = cell[1u];\n let _e116 = unnamed.uCellSize;\n let _e121 = unnamed.uCameraPos[2u];\n let _e123 = cell[2u];\n let _e126 = unnamed.uCellSize;\n let _e131 = unnamed.uDrift[1u];\n base = vec3<f32>((((_e97 + _e99) - (_e102 * 0.5f)) - _e107), ((_e111 + _e113) - (_e116 * 0.3f)), (((_e121 + _e123) - (_e126 * 0.5f)) - _e131));\n let _e134 = base;\n let _e136 = unnamed.uCameraPos;\n rel = (_e134 - _e136);\n let _e139 = rel[0u];\n let _e141 = unnamed.uCellSize;\n let _e143 = (_e139 + (_e141 * 0.5f));\n let _e145 = unnamed.uCellSize;\n let _e151 = unnamed.uCellSize;\n rel[0u] = ((_e143 - (floor((_e143 / _e145)) * _e145)) - (_e151 * 0.5f));\n let _e156 = rel[2u];\n let _e158 = unnamed.uCellSize;\n let _e160 = (_e156 + (_e158 * 0.5f));\n let _e162 = unnamed.uCellSize;\n let _e168 = unnamed.uCellSize;\n rel[2u] = ((_e160 - (floor((_e160 / _e162)) * _e162)) - (_e168 * 0.5f));\n let _e173 = unnamed.uCameraPos;\n let _e174 = rel;\n centre = (_e173 + _e174);\n let _e177 = unnamed.uSpeed;\n if (_e177 > 0.001f) {\n let _e180 = unnamed.uWind;\n let _e182 = unnamed.uSpeed;\n local = (_e180 / vec2(_e182));\n } else {\n local = vec2<f32>(1f, 0f);\n }\n let _e185 = local;\n alongXZ = _e185;\n let _e187 = alongXZ[0u];\n let _e189 = alongXZ[1u];\n along = vec3<f32>(_e187, 0f, _e189);\n let _e191 = along;\n across = normalize(cross(_e191, vec3<f32>(0f, 1f, 0f)));\n let _e195 = unnamed.uTime;\n let _e197 = id;\n let _e203 = unnamed.uTime;\n let _e205 = id;\n curl = ((sin(((_e195 * 1.7f) + (_e197 * 2.3f))) * 0.35f) + (sin(((_e203 * 0.9f) + _e205)) * 0.2f));\n let _e211 = unnamed.uSpeed;\n let _e214 = rz;\n length_ = ((0.18f + (_e211 * 0.09f)) * (0.5f + _e214));\n let _e217 = centre;\n let _e218 = along;\n let _e220 = aCorner_1[1u];\n let _e221 = length_;\n let _e225 = across;\n let _e227 = aCorner_1[0u];\n let _e230 = aCorner_1[1u];\n let _e231 = curl;\n let _e233 = length_;\n world = ((_e217 + (_e218 * (_e220 * _e221))) + (_e225 * ((_e227 * 0.012f) + (((_e230 * _e231) * _e233) * 0.35f))));\n let _e239 = centre;\n let _e241 = unnamed.uCameraPos;\n dist = distance(_e239, _e241);\n let _e244 = unnamed.uCellSize;\n let _e247 = unnamed.uCellSize;\n let _e249 = dist;\n far = (1f - smoothstep((_e244 * 0.12f), (_e247 * 0.5f), _e249));\n let _e252 = dist;\n near = smoothstep(2f, 16f, _e252);\n let _e254 = rx;\n let _e255 = rx;\n let _e257 = rx;\n weight = ((_e254 * _e255) * _e257);\n let _e260 = unnamed.uStrength;\n let _e261 = far;\n let _e263 = near;\n let _e265 = weight;\n vFade = (((_e260 * _e261) * _e263) * _e265);\n let _e268 = aCorner_1[1u];\n vAlong = ((_e268 * 0.5f) + 0.5f);\n let _e272 = unnamed.uViewProj;\n let _e273 = world;\n unnamed_1.gl_Position = (_e272 * vec4<f32>(_e273.x, _e273.y, _e273.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(1) aIndex: f32, @location(0) aCorner: vec2<f32>) -> VertexOutput {\n aIndex_1 = aIndex;\n aCorner_1 = aCorner;\n main_1();\n let _e9 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e9);\n let _e11 = vFade;\n let _e12 = vAlong;\n let _e13 = unnamed_1.gl_Position;\n return VertexOutput(_e11, _e12, _e13);\n}\n";
11
11
 
@@ -17,12 +17,22 @@ export const WIND_STREAK_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f
17
17
  export const WINDSTREAKS_BINDINGS = {
18
18
  "WIND_STREAK_FRAG": {
19
19
  "uniforms": 1,
20
- "uniformSize": 16,
20
+ "uniformSize": 32,
21
21
  "fields": {
22
22
  "uTint": {
23
23
  "offset": 0,
24
24
  "size": 12,
25
25
  "type": "vec3"
26
+ },
27
+ "uOutputTransform": {
28
+ "offset": 12,
29
+ "size": 4,
30
+ "type": "int"
31
+ },
32
+ "uOutputExposure": {
33
+ "offset": 16,
34
+ "size": 4,
35
+ "type": "float"
26
36
  }
27
37
  },
28
38
  "textures": {}
@@ -1,6 +1,7 @@
1
1
  import { SUN_DYNAMIC_LAYER, SUN_PEELED_LAYER, SUN_STATIC_LAYER } from '../shadowMap.ts';
2
2
  import { glslIsFarDepth, glslSceneDepthToNdc } from '../depthConvention.ts';
3
3
  import { MAX_GLOBAL_MEDIUM_STEPS } from '../globalMedium.ts';
4
+ import { OUTPUT_TRANSFORM_GLSL } from './outputTransform.ts';
4
5
 
5
6
  /**
6
7
  * A medium filling the whole frustum: the march, and the upsample that puts it back on screen.
@@ -324,6 +325,7 @@ uniform vec2 uMediumTexel;
324
325
  uniform vec4 uDepthToViewZ;
325
326
 
326
327
  out vec4 fragColor;
328
+ ${OUTPUT_TRANSFORM_GLSL}
327
329
 
328
330
  /**
329
331
  * How far apart two view depths may be, as a fraction of the nearer one, before a tap is refused.
@@ -403,6 +405,17 @@ void main() {
403
405
  * to interpolate. The nearest by depth is the least wrong of the four, and it is a point sample,
404
406
  * which is what a half-res effect always degrades to at a feature it cannot resolve.
405
407
  */
406
- fragColor = weight > 1e-4 ? total / weight : nearest;
408
+ vec4 medium = weight > 1e-4 ? total / weight : nearest;
409
+ /*
410
+ * **Over a frame its passes graded, the medium composites in the same terms**: the light it
411
+ * scatters in graded as every pass grades what it adds, and the light it lets through as an
412
+ * encoded pixel takes a factor, encoded, which is exact through the sRGB encode's power and close
413
+ * through a curve. A frame graded at the resolve composites linear light, with code 0.
414
+ */
415
+ if (uOutputTransform != 0) {
416
+ medium.rgb = applyOutputTransform(medium.rgb);
417
+ medium.a = linearToSrgb(vec3(medium.a)).x;
418
+ }
419
+ fragColor = medium;
407
420
  }
408
421
  `;
@@ -13,19 +13,83 @@
13
13
  * texture needs no `filterable` sample type, which `rgba16float` has but which a future `r32float`
14
14
  * would not.
15
15
  *
16
- * **It writes linear light.** The output transform is the composite's, for the reason
17
- * `PassContext` gives: with a composite the resolve grades and a pass that also graded would apply
18
- * the curve twice. A frame without one is refused in words rather than papered over — see the
19
- * pass's `draw`.
16
+ * **It grades where nothing after it will**, as every pass in this engine does: the pipeline shades
17
+ * linear light into its own target, and `PassContext.outputTransform` is 0 where the frame's resolve
18
+ * grades and the frame's code where it does not. The colour is premultiplied by its coverage, so it
19
+ * is graded as a colour and covered again: a pane against the sky keeps the share it had.
20
20
  */
21
21
 
22
+ /**
23
+ * `applyOutputTransform` in WGSL: the WGSL twin of `OUTPUT_TRANSFORM_BODY_GLSL` in
24
+ * `shaders/outputTransform.ts`, for a blit the generator cannot reach because it is hand-written —
25
+ * it reads a storage texture and writes depth, which the GLSL path has no form for. **Two copies of
26
+ * one curve**, held together by `present.test.ts`, which reads every constant out of both and asks
27
+ * that they be the same numbers in the same order. Code 4, the filmic curve, never arrives here: a
28
+ * forward grade is never the composite's own (`forwardTransformCode`).
29
+ */
30
+ export const GRADE_WGSL = `
31
+ struct Grade {
32
+ transform: i32,
33
+ exposure: f32,
34
+ }
35
+
36
+ @group(0) @binding(2) var<uniform> grade: Grade;
37
+
38
+ fn rrtAndOdtFit(v: vec3<f32>) -> vec3<f32> {
39
+ let a = v * (v + 0.0245786) - 0.000090537;
40
+ let b = v * (0.983729 * v + 0.4329510) + 0.238081;
41
+ return a / b;
42
+ }
43
+
44
+ fn acesFilmic(colour: vec3<f32>) -> vec3<f32> {
45
+ let x = colour * grade.exposure;
46
+ let acesInput = mat3x3<f32>(
47
+ vec3<f32>(0.59719, 0.07600, 0.02840),
48
+ vec3<f32>(0.35458, 0.90834, 0.13383),
49
+ vec3<f32>(0.04823, 0.01566, 0.83777),
50
+ );
51
+ let acesOutput = mat3x3<f32>(
52
+ vec3<f32>(1.60475, -0.10208, -0.00327),
53
+ vec3<f32>(-0.53108, 1.10813, -0.07276),
54
+ vec3<f32>(-0.07367, -0.00605, 1.07602),
55
+ );
56
+ return clamp(acesOutput * rrtAndOdtFit(acesInput * x), vec3<f32>(0.0), vec3<f32>(1.0));
57
+ }
58
+
59
+ fn linearToSrgb(c: vec3<f32>) -> vec3<f32> {
60
+ let low = c * 12.92;
61
+ let high = 1.055 * pow(max(c, vec3<f32>(0.0)), vec3<f32>(1.0 / 2.4)) - 0.055;
62
+ return select(high, low, c <= vec3<f32>(0.0031308));
63
+ }
64
+
65
+ fn highlightShoulder(c: vec3<f32>) -> vec3<f32> {
66
+ let m = max(c.r, max(c.g, c.b));
67
+ if (m <= 0.8) { return c; }
68
+ let e = m - 0.8;
69
+ return c * ((0.8 + 0.2 * e / (e + 0.2)) / m);
70
+ }
71
+
72
+ fn applyOutputTransform(colour: vec3<f32>) -> vec3<f32> {
73
+ var c = colour;
74
+ if (grade.transform == 2) { c = acesFilmic(c); }
75
+ if (grade.transform == 3) { c = highlightShoulder(c * grade.exposure); }
76
+ return linearToSrgb(c);
77
+ }
78
+
79
+ /* Premultiplied in and out: the colour graded, its coverage kept. Untouched at code 0. */
80
+ fn graded(texel: vec4<f32>) -> vec4<f32> {
81
+ if (grade.transform == 0) { return texel; }
82
+ return vec4<f32>(applyOutputTransform(texel.rgb / texel.a) * texel.a, texel.a);
83
+ }
84
+ `;
85
+
22
86
  export const GPU_DRIVEN_BLIT_WGSL = `
23
87
  struct Varying {
24
88
  @builtin(position) position: vec4<f32>,
25
89
  }
26
90
 
27
91
  @group(0) @binding(0) var source: texture_2d<f32>;
28
-
92
+ ${GRADE_WGSL}
29
93
  @vertex
30
94
  fn vertexMain(@builtin(vertex_index) vertex: u32) -> Varying {
31
95
  /* One triangle covering the frame rather than two: no shared edge, no diagonal seam, and the
@@ -62,7 +126,7 @@ fn fragmentMain(in: Varying) -> @location(0) vec4<f32> {
62
126
  * over black and dropped a light one altogether.
63
127
  */
64
128
  if (texel.a <= 0.0) { discard; }
65
- return texel;
129
+ return graded(texel);
66
130
  }
67
131
  `;
68
132
 
@@ -99,7 +163,7 @@ struct Presented {
99
163
 
100
164
  @group(0) @binding(0) var source: texture_2d<f32>;
101
165
  @group(0) @binding(1) var sourceDepth: texture_depth_2d;
102
-
166
+ ${GRADE_WGSL}
103
167
  @vertex
104
168
  fn vertexMain(@builtin(vertex_index) vertex: u32) -> Varying {
105
169
  var corners = array<vec2<f32>, 3>(
@@ -121,7 +185,7 @@ fn fragmentMain(in: Varying) -> Presented {
121
185
  clear, so the write would change nothing. The colour blit above says how that was measured. */
122
186
  if (texel.a <= 0.0) { discard; }
123
187
  var out: Presented;
124
- out.colour = texel;
188
+ out.colour = graded(texel);
125
189
  /* The depth this pixel was rastered at, so the frame tests against the surface it can see. */
126
190
  out.depth = textureLoad(sourceDepth, at, 0);
127
191
  return out;
@@ -49,6 +49,7 @@
49
49
 
50
50
  import { SUN_DYNAMIC_LAYER, SUN_PEELED_LAYER, SUN_STATIC_LAYER } from '../shadowMap.ts';
51
51
  import { resolveConditionals } from './conditionals.ts';
52
+ import { OUTPUT_TRANSFORM_GLSL } from './outputTransform.ts';
52
53
 
53
54
  export const LIGHT_VOLUME_VERT = `#version 300 es
54
55
  precision highp float;
@@ -169,6 +170,7 @@ uniform int uPeeledShadowEnabled;
169
170
  #endif
170
171
 
171
172
  out vec4 fragColor;
173
+ ${OUTPUT_TRANSFORM_GLSL}
172
174
 
173
175
  /** Where the drawn volume starts along its own +Z, so a shaft can be a slice of a wide cone. */
174
176
  uniform float uNear;
@@ -545,7 +547,8 @@ void main() {
545
547
  * it in both squares it, which is how an effect authored as bright arrives as faint. Every
546
548
  * emissive material in this renderer has to pick one channel and mean it: see bolt.ts.
547
549
  */
548
- fragColor = vec4(vColor * (vEnergy * lit * uStrength), 1.0);
550
+ /* Graded where nothing after this will grade it, as every pass is, light added included. */
551
+ fragColor = vec4(applyOutputTransform(vColor * (vEnergy * lit * uStrength)), 1.0);
549
552
  }
550
553
  `,
551
554
  { DIRECTIONAL_SHADOWS: options.directionalShadows },
@@ -48,6 +48,24 @@ vec3 highlightShoulder(vec3 c) {
48
48
  }
49
49
  `;
50
50
 
51
+ /**
52
+ * Linear to sRGB alone, for a stage that needs the encode and nothing else: one that multiplies an
53
+ * encoded pixel and wants the factor in the same terms (`decalProject.ts`). The body below includes
54
+ * it, so there is one definition. Branch-free, so it may sit where derivatives are taken.
55
+ */
56
+ export const LINEAR_TO_SRGB_GLSL = `
57
+ /*
58
+ * Linear to sRGB. The piecewise form rather than a plain pow: the linear toe near black
59
+ * is where banding lives in an 8-bit buffer, and the cheap approximation puts it in the
60
+ * wrong place.
61
+ */
62
+ vec3 linearToSrgb(vec3 c) {
63
+ vec3 low = c * 12.92;
64
+ vec3 high = 1.055 * pow(max(c, vec3(0.0)), vec3(1.0 / 2.4)) - 0.055;
65
+ return mix(high, low, step(c, vec3(0.0031308)));
66
+ }
67
+ `;
68
+
51
69
  /** The fit and `applyOutputTransform`, below whichever declaration of the two uniforms. */
52
70
  const OUTPUT_TRANSFORM_BODY_GLSL = `
53
71
  /*
@@ -97,17 +115,7 @@ vec3 acesFilmic(vec3 x) {
97
115
  return clamp(ACES_OUTPUT * rrtAndOdtFit(ACES_INPUT * x), 0.0, 1.0);
98
116
  }
99
117
 
100
- /*
101
- * Linear to sRGB. The piecewise form rather than a plain pow: the linear toe near black
102
- * is where banding lives in an 8-bit buffer, and the cheap approximation puts it in the
103
- * wrong place.
104
- */
105
- vec3 linearToSrgb(vec3 c) {
106
- vec3 low = c * 12.92;
107
- vec3 high = 1.055 * pow(max(c, vec3(0.0)), vec3(1.0 / 2.4)) - 0.055;
108
- return mix(high, low, step(c, vec3(0.0031308)));
109
- }
110
-
118
+ ${LINEAR_TO_SRGB_GLSL}
111
119
  ${HIGHLIGHT_SHOULDER_GLSL}
112
120
  vec3 applyOutputTransform(vec3 c) {
113
121
  if (uOutputTransform == 0) return c;
@@ -1,3 +1,4 @@
1
+ import { OUTPUT_TRANSFORM_GLSL } from './outputTransform.ts';
1
2
  /**
2
3
  * A flat, blended rectangle in screen space.
3
4
  *
@@ -44,8 +45,11 @@ uniform vec3 uColor;
44
45
  uniform float uAlpha;
45
46
 
46
47
  out vec4 outColor;
48
+ ${OUTPUT_TRANSFORM_GLSL}
47
49
 
48
50
  void main() {
49
- outColor = vec4(uColor, uAlpha);
51
+ /* Graded where nothing after this will grade it, as every pass is: a panel's colour is the
52
+ same linear colour as the text drawn over it. The alpha is coverage. */
53
+ outColor = vec4(applyOutputTransform(uColor), uAlpha);
50
54
  }
51
55
  `;
@@ -66,6 +66,12 @@ uniform float uReach;
66
66
  */
67
67
  uniform int uOutputTransform;
68
68
  uniform float uOutputExposure;
69
+ /*
70
+ * Whether the scene arrives graded: 1 where the forward passes graded what they drew because this
71
+ * resolve does not (a frame without \`hdrScene\`), so a factor multiplied into it — the occlusion —
72
+ * is multiplied as an encoded pixel takes it. 0 where the scene is linear light and this grades it.
73
+ */
74
+ uniform int uSceneGraded;
69
75
  /**
70
76
  * The \`filmic\` curve's eight constants, solved once a curve by \`resolveFilmicCurve\`: (slope, black
71
77
  * clip, white clip, toe scale) and (shoulder scale, toe match, straight match, shoulder match).
@@ -406,6 +412,8 @@ void main() {
406
412
  */
407
413
  float share = clamp(sampled.a, 0.0, 1.0);
408
414
  float ao = mix(1.0, textureLod(uAo, vUv + uAoOffset, 0.0).r, uAoStrength * share);
415
+ /* Darkening a graded pixel's light by a factor is darkening the pixel by that factor encoded. */
416
+ if (uSceneGraded != 0) ao = linearToSrgb(vec3(ao)).x;
409
417
 
410
418
  /*
411
419
  * Distance from the centre, corrected so the falloff is a circle on screen rather than
@@ -1,4 +1,5 @@
1
1
  import { FOG_GLSL } from './fog.ts';
2
+ import { OUTPUT_TRANSFORM_GLSL } from './outputTransform.ts';
2
3
 
3
4
  /**
4
5
  * Instanced scatter: grass, flowers, foliage — anything there are thousands of.
@@ -193,6 +194,7 @@ uniform vec3 uCameraPos;
193
194
  ${FOG_GLSL}
194
195
 
195
196
  out vec4 outColor;
197
+ ${OUTPUT_TRANSFORM_GLSL}
196
198
 
197
199
  void main() {
198
200
  vec3 n = normalize(vNormal);
@@ -206,6 +208,7 @@ void main() {
206
208
 
207
209
  float fog = mediumFog(distance(vWorldPos, uCameraPos), vWorldPos.y);
208
210
 
209
- outColor = vec4(mix(lit, mediumColor(), fog), 1.0);
211
+ /* Graded where nothing after this will grade it, as every pass is: the same light as the ground. */
212
+ outColor = vec4(applyOutputTransform(mix(lit, mediumColor(), fog)), 1.0);
210
213
  }
211
214
  `;
@@ -19,6 +19,7 @@
19
19
  */
20
20
  import { glslIsFarDepth, glslSceneDepthToNdc } from '../depthConvention.ts';
21
21
  import { SKIN_BLUR_EDGES, SKIN_BLUR_TAPS, SKIN_PROFILES } from '../skinBlur.ts';
22
+ import { OUTPUT_TRANSFORM_GLSL } from './outputTransform.ts';
22
23
 
23
24
  const list = (values: readonly number[]): string => values.map((v) => v.toFixed(2)).join(', ');
24
25
 
@@ -47,6 +48,7 @@ uniform sampler2D uAlbedo;
47
48
  uniform float uApplyAlbedo;
48
49
 
49
50
  out vec4 fragColor;
51
+ ${OUTPUT_TRANSFORM_GLSL}
50
52
 
51
53
  const float TAPS[${SKIN_BLUR_TAPS.length}] = float[${SKIN_BLUR_TAPS.length}](${list(SKIN_BLUR_TAPS)});
52
54
  const float EDGES[${SKIN_BLUR_EDGES.length}] = float[${SKIN_BLUR_EDGES.length}](${list(SKIN_BLUR_EDGES)});
@@ -69,7 +71,9 @@ vec3 burleyMass(float x, vec3 d) {
69
71
  vec3 withAlbedo(vec3 light) {
70
72
  if (uApplyAlbedo < 0.5) return light;
71
73
  vec4 albedo = textureLod(uAlbedo, vUv, 0.0);
72
- return light * albedo.rgb / max(albedo.a, 1e-4);
74
+ /* Graded on the axis that adds into the frame, as every pass grades what it adds where nothing
75
+ after it will: 0 where the resolve grades the frame, and the first axis keeps linear light. */
76
+ return applyOutputTransform(light * albedo.rgb / max(albedo.a, 1e-4));
73
77
  }
74
78
 
75
79
  void main() {