@driftengine/core 4.13.3 → 4.13.5
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 +52 -0
- package/README.md +1 -1
- package/dist/index.d.ts +3 -2
- package/dist/render/anisotropicLobe.d.ts +5 -0
- package/dist/render/anisotropicLobe.js +13 -0
- package/dist/render/atmosphere.d.ts +79 -1
- package/dist/render/atmosphere.js +66 -19
- package/dist/render/backend/webgl2/renderer.d.ts +34 -2
- package/dist/render/backend/webgl2/renderer.js +44 -12
- 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/clothSetPack.js +1 -0
- package/dist/render/backend/webgpu/clothSolvePack.d.ts +5 -2
- package/dist/render/backend/webgpu/clothSolvePack.js +2 -1
- package/dist/render/backend/webgpu/filmPass.d.ts +1 -1
- package/dist/render/backend/webgpu/gpuClothSet.js +1 -1
- package/dist/render/backend/webgpu/gpuDrivenPass.js +20 -3
- package/dist/render/backend/webgpu/linePass.d.ts +1 -1
- package/dist/render/backend/webgpu/mediumFields.d.ts +17 -0
- package/dist/render/backend/webgpu/mediumFields.js +74 -0
- package/dist/render/backend/webgpu/plumePass.d.ts +3 -3
- package/dist/render/backend/webgpu/postPass.d.ts +7 -2
- package/dist/render/backend/webgpu/renderer.d.ts +13 -3
- package/dist/render/backend/webgpu/renderer.js +86 -150
- package/dist/render/backend/webgpu/scatterPass.d.ts +1 -1
- package/dist/render/backend/webgpu/shaders/clothSolve.wgsl.d.ts +1 -1
- package/dist/render/backend/webgpu/shaders/clothSolve.wgsl.js +7 -5
- package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
- package/dist/render/environmentMixing.d.ts +18 -0
- package/dist/render/environmentMixing.js +40 -0
- package/dist/render/fog.d.ts +43 -1
- package/dist/render/fog.js +87 -22
- package/dist/render/globalMedium.d.ts +112 -10
- package/dist/render/globalMedium.js +96 -1
- package/dist/render/globalMediumPass.d.ts +7 -3
- package/dist/render/globalMediumPass.js +22 -1
- package/dist/render/hairLobes.d.ts +27 -2
- package/dist/render/hairLobes.js +57 -4
- package/dist/render/lightBudget.d.ts +12 -0
- package/dist/render/lightBudget.js +24 -0
- package/dist/render/sceneTarget.d.ts +5 -3
- package/dist/render/sceneTarget.js +14 -8
- package/dist/render/shaders/arcane.d.ts +1 -1
- package/dist/render/shaders/bolt.d.ts +1 -1
- package/dist/render/shaders/caustics.d.ts +1 -1
- package/dist/render/shaders/film.d.ts +1 -1
- package/dist/render/shaders/film.js +4 -1
- package/dist/render/shaders/fire.d.ts +1 -1
- package/dist/render/shaders/flat/anisotropic.d.ts +8 -1
- package/dist/render/shaders/flat/anisotropic.js +25 -3
- package/dist/render/shaders/flat/hair.js +77 -27
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +23 -3
- package/dist/render/shaders/flat/models.js +12 -5
- package/dist/render/shaders/flat/preamble.js +7 -0
- package/dist/render/shaders/fog.d.ts +4 -4
- package/dist/render/shaders/fog.js +81 -32
- package/dist/render/shaders/generated/arcane.wgsl.d.ts +29 -39
- package/dist/render/shaders/generated/arcane.wgsl.js +29 -39
- package/dist/render/shaders/generated/bolt.wgsl.d.ts +26 -36
- package/dist/render/shaders/generated/bolt.wgsl.js +26 -36
- package/dist/render/shaders/generated/caustics.wgsl.d.ts +25 -35
- package/dist/render/shaders/generated/caustics.wgsl.js +25 -35
- package/dist/render/shaders/generated/film.wgsl.d.ts +28 -38
- package/dist/render/shaders/generated/film.wgsl.js +28 -38
- package/dist/render/shaders/generated/fire.wgsl.d.ts +28 -38
- package/dist/render/shaders/generated/fire.wgsl.js +28 -38
- package/dist/render/shaders/generated/flat.wgsl.d.ts +1466 -1546
- package/dist/render/shaders/generated/flat.wgsl.js +1489 -1569
- package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +98 -12
- package/dist/render/shaders/generated/globalMedium.wgsl.js +98 -12
- package/dist/render/shaders/generated/line.wgsl.d.ts +25 -35
- package/dist/render/shaders/generated/line.wgsl.js +25 -35
- package/dist/render/shaders/generated/particle.wgsl.d.ts +100 -140
- package/dist/render/shaders/generated/particle.wgsl.js +100 -140
- package/dist/render/shaders/generated/rush.wgsl.d.ts +20 -10
- package/dist/render/shaders/generated/rush.wgsl.js +20 -10
- package/dist/render/shaders/generated/scatter.wgsl.d.ts +25 -35
- package/dist/render/shaders/generated/scatter.wgsl.js +25 -35
- package/dist/render/shaders/generated/smoke.wgsl.d.ts +28 -38
- package/dist/render/shaders/generated/smoke.wgsl.js +28 -38
- package/dist/render/shaders/generated/water.wgsl.d.ts +29 -39
- package/dist/render/shaders/generated/water.wgsl.js +29 -39
- package/dist/render/shaders/globalMedium.js +114 -10
- package/dist/render/shaders/gpudriven/blendRaster.wgsl.js +2 -1
- package/dist/render/shaders/gpudriven/fog.wgsl.d.ts +10 -4
- package/dist/render/shaders/gpudriven/fog.wgsl.js +77 -19
- package/dist/render/shaders/gpudriven/frameBlock.wgsl.d.ts +1 -1
- package/dist/render/shaders/gpudriven/frameBlock.wgsl.js +12 -1
- package/dist/render/shaders/gpudriven/shade.wgsl.js +3 -1
- package/dist/render/shaders/line.d.ts +1 -1
- package/dist/render/shaders/line.js +4 -2
- package/dist/render/shaders/localExposure.d.ts +42 -1
- package/dist/render/shaders/localExposure.js +73 -6
- package/dist/render/shaders/particle.d.ts +3 -3
- package/dist/render/shaders/particle.js +10 -6
- package/dist/render/shaders/scatter.d.ts +1 -1
- package/dist/render/shaders/scatter.js +4 -2
- package/dist/render/shaders/smoke.d.ts +1 -1
- package/dist/render/shaders/water.d.ts +1 -1
- package/dist/render/shaders/water.js +2 -1
- package/dist/render/surfaceModel.d.ts +23 -4
- package/dist/render/surfaceModel.js +12 -2
- package/package.json +6 -6
- package/src/index.ts +12 -2
- package/src/render/anisotropicLobe.ts +20 -0
- package/src/render/atmosphere.ts +153 -20
- package/src/render/backend/webgl2/renderer.ts +63 -13
- package/src/render/backend/webgpu/clothSetPack.ts +1 -0
- package/src/render/backend/webgpu/clothSolvePack.ts +6 -2
- package/src/render/backend/webgpu/gpuClothSet.ts +1 -1
- package/src/render/backend/webgpu/gpuDrivenPass.ts +20 -3
- package/src/render/backend/webgpu/mediumFields.ts +87 -0
- package/src/render/backend/webgpu/renderer.ts +109 -157
- package/src/render/backend/webgpu/shaders/clothSolve.wgsl.ts +7 -5
- package/src/render/environmentMixing.ts +48 -0
- package/src/render/fog.ts +125 -25
- package/src/render/globalMedium.ts +214 -11
- package/src/render/globalMediumPass.ts +29 -4
- package/src/render/hairLobes.ts +109 -3
- package/src/render/lightBudget.ts +32 -0
- package/src/render/sceneTarget.ts +15 -11
- package/src/render/shaders/film.ts +4 -1
- package/src/render/shaders/flat/anisotropic.ts +25 -3
- package/src/render/shaders/flat/hair.ts +77 -27
- package/src/render/shaders/flat/main.ts +23 -3
- package/src/render/shaders/flat/models.ts +12 -5
- package/src/render/shaders/flat/preamble.ts +7 -0
- package/src/render/shaders/fog.ts +81 -32
- package/src/render/shaders/generated/arcane.wgsl.ts +29 -39
- package/src/render/shaders/generated/bolt.wgsl.ts +26 -36
- package/src/render/shaders/generated/caustics.wgsl.ts +25 -35
- package/src/render/shaders/generated/film.wgsl.ts +28 -38
- package/src/render/shaders/generated/fire.wgsl.ts +28 -38
- package/src/render/shaders/generated/flat.wgsl.ts +1489 -1569
- package/src/render/shaders/generated/globalMedium.wgsl.ts +98 -12
- package/src/render/shaders/generated/line.wgsl.ts +25 -35
- package/src/render/shaders/generated/particle.wgsl.ts +100 -140
- package/src/render/shaders/generated/rush.wgsl.ts +20 -10
- package/src/render/shaders/generated/scatter.wgsl.ts +25 -35
- package/src/render/shaders/generated/smoke.wgsl.ts +28 -38
- package/src/render/shaders/generated/water.wgsl.ts +29 -39
- package/src/render/shaders/globalMedium.ts +114 -10
- package/src/render/shaders/gpudriven/blendRaster.wgsl.ts +2 -1
- package/src/render/shaders/gpudriven/fog.wgsl.ts +78 -19
- package/src/render/shaders/gpudriven/frameBlock.wgsl.ts +12 -1
- package/src/render/shaders/gpudriven/shade.wgsl.ts +3 -1
- package/src/render/shaders/line.ts +4 -2
- package/src/render/shaders/localExposure.ts +115 -6
- package/src/render/shaders/particle.ts +10 -6
- package/src/render/shaders/scatter.ts +4 -2
- package/src/render/shaders/water.ts +2 -1
- package/src/render/surfaceModel.ts +41 -6
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export declare const SCATTER_DEPTH_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uTrample: array<vec4<f32>, 8>,\n uTrampleRadius: f32,\n uTrampleDepth: 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: vec4<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> aInstancePos_1: vec3<f32>;\nvar<private> aScaleYaw_1: vec2<f32>;\nvar<private> aWindResponse_1: vec3<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b(position: ptr<function, vec3<f32>>, instancePos: ptr<function, vec3<f32>>, scaleYaw: ptr<function, vec2<f32>>, windResponse: ptr<function, vec3<f32>>, yawTrig: ptr<function, vec2<f32>>) -> vec3<f32> {\n var s: f32;\n var c: f32;\n var local: vec3<f32>;\n var rotated: vec3<f32>;\n var phase: f32;\n var rooted: f32;\n var bend: f32;\n var pressed: f32;\n var away: vec2<f32>;\n var i: i32;\n var p: vec4<f32>;\n var offset: vec3<f32>;\n var dist: f32;\n var fade: f32;\n var strength: f32;\n var local_1: vec2<f32>;\n var take: f32;\n\n let _e49 = (*yawTrig)[0u];\n s = _e49;\n let _e51 = (*yawTrig)[1u];\n c = _e51;\n let _e52 = (*position);\n let _e54 = (*scaleYaw)[0u];\n local = (_e52 * _e54);\n let _e57 = local[0u];\n let _e58 = c;\n let _e61 = local[2u];\n let _e62 = s;\n let _e66 = local[1u];\n let _e68 = local[0u];\n let _e70 = s;\n let _e73 = local[2u];\n let _e74 = c;\n rotated = vec3<f32>(((_e57 * _e58) + (_e61 * _e62)), _e66, ((-(_e68) * _e70) + (_e73 * _e74)));\n let _e78 = (*instancePos);\n let _e81 = unnamed.uWindSpatialPhase;\n let _e84 = unnamed.uWindTime;\n let _e87 = (*windResponse)[2u];\n phase = ((dot(_e78.xz, _e81) + _e84) + _e87);\n let _e90 = rotated[1u];\n let _e92 = (*windResponse)[0u];\n rooted = clamp((_e90 * _e92), 0f, 1f);\n let _e96 = unnamed.uWindSpeed;\n let _e98 = unnamed.uWindGust;\n let _e100 = (*windResponse)[1u];\n let _e103 = phase;\n let _e106 = rooted;\n let _e108 = rooted;\n bend = ((((_e96 + (_e98 * _e100)) * sin(_e103)) * _e106) * _e108);\n let _e111 = unnamed.uWindDirection;\n let _e112 = bend;\n let _e114 = rotated;\n let _e116 = (_e114.xz + (_e111 * _e112));\n let _e117 = rotated;\n rotated = vec3<f32>(_e116.x, _e117.y, _e116.y);\n pressed = 0f;\n away = vec2<f32>(0f, 0f);\n i = 0i;\n loop {\n let _e122 = i;\n if (_e122 < 8i) {\n let _e124 = i;\n let _e127 = unnamed.uTrample[_e124];\n p = _e127;\n let _e129 = p[3u];\n if (_e129 <= 0f) {\n continue;\n }\n let _e131 = (*instancePos);\n let _e132 = p;\n offset = (_e131 - _e132.xyz);\n let _e135 = offset;\n dist = length(_e135);\n let _e137 = dist;\n let _e139 = unnamed.uTrampleRadius;\n if (_e137 >= _e139) {\n continue;\n }\n let _e141 = dist;\n let _e143 = unnamed.uTrampleRadius;\n fade = (1f - (_e141 / _e143));\n let _e147 = p[3u];\n let _e148 = fade;\n let _e150 = fade;\n strength = ((_e147 * _e148) * _e150);\n let _e152 = strength;\n let _e153 = pressed;\n if (_e152 <= _e153) {\n continue;\n }\n let _e155 = strength;\n pressed = _e155;\n let _e156 = dist;\n if (_e156 > 0.0001f) {\n let _e158 = offset;\n let _e160 = dist;\n local_1 = (_e158.xz / vec2(_e160));\n } else {\n local_1 = vec2<f32>(0f, 0f);\n }\n let _e163 = local_1;\n away = _e163;\n continue;\n } else {\n break;\n }\n continuing {\n let _e164 = i;\n i = (_e164 + 1i);\n }\n }\n let _e166 = pressed;\n if (_e166 > 0f) {\n let _e168 = pressed;\n let _e170 = unnamed.uTrampleDepth;\n take = (_e168 * _e170);\n let _e172 = take;\n let _e175 = rotated[1u];\n rotated[1u] = (_e175 * (1f - _e172));\n let _e178 = away;\n let _e179 = take;\n let _e182 = rotated[1u];\n let _e185 = rotated;\n let _e187 = (_e185.xz + (((_e178 * _e179) * _e182) * 1.4f));\n let _e188 = rotated;\n rotated = vec3<f32>(_e187.x, _e188.y, _e187.y);\n }\n let _e193 = rotated;\n return _e193;\n}\n\nfn scatterYaw_u0028_f1_u003b(yaw: ptr<function, f32>) -> vec2<f32> {\n let _e27 = (*yaw);\n let _e29 = (*yaw);\n return vec2<f32>(sin(_e27), cos(_e29));\n}\n\nfn main_1() {\n var rotated_1: vec3<f32>;\n var param: f32;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n\n let _e34 = aScaleYaw_1[1u];\n param = _e34;\n let _e35 = scatterYaw_u0028_f1_u003b((¶m));\n let _e36 = aPosition_1;\n param_1 = _e36;\n let _e37 = aInstancePos_1;\n param_2 = _e37;\n let _e38 = aScaleYaw_1;\n param_3 = _e38;\n let _e39 = aWindResponse_1;\n param_4 = _e39;\n param_5 = _e35;\n let _e40 = scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b((¶m_1), (¶m_2), (¶m_3), (¶m_4), (¶m_5));\n rotated_1 = _e40;\n let _e42 = unnamed.uLightViewProj;\n let _e43 = aInstancePos_1;\n let _e44 = rotated_1;\n let _e45 = (_e43 + _e44);\n vLightPosition = (_e42 * vec4<f32>(_e45.x, _e45.y, _e45.z, 1f));\n let _e51 = vLightPosition;\n unnamed_1.gl_Position = _e51;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(3) aInstancePos: vec3<f32>, @location(4) aScaleYaw: vec2<f32>, @location(6) aWindResponse: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstancePos_1 = aInstancePos;\n aScaleYaw_1 = aScaleYaw;\n aWindResponse_1 = aWindResponse;\n main_1();\n let _e12 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e12);\n let _e14 = vLightPosition;\n let _e15 = unnamed_1.gl_Position;\n return VertexOutput(_e14, _e15);\n}\n";
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export declare const SCATTER_FRAG_WGSL = "struct Uniforms {\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e72 = (*c);\n low = (_e72 * 12.92f);\n let _e74 = (*c);\n high = ((pow(max(_e74, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e80 = high;\n let _e81 = low;\n let _e82 = (*c);\n return mix(_e80, _e81, step(_e82, 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 _e73 = (*c_1)[0u];\n let _e75 = (*c_1)[1u];\n let _e77 = (*c_1)[2u];\n m = max(_e73, max(_e75, _e77));\n let _e80 = m;\n if (_e80 <= 0.8f) {\n let _e82 = (*c_1);\n return _e82;\n }\n let _e83 = m;\n e = (_e83 - 0.8f);\n let _e85 = (*c_1);\n let _e86 = e;\n let _e88 = e;\n let _e92 = m;\n return (_e85 * ((0.8f + ((0.2f * _e86) / (_e88 + 0.2f))) / _e92));\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 _e72 = (*v);\n let _e73 = (*v);\n a = ((_e72 * (_e73 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e79 = (*v);\n let _e80 = (*v);\n b = ((_e79 * ((_e80 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e87 = a;\n let _e88 = b;\n return (_e87 / _e88);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e72 = unnamed.uOutputExposure;\n let _e73 = (*x);\n (*x) = (_e73 * _e72);\n let _e75 = (*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)) * _e75);\n let _e77 = 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)) * _e77), 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 _e74 = unnamed.uOutputTransform;\n if (_e74 == 0i) {\n let _e76 = (*c_2);\n return _e76;\n }\n let _e78 = unnamed.uOutputTransform;\n if (_e78 == 2i) {\n let _e80 = (*c_2);\n param_1 = _e80;\n let _e81 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e81;\n }\n let _e83 = unnamed.uOutputTransform;\n if (_e83 == 3i) {\n let _e85 = (*c_2);\n let _e87 = unnamed.uOutputExposure;\n param_2 = (_e85 * _e87);\n let _e89 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e89;\n }\n let _e90 = (*c_2);\n param_3 = _e90;\n let _e91 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e91;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e70 = unnamed.uFogColor;\n let _e72 = unnamed.uUnderwaterColor;\n let _e74 = unnamed.uUnderwaterFactor;\n return mix(_e70, _e72, vec3(_e74));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e83 = unnamed.uFogMode;\n if (_e83 == 1i) {\n let _e86 = unnamed.uFogFar;\n let _e88 = unnamed.uFogNear;\n span = max((_e86 - _e88), 0.0001f);\n let _e91 = (*dist);\n let _e93 = unnamed.uFogNear;\n let _e95 = span;\n ramp = clamp(((_e91 - _e93) / _e95), 0f, 1f);\n let _e99 = unnamed.uUnderwaterFactor;\n if (_e99 <= 0f) {\n let _e101 = ramp;\n return _e101;\n }\n let _e103 = unnamed.uUnderwaterFogDensity;\n let _e104 = (*dist);\n wetLinear = (_e103 * _e104);\n let _e106 = ramp;\n let _e107 = wetLinear;\n let _e109 = wetLinear;\n let _e115 = unnamed.uUnderwaterFactor;\n return mix(_e106, (1f - exp2(((-(_e107) * _e109) * 1.442695f))), _e115);\n }\n let _e118 = unnamed.uFogNear;\n let _e119 = (*dist);\n start = min(_e118, _e119);\n let _e121 = (*dist);\n if (_e121 > 0f) {\n let _e123 = start;\n let _e124 = (*dist);\n local = (_e123 / _e124);\n } else {\n local = 0f;\n }\n let _e126 = local;\n before = _e126;\n let _e127 = (*pointY);\n let _e129 = unnamed.uFogEyeY;\n let _e132 = unnamed.uFogHeightFalloff;\n t = ((_e127 - _e129) * _e132);\n let _e134 = t;\n let _e135 = before;\n rest = (_e134 * (1f - _e135));\n let _e138 = rest;\n let _e141 = rest;\n denom = select(_e141, 0.0001f, (abs(_e138) < 0.0001f));\n let _e144 = unnamed.uFogDensity;\n let _e146 = t;\n let _e148 = before;\n let _e152 = (*dist);\n let _e153 = start;\n let _e156 = denom;\n let _e161 = denom;\n air = (1f - exp(((((-(_e144) * exp((-(_e146) * _e148))) * (_e152 - _e153)) * (1f - exp(-(_e156)))) / _e161)));\n let _e166 = unnamed.uUnderwaterFactor;\n if (_e166 <= 0f) {\n let _e168 = air;\n return _e168;\n }\n let _e170 = unnamed.uUnderwaterFogDensity;\n let _e171 = (*dist);\n wet = (_e170 * _e171);\n let _e173 = air;\n let _e174 = wet;\n let _e176 = wet;\n let _e182 = unnamed.uUnderwaterFactor;\n return mix(_e173, (1f - exp2(((-(_e174) * _e176) * 1.442695f))), _e182);\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var param_6: vec3<f32>;\n\n let _e76 = vNormal_1;\n n = normalize(_e76);\n let _e78 = n;\n let _e80 = unnamed.uDirectionalDir;\n ndl = abs(dot(_e78, _e80));\n let _e83 = vColor_1;\n let _e85 = unnamed.uAmbient;\n let _e87 = unnamed.uDirectionalColor;\n let _e88 = ndl;\n lit = (_e83 * (_e85 + (_e87 * _e88)));\n let _e92 = vWorldPos_1;\n let _e94 = unnamed.uCameraPos;\n param_4 = distance(_e92, _e94);\n let _e97 = vWorldPos_1[1u];\n param_5 = _e97;\n let _e98 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n fog = _e98;\n let _e99 = lit;\n let _e100 = mediumColor_u0028_();\n let _e101 = fog;\n param_6 = mix(_e99, _e100, vec3(_e101));\n let _e104 = applyOutputTransform_u0028_vf3_u003b((¶m_6));\n outColor = vec4<f32>(_e104.x, _e104.y, _e104.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vColor: vec3<f32>, @location(2) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export declare const SCATTER_FRAG_WGSL = "struct Uniforms {\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uFogColor: vec3<f32>,\n uFogMedium: vec4<f32>,\n uFogRange: vec4<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n uFogLayer2_: vec4<f32>,\n uFogGlow: vec4<f32>,\n uFogGlowDir: vec4<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _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 mediumColor_u0028_() -> vec3<f32> {\n let _e69 = unnamed.uFogColor;\n let _e71 = unnamed.uUnderwaterColor;\n let _e73 = unnamed.uUnderwaterFactor;\n return mix(_e69, _e71, vec3(_e73));\n}\n\nfn hazeDepth_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var depth: f32;\n var t2_: f32;\n var rest2_: f32;\n var denom2_: f32;\n\n let _e82 = unnamed.uFogRange[0u];\n let _e83 = (*dist);\n start = min(_e82, _e83);\n let _e85 = (*dist);\n if (_e85 > 0f) {\n let _e87 = start;\n let _e88 = (*dist);\n local = (_e87 / _e88);\n } else {\n local = 0f;\n }\n let _e90 = local;\n before = _e90;\n let _e91 = (*pointY);\n let _e94 = unnamed.uFogMedium[2u];\n let _e98 = unnamed.uFogMedium[1u];\n t = ((_e91 - _e94) * _e98);\n let _e100 = t;\n let _e101 = before;\n rest = (_e100 * (1f - _e101));\n let _e104 = rest;\n let _e107 = rest;\n denom = select(_e107, 0.0001f, (abs(_e104) < 0.0001f));\n let _e111 = unnamed.uFogMedium[0u];\n let _e112 = t;\n let _e114 = before;\n let _e118 = (*dist);\n let _e119 = start;\n let _e122 = denom;\n let _e127 = denom;\n depth = ((((_e111 * exp((-(_e112) * _e114))) * (_e118 - _e119)) * (1f - exp(-(_e122)))) / _e127);\n let _e131 = unnamed.uFogLayer2_[0u];\n if (_e131 > 0f) {\n let _e133 = (*pointY);\n let _e136 = unnamed.uFogMedium[2u];\n let _e140 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e133 - _e136) * _e140);\n let _e142 = t2_;\n let _e143 = before;\n rest2_ = (_e142 * (1f - _e143));\n let _e146 = rest2_;\n let _e149 = rest2_;\n denom2_ = select(_e149, 0.0001f, (abs(_e146) < 0.0001f));\n let _e153 = unnamed.uFogLayer2_[0u];\n let _e154 = t2_;\n let _e156 = before;\n let _e160 = (*dist);\n let _e161 = start;\n let _e164 = denom2_;\n let _e169 = denom2_;\n let _e171 = depth;\n depth = (_e171 + ((((_e153 * exp((-(_e154) * _e156))) * (_e160 - _e161)) * (1f - exp(-(_e164)))) / _e169));\n }\n let _e173 = depth;\n return _e173;\n}\n\nfn mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b(dist_1: ptr<function, f32>, pointY_1: ptr<function, f32>, toPoint: ptr<function, vec3<f32>>) -> vec3<f32> {\n var span: f32;\n var perMetre: f32;\n var param_4: f32;\n var param_5: f32;\n var hidden: f32;\n var lobe: f32;\n var phi_305_: bool;\n var phi_319_: bool;\n\n let _e79 = unnamed.uFogRange[2u];\n let _e80 = (_e79 == 1f);\n phi_305_ = _e80;\n if !(_e80) {\n let _e84 = unnamed.uFogGlow[0u];\n let _e87 = unnamed.uFogGlow[1u];\n let _e91 = unnamed.uFogGlow[2u];\n phi_305_ = (max(max(_e84, _e87), _e91) <= 0f);\n }\n let _e95 = phi_305_;\n if _e95 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e98 = unnamed.uFogLayer2_[3u];\n let _e99 = (_e98 > 0f);\n phi_319_ = _e99;\n if _e99 {\n let _e100 = (*dist_1);\n let _e103 = unnamed.uFogLayer2_[3u];\n phi_319_ = (_e100 > _e103);\n }\n let _e106 = phi_319_;\n if _e106 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e107 = (*dist_1);\n let _e110 = unnamed.uFogRange[0u];\n let _e111 = (*dist_1);\n span = (_e107 - min(_e110, _e111));\n let _e114 = span;\n if (_e114 <= 0f) {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e116 = (*dist_1);\n param_4 = _e116;\n let _e117 = (*pointY_1);\n param_5 = _e117;\n let _e118 = hazeDepth_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n let _e119 = span;\n perMetre = (_e118 / _e119);\n let _e121 = perMetre;\n let _e123 = span;\n let _e126 = unnamed.uFogGlowDir[3u];\n hidden = (1f - exp((-(_e121) * max((_e123 - _e126), 0f))));\n let _e132 = (*toPoint);\n let _e134 = unnamed.uFogGlowDir;\n let _e140 = unnamed.uFogGlow[3u];\n lobe = pow(clamp(dot(_e132, _e134.xyz), 0f, 1f), _e140);\n let _e143 = unnamed.uFogGlow;\n let _e145 = lobe;\n let _e146 = hidden;\n let _e149 = unnamed.uUnderwaterFactor;\n return (_e143.xyz * ((_e145 * _e146) * (1f - _e149)));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist_2: ptr<function, f32>, pointY_2: ptr<function, f32>) -> f32 {\n var cut: bool;\n var span_1: f32;\n var ramp: f32;\n var local_1: f32;\n var wetLinear: f32;\n var air: f32;\n var local_2: f32;\n var param_6: f32;\n var param_7: f32;\n var wet: f32;\n var phi_190_: bool;\n\n let _e82 = unnamed.uFogLayer2_[3u];\n let _e83 = (_e82 > 0f);\n phi_190_ = _e83;\n if _e83 {\n let _e84 = (*dist_2);\n let _e87 = unnamed.uFogLayer2_[3u];\n phi_190_ = (_e84 > _e87);\n }\n let _e90 = phi_190_;\n cut = _e90;\n let _e93 = unnamed.uFogRange[2u];\n if (_e93 == 1f) {\n let _e97 = unnamed.uFogRange[1u];\n let _e100 = unnamed.uFogRange[0u];\n span_1 = max((_e97 - _e100), 0.0001f);\n let _e103 = cut;\n if _e103 {\n local_1 = 0f;\n } else {\n let _e104 = (*dist_2);\n let _e107 = unnamed.uFogRange[0u];\n let _e109 = span_1;\n let _e114 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e104 - _e107) / _e109), 0f, 1f), (1f - _e114));\n }\n let _e117 = local_1;\n ramp = _e117;\n let _e119 = unnamed.uUnderwaterFactor;\n if (_e119 <= 0f) {\n let _e121 = ramp;\n return _e121;\n }\n let _e124 = unnamed.uFogMedium[3u];\n let _e125 = (*dist_2);\n wetLinear = (_e124 * _e125);\n let _e127 = ramp;\n let _e128 = wetLinear;\n let _e130 = wetLinear;\n let _e136 = unnamed.uUnderwaterFactor;\n return mix(_e127, (1f - exp2(((-(_e128) * _e130) * 1.442695f))), _e136);\n }\n let _e138 = cut;\n if _e138 {\n local_2 = 0f;\n } else {\n let _e139 = (*dist_2);\n param_6 = _e139;\n let _e140 = (*pointY_2);\n param_7 = _e140;\n let _e141 = hazeDepth_u0028_f1_u003b_f1_u003b((¶m_6), (¶m_7));\n let _e146 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e141)), _e146));\n }\n let _e149 = local_2;\n air = _e149;\n let _e151 = unnamed.uUnderwaterFactor;\n if (_e151 <= 0f) {\n let _e153 = air;\n return _e153;\n }\n let _e156 = unnamed.uFogMedium[3u];\n let _e157 = (*dist_2);\n wet = (_e156 * _e157);\n let _e159 = air;\n let _e160 = wet;\n let _e162 = wet;\n let _e168 = unnamed.uUnderwaterFactor;\n return mix(_e159, (1f - exp2(((-(_e160) * _e162) * 1.442695f))), _e168);\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var dist_3: f32;\n var fog: f32;\n var param_8: f32;\n var param_9: f32;\n var glow: vec3<f32>;\n var param_10: f32;\n var param_11: f32;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n\n let _e80 = vNormal_1;\n n = normalize(_e80);\n let _e82 = n;\n let _e84 = unnamed.uDirectionalDir;\n ndl = abs(dot(_e82, _e84));\n let _e87 = vColor_1;\n let _e89 = unnamed.uAmbient;\n let _e91 = unnamed.uDirectionalColor;\n let _e92 = ndl;\n lit = (_e87 * (_e89 + (_e91 * _e92)));\n let _e96 = vWorldPos_1;\n let _e98 = unnamed.uCameraPos;\n dist_3 = distance(_e96, _e98);\n let _e100 = dist_3;\n param_8 = _e100;\n let _e102 = vWorldPos_1[1u];\n param_9 = _e102;\n let _e103 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_8), (¶m_9));\n fog = _e103;\n let _e104 = vWorldPos_1;\n let _e106 = unnamed.uCameraPos;\n let _e109 = dist_3;\n param_10 = _e109;\n let _e111 = vWorldPos_1[1u];\n param_11 = _e111;\n param_12 = normalize((_e104 - _e106));\n let _e112 = mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b((¶m_10), (¶m_11), (¶m_12));\n glow = _e112;\n let _e113 = lit;\n let _e114 = mediumColor_u0028_();\n let _e115 = fog;\n let _e118 = glow;\n param_13 = (mix(_e113, _e114, vec3(_e115)) + _e118);\n let _e120 = applyOutputTransform_u0028_vf3_u003b((¶m_13));\n outColor = vec4<f32>(_e120.x, _e120.y, _e120.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vColor: vec3<f32>, @location(2) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export declare const SCATTER_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uTrample: array<vec4<f32>, 8>,\n uTrampleRadius: f32,\n uTrampleDepth: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec3<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) member_2: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aScaleYaw_1: vec2<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstancePos_1: vec3<f32>;\nvar<private> aWindResponse_1: vec3<f32>;\nvar<private> vColor: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> aTint_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b(position: ptr<function, vec3<f32>>, instancePos: ptr<function, vec3<f32>>, scaleYaw: ptr<function, vec2<f32>>, windResponse: ptr<function, vec3<f32>>, yawTrig: ptr<function, vec2<f32>>) -> vec3<f32> {\n var s: f32;\n var c: f32;\n var local: vec3<f32>;\n var rotated: vec3<f32>;\n var phase: f32;\n var rooted: f32;\n var bend: f32;\n var pressed: f32;\n var away: vec2<f32>;\n var i: i32;\n var p: vec4<f32>;\n var offset: vec3<f32>;\n var dist: f32;\n var fade: f32;\n var strength: f32;\n var local_1: vec2<f32>;\n var take: f32;\n\n let _e54 = (*yawTrig)[0u];\n s = _e54;\n let _e56 = (*yawTrig)[1u];\n c = _e56;\n let _e57 = (*position);\n let _e59 = (*scaleYaw)[0u];\n local = (_e57 * _e59);\n let _e62 = local[0u];\n let _e63 = c;\n let _e66 = local[2u];\n let _e67 = s;\n let _e71 = local[1u];\n let _e73 = local[0u];\n let _e75 = s;\n let _e78 = local[2u];\n let _e79 = c;\n rotated = vec3<f32>(((_e62 * _e63) + (_e66 * _e67)), _e71, ((-(_e73) * _e75) + (_e78 * _e79)));\n let _e83 = (*instancePos);\n let _e86 = unnamed.uWindSpatialPhase;\n let _e89 = unnamed.uWindTime;\n let _e92 = (*windResponse)[2u];\n phase = ((dot(_e83.xz, _e86) + _e89) + _e92);\n let _e95 = rotated[1u];\n let _e97 = (*windResponse)[0u];\n rooted = clamp((_e95 * _e97), 0f, 1f);\n let _e101 = unnamed.uWindSpeed;\n let _e103 = unnamed.uWindGust;\n let _e105 = (*windResponse)[1u];\n let _e108 = phase;\n let _e111 = rooted;\n let _e113 = rooted;\n bend = ((((_e101 + (_e103 * _e105)) * sin(_e108)) * _e111) * _e113);\n let _e116 = unnamed.uWindDirection;\n let _e117 = bend;\n let _e119 = rotated;\n let _e121 = (_e119.xz + (_e116 * _e117));\n let _e122 = rotated;\n rotated = vec3<f32>(_e121.x, _e122.y, _e121.y);\n pressed = 0f;\n away = vec2<f32>(0f, 0f);\n i = 0i;\n loop {\n let _e127 = i;\n if (_e127 < 8i) {\n let _e129 = i;\n let _e132 = unnamed.uTrample[_e129];\n p = _e132;\n let _e134 = p[3u];\n if (_e134 <= 0f) {\n continue;\n }\n let _e136 = (*instancePos);\n let _e137 = p;\n offset = (_e136 - _e137.xyz);\n let _e140 = offset;\n dist = length(_e140);\n let _e142 = dist;\n let _e144 = unnamed.uTrampleRadius;\n if (_e142 >= _e144) {\n continue;\n }\n let _e146 = dist;\n let _e148 = unnamed.uTrampleRadius;\n fade = (1f - (_e146 / _e148));\n let _e152 = p[3u];\n let _e153 = fade;\n let _e155 = fade;\n strength = ((_e152 * _e153) * _e155);\n let _e157 = strength;\n let _e158 = pressed;\n if (_e157 <= _e158) {\n continue;\n }\n let _e160 = strength;\n pressed = _e160;\n let _e161 = dist;\n if (_e161 > 0.0001f) {\n let _e163 = offset;\n let _e165 = dist;\n local_1 = (_e163.xz / vec2(_e165));\n } else {\n local_1 = vec2<f32>(0f, 0f);\n }\n let _e168 = local_1;\n away = _e168;\n continue;\n } else {\n break;\n }\n continuing {\n let _e169 = i;\n i = (_e169 + 1i);\n }\n }\n let _e171 = pressed;\n if (_e171 > 0f) {\n let _e173 = pressed;\n let _e175 = unnamed.uTrampleDepth;\n take = (_e173 * _e175);\n let _e177 = take;\n let _e180 = rotated[1u];\n rotated[1u] = (_e180 * (1f - _e177));\n let _e183 = away;\n let _e184 = take;\n let _e187 = rotated[1u];\n let _e190 = rotated;\n let _e192 = (_e190.xz + (((_e183 * _e184) * _e187) * 1.4f));\n let _e193 = rotated;\n rotated = vec3<f32>(_e192.x, _e193.y, _e192.y);\n }\n let _e198 = rotated;\n return _e198;\n}\n\nfn scatterYaw_u0028_f1_u003b(yaw: ptr<function, f32>) -> vec2<f32> {\n let _e32 = (*yaw);\n let _e34 = (*yaw);\n return vec2<f32>(sin(_e32), cos(_e34));\n}\n\nfn main_1() {\n var yawTrig_1: vec2<f32>;\n var param: f32;\n var rotated_1: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n var world: vec3<f32>;\n var s_1: f32;\n var c_1: f32;\n\n let _e43 = aScaleYaw_1[1u];\n param = _e43;\n let _e44 = scatterYaw_u0028_f1_u003b((¶m));\n yawTrig_1 = _e44;\n let _e45 = aPosition_1;\n param_1 = _e45;\n let _e46 = aInstancePos_1;\n param_2 = _e46;\n let _e47 = aScaleYaw_1;\n param_3 = _e47;\n let _e48 = aWindResponse_1;\n param_4 = _e48;\n let _e49 = yawTrig_1;\n param_5 = _e49;\n let _e50 = scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b((¶m_1), (¶m_2), (¶m_3), (¶m_4), (¶m_5));\n rotated_1 = _e50;\n let _e51 = aInstancePos_1;\n let _e52 = rotated_1;\n world = (_e51 + _e52);\n let _e55 = yawTrig_1[0u];\n s_1 = _e55;\n let _e57 = yawTrig_1[1u];\n c_1 = _e57;\n let _e58 = aColor_1;\n let _e59 = aTint_1;\n vColor = (_e58 * _e59);\n let _e62 = aNormal_1[0u];\n let _e63 = c_1;\n let _e66 = aNormal_1[2u];\n let _e67 = s_1;\n let _e71 = aNormal_1[1u];\n let _e73 = aNormal_1[0u];\n let _e75 = s_1;\n let _e78 = aNormal_1[2u];\n let _e79 = c_1;\n vNormal = vec3<f32>(((_e62 * _e63) + (_e66 * _e67)), _e71, ((-(_e73) * _e75) + (_e78 * _e79)));\n let _e83 = world;\n vWorldPos = _e83;\n let _e85 = unnamed.uViewProj;\n let _e86 = world;\n unnamed_1.gl_Position = (_e85 * vec4<f32>(_e86.x, _e86.y, _e86.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(4) aScaleYaw: vec2<f32>, @location(0) aPosition: vec3<f32>, @location(3) aInstancePos: vec3<f32>, @location(6) aWindResponse: vec3<f32>, @location(2) aColor: vec3<f32>, @location(5) aTint: vec3<f32>, @location(1) aNormal: vec3<f32>) -> VertexOutput {\n aScaleYaw_1 = aScaleYaw;\n aPosition_1 = aPosition;\n aInstancePos_1 = aInstancePos;\n aWindResponse_1 = aWindResponse;\n aColor_1 = aColor;\n aTint_1 = aTint;\n aNormal_1 = aNormal;\n main_1();\n let _e20 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e20);\n let _e22 = vColor;\n let _e23 = vNormal;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e22, _e23, _e24, _e25);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -63,7 +63,7 @@ export declare const SCATTER_BINDINGS: {
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readonly SCATTER_FRAG: {
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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export const SCATTER_DEPTH_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uTrample: array<vec4<f32>, 8>,\n uTrampleRadius: f32,\n uTrampleDepth: 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: vec4<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> aInstancePos_1: vec3<f32>;\nvar<private> aScaleYaw_1: vec2<f32>;\nvar<private> aWindResponse_1: vec3<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b(position: ptr<function, vec3<f32>>, instancePos: ptr<function, vec3<f32>>, scaleYaw: ptr<function, vec2<f32>>, windResponse: ptr<function, vec3<f32>>, yawTrig: ptr<function, vec2<f32>>) -> vec3<f32> {\n var s: f32;\n var c: f32;\n var local: vec3<f32>;\n var rotated: vec3<f32>;\n var phase: f32;\n var rooted: f32;\n var bend: f32;\n var pressed: f32;\n var away: vec2<f32>;\n var i: i32;\n var p: vec4<f32>;\n var offset: vec3<f32>;\n var dist: f32;\n var fade: f32;\n var strength: f32;\n var local_1: vec2<f32>;\n var take: f32;\n\n let _e49 = (*yawTrig)[0u];\n s = _e49;\n let _e51 = (*yawTrig)[1u];\n c = _e51;\n let _e52 = (*position);\n let _e54 = (*scaleYaw)[0u];\n local = (_e52 * _e54);\n let _e57 = local[0u];\n let _e58 = c;\n let _e61 = local[2u];\n let _e62 = s;\n let _e66 = local[1u];\n let _e68 = local[0u];\n let _e70 = s;\n let _e73 = local[2u];\n let _e74 = c;\n rotated = vec3<f32>(((_e57 * _e58) + (_e61 * _e62)), _e66, ((-(_e68) * _e70) + (_e73 * _e74)));\n let _e78 = (*instancePos);\n let _e81 = unnamed.uWindSpatialPhase;\n let _e84 = unnamed.uWindTime;\n let _e87 = (*windResponse)[2u];\n phase = ((dot(_e78.xz, _e81) + _e84) + _e87);\n let _e90 = rotated[1u];\n let _e92 = (*windResponse)[0u];\n rooted = clamp((_e90 * _e92), 0f, 1f);\n let _e96 = unnamed.uWindSpeed;\n let _e98 = unnamed.uWindGust;\n let _e100 = (*windResponse)[1u];\n let _e103 = phase;\n let _e106 = rooted;\n let _e108 = rooted;\n bend = ((((_e96 + (_e98 * _e100)) * sin(_e103)) * _e106) * _e108);\n let _e111 = unnamed.uWindDirection;\n let _e112 = bend;\n let _e114 = rotated;\n let _e116 = (_e114.xz + (_e111 * _e112));\n let _e117 = rotated;\n rotated = vec3<f32>(_e116.x, _e117.y, _e116.y);\n pressed = 0f;\n away = vec2<f32>(0f, 0f);\n i = 0i;\n loop {\n let _e122 = i;\n if (_e122 < 8i) {\n let _e124 = i;\n let _e127 = unnamed.uTrample[_e124];\n p = _e127;\n let _e129 = p[3u];\n if (_e129 <= 0f) {\n continue;\n }\n let _e131 = (*instancePos);\n let _e132 = p;\n offset = (_e131 - _e132.xyz);\n let _e135 = offset;\n dist = length(_e135);\n let _e137 = dist;\n let _e139 = unnamed.uTrampleRadius;\n if (_e137 >= _e139) {\n continue;\n }\n let _e141 = dist;\n let _e143 = unnamed.uTrampleRadius;\n fade = (1f - (_e141 / _e143));\n let _e147 = p[3u];\n let _e148 = fade;\n let _e150 = fade;\n strength = ((_e147 * _e148) * _e150);\n let _e152 = strength;\n let _e153 = pressed;\n if (_e152 <= _e153) {\n continue;\n }\n let _e155 = strength;\n pressed = _e155;\n let _e156 = dist;\n if (_e156 > 0.0001f) {\n let _e158 = offset;\n let _e160 = dist;\n local_1 = (_e158.xz / vec2(_e160));\n } else {\n local_1 = vec2<f32>(0f, 0f);\n }\n let _e163 = local_1;\n away = _e163;\n continue;\n } else {\n break;\n }\n continuing {\n let _e164 = i;\n i = (_e164 + 1i);\n }\n }\n let _e166 = pressed;\n if (_e166 > 0f) {\n let _e168 = pressed;\n let _e170 = unnamed.uTrampleDepth;\n take = (_e168 * _e170);\n let _e172 = take;\n let _e175 = rotated[1u];\n rotated[1u] = (_e175 * (1f - _e172));\n let _e178 = away;\n let _e179 = take;\n let _e182 = rotated[1u];\n let _e185 = rotated;\n let _e187 = (_e185.xz + (((_e178 * _e179) * _e182) * 1.4f));\n let _e188 = rotated;\n rotated = vec3<f32>(_e187.x, _e188.y, _e187.y);\n }\n let _e193 = rotated;\n return _e193;\n}\n\nfn scatterYaw_u0028_f1_u003b(yaw: ptr<function, f32>) -> vec2<f32> {\n let _e27 = (*yaw);\n let _e29 = (*yaw);\n return vec2<f32>(sin(_e27), cos(_e29));\n}\n\nfn main_1() {\n var rotated_1: vec3<f32>;\n var param: f32;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n\n let _e34 = aScaleYaw_1[1u];\n param = _e34;\n let _e35 = scatterYaw_u0028_f1_u003b((¶m));\n let _e36 = aPosition_1;\n param_1 = _e36;\n let _e37 = aInstancePos_1;\n param_2 = _e37;\n let _e38 = aScaleYaw_1;\n param_3 = _e38;\n let _e39 = aWindResponse_1;\n param_4 = _e39;\n param_5 = _e35;\n let _e40 = scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b((¶m_1), (¶m_2), (¶m_3), (¶m_4), (¶m_5));\n rotated_1 = _e40;\n let _e42 = unnamed.uLightViewProj;\n let _e43 = aInstancePos_1;\n let _e44 = rotated_1;\n let _e45 = (_e43 + _e44);\n vLightPosition = (_e42 * vec4<f32>(_e45.x, _e45.y, _e45.z, 1f));\n let _e51 = vLightPosition;\n unnamed_1.gl_Position = _e51;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(3) aInstancePos: vec3<f32>, @location(4) aScaleYaw: vec2<f32>, @location(6) aWindResponse: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstancePos_1 = aInstancePos;\n aScaleYaw_1 = aScaleYaw;\n aWindResponse_1 = aWindResponse;\n main_1();\n let _e12 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e12);\n let _e14 = vLightPosition;\n let _e15 = unnamed_1.gl_Position;\n return VertexOutput(_e14, _e15);\n}\n";
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export const SCATTER_FRAG_WGSL = "struct Uniforms {\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e72 = (*c);\n low = (_e72 * 12.92f);\n let _e74 = (*c);\n high = ((pow(max(_e74, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e80 = high;\n let _e81 = low;\n let _e82 = (*c);\n return mix(_e80, _e81, step(_e82, 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 _e73 = (*c_1)[0u];\n let _e75 = (*c_1)[1u];\n let _e77 = (*c_1)[2u];\n m = max(_e73, max(_e75, _e77));\n let _e80 = m;\n if (_e80 <= 0.8f) {\n let _e82 = (*c_1);\n return _e82;\n }\n let _e83 = m;\n e = (_e83 - 0.8f);\n let _e85 = (*c_1);\n let _e86 = e;\n let _e88 = e;\n let _e92 = m;\n return (_e85 * ((0.8f + ((0.2f * _e86) / (_e88 + 0.2f))) / _e92));\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 _e72 = (*v);\n let _e73 = (*v);\n a = ((_e72 * (_e73 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e79 = (*v);\n let _e80 = (*v);\n b = ((_e79 * ((_e80 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e87 = a;\n let _e88 = b;\n return (_e87 / _e88);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e72 = unnamed.uOutputExposure;\n let _e73 = (*x);\n (*x) = (_e73 * _e72);\n let _e75 = (*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)) * _e75);\n let _e77 = 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)) * _e77), 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 _e74 = unnamed.uOutputTransform;\n if (_e74 == 0i) {\n let _e76 = (*c_2);\n return _e76;\n }\n let _e78 = unnamed.uOutputTransform;\n if (_e78 == 2i) {\n let _e80 = (*c_2);\n param_1 = _e80;\n let _e81 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e81;\n }\n let _e83 = unnamed.uOutputTransform;\n if (_e83 == 3i) {\n let _e85 = (*c_2);\n let _e87 = unnamed.uOutputExposure;\n param_2 = (_e85 * _e87);\n let _e89 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e89;\n }\n let _e90 = (*c_2);\n param_3 = _e90;\n let _e91 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e91;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e70 = unnamed.uFogColor;\n let _e72 = unnamed.uUnderwaterColor;\n let _e74 = unnamed.uUnderwaterFactor;\n return mix(_e70, _e72, vec3(_e74));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e83 = unnamed.uFogMode;\n if (_e83 == 1i) {\n let _e86 = unnamed.uFogFar;\n let _e88 = unnamed.uFogNear;\n span = max((_e86 - _e88), 0.0001f);\n let _e91 = (*dist);\n let _e93 = unnamed.uFogNear;\n let _e95 = span;\n ramp = clamp(((_e91 - _e93) / _e95), 0f, 1f);\n let _e99 = unnamed.uUnderwaterFactor;\n if (_e99 <= 0f) {\n let _e101 = ramp;\n return _e101;\n }\n let _e103 = unnamed.uUnderwaterFogDensity;\n let _e104 = (*dist);\n wetLinear = (_e103 * _e104);\n let _e106 = ramp;\n let _e107 = wetLinear;\n let _e109 = wetLinear;\n let _e115 = unnamed.uUnderwaterFactor;\n return mix(_e106, (1f - exp2(((-(_e107) * _e109) * 1.442695f))), _e115);\n }\n let _e118 = unnamed.uFogNear;\n let _e119 = (*dist);\n start = min(_e118, _e119);\n let _e121 = (*dist);\n if (_e121 > 0f) {\n let _e123 = start;\n let _e124 = (*dist);\n local = (_e123 / _e124);\n } else {\n local = 0f;\n }\n let _e126 = local;\n before = _e126;\n let _e127 = (*pointY);\n let _e129 = unnamed.uFogEyeY;\n let _e132 = unnamed.uFogHeightFalloff;\n t = ((_e127 - _e129) * _e132);\n let _e134 = t;\n let _e135 = before;\n rest = (_e134 * (1f - _e135));\n let _e138 = rest;\n let _e141 = rest;\n denom = select(_e141, 0.0001f, (abs(_e138) < 0.0001f));\n let _e144 = unnamed.uFogDensity;\n let _e146 = t;\n let _e148 = before;\n let _e152 = (*dist);\n let _e153 = start;\n let _e156 = denom;\n let _e161 = denom;\n air = (1f - exp(((((-(_e144) * exp((-(_e146) * _e148))) * (_e152 - _e153)) * (1f - exp(-(_e156)))) / _e161)));\n let _e166 = unnamed.uUnderwaterFactor;\n if (_e166 <= 0f) {\n let _e168 = air;\n return _e168;\n }\n let _e170 = unnamed.uUnderwaterFogDensity;\n let _e171 = (*dist);\n wet = (_e170 * _e171);\n let _e173 = air;\n let _e174 = wet;\n let _e176 = wet;\n let _e182 = unnamed.uUnderwaterFactor;\n return mix(_e173, (1f - exp2(((-(_e174) * _e176) * 1.442695f))), _e182);\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var param_6: vec3<f32>;\n\n let _e76 = vNormal_1;\n n = normalize(_e76);\n let _e78 = n;\n let _e80 = unnamed.uDirectionalDir;\n ndl = abs(dot(_e78, _e80));\n let _e83 = vColor_1;\n let _e85 = unnamed.uAmbient;\n let _e87 = unnamed.uDirectionalColor;\n let _e88 = ndl;\n lit = (_e83 * (_e85 + (_e87 * _e88)));\n let _e92 = vWorldPos_1;\n let _e94 = unnamed.uCameraPos;\n param_4 = distance(_e92, _e94);\n let _e97 = vWorldPos_1[1u];\n param_5 = _e97;\n let _e98 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n fog = _e98;\n let _e99 = lit;\n let _e100 = mediumColor_u0028_();\n let _e101 = fog;\n param_6 = mix(_e99, _e100, vec3(_e101));\n let _e104 = applyOutputTransform_u0028_vf3_u003b((¶m_6));\n outColor = vec4<f32>(_e104.x, _e104.y, _e104.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vColor: vec3<f32>, @location(2) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export const SCATTER_FRAG_WGSL = "struct Uniforms {\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uFogColor: vec3<f32>,\n uFogMedium: vec4<f32>,\n uFogRange: vec4<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n uFogLayer2_: vec4<f32>,\n uFogGlow: vec4<f32>,\n uFogGlowDir: vec4<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _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 mediumColor_u0028_() -> vec3<f32> {\n let _e69 = unnamed.uFogColor;\n let _e71 = unnamed.uUnderwaterColor;\n let _e73 = unnamed.uUnderwaterFactor;\n return mix(_e69, _e71, vec3(_e73));\n}\n\nfn hazeDepth_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var depth: f32;\n var t2_: f32;\n var rest2_: f32;\n var denom2_: f32;\n\n let _e82 = unnamed.uFogRange[0u];\n let _e83 = (*dist);\n start = min(_e82, _e83);\n let _e85 = (*dist);\n if (_e85 > 0f) {\n let _e87 = start;\n let _e88 = (*dist);\n local = (_e87 / _e88);\n } else {\n local = 0f;\n }\n let _e90 = local;\n before = _e90;\n let _e91 = (*pointY);\n let _e94 = unnamed.uFogMedium[2u];\n let _e98 = unnamed.uFogMedium[1u];\n t = ((_e91 - _e94) * _e98);\n let _e100 = t;\n let _e101 = before;\n rest = (_e100 * (1f - _e101));\n let _e104 = rest;\n let _e107 = rest;\n denom = select(_e107, 0.0001f, (abs(_e104) < 0.0001f));\n let _e111 = unnamed.uFogMedium[0u];\n let _e112 = t;\n let _e114 = before;\n let _e118 = (*dist);\n let _e119 = start;\n let _e122 = denom;\n let _e127 = denom;\n depth = ((((_e111 * exp((-(_e112) * _e114))) * (_e118 - _e119)) * (1f - exp(-(_e122)))) / _e127);\n let _e131 = unnamed.uFogLayer2_[0u];\n if (_e131 > 0f) {\n let _e133 = (*pointY);\n let _e136 = unnamed.uFogMedium[2u];\n let _e140 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e133 - _e136) * _e140);\n let _e142 = t2_;\n let _e143 = before;\n rest2_ = (_e142 * (1f - _e143));\n let _e146 = rest2_;\n let _e149 = rest2_;\n denom2_ = select(_e149, 0.0001f, (abs(_e146) < 0.0001f));\n let _e153 = unnamed.uFogLayer2_[0u];\n let _e154 = t2_;\n let _e156 = before;\n let _e160 = (*dist);\n let _e161 = start;\n let _e164 = denom2_;\n let _e169 = denom2_;\n let _e171 = depth;\n depth = (_e171 + ((((_e153 * exp((-(_e154) * _e156))) * (_e160 - _e161)) * (1f - exp(-(_e164)))) / _e169));\n }\n let _e173 = depth;\n return _e173;\n}\n\nfn mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b(dist_1: ptr<function, f32>, pointY_1: ptr<function, f32>, toPoint: ptr<function, vec3<f32>>) -> vec3<f32> {\n var span: f32;\n var perMetre: f32;\n var param_4: f32;\n var param_5: f32;\n var hidden: f32;\n var lobe: f32;\n var phi_305_: bool;\n var phi_319_: bool;\n\n let _e79 = unnamed.uFogRange[2u];\n let _e80 = (_e79 == 1f);\n phi_305_ = _e80;\n if !(_e80) {\n let _e84 = unnamed.uFogGlow[0u];\n let _e87 = unnamed.uFogGlow[1u];\n let _e91 = unnamed.uFogGlow[2u];\n phi_305_ = (max(max(_e84, _e87), _e91) <= 0f);\n }\n let _e95 = phi_305_;\n if _e95 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e98 = unnamed.uFogLayer2_[3u];\n let _e99 = (_e98 > 0f);\n phi_319_ = _e99;\n if _e99 {\n let _e100 = (*dist_1);\n let _e103 = unnamed.uFogLayer2_[3u];\n phi_319_ = (_e100 > _e103);\n }\n let _e106 = phi_319_;\n if _e106 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e107 = (*dist_1);\n let _e110 = unnamed.uFogRange[0u];\n let _e111 = (*dist_1);\n span = (_e107 - min(_e110, _e111));\n let _e114 = span;\n if (_e114 <= 0f) {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e116 = (*dist_1);\n param_4 = _e116;\n let _e117 = (*pointY_1);\n param_5 = _e117;\n let _e118 = hazeDepth_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n let _e119 = span;\n perMetre = (_e118 / _e119);\n let _e121 = perMetre;\n let _e123 = span;\n let _e126 = unnamed.uFogGlowDir[3u];\n hidden = (1f - exp((-(_e121) * max((_e123 - _e126), 0f))));\n let _e132 = (*toPoint);\n let _e134 = unnamed.uFogGlowDir;\n let _e140 = unnamed.uFogGlow[3u];\n lobe = pow(clamp(dot(_e132, _e134.xyz), 0f, 1f), _e140);\n let _e143 = unnamed.uFogGlow;\n let _e145 = lobe;\n let _e146 = hidden;\n let _e149 = unnamed.uUnderwaterFactor;\n return (_e143.xyz * ((_e145 * _e146) * (1f - _e149)));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist_2: ptr<function, f32>, pointY_2: ptr<function, f32>) -> f32 {\n var cut: bool;\n var span_1: f32;\n var ramp: f32;\n var local_1: f32;\n var wetLinear: f32;\n var air: f32;\n var local_2: f32;\n var param_6: f32;\n var param_7: f32;\n var wet: f32;\n var phi_190_: bool;\n\n let _e82 = unnamed.uFogLayer2_[3u];\n let _e83 = (_e82 > 0f);\n phi_190_ = _e83;\n if _e83 {\n let _e84 = (*dist_2);\n let _e87 = unnamed.uFogLayer2_[3u];\n phi_190_ = (_e84 > _e87);\n }\n let _e90 = phi_190_;\n cut = _e90;\n let _e93 = unnamed.uFogRange[2u];\n if (_e93 == 1f) {\n let _e97 = unnamed.uFogRange[1u];\n let _e100 = unnamed.uFogRange[0u];\n span_1 = max((_e97 - _e100), 0.0001f);\n let _e103 = cut;\n if _e103 {\n local_1 = 0f;\n } else {\n let _e104 = (*dist_2);\n let _e107 = unnamed.uFogRange[0u];\n let _e109 = span_1;\n let _e114 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e104 - _e107) / _e109), 0f, 1f), (1f - _e114));\n }\n let _e117 = local_1;\n ramp = _e117;\n let _e119 = unnamed.uUnderwaterFactor;\n if (_e119 <= 0f) {\n let _e121 = ramp;\n return _e121;\n }\n let _e124 = unnamed.uFogMedium[3u];\n let _e125 = (*dist_2);\n wetLinear = (_e124 * _e125);\n let _e127 = ramp;\n let _e128 = wetLinear;\n let _e130 = wetLinear;\n let _e136 = unnamed.uUnderwaterFactor;\n return mix(_e127, (1f - exp2(((-(_e128) * _e130) * 1.442695f))), _e136);\n }\n let _e138 = cut;\n if _e138 {\n local_2 = 0f;\n } else {\n let _e139 = (*dist_2);\n param_6 = _e139;\n let _e140 = (*pointY_2);\n param_7 = _e140;\n let _e141 = hazeDepth_u0028_f1_u003b_f1_u003b((¶m_6), (¶m_7));\n let _e146 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e141)), _e146));\n }\n let _e149 = local_2;\n air = _e149;\n let _e151 = unnamed.uUnderwaterFactor;\n if (_e151 <= 0f) {\n let _e153 = air;\n return _e153;\n }\n let _e156 = unnamed.uFogMedium[3u];\n let _e157 = (*dist_2);\n wet = (_e156 * _e157);\n let _e159 = air;\n let _e160 = wet;\n let _e162 = wet;\n let _e168 = unnamed.uUnderwaterFactor;\n return mix(_e159, (1f - exp2(((-(_e160) * _e162) * 1.442695f))), _e168);\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var dist_3: f32;\n var fog: f32;\n var param_8: f32;\n var param_9: f32;\n var glow: vec3<f32>;\n var param_10: f32;\n var param_11: f32;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n\n let _e80 = vNormal_1;\n n = normalize(_e80);\n let _e82 = n;\n let _e84 = unnamed.uDirectionalDir;\n ndl = abs(dot(_e82, _e84));\n let _e87 = vColor_1;\n let _e89 = unnamed.uAmbient;\n let _e91 = unnamed.uDirectionalColor;\n let _e92 = ndl;\n lit = (_e87 * (_e89 + (_e91 * _e92)));\n let _e96 = vWorldPos_1;\n let _e98 = unnamed.uCameraPos;\n dist_3 = distance(_e96, _e98);\n let _e100 = dist_3;\n param_8 = _e100;\n let _e102 = vWorldPos_1[1u];\n param_9 = _e102;\n let _e103 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_8), (¶m_9));\n fog = _e103;\n let _e104 = vWorldPos_1;\n let _e106 = unnamed.uCameraPos;\n let _e109 = dist_3;\n param_10 = _e109;\n let _e111 = vWorldPos_1[1u];\n param_11 = _e111;\n param_12 = normalize((_e104 - _e106));\n let _e112 = mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b((¶m_10), (¶m_11), (¶m_12));\n glow = _e112;\n let _e113 = lit;\n let _e114 = mediumColor_u0028_();\n let _e115 = fog;\n let _e118 = glow;\n param_13 = (mix(_e113, _e114, vec3(_e115)) + _e118);\n let _e120 = applyOutputTransform_u0028_vf3_u003b((¶m_13));\n outColor = vec4<f32>(_e120.x, _e120.y, _e120.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vColor: vec3<f32>, @location(2) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export const SCATTER_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uTrample: array<vec4<f32>, 8>,\n uTrampleRadius: f32,\n uTrampleDepth: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec3<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) member_2: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aScaleYaw_1: vec2<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstancePos_1: vec3<f32>;\nvar<private> aWindResponse_1: vec3<f32>;\nvar<private> vColor: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> aTint_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b(position: ptr<function, vec3<f32>>, instancePos: ptr<function, vec3<f32>>, scaleYaw: ptr<function, vec2<f32>>, windResponse: ptr<function, vec3<f32>>, yawTrig: ptr<function, vec2<f32>>) -> vec3<f32> {\n var s: f32;\n var c: f32;\n var local: vec3<f32>;\n var rotated: vec3<f32>;\n var phase: f32;\n var rooted: f32;\n var bend: f32;\n var pressed: f32;\n var away: vec2<f32>;\n var i: i32;\n var p: vec4<f32>;\n var offset: vec3<f32>;\n var dist: f32;\n var fade: f32;\n var strength: f32;\n var local_1: vec2<f32>;\n var take: f32;\n\n let _e54 = (*yawTrig)[0u];\n s = _e54;\n let _e56 = (*yawTrig)[1u];\n c = _e56;\n let _e57 = (*position);\n let _e59 = (*scaleYaw)[0u];\n local = (_e57 * _e59);\n let _e62 = local[0u];\n let _e63 = c;\n let _e66 = local[2u];\n let _e67 = s;\n let _e71 = local[1u];\n let _e73 = local[0u];\n let _e75 = s;\n let _e78 = local[2u];\n let _e79 = c;\n rotated = vec3<f32>(((_e62 * _e63) + (_e66 * _e67)), _e71, ((-(_e73) * _e75) + (_e78 * _e79)));\n let _e83 = (*instancePos);\n let _e86 = unnamed.uWindSpatialPhase;\n let _e89 = unnamed.uWindTime;\n let _e92 = (*windResponse)[2u];\n phase = ((dot(_e83.xz, _e86) + _e89) + _e92);\n let _e95 = rotated[1u];\n let _e97 = (*windResponse)[0u];\n rooted = clamp((_e95 * _e97), 0f, 1f);\n let _e101 = unnamed.uWindSpeed;\n let _e103 = unnamed.uWindGust;\n let _e105 = (*windResponse)[1u];\n let _e108 = phase;\n let _e111 = rooted;\n let _e113 = rooted;\n bend = ((((_e101 + (_e103 * _e105)) * sin(_e108)) * _e111) * _e113);\n let _e116 = unnamed.uWindDirection;\n let _e117 = bend;\n let _e119 = rotated;\n let _e121 = (_e119.xz + (_e116 * _e117));\n let _e122 = rotated;\n rotated = vec3<f32>(_e121.x, _e122.y, _e121.y);\n pressed = 0f;\n away = vec2<f32>(0f, 0f);\n i = 0i;\n loop {\n let _e127 = i;\n if (_e127 < 8i) {\n let _e129 = i;\n let _e132 = unnamed.uTrample[_e129];\n p = _e132;\n let _e134 = p[3u];\n if (_e134 <= 0f) {\n continue;\n }\n let _e136 = (*instancePos);\n let _e137 = p;\n offset = (_e136 - _e137.xyz);\n let _e140 = offset;\n dist = length(_e140);\n let _e142 = dist;\n let _e144 = unnamed.uTrampleRadius;\n if (_e142 >= _e144) {\n continue;\n }\n let _e146 = dist;\n let _e148 = unnamed.uTrampleRadius;\n fade = (1f - (_e146 / _e148));\n let _e152 = p[3u];\n let _e153 = fade;\n let _e155 = fade;\n strength = ((_e152 * _e153) * _e155);\n let _e157 = strength;\n let _e158 = pressed;\n if (_e157 <= _e158) {\n continue;\n }\n let _e160 = strength;\n pressed = _e160;\n let _e161 = dist;\n if (_e161 > 0.0001f) {\n let _e163 = offset;\n let _e165 = dist;\n local_1 = (_e163.xz / vec2(_e165));\n } else {\n local_1 = vec2<f32>(0f, 0f);\n }\n let _e168 = local_1;\n away = _e168;\n continue;\n } else {\n break;\n }\n continuing {\n let _e169 = i;\n i = (_e169 + 1i);\n }\n }\n let _e171 = pressed;\n if (_e171 > 0f) {\n let _e173 = pressed;\n let _e175 = unnamed.uTrampleDepth;\n take = (_e173 * _e175);\n let _e177 = take;\n let _e180 = rotated[1u];\n rotated[1u] = (_e180 * (1f - _e177));\n let _e183 = away;\n let _e184 = take;\n let _e187 = rotated[1u];\n let _e190 = rotated;\n let _e192 = (_e190.xz + (((_e183 * _e184) * _e187) * 1.4f));\n let _e193 = rotated;\n rotated = vec3<f32>(_e192.x, _e193.y, _e192.y);\n }\n let _e198 = rotated;\n return _e198;\n}\n\nfn scatterYaw_u0028_f1_u003b(yaw: ptr<function, f32>) -> vec2<f32> {\n let _e32 = (*yaw);\n let _e34 = (*yaw);\n return vec2<f32>(sin(_e32), cos(_e34));\n}\n\nfn main_1() {\n var yawTrig_1: vec2<f32>;\n var param: f32;\n var rotated_1: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n var world: vec3<f32>;\n var s_1: f32;\n var c_1: f32;\n\n let _e43 = aScaleYaw_1[1u];\n param = _e43;\n let _e44 = scatterYaw_u0028_f1_u003b((¶m));\n yawTrig_1 = _e44;\n let _e45 = aPosition_1;\n param_1 = _e45;\n let _e46 = aInstancePos_1;\n param_2 = _e46;\n let _e47 = aScaleYaw_1;\n param_3 = _e47;\n let _e48 = aWindResponse_1;\n param_4 = _e48;\n let _e49 = yawTrig_1;\n param_5 = _e49;\n let _e50 = scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b((¶m_1), (¶m_2), (¶m_3), (¶m_4), (¶m_5));\n rotated_1 = _e50;\n let _e51 = aInstancePos_1;\n let _e52 = rotated_1;\n world = (_e51 + _e52);\n let _e55 = yawTrig_1[0u];\n s_1 = _e55;\n let _e57 = yawTrig_1[1u];\n c_1 = _e57;\n let _e58 = aColor_1;\n let _e59 = aTint_1;\n vColor = (_e58 * _e59);\n let _e62 = aNormal_1[0u];\n let _e63 = c_1;\n let _e66 = aNormal_1[2u];\n let _e67 = s_1;\n let _e71 = aNormal_1[1u];\n let _e73 = aNormal_1[0u];\n let _e75 = s_1;\n let _e78 = aNormal_1[2u];\n let _e79 = c_1;\n vNormal = vec3<f32>(((_e62 * _e63) + (_e66 * _e67)), _e71, ((-(_e73) * _e75) + (_e78 * _e79)));\n let _e83 = world;\n vWorldPos = _e83;\n let _e85 = unnamed.uViewProj;\n let _e86 = world;\n unnamed_1.gl_Position = (_e85 * vec4<f32>(_e86.x, _e86.y, _e86.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(4) aScaleYaw: vec2<f32>, @location(0) aPosition: vec3<f32>, @location(3) aInstancePos: vec3<f32>, @location(6) aWindResponse: vec3<f32>, @location(2) aColor: vec3<f32>, @location(5) aTint: vec3<f32>, @location(1) aNormal: vec3<f32>) -> VertexOutput {\n aScaleYaw_1 = aScaleYaw;\n aPosition_1 = aPosition;\n aInstancePos_1 = aInstancePos;\n aWindResponse_1 = aWindResponse;\n aColor_1 = aColor;\n aTint_1 = aTint;\n aNormal_1 = aNormal;\n main_1();\n let _e20 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e20);\n let _e22 = vColor;\n let _e23 = vNormal;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e22, _e23, _e24, _e25);\n}\n";
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export declare const SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e113 = (*c);\n low = (_e113 * 12.92f);\n let _e115 = (*c);\n high = ((pow(max(_e115, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e121 = high;\n let _e122 = low;\n let _e123 = (*c);\n return mix(_e121, _e122, step(_e123, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e114 = (*c_1)[0u];\n let _e116 = (*c_1)[1u];\n let _e118 = (*c_1)[2u];\n m = max(_e114, max(_e116, _e118));\n let _e121 = m;\n if (_e121 <= 0.8f) {\n let _e123 = (*c_1);\n return _e123;\n }\n let _e124 = m;\n e = (_e124 - 0.8f);\n let _e126 = (*c_1);\n let _e127 = e;\n let _e129 = e;\n let _e133 = m;\n return (_e126 * ((0.8f + ((0.2f * _e127) / (_e129 + 0.2f))) / _e133));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e113 = (*v);\n let _e114 = (*v);\n a = ((_e113 * (_e114 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e120 = (*v);\n let _e121 = (*v);\n b = ((_e120 * ((_e121 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e128 = a;\n let _e129 = b;\n return (_e128 / _e129);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e113 = unnamed.uOutputExposure;\n let _e114 = (*x);\n (*x) = (_e114 * _e113);\n let _e116 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e116);\n let _e118 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e118), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e115 = unnamed.uOutputTransform;\n if (_e115 == 0i) {\n let _e117 = (*c_2);\n return _e117;\n }\n let _e119 = unnamed.uOutputTransform;\n if (_e119 == 2i) {\n let _e121 = (*c_2);\n param_1 = _e121;\n let _e122 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e122;\n }\n let _e124 = unnamed.uOutputTransform;\n if (_e124 == 3i) {\n let _e126 = (*c_2);\n let _e128 = unnamed.uOutputExposure;\n param_2 = (_e126 * _e128);\n let _e130 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e130;\n }\n let _e131 = (*c_2);\n param_3 = _e131;\n let _e132 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e132;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e124 = unnamed.uFogMode;\n if (_e124 == 1i) {\n let _e127 = unnamed.uFogFar;\n let _e129 = unnamed.uFogNear;\n span = max((_e127 - _e129), 0.0001f);\n let _e132 = (*dist);\n let _e134 = unnamed.uFogNear;\n let _e136 = span;\n ramp = clamp(((_e132 - _e134) / _e136), 0f, 1f);\n let _e140 = unnamed.uUnderwaterFactor;\n if (_e140 <= 0f) {\n let _e142 = ramp;\n return _e142;\n }\n let _e144 = unnamed.uUnderwaterFogDensity;\n let _e145 = (*dist);\n wetLinear = (_e144 * _e145);\n let _e147 = ramp;\n let _e148 = wetLinear;\n let _e150 = wetLinear;\n let _e156 = unnamed.uUnderwaterFactor;\n return mix(_e147, (1f - exp2(((-(_e148) * _e150) * 1.442695f))), _e156);\n }\n let _e159 = unnamed.uFogNear;\n let _e160 = (*dist);\n start = min(_e159, _e160);\n let _e162 = (*dist);\n if (_e162 > 0f) {\n let _e164 = start;\n let _e165 = (*dist);\n local = (_e164 / _e165);\n } else {\n local = 0f;\n }\n let _e167 = local;\n before = _e167;\n let _e168 = (*pointY);\n let _e170 = unnamed.uFogEyeY;\n let _e173 = unnamed.uFogHeightFalloff;\n t = ((_e168 - _e170) * _e173);\n let _e175 = t;\n let _e176 = before;\n rest = (_e175 * (1f - _e176));\n let _e179 = rest;\n let _e182 = rest;\n denom = select(_e182, 0.0001f, (abs(_e179) < 0.0001f));\n let _e185 = unnamed.uFogDensity;\n let _e187 = t;\n let _e189 = before;\n let _e193 = (*dist);\n let _e194 = start;\n let _e197 = denom;\n let _e202 = denom;\n air = (1f - exp(((((-(_e185) * exp((-(_e187) * _e189))) * (_e193 - _e194)) * (1f - exp(-(_e197)))) / _e202)));\n let _e207 = unnamed.uUnderwaterFactor;\n if (_e207 <= 0f) {\n let _e209 = air;\n return _e209;\n }\n let _e211 = unnamed.uUnderwaterFogDensity;\n let _e212 = (*dist);\n wet = (_e211 * _e212);\n let _e214 = air;\n let _e215 = wet;\n let _e217 = wet;\n let _e223 = unnamed.uUnderwaterFactor;\n return mix(_e214, (1f - exp2(((-(_e215) * _e217) * 1.442695f))), _e223);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e111 = unnamed.uFogColor;\n let _e113 = unnamed.uUnderwaterColor;\n let _e115 = unnamed.uUnderwaterFactor;\n return mix(_e111, _e113, vec3(_e115));\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e111 = (*p);\n return fract((sin(dot(_e111, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e118 = (*p_1);\n i = floor(_e118);\n let _e120 = (*p_1);\n f = fract(_e120);\n let _e122 = f;\n let _e123 = f;\n let _e125 = f;\n u = ((_e122 * _e123) * (vec2(3f) - (_e125 * 2f)));\n let _e130 = i;\n param_4 = _e130;\n let _e131 = hash21_u0028_vf2_u003b((¶m_4));\n let _e132 = i;\n param_5 = (_e132 + vec2<f32>(1f, 0f));\n let _e134 = hash21_u0028_vf2_u003b((¶m_5));\n let _e136 = u[0u];\n let _e138 = i;\n param_6 = (_e138 + vec2<f32>(0f, 1f));\n let _e140 = hash21_u0028_vf2_u003b((¶m_6));\n let _e141 = i;\n param_7 = (_e141 + vec2<f32>(1f, 1f));\n let _e143 = hash21_u0028_vf2_u003b((¶m_7));\n let _e145 = u[0u];\n let _e148 = u[1u];\n return mix(mix(_e131, _e134, _e136), mix(_e140, _e143, _e145), _e148);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>) -> f32 {\n var v_1: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n var param_10: vec2<f32>;\n\n let _e116 = (*p_2);\n let _e118 = (*t_1);\n param_8 = ((_e116 * 2.2f) + vec2<f32>(0f, (-(_e118) * 0.55f)));\n let _e123 = valueNoise_u0028_vf2_u003b((¶m_8));\n v_1 = (_e123 * 0.55f);\n let _e126 = unnamed.uNoiseOctaves;\n if (_e126 == 1i) {\n let _e128 = v_1;\n return (_e128 / 0.55f);\n }\n let _e130 = (*p_2);\n let _e132 = (*t_1);\n let _e134 = (*t_1);\n param_9 = ((_e130 * 4.7f) + vec2<f32>((_e132 * 0.12f), (-(_e134) * 0.9f)));\n let _e139 = valueNoise_u0028_vf2_u003b((¶m_9));\n let _e141 = v_1;\n v_1 = (_e141 + (_e139 * 0.29f));\n let _e144 = unnamed.uNoiseOctaves;\n if (_e144 == 2i) {\n let _e146 = v_1;\n return (_e146 / 0.84f);\n }\n let _e148 = v_1;\n let _e149 = (*p_2);\n let _e151 = (*t_1);\n let _e154 = (*t_1);\n param_10 = ((_e149 * 9.3f) + vec2<f32>((-(_e151) * 0.09f), (-(_e154) * 1.4f)));\n let _e159 = valueNoise_u0028_vf2_u003b((¶m_10));\n return (_e148 + (_e159 * 0.16f));\n}\n\nfn main_1() {\n var t_2: f32;\n var height: f32;\n var spread: f32;\n var centred: f32;\n var sides: f32;\n var drift: f32;\n var param_11: vec2<f32>;\n var n: f32;\n var param_12: vec2<f32>;\n var param_13: f32;\n var density: f32;\n var col: vec3<f32>;\n var atmosphereColor: vec3<f32>;\n var emerge: f32;\n var dissipate: f32;\n var fog: f32;\n var param_14: f32;\n var param_15: f32;\n var alpha: f32;\n var param_16: vec3<f32>;\n var phi_517_: bool;\n\n let _e131 = unnamed.uClipEnabled;\n let _e132 = (_e131 != 0i);\n phi_517_ = _e132;\n if _e132 {\n let _e133 = vWorldPos_1;\n let _e139 = unnamed.uClipPlane;\n phi_517_ = (dot(vec4<f32>(_e133.x, _e133.y, _e133.z, 1f), _e139) < 0f);\n }\n let _e143 = phi_517_;\n if _e143 {\n discard;\n }\n let _e145 = unnamed.uTime;\n let _e146 = vSeed_1;\n t_2 = (_e145 + (_e146 * 53f));\n let _e150 = vUv_1[1u];\n height = _e150;\n let _e151 = height;\n spread = mix(0.5f, 1f, _e151);\n let _e154 = vUv_1[0u];\n let _e156 = spread;\n centred = (((_e154 - 0.5f) / _e156) + 0.5f);\n let _e159 = centred;\n sides = smoothstep(0f, 0.55f, (1f - clamp((abs((_e159 - 0.5f)) * 2f), 0f, 1f)));\n let _e166 = sides;\n if (_e166 <= 0.001f) {\n discard;\n }\n let _e168 = t_2;\n let _e170 = vSeed_1;\n param_11 = vec2<f32>((_e168 * 0.21f), (_e170 * 7f));\n let _e173 = valueNoise_u0028_vf2_u003b((¶m_11));\n let _e176 = height;\n let _e178 = height;\n drift = ((((_e173 - 0.5f) * 0.6f) * _e176) * _e178);\n let _e180 = centred;\n let _e181 = drift;\n let _e183 = height;\n param_12 = vec2<f32>((_e180 + _e181), _e183);\n let _e185 = t_2;\n param_13 = _e185;\n let _e186 = billow_u0028_vf2_u003b_f1_u003b((¶m_12), (¶m_13));\n n = _e186;\n let _e187 = n;\n let _e188 = sides;\n let _e191 = height;\n density = (((_e187 * _e188) * 1.35f) - (_e191 * 0.88f));\n let _e194 = density;\n if (_e194 <= 0.02f) {\n discard;\n }\n let _e196 = height;\n col = mix(vec3<f32>(0.9f, 0.42f, 0.16f), vec3<f32>(0.11f, 0.1f, 0.1f), vec3(smoothstep(0f, 0.34f, _e196)));\n let _e200 = mediumColor_u0028_();\n atmosphereColor = _e200;\n let _e201 = col;\n let _e202 = atmosphereColor;\n let _e203 = height;\n col = mix(_e201, _e202, vec3(smoothstep(0.3f, 0.95f, _e203)));\n let _e207 = height;\n emerge = smoothstep(0f, 0.3f, _e207);\n let _e209 = height;\n dissipate = (1f - smoothstep(0.22f, 0.75f, _e209));\n let _e212 = vDistance_1;\n param_14 = _e212;\n let _e214 = vWorldPos_1[1u];\n param_15 = _e214;\n let _e215 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_14), (¶m_15));\n fog = _e215;\n let _e216 = col;\n let _e217 = atmosphereColor;\n let _e218 = fog;\n col = mix(_e216, _e217, vec3(_e218));\n let _e221 = density;\n let _e224 = emerge;\n let _e226 = dissipate;\n alpha = (((clamp((_e221 * 0.95f), 0f, 1f) * _e224) * _e226) * 0.13f);\n let _e229 = col;\n param_16 = _e229;\n let _e230 = applyOutputTransform_u0028_vf3_u003b((¶m_16));\n let _e231 = alpha;\n let _e232 = fog;\n outColor = vec4<f32>(_e230.x, _e230.y, _e230.z, (_e231 * (1f - _e232)));\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(1) vSeed: f32, @location(0) vUv: vec2<f32>, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vSeed_1 = vSeed;\n vUv_1 = vUv;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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export declare const SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogMedium: vec4<f32>,\n uFogRange: vec4<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n uFogLayer2_: vec4<f32>,\n uFogGlow: vec4<f32>,\n uFogGlowDir: vec4<f32>,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e110 = (*c);\n low = (_e110 * 12.92f);\n let _e112 = (*c);\n high = ((pow(max(_e112, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e118 = high;\n let _e119 = low;\n let _e120 = (*c);\n return mix(_e118, _e119, step(_e120, 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 _e111 = (*c_1)[0u];\n let _e113 = (*c_1)[1u];\n let _e115 = (*c_1)[2u];\n m = max(_e111, max(_e113, _e115));\n let _e118 = m;\n if (_e118 <= 0.8f) {\n let _e120 = (*c_1);\n return _e120;\n }\n let _e121 = m;\n e = (_e121 - 0.8f);\n let _e123 = (*c_1);\n let _e124 = e;\n let _e126 = e;\n let _e130 = m;\n return (_e123 * ((0.8f + ((0.2f * _e124) / (_e126 + 0.2f))) / _e130));\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 _e110 = (*v);\n let _e111 = (*v);\n a = ((_e110 * (_e111 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e117 = (*v);\n let _e118 = (*v);\n b = ((_e117 * ((_e118 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e125 = a;\n let _e126 = b;\n return (_e125 / _e126);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e110 = unnamed.uOutputExposure;\n let _e111 = (*x);\n (*x) = (_e111 * _e110);\n let _e113 = (*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)) * _e113);\n let _e115 = 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)) * _e115), 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 _e112 = unnamed.uOutputTransform;\n if (_e112 == 0i) {\n let _e114 = (*c_2);\n return _e114;\n }\n let _e116 = unnamed.uOutputTransform;\n if (_e116 == 2i) {\n let _e118 = (*c_2);\n param_1 = _e118;\n let _e119 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e119;\n }\n let _e121 = unnamed.uOutputTransform;\n if (_e121 == 3i) {\n let _e123 = (*c_2);\n let _e125 = unnamed.uOutputExposure;\n param_2 = (_e123 * _e125);\n let _e127 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e127;\n }\n let _e128 = (*c_2);\n param_3 = _e128;\n let _e129 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e129;\n}\n\nfn hazeDepth_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var depth: f32;\n var t2_: f32;\n var rest2_: f32;\n var denom2_: f32;\n\n let _e121 = unnamed.uFogRange[0u];\n let _e122 = (*dist);\n start = min(_e121, _e122);\n let _e124 = (*dist);\n if (_e124 > 0f) {\n let _e126 = start;\n let _e127 = (*dist);\n local = (_e126 / _e127);\n } else {\n local = 0f;\n }\n let _e129 = local;\n before = _e129;\n let _e130 = (*pointY);\n let _e133 = unnamed.uFogMedium[2u];\n let _e137 = unnamed.uFogMedium[1u];\n t = ((_e130 - _e133) * _e137);\n let _e139 = t;\n let _e140 = before;\n rest = (_e139 * (1f - _e140));\n let _e143 = rest;\n let _e146 = rest;\n denom = select(_e146, 0.0001f, (abs(_e143) < 0.0001f));\n let _e150 = unnamed.uFogMedium[0u];\n let _e151 = t;\n let _e153 = before;\n let _e157 = (*dist);\n let _e158 = start;\n let _e161 = denom;\n let _e166 = denom;\n depth = ((((_e150 * exp((-(_e151) * _e153))) * (_e157 - _e158)) * (1f - exp(-(_e161)))) / _e166);\n let _e170 = unnamed.uFogLayer2_[0u];\n if (_e170 > 0f) {\n let _e172 = (*pointY);\n let _e175 = unnamed.uFogMedium[2u];\n let _e179 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e172 - _e175) * _e179);\n let _e181 = t2_;\n let _e182 = before;\n rest2_ = (_e181 * (1f - _e182));\n let _e185 = rest2_;\n let _e188 = rest2_;\n denom2_ = select(_e188, 0.0001f, (abs(_e185) < 0.0001f));\n let _e192 = unnamed.uFogLayer2_[0u];\n let _e193 = t2_;\n let _e195 = before;\n let _e199 = (*dist);\n let _e200 = start;\n let _e203 = denom2_;\n let _e208 = denom2_;\n let _e210 = depth;\n depth = (_e210 + ((((_e192 * exp((-(_e193) * _e195))) * (_e199 - _e200)) * (1f - exp(-(_e203)))) / _e208));\n }\n let _e212 = depth;\n return _e212;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist_1: ptr<function, f32>, pointY_1: ptr<function, f32>) -> f32 {\n var cut: bool;\n var span: f32;\n var ramp: f32;\n var local_1: f32;\n var wetLinear: f32;\n var air: f32;\n var local_2: f32;\n var param_4: f32;\n var param_5: f32;\n var wet: f32;\n var phi_198_: bool;\n\n let _e121 = unnamed.uFogLayer2_[3u];\n let _e122 = (_e121 > 0f);\n phi_198_ = _e122;\n if _e122 {\n let _e123 = (*dist_1);\n let _e126 = unnamed.uFogLayer2_[3u];\n phi_198_ = (_e123 > _e126);\n }\n let _e129 = phi_198_;\n cut = _e129;\n let _e132 = unnamed.uFogRange[2u];\n if (_e132 == 1f) {\n let _e136 = unnamed.uFogRange[1u];\n let _e139 = unnamed.uFogRange[0u];\n span = max((_e136 - _e139), 0.0001f);\n let _e142 = cut;\n if _e142 {\n local_1 = 0f;\n } else {\n let _e143 = (*dist_1);\n let _e146 = unnamed.uFogRange[0u];\n let _e148 = span;\n let _e153 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e143 - _e146) / _e148), 0f, 1f), (1f - _e153));\n }\n let _e156 = local_1;\n ramp = _e156;\n let _e158 = unnamed.uUnderwaterFactor;\n if (_e158 <= 0f) {\n let _e160 = ramp;\n return _e160;\n }\n let _e163 = unnamed.uFogMedium[3u];\n let _e164 = (*dist_1);\n wetLinear = (_e163 * _e164);\n let _e166 = ramp;\n let _e167 = wetLinear;\n let _e169 = wetLinear;\n let _e175 = unnamed.uUnderwaterFactor;\n return mix(_e166, (1f - exp2(((-(_e167) * _e169) * 1.442695f))), _e175);\n }\n let _e177 = cut;\n if _e177 {\n local_2 = 0f;\n } else {\n let _e178 = (*dist_1);\n param_4 = _e178;\n let _e179 = (*pointY_1);\n param_5 = _e179;\n let _e180 = hazeDepth_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n let _e185 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e180)), _e185));\n }\n let _e188 = local_2;\n air = _e188;\n let _e190 = unnamed.uUnderwaterFactor;\n if (_e190 <= 0f) {\n let _e192 = air;\n return _e192;\n }\n let _e195 = unnamed.uFogMedium[3u];\n let _e196 = (*dist_1);\n wet = (_e195 * _e196);\n let _e198 = air;\n let _e199 = wet;\n let _e201 = wet;\n let _e207 = unnamed.uUnderwaterFactor;\n return mix(_e198, (1f - exp2(((-(_e199) * _e201) * 1.442695f))), _e207);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e108 = unnamed.uFogColor;\n let _e110 = unnamed.uUnderwaterColor;\n let _e112 = unnamed.uUnderwaterFactor;\n return mix(_e108, _e110, vec3(_e112));\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e108 = (*p);\n return fract((sin(dot(_e108, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n\n let _e115 = (*p_1);\n i = floor(_e115);\n let _e117 = (*p_1);\n f = fract(_e117);\n let _e119 = f;\n let _e120 = f;\n let _e122 = f;\n u = ((_e119 * _e120) * (vec2(3f) - (_e122 * 2f)));\n let _e127 = i;\n param_6 = _e127;\n let _e128 = hash21_u0028_vf2_u003b((¶m_6));\n let _e129 = i;\n param_7 = (_e129 + vec2<f32>(1f, 0f));\n let _e131 = hash21_u0028_vf2_u003b((¶m_7));\n let _e133 = u[0u];\n let _e135 = i;\n param_8 = (_e135 + vec2<f32>(0f, 1f));\n let _e137 = hash21_u0028_vf2_u003b((¶m_8));\n let _e138 = i;\n param_9 = (_e138 + vec2<f32>(1f, 1f));\n let _e140 = hash21_u0028_vf2_u003b((¶m_9));\n let _e142 = u[0u];\n let _e145 = u[1u];\n return mix(mix(_e128, _e131, _e133), mix(_e137, _e140, _e142), _e145);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>) -> f32 {\n var v_1: f32;\n var param_10: vec2<f32>;\n var param_11: vec2<f32>;\n var param_12: vec2<f32>;\n\n let _e113 = (*p_2);\n let _e115 = (*t_1);\n param_10 = ((_e113 * 2.2f) + vec2<f32>(0f, (-(_e115) * 0.55f)));\n let _e120 = valueNoise_u0028_vf2_u003b((¶m_10));\n v_1 = (_e120 * 0.55f);\n let _e123 = unnamed.uNoiseOctaves;\n if (_e123 == 1i) {\n let _e125 = v_1;\n return (_e125 / 0.55f);\n }\n let _e127 = (*p_2);\n let _e129 = (*t_1);\n let _e131 = (*t_1);\n param_11 = ((_e127 * 4.7f) + vec2<f32>((_e129 * 0.12f), (-(_e131) * 0.9f)));\n let _e136 = valueNoise_u0028_vf2_u003b((¶m_11));\n let _e138 = v_1;\n v_1 = (_e138 + (_e136 * 0.29f));\n let _e141 = unnamed.uNoiseOctaves;\n if (_e141 == 2i) {\n let _e143 = v_1;\n return (_e143 / 0.84f);\n }\n let _e145 = v_1;\n let _e146 = (*p_2);\n let _e148 = (*t_1);\n let _e151 = (*t_1);\n param_12 = ((_e146 * 9.3f) + vec2<f32>((-(_e148) * 0.09f), (-(_e151) * 1.4f)));\n let _e156 = valueNoise_u0028_vf2_u003b((¶m_12));\n return (_e145 + (_e156 * 0.16f));\n}\n\nfn main_1() {\n var t_2: f32;\n var height: f32;\n var spread: f32;\n var centred: f32;\n var sides: f32;\n var drift: f32;\n var param_13: vec2<f32>;\n var n: f32;\n var param_14: vec2<f32>;\n var param_15: f32;\n var density: f32;\n var col: vec3<f32>;\n var atmosphereColor: vec3<f32>;\n var emerge: f32;\n var dissipate: f32;\n var fog: f32;\n var param_16: f32;\n var param_17: f32;\n var alpha: f32;\n var param_18: vec3<f32>;\n var phi_603_: bool;\n\n let _e128 = unnamed.uClipEnabled;\n let _e129 = (_e128 != 0i);\n phi_603_ = _e129;\n if _e129 {\n let _e130 = vWorldPos_1;\n let _e136 = unnamed.uClipPlane;\n phi_603_ = (dot(vec4<f32>(_e130.x, _e130.y, _e130.z, 1f), _e136) < 0f);\n }\n let _e140 = phi_603_;\n if _e140 {\n discard;\n }\n let _e142 = unnamed.uTime;\n let _e143 = vSeed_1;\n t_2 = (_e142 + (_e143 * 53f));\n let _e147 = vUv_1[1u];\n height = _e147;\n let _e148 = height;\n spread = mix(0.5f, 1f, _e148);\n let _e151 = vUv_1[0u];\n let _e153 = spread;\n centred = (((_e151 - 0.5f) / _e153) + 0.5f);\n let _e156 = centred;\n sides = smoothstep(0f, 0.55f, (1f - clamp((abs((_e156 - 0.5f)) * 2f), 0f, 1f)));\n let _e163 = sides;\n if (_e163 <= 0.001f) {\n discard;\n }\n let _e165 = t_2;\n let _e167 = vSeed_1;\n param_13 = vec2<f32>((_e165 * 0.21f), (_e167 * 7f));\n let _e170 = valueNoise_u0028_vf2_u003b((¶m_13));\n let _e173 = height;\n let _e175 = height;\n drift = ((((_e170 - 0.5f) * 0.6f) * _e173) * _e175);\n let _e177 = centred;\n let _e178 = drift;\n let _e180 = height;\n param_14 = vec2<f32>((_e177 + _e178), _e180);\n let _e182 = t_2;\n param_15 = _e182;\n let _e183 = billow_u0028_vf2_u003b_f1_u003b((¶m_14), (¶m_15));\n n = _e183;\n let _e184 = n;\n let _e185 = sides;\n let _e188 = height;\n density = (((_e184 * _e185) * 1.35f) - (_e188 * 0.88f));\n let _e191 = density;\n if (_e191 <= 0.02f) {\n discard;\n }\n let _e193 = height;\n col = mix(vec3<f32>(0.9f, 0.42f, 0.16f), vec3<f32>(0.11f, 0.1f, 0.1f), vec3(smoothstep(0f, 0.34f, _e193)));\n let _e197 = mediumColor_u0028_();\n atmosphereColor = _e197;\n let _e198 = col;\n let _e199 = atmosphereColor;\n let _e200 = height;\n col = mix(_e198, _e199, vec3(smoothstep(0.3f, 0.95f, _e200)));\n let _e204 = height;\n emerge = smoothstep(0f, 0.3f, _e204);\n let _e206 = height;\n dissipate = (1f - smoothstep(0.22f, 0.75f, _e206));\n let _e209 = vDistance_1;\n param_16 = _e209;\n let _e211 = vWorldPos_1[1u];\n param_17 = _e211;\n let _e212 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_16), (¶m_17));\n fog = _e212;\n let _e213 = col;\n let _e214 = atmosphereColor;\n let _e215 = fog;\n col = mix(_e213, _e214, vec3(_e215));\n let _e218 = density;\n let _e221 = emerge;\n let _e223 = dissipate;\n alpha = (((clamp((_e218 * 0.95f), 0f, 1f) * _e221) * _e223) * 0.13f);\n let _e226 = col;\n param_18 = _e226;\n let _e227 = applyOutputTransform_u0028_vf3_u003b((¶m_18));\n let _e228 = alpha;\n let _e229 = fog;\n outColor = vec4<f32>(_e227.x, _e227.y, _e227.z, (_e228 * (1f - _e229)));\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(1) vSeed: f32, @location(0) vUv: vec2<f32>, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vSeed_1 = vSeed;\n vUv_1 = vUv;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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*
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@@ -7,7 +7,7 @@ export declare const SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n
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export declare const SMOKE_BINDINGS: {
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readonly SMOKE_FRAG: {
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readonly uniforms: 1;
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readonly uniformSize:
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readonly uniformSize: 176;
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readonly fields: {
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readonly uTime: {
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@@ -19,73 +19,63 @@ export declare const SMOKE_BINDINGS: {
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readonly size: 12;
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readonly type: "vec3";
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};
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readonly uFogHeightFalloff: {
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readonly uFogRange: {
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readonly uUnderwaterColor: {
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readonly uUnderwaterFogDensity: {
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readonly uUnderwaterFactor: {
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readonly uFogLayer2: {
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readonly uFogGlow: {
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readonly uFogGlowDir: {
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readonly uNoiseOctaves: {
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readonly uOutputTransform: {
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readonly uOutputExposure: {
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readonly offset: 168;
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};
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