@driftengine/core 4.12.0 → 4.13.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.json +77 -0
- package/README.md +18 -9
- package/dist/geometry/meshBuilder.d.ts +10 -0
- package/dist/geometry/meshBuilder.js +11 -2
- package/dist/index.d.ts +3 -2
- package/dist/index.js +3 -2
- package/dist/math/color.d.ts +25 -0
- package/dist/math/color.js +37 -0
- package/dist/render/backend/webgl2/renderer.d.ts +17 -4
- package/dist/render/backend/webgl2/renderer.js +82 -47
- package/dist/render/backend/webgl2/skinScatter.d.ts +3 -1
- package/dist/render/backend/webgl2/skinScatter.js +5 -1
- package/dist/render/backend/webgpu/boltPass.d.ts +1 -1
- package/dist/render/backend/webgpu/causticsPass.d.ts +1 -1
- package/dist/render/backend/webgpu/filmPass.d.ts +1 -1
- package/dist/render/backend/webgpu/flockPass.d.ts +1 -1
- package/dist/render/backend/webgpu/giFieldPass.d.ts +3 -1
- package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +10 -1
- package/dist/render/backend/webgpu/gpuDrivenPass.js +28 -11
- package/dist/render/backend/webgpu/panelPass.d.ts +1 -1
- package/dist/render/backend/webgpu/postPass.d.ts +2 -2
- package/dist/render/backend/webgpu/renderer.d.ts +19 -8
- package/dist/render/backend/webgpu/renderer.js +94 -38
- package/dist/render/backend/webgpu/scatterPass.d.ts +1 -1
- package/dist/render/backend/webgpu/skinScatterPass.d.ts +5 -1
- package/dist/render/backend/webgpu/skinScatterPass.js +9 -3
- package/dist/render/backend/webgpu/skyPass.d.ts +11 -1
- package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
- package/dist/render/backend/webgpu/windStreakPass.d.ts +1 -1
- package/dist/render/causticsRenderer.d.ts +3 -1
- package/dist/render/causticsRenderer.js +5 -1
- package/dist/render/decalPass.d.ts +3 -1
- package/dist/render/decalPass.js +4 -1
- package/dist/render/flockRenderer.d.ts +1 -1
- package/dist/render/flockRenderer.js +4 -1
- package/dist/render/globalMediumPass.d.ts +3 -1
- package/dist/render/globalMediumPass.js +5 -1
- package/dist/render/gradeColor.d.ts +21 -0
- package/dist/render/gradeColor.js +64 -0
- package/dist/render/lightMatrix.d.ts +13 -0
- package/dist/render/lightMatrix.js +17 -0
- package/dist/render/passGrade.d.ts +13 -0
- package/dist/render/passGrade.js +47 -0
- package/dist/render/plumeRenderer.d.ts +1 -1
- package/dist/render/plumeRenderer.js +4 -1
- package/dist/render/renderQuality.d.ts +57 -18
- package/dist/render/renderQuality.js +3 -3
- package/dist/render/sceneTarget.d.ts +2 -0
- package/dist/render/sceneTarget.js +1 -0
- package/dist/render/sdfTextRenderer.d.ts +1 -1
- package/dist/render/sdfTextRenderer.js +1 -1
- package/dist/render/shaders/arcane.d.ts +1 -1
- package/dist/render/shaders/arcane.js +5 -1
- package/dist/render/shaders/bolt.d.ts +1 -1
- package/dist/render/shaders/bolt.js +4 -1
- package/dist/render/shaders/caustics.d.ts +1 -1
- package/dist/render/shaders/caustics.js +4 -1
- package/dist/render/shaders/decalProject.js +12 -2
- package/dist/render/shaders/film.d.ts +1 -1
- package/dist/render/shaders/film.js +22 -9
- package/dist/render/shaders/fire.d.ts +1 -1
- package/dist/render/shaders/fire.js +4 -1
- package/dist/render/shaders/flat/layerLooks.js +11 -19
- package/dist/render/shaders/flat/layered.js +33 -18
- package/dist/render/shaders/flock.d.ts +1 -1
- package/dist/render/shaders/flock.js +4 -1
- package/dist/render/shaders/generated/arcane.wgsl.d.ts +11 -1
- package/dist/render/shaders/generated/arcane.wgsl.js +11 -1
- package/dist/render/shaders/generated/bolt.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/bolt.wgsl.js +12 -2
- package/dist/render/shaders/generated/caustics.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/caustics.wgsl.js +12 -2
- package/dist/render/shaders/generated/decalProject.wgsl.d.ts +6 -1
- package/dist/render/shaders/generated/decalProject.wgsl.js +6 -1
- package/dist/render/shaders/generated/film.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/film.wgsl.js +12 -2
- package/dist/render/shaders/generated/fire.wgsl.d.ts +11 -1
- package/dist/render/shaders/generated/fire.wgsl.js +11 -1
- package/dist/render/shaders/generated/flat.wgsl.js +23 -23
- package/dist/render/shaders/generated/flock.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/flock.wgsl.js +12 -2
- package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/globalMedium.wgsl.js +12 -2
- package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +36 -16
- package/dist/render/shaders/generated/lightVolume.wgsl.js +39 -19
- package/dist/render/shaders/generated/panel.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/panel.wgsl.js +12 -2
- package/dist/render/shaders/generated/rush.wgsl.d.ts +31 -26
- package/dist/render/shaders/generated/rush.wgsl.js +31 -26
- package/dist/render/shaders/generated/scatter.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/scatter.wgsl.js +12 -2
- package/dist/render/shaders/generated/skinBlur.wgsl.d.ts +11 -1
- package/dist/render/shaders/generated/skinBlur.wgsl.js +11 -1
- package/dist/render/shaders/generated/sky.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/sky.wgsl.js +12 -2
- package/dist/render/shaders/generated/smoke.wgsl.d.ts +11 -1
- package/dist/render/shaders/generated/smoke.wgsl.js +11 -1
- package/dist/render/shaders/generated/text.wgsl.d.ts +11 -1
- package/dist/render/shaders/generated/text.wgsl.js +11 -1
- package/dist/render/shaders/generated/water.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/water.wgsl.js +12 -2
- package/dist/render/shaders/generated/windStreaks.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/windStreaks.wgsl.js +12 -2
- package/dist/render/shaders/globalMedium.js +14 -1
- package/dist/render/shaders/gpudriven/present.wgsl.d.ts +15 -6
- package/dist/render/shaders/gpudriven/present.wgsl.js +71 -8
- package/dist/render/shaders/lightVolume.js +4 -1
- package/dist/render/shaders/line.d.ts +1 -1
- package/dist/render/shaders/outputTransform.d.ts +8 -2
- package/dist/render/shaders/outputTransform.js +18 -11
- package/dist/render/shaders/panel.d.ts +1 -1
- package/dist/render/shaders/panel.js +5 -1
- package/dist/render/shaders/particle.d.ts +3 -3
- package/dist/render/shaders/rush.js +8 -0
- package/dist/render/shaders/scatter.d.ts +1 -1
- package/dist/render/shaders/scatter.js +4 -1
- package/dist/render/shaders/sdfText.d.ts +1 -1
- package/dist/render/shaders/skinBlur.js +5 -1
- package/dist/render/shaders/sky.d.ts +1 -1
- package/dist/render/shaders/sky.js +5 -1
- package/dist/render/shaders/smoke.d.ts +1 -1
- package/dist/render/shaders/smoke.js +4 -1
- package/dist/render/shaders/text.d.ts +1 -1
- package/dist/render/shaders/text.js +4 -1
- package/dist/render/shaders/water.d.ts +1 -1
- package/dist/render/shaders/water.js +12 -2
- package/dist/render/shaders/windStreaks.d.ts +1 -1
- package/dist/render/shaders/windStreaks.js +4 -1
- package/dist/render/surfaceLayerLooks.d.ts +16 -4
- package/dist/render/surfaceLayerLooks.js +33 -14
- package/dist/render/surfaceLayers.d.ts +2 -2
- package/dist/render/textRenderer.d.ts +3 -1
- package/dist/render/textRenderer.js +7 -1
- package/dist/render/vertexDefaults.d.ts +1 -1
- package/dist/render/vertexDefaults.js +1 -1
- package/dist/render/waterRenderer.d.ts +1 -1
- package/dist/render/waterRenderer.js +4 -1
- package/dist/render/windStreakRenderer.d.ts +3 -1
- package/dist/render/windStreakRenderer.js +5 -1
- package/package.json +6 -6
- package/src/geometry/meshBuilder.ts +21 -2
- package/src/index.ts +11 -2
- package/src/math/color.ts +39 -0
- package/src/render/backend/webgl2/renderer.ts +134 -44
- package/src/render/backend/webgl2/skinScatter.ts +5 -0
- package/src/render/backend/webgpu/giFieldPass.ts +3 -1
- package/src/render/backend/webgpu/gpuDrivenPass.ts +29 -13
- package/src/render/backend/webgpu/renderer.ts +104 -37
- package/src/render/backend/webgpu/skinScatterPass.ts +17 -1
- package/src/render/causticsRenderer.ts +5 -0
- package/src/render/decalPass.ts +3 -0
- package/src/render/flockRenderer.ts +5 -0
- package/src/render/globalMediumPass.ts +10 -1
- package/src/render/gradeColor.ts +90 -0
- package/src/render/lightMatrix.ts +32 -0
- package/src/render/passGrade.ts +58 -0
- package/src/render/plumeRenderer.ts +5 -0
- package/src/render/renderQuality.ts +60 -21
- package/src/render/sceneTarget.ts +3 -0
- package/src/render/sdfTextRenderer.ts +1 -1
- package/src/render/shaders/arcane.ts +5 -1
- package/src/render/shaders/bolt.ts +4 -1
- package/src/render/shaders/caustics.ts +4 -1
- package/src/render/shaders/decalProject.ts +12 -2
- package/src/render/shaders/film.ts +22 -9
- package/src/render/shaders/fire.ts +4 -1
- package/src/render/shaders/flat/layerLooks.ts +11 -19
- package/src/render/shaders/flat/layered.ts +33 -18
- package/src/render/shaders/flock.ts +4 -1
- package/src/render/shaders/generated/arcane.wgsl.ts +11 -1
- package/src/render/shaders/generated/bolt.wgsl.ts +12 -2
- package/src/render/shaders/generated/caustics.wgsl.ts +12 -2
- package/src/render/shaders/generated/decalProject.wgsl.ts +6 -1
- package/src/render/shaders/generated/film.wgsl.ts +12 -2
- package/src/render/shaders/generated/fire.wgsl.ts +11 -1
- package/src/render/shaders/generated/flat.wgsl.ts +23 -23
- package/src/render/shaders/generated/flock.wgsl.ts +12 -2
- package/src/render/shaders/generated/globalMedium.wgsl.ts +12 -2
- package/src/render/shaders/generated/lightVolume.wgsl.ts +39 -19
- package/src/render/shaders/generated/panel.wgsl.ts +12 -2
- package/src/render/shaders/generated/rush.wgsl.ts +31 -26
- package/src/render/shaders/generated/scatter.wgsl.ts +12 -2
- package/src/render/shaders/generated/skinBlur.wgsl.ts +11 -1
- package/src/render/shaders/generated/sky.wgsl.ts +12 -2
- package/src/render/shaders/generated/smoke.wgsl.ts +11 -1
- package/src/render/shaders/generated/text.wgsl.ts +11 -1
- package/src/render/shaders/generated/water.wgsl.ts +12 -2
- package/src/render/shaders/generated/windStreaks.wgsl.ts +12 -2
- package/src/render/shaders/globalMedium.ts +14 -1
- package/src/render/shaders/gpudriven/present.wgsl.ts +72 -8
- package/src/render/shaders/lightVolume.ts +4 -1
- package/src/render/shaders/outputTransform.ts +19 -11
- package/src/render/shaders/panel.ts +5 -1
- package/src/render/shaders/rush.ts +8 -0
- package/src/render/shaders/scatter.ts +4 -1
- package/src/render/shaders/skinBlur.ts +5 -1
- package/src/render/shaders/sky.ts +5 -1
- package/src/render/shaders/smoke.ts +4 -1
- package/src/render/shaders/text.ts +4 -1
- package/src/render/shaders/water.ts +12 -2
- package/src/render/shaders/windStreaks.ts +4 -1
- package/src/render/surfaceLayerLooks.ts +49 -18
- package/src/render/surfaceLayers.ts +2 -2
- package/src/render/textRenderer.ts +6 -0
- package/src/render/vertexDefaults.ts +1 -1
- package/src/render/waterRenderer.ts +5 -0
- package/src/render/windStreakRenderer.ts +5 -0
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export const FLOCK_FRAG_WGSL = "struct Uniforms {\n uTint: vec3<f32>,\n
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export const FLOCK_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> outColor: vec4<f32>;\nvar<private> vShade_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 _e56 = (*c);\n low = (_e56 * 12.92f);\n let _e58 = (*c);\n high = ((pow(max(_e58, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e64 = high;\n let _e65 = low;\n let _e66 = (*c);\n return mix(_e64, _e65, step(_e66, 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 _e57 = (*c_1)[0u];\n let _e59 = (*c_1)[1u];\n let _e61 = (*c_1)[2u];\n m = max(_e57, max(_e59, _e61));\n let _e64 = m;\n if (_e64 <= 0.8f) {\n let _e66 = (*c_1);\n return _e66;\n }\n let _e67 = m;\n e = (_e67 - 0.8f);\n let _e69 = (*c_1);\n let _e70 = e;\n let _e72 = e;\n let _e76 = m;\n return (_e69 * ((0.8f + ((0.2f * _e70) / (_e72 + 0.2f))) / _e76));\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 _e56 = (*v);\n let _e57 = (*v);\n a = ((_e56 * (_e57 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e63 = (*v);\n let _e64 = (*v);\n b = ((_e63 * ((_e64 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e71 = a;\n let _e72 = b;\n return (_e71 / _e72);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e56 = unnamed.uOutputExposure;\n let _e57 = (*x);\n (*x) = (_e57 * _e56);\n let _e59 = (*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)) * _e59);\n let _e61 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e61), 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 _e58 = unnamed.uOutputTransform;\n if (_e58 == 0i) {\n let _e60 = (*c_2);\n return _e60;\n }\n let _e62 = unnamed.uOutputTransform;\n if (_e62 == 2i) {\n let _e64 = (*c_2);\n param_1 = _e64;\n let _e65 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e65;\n }\n let _e67 = unnamed.uOutputTransform;\n if (_e67 == 3i) {\n let _e69 = (*c_2);\n let _e71 = unnamed.uOutputExposure;\n param_2 = (_e69 * _e71);\n let _e73 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e73;\n }\n let _e74 = (*c_2);\n param_3 = _e74;\n let _e75 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e75;\n}\n\nfn main_1() {\n var param_4: vec3<f32>;\n\n let _e55 = unnamed.uTint;\n let _e56 = vShade_1;\n param_4 = (_e55 * _e56);\n let _e58 = applyOutputTransform_u0028_vf3_u003b((¶m_4));\n outColor = vec4<f32>(_e58.x, _e58.y, _e58.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vShade: f32) -> @location(0) vec4<f32> {\n vShade_1 = vShade;\n main_1();\n let _e3 = outColor;\n return _e3;\n}\n";
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export const FLOCK_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCenter: vec3<f32>,\n uRadius: f32,\n uHeight: f32,\n uSpeed: f32,\n uTime: f32,\n uCount: f32,\n uScale: f32,\n uWind: vec2<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 @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aIndex_1: f32;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aWing_1: f32;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vShade: 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 seed: f32;\n var spin: f32;\n var lift: f32;\n var radius: f32;\n var rate: f32;\n var angle: f32;\n var heading: vec3<f32>;\n var into: f32;\n var driftAngle: f32;\n var centre: vec3<f32>;\n var forward: vec3<f32>;\n var side: vec3<f32>;\n var effort: f32;\n var beat: f32;\n var fold: f32;\n var offset: vec3<f32>;\n var world: vec3<f32>;\n\n let _e59 = aIndex_1;\n id = _e59;\n let _e60 = id;\n seed = (_e60 + 1f);\n let _e62 = seed;\n spin = fract((sin((_e62 * 12.9898f)) * 43758.547f));\n let _e67 = seed;\n lift = fract((sin((_e67 * 78.233f)) * 24634.635f));\n let _e73 = unnamed.uRadius;\n let _e74 = spin;\n radius = (_e73 * (0.55f + (_e74 * 0.5f)));\n let _e79 = unnamed.uSpeed;\n let _e80 = lift;\n let _e84 = radius;\n rate = ((_e79 * (0.8f + (_e80 * 0.45f))) / max(_e84, 0.001f));\n let _e88 = unnamed.uTime;\n let _e89 = rate;\n let _e91 = id;\n let _e94 = unnamed.uCount;\n angle = ((_e88 * _e89) + ((_e91 * 6.2831f) / max(_e94, 1f)));\n let _e98 = angle;\n let _e101 = angle;\n heading = vec3<f32>(-(sin(_e98)), 0f, cos(_e101));\n let _e104 = heading;\n let _e109 = unnamed.uWind;\n into = (-(dot(normalize((_e104.xz + vec2<f32>(0.00001f, 0.00001f))), _e109)) * 0.06f);\n let _e113 = angle;\n let _e114 = into;\n driftAngle = (_e113 + _e114);\n let _e117 = unnamed.uCenter;\n let _e118 = driftAngle;\n let _e120 = radius;\n let _e124 = unnamed.uWind[0u];\n let _e128 = unnamed.uHeight;\n let _e129 = lift;\n let _e134 = unnamed.uTime;\n let _e136 = id;\n let _e141 = driftAngle;\n let _e143 = radius;\n let _e147 = unnamed.uWind[1u];\n centre = (_e117 + vec3<f32>(((cos(_e118) * _e120) + (_e124 * 1.1f)), ((_e128 * (0.7f + (_e129 * 0.6f))) + (sin(((_e134 * 0.6f) + _e136)) * 1.4f)), ((sin(_e141) * _e143) + (_e147 * 1.1f))));\n let _e152 = driftAngle;\n let _e155 = driftAngle;\n forward = vec3<f32>(-(sin(_e152)), 0f, cos(_e155));\n let _e158 = forward;\n side = normalize(cross(_e158, vec3<f32>(0f, 1f, 0f)));\n let _e161 = into;\n effort = (1f + (max(_e161, 0f) * 22f));\n let _e166 = unnamed.uTime;\n let _e167 = spin;\n let _e171 = effort;\n let _e173 = id;\n beat = ((sin((((_e166 * (9f + (_e167 * 4f))) * _e171) + _e173)) * 0.5f) + 0.5f);\n let _e178 = aWing_1;\n let _e179 = beat;\n fold = ((_e178 * _e179) * 0.55f);\n let _e182 = side;\n let _e184 = aCorner_1[0u];\n let _e186 = unnamed.uScale;\n let _e189 = forward;\n let _e191 = aCorner_1[1u];\n let _e193 = unnamed.uScale;\n let _e198 = fold;\n let _e200 = unnamed.uScale;\n offset = (((_e182 * (_e184 * _e186)) + (_e189 * ((_e191 * _e193) * 0.6f))) + vec3<f32>(0f, (_e198 * _e200), 0f));\n let _e204 = centre;\n let _e205 = offset;\n world = (_e204 + _e205);\n let _e207 = beat;\n vShade = (0.55f + (_e207 * 0.25f));\n let _e211 = unnamed.uViewProj;\n let _e212 = world;\n unnamed_1.gl_Position = (_e211 * vec4<f32>(_e212.x, _e212.y, _e212.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(2) aIndex: f32, @location(1) aWing: f32, @location(0) aCorner: vec2<f32>) -> VertexOutput {\n aIndex_1 = aIndex;\n aWing_1 = aWing;\n aCorner_1 = aCorner;\n main_1();\n let _e10 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e10);\n let _e12 = vShade;\n let _e13 = unnamed_1.gl_Position;\n return VertexOutput(_e12, _e13);\n}\n";
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@@ -17,12 +17,22 @@ export const FLOCK_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n
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export const FLOCK_BINDINGS = {
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"FLOCK_FRAG": {
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"uniforms": 1,
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"uniformSize":
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"uniformSize": 32,
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"fields": {
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"uTint": {
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"size": 12,
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"type": "vec3"
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},
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"uOutputTransform": {
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"size": 4,
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"type": "int"
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},
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"uOutputExposure": {
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"offset": 16,
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"size": 4,
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"type": "float"
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}
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},
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"textures": {}
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export const MEDIUM_FRAG_WGSL = "struct Uniforms {\n uDepthToWorld: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uSunDir: vec3<f32>,\n uSunColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uDensity: f32,\n uAlbedo: f32,\n uAnisotropy: f32,\n uMaxDistance: f32,\n uSteps: i32,\n uSunShadow: f32,\n uLightViewProj: mat4x4<f32>,\n uMovingLightViewProj: mat4x4<f32>,\n uPeeledShadowEnabled: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uSunShadows_t: texture_2d_array<f32>;\n@group(0) @binding(35) \nvar uSunShadows_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDepth_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn occlusion_u0028_f1_u003b_f1_u003b(stored: ptr<function, f32>, compare: ptr<function, f32>) -> f32 {\n let _e49 = (*compare);\n let _e50 = (*stored);\n return smoothstep(-0.0025f, 0.0025f, (_e49 - _e50));\n}\n\nfn sunReach_u0028_vf3_u003b(worldPos: ptr<function, vec3<f32>>) -> f32 {\n var lightPos: vec4<f32>;\n var p: vec3<f32>;\n var fromCentre: vec2<f32>;\n var edgeFade: f32;\n var compare_1: f32;\n var blocked: f32;\n var param: f32;\n var param_1: f32;\n var param_2: f32;\n var param_3: f32;\n var movingPos: vec4<f32>;\n var pm: vec3<f32>;\n var param_4: f32;\n var param_5: f32;\n var phi_99_: bool;\n var phi_106_: bool;\n var phi_114_: bool;\n var phi_121_: bool;\n var phi_234_: bool;\n var phi_240_: bool;\n var phi_246_: bool;\n var phi_252_: bool;\n var phi_258_: bool;\n\n let _e63 = unnamed.uLightViewProj;\n let _e64 = (*worldPos);\n lightPos = (_e63 * vec4<f32>(_e64.x, _e64.y, _e64.z, 1f));\n let _e71 = lightPos[3u];\n if (_e71 <= 0f) {\n return 1f;\n }\n let _e73 = lightPos;\n let _e76 = lightPos[3u];\n p = (((_e73.xyz / vec3(_e76)) * 0.5f) + vec3(0.5f));\n let _e83 = p[2u];\n let _e84 = (_e83 > 1f);\n phi_99_ = _e84;\n if !(_e84) {\n let _e87 = p[0u];\n phi_99_ = (_e87 < 0f);\n }\n let _e90 = phi_99_;\n phi_106_ = _e90;\n if !(_e90) {\n let _e93 = p[0u];\n phi_106_ = (_e93 > 1f);\n }\n let _e96 = phi_106_;\n phi_114_ = _e96;\n if !(_e96) {\n let _e99 = p[1u];\n phi_114_ = (_e99 < 0f);\n }\n let _e102 = phi_114_;\n phi_121_ = _e102;\n if !(_e102) {\n let _e105 = p[1u];\n phi_121_ = (_e105 > 1f);\n }\n let _e108 = phi_121_;\n if _e108 {\n return 1f;\n }\n let _e109 = p;\n fromCentre = (abs((_e109.xy - vec2(0.5f))) * 2f);\n let _e116 = fromCentre[0u];\n let _e118 = fromCentre[1u];\n edgeFade = (1f - smoothstep(0.72f, 0.98f, max(_e116, _e118)));\n let _e123 = p[2u];\n let _e126 = edgeFade;\n edgeFade = (_e126 * (1f - smoothstep(0.9f, 1f, _e123)));\n let _e128 = edgeFade;\n if (_e128 <= 0f) {\n return 1f;\n }\n let _e131 = p[2u];\n compare_1 = (_e131 - 0.0015f);\n let _e133 = p;\n let _e134 = _e133.xy;\n let _e137 = vec3<f32>(_e134.x, _e134.y, 0f);\n let _e143 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e137.x, _e137.y), i32(_e137.z), 0f);\n param = _e143.x;\n let _e145 = compare_1;\n param_1 = _e145;\n let _e146 = occlusion_u0028_f1_u003b_f1_u003b((¶m), (¶m_1));\n blocked = _e146;\n let _e148 = unnamed.uPeeledShadowEnabled;\n if (_e148 != 0i) {\n let _e150 = blocked;\n let _e151 = p;\n let _e152 = _e151.xy;\n let _e155 = vec3<f32>(_e152.x, _e152.y, 2f);\n let _e161 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e155.x, _e155.y), i32(_e155.z), 0f);\n param_2 = _e161.x;\n let _e163 = compare_1;\n param_3 = _e163;\n let _e164 = occlusion_u0028_f1_u003b_f1_u003b((¶m_2), (¶m_3));\n blocked = max(_e150, _e164);\n }\n let _e167 = unnamed.uMovingLightViewProj;\n let _e168 = (*worldPos);\n movingPos = (_e167 * vec4<f32>(_e168.x, _e168.y, _e168.z, 1f));\n let _e174 = movingPos;\n let _e177 = movingPos[3u];\n pm = (((_e174.xyz / vec3(_e177)) * 0.5f) + vec3(0.5f));\n let _e184 = movingPos[3u];\n let _e185 = (_e184 > 0f);\n phi_234_ = _e185;\n if _e185 {\n let _e187 = pm[2u];\n phi_234_ = (_e187 <= 1f);\n }\n let _e190 = phi_234_;\n phi_240_ = _e190;\n if _e190 {\n let _e192 = pm[0u];\n phi_240_ = (_e192 >= 0f);\n }\n let _e195 = phi_240_;\n phi_246_ = _e195;\n if _e195 {\n let _e197 = pm[0u];\n phi_246_ = (_e197 <= 1f);\n }\n let _e200 = phi_246_;\n phi_252_ = _e200;\n if _e200 {\n let _e202 = pm[1u];\n phi_252_ = (_e202 >= 0f);\n }\n let _e205 = phi_252_;\n phi_258_ = _e205;\n if _e205 {\n let _e207 = pm[1u];\n phi_258_ = (_e207 <= 1f);\n }\n let _e210 = phi_258_;\n if _e210 {\n let _e211 = blocked;\n let _e212 = pm;\n let _e213 = _e212.xy;\n let _e216 = vec3<f32>(_e213.x, _e213.y, 1f);\n let _e222 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e216.x, _e216.y), i32(_e216.z), 0f);\n let _e224 = pm[2u];\n param_4 = _e222.x;\n param_5 = (_e224 - 0.0015f);\n let _e227 = occlusion_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n blocked = max(_e211, _e227);\n }\n let _e229 = blocked;\n let _e232 = unnamed.uSunShadow;\n let _e233 = edgeFade;\n return mix(1f, (1f - _e229), (_e232 * _e233));\n}\n\nfn phase_u0028_f1_u003b_f1_u003b(cosTheta: ptr<function, f32>, g: ptr<function, f32>) -> f32 {\n var g2_: f32;\n var d: f32;\n\n let _e51 = (*g);\n let _e52 = (*g);\n g2_ = (_e51 * _e52);\n let _e54 = g2_;\n let _e56 = (*g);\n let _e58 = (*cosTheta);\n d = max(((1f + _e54) - ((2f * _e56) * _e58)), 0.0001f);\n let _e62 = g2_;\n let _e64 = d;\n let _e66 = d;\n return ((1f - _e62) / ((12.566371f * _e64) * sqrt(_e66)));\n}\n\nfn hash21_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n let _e48 = (*p_1);\n return fract((sin(dot(_e48, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn main_1() {\n var ndc: vec2<f32>;\n var probe: vec4<f32>;\n var dir: vec3<f32>;\n var stored_1: f32;\n var far: f32;\n var hit: vec4<f32>;\n var steps: i32;\n var dither: f32;\n var param_6: vec2<f32>;\n var scatter: f32;\n var param_7: f32;\n var param_8: f32;\n var sunLit: vec3<f32>;\n var skyLit: vec3<f32>;\n var inscatter: vec3<f32>;\n var transmittance: f32;\n var previous: f32;\n var i: i32;\n var u: f32;\n var next: f32;\n var segment: f32;\n var travelled: f32;\n var segmentTransmittance: f32;\n var scattered: f32;\n var lit: f32;\n var param_9: vec3<f32>;\n\n let _e73 = vUv_1;\n ndc = ((_e73 * 2f) - vec2(1f));\n let _e78 = unnamed.uDepthToWorld;\n let _e79 = ndc;\n probe = (_e78 * vec4<f32>(_e79.x, _e79.y, 0.5f, 1f));\n let _e84 = probe;\n let _e87 = probe[3u];\n let _e91 = unnamed.uCameraPos;\n dir = normalize(((_e84.xyz / vec3(_e87)) - _e91));\n let _e94 = vUv_1;\n let _e95 = textureSampleLevel(uDepth_t, uDepth_s, _e94, 0f);\n stored_1 = _e95.x;\n let _e98 = unnamed.uMaxDistance;\n far = _e98;\n let _e99 = stored_1;\n if !((_e99 <= 0f)) {\n let _e103 = unnamed.uDepthToWorld;\n let _e104 = ndc;\n let _e105 = stored_1;\n hit = (_e103 * vec4<f32>(_e104.x, _e104.y, _e105, 1f));\n let _e111 = hit[3u];\n if (_e111 > 0.000001f) {\n let _e113 = far;\n let _e114 = hit;\n let _e117 = hit[3u];\n let _e121 = unnamed.uCameraPos;\n let _e123 = dir;\n far = min(_e113, dot(((_e114.xyz / vec3(_e117)) - _e121), _e123));\n }\n }\n let _e126 = far;\n if (_e126 <= 0f) {\n fragColor = vec4<f32>(0f, 0f, 0f, 1f);\n return;\n }\n let _e129 = unnamed.uSteps;\n steps = clamp(_e129, 1i, 64i);\n let _e131 = gl_FragCoord_1;\n param_6 = _e131.xy;\n let _e133 = hash21_u0028_vf2_u003b((¶m_6));\n dither = (_e133 - 0.5f);\n let _e136 = unnamed.uAlbedo;\n let _e137 = dir;\n let _e139 = unnamed.uSunDir;\n param_7 = dot(_e137, _e139);\n let _e142 = unnamed.uAnisotropy;\n param_8 = _e142;\n let _e143 = phase_u0028_f1_u003b_f1_u003b((¶m_7), (¶m_8));\n scatter = (_e136 * _e143);\n let _e146 = unnamed.uSunColor;\n let _e147 = scatter;\n sunLit = (_e146 * _e147);\n let _e150 = unnamed.uAmbient;\n let _e152 = unnamed.uAlbedo;\n skyLit = ((_e150 * _e152) * 0.07957747f);\n inscatter = vec3<f32>(0f, 0f, 0f);\n transmittance = 1f;\n previous = 0f;\n i = 0i;\n loop {\n let _e155 = i;\n if (_e155 < 64i) {\n let _e157 = i;\n let _e158 = steps;\n if (_e157 >= _e158) {\n break;\n }\n let _e160 = i;\n let _e163 = steps;\n u = (f32((_e160 + 1i)) / f32(_e163));\n let _e166 = far;\n let _e167 = u;\n next = (_e166 * pow(_e167, 2f));\n let _e170 = next;\n let _e171 = previous;\n segment = (_e170 - _e171);\n let _e173 = previous;\n let _e174 = next;\n travelled = (0.5f * (_e173 + _e174));\n let _e177 = next;\n previous = _e177;\n let _e179 = unnamed.uDensity;\n let _e181 = segment;\n segmentTransmittance = exp((-(_e179) * _e181));\n let _e184 = segmentTransmittance;\n scattered = (1f - _e184);\n lit = 1f;\n let _e187 = unnamed.uSunShadow;\n if (_e187 > 0f) {\n let _e190 = unnamed.uCameraPos;\n let _e191 = dir;\n let _e192 = travelled;\n let _e193 = dither;\n let _e194 = segment;\n param_9 = (_e190 + (_e191 * (_e192 + (_e193 * _e194))));\n let _e199 = sunReach_u0028_vf3_u003b((¶m_9));\n lit = _e199;\n }\n let _e200 = transmittance;\n let _e201 = scattered;\n let _e203 = sunLit;\n let _e204 = lit;\n let _e206 = skyLit;\n let _e209 = inscatter;\n inscatter = (_e209 + (((_e203 * _e204) + _e206) * (_e200 * _e201)));\n let _e211 = segmentTransmittance;\n let _e212 = transmittance;\n transmittance = (_e212 * _e211);\n continue;\n } else {\n break;\n }\n continuing {\n let _e214 = i;\n i = (_e214 + 1i);\n }\n }\n let _e216 = inscatter;\n let _e217 = (_e216 * 12.566371f);\n let _e218 = transmittance;\n fragColor = vec4<f32>(_e217.x, _e217.y, _e217.z, _e218);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
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export const MEDIUM_UPSAMPLE_FRAG_WGSL = "struct Uniforms {\n uMediumTexel: vec2<f32>,\n uDepthToViewZ: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uMedium_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uMedium_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn viewDistance_u0028_f1_u003b(stored: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let
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export const MEDIUM_UPSAMPLE_FRAG_WGSL = "struct Uniforms {\n uMediumTexel: vec2<f32>,\n uDepthToViewZ: vec4<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uMedium_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uMedium_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e71 = (*c);\n low = (_e71 * 12.92f);\n let _e73 = (*c);\n high = ((pow(max(_e73, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e79 = high;\n let _e80 = low;\n let _e81 = (*c);\n return mix(_e79, _e80, step(_e81, 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 _e72 = (*c_1)[0u];\n let _e74 = (*c_1)[1u];\n let _e76 = (*c_1)[2u];\n m = max(_e72, max(_e74, _e76));\n let _e79 = m;\n if (_e79 <= 0.8f) {\n let _e81 = (*c_1);\n return _e81;\n }\n let _e82 = m;\n e = (_e82 - 0.8f);\n let _e84 = (*c_1);\n let _e85 = e;\n let _e87 = e;\n let _e91 = m;\n return (_e84 * ((0.8f + ((0.2f * _e85) / (_e87 + 0.2f))) / _e91));\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 _e71 = (*v);\n let _e72 = (*v);\n a = ((_e71 * (_e72 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e78 = (*v);\n let _e79 = (*v);\n b = ((_e78 * ((_e79 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e86 = a;\n let _e87 = b;\n return (_e86 / _e87);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e71 = unnamed.uOutputExposure;\n let _e72 = (*x);\n (*x) = (_e72 * _e71);\n let _e74 = (*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)) * _e74);\n let _e76 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e76), 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 _e73 = unnamed.uOutputTransform;\n if (_e73 == 0i) {\n let _e75 = (*c_2);\n return _e75;\n }\n let _e77 = unnamed.uOutputTransform;\n if (_e77 == 2i) {\n let _e79 = (*c_2);\n param_1 = _e79;\n let _e80 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e80;\n }\n let _e82 = unnamed.uOutputTransform;\n if (_e82 == 3i) {\n let _e84 = (*c_2);\n let _e86 = unnamed.uOutputExposure;\n param_2 = (_e84 * _e86);\n let _e88 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e88;\n }\n let _e89 = (*c_2);\n param_3 = _e89;\n let _e90 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e90;\n}\n\nfn viewDistance_u0028_f1_u003b(stored: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e70 = (*stored);\n ndc = (1f - (_e70 * 2f));\n let _e75 = unnamed.uDepthToViewZ[0u];\n let _e76 = ndc;\n let _e80 = unnamed.uDepthToViewZ[1u];\n let _e84 = unnamed.uDepthToViewZ[2u];\n let _e85 = ndc;\n let _e89 = unnamed.uDepthToViewZ[3u];\n return abs((((_e75 * _e76) + _e80) / ((_e84 * _e85) + _e89)));\n}\n\nfn main_1() {\n var here: f32;\n var param_4: f32;\n var coord: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var total: vec4<f32>;\n var weight: f32;\n var nearest: vec4<f32>;\n var nearestGap: f32;\n var i: i32;\n var offset: vec2<f32>;\n var uv: vec2<f32>;\n var bilinear: f32;\n var there: f32;\n var param_5: f32;\n var gap: f32;\n var sampled: vec4<f32>;\n var depthWeight: f32;\n var medium: vec4<f32>;\n var local: vec4<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n\n let _e90 = vUv_1;\n let _e91 = textureSampleLevel(uDepth_t, uDepth_s, _e90, 0f);\n param_4 = _e91.x;\n let _e93 = viewDistance_u0028_f1_u003b((¶m_4));\n here = _e93;\n let _e94 = vUv_1;\n let _e96 = unnamed.uMediumTexel;\n coord = ((_e94 / _e96) - vec2(0.5f));\n let _e100 = coord;\n base = floor(_e100);\n let _e102 = coord;\n let _e103 = base;\n f = (_e102 - _e103);\n total = vec4<f32>(0f, 0f, 0f, 0f);\n weight = 0f;\n nearest = vec4<f32>(0f, 0f, 0f, 1f);\n nearestGap = 1000000000000000000000000000000f;\n i = 0i;\n loop {\n let _e105 = i;\n if (_e105 < 4i) {\n let _e107 = i;\n let _e110 = i;\n offset = vec2<f32>(f32((_e107 & 1i)), f32(((_e110 >> bitcast<u32>(1i)) & 1i)));\n let _e116 = base;\n let _e117 = offset;\n let _e122 = unnamed.uMediumTexel;\n uv = (((_e116 + _e117) + vec2(0.5f)) * _e122);\n let _e125 = f[0u];\n let _e128 = f[0u];\n let _e130 = offset[0u];\n let _e133 = f[1u];\n let _e136 = f[1u];\n let _e138 = offset[1u];\n bilinear = (mix((1f - _e125), _e128, _e130) * mix((1f - _e133), _e136, _e138));\n let _e141 = uv;\n let _e142 = textureSampleLevel(uDepth_t, uDepth_s, _e141, 0f);\n param_5 = _e142.x;\n let _e144 = viewDistance_u0028_f1_u003b((¶m_5));\n there = _e144;\n let _e145 = there;\n let _e146 = here;\n let _e149 = there;\n let _e150 = here;\n gap = (abs((_e145 - _e146)) / max(min(_e149, _e150), 0.001f));\n let _e154 = uv;\n let _e155 = textureSampleLevel(uMedium_t, uMedium_s, _e154, 0f);\n sampled = _e155;\n let _e156 = gap;\n let _e157 = nearestGap;\n if (_e156 < _e157) {\n let _e159 = gap;\n nearestGap = _e159;\n let _e160 = sampled;\n nearest = _e160;\n }\n let _e161 = gap;\n depthWeight = (1f - smoothstep(0.04f, 0.05f, _e161));\n let _e164 = sampled;\n let _e165 = bilinear;\n let _e167 = depthWeight;\n let _e169 = total;\n total = (_e169 + ((_e164 * _e165) * _e167));\n let _e171 = bilinear;\n let _e172 = depthWeight;\n let _e174 = weight;\n weight = (_e174 + (_e171 * _e172));\n continue;\n } else {\n break;\n }\n continuing {\n let _e176 = i;\n i = (_e176 + 1i);\n }\n }\n let _e178 = weight;\n if (_e178 > 0.0001f) {\n let _e180 = total;\n let _e181 = weight;\n local = (_e180 / vec4(_e181));\n } else {\n let _e184 = nearest;\n local = _e184;\n }\n let _e185 = local;\n medium = _e185;\n let _e187 = unnamed.uOutputTransform;\n if (_e187 != 0i) {\n let _e189 = medium;\n param_6 = _e189.xyz;\n let _e191 = applyOutputTransform_u0028_vf3_u003b((¶m_6));\n let _e192 = medium;\n medium = vec4<f32>(_e191.x, _e191.y, _e191.z, _e192.w);\n let _e199 = medium[3u];\n param_7 = vec3(_e199);\n let _e201 = linearToSrgb_u0028_vf3_u003b((¶m_7));\n medium[3u] = _e201.x;\n }\n let _e204 = medium;\n fragColor = _e204;\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -105,7 +105,7 @@ export const GLOBALMEDIUM_BINDINGS = {
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"uniformSize":
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@@ -116,6 +116,16 @@ export const GLOBALMEDIUM_BINDINGS = {
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},
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"offset": 32,
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"type": "int"
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"uOutputExposure": {
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"textures": {
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@@ -8,7 +8,7 @@
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export const LIGHT_VOLUME_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(3) member: vec3<f32>,\n @location(4) member_1: vec3<f32>,\n @location(2) member_2: vec3<f32>,\n @location(0) member_3: vec3<f32>,\n @location(1) member_4: f32,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vLocal: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vColor: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> vEnergy: f32;\nvar<private> aEmissive_1: f32;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var world: vec4<f32>;\n\n let _e16 = unnamed.uModel;\n let _e17 = aPosition_1;\n world = (_e16 * vec4<f32>(_e17.x, _e17.y, _e17.z, 1f));\n let _e23 = world;\n vWorldPos = _e23.xyz;\n let _e25 = aPosition_1;\n vLocal = _e25;\n let _e27 = unnamed.uModel;\n let _e35 = aNormal_1;\n vNormal = (mat3x3<f32>(_e27[0].xyz, _e27[1].xyz, _e27[2].xyz) * _e35);\n let _e37 = aColor_1;\n vColor = _e37;\n let _e38 = aEmissive_1;\n vEnergy = _e38;\n let _e40 = unnamed.uViewProj;\n let _e41 = world;\n unnamed_1.gl_Position = (_e40 * _e41);\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(1) aNormal: vec3<f32>, @location(2) aColor: vec3<f32>, @location(3) aEmissive: f32) -> VertexOutput {\n aPosition_1 = aPosition;\n aNormal_1 = aNormal;\n aColor_1 = aColor;\n aEmissive_1 = aEmissive;\n main_1();\n let _e16 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e16);\n let _e18 = vWorldPos;\n let _e19 = vLocal;\n let _e20 = vNormal;\n let _e21 = vColor;\n let _e22 = vEnergy;\n let _e23 = unnamed_1.gl_Position;\n return VertexOutput(_e18, _e19, _e20, _e21, _e22, _e23);\n}\n";
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/** Every distinct top-level item of the permutations below, once. See `wgsl/share.mjs`. */
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const PARTS: readonly string[] = ["struct Uniforms {\n uCameraPos: vec3<f32>,\n uStrength: f32,\n uLength: f32,\n uSpread: f32,\n uDust: f32,\n uDustScale: f32,\n uDustOffset: vec3<f32>,\n uNear: f32,\n uCameraLocal: vec3<f32>,\n uModelWorld: mat4x4<f32>,\n uSamples: i32,\n uSceneDepthEnabled: i32,\n uInvViewport: vec2<f32>,\n uDepthToLocal: mat4x4<f32>,\n}","@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLocal_1: vec3<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(32) \nvar uSceneDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSceneDepth_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vEnergy_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;","fn hash31_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> f32 {\n let _e0 = (*_l0);\n return fract((sin(dot(_e0, vec3<f32>(127.1f, 311.7f, 74.7f))) * 43758.547f));\n}","fn volumeNoise_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> f32 {\n var _l1: vec3<f32>;\n var _l2: vec3<f32>;\n var _l3: vec3<f32>;\n var _l4: f32;\n var _l5: vec3<f32>;\n var _l6: vec3<f32>;\n var _l7: f32;\n var _l8: vec3<f32>;\n var _l9: vec3<f32>;\n var _l10: f32;\n var _l11: vec3<f32>;\n var _l12: vec3<f32>;\n var _l13: f32;\n var _l14: vec3<f32>;\n var _l15: vec3<f32>;\n\n let _e0 = (*_l0);\n _l1 = floor(_e0);\n let _e1 = (*_l0);\n _l2 = fract(_e1);\n let _e2 = _l2;\n let _e3 = _l2;\n let _e4 = _l2;\n _l3 = ((_e2 * _e3) * (vec3(3f) - (_e4 * 2f)));\n let _e5 = _l1;\n _l5 = (_e5 + vec3<f32>(0f, 0f, 0f));\n let _e6 = hash31_u0028_vf3_u003b((&_l5));\n let _e7 = _l1;\n _l6 = (_e7 + vec3<f32>(1f, 0f, 0f));\n let _e8 = hash31_u0028_vf3_u003b((&_l6));\n let _e9 = _l3[0u];\n _l4 = mix(_e6, _e8, _e9);\n let _e10 = _l1;\n _l8 = (_e10 + vec3<f32>(0f, 1f, 0f));\n let _e11 = hash31_u0028_vf3_u003b((&_l8));\n let _e12 = _l1;\n _l9 = (_e12 + vec3<f32>(1f, 1f, 0f));\n let _e13 = hash31_u0028_vf3_u003b((&_l9));\n let _e14 = _l3[0u];\n _l7 = mix(_e11, _e13, _e14);\n let _e15 = _l1;\n _l11 = (_e15 + vec3<f32>(0f, 0f, 1f));\n let _e16 = hash31_u0028_vf3_u003b((&_l11));\n let _e17 = _l1;\n _l12 = (_e17 + vec3<f32>(1f, 0f, 1f));\n let _e18 = hash31_u0028_vf3_u003b((&_l12));\n let _e19 = _l3[0u];\n _l10 = mix(_e16, _e18, _e19);\n let _e20 = _l1;\n _l14 = (_e20 + vec3<f32>(0f, 1f, 1f));\n let _e21 = hash31_u0028_vf3_u003b((&_l14));\n let _e22 = _l1;\n _l15 = (_e22 + vec3<f32>(1f, 1f, 1f));\n let _e23 = hash31_u0028_vf3_u003b((&_l15));\n let _e24 = _l3[0u];\n _l13 = mix(_e21, _e23, _e24);\n let _e25 = _l4;\n let _e26 = _l7;\n let _e27 = _l3[1u];\n let _e28 = _l10;\n let _e29 = _l13;\n let _e30 = _l3[1u];\n let _e31 = _l3[2u];\n return mix(mix(_e25, _e26, _e27), mix(_e28, _e29, _e30), _e31);\n}","fn dustField_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> f32 {\n var _l1: vec3<f32>;\n var _l2: vec3<f32>;\n\n let _e0 = (*_l0);\n _l1 = _e0;\n let _e1 = volumeNoise_u0028_vf3_u003b((&_l1));\n let _e2 = (*_l0);\n _l2 = ((_e2 * 2.17f) + vec3(19.3f));\n let _e3 = volumeNoise_u0028_vf3_u003b((&_l2));\n return ((_e1 * 0.65f) + (_e3 * 0.35f));\n}","fn densityAt_u0028_vf3_u003b_f1_u003b(_l0: ptr<function, vec3<f32>>, _l1: ptr<function, f32>) -> f32 {\n var _l2: f32;\n var _l3: f32;\n var _l4: f32;\n var _l5: f32;\n\n let _e0 = unnamed.uLength;\n let _e1 = (*_l1);\n _l2 = max((_e0 - _e1), 0.0001f);\n let _e2 = (*_l0)[2u];\n let _e3 = (*_l1);\n let _e4 = _l2;\n _l3 = clamp(((_e2 - _e3) / _e4), 0f, 1f);\n let _e5 = (*_l0);\n let _e6 = (*_l0)[2u];\n _l4 = (length(_e5.xy) / max(_e6, 0.001f));\n let _e7 = _l4;\n let _e8 = unnamed.uSpread;\n _l5 = clamp((_e7 / max(_e8, 0.0001f)), 0f, 1f);\n let _e9 = _l3;\n let _e10 = _l5;\n return (pow((1f - _e9), 1.3f) * pow((1f - _e10), 2f));\n}","fn main_1() {\n var _l0: vec3<f32>;\n var _l1: vec3<f32>;\n var _l2: f32;\n var _l3: vec3<f32>;\n var _l4: vec3<f32>;\n var _l5: f32;\n var _l6: f32;\n var _l7: f32;\n var _l8: f32;\n var _l9: f32;\n var _l10: f32;\n var _l11: f32;\n var _l12: f32;\n var _l13: f32;\n var _l14: f32;\n var _l15: f32;\n var _l16: vec2<f32>;\n var _l17: f32;\n var _l18: vec4<f32>;\n var _l19: i32;\n var _l20: f32;\n var _l21: i32;\n var _l22: f32;\n var _l23: array<f32, 16>;\n var _l24: vec3<f32>;\n var _l25: f32;\n var _l26: i32;\n var _l27: f32;\n var _l28: vec3<f32>;\n var _l29: f32;\n var _l30: vec3<f32>;\n var _l31: f32;\n var _l32: vec3<f32>;\n var _l33: vec3<f32>;\n var _l34: f32;\n var _l35: f32;\n var _l36: bool;\n\n let _e0 = unnamed.uCameraLocal;\n _l0 = _e0;\n let _e1 = vLocal_1;\n let _e2 = _l0;\n _l1 = (_e1 - _e2);\n let _e3 = _l1;\n _l2 = length(_e3);\n let _e4 = _l2;\n if (_e4 > 0.00001f) {\n let _e5 = _l1;\n let _e6 = _l2;\n _l4 = (_e5 / vec3(_e6));\n } else {\n _l4 = vec3<f32>(0f, 0f, 1f);\n }\n let _e7 = _l4;\n _l3 = _e7;\n let _e8 = unnamed.uNear;\n let _e9 = unnamed.uLength;\n _l5 = min(_e8, _e9);\n _l6 = 0f;\n let _e10 = unnamed.uLength;\n _l7 = (_e10 * 2f);\n let _e11 = _l3[2u];\n if (abs(_e11) > 0.00001f) {\n let _e12 = _l5;\n let _e13 = _l0[2u];\n let _e14 = _l3[2u];\n _l8 = ((_e12 - _e13) / _e14);\n let _e15 = unnamed.uLength;\n let _e16 = _l0[2u];\n let _e17 = _l3[2u];\n _l9 = ((_e15 - _e16) / _e17);\n let _e18 = _l8;\n let _e19 = _l9;\n _l6 = min(_e18, _e19);\n let _e20 = _l8;\n let _e21 = _l9;\n _l7 = max(_e20, _e21);\n } else {\n let _e22 = _l0[2u];\n let _e23 = _l5;\n let _e24 = (_e22 < _e23);\n _l36 = _e24;\n if !(_e24) {\n let _e25 = _l0[2u];\n let _e26 = unnamed.uLength;\n _l36 = (_e25 > _e26);\n }\n let _e27 = _l36;\n if _e27 {\n discard;\n }\n }\n let _e28 = unnamed.uSpread;\n let _e29 = unnamed.uLength;\n _l10 = ((_e28 * _e29) * 1.05f);\n let _e30 = _l3;\n let _e31 = _l3;\n _l11 = dot(_e30.xy, _e31.xy);\n let _e32 = _l0;\n let _e33 = _l3;\n _l12 = (2f * dot(_e32.xy, _e33.xy));\n let _e34 = _l0;\n let _e35 = _l0;\n let _e36 = _l10;\n let _e37 = _l10;\n _l13 = (dot(_e34.xy, _e35.xy) - (_e36 * _e37));\n let _e38 = _l11;\n if (_e38 > 0.00000001f) {\n let _e39 = _l12;\n let _e40 = _l12;\n let _e41 = _l11;\n let _e42 = _l13;\n _l14 = ((_e39 * _e40) - ((4f * _e41) * _e42));\n let _e43 = _l14;\n if (_e43 <= 0f) {\n discard;\n }\n let _e44 = _l14;\n _l15 = sqrt(_e44);\n let _e45 = _l6;\n let _e46 = _l12;\n let _e47 = _l15;\n let _e48 = _l11;\n _l6 = max(_e45, ((-(_e46) - _e47) / (2f * _e48)));\n let _e49 = _l7;\n let _e50 = _l12;\n let _e51 = _l15;\n let _e52 = _l11;\n _l7 = min(_e49, ((-(_e50) + _e51) / (2f * _e52)));\n } else {\n let _e53 = _l13;\n if (_e53 > 0f) {\n discard;\n }\n }\n let _e54 = _l6;\n _l6 = max(_e54, 0f);\n let _e55 = _l7;\n let _e56 = _l6;\n let _e57 = unnamed.uLength;\n _l7 = min(_e55, (_e56 + (_e57 * 2f)));\n let _e58 = unnamed.uSceneDepthEnabled;\n if (_e58 != 0i) {\n let _e59 = gl_FragCoord_1;\n let _e60 = unnamed.uInvViewport;\n _l16 = (_e59.xy * _e60);\n let _e61 = _l16;\n let _e62 = textureSampleLevel(uSceneDepth_t, uSceneDepth_s, _e61, 0f);\n _l17 = _e62.x;\n let _e63 = unnamed.uDepthToLocal;\n let _e64 = _l16;\n let _e65 = ((_e64 * 2f) - vec2(1f));\n let _e66 = _l17;\n _l18 = (_e63 * vec4<f32>(_e65.x, _e65.y, _e66, 1f));\n let _e67 = _l18[3u];\n if (_e67 > 0.000001f) {\n let _e68 = _l7;\n let _e69 = _l18;\n let _e70 = _l18[3u];\n let _e71 = _l0;\n let _e72 = _l3;\n _l7 = min(_e68, dot(((_e69.xyz / vec3(_e70)) - _e71), _e72));\n }\n }\n let _e73 = _l7;\n let _e74 = _l6;\n if (_e73 <= _e74) {\n discard;\n }\n let _e75 = unnamed.uSamples;\n _l19 = clamp(_e75, 2i, 64i);\n let _e76 = _l7;\n let _e77 = _l6;\n let _e78 = _l19;\n _l20 = ((_e76 - _e77) / f32(_e78));\n let _e79 = gl_FragCoord_1[1u];\n let _e80 = gl_FragCoord_1[0u];\n _l21 = ((i32((_e79 - (floor((_e79 / 4f)) * 4f))) * 4i) + i32((_e80 - (floor((_e80 / 4f)) * 4f))));\n let _e81 = _l21;\n _l23 = array<f32, 16>(0f, 8f, 2f, 10f, 12f, 4f, 14f, 6f, 3f, 11f, 1f, 9f, 15f, 7f, 13f, 5f);\n let _e82 = _l23[_e81];\n let _e83 = gl_FragCoord_1;\n let _e84 = _e83.xy;\n _l24 = vec3<f32>(_e84.x, _e84.y, 3.7f);\n let _e85 = hash31_u0028_vf3_u003b((&_l24));\n let _e86 = _l20;\n _l22 = ((((_e82 + _e85) / 16f) - 0.5f) * _e86);\n _l25 = 0f;\n _l26 = 0i;\n loop {\n let _e87 = _l26;\n if (_e87 < 64i) {\n let _e88 = _l26;\n let _e89 = _l19;\n if (_e88 >= _e89) {\n break;\n }\n let _e90 = _l6;\n let _e91 = _l26;\n let _e92 = _l20;\n _l27 = (_e90 + ((f32(_e91) + 0.5f) * _e92));\n let _e93 = _l0;\n let _e94 = _l3;\n let _e95 = _l27;\n _l28 = (_e93 + (_e94 * _e95));\n let _e96 = _l28;\n _l30 = _e96;\n let _e97 = _l5;\n _l31 = _e97;\n let _e98 = densityAt_u0028_vf3_u003b_f1_u003b((&_l30), (&_l31));\n _l29 = _e98;\n let _e99 = _l29;\n if (_e99 <= 0f) {\n continue;\n }\n let _e100 = unnamed.uModelWorld;\n let _e101 = _l28;\n _l32 = (_e100 * vec4<f32>(_e101.x, _e101.y, _e101.z, 1f)).xyz;\n let _e102 = unnamed.uDust;\n if (_e102 > 0f) {\n let _e103 = _l32;\n let _e104 = unnamed.uDustOffset;\n let _e105 = unnamed.uDustScale;\n _l33 = ((_e103 + _e104) / vec3(max(_e105, 0.001f)));\n let _e106 = dustField_u0028_vf3_u003b((&_l33));\n let _e107 = unnamed.uDust;\n let _e108 = _l29;\n _l29 = (_e108 * mix(1f, _e106, _e107));\n }\n let _e109 = _l29;\n let _e110 = _l25;\n _l25 = (_e110 + _e109);\n continue;\n } else {\n break;\n }\n continuing {\n let _e111 = _l26;\n _l26 = (_e111 + 1i);\n }\n }\n let _e112 = unnamed.uSpread;\n let _e113 = unnamed.uLength;\n _l34 = max((_e112 * _e113), 0.0001f);\n let _e114 = _l25;\n let _e115 = _l20;\n let _e116 = _l34;\n _l35 = (1f - exp((((-(_e114) * _e115) / _e116) * 3f)));\n let _e117 = vColor_1;\n let _e118 = vEnergy_1;\n let _e119 = _l35;\n let _e120 = unnamed.uStrength;\n let _e121 = (_e117 * ((_e118 * _e119) * _e120));\n fragColor = vec4<f32>(_e121.x, _e121.y, _e121.z, 1f);\n return;\n}","@fragment \nfn main(@location(4) vLocal: vec3<f32>, @builtin(position) gl_FragCoord: vec4<f32>, @location(0) vColor: vec3<f32>, @location(1) vEnergy: f32, @location(2) vNormal: vec3<f32>, @location(3) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vLocal_1 = vLocal;\n gl_FragCoord_1 = gl_FragCoord;\n vColor_1 = vColor;\n vEnergy_1 = vEnergy;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e0 = fragColor;\n return _e0;\n}\n","struct Uniforms {\n uCameraPos: vec3<f32>,\n uStrength: f32,\n uLength: f32,\n uSpread: f32,\n uDust: f32,\n uDustScale: f32,\n uDustOffset: vec3<f32>,\n uSunShadow: f32,\n uLightViewProj: mat4x4<f32>,\n uMovingLightViewProj: mat4x4<f32>,\n uShadowMapSize: f32,\n uPeeledShadowEnabled: i32,\n uNear: f32,\n uCameraLocal: vec3<f32>,\n uModelWorld: mat4x4<f32>,\n uSamples: i32,\n uSceneDepthEnabled: i32,\n uInvViewport: vec2<f32>,\n uDepthToLocal: mat4x4<f32>,\n}","@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uSunShadows_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uSunShadows_s: sampler;\nvar<private> vLocal_1: vec3<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(34) \nvar uSceneDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uSceneDepth_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vEnergy_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;","fn occlusion_u0028_f1_u003b_f1_u003b(_l0: ptr<function, f32>, _l1: ptr<function, f32>) -> f32 {\n let _e0 = (*_l1);\n let _e1 = (*_l0);\n return smoothstep(-0.0025f, 0.0025f, (_e0 - _e1));\n}","fn sunReach_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> f32 {\n var _l1: vec4<f32>;\n var _l2: vec3<f32>;\n var _l3: vec2<f32>;\n var _l4: f32;\n var _l5: f32;\n var _l6: f32;\n var _l7: f32;\n var _l8: f32;\n var _l9: f32;\n var _l10: f32;\n var _l11: vec4<f32>;\n var _l12: vec3<f32>;\n var _l13: f32;\n var _l14: f32;\n var _l15: bool;\n var _l16: bool;\n var _l17: bool;\n var _l18: bool;\n var _l19: bool;\n var _l20: bool;\n var _l21: bool;\n var _l22: bool;\n var _l23: bool;\n\n let _e0 = unnamed.uLightViewProj;\n let _e1 = (*_l0);\n _l1 = (_e0 * vec4<f32>(_e1.x, _e1.y, _e1.z, 1f));\n let _e2 = _l1[3u];\n if (_e2 <= 0f) {\n return 1f;\n }\n let _e3 = _l1;\n let _e4 = _l1[3u];\n _l2 = (((_e3.xyz / vec3(_e4)) * 0.5f) + vec3(0.5f));\n let _e5 = _l2[2u];\n let _e6 = (_e5 > 1f);\n _l15 = _e6;\n if !(_e6) {\n let _e7 = _l2[0u];\n _l15 = (_e7 < 0f);\n }\n let _e8 = _l15;\n _l16 = _e8;\n if !(_e8) {\n let _e9 = _l2[0u];\n _l16 = (_e9 > 1f);\n }\n let _e10 = _l16;\n _l17 = _e10;\n if !(_e10) {\n let _e11 = _l2[1u];\n _l17 = (_e11 < 0f);\n }\n let _e12 = _l17;\n _l18 = _e12;\n if !(_e12) {\n let _e13 = _l2[1u];\n _l18 = (_e13 > 1f);\n }\n let _e14 = _l18;\n if _e14 {\n return 1f;\n }\n let _e15 = _l2;\n _l3 = (abs((_e15.xy - vec2(0.5f))) * 2f);\n let _e16 = _l3[0u];\n let _e17 = _l3[1u];\n _l4 = (1f - smoothstep(0.72f, 0.98f, max(_e16, _e17)));\n let _e18 = _l2[2u];\n let _e19 = _l4;\n _l4 = (_e19 * (1f - smoothstep(0.9f, 1f, _e18)));\n let _e20 = _l4;\n if (_e20 <= 0f) {\n return 1f;\n }\n let _e21 = _l2[2u];\n _l5 = (_e21 - 0.0015f);\n let _e22 = _l2;\n let _e23 = _e22.xy;\n let _e24 = vec3<f32>(_e23.x, _e23.y, 0f);\n let _e25 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e24.x, _e24.y), i32(_e24.z), 0f);\n _l7 = _e25.x;\n let _e26 = _l5;\n _l8 = _e26;\n let _e27 = occlusion_u0028_f1_u003b_f1_u003b((&_l7), (&_l8));\n _l6 = _e27;\n let _e28 = unnamed.uPeeledShadowEnabled;\n if (_e28 != 0i) {\n let _e29 = _l6;\n let _e30 = _l2;\n let _e31 = _e30.xy;\n let _e32 = vec3<f32>(_e31.x, _e31.y, 2f);\n let _e33 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e32.x, _e32.y), i32(_e32.z), 0f);\n _l9 = _e33.x;\n let _e34 = _l5;\n _l10 = _e34;\n let _e35 = occlusion_u0028_f1_u003b_f1_u003b((&_l9), (&_l10));\n _l6 = max(_e29, _e35);\n }\n let _e36 = unnamed.uMovingLightViewProj;\n let _e37 = (*_l0);\n _l11 = (_e36 * vec4<f32>(_e37.x, _e37.y, _e37.z, 1f));\n let _e38 = _l11;\n let _e39 = _l11[3u];\n _l12 = (((_e38.xyz / vec3(_e39)) * 0.5f) + vec3(0.5f));\n let _e40 = _l11[3u];\n let _e41 = (_e40 > 0f);\n _l19 = _e41;\n if _e41 {\n let _e42 = _l12[2u];\n _l19 = (_e42 <= 1f);\n }\n let _e43 = _l19;\n _l20 = _e43;\n if _e43 {\n let _e44 = _l12[0u];\n _l20 = (_e44 >= 0f);\n }\n let _e45 = _l20;\n _l21 = _e45;\n if _e45 {\n let _e46 = _l12[0u];\n _l21 = (_e46 <= 1f);\n }\n let _e47 = _l21;\n _l22 = _e47;\n if _e47 {\n let _e48 = _l12[1u];\n _l22 = (_e48 >= 0f);\n }\n let _e49 = _l22;\n _l23 = _e49;\n if _e49 {\n let _e50 = _l12[1u];\n _l23 = (_e50 <= 1f);\n }\n let _e51 = _l23;\n if _e51 {\n let _e52 = _l6;\n let _e53 = _l12;\n let _e54 = _e53.xy;\n let _e55 = vec3<f32>(_e54.x, _e54.y, 1f);\n let _e56 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e55.x, _e55.y), i32(_e55.z), 0f);\n let _e57 = _l12[2u];\n _l13 = _e56.x;\n _l14 = (_e57 - 0.0015f);\n let _e58 = occlusion_u0028_f1_u003b_f1_u003b((&_l13), (&_l14));\n _l6 = max(_e52, _e58);\n }\n let _e59 = _l6;\n let _e60 = unnamed.uSunShadow;\n let _e61 = _l4;\n return mix(1f, (1f - _e59), (_e60 * _e61));\n}","fn main_1() {\n var _l0: vec3<f32>;\n var _l1: vec3<f32>;\n var _l2: f32;\n var _l3: vec3<f32>;\n var _l4: vec3<f32>;\n var _l5: f32;\n var _l6: f32;\n var _l7: f32;\n var _l8: f32;\n var _l9: f32;\n var _l10: f32;\n var _l11: f32;\n var _l12: f32;\n var _l13: f32;\n var _l14: f32;\n var _l15: f32;\n var _l16: vec2<f32>;\n var _l17: f32;\n var _l18: vec4<f32>;\n var _l19: i32;\n var _l20: f32;\n var _l21: i32;\n var _l22: f32;\n var _l23: array<f32, 16>;\n var _l24: vec3<f32>;\n var _l25: f32;\n var _l26: i32;\n var _l27: f32;\n var _l28: vec3<f32>;\n var _l29: f32;\n var _l30: vec3<f32>;\n var _l31: f32;\n var _l32: vec3<f32>;\n var _l33: vec3<f32>;\n var _l34: vec3<f32>;\n var _l35: vec3<f32>;\n var _l36: f32;\n var _l37: f32;\n var _l38: bool;\n\n let _e0 = unnamed.uCameraLocal;\n _l0 = _e0;\n let _e1 = vLocal_1;\n let _e2 = _l0;\n _l1 = (_e1 - _e2);\n let _e3 = _l1;\n _l2 = length(_e3);\n let _e4 = _l2;\n if (_e4 > 0.00001f) {\n let _e5 = _l1;\n let _e6 = _l2;\n _l4 = (_e5 / vec3(_e6));\n } else {\n _l4 = vec3<f32>(0f, 0f, 1f);\n }\n let _e7 = _l4;\n _l3 = _e7;\n let _e8 = unnamed.uNear;\n let _e9 = unnamed.uLength;\n _l5 = min(_e8, _e9);\n _l6 = 0f;\n let _e10 = unnamed.uLength;\n _l7 = (_e10 * 2f);\n let _e11 = _l3[2u];\n if (abs(_e11) > 0.00001f) {\n let _e12 = _l5;\n let _e13 = _l0[2u];\n let _e14 = _l3[2u];\n _l8 = ((_e12 - _e13) / _e14);\n let _e15 = unnamed.uLength;\n let _e16 = _l0[2u];\n let _e17 = _l3[2u];\n _l9 = ((_e15 - _e16) / _e17);\n let _e18 = _l8;\n let _e19 = _l9;\n _l6 = min(_e18, _e19);\n let _e20 = _l8;\n let _e21 = _l9;\n _l7 = max(_e20, _e21);\n } else {\n let _e22 = _l0[2u];\n let _e23 = _l5;\n let _e24 = (_e22 < _e23);\n _l38 = _e24;\n if !(_e24) {\n let _e25 = _l0[2u];\n let _e26 = unnamed.uLength;\n _l38 = (_e25 > _e26);\n }\n let _e27 = _l38;\n if _e27 {\n discard;\n }\n }\n let _e28 = unnamed.uSpread;\n let _e29 = unnamed.uLength;\n _l10 = ((_e28 * _e29) * 1.05f);\n let _e30 = _l3;\n let _e31 = _l3;\n _l11 = dot(_e30.xy, _e31.xy);\n let _e32 = _l0;\n let _e33 = _l3;\n _l12 = (2f * dot(_e32.xy, _e33.xy));\n let _e34 = _l0;\n let _e35 = _l0;\n let _e36 = _l10;\n let _e37 = _l10;\n _l13 = (dot(_e34.xy, _e35.xy) - (_e36 * _e37));\n let _e38 = _l11;\n if (_e38 > 0.00000001f) {\n let _e39 = _l12;\n let _e40 = _l12;\n let _e41 = _l11;\n let _e42 = _l13;\n _l14 = ((_e39 * _e40) - ((4f * _e41) * _e42));\n let _e43 = _l14;\n if (_e43 <= 0f) {\n discard;\n }\n let _e44 = _l14;\n _l15 = sqrt(_e44);\n let _e45 = _l6;\n let _e46 = _l12;\n let _e47 = _l15;\n let _e48 = _l11;\n _l6 = max(_e45, ((-(_e46) - _e47) / (2f * _e48)));\n let _e49 = _l7;\n let _e50 = _l12;\n let _e51 = _l15;\n let _e52 = _l11;\n _l7 = min(_e49, ((-(_e50) + _e51) / (2f * _e52)));\n } else {\n let _e53 = _l13;\n if (_e53 > 0f) {\n discard;\n }\n }\n let _e54 = _l6;\n _l6 = max(_e54, 0f);\n let _e55 = _l7;\n let _e56 = _l6;\n let _e57 = unnamed.uLength;\n _l7 = min(_e55, (_e56 + (_e57 * 2f)));\n let _e58 = unnamed.uSceneDepthEnabled;\n if (_e58 != 0i) {\n let _e59 = gl_FragCoord_1;\n let _e60 = unnamed.uInvViewport;\n _l16 = (_e59.xy * _e60);\n let _e61 = _l16;\n let _e62 = textureSampleLevel(uSceneDepth_t, uSceneDepth_s, _e61, 0f);\n _l17 = _e62.x;\n let _e63 = unnamed.uDepthToLocal;\n let _e64 = _l16;\n let _e65 = ((_e64 * 2f) - vec2(1f));\n let _e66 = _l17;\n _l18 = (_e63 * vec4<f32>(_e65.x, _e65.y, _e66, 1f));\n let _e67 = _l18[3u];\n if (_e67 > 0.000001f) {\n let _e68 = _l7;\n let _e69 = _l18;\n let _e70 = _l18[3u];\n let _e71 = _l0;\n let _e72 = _l3;\n _l7 = min(_e68, dot(((_e69.xyz / vec3(_e70)) - _e71), _e72));\n }\n }\n let _e73 = _l7;\n let _e74 = _l6;\n if (_e73 <= _e74) {\n discard;\n }\n let _e75 = unnamed.uSamples;\n _l19 = clamp(_e75, 2i, 64i);\n let _e76 = _l7;\n let _e77 = _l6;\n let _e78 = _l19;\n _l20 = ((_e76 - _e77) / f32(_e78));\n let _e79 = gl_FragCoord_1[1u];\n let _e80 = gl_FragCoord_1[0u];\n _l21 = ((i32((_e79 - (floor((_e79 / 4f)) * 4f))) * 4i) + i32((_e80 - (floor((_e80 / 4f)) * 4f))));\n let _e81 = _l21;\n _l23 = array<f32, 16>(0f, 8f, 2f, 10f, 12f, 4f, 14f, 6f, 3f, 11f, 1f, 9f, 15f, 7f, 13f, 5f);\n let _e82 = _l23[_e81];\n let _e83 = gl_FragCoord_1;\n let _e84 = _e83.xy;\n _l24 = vec3<f32>(_e84.x, _e84.y, 3.7f);\n let _e85 = hash31_u0028_vf3_u003b((&_l24));\n let _e86 = _l20;\n _l22 = ((((_e82 + _e85) / 16f) - 0.5f) * _e86);\n _l25 = 0f;\n _l26 = 0i;\n loop {\n let _e87 = _l26;\n if (_e87 < 64i) {\n let _e88 = _l26;\n let _e89 = _l19;\n if (_e88 >= _e89) {\n break;\n }\n let _e90 = _l6;\n let _e91 = _l26;\n let _e92 = _l20;\n _l27 = (_e90 + ((f32(_e91) + 0.5f) * _e92));\n let _e93 = _l0;\n let _e94 = _l3;\n let _e95 = _l27;\n _l28 = (_e93 + (_e94 * _e95));\n let _e96 = _l28;\n _l30 = _e96;\n let _e97 = _l5;\n _l31 = _e97;\n let _e98 = densityAt_u0028_vf3_u003b_f1_u003b((&_l30), (&_l31));\n _l29 = _e98;\n let _e99 = _l29;\n if (_e99 <= 0f) {\n continue;\n }\n let _e100 = unnamed.uModelWorld;\n let _e101 = _l28;\n _l32 = (_e100 * vec4<f32>(_e101.x, _e101.y, _e101.z, 1f)).xyz;\n let _e102 = unnamed.uDust;\n if (_e102 > 0f) {\n let _e103 = _l32;\n let _e104 = unnamed.uDustOffset;\n let _e105 = unnamed.uDustScale;\n _l33 = ((_e103 + _e104) / vec3(max(_e105, 0.001f)));\n let _e106 = dustField_u0028_vf3_u003b((&_l33));\n let _e107 = unnamed.uDust;\n let _e108 = _l29;\n _l29 = (_e108 * mix(1f, _e106, _e107));\n }\n let _e109 = unnamed.uSunShadow;\n if (_e109 > 0f) {\n let _e110 = unnamed.uModelWorld;\n let _e111 = _l0;\n let _e112 = _l3;\n let _e113 = _l27;\n let _e114 = _l22;\n let _e115 = (_e111 + (_e112 * (_e113 + _e114)));\n _l34 = (_e110 * vec4<f32>(_e115.x, _e115.y, _e115.z, 1f)).xyz;\n let _e116 = _l34;\n _l35 = _e116;\n let _e117 = sunReach_u0028_vf3_u003b((&_l35));\n let _e118 = _l29;\n _l29 = (_e118 * _e117);\n }\n let _e119 = _l29;\n let _e120 = _l25;\n _l25 = (_e120 + _e119);\n continue;\n } else {\n break;\n }\n continuing {\n let _e121 = _l26;\n _l26 = (_e121 + 1i);\n }\n }\n let _e122 = unnamed.uSpread;\n let _e123 = unnamed.uLength;\n _l36 = max((_e122 * _e123), 0.0001f);\n let _e124 = _l25;\n let _e125 = _l20;\n let _e126 = _l36;\n _l37 = (1f - exp((((-(_e124) * _e125) / _e126) * 3f)));\n let _e127 = vColor_1;\n let _e128 = vEnergy_1;\n let _e129 = _l37;\n let _e130 = unnamed.uStrength;\n let _e131 = (_e127 * ((_e128 * _e129) * _e130));\n fragColor = vec4<f32>(_e131.x, _e131.y, _e131.z, 1f);\n return;\n}"];
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11
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+
const PARTS: readonly string[] = ["struct Uniforms {\n uCameraPos: vec3<f32>,\n uStrength: f32,\n uLength: f32,\n uSpread: f32,\n uDust: f32,\n uDustScale: f32,\n uDustOffset: vec3<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uNear: f32,\n uCameraLocal: vec3<f32>,\n uModelWorld: mat4x4<f32>,\n uSamples: i32,\n uSceneDepthEnabled: i32,\n uInvViewport: vec2<f32>,\n uDepthToLocal: mat4x4<f32>,\n}","@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLocal_1: vec3<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(32) \nvar uSceneDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSceneDepth_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vEnergy_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;","fn linearToSrgb_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> vec3<f32> {\n var _l1: vec3<f32>;\n var _l2: vec3<f32>;\n\n let _e0 = (*_l0);\n _l1 = (_e0 * 12.92f);\n let _e1 = (*_l0);\n _l2 = ((pow(max(_e1, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e2 = _l2;\n let _e3 = _l1;\n let _e4 = (*_l0);\n return mix(_e2, _e3, step(_e4, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}","fn highlightShoulder_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> vec3<f32> {\n var _l1: f32;\n var _l2: f32;\n\n let _e0 = (*_l0)[0u];\n let _e1 = (*_l0)[1u];\n let _e2 = (*_l0)[2u];\n _l1 = max(_e0, max(_e1, _e2));\n let _e3 = _l1;\n if (_e3 <= 0.8f) {\n let _e4 = (*_l0);\n return _e4;\n }\n let _e5 = _l1;\n _l2 = (_e5 - 0.8f);\n let _e6 = (*_l0);\n let _e7 = _l2;\n let _e8 = _l2;\n let _e9 = _l1;\n return (_e6 * ((0.8f + ((0.2f * _e7) / (_e8 + 0.2f))) / _e9));\n}","fn rrtAndOdtFit_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> vec3<f32> {\n var _l1: vec3<f32>;\n var _l2: vec3<f32>;\n\n let _e0 = (*_l0);\n let _e1 = (*_l0);\n _l1 = ((_e0 * (_e1 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e2 = (*_l0);\n let _e3 = (*_l0);\n _l2 = ((_e2 * ((_e3 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e4 = _l1;\n let _e5 = _l2;\n return (_e4 / _e5);\n}","fn acesFilmic_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> vec3<f32> {\n var _l1: vec3<f32>;\n\n let _e0 = unnamed.uOutputExposure;\n let _e1 = (*_l0);\n (*_l0) = (_e1 * _e0);\n let _e2 = (*_l0);\n _l1 = (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)) * _e2);\n let _e3 = rrtAndOdtFit_u0028_vf3_u003b((&_l1));\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)) * _e3), vec3(0f), vec3(1f));\n}","fn applyOutputTransform_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> vec3<f32> {\n var _l1: vec3<f32>;\n var _l2: vec3<f32>;\n var _l3: vec3<f32>;\n\n let _e0 = unnamed.uOutputTransform;\n if (_e0 == 0i) {\n let _e1 = (*_l0);\n return _e1;\n }\n let _e2 = unnamed.uOutputTransform;\n if (_e2 == 2i) {\n let _e3 = (*_l0);\n _l1 = _e3;\n let _e4 = acesFilmic_u0028_vf3_u003b((&_l1));\n (*_l0) = _e4;\n }\n let _e5 = unnamed.uOutputTransform;\n if (_e5 == 3i) {\n let _e6 = (*_l0);\n let _e7 = unnamed.uOutputExposure;\n _l2 = (_e6 * _e7);\n let _e8 = highlightShoulder_u0028_vf3_u003b((&_l2));\n (*_l0) = _e8;\n }\n let _e9 = (*_l0);\n _l3 = _e9;\n let _e10 = linearToSrgb_u0028_vf3_u003b((&_l3));\n return _e10;\n}","fn hash31_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> f32 {\n let _e0 = (*_l0);\n return fract((sin(dot(_e0, vec3<f32>(127.1f, 311.7f, 74.7f))) * 43758.547f));\n}","fn volumeNoise_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> f32 {\n var _l1: vec3<f32>;\n var _l2: vec3<f32>;\n var _l3: vec3<f32>;\n var _l4: f32;\n var _l5: vec3<f32>;\n var _l6: vec3<f32>;\n var _l7: f32;\n var _l8: vec3<f32>;\n var _l9: vec3<f32>;\n var _l10: f32;\n var _l11: vec3<f32>;\n var _l12: vec3<f32>;\n var _l13: f32;\n var _l14: vec3<f32>;\n var _l15: vec3<f32>;\n\n let _e0 = (*_l0);\n _l1 = floor(_e0);\n let _e1 = (*_l0);\n _l2 = fract(_e1);\n let _e2 = _l2;\n let _e3 = _l2;\n let _e4 = _l2;\n _l3 = ((_e2 * _e3) * (vec3(3f) - (_e4 * 2f)));\n let _e5 = _l1;\n _l5 = (_e5 + vec3<f32>(0f, 0f, 0f));\n let _e6 = hash31_u0028_vf3_u003b((&_l5));\n let _e7 = _l1;\n _l6 = (_e7 + vec3<f32>(1f, 0f, 0f));\n let _e8 = hash31_u0028_vf3_u003b((&_l6));\n let _e9 = _l3[0u];\n _l4 = mix(_e6, _e8, _e9);\n let _e10 = _l1;\n _l8 = (_e10 + vec3<f32>(0f, 1f, 0f));\n let _e11 = hash31_u0028_vf3_u003b((&_l8));\n let _e12 = _l1;\n _l9 = (_e12 + vec3<f32>(1f, 1f, 0f));\n let _e13 = hash31_u0028_vf3_u003b((&_l9));\n let _e14 = _l3[0u];\n _l7 = mix(_e11, _e13, _e14);\n let _e15 = _l1;\n _l11 = (_e15 + vec3<f32>(0f, 0f, 1f));\n let _e16 = hash31_u0028_vf3_u003b((&_l11));\n let _e17 = _l1;\n _l12 = (_e17 + vec3<f32>(1f, 0f, 1f));\n let _e18 = hash31_u0028_vf3_u003b((&_l12));\n let _e19 = _l3[0u];\n _l10 = mix(_e16, _e18, _e19);\n let _e20 = _l1;\n _l14 = (_e20 + vec3<f32>(0f, 1f, 1f));\n let _e21 = hash31_u0028_vf3_u003b((&_l14));\n let _e22 = _l1;\n _l15 = (_e22 + vec3<f32>(1f, 1f, 1f));\n let _e23 = hash31_u0028_vf3_u003b((&_l15));\n let _e24 = _l3[0u];\n _l13 = mix(_e21, _e23, _e24);\n let _e25 = _l4;\n let _e26 = _l7;\n let _e27 = _l3[1u];\n let _e28 = _l10;\n let _e29 = _l13;\n let _e30 = _l3[1u];\n let _e31 = _l3[2u];\n return mix(mix(_e25, _e26, _e27), mix(_e28, _e29, _e30), _e31);\n}","fn dustField_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> f32 {\n var _l1: vec3<f32>;\n var _l2: vec3<f32>;\n\n let _e0 = (*_l0);\n _l1 = _e0;\n let _e1 = volumeNoise_u0028_vf3_u003b((&_l1));\n let _e2 = (*_l0);\n _l2 = ((_e2 * 2.17f) + vec3(19.3f));\n let _e3 = volumeNoise_u0028_vf3_u003b((&_l2));\n return ((_e1 * 0.65f) + (_e3 * 0.35f));\n}","fn densityAt_u0028_vf3_u003b_f1_u003b(_l0: ptr<function, vec3<f32>>, _l1: ptr<function, f32>) -> f32 {\n var _l2: f32;\n var _l3: f32;\n var _l4: f32;\n var _l5: f32;\n\n let _e0 = unnamed.uLength;\n let _e1 = (*_l1);\n _l2 = max((_e0 - _e1), 0.0001f);\n let _e2 = (*_l0)[2u];\n let _e3 = (*_l1);\n let _e4 = _l2;\n _l3 = clamp(((_e2 - _e3) / _e4), 0f, 1f);\n let _e5 = (*_l0);\n let _e6 = (*_l0)[2u];\n _l4 = (length(_e5.xy) / max(_e6, 0.001f));\n let _e7 = _l4;\n let _e8 = unnamed.uSpread;\n _l5 = clamp((_e7 / max(_e8, 0.0001f)), 0f, 1f);\n let _e9 = _l3;\n let _e10 = _l5;\n return (pow((1f - _e9), 1.3f) * pow((1f - _e10), 2f));\n}","fn main_1() {\n var _l0: vec3<f32>;\n var _l1: vec3<f32>;\n var _l2: f32;\n var _l3: vec3<f32>;\n var _l4: vec3<f32>;\n var _l5: f32;\n var _l6: f32;\n var _l7: f32;\n var _l8: f32;\n var _l9: f32;\n var _l10: f32;\n var _l11: f32;\n var _l12: f32;\n var _l13: f32;\n var _l14: f32;\n var _l15: f32;\n var _l16: vec2<f32>;\n var _l17: f32;\n var _l18: vec4<f32>;\n var _l19: i32;\n var _l20: f32;\n var _l21: i32;\n var _l22: f32;\n var _l23: array<f32, 16>;\n var _l24: vec3<f32>;\n var _l25: f32;\n var _l26: i32;\n var _l27: f32;\n var _l28: vec3<f32>;\n var _l29: f32;\n var _l30: vec3<f32>;\n var _l31: f32;\n var _l32: vec3<f32>;\n var _l33: vec3<f32>;\n var _l34: f32;\n var _l35: f32;\n var _l36: vec3<f32>;\n var _l37: bool;\n\n let _e0 = unnamed.uCameraLocal;\n _l0 = _e0;\n let _e1 = vLocal_1;\n let _e2 = _l0;\n _l1 = (_e1 - _e2);\n let _e3 = _l1;\n _l2 = length(_e3);\n let _e4 = _l2;\n if (_e4 > 0.00001f) {\n let _e5 = _l1;\n let _e6 = _l2;\n _l4 = (_e5 / vec3(_e6));\n } else {\n _l4 = vec3<f32>(0f, 0f, 1f);\n }\n let _e7 = _l4;\n _l3 = _e7;\n let _e8 = unnamed.uNear;\n let _e9 = unnamed.uLength;\n _l5 = min(_e8, _e9);\n _l6 = 0f;\n let _e10 = unnamed.uLength;\n _l7 = (_e10 * 2f);\n let _e11 = _l3[2u];\n if (abs(_e11) > 0.00001f) {\n let _e12 = _l5;\n let _e13 = _l0[2u];\n let _e14 = _l3[2u];\n _l8 = ((_e12 - _e13) / _e14);\n let _e15 = unnamed.uLength;\n let _e16 = _l0[2u];\n let _e17 = _l3[2u];\n _l9 = ((_e15 - _e16) / _e17);\n let _e18 = _l8;\n let _e19 = _l9;\n _l6 = min(_e18, _e19);\n let _e20 = _l8;\n let _e21 = _l9;\n _l7 = max(_e20, _e21);\n } else {\n let _e22 = _l0[2u];\n let _e23 = _l5;\n let _e24 = (_e22 < _e23);\n _l37 = _e24;\n if !(_e24) {\n let _e25 = _l0[2u];\n let _e26 = unnamed.uLength;\n _l37 = (_e25 > _e26);\n }\n let _e27 = _l37;\n if _e27 {\n discard;\n }\n }\n let _e28 = unnamed.uSpread;\n let _e29 = unnamed.uLength;\n _l10 = ((_e28 * _e29) * 1.05f);\n let _e30 = _l3;\n let _e31 = _l3;\n _l11 = dot(_e30.xy, _e31.xy);\n let _e32 = _l0;\n let _e33 = _l3;\n _l12 = (2f * dot(_e32.xy, _e33.xy));\n let _e34 = _l0;\n let _e35 = _l0;\n let _e36 = _l10;\n let _e37 = _l10;\n _l13 = (dot(_e34.xy, _e35.xy) - (_e36 * _e37));\n let _e38 = _l11;\n if (_e38 > 0.00000001f) {\n let _e39 = _l12;\n let _e40 = _l12;\n let _e41 = _l11;\n let _e42 = _l13;\n _l14 = ((_e39 * _e40) - ((4f * _e41) * _e42));\n let _e43 = _l14;\n if (_e43 <= 0f) {\n discard;\n }\n let _e44 = _l14;\n _l15 = sqrt(_e44);\n let _e45 = _l6;\n let _e46 = _l12;\n let _e47 = _l15;\n let _e48 = _l11;\n _l6 = max(_e45, ((-(_e46) - _e47) / (2f * _e48)));\n let _e49 = _l7;\n let _e50 = _l12;\n let _e51 = _l15;\n let _e52 = _l11;\n _l7 = min(_e49, ((-(_e50) + _e51) / (2f * _e52)));\n } else {\n let _e53 = _l13;\n if (_e53 > 0f) {\n discard;\n }\n }\n let _e54 = _l6;\n _l6 = max(_e54, 0f);\n let _e55 = _l7;\n let _e56 = _l6;\n let _e57 = unnamed.uLength;\n _l7 = min(_e55, (_e56 + (_e57 * 2f)));\n let _e58 = unnamed.uSceneDepthEnabled;\n if (_e58 != 0i) {\n let _e59 = gl_FragCoord_1;\n let _e60 = unnamed.uInvViewport;\n _l16 = (_e59.xy * _e60);\n let _e61 = _l16;\n let _e62 = textureSampleLevel(uSceneDepth_t, uSceneDepth_s, _e61, 0f);\n _l17 = _e62.x;\n let _e63 = unnamed.uDepthToLocal;\n let _e64 = _l16;\n let _e65 = ((_e64 * 2f) - vec2(1f));\n let _e66 = _l17;\n _l18 = (_e63 * vec4<f32>(_e65.x, _e65.y, _e66, 1f));\n let _e67 = _l18[3u];\n if (_e67 > 0.000001f) {\n let _e68 = _l7;\n let _e69 = _l18;\n let _e70 = _l18[3u];\n let _e71 = _l0;\n let _e72 = _l3;\n _l7 = min(_e68, dot(((_e69.xyz / vec3(_e70)) - _e71), _e72));\n }\n }\n let _e73 = _l7;\n let _e74 = _l6;\n if (_e73 <= _e74) {\n discard;\n }\n let _e75 = unnamed.uSamples;\n _l19 = clamp(_e75, 2i, 64i);\n let _e76 = _l7;\n let _e77 = _l6;\n let _e78 = _l19;\n _l20 = ((_e76 - _e77) / f32(_e78));\n let _e79 = gl_FragCoord_1[1u];\n let _e80 = gl_FragCoord_1[0u];\n _l21 = ((i32((_e79 - (floor((_e79 / 4f)) * 4f))) * 4i) + i32((_e80 - (floor((_e80 / 4f)) * 4f))));\n let _e81 = _l21;\n _l23 = array<f32, 16>(0f, 8f, 2f, 10f, 12f, 4f, 14f, 6f, 3f, 11f, 1f, 9f, 15f, 7f, 13f, 5f);\n let _e82 = _l23[_e81];\n let _e83 = gl_FragCoord_1;\n let _e84 = _e83.xy;\n _l24 = vec3<f32>(_e84.x, _e84.y, 3.7f);\n let _e85 = hash31_u0028_vf3_u003b((&_l24));\n let _e86 = _l20;\n _l22 = ((((_e82 + _e85) / 16f) - 0.5f) * _e86);\n _l25 = 0f;\n _l26 = 0i;\n loop {\n let _e87 = _l26;\n if (_e87 < 64i) {\n let _e88 = _l26;\n let _e89 = _l19;\n if (_e88 >= _e89) {\n break;\n }\n let _e90 = _l6;\n let _e91 = _l26;\n let _e92 = _l20;\n _l27 = (_e90 + ((f32(_e91) + 0.5f) * _e92));\n let _e93 = _l0;\n let _e94 = _l3;\n let _e95 = _l27;\n _l28 = (_e93 + (_e94 * _e95));\n let _e96 = _l28;\n _l30 = _e96;\n let _e97 = _l5;\n _l31 = _e97;\n let _e98 = densityAt_u0028_vf3_u003b_f1_u003b((&_l30), (&_l31));\n _l29 = _e98;\n let _e99 = _l29;\n if (_e99 <= 0f) {\n continue;\n }\n let _e100 = unnamed.uModelWorld;\n let _e101 = _l28;\n _l32 = (_e100 * vec4<f32>(_e101.x, _e101.y, _e101.z, 1f)).xyz;\n let _e102 = unnamed.uDust;\n if (_e102 > 0f) {\n let _e103 = _l32;\n let _e104 = unnamed.uDustOffset;\n let _e105 = unnamed.uDustScale;\n _l33 = ((_e103 + _e104) / vec3(max(_e105, 0.001f)));\n let _e106 = dustField_u0028_vf3_u003b((&_l33));\n let _e107 = unnamed.uDust;\n let _e108 = _l29;\n _l29 = (_e108 * mix(1f, _e106, _e107));\n }\n let _e109 = _l29;\n let _e110 = _l25;\n _l25 = (_e110 + _e109);\n continue;\n } else {\n break;\n }\n continuing {\n let _e111 = _l26;\n _l26 = (_e111 + 1i);\n }\n }\n let _e112 = unnamed.uSpread;\n let _e113 = unnamed.uLength;\n _l34 = max((_e112 * _e113), 0.0001f);\n let _e114 = _l25;\n let _e115 = _l20;\n let _e116 = _l34;\n _l35 = (1f - exp((((-(_e114) * _e115) / _e116) * 3f)));\n let _e117 = vColor_1;\n let _e118 = vEnergy_1;\n let _e119 = _l35;\n let _e120 = unnamed.uStrength;\n _l36 = (_e117 * ((_e118 * _e119) * _e120));\n let _e121 = applyOutputTransform_u0028_vf3_u003b((&_l36));\n fragColor = vec4<f32>(_e121.x, _e121.y, _e121.z, 1f);\n return;\n}","@fragment \nfn main(@location(4) vLocal: vec3<f32>, @builtin(position) gl_FragCoord: vec4<f32>, @location(0) vColor: vec3<f32>, @location(1) vEnergy: f32, @location(2) vNormal: vec3<f32>, @location(3) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vLocal_1 = vLocal;\n gl_FragCoord_1 = gl_FragCoord;\n vColor_1 = vColor;\n vEnergy_1 = vEnergy;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e0 = fragColor;\n return _e0;\n}\n","struct Uniforms {\n uCameraPos: vec3<f32>,\n uStrength: f32,\n uLength: f32,\n uSpread: f32,\n uDust: f32,\n uDustScale: f32,\n uDustOffset: vec3<f32>,\n uSunShadow: f32,\n uLightViewProj: mat4x4<f32>,\n uMovingLightViewProj: mat4x4<f32>,\n uShadowMapSize: f32,\n uPeeledShadowEnabled: i32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uNear: f32,\n uCameraLocal: vec3<f32>,\n uModelWorld: mat4x4<f32>,\n uSamples: i32,\n uSceneDepthEnabled: i32,\n uInvViewport: vec2<f32>,\n uDepthToLocal: mat4x4<f32>,\n}","@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uSunShadows_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uSunShadows_s: sampler;\nvar<private> vLocal_1: vec3<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(34) \nvar uSceneDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uSceneDepth_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vEnergy_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;","fn occlusion_u0028_f1_u003b_f1_u003b(_l0: ptr<function, f32>, _l1: ptr<function, f32>) -> f32 {\n let _e0 = (*_l1);\n let _e1 = (*_l0);\n return smoothstep(-0.0025f, 0.0025f, (_e0 - _e1));\n}","fn sunReach_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> f32 {\n var _l1: vec4<f32>;\n var _l2: vec3<f32>;\n var _l3: vec2<f32>;\n var _l4: f32;\n var _l5: f32;\n var _l6: f32;\n var _l7: f32;\n var _l8: f32;\n var _l9: f32;\n var _l10: f32;\n var _l11: vec4<f32>;\n var _l12: vec3<f32>;\n var _l13: f32;\n var _l14: f32;\n var _l15: bool;\n var _l16: bool;\n var _l17: bool;\n var _l18: bool;\n var _l19: bool;\n var _l20: bool;\n var _l21: bool;\n var _l22: bool;\n var _l23: bool;\n\n let _e0 = unnamed.uLightViewProj;\n let _e1 = (*_l0);\n _l1 = (_e0 * vec4<f32>(_e1.x, _e1.y, _e1.z, 1f));\n let _e2 = _l1[3u];\n if (_e2 <= 0f) {\n return 1f;\n }\n let _e3 = _l1;\n let _e4 = _l1[3u];\n _l2 = (((_e3.xyz / vec3(_e4)) * 0.5f) + vec3(0.5f));\n let _e5 = _l2[2u];\n let _e6 = (_e5 > 1f);\n _l15 = _e6;\n if !(_e6) {\n let _e7 = _l2[0u];\n _l15 = (_e7 < 0f);\n }\n let _e8 = _l15;\n _l16 = _e8;\n if !(_e8) {\n let _e9 = _l2[0u];\n _l16 = (_e9 > 1f);\n }\n let _e10 = _l16;\n _l17 = _e10;\n if !(_e10) {\n let _e11 = _l2[1u];\n _l17 = (_e11 < 0f);\n }\n let _e12 = _l17;\n _l18 = _e12;\n if !(_e12) {\n let _e13 = _l2[1u];\n _l18 = (_e13 > 1f);\n }\n let _e14 = _l18;\n if _e14 {\n return 1f;\n }\n let _e15 = _l2;\n _l3 = (abs((_e15.xy - vec2(0.5f))) * 2f);\n let _e16 = _l3[0u];\n let _e17 = _l3[1u];\n _l4 = (1f - smoothstep(0.72f, 0.98f, max(_e16, _e17)));\n let _e18 = _l2[2u];\n let _e19 = _l4;\n _l4 = (_e19 * (1f - smoothstep(0.9f, 1f, _e18)));\n let _e20 = _l4;\n if (_e20 <= 0f) {\n return 1f;\n }\n let _e21 = _l2[2u];\n _l5 = (_e21 - 0.0015f);\n let _e22 = _l2;\n let _e23 = _e22.xy;\n let _e24 = vec3<f32>(_e23.x, _e23.y, 0f);\n let _e25 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e24.x, _e24.y), i32(_e24.z), 0f);\n _l7 = _e25.x;\n let _e26 = _l5;\n _l8 = _e26;\n let _e27 = occlusion_u0028_f1_u003b_f1_u003b((&_l7), (&_l8));\n _l6 = _e27;\n let _e28 = unnamed.uPeeledShadowEnabled;\n if (_e28 != 0i) {\n let _e29 = _l6;\n let _e30 = _l2;\n let _e31 = _e30.xy;\n let _e32 = vec3<f32>(_e31.x, _e31.y, 2f);\n let _e33 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e32.x, _e32.y), i32(_e32.z), 0f);\n _l9 = _e33.x;\n let _e34 = _l5;\n _l10 = _e34;\n let _e35 = occlusion_u0028_f1_u003b_f1_u003b((&_l9), (&_l10));\n _l6 = max(_e29, _e35);\n }\n let _e36 = unnamed.uMovingLightViewProj;\n let _e37 = (*_l0);\n _l11 = (_e36 * vec4<f32>(_e37.x, _e37.y, _e37.z, 1f));\n let _e38 = _l11;\n let _e39 = _l11[3u];\n _l12 = (((_e38.xyz / vec3(_e39)) * 0.5f) + vec3(0.5f));\n let _e40 = _l11[3u];\n let _e41 = (_e40 > 0f);\n _l19 = _e41;\n if _e41 {\n let _e42 = _l12[2u];\n _l19 = (_e42 <= 1f);\n }\n let _e43 = _l19;\n _l20 = _e43;\n if _e43 {\n let _e44 = _l12[0u];\n _l20 = (_e44 >= 0f);\n }\n let _e45 = _l20;\n _l21 = _e45;\n if _e45 {\n let _e46 = _l12[0u];\n _l21 = (_e46 <= 1f);\n }\n let _e47 = _l21;\n _l22 = _e47;\n if _e47 {\n let _e48 = _l12[1u];\n _l22 = (_e48 >= 0f);\n }\n let _e49 = _l22;\n _l23 = _e49;\n if _e49 {\n let _e50 = _l12[1u];\n _l23 = (_e50 <= 1f);\n }\n let _e51 = _l23;\n if _e51 {\n let _e52 = _l6;\n let _e53 = _l12;\n let _e54 = _e53.xy;\n let _e55 = vec3<f32>(_e54.x, _e54.y, 1f);\n let _e56 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e55.x, _e55.y), i32(_e55.z), 0f);\n let _e57 = _l12[2u];\n _l13 = _e56.x;\n _l14 = (_e57 - 0.0015f);\n let _e58 = occlusion_u0028_f1_u003b_f1_u003b((&_l13), (&_l14));\n _l6 = max(_e52, _e58);\n }\n let _e59 = _l6;\n let _e60 = unnamed.uSunShadow;\n let _e61 = _l4;\n return mix(1f, (1f - _e59), (_e60 * _e61));\n}","fn main_1() {\n var _l0: vec3<f32>;\n var _l1: vec3<f32>;\n var _l2: f32;\n var _l3: vec3<f32>;\n var _l4: vec3<f32>;\n var _l5: f32;\n var _l6: f32;\n var _l7: f32;\n var _l8: f32;\n var _l9: f32;\n var _l10: f32;\n var _l11: f32;\n var _l12: f32;\n var _l13: f32;\n var _l14: f32;\n var _l15: f32;\n var _l16: vec2<f32>;\n var _l17: f32;\n var _l18: vec4<f32>;\n var _l19: i32;\n var _l20: f32;\n var _l21: i32;\n var _l22: f32;\n var _l23: array<f32, 16>;\n var _l24: vec3<f32>;\n var _l25: f32;\n var _l26: i32;\n var _l27: f32;\n var _l28: vec3<f32>;\n var _l29: f32;\n var _l30: vec3<f32>;\n var _l31: f32;\n var _l32: vec3<f32>;\n var _l33: vec3<f32>;\n var _l34: vec3<f32>;\n var _l35: vec3<f32>;\n var _l36: f32;\n var _l37: f32;\n var _l38: vec3<f32>;\n var _l39: bool;\n\n let _e0 = unnamed.uCameraLocal;\n _l0 = _e0;\n let _e1 = vLocal_1;\n let _e2 = _l0;\n _l1 = (_e1 - _e2);\n let _e3 = _l1;\n _l2 = length(_e3);\n let _e4 = _l2;\n if (_e4 > 0.00001f) {\n let _e5 = _l1;\n let _e6 = _l2;\n _l4 = (_e5 / vec3(_e6));\n } else {\n _l4 = vec3<f32>(0f, 0f, 1f);\n }\n let _e7 = _l4;\n _l3 = _e7;\n let _e8 = unnamed.uNear;\n let _e9 = unnamed.uLength;\n _l5 = min(_e8, _e9);\n _l6 = 0f;\n let _e10 = unnamed.uLength;\n _l7 = (_e10 * 2f);\n let _e11 = _l3[2u];\n if (abs(_e11) > 0.00001f) {\n let _e12 = _l5;\n let _e13 = _l0[2u];\n let _e14 = _l3[2u];\n _l8 = ((_e12 - _e13) / _e14);\n let _e15 = unnamed.uLength;\n let _e16 = _l0[2u];\n let _e17 = _l3[2u];\n _l9 = ((_e15 - _e16) / _e17);\n let _e18 = _l8;\n let _e19 = _l9;\n _l6 = min(_e18, _e19);\n let _e20 = _l8;\n let _e21 = _l9;\n _l7 = max(_e20, _e21);\n } else {\n let _e22 = _l0[2u];\n let _e23 = _l5;\n let _e24 = (_e22 < _e23);\n _l39 = _e24;\n if !(_e24) {\n let _e25 = _l0[2u];\n let _e26 = unnamed.uLength;\n _l39 = (_e25 > _e26);\n }\n let _e27 = _l39;\n if _e27 {\n discard;\n }\n }\n let _e28 = unnamed.uSpread;\n let _e29 = unnamed.uLength;\n _l10 = ((_e28 * _e29) * 1.05f);\n let _e30 = _l3;\n let _e31 = _l3;\n _l11 = dot(_e30.xy, _e31.xy);\n let _e32 = _l0;\n let _e33 = _l3;\n _l12 = (2f * dot(_e32.xy, _e33.xy));\n let _e34 = _l0;\n let _e35 = _l0;\n let _e36 = _l10;\n let _e37 = _l10;\n _l13 = (dot(_e34.xy, _e35.xy) - (_e36 * _e37));\n let _e38 = _l11;\n if (_e38 > 0.00000001f) {\n let _e39 = _l12;\n let _e40 = _l12;\n let _e41 = _l11;\n let _e42 = _l13;\n _l14 = ((_e39 * _e40) - ((4f * _e41) * _e42));\n let _e43 = _l14;\n if (_e43 <= 0f) {\n discard;\n }\n let _e44 = _l14;\n _l15 = sqrt(_e44);\n let _e45 = _l6;\n let _e46 = _l12;\n let _e47 = _l15;\n let _e48 = _l11;\n _l6 = max(_e45, ((-(_e46) - _e47) / (2f * _e48)));\n let _e49 = _l7;\n let _e50 = _l12;\n let _e51 = _l15;\n let _e52 = _l11;\n _l7 = min(_e49, ((-(_e50) + _e51) / (2f * _e52)));\n } else {\n let _e53 = _l13;\n if (_e53 > 0f) {\n discard;\n }\n }\n let _e54 = _l6;\n _l6 = max(_e54, 0f);\n let _e55 = _l7;\n let _e56 = _l6;\n let _e57 = unnamed.uLength;\n _l7 = min(_e55, (_e56 + (_e57 * 2f)));\n let _e58 = unnamed.uSceneDepthEnabled;\n if (_e58 != 0i) {\n let _e59 = gl_FragCoord_1;\n let _e60 = unnamed.uInvViewport;\n _l16 = (_e59.xy * _e60);\n let _e61 = _l16;\n let _e62 = textureSampleLevel(uSceneDepth_t, uSceneDepth_s, _e61, 0f);\n _l17 = _e62.x;\n let _e63 = unnamed.uDepthToLocal;\n let _e64 = _l16;\n let _e65 = ((_e64 * 2f) - vec2(1f));\n let _e66 = _l17;\n _l18 = (_e63 * vec4<f32>(_e65.x, _e65.y, _e66, 1f));\n let _e67 = _l18[3u];\n if (_e67 > 0.000001f) {\n let _e68 = _l7;\n let _e69 = _l18;\n let _e70 = _l18[3u];\n let _e71 = _l0;\n let _e72 = _l3;\n _l7 = min(_e68, dot(((_e69.xyz / vec3(_e70)) - _e71), _e72));\n }\n }\n let _e73 = _l7;\n let _e74 = _l6;\n if (_e73 <= _e74) {\n discard;\n }\n let _e75 = unnamed.uSamples;\n _l19 = clamp(_e75, 2i, 64i);\n let _e76 = _l7;\n let _e77 = _l6;\n let _e78 = _l19;\n _l20 = ((_e76 - _e77) / f32(_e78));\n let _e79 = gl_FragCoord_1[1u];\n let _e80 = gl_FragCoord_1[0u];\n _l21 = ((i32((_e79 - (floor((_e79 / 4f)) * 4f))) * 4i) + i32((_e80 - (floor((_e80 / 4f)) * 4f))));\n let _e81 = _l21;\n _l23 = array<f32, 16>(0f, 8f, 2f, 10f, 12f, 4f, 14f, 6f, 3f, 11f, 1f, 9f, 15f, 7f, 13f, 5f);\n let _e82 = _l23[_e81];\n let _e83 = gl_FragCoord_1;\n let _e84 = _e83.xy;\n _l24 = vec3<f32>(_e84.x, _e84.y, 3.7f);\n let _e85 = hash31_u0028_vf3_u003b((&_l24));\n let _e86 = _l20;\n _l22 = ((((_e82 + _e85) / 16f) - 0.5f) * _e86);\n _l25 = 0f;\n _l26 = 0i;\n loop {\n let _e87 = _l26;\n if (_e87 < 64i) {\n let _e88 = _l26;\n let _e89 = _l19;\n if (_e88 >= _e89) {\n break;\n }\n let _e90 = _l6;\n let _e91 = _l26;\n let _e92 = _l20;\n _l27 = (_e90 + ((f32(_e91) + 0.5f) * _e92));\n let _e93 = _l0;\n let _e94 = _l3;\n let _e95 = _l27;\n _l28 = (_e93 + (_e94 * _e95));\n let _e96 = _l28;\n _l30 = _e96;\n let _e97 = _l5;\n _l31 = _e97;\n let _e98 = densityAt_u0028_vf3_u003b_f1_u003b((&_l30), (&_l31));\n _l29 = _e98;\n let _e99 = _l29;\n if (_e99 <= 0f) {\n continue;\n }\n let _e100 = unnamed.uModelWorld;\n let _e101 = _l28;\n _l32 = (_e100 * vec4<f32>(_e101.x, _e101.y, _e101.z, 1f)).xyz;\n let _e102 = unnamed.uDust;\n if (_e102 > 0f) {\n let _e103 = _l32;\n let _e104 = unnamed.uDustOffset;\n let _e105 = unnamed.uDustScale;\n _l33 = ((_e103 + _e104) / vec3(max(_e105, 0.001f)));\n let _e106 = dustField_u0028_vf3_u003b((&_l33));\n let _e107 = unnamed.uDust;\n let _e108 = _l29;\n _l29 = (_e108 * mix(1f, _e106, _e107));\n }\n let _e109 = unnamed.uSunShadow;\n if (_e109 > 0f) {\n let _e110 = unnamed.uModelWorld;\n let _e111 = _l0;\n let _e112 = _l3;\n let _e113 = _l27;\n let _e114 = _l22;\n let _e115 = (_e111 + (_e112 * (_e113 + _e114)));\n _l34 = (_e110 * vec4<f32>(_e115.x, _e115.y, _e115.z, 1f)).xyz;\n let _e116 = _l34;\n _l35 = _e116;\n let _e117 = sunReach_u0028_vf3_u003b((&_l35));\n let _e118 = _l29;\n _l29 = (_e118 * _e117);\n }\n let _e119 = _l29;\n let _e120 = _l25;\n _l25 = (_e120 + _e119);\n continue;\n } else {\n break;\n }\n continuing {\n let _e121 = _l26;\n _l26 = (_e121 + 1i);\n }\n }\n let _e122 = unnamed.uSpread;\n let _e123 = unnamed.uLength;\n _l36 = max((_e122 * _e123), 0.0001f);\n let _e124 = _l25;\n let _e125 = _l20;\n let _e126 = _l36;\n _l37 = (1f - exp((((-(_e124) * _e125) / _e126) * 3f)));\n let _e127 = vColor_1;\n let _e128 = vEnergy_1;\n let _e129 = _l37;\n let _e130 = unnamed.uStrength;\n _l38 = (_e127 * ((_e128 * _e129) * _e130));\n let _e131 = applyOutputTransform_u0028_vf3_u003b((&_l38));\n fragColor = vec4<f32>(_e131.x, _e131.y, _e131.z, 1f);\n return;\n}"];
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13
13
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/** A permutation from its items, joined the first time it is asked for and kept. */
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function permutations(table: Readonly<Record<string, readonly number[]>>): Readonly<Record<string, string>> {
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@@ -25,8 +25,8 @@ function permutations(table: Readonly<Record<string, readonly number[]>>): Reado
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/** One entry per permutation, keyed by the flags that are on. See `variantKey`. */
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export const LIGHT_VOLUME_FRAG_WGSL: Readonly<Record<string, string>> = permutations({
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28
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-
"none": [0,1,2,3,4,5,6,7],
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29
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"directionalShadows": [
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+
"none": [0,1,2,3,4,5,6,7,8,9,10,11,12],
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+
"directionalShadows": [13,14,2,3,4,5,6,15,16,7,8,9,10,17,12],
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});
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/**
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@@ -55,7 +55,7 @@ export const LIGHTVOLUME_BINDINGS = {
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"lightVolumeFrag": {
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"none": {
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"uniformSize":
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"uniformSize": 224,
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"fields": {
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"uCameraPos": {
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"offset": 0,
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@@ -92,38 +92,48 @@ export const LIGHTVOLUME_BINDINGS = {
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"size": 12,
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"type": "vec3"
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},
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-
"
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+
"uOutputTransform": {
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"offset": 44,
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"size": 4,
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+
"type": "int"
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},
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+
"uOutputExposure": {
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"offset": 48,
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"size": 4,
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"type": "float"
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},
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"uNear": {
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"offset": 52,
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"size": 4,
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"type": "float"
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},
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"uCameraLocal": {
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"offset":
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+
"offset": 64,
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"size": 12,
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"type": "vec3"
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},
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"uModelWorld": {
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"offset":
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"offset": 80,
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"size": 64,
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"type": "mat4"
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},
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"uSamples": {
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"offset":
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"offset": 144,
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"size": 4,
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"type": "int"
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},
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"uSceneDepthEnabled": {
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"offset":
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"offset": 148,
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"size": 4,
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"type": "int"
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},
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"uInvViewport": {
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"offset":
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+
"offset": 152,
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"size": 8,
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"type": "vec2"
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},
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"uDepthToLocal": {
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"offset":
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+
"offset": 160,
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"size": 64,
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"type": "mat4"
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}
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@@ -138,7 +148,7 @@ export const LIGHTVOLUME_BINDINGS = {
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},
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"directionalShadows": {
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"uniforms": 1,
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@@ -5,7 +5,7 @@
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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*/
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export const PANEL_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uAlpha: f32,\n}\n\nvar<private> outColor: vec4<f32>;\n
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export const PANEL_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uAlpha: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\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 _e55 = (*c);\n low = (_e55 * 12.92f);\n let _e57 = (*c);\n high = ((pow(max(_e57, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e63 = high;\n let _e64 = low;\n let _e65 = (*c);\n return mix(_e63, _e64, step(_e65, 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 _e56 = (*c_1)[0u];\n let _e58 = (*c_1)[1u];\n let _e60 = (*c_1)[2u];\n m = max(_e56, max(_e58, _e60));\n let _e63 = m;\n if (_e63 <= 0.8f) {\n let _e65 = (*c_1);\n return _e65;\n }\n let _e66 = m;\n e = (_e66 - 0.8f);\n let _e68 = (*c_1);\n let _e69 = e;\n let _e71 = e;\n let _e75 = m;\n return (_e68 * ((0.8f + ((0.2f * _e69) / (_e71 + 0.2f))) / _e75));\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 _e55 = (*v);\n let _e56 = (*v);\n a = ((_e55 * (_e56 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e62 = (*v);\n let _e63 = (*v);\n b = ((_e62 * ((_e63 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e70 = a;\n let _e71 = b;\n return (_e70 / _e71);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e55 = unnamed.uOutputExposure;\n let _e56 = (*x);\n (*x) = (_e56 * _e55);\n let _e58 = (*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)) * _e58);\n let _e60 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e60), 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 _e57 = unnamed.uOutputTransform;\n if (_e57 == 0i) {\n let _e59 = (*c_2);\n return _e59;\n }\n let _e61 = unnamed.uOutputTransform;\n if (_e61 == 2i) {\n let _e63 = (*c_2);\n param_1 = _e63;\n let _e64 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e64;\n }\n let _e66 = unnamed.uOutputTransform;\n if (_e66 == 3i) {\n let _e68 = (*c_2);\n let _e70 = unnamed.uOutputExposure;\n param_2 = (_e68 * _e70);\n let _e72 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e72;\n }\n let _e73 = (*c_2);\n param_3 = _e73;\n let _e74 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e74;\n}\n\nfn main_1() {\n var param_4: vec3<f32>;\n\n let _e54 = unnamed.uColor;\n param_4 = _e54;\n let _e55 = applyOutputTransform_u0028_vf3_u003b((¶m_4));\n let _e57 = unnamed.uAlpha;\n outColor = vec4<f32>(_e55.x, _e55.y, _e55.z, _e57);\n return;\n}\n\n@fragment \nfn main() -> @location(0) vec4<f32> {\n main_1();\n let _e1 = outColor;\n return _e1;\n}\n";
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export const PANEL_VERT_WGSL = "struct Uniforms {\n uRect: vec4<f32>,\n uViewport: vec2<f32>,\n uClipCorrection: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var px: vec2<f32>;\n var ndc: vec2<f32>;\n\n let _e14 = unnamed.uRect;\n let _e16 = aCorner_1;\n let _e18 = unnamed.uRect;\n px = (_e14.xy + (_e16 * _e18.zw));\n let _e23 = px[0u];\n let _e26 = unnamed.uViewport[0u];\n let _e31 = px[1u];\n let _e34 = unnamed.uViewport[1u];\n ndc = vec2<f32>((((_e23 / _e26) * 2f) - 1f), (1f - ((_e31 / _e34) * 2f)));\n let _e40 = unnamed.uClipCorrection;\n let _e41 = ndc;\n unnamed_1.gl_Position = (_e40 * vec4<f32>(_e41.x, _e41.y, 0f, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aCorner: vec2<f32>) -> @builtin(position) vec4<f32> {\n aCorner_1 = aCorner;\n main_1();\n let _e5 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e5);\n let _e7 = unnamed_1.gl_Position;\n return _e7;\n}\n";
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@@ -17,7 +17,7 @@ export const PANEL_VERT_WGSL = "struct Uniforms {\n uRect: vec4<f32>,\n uV
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export const PANEL_BINDINGS = {
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@@ -28,6 +28,16 @@ export const PANEL_BINDINGS = {
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},
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"textures": {}
|