@driftengine/core 4.12.0 → 4.13.1

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Files changed (207) hide show
  1. package/CHANGELOG.json +77 -0
  2. package/README.md +18 -9
  3. package/dist/geometry/meshBuilder.d.ts +10 -0
  4. package/dist/geometry/meshBuilder.js +11 -2
  5. package/dist/index.d.ts +3 -2
  6. package/dist/index.js +3 -2
  7. package/dist/math/color.d.ts +25 -0
  8. package/dist/math/color.js +37 -0
  9. package/dist/render/backend/webgl2/renderer.d.ts +17 -4
  10. package/dist/render/backend/webgl2/renderer.js +82 -47
  11. package/dist/render/backend/webgl2/skinScatter.d.ts +3 -1
  12. package/dist/render/backend/webgl2/skinScatter.js +5 -1
  13. package/dist/render/backend/webgpu/boltPass.d.ts +1 -1
  14. package/dist/render/backend/webgpu/causticsPass.d.ts +1 -1
  15. package/dist/render/backend/webgpu/filmPass.d.ts +1 -1
  16. package/dist/render/backend/webgpu/flockPass.d.ts +1 -1
  17. package/dist/render/backend/webgpu/giFieldPass.d.ts +3 -1
  18. package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +10 -1
  19. package/dist/render/backend/webgpu/gpuDrivenPass.js +28 -11
  20. package/dist/render/backend/webgpu/panelPass.d.ts +1 -1
  21. package/dist/render/backend/webgpu/postPass.d.ts +2 -2
  22. package/dist/render/backend/webgpu/renderer.d.ts +19 -8
  23. package/dist/render/backend/webgpu/renderer.js +94 -38
  24. package/dist/render/backend/webgpu/scatterPass.d.ts +1 -1
  25. package/dist/render/backend/webgpu/skinScatterPass.d.ts +5 -1
  26. package/dist/render/backend/webgpu/skinScatterPass.js +9 -3
  27. package/dist/render/backend/webgpu/skyPass.d.ts +11 -1
  28. package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
  29. package/dist/render/backend/webgpu/windStreakPass.d.ts +1 -1
  30. package/dist/render/causticsRenderer.d.ts +3 -1
  31. package/dist/render/causticsRenderer.js +5 -1
  32. package/dist/render/decalPass.d.ts +3 -1
  33. package/dist/render/decalPass.js +4 -1
  34. package/dist/render/flockRenderer.d.ts +1 -1
  35. package/dist/render/flockRenderer.js +4 -1
  36. package/dist/render/globalMediumPass.d.ts +3 -1
  37. package/dist/render/globalMediumPass.js +5 -1
  38. package/dist/render/gradeColor.d.ts +21 -0
  39. package/dist/render/gradeColor.js +64 -0
  40. package/dist/render/lightMatrix.d.ts +13 -0
  41. package/dist/render/lightMatrix.js +17 -0
  42. package/dist/render/passGrade.d.ts +13 -0
  43. package/dist/render/passGrade.js +47 -0
  44. package/dist/render/plumeRenderer.d.ts +1 -1
  45. package/dist/render/plumeRenderer.js +4 -1
  46. package/dist/render/renderQuality.d.ts +57 -18
  47. package/dist/render/renderQuality.js +3 -3
  48. package/dist/render/sceneTarget.d.ts +2 -0
  49. package/dist/render/sceneTarget.js +1 -0
  50. package/dist/render/sdfTextRenderer.d.ts +1 -1
  51. package/dist/render/sdfTextRenderer.js +1 -1
  52. package/dist/render/shaders/arcane.d.ts +1 -1
  53. package/dist/render/shaders/arcane.js +5 -1
  54. package/dist/render/shaders/bolt.d.ts +1 -1
  55. package/dist/render/shaders/bolt.js +4 -1
  56. package/dist/render/shaders/caustics.d.ts +1 -1
  57. package/dist/render/shaders/caustics.js +4 -1
  58. package/dist/render/shaders/decalProject.js +12 -2
  59. package/dist/render/shaders/film.d.ts +1 -1
  60. package/dist/render/shaders/film.js +22 -9
  61. package/dist/render/shaders/fire.d.ts +1 -1
  62. package/dist/render/shaders/fire.js +4 -1
  63. package/dist/render/shaders/flat/layerLooks.js +11 -19
  64. package/dist/render/shaders/flat/layered.js +33 -18
  65. package/dist/render/shaders/flock.d.ts +1 -1
  66. package/dist/render/shaders/flock.js +4 -1
  67. package/dist/render/shaders/generated/arcane.wgsl.d.ts +11 -1
  68. package/dist/render/shaders/generated/arcane.wgsl.js +11 -1
  69. package/dist/render/shaders/generated/bolt.wgsl.d.ts +12 -2
  70. package/dist/render/shaders/generated/bolt.wgsl.js +12 -2
  71. package/dist/render/shaders/generated/caustics.wgsl.d.ts +12 -2
  72. package/dist/render/shaders/generated/caustics.wgsl.js +12 -2
  73. package/dist/render/shaders/generated/decalProject.wgsl.d.ts +6 -1
  74. package/dist/render/shaders/generated/decalProject.wgsl.js +6 -1
  75. package/dist/render/shaders/generated/film.wgsl.d.ts +12 -2
  76. package/dist/render/shaders/generated/film.wgsl.js +12 -2
  77. package/dist/render/shaders/generated/fire.wgsl.d.ts +11 -1
  78. package/dist/render/shaders/generated/fire.wgsl.js +11 -1
  79. package/dist/render/shaders/generated/flat.wgsl.js +23 -23
  80. package/dist/render/shaders/generated/flock.wgsl.d.ts +12 -2
  81. package/dist/render/shaders/generated/flock.wgsl.js +12 -2
  82. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +12 -2
  83. package/dist/render/shaders/generated/globalMedium.wgsl.js +12 -2
  84. package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +36 -16
  85. package/dist/render/shaders/generated/lightVolume.wgsl.js +39 -19
  86. package/dist/render/shaders/generated/panel.wgsl.d.ts +12 -2
  87. package/dist/render/shaders/generated/panel.wgsl.js +12 -2
  88. package/dist/render/shaders/generated/rush.wgsl.d.ts +31 -26
  89. package/dist/render/shaders/generated/rush.wgsl.js +31 -26
  90. package/dist/render/shaders/generated/scatter.wgsl.d.ts +12 -2
  91. package/dist/render/shaders/generated/scatter.wgsl.js +12 -2
  92. package/dist/render/shaders/generated/skinBlur.wgsl.d.ts +11 -1
  93. package/dist/render/shaders/generated/skinBlur.wgsl.js +11 -1
  94. package/dist/render/shaders/generated/sky.wgsl.d.ts +12 -2
  95. package/dist/render/shaders/generated/sky.wgsl.js +12 -2
  96. package/dist/render/shaders/generated/smoke.wgsl.d.ts +11 -1
  97. package/dist/render/shaders/generated/smoke.wgsl.js +11 -1
  98. package/dist/render/shaders/generated/text.wgsl.d.ts +11 -1
  99. package/dist/render/shaders/generated/text.wgsl.js +11 -1
  100. package/dist/render/shaders/generated/water.wgsl.d.ts +12 -2
  101. package/dist/render/shaders/generated/water.wgsl.js +12 -2
  102. package/dist/render/shaders/generated/windStreaks.wgsl.d.ts +12 -2
  103. package/dist/render/shaders/generated/windStreaks.wgsl.js +12 -2
  104. package/dist/render/shaders/globalMedium.js +14 -1
  105. package/dist/render/shaders/gpudriven/present.wgsl.d.ts +15 -6
  106. package/dist/render/shaders/gpudriven/present.wgsl.js +71 -8
  107. package/dist/render/shaders/lightVolume.js +4 -1
  108. package/dist/render/shaders/line.d.ts +1 -1
  109. package/dist/render/shaders/outputTransform.d.ts +8 -2
  110. package/dist/render/shaders/outputTransform.js +18 -11
  111. package/dist/render/shaders/panel.d.ts +1 -1
  112. package/dist/render/shaders/panel.js +5 -1
  113. package/dist/render/shaders/particle.d.ts +3 -3
  114. package/dist/render/shaders/rush.js +8 -0
  115. package/dist/render/shaders/scatter.d.ts +1 -1
  116. package/dist/render/shaders/scatter.js +4 -1
  117. package/dist/render/shaders/sdfText.d.ts +1 -1
  118. package/dist/render/shaders/skinBlur.js +5 -1
  119. package/dist/render/shaders/sky.d.ts +1 -1
  120. package/dist/render/shaders/sky.js +5 -1
  121. package/dist/render/shaders/smoke.d.ts +1 -1
  122. package/dist/render/shaders/smoke.js +4 -1
  123. package/dist/render/shaders/text.d.ts +1 -1
  124. package/dist/render/shaders/text.js +4 -1
  125. package/dist/render/shaders/water.d.ts +1 -1
  126. package/dist/render/shaders/water.js +12 -2
  127. package/dist/render/shaders/windStreaks.d.ts +1 -1
  128. package/dist/render/shaders/windStreaks.js +4 -1
  129. package/dist/render/surfaceLayerLooks.d.ts +16 -4
  130. package/dist/render/surfaceLayerLooks.js +33 -14
  131. package/dist/render/surfaceLayers.d.ts +2 -2
  132. package/dist/render/textRenderer.d.ts +3 -1
  133. package/dist/render/textRenderer.js +7 -1
  134. package/dist/render/vertexDefaults.d.ts +1 -1
  135. package/dist/render/vertexDefaults.js +1 -1
  136. package/dist/render/waterRenderer.d.ts +1 -1
  137. package/dist/render/waterRenderer.js +4 -1
  138. package/dist/render/windStreakRenderer.d.ts +3 -1
  139. package/dist/render/windStreakRenderer.js +5 -1
  140. package/package.json +6 -6
  141. package/src/geometry/meshBuilder.ts +21 -2
  142. package/src/index.ts +11 -2
  143. package/src/math/color.ts +39 -0
  144. package/src/render/backend/webgl2/renderer.ts +134 -44
  145. package/src/render/backend/webgl2/skinScatter.ts +5 -0
  146. package/src/render/backend/webgpu/giFieldPass.ts +3 -1
  147. package/src/render/backend/webgpu/gpuDrivenPass.ts +29 -13
  148. package/src/render/backend/webgpu/renderer.ts +104 -37
  149. package/src/render/backend/webgpu/skinScatterPass.ts +17 -1
  150. package/src/render/causticsRenderer.ts +5 -0
  151. package/src/render/decalPass.ts +3 -0
  152. package/src/render/flockRenderer.ts +5 -0
  153. package/src/render/globalMediumPass.ts +10 -1
  154. package/src/render/gradeColor.ts +90 -0
  155. package/src/render/lightMatrix.ts +32 -0
  156. package/src/render/passGrade.ts +58 -0
  157. package/src/render/plumeRenderer.ts +5 -0
  158. package/src/render/renderQuality.ts +60 -21
  159. package/src/render/sceneTarget.ts +3 -0
  160. package/src/render/sdfTextRenderer.ts +1 -1
  161. package/src/render/shaders/arcane.ts +5 -1
  162. package/src/render/shaders/bolt.ts +4 -1
  163. package/src/render/shaders/caustics.ts +4 -1
  164. package/src/render/shaders/decalProject.ts +12 -2
  165. package/src/render/shaders/film.ts +22 -9
  166. package/src/render/shaders/fire.ts +4 -1
  167. package/src/render/shaders/flat/layerLooks.ts +11 -19
  168. package/src/render/shaders/flat/layered.ts +33 -18
  169. package/src/render/shaders/flock.ts +4 -1
  170. package/src/render/shaders/generated/arcane.wgsl.ts +11 -1
  171. package/src/render/shaders/generated/bolt.wgsl.ts +12 -2
  172. package/src/render/shaders/generated/caustics.wgsl.ts +12 -2
  173. package/src/render/shaders/generated/decalProject.wgsl.ts +6 -1
  174. package/src/render/shaders/generated/film.wgsl.ts +12 -2
  175. package/src/render/shaders/generated/fire.wgsl.ts +11 -1
  176. package/src/render/shaders/generated/flat.wgsl.ts +23 -23
  177. package/src/render/shaders/generated/flock.wgsl.ts +12 -2
  178. package/src/render/shaders/generated/globalMedium.wgsl.ts +12 -2
  179. package/src/render/shaders/generated/lightVolume.wgsl.ts +39 -19
  180. package/src/render/shaders/generated/panel.wgsl.ts +12 -2
  181. package/src/render/shaders/generated/rush.wgsl.ts +31 -26
  182. package/src/render/shaders/generated/scatter.wgsl.ts +12 -2
  183. package/src/render/shaders/generated/skinBlur.wgsl.ts +11 -1
  184. package/src/render/shaders/generated/sky.wgsl.ts +12 -2
  185. package/src/render/shaders/generated/smoke.wgsl.ts +11 -1
  186. package/src/render/shaders/generated/text.wgsl.ts +11 -1
  187. package/src/render/shaders/generated/water.wgsl.ts +12 -2
  188. package/src/render/shaders/generated/windStreaks.wgsl.ts +12 -2
  189. package/src/render/shaders/globalMedium.ts +14 -1
  190. package/src/render/shaders/gpudriven/present.wgsl.ts +72 -8
  191. package/src/render/shaders/lightVolume.ts +4 -1
  192. package/src/render/shaders/outputTransform.ts +19 -11
  193. package/src/render/shaders/panel.ts +5 -1
  194. package/src/render/shaders/rush.ts +8 -0
  195. package/src/render/shaders/scatter.ts +4 -1
  196. package/src/render/shaders/skinBlur.ts +5 -1
  197. package/src/render/shaders/sky.ts +5 -1
  198. package/src/render/shaders/smoke.ts +4 -1
  199. package/src/render/shaders/text.ts +4 -1
  200. package/src/render/shaders/water.ts +12 -2
  201. package/src/render/shaders/windStreaks.ts +4 -1
  202. package/src/render/surfaceLayerLooks.ts +49 -18
  203. package/src/render/surfaceLayers.ts +2 -2
  204. package/src/render/textRenderer.ts +6 -0
  205. package/src/render/vertexDefaults.ts +1 -1
  206. package/src/render/waterRenderer.ts +5 -0
  207. package/src/render/windStreakRenderer.ts +5 -0
@@ -1,4 +1,4 @@
1
- export declare const FLOCK_FRAG_WGSL = "struct Uniforms {\n uTint: vec3<f32>,\n}\n\nvar<private> outColor: vec4<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vShade_1: f32;\n\nfn main_1() {\n let _e6 = unnamed.uTint;\n let _e7 = vShade_1;\n let _e8 = (_e6 * _e7);\n outColor = vec4<f32>(_e8.x, _e8.y, _e8.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";
1
+ export declare 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((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _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((&param_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((&param_2));\n (*c_2) = _e73;\n }\n let _e74 = (*c_2);\n param_3 = _e74;\n let _e75 = linearToSrgb_u0028_vf3_u003b((&param_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((&param_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";
2
2
  export declare 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";
3
3
  /**
4
4
  * What the transform assigned, so the renderer binds the same numbers.
@@ -8,13 +8,23 @@ export declare const FLOCK_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4
8
8
  export declare const FLOCK_BINDINGS: {
9
9
  readonly FLOCK_FRAG: {
10
10
  readonly uniforms: 1;
11
- readonly uniformSize: 16;
11
+ readonly uniformSize: 32;
12
12
  readonly fields: {
13
13
  readonly uTint: {
14
14
  readonly offset: 0;
15
15
  readonly size: 12;
16
16
  readonly type: "vec3";
17
17
  };
18
+ readonly uOutputTransform: {
19
+ readonly offset: 12;
20
+ readonly size: 4;
21
+ readonly type: "int";
22
+ };
23
+ readonly uOutputExposure: {
24
+ readonly offset: 16;
25
+ readonly size: 4;
26
+ readonly type: "float";
27
+ };
18
28
  };
19
29
  readonly textures: {};
20
30
  };
@@ -4,7 +4,7 @@
4
4
  * The GLSL beside this file is the source of truth. A hand edit here is discarded by
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
- export const FLOCK_FRAG_WGSL = "struct Uniforms {\n uTint: vec3<f32>,\n}\n\nvar<private> outColor: vec4<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vShade_1: f32;\n\nfn main_1() {\n let _e6 = unnamed.uTint;\n let _e7 = vShade_1;\n let _e8 = (_e6 * _e7);\n outColor = vec4<f32>(_e8.x, _e8.y, _e8.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";
7
+ 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((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _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((&param_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((&param_2));\n (*c_2) = _e73;\n }\n let _e74 = (*c_2);\n param_3 = _e74;\n let _e75 = linearToSrgb_u0028_vf3_u003b((&param_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((&param_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";
8
8
  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";
9
9
  /**
10
10
  * What the transform assigned, so the renderer binds the same numbers.
@@ -14,12 +14,22 @@ export const FLOCK_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n
14
14
  export const FLOCK_BINDINGS = {
15
15
  "FLOCK_FRAG": {
16
16
  "uniforms": 1,
17
- "uniformSize": 16,
17
+ "uniformSize": 32,
18
18
  "fields": {
19
19
  "uTint": {
20
20
  "offset": 0,
21
21
  "size": 12,
22
22
  "type": "vec3"
23
+ },
24
+ "uOutputTransform": {
25
+ "offset": 12,
26
+ "size": 4,
27
+ "type": "int"
28
+ },
29
+ "uOutputExposure": {
30
+ "offset": 16,
31
+ "size": 4,
32
+ "type": "float"
23
33
  }
24
34
  },
25
35
  "textures": {}
@@ -1,5 +1,5 @@
1
1
  export declare 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((&param), (&param_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((&param_2), (&param_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((&param_4), (&param_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((&param_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((&param_7), (&param_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((&param_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";
2
- export declare 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 _e27 = (*stored);\n ndc = (1f - (_e27 * 2f));\n let _e32 = unnamed.uDepthToViewZ[0u];\n let _e33 = ndc;\n let _e37 = unnamed.uDepthToViewZ[1u];\n let _e41 = unnamed.uDepthToViewZ[2u];\n let _e42 = ndc;\n let _e46 = unnamed.uDepthToViewZ[3u];\n return abs((((_e32 * _e33) + _e37) / ((_e41 * _e42) + _e46)));\n}\n\nfn main_1() {\n var here: f32;\n var param: 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_1: f32;\n var gap: f32;\n var sampled: vec4<f32>;\n var depthWeight: f32;\n var local: vec4<f32>;\n\n let _e44 = vUv_1;\n let _e45 = textureSampleLevel(uDepth_t, uDepth_s, _e44, 0f);\n param = _e45.x;\n let _e47 = viewDistance_u0028_f1_u003b((&param));\n here = _e47;\n let _e48 = vUv_1;\n let _e50 = unnamed.uMediumTexel;\n coord = ((_e48 / _e50) - vec2(0.5f));\n let _e54 = coord;\n base = floor(_e54);\n let _e56 = coord;\n let _e57 = base;\n f = (_e56 - _e57);\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 _e59 = i;\n if (_e59 < 4i) {\n let _e61 = i;\n let _e64 = i;\n offset = vec2<f32>(f32((_e61 & 1i)), f32(((_e64 >> bitcast<u32>(1i)) & 1i)));\n let _e70 = base;\n let _e71 = offset;\n let _e76 = unnamed.uMediumTexel;\n uv = (((_e70 + _e71) + vec2(0.5f)) * _e76);\n let _e79 = f[0u];\n let _e82 = f[0u];\n let _e84 = offset[0u];\n let _e87 = f[1u];\n let _e90 = f[1u];\n let _e92 = offset[1u];\n bilinear = (mix((1f - _e79), _e82, _e84) * mix((1f - _e87), _e90, _e92));\n let _e95 = uv;\n let _e96 = textureSampleLevel(uDepth_t, uDepth_s, _e95, 0f);\n param_1 = _e96.x;\n let _e98 = viewDistance_u0028_f1_u003b((&param_1));\n there = _e98;\n let _e99 = there;\n let _e100 = here;\n let _e103 = there;\n let _e104 = here;\n gap = (abs((_e99 - _e100)) / max(min(_e103, _e104), 0.001f));\n let _e108 = uv;\n let _e109 = textureSampleLevel(uMedium_t, uMedium_s, _e108, 0f);\n sampled = _e109;\n let _e110 = gap;\n let _e111 = nearestGap;\n if (_e110 < _e111) {\n let _e113 = gap;\n nearestGap = _e113;\n let _e114 = sampled;\n nearest = _e114;\n }\n let _e115 = gap;\n depthWeight = (1f - smoothstep(0.04f, 0.05f, _e115));\n let _e118 = sampled;\n let _e119 = bilinear;\n let _e121 = depthWeight;\n let _e123 = total;\n total = (_e123 + ((_e118 * _e119) * _e121));\n let _e125 = bilinear;\n let _e126 = depthWeight;\n let _e128 = weight;\n weight = (_e128 + (_e125 * _e126));\n continue;\n } else {\n break;\n }\n continuing {\n let _e130 = i;\n i = (_e130 + 1i);\n }\n }\n let _e132 = weight;\n if (_e132 > 0.0001f) {\n let _e134 = total;\n let _e135 = weight;\n local = (_e134 / vec4(_e135));\n } else {\n let _e138 = nearest;\n local = _e138;\n }\n let _e139 = local;\n fragColor = _e139;\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";
2
+ export declare 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((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _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((&param_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((&param_2));\n (*c_2) = _e88;\n }\n let _e89 = (*c_2);\n param_3 = _e89;\n let _e90 = linearToSrgb_u0028_vf3_u003b((&param_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((&param_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((&param_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((&param_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((&param_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";
3
3
  /**
4
4
  * What the transform assigned, so the renderer binds the same numbers.
5
5
  *
@@ -96,7 +96,7 @@ export declare const GLOBALMEDIUM_BINDINGS: {
96
96
  };
97
97
  readonly MEDIUM_UPSAMPLE_FRAG: {
98
98
  readonly uniforms: 1;
99
- readonly uniformSize: 32;
99
+ readonly uniformSize: 48;
100
100
  readonly fields: {
101
101
  readonly uMediumTexel: {
102
102
  readonly offset: 0;
@@ -108,6 +108,16 @@ export declare const GLOBALMEDIUM_BINDINGS: {
108
108
  readonly size: 16;
109
109
  readonly type: "vec4";
110
110
  };
111
+ readonly uOutputTransform: {
112
+ readonly offset: 32;
113
+ readonly size: 4;
114
+ readonly type: "int";
115
+ };
116
+ readonly uOutputExposure: {
117
+ readonly offset: 36;
118
+ readonly size: 4;
119
+ readonly type: "float";
120
+ };
111
121
  };
112
122
  readonly textures: {
113
123
  readonly uMedium: {
@@ -5,7 +5,7 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
  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((&param), (&param_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((&param_2), (&param_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((&param_4), (&param_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((&param_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((&param_7), (&param_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((&param_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";
8
- 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 _e27 = (*stored);\n ndc = (1f - (_e27 * 2f));\n let _e32 = unnamed.uDepthToViewZ[0u];\n let _e33 = ndc;\n let _e37 = unnamed.uDepthToViewZ[1u];\n let _e41 = unnamed.uDepthToViewZ[2u];\n let _e42 = ndc;\n let _e46 = unnamed.uDepthToViewZ[3u];\n return abs((((_e32 * _e33) + _e37) / ((_e41 * _e42) + _e46)));\n}\n\nfn main_1() {\n var here: f32;\n var param: 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_1: f32;\n var gap: f32;\n var sampled: vec4<f32>;\n var depthWeight: f32;\n var local: vec4<f32>;\n\n let _e44 = vUv_1;\n let _e45 = textureSampleLevel(uDepth_t, uDepth_s, _e44, 0f);\n param = _e45.x;\n let _e47 = viewDistance_u0028_f1_u003b((&param));\n here = _e47;\n let _e48 = vUv_1;\n let _e50 = unnamed.uMediumTexel;\n coord = ((_e48 / _e50) - vec2(0.5f));\n let _e54 = coord;\n base = floor(_e54);\n let _e56 = coord;\n let _e57 = base;\n f = (_e56 - _e57);\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 _e59 = i;\n if (_e59 < 4i) {\n let _e61 = i;\n let _e64 = i;\n offset = vec2<f32>(f32((_e61 & 1i)), f32(((_e64 >> bitcast<u32>(1i)) & 1i)));\n let _e70 = base;\n let _e71 = offset;\n let _e76 = unnamed.uMediumTexel;\n uv = (((_e70 + _e71) + vec2(0.5f)) * _e76);\n let _e79 = f[0u];\n let _e82 = f[0u];\n let _e84 = offset[0u];\n let _e87 = f[1u];\n let _e90 = f[1u];\n let _e92 = offset[1u];\n bilinear = (mix((1f - _e79), _e82, _e84) * mix((1f - _e87), _e90, _e92));\n let _e95 = uv;\n let _e96 = textureSampleLevel(uDepth_t, uDepth_s, _e95, 0f);\n param_1 = _e96.x;\n let _e98 = viewDistance_u0028_f1_u003b((&param_1));\n there = _e98;\n let _e99 = there;\n let _e100 = here;\n let _e103 = there;\n let _e104 = here;\n gap = (abs((_e99 - _e100)) / max(min(_e103, _e104), 0.001f));\n let _e108 = uv;\n let _e109 = textureSampleLevel(uMedium_t, uMedium_s, _e108, 0f);\n sampled = _e109;\n let _e110 = gap;\n let _e111 = nearestGap;\n if (_e110 < _e111) {\n let _e113 = gap;\n nearestGap = _e113;\n let _e114 = sampled;\n nearest = _e114;\n }\n let _e115 = gap;\n depthWeight = (1f - smoothstep(0.04f, 0.05f, _e115));\n let _e118 = sampled;\n let _e119 = bilinear;\n let _e121 = depthWeight;\n let _e123 = total;\n total = (_e123 + ((_e118 * _e119) * _e121));\n let _e125 = bilinear;\n let _e126 = depthWeight;\n let _e128 = weight;\n weight = (_e128 + (_e125 * _e126));\n continue;\n } else {\n break;\n }\n continuing {\n let _e130 = i;\n i = (_e130 + 1i);\n }\n }\n let _e132 = weight;\n if (_e132 > 0.0001f) {\n let _e134 = total;\n let _e135 = weight;\n local = (_e134 / vec4(_e135));\n } else {\n let _e138 = nearest;\n local = _e138;\n }\n let _e139 = local;\n fragColor = _e139;\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";
8
+ 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((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _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((&param_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((&param_2));\n (*c_2) = _e88;\n }\n let _e89 = (*c_2);\n param_3 = _e89;\n let _e90 = linearToSrgb_u0028_vf3_u003b((&param_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((&param_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((&param_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((&param_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((&param_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";
9
9
  /**
10
10
  * What the transform assigned, so the renderer binds the same numbers.
11
11
  *
@@ -102,7 +102,7 @@ export const GLOBALMEDIUM_BINDINGS = {
102
102
  },
103
103
  "MEDIUM_UPSAMPLE_FRAG": {
104
104
  "uniforms": 1,
105
- "uniformSize": 32,
105
+ "uniformSize": 48,
106
106
  "fields": {
107
107
  "uMediumTexel": {
108
108
  "offset": 0,
@@ -113,6 +113,16 @@ export const GLOBALMEDIUM_BINDINGS = {
113
113
  "offset": 16,
114
114
  "size": 16,
115
115
  "type": "vec4"
116
+ },
117
+ "uOutputTransform": {
118
+ "offset": 32,
119
+ "size": 4,
120
+ "type": "int"
121
+ },
122
+ "uOutputExposure": {
123
+ "offset": 36,
124
+ "size": 4,
125
+ "type": "float"
116
126
  }
117
127
  },
118
128
  "textures": {
@@ -27,7 +27,7 @@ export declare const LIGHTVOLUME_BINDINGS: {
27
27
  readonly lightVolumeFrag: {
28
28
  readonly none: {
29
29
  readonly uniforms: 1;
30
- readonly uniformSize: 208;
30
+ readonly uniformSize: 224;
31
31
  readonly fields: {
32
32
  readonly uCameraPos: {
33
33
  readonly offset: 0;
@@ -64,38 +64,48 @@ export declare const LIGHTVOLUME_BINDINGS: {
64
64
  readonly size: 12;
65
65
  readonly type: "vec3";
66
66
  };
67
- readonly uNear: {
67
+ readonly uOutputTransform: {
68
68
  readonly offset: 44;
69
69
  readonly size: 4;
70
+ readonly type: "int";
71
+ };
72
+ readonly uOutputExposure: {
73
+ readonly offset: 48;
74
+ readonly size: 4;
75
+ readonly type: "float";
76
+ };
77
+ readonly uNear: {
78
+ readonly offset: 52;
79
+ readonly size: 4;
70
80
  readonly type: "float";
71
81
  };
72
82
  readonly uCameraLocal: {
73
- readonly offset: 48;
83
+ readonly offset: 64;
74
84
  readonly size: 12;
75
85
  readonly type: "vec3";
76
86
  };
77
87
  readonly uModelWorld: {
78
- readonly offset: 64;
88
+ readonly offset: 80;
79
89
  readonly size: 64;
80
90
  readonly type: "mat4";
81
91
  };
82
92
  readonly uSamples: {
83
- readonly offset: 128;
93
+ readonly offset: 144;
84
94
  readonly size: 4;
85
95
  readonly type: "int";
86
96
  };
87
97
  readonly uSceneDepthEnabled: {
88
- readonly offset: 132;
98
+ readonly offset: 148;
89
99
  readonly size: 4;
90
100
  readonly type: "int";
91
101
  };
92
102
  readonly uInvViewport: {
93
- readonly offset: 136;
103
+ readonly offset: 152;
94
104
  readonly size: 8;
95
105
  readonly type: "vec2";
96
106
  };
97
107
  readonly uDepthToLocal: {
98
- readonly offset: 144;
108
+ readonly offset: 160;
99
109
  readonly size: 64;
100
110
  readonly type: "mat4";
101
111
  };
@@ -110,7 +120,7 @@ export declare const LIGHTVOLUME_BINDINGS: {
110
120
  };
111
121
  readonly directionalShadows: {
112
122
  readonly uniforms: 1;
113
- readonly uniformSize: 352;
123
+ readonly uniformSize: 368;
114
124
  readonly fields: {
115
125
  readonly uCameraPos: {
116
126
  readonly offset: 0;
@@ -172,38 +182,48 @@ export declare const LIGHTVOLUME_BINDINGS: {
172
182
  readonly size: 4;
173
183
  readonly type: "int";
174
184
  };
175
- readonly uNear: {
185
+ readonly uOutputTransform: {
176
186
  readonly offset: 184;
177
187
  readonly size: 4;
188
+ readonly type: "int";
189
+ };
190
+ readonly uOutputExposure: {
191
+ readonly offset: 188;
192
+ readonly size: 4;
178
193
  readonly type: "float";
179
194
  };
180
- readonly uCameraLocal: {
195
+ readonly uNear: {
181
196
  readonly offset: 192;
197
+ readonly size: 4;
198
+ readonly type: "float";
199
+ };
200
+ readonly uCameraLocal: {
201
+ readonly offset: 208;
182
202
  readonly size: 12;
183
203
  readonly type: "vec3";
184
204
  };
185
205
  readonly uModelWorld: {
186
- readonly offset: 208;
206
+ readonly offset: 224;
187
207
  readonly size: 64;
188
208
  readonly type: "mat4";
189
209
  };
190
210
  readonly uSamples: {
191
- readonly offset: 272;
211
+ readonly offset: 288;
192
212
  readonly size: 4;
193
213
  readonly type: "int";
194
214
  };
195
215
  readonly uSceneDepthEnabled: {
196
- readonly offset: 276;
216
+ readonly offset: 292;
197
217
  readonly size: 4;
198
218
  readonly type: "int";
199
219
  };
200
220
  readonly uInvViewport: {
201
- readonly offset: 280;
221
+ readonly offset: 296;
202
222
  readonly size: 8;
203
223
  readonly type: "vec2";
204
224
  };
205
225
  readonly uDepthToLocal: {
206
- readonly offset: 288;
226
+ readonly offset: 304;
207
227
  readonly size: 64;
208
228
  readonly type: "mat4";
209
229
  };