@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 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 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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export declare const WATER_FRAG_WGSL = "struct Uniforms {\n uGridHalf: vec2<f32>,\n uFoamGain: f32,\n uNadirOpacity: f32,\n uVisibility: f32,\n uMirror: f32,\n uDeepColor: vec3<f32>,\n uShallowColor: vec3<f32>,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uLightFalloff: i32,\n uLightCone: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n uReflectionEnabled: i32,\n uReflectionTexelSize: vec2<f32>,\n uReflectionFilterTaps: i32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vCrest_1: f32;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vGrid_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e152 = (*c);\n low = (_e152 * 12.92f);\n let _e154 = (*c);\n high = ((pow(max(_e154, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e160 = high;\n let _e161 = low;\n let _e162 = (*c);\n return mix(_e160, _e161, step(_e162, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e153 = (*c_1)[0u];\n let _e155 = (*c_1)[1u];\n let _e157 = (*c_1)[2u];\n m = max(_e153, max(_e155, _e157));\n let _e160 = m;\n if (_e160 <= 0.8f) {\n let _e162 = (*c_1);\n return _e162;\n }\n let _e163 = m;\n e = (_e163 - 0.8f);\n let _e165 = (*c_1);\n let _e166 = e;\n let _e168 = e;\n let _e172 = m;\n return (_e165 * ((0.8f + ((0.2f * _e166) / (_e168 + 0.2f))) / _e172));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e152 = (*v);\n let _e153 = (*v);\n a = ((_e152 * (_e153 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e159 = (*v);\n let _e160 = (*v);\n b = ((_e159 * ((_e160 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e167 = a;\n let _e168 = b;\n return (_e167 / _e168);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e152 = unnamed.uOutputExposure;\n let _e153 = (*x);\n (*x) = (_e153 * _e152);\n let _e155 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e155);\n let _e157 = rrtAndOdtFit_u0028_vf3_u003b((¶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)) * _e157), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e154 = unnamed.uOutputTransform;\n if (_e154 == 0i) {\n let _e156 = (*c_2);\n return _e156;\n }\n let _e158 = unnamed.uOutputTransform;\n if (_e158 == 2i) {\n let _e160 = (*c_2);\n param_1 = _e160;\n let _e161 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e161;\n }\n let _e163 = unnamed.uOutputTransform;\n if (_e163 == 3i) {\n let _e165 = (*c_2);\n let _e167 = unnamed.uOutputExposure;\n param_2 = (_e165 * _e167);\n let _e169 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e169;\n }\n let _e170 = (*c_2);\n param_3 = _e170;\n let _e171 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e171;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e163 = unnamed.uFogMode;\n if (_e163 == 1i) {\n let _e166 = unnamed.uFogFar;\n let _e168 = unnamed.uFogNear;\n span = max((_e166 - _e168), 0.0001f);\n let _e171 = (*dist);\n let _e173 = unnamed.uFogNear;\n let _e175 = span;\n ramp = clamp(((_e171 - _e173) / _e175), 0f, 1f);\n let _e179 = unnamed.uUnderwaterFactor;\n if (_e179 <= 0f) {\n let _e181 = ramp;\n return _e181;\n }\n let _e183 = unnamed.uUnderwaterFogDensity;\n let _e184 = (*dist);\n wetLinear = (_e183 * _e184);\n let _e186 = ramp;\n let _e187 = wetLinear;\n let _e189 = wetLinear;\n let _e195 = unnamed.uUnderwaterFactor;\n return mix(_e186, (1f - exp2(((-(_e187) * _e189) * 1.442695f))), _e195);\n }\n let _e198 = unnamed.uFogNear;\n let _e199 = (*dist);\n start = min(_e198, _e199);\n let _e201 = (*dist);\n if (_e201 > 0f) {\n let _e203 = start;\n let _e204 = (*dist);\n local = (_e203 / _e204);\n } else {\n local = 0f;\n }\n let _e206 = local;\n before = _e206;\n let _e207 = (*pointY);\n let _e209 = unnamed.uFogEyeY;\n let _e212 = unnamed.uFogHeightFalloff;\n t = ((_e207 - _e209) * _e212);\n let _e214 = t;\n let _e215 = before;\n rest = (_e214 * (1f - _e215));\n let _e218 = rest;\n let _e221 = rest;\n denom = select(_e221, 0.0001f, (abs(_e218) < 0.0001f));\n let _e224 = unnamed.uFogDensity;\n let _e226 = t;\n let _e228 = before;\n let _e232 = (*dist);\n let _e233 = start;\n let _e236 = denom;\n let _e241 = denom;\n air = (1f - exp(((((-(_e224) * exp((-(_e226) * _e228))) * (_e232 - _e233)) * (1f - exp(-(_e236)))) / _e241)));\n let _e246 = unnamed.uUnderwaterFactor;\n if (_e246 <= 0f) {\n let _e248 = air;\n return _e248;\n }\n let _e250 = unnamed.uUnderwaterFogDensity;\n let _e251 = (*dist);\n wet = (_e250 * _e251);\n let _e253 = air;\n let _e254 = wet;\n let _e256 = wet;\n let _e262 = unnamed.uUnderwaterFactor;\n return mix(_e253, (1f - exp2(((-(_e254) * _e256) * 1.442695f))), _e262);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e150 = unnamed.uFogColor;\n let _e152 = unnamed.uUnderwaterColor;\n let _e154 = unnamed.uUnderwaterFactor;\n return mix(_e150, _e152, vec3(_e154));\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var view: vec3<f32>;\n var facing: f32;\n var fresnel: f32;\n var atmosphereColor: vec3<f32>;\n var col: vec3<f32>;\n var incident: vec3<f32>;\n var halfVec: vec3<f32>;\n var spec: f32;\n var highlight: vec3<f32>;\n var i: i32;\n var toLight: vec3<f32>;\n var lightDist: f32;\n var exponent: f32;\n var reach: f32;\n var falloff: f32;\n var window: f32;\n var lightDir: vec3<f32>;\n var shaped: f32;\n var lampHalf: vec3<f32>;\n var foam: f32;\n var dist_1: f32;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var param_6: vec3<f32>;\n var gradedAir: vec3<f32>;\n var param_7: vec3<f32>;\n var airOpacity: f32;\n var underwaterOpacity: f32;\n var opacity: f32;\n var reflected: vec3<f32>;\n var reflectionValid: f32;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var blurPixels: f32;\n var sceneReflection: vec3<f32>;\n var filterWeight: f32;\n var i_1: i32;\n var sampleUv: vec2<f32>;\n var indexable: array<vec2<f32>, 9>;\n var weight: f32;\n var indexable_1: array<f32, 9>;\n var sceneWeight: f32;\n var reflectionGain: f32;\n var reflectivity: f32;\n var reflectedRadiance: f32;\n var reflectionWeight: f32;\n var rimFraction: vec2<f32>;\n var rimT: f32;\n var rim: f32;\n var edge: f32;\n var phi_677_: bool;\n\n let _e201 = vNormal_1;\n n = normalize(_e201);\n let _e204 = unnamed.uCameraPos;\n let _e205 = vWorldPos_1;\n view = normalize((_e204 - _e205));\n let _e208 = n;\n let _e209 = view;\n facing = clamp(abs(dot(_e208, _e209)), 0f, 1f);\n let _e213 = facing;\n fresnel = (0.02f + (0.98f * pow((1f - _e213), 5f)));\n let _e218 = mediumColor_u0028_();\n atmosphereColor = _e218;\n let _e220 = unnamed.uDeepColor;\n let _e222 = unnamed.uShallowColor;\n let _e223 = vCrest_1;\n col = mix(_e220, _e222, vec3(clamp(((_e223 * 1.4f) + 0.4f), 0f, 1f)));\n let _e230 = unnamed.uAmbient;\n let _e232 = unnamed.uDirectionalColor;\n let _e233 = n;\n let _e235 = unnamed.uDirectionalDir;\n incident = (_e230 + ((_e232 * max(dot(_e233, _e235), 0f)) * 0.6f));\n let _e242 = unnamed.uDirectionalDir;\n let _e243 = view;\n halfVec = normalize((_e242 + _e243));\n let _e246 = n;\n let _e247 = halfVec;\n spec = pow(max(dot(_e246, _e247), 0f), 220f);\n let _e252 = unnamed.uDirectionalColor;\n let _e253 = spec;\n highlight = ((_e252 * _e253) * 1.6f);\n i = 0i;\n loop {\n let _e256 = i;\n if (_e256 < 16i) {\n let _e258 = i;\n let _e260 = unnamed.uLightCount;\n if (_e258 >= _e260) {\n break;\n }\n let _e262 = i;\n let _e265 = unnamed.uLightPos[_e262];\n let _e266 = vWorldPos_1;\n toLight = (_e265 - _e266);\n let _e268 = toLight;\n lightDist = length(_e268);\n let _e270 = i;\n let _e274 = unnamed.uLightCone[_e270][2u];\n exponent = _e274;\n let _e275 = exponent;\n if (_e275 > 0f) {\n let _e277 = lightDist;\n let _e278 = i;\n let _e282 = unnamed.uLightRadius[_e278][0u];\n reach = (_e277 / max(_e282, 0.0001f));\n let _e285 = reach;\n let _e286 = reach;\n let _e290 = exponent;\n falloff = pow(clamp((1f - (_e285 * _e286)), 0f, 1f), _e290);\n } else {\n let _e293 = unnamed.uLightFalloff;\n if (_e293 == 1i) {\n let _e295 = lightDist;\n let _e296 = i;\n let _e300 = unnamed.uLightRadius[_e296][0u];\n window = clamp((1f - pow((_e295 / max(_e300, 0.0001f)), 4f)), 0f, 1f);\n let _e306 = window;\n let _e307 = window;\n let _e309 = lightDist;\n let _e310 = lightDist;\n falloff = ((_e306 * _e307) / max((_e309 * _e310), 0.01f));\n } else {\n let _e314 = lightDist;\n let _e315 = i;\n let _e319 = unnamed.uLightRadius[_e315][0u];\n falloff = clamp((1f - (_e314 / max(_e319, 0.0001f))), 0f, 1f);\n }\n }\n let _e324 = falloff;\n if (_e324 <= 0f) {\n continue;\n }\n let _e326 = toLight;\n let _e327 = lightDist;\n lightDir = (_e326 / vec3(max(_e327, 0.0001f)));\n let _e331 = falloff;\n let _e332 = i;\n let _e336 = unnamed.uLightWeight[_e332][0u];\n shaped = (_e331 * _e336);\n let _e338 = i;\n let _e341 = unnamed.uLightColor[_e338];\n let _e342 = n;\n let _e343 = lightDir;\n let _e347 = shaped;\n let _e350 = incident;\n incident = (_e350 + (((_e341 * max(dot(_e342, _e343), 0f)) * _e347) * 0.6f));\n let _e352 = lightDir;\n let _e353 = view;\n lampHalf = normalize((_e352 + _e353));\n let _e356 = i;\n let _e359 = unnamed.uLightColor[_e356];\n let _e360 = n;\n let _e361 = lampHalf;\n let _e366 = shaped;\n let _e369 = highlight;\n highlight = (_e369 + (((_e359 * pow(max(dot(_e360, _e361), 0f), 220f)) * _e366) * 1.6f));\n continue;\n } else {\n break;\n }\n continuing {\n let _e371 = i;\n i = (_e371 + 1i);\n }\n }\n let _e373 = incident;\n let _e374 = col;\n col = (_e374 * _e373);\n let _e376 = highlight;\n let _e377 = col;\n col = (_e377 + _e376);\n let _e379 = vCrest_1;\n let _e382 = unnamed.uFoamGain;\n foam = (smoothstep(0.55f, 0.85f, _e379) * _e382);\n let _e384 = col;\n let _e385 = foam;\n col = mix(_e384, vec3<f32>(0.92f, 0.96f, 1f), vec3((_e385 * 0.5f)));\n let _e389 = vWorldPos_1;\n let _e391 = unnamed.uCameraPos;\n dist_1 = distance(_e389, _e391);\n let _e393 = dist_1;\n param_4 = _e393;\n let _e395 = vWorldPos_1[1u];\n param_5 = _e395;\n let _e396 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n fog = _e396;\n let _e397 = col;\n let _e398 = atmosphereColor;\n let _e399 = fog;\n col = mix(_e397, _e398, vec3(_e399));\n let _e402 = col;\n param_6 = _e402;\n let _e403 = applyOutputTransform_u0028_vf3_u003b((¶m_6));\n col = _e403;\n let _e404 = atmosphereColor;\n param_7 = _e404;\n let _e405 = applyOutputTransform_u0028_vf3_u003b((¶m_7));\n gradedAir = _e405;\n let _e407 = unnamed.uNadirOpacity;\n let _e408 = fresnel;\n airOpacity = mix(_e407, 0.96f, _e408);\n let _e411 = unnamed.uNadirOpacity;\n let _e413 = fresnel;\n underwaterOpacity = mix((_e411 * 0.55f), 0.88f, _e413);\n let _e415 = airOpacity;\n let _e416 = underwaterOpacity;\n let _e418 = unnamed.uUnderwaterFactor;\n opacity = mix(_e415, _e416, _e418);\n let _e420 = opacity;\n let _e421 = foam;\n opacity = mix(_e420, 0.96f, (_e421 * 0.7f));\n let _e424 = gradedAir;\n reflected = _e424;\n reflectionValid = 0f;\n let _e426 = unnamed.uReflectionEnabled;\n let _e427 = (_e426 != 0i);\n phi_677_ = _e427;\n if _e427 {\n let _e429 = vReflectionClip_1[3u];\n phi_677_ = (_e429 > 0f);\n }\n let _e432 = phi_677_;\n if _e432 {\n let _e433 = vReflectionClip_1;\n let _e436 = vReflectionClip_1[3u];\n reflectionUv = (((_e433.xy / vec2(_e436)) * 0.5f) + vec2(0.5f));\n let _e442 = n;\n let _e444 = fresnel;\n let _e447 = reflectionUv;\n reflectionUv = (_e447 + (_e442.xz * mix(0.008f, 0.022f, _e444)));\n let _e449 = reflectionUv;\n let _e450 = reflectionUv;\n border = min(_e449, (vec2(1f) - _e450));\n let _e455 = border[0u];\n let _e457 = border[1u];\n reflectionValid = smoothstep(0f, 0.025f, min(_e455, _e457));\n let _e460 = dist_1;\n blurPixels = (1.35f + min((_e460 * 0.022f), 3.5f));\n sceneReflection = vec3<f32>(0f, 0f, 0f);\n filterWeight = 0f;\n i_1 = 0i;\n loop {\n let _e464 = i_1;\n if (_e464 < 9i) {\n let _e466 = i_1;\n let _e468 = unnamed.uReflectionFilterTaps;\n if (_e466 >= _e468) {\n break;\n }\n let _e470 = reflectionUv;\n let _e471 = i_1;\n indexable = array<vec2<f32>, 9>(vec2<f32>(0f, 0f), vec2<f32>(-0.62f, -0.31f), vec2<f32>(0.54f, 0.43f), vec2<f32>(-0.34f, 0.76f), vec2<f32>(0.78f, -0.57f), vec2<f32>(-0.88f, 0.28f), vec2<f32>(0.22f, -0.91f), vec2<f32>(0.91f, 0.08f), vec2<f32>(-0.18f, 0.94f));\n let _e473 = indexable[_e471];\n let _e475 = unnamed.uReflectionTexelSize;\n let _e477 = blurPixels;\n sampleUv = (_e470 + ((_e473 * _e475) * _e477));\n let _e480 = i_1;\n indexable_1 = array<f32, 9>(0.28f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f);\n let _e482 = indexable_1[_e480];\n weight = _e482;\n let _e483 = sampleUv;\n let _e487 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e483, vec2(0f), vec2(1f)), 0f);\n let _e489 = weight;\n let _e491 = sceneReflection;\n sceneReflection = (_e491 + (_e487.xyz * _e489));\n let _e493 = weight;\n let _e494 = filterWeight;\n filterWeight = (_e494 + _e493);\n continue;\n } else {\n break;\n }\n continuing {\n let _e496 = i_1;\n i_1 = (_e496 + 1i);\n }\n }\n let _e498 = filterWeight;\n let _e500 = sceneReflection;\n sceneReflection = (_e500 / vec3(max(_e498, 0.001f)));\n let _e503 = gradedAir;\n let _e504 = sceneReflection;\n let _e505 = reflectionValid;\n reflected = mix(_e503, _e504, vec3(_e505));\n }\n let _e509 = unnamed.uReflectionEnabled;\n let _e511 = reflectionValid;\n sceneWeight = (f32(_e509) * _e511);\n let _e513 = sceneWeight;\n reflectionGain = mix(0.75f, 0.94f, _e513);\n let _e515 = fresnel;\n let _e517 = unnamed.uMirror;\n reflectivity = mix(_e515, 1f, _e517);\n let _e519 = reflectivity;\n let _e520 = reflectionGain;\n let _e522 = foam;\n let _e526 = opacity;\n reflectedRadiance = min(((_e519 * _e520) * (1f - (_e522 * 0.8f))), _e526);\n let _e528 = reflectedRadiance;\n let _e529 = opacity;\n reflectionWeight = (_e528 / max(_e529, 0.001f));\n let _e532 = col;\n let _e533 = reflected;\n let _e534 = reflectionWeight;\n col = mix(_e532, _e533, vec3(_e534));\n let _e537 = vGrid_1;\n let _e540 = unnamed.uGridHalf;\n rimFraction = (abs(_e537) / max(_e540, vec2<f32>(0.001f, 0.001f)));\n let _e544 = rimFraction[0u];\n let _e546 = rimFraction[1u];\n rimT = max(_e544, _e546);\n let _e548 = rimT;\n rim = (1f - smoothstep(0.9f, 1f, _e548));\n let _e551 = fog;\n edge = (1f - smoothstep(0.82f, 1f, _e551));\n let _e554 = col;\n let _e555 = opacity;\n let _e556 = edge;\n let _e558 = rim;\n let _e561 = unnamed.uVisibility;\n outColor = vec4<f32>(_e554.x, _e554.y, _e554.z, (((_e555 * _e556) * _e558) * _e561));\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vWorldPos: vec3<f32>, @location(2) vCrest: f32, @location(3) vReflectionClip: vec4<f32>, @location(4) vGrid: vec2<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vCrest_1 = vCrest;\n vReflectionClip_1 = vReflectionClip;\n vGrid_1 = vGrid;\n main_1();\n let _e11 = outColor;\n return _e11;\n}\n";
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export declare const WATER_FRAG_WGSL = "struct Uniforms {\n uGridHalf: vec2<f32>,\n uFoamGain: f32,\n uNadirOpacity: f32,\n uVisibility: f32,\n uMirror: f32,\n uDeepColor: vec3<f32>,\n uShallowColor: vec3<f32>,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uLightFalloff: i32,\n uLightCone: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n 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 uCameraPos: vec3<f32>,\n uReflectionEnabled: i32,\n uReflectionTexelSize: vec2<f32>,\n uReflectionFilterTaps: i32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vCrest_1: f32;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vGrid_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e150 = (*c);\n low = (_e150 * 12.92f);\n let _e152 = (*c);\n high = ((pow(max(_e152, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e158 = high;\n let _e159 = low;\n let _e160 = (*c);\n return mix(_e158, _e159, step(_e160, 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 _e151 = (*c_1)[0u];\n let _e153 = (*c_1)[1u];\n let _e155 = (*c_1)[2u];\n m = max(_e151, max(_e153, _e155));\n let _e158 = m;\n if (_e158 <= 0.8f) {\n let _e160 = (*c_1);\n return _e160;\n }\n let _e161 = m;\n e = (_e161 - 0.8f);\n let _e163 = (*c_1);\n let _e164 = e;\n let _e166 = e;\n let _e170 = m;\n return (_e163 * ((0.8f + ((0.2f * _e164) / (_e166 + 0.2f))) / _e170));\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 _e150 = (*v);\n let _e151 = (*v);\n a = ((_e150 * (_e151 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e157 = (*v);\n let _e158 = (*v);\n b = ((_e157 * ((_e158 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e165 = a;\n let _e166 = b;\n return (_e165 / _e166);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e150 = unnamed.uOutputExposure;\n let _e151 = (*x);\n (*x) = (_e151 * _e150);\n let _e153 = (*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)) * _e153);\n let _e155 = 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)) * _e155), 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 _e152 = unnamed.uOutputTransform;\n if (_e152 == 0i) {\n let _e154 = (*c_2);\n return _e154;\n }\n let _e156 = unnamed.uOutputTransform;\n if (_e156 == 2i) {\n let _e158 = (*c_2);\n param_1 = _e158;\n let _e159 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e159;\n }\n let _e161 = unnamed.uOutputTransform;\n if (_e161 == 3i) {\n let _e163 = (*c_2);\n let _e165 = unnamed.uOutputExposure;\n param_2 = (_e163 * _e165);\n let _e167 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e167;\n }\n let _e168 = (*c_2);\n param_3 = _e168;\n let _e169 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e169;\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 _e161 = unnamed.uFogRange[0u];\n let _e162 = (*dist);\n start = min(_e161, _e162);\n let _e164 = (*dist);\n if (_e164 > 0f) {\n let _e166 = start;\n let _e167 = (*dist);\n local = (_e166 / _e167);\n } else {\n local = 0f;\n }\n let _e169 = local;\n before = _e169;\n let _e170 = (*pointY);\n let _e173 = unnamed.uFogMedium[2u];\n let _e177 = unnamed.uFogMedium[1u];\n t = ((_e170 - _e173) * _e177);\n let _e179 = t;\n let _e180 = before;\n rest = (_e179 * (1f - _e180));\n let _e183 = rest;\n let _e186 = rest;\n denom = select(_e186, 0.0001f, (abs(_e183) < 0.0001f));\n let _e190 = unnamed.uFogMedium[0u];\n let _e191 = t;\n let _e193 = before;\n let _e197 = (*dist);\n let _e198 = start;\n let _e201 = denom;\n let _e206 = denom;\n depth = ((((_e190 * exp((-(_e191) * _e193))) * (_e197 - _e198)) * (1f - exp(-(_e201)))) / _e206);\n let _e210 = unnamed.uFogLayer2_[0u];\n if (_e210 > 0f) {\n let _e212 = (*pointY);\n let _e215 = unnamed.uFogMedium[2u];\n let _e219 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e212 - _e215) * _e219);\n let _e221 = t2_;\n let _e222 = before;\n rest2_ = (_e221 * (1f - _e222));\n let _e225 = rest2_;\n let _e228 = rest2_;\n denom2_ = select(_e228, 0.0001f, (abs(_e225) < 0.0001f));\n let _e232 = unnamed.uFogLayer2_[0u];\n let _e233 = t2_;\n let _e235 = before;\n let _e239 = (*dist);\n let _e240 = start;\n let _e243 = denom2_;\n let _e248 = denom2_;\n let _e250 = depth;\n depth = (_e250 + ((((_e232 * exp((-(_e233) * _e235))) * (_e239 - _e240)) * (1f - exp(-(_e243)))) / _e248));\n }\n let _e252 = depth;\n return _e252;\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_312_: bool;\n var phi_326_: bool;\n\n let _e158 = unnamed.uFogRange[2u];\n let _e159 = (_e158 == 1f);\n phi_312_ = _e159;\n if !(_e159) {\n let _e163 = unnamed.uFogGlow[0u];\n let _e166 = unnamed.uFogGlow[1u];\n let _e170 = unnamed.uFogGlow[2u];\n phi_312_ = (max(max(_e163, _e166), _e170) <= 0f);\n }\n let _e174 = phi_312_;\n if _e174 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e177 = unnamed.uFogLayer2_[3u];\n let _e178 = (_e177 > 0f);\n phi_326_ = _e178;\n if _e178 {\n let _e179 = (*dist_1);\n let _e182 = unnamed.uFogLayer2_[3u];\n phi_326_ = (_e179 > _e182);\n }\n let _e185 = phi_326_;\n if _e185 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e186 = (*dist_1);\n let _e189 = unnamed.uFogRange[0u];\n let _e190 = (*dist_1);\n span = (_e186 - min(_e189, _e190));\n let _e193 = span;\n if (_e193 <= 0f) {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e195 = (*dist_1);\n param_4 = _e195;\n let _e196 = (*pointY_1);\n param_5 = _e196;\n let _e197 = hazeDepth_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n let _e198 = span;\n perMetre = (_e197 / _e198);\n let _e200 = perMetre;\n let _e202 = span;\n let _e205 = unnamed.uFogGlowDir[3u];\n hidden = (1f - exp((-(_e200) * max((_e202 - _e205), 0f))));\n let _e211 = (*toPoint);\n let _e213 = unnamed.uFogGlowDir;\n let _e219 = unnamed.uFogGlow[3u];\n lobe = pow(clamp(dot(_e211, _e213.xyz), 0f, 1f), _e219);\n let _e222 = unnamed.uFogGlow;\n let _e224 = lobe;\n let _e225 = hidden;\n let _e228 = unnamed.uUnderwaterFactor;\n return (_e222.xyz * ((_e224 * _e225) * (1f - _e228)));\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_197_: bool;\n\n let _e161 = unnamed.uFogLayer2_[3u];\n let _e162 = (_e161 > 0f);\n phi_197_ = _e162;\n if _e162 {\n let _e163 = (*dist_2);\n let _e166 = unnamed.uFogLayer2_[3u];\n phi_197_ = (_e163 > _e166);\n }\n let _e169 = phi_197_;\n cut = _e169;\n let _e172 = unnamed.uFogRange[2u];\n if (_e172 == 1f) {\n let _e176 = unnamed.uFogRange[1u];\n let _e179 = unnamed.uFogRange[0u];\n span_1 = max((_e176 - _e179), 0.0001f);\n let _e182 = cut;\n if _e182 {\n local_1 = 0f;\n } else {\n let _e183 = (*dist_2);\n let _e186 = unnamed.uFogRange[0u];\n let _e188 = span_1;\n let _e193 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e183 - _e186) / _e188), 0f, 1f), (1f - _e193));\n }\n let _e196 = local_1;\n ramp = _e196;\n let _e198 = unnamed.uUnderwaterFactor;\n if (_e198 <= 0f) {\n let _e200 = ramp;\n return _e200;\n }\n let _e203 = unnamed.uFogMedium[3u];\n let _e204 = (*dist_2);\n wetLinear = (_e203 * _e204);\n let _e206 = ramp;\n let _e207 = wetLinear;\n let _e209 = wetLinear;\n let _e215 = unnamed.uUnderwaterFactor;\n return mix(_e206, (1f - exp2(((-(_e207) * _e209) * 1.442695f))), _e215);\n }\n let _e217 = cut;\n if _e217 {\n local_2 = 0f;\n } else {\n let _e218 = (*dist_2);\n param_6 = _e218;\n let _e219 = (*pointY_2);\n param_7 = _e219;\n let _e220 = hazeDepth_u0028_f1_u003b_f1_u003b((¶m_6), (¶m_7));\n let _e225 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e220)), _e225));\n }\n let _e228 = local_2;\n air = _e228;\n let _e230 = unnamed.uUnderwaterFactor;\n if (_e230 <= 0f) {\n let _e232 = air;\n return _e232;\n }\n let _e235 = unnamed.uFogMedium[3u];\n let _e236 = (*dist_2);\n wet = (_e235 * _e236);\n let _e238 = air;\n let _e239 = wet;\n let _e241 = wet;\n let _e247 = unnamed.uUnderwaterFactor;\n return mix(_e238, (1f - exp2(((-(_e239) * _e241) * 1.442695f))), _e247);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e148 = unnamed.uFogColor;\n let _e150 = unnamed.uUnderwaterColor;\n let _e152 = unnamed.uUnderwaterFactor;\n return mix(_e148, _e150, vec3(_e152));\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var view: vec3<f32>;\n var facing: f32;\n var fresnel: f32;\n var atmosphereColor: vec3<f32>;\n var col: vec3<f32>;\n var incident: vec3<f32>;\n var halfVec: vec3<f32>;\n var spec: f32;\n var highlight: vec3<f32>;\n var i: i32;\n var toLight: vec3<f32>;\n var lightDist: f32;\n var exponent: f32;\n var reach: f32;\n var falloff: f32;\n var window: f32;\n var lightDir: vec3<f32>;\n var shaped: f32;\n var lampHalf: vec3<f32>;\n var foam: f32;\n var dist_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 var gradedAir: vec3<f32>;\n var param_14: vec3<f32>;\n var airOpacity: f32;\n var underwaterOpacity: f32;\n var opacity: f32;\n var reflected: vec3<f32>;\n var reflectionValid: f32;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var blurPixels: f32;\n var sceneReflection: vec3<f32>;\n var filterWeight: f32;\n var i_1: i32;\n var sampleUv: vec2<f32>;\n var indexable: array<vec2<f32>, 9>;\n var weight: f32;\n var indexable_1: array<f32, 9>;\n var sceneWeight: f32;\n var reflectionGain: f32;\n var reflectivity: f32;\n var reflectedRadiance: f32;\n var reflectionWeight: f32;\n var rimFraction: vec2<f32>;\n var rimT: f32;\n var rim: f32;\n var edge: f32;\n var phi_872_: bool;\n\n let _e203 = vNormal_1;\n n = normalize(_e203);\n let _e206 = unnamed.uCameraPos;\n let _e207 = vWorldPos_1;\n view = normalize((_e206 - _e207));\n let _e210 = n;\n let _e211 = view;\n facing = clamp(abs(dot(_e210, _e211)), 0f, 1f);\n let _e215 = facing;\n fresnel = (0.02f + (0.98f * pow((1f - _e215), 5f)));\n let _e220 = mediumColor_u0028_();\n atmosphereColor = _e220;\n let _e222 = unnamed.uDeepColor;\n let _e224 = unnamed.uShallowColor;\n let _e225 = vCrest_1;\n col = mix(_e222, _e224, vec3(clamp(((_e225 * 1.4f) + 0.4f), 0f, 1f)));\n let _e232 = unnamed.uAmbient;\n let _e234 = unnamed.uDirectionalColor;\n let _e235 = n;\n let _e237 = unnamed.uDirectionalDir;\n incident = (_e232 + ((_e234 * max(dot(_e235, _e237), 0f)) * 0.6f));\n let _e244 = unnamed.uDirectionalDir;\n let _e245 = view;\n halfVec = normalize((_e244 + _e245));\n let _e248 = n;\n let _e249 = halfVec;\n spec = pow(max(dot(_e248, _e249), 0f), 220f);\n let _e254 = unnamed.uDirectionalColor;\n let _e255 = spec;\n highlight = ((_e254 * _e255) * 1.6f);\n i = 0i;\n loop {\n let _e258 = i;\n if (_e258 < 16i) {\n let _e260 = i;\n let _e262 = unnamed.uLightCount;\n if (_e260 >= _e262) {\n break;\n }\n let _e264 = i;\n let _e267 = unnamed.uLightPos[_e264];\n let _e268 = vWorldPos_1;\n toLight = (_e267 - _e268);\n let _e270 = toLight;\n lightDist = length(_e270);\n let _e272 = i;\n let _e276 = unnamed.uLightCone[_e272][2u];\n exponent = _e276;\n let _e277 = exponent;\n if (_e277 > 0f) {\n let _e279 = lightDist;\n let _e280 = i;\n let _e284 = unnamed.uLightRadius[_e280][0u];\n reach = (_e279 / max(_e284, 0.0001f));\n let _e287 = reach;\n let _e288 = reach;\n let _e292 = exponent;\n falloff = pow(clamp((1f - (_e287 * _e288)), 0f, 1f), _e292);\n } else {\n let _e295 = unnamed.uLightFalloff;\n if (_e295 == 1i) {\n let _e297 = lightDist;\n let _e298 = i;\n let _e302 = unnamed.uLightRadius[_e298][0u];\n window = clamp((1f - pow((_e297 / max(_e302, 0.0001f)), 4f)), 0f, 1f);\n let _e308 = window;\n let _e309 = window;\n let _e311 = lightDist;\n let _e312 = lightDist;\n falloff = ((_e308 * _e309) / max((_e311 * _e312), 0.01f));\n } else {\n let _e316 = lightDist;\n let _e317 = i;\n let _e321 = unnamed.uLightRadius[_e317][0u];\n falloff = clamp((1f - (_e316 / max(_e321, 0.0001f))), 0f, 1f);\n }\n }\n let _e326 = falloff;\n if (_e326 <= 0f) {\n continue;\n }\n let _e328 = toLight;\n let _e329 = lightDist;\n lightDir = (_e328 / vec3(max(_e329, 0.0001f)));\n let _e333 = falloff;\n let _e334 = i;\n let _e338 = unnamed.uLightWeight[_e334][0u];\n shaped = (_e333 * _e338);\n let _e340 = i;\n let _e343 = unnamed.uLightColor[_e340];\n let _e344 = n;\n let _e345 = lightDir;\n let _e349 = shaped;\n let _e352 = incident;\n incident = (_e352 + (((_e343 * max(dot(_e344, _e345), 0f)) * _e349) * 0.6f));\n let _e354 = lightDir;\n let _e355 = view;\n lampHalf = normalize((_e354 + _e355));\n let _e358 = i;\n let _e361 = unnamed.uLightColor[_e358];\n let _e362 = n;\n let _e363 = lampHalf;\n let _e368 = shaped;\n let _e371 = highlight;\n highlight = (_e371 + (((_e361 * pow(max(dot(_e362, _e363), 0f), 220f)) * _e368) * 1.6f));\n continue;\n } else {\n break;\n }\n continuing {\n let _e373 = i;\n i = (_e373 + 1i);\n }\n }\n let _e375 = incident;\n let _e376 = col;\n col = (_e376 * _e375);\n let _e378 = highlight;\n let _e379 = col;\n col = (_e379 + _e378);\n let _e381 = vCrest_1;\n let _e384 = unnamed.uFoamGain;\n foam = (smoothstep(0.55f, 0.85f, _e381) * _e384);\n let _e386 = col;\n let _e387 = foam;\n col = mix(_e386, vec3<f32>(0.92f, 0.96f, 1f), vec3((_e387 * 0.5f)));\n let _e391 = vWorldPos_1;\n let _e393 = unnamed.uCameraPos;\n dist_3 = distance(_e391, _e393);\n let _e395 = dist_3;\n param_8 = _e395;\n let _e397 = vWorldPos_1[1u];\n param_9 = _e397;\n let _e398 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_8), (¶m_9));\n fog = _e398;\n let _e399 = vWorldPos_1;\n let _e401 = unnamed.uCameraPos;\n let _e404 = dist_3;\n param_10 = _e404;\n let _e406 = vWorldPos_1[1u];\n param_11 = _e406;\n param_12 = normalize((_e399 - _e401));\n let _e407 = mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b((¶m_10), (¶m_11), (¶m_12));\n glow = _e407;\n let _e408 = col;\n let _e409 = atmosphereColor;\n let _e410 = fog;\n let _e413 = glow;\n col = (mix(_e408, _e409, vec3(_e410)) + _e413);\n let _e415 = col;\n param_13 = _e415;\n let _e416 = applyOutputTransform_u0028_vf3_u003b((¶m_13));\n col = _e416;\n let _e417 = atmosphereColor;\n param_14 = _e417;\n let _e418 = applyOutputTransform_u0028_vf3_u003b((¶m_14));\n gradedAir = _e418;\n let _e420 = unnamed.uNadirOpacity;\n let _e421 = fresnel;\n airOpacity = mix(_e420, 0.96f, _e421);\n let _e424 = unnamed.uNadirOpacity;\n let _e426 = fresnel;\n underwaterOpacity = mix((_e424 * 0.55f), 0.88f, _e426);\n let _e428 = airOpacity;\n let _e429 = underwaterOpacity;\n let _e431 = unnamed.uUnderwaterFactor;\n opacity = mix(_e428, _e429, _e431);\n let _e433 = opacity;\n let _e434 = foam;\n opacity = mix(_e433, 0.96f, (_e434 * 0.7f));\n let _e437 = gradedAir;\n reflected = _e437;\n reflectionValid = 0f;\n let _e439 = unnamed.uReflectionEnabled;\n let _e440 = (_e439 != 0i);\n phi_872_ = _e440;\n if _e440 {\n let _e442 = vReflectionClip_1[3u];\n phi_872_ = (_e442 > 0f);\n }\n let _e445 = phi_872_;\n if _e445 {\n let _e446 = vReflectionClip_1;\n let _e449 = vReflectionClip_1[3u];\n reflectionUv = (((_e446.xy / vec2(_e449)) * 0.5f) + vec2(0.5f));\n let _e455 = n;\n let _e457 = fresnel;\n let _e460 = reflectionUv;\n reflectionUv = (_e460 + (_e455.xz * mix(0.008f, 0.022f, _e457)));\n let _e462 = reflectionUv;\n let _e463 = reflectionUv;\n border = min(_e462, (vec2(1f) - _e463));\n let _e468 = border[0u];\n let _e470 = border[1u];\n reflectionValid = smoothstep(0f, 0.025f, min(_e468, _e470));\n let _e473 = dist_3;\n blurPixels = (1.35f + min((_e473 * 0.022f), 3.5f));\n sceneReflection = vec3<f32>(0f, 0f, 0f);\n filterWeight = 0f;\n i_1 = 0i;\n loop {\n let _e477 = i_1;\n if (_e477 < 9i) {\n let _e479 = i_1;\n let _e481 = unnamed.uReflectionFilterTaps;\n if (_e479 >= _e481) {\n break;\n }\n let _e483 = reflectionUv;\n let _e484 = i_1;\n indexable = array<vec2<f32>, 9>(vec2<f32>(0f, 0f), vec2<f32>(-0.62f, -0.31f), vec2<f32>(0.54f, 0.43f), vec2<f32>(-0.34f, 0.76f), vec2<f32>(0.78f, -0.57f), vec2<f32>(-0.88f, 0.28f), vec2<f32>(0.22f, -0.91f), vec2<f32>(0.91f, 0.08f), vec2<f32>(-0.18f, 0.94f));\n let _e486 = indexable[_e484];\n let _e488 = unnamed.uReflectionTexelSize;\n let _e490 = blurPixels;\n sampleUv = (_e483 + ((_e486 * _e488) * _e490));\n let _e493 = i_1;\n indexable_1 = array<f32, 9>(0.28f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f);\n let _e495 = indexable_1[_e493];\n weight = _e495;\n let _e496 = sampleUv;\n let _e500 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e496, vec2(0f), vec2(1f)), 0f);\n let _e502 = weight;\n let _e504 = sceneReflection;\n sceneReflection = (_e504 + (_e500.xyz * _e502));\n let _e506 = weight;\n let _e507 = filterWeight;\n filterWeight = (_e507 + _e506);\n continue;\n } else {\n break;\n }\n continuing {\n let _e509 = i_1;\n i_1 = (_e509 + 1i);\n }\n }\n let _e511 = filterWeight;\n let _e513 = sceneReflection;\n sceneReflection = (_e513 / vec3(max(_e511, 0.001f)));\n let _e516 = gradedAir;\n let _e517 = sceneReflection;\n let _e518 = reflectionValid;\n reflected = mix(_e516, _e517, vec3(_e518));\n }\n let _e522 = unnamed.uReflectionEnabled;\n let _e524 = reflectionValid;\n sceneWeight = (f32(_e522) * _e524);\n let _e526 = sceneWeight;\n reflectionGain = mix(0.75f, 0.94f, _e526);\n let _e528 = fresnel;\n let _e530 = unnamed.uMirror;\n reflectivity = mix(_e528, 1f, _e530);\n let _e532 = reflectivity;\n let _e533 = reflectionGain;\n let _e535 = foam;\n let _e539 = opacity;\n reflectedRadiance = min(((_e532 * _e533) * (1f - (_e535 * 0.8f))), _e539);\n let _e541 = reflectedRadiance;\n let _e542 = opacity;\n reflectionWeight = (_e541 / max(_e542, 0.001f));\n let _e545 = col;\n let _e546 = reflected;\n let _e547 = reflectionWeight;\n col = mix(_e545, _e546, vec3(_e547));\n let _e550 = vGrid_1;\n let _e553 = unnamed.uGridHalf;\n rimFraction = (abs(_e550) / max(_e553, vec2<f32>(0.001f, 0.001f)));\n let _e557 = rimFraction[0u];\n let _e559 = rimFraction[1u];\n rimT = max(_e557, _e559);\n let _e561 = rimT;\n rim = (1f - smoothstep(0.9f, 1f, _e561));\n let _e564 = fog;\n edge = (1f - smoothstep(0.82f, 1f, _e564));\n let _e567 = col;\n let _e568 = opacity;\n let _e569 = edge;\n let _e571 = rim;\n let _e574 = unnamed.uVisibility;\n outColor = vec4<f32>(_e567.x, _e567.y, _e567.z, (((_e568 * _e569) * _e571) * _e574));\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vWorldPos: vec3<f32>, @location(2) vCrest: f32, @location(3) vReflectionClip: vec4<f32>, @location(4) vGrid: vec2<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vCrest_1 = vCrest;\n vReflectionClip_1 = vReflectionClip;\n vGrid_1 = vGrid;\n main_1();\n let _e11 = outColor;\n return _e11;\n}\n";
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2
2
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export declare const WATER_VERT_WGSL = "struct GerstnerSurface {\n offset: vec3<f32>,\n normal: vec3<f32>,\n crest: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n uReflectionViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uGridOrigin: vec2<f32>,\n uGridSpan: vec2<f32>,\n uGridHalf: vec2<f32>,\n uNearHalf: vec2<f32>,\n uGridForward: vec2<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uWaterLevel: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(4) member: vec2<f32>,\n @location(0) member_1: vec3<f32>,\n @location(1) member_2: vec3<f32>,\n @location(2) member_3: f32,\n @location(3) member_4: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aGrid_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vGrid: vec2<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> vCrest: f32;\nvar<private> vReflectionClip: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e59 = (*k);\n c = sqrt((9.81f / _e59));\n let _e62 = (*k);\n let _e63 = (*dir);\n let _e64 = (*p);\n let _e66 = c;\n let _e67 = (*time);\n return (_e62 * (dot(_e63, _e64) - (_e66 * _e67)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e56 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e59 = indexable[_e56][3u];\n return (6.2831855f / _e59);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e57 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e59 = indexable_1[_e57];\n let _e62 = (*windDir);\n return normalize(mix(normalize(_e59.xy), _e62, vec2(0.62f)));\n}\n\nfn gerstnerSurface_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> GerstnerSurface {\n var s: GerstnerSurface;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var a: f32;\n\n s.offset = vec3<f32>(0f, 0f, 0f);\n s.normal = vec3<f32>(0f, 1f, 0f);\n s.crest = 0f;\n i_2 = 0i;\n loop {\n let _e76 = i_2;\n if (_e76 < 4i) {\n let _e78 = i_2;\n param = _e78;\n let _e79 = (*windDir_1);\n param_1 = _e79;\n let _e80 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((¶m), (¶m_1));\n dir_1 = _e80;\n let _e81 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e84 = indexable_2[_e81][2u];\n let _e85 = (*gain);\n steepness = (_e84 * _e85);\n let _e87 = i_2;\n param_2 = _e87;\n let _e88 = gerstnerWavenumber_u0028_i1_u003b((¶m_2));\n k_1 = _e88;\n let _e89 = k_1;\n param_3 = _e89;\n let _e90 = dir_1;\n param_4 = _e90;\n let _e91 = (*p_1);\n param_5 = _e91;\n let _e92 = (*time_1);\n param_6 = _e92;\n let _e93 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((¶m_3), (¶m_4), (¶m_5), (¶m_6));\n f = _e93;\n let _e94 = steepness;\n let _e95 = k_1;\n a = (_e94 / _e95);\n let _e98 = dir_1[0u];\n let _e99 = a;\n let _e101 = f;\n let _e106 = s.offset[0u];\n s.offset[0u] = (_e106 + ((_e98 * _e99) * cos(_e101)));\n let _e110 = a;\n let _e111 = f;\n let _e116 = s.offset[1u];\n s.offset[1u] = (_e116 + (_e110 * sin(_e111)));\n let _e121 = dir_1[1u];\n let _e122 = a;\n let _e124 = f;\n let _e129 = s.offset[2u];\n s.offset[2u] = (_e129 + ((_e121 * _e122) * cos(_e124)));\n let _e134 = dir_1[0u];\n let _e135 = steepness;\n let _e137 = f;\n let _e142 = s.normal[0u];\n s.normal[0u] = (_e142 - ((_e134 * _e135) * cos(_e137)));\n let _e147 = dir_1[1u];\n let _e148 = steepness;\n let _e150 = f;\n let _e155 = s.normal[2u];\n s.normal[2u] = (_e155 - ((_e147 * _e148) * cos(_e150)));\n let _e159 = steepness;\n let _e160 = f;\n let _e165 = s.normal[1u];\n s.normal[1u] = (_e165 - (_e159 * sin(_e160)));\n let _e169 = f;\n let _e171 = steepness;\n let _e174 = s.crest;\n s.crest = (_e174 + (sin(_e169) * _e171));\n continue;\n } else {\n break;\n }\n continuing {\n let _e177 = i_2;\n i_2 = (_e177 + 1i);\n }\n }\n let _e179 = s;\n return _e179;\n}\n\nfn main_1() {\n var grid: vec2<f32>;\n var rimFraction: vec2<f32>;\n var rimDistance: f32;\n var waveFade: f32;\n var laid: vec2<f32>;\n var base: vec3<f32>;\n var sea: GerstnerSurface;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var pos: vec3<f32>;\n\n let _e66 = aGrid_1;\n let _e68 = unnamed.uGridSpan;\n grid = (_e66 * _e68);\n let _e70 = grid;\n vGrid = _e70;\n let _e71 = grid;\n let _e74 = unnamed.uNearHalf;\n rimFraction = (abs(_e71) / max(_e74, vec2<f32>(0.0001f, 0.0001f)));\n let _e78 = rimFraction[0u];\n let _e80 = rimFraction[1u];\n rimDistance = max(_e78, _e80);\n let _e82 = rimDistance;\n waveFade = (1f - smoothstep(0.35f, 0.97f, _e82));\n let _e87 = unnamed.uGridForward[1u];\n let _e90 = unnamed.uGridForward[0u];\n let _e94 = grid[0u];\n let _e97 = unnamed.uGridForward;\n let _e99 = grid[1u];\n laid = ((vec2<f32>(_e87, -(_e90)) * _e94) + (_e97 * _e99));\n let _e104 = unnamed.uGridOrigin[0u];\n let _e106 = laid[0u];\n let _e109 = unnamed.uWaterLevel;\n let _e112 = unnamed.uGridOrigin[1u];\n let _e114 = laid[1u];\n base = vec3<f32>((_e104 + _e106), _e109, (_e112 + _e114));\n let _e117 = waveFade;\n let _e119 = unnamed.uWaveGain;\n let _e121 = base;\n param_7 = _e121.xz;\n let _e124 = unnamed.uTime;\n param_8 = _e124;\n let _e126 = unnamed.uWindDir;\n param_9 = _e126;\n param_10 = (_e117 * _e119);\n let _e127 = gerstnerSurface_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((¶m_7), (¶m_8), (¶m_9), (¶m_10));\n sea = _e127;\n let _e128 = base;\n let _e130 = sea.offset;\n pos = (_e128 + _e130);\n let _e132 = pos;\n vWorldPos = _e132;\n let _e134 = sea.normal;\n vNormal = normalize(_e134);\n let _e137 = sea.crest;\n vCrest = _e137;\n let _e139 = unnamed.uReflectionViewProj;\n let _e140 = pos;\n vReflectionClip = (_e139 * vec4<f32>(_e140.x, _e140.y, _e140.z, 1f));\n let _e147 = unnamed.uViewProj;\n let _e148 = pos;\n unnamed_1.gl_Position = (_e147 * vec4<f32>(_e148.x, _e148.y, _e148.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aGrid: vec2<f32>) -> VertexOutput {\n aGrid_1 = aGrid;\n main_1();\n let _e10 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e10);\n let _e12 = vGrid;\n let _e13 = vWorldPos;\n let _e14 = vNormal;\n let _e15 = vCrest;\n let _e16 = vReflectionClip;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e12, _e13, _e14, _e15, _e16, _e17);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -8,7 +8,7 @@ export declare const WATER_VERT_WGSL = "struct GerstnerSurface {\n offset: ve
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export declare const WATER_BINDINGS: {
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readonly WATER_FRAG: {
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readonly uniforms: 1;
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readonly uniformSize:
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readonly uniformSize: 1568;
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readonly fields: {
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readonly uGridHalf: {
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readonly offset: 0;
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@@ -110,78 +110,68 @@ export declare const WATER_BINDINGS: {
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readonly size: 12;
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readonly type: "vec3";
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};
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readonly
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readonly offset: 1420;
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readonly size: 4;
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readonly type: "float";
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};
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readonly uFogHeightFalloff: {
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readonly uFogMedium: {
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readonly offset: 1424;
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readonly size:
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readonly type: "
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readonly size: 16;
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readonly type: "vec4";
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};
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readonly
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readonly offset:
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readonly size:
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readonly type: "
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readonly uFogRange: {
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readonly offset: 1440;
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readonly size: 16;
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readonly type: "vec4";
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};
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readonly uUnderwaterColor: {
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readonly offset:
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readonly offset: 1456;
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readonly size: 12;
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readonly type: "vec3";
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};
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readonly uUnderwaterFogDensity: {
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readonly offset: 1452;
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readonly size: 4;
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readonly type: "float";
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};
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readonly uUnderwaterFactor: {
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readonly offset:
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readonly offset: 1468;
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readonly size: 4;
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readonly type: "float";
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};
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readonly
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readonly offset:
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readonly size:
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readonly type: "
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readonly uFogLayer2: {
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|
134
|
+
readonly offset: 1472;
|
|
135
|
+
readonly size: 16;
|
|
136
|
+
readonly type: "vec4";
|
|
147
137
|
};
|
|
148
|
-
readonly
|
|
149
|
-
readonly offset:
|
|
150
|
-
readonly size:
|
|
151
|
-
readonly type: "
|
|
138
|
+
readonly uFogGlow: {
|
|
139
|
+
readonly offset: 1488;
|
|
140
|
+
readonly size: 16;
|
|
141
|
+
readonly type: "vec4";
|
|
152
142
|
};
|
|
153
|
-
readonly
|
|
154
|
-
readonly offset:
|
|
155
|
-
readonly size:
|
|
156
|
-
readonly type: "
|
|
143
|
+
readonly uFogGlowDir: {
|
|
144
|
+
readonly offset: 1504;
|
|
145
|
+
readonly size: 16;
|
|
146
|
+
readonly type: "vec4";
|
|
157
147
|
};
|
|
158
148
|
readonly uCameraPos: {
|
|
159
|
-
readonly offset:
|
|
149
|
+
readonly offset: 1520;
|
|
160
150
|
readonly size: 12;
|
|
161
151
|
readonly type: "vec3";
|
|
162
152
|
};
|
|
163
153
|
readonly uReflectionEnabled: {
|
|
164
|
-
readonly offset:
|
|
154
|
+
readonly offset: 1532;
|
|
165
155
|
readonly size: 4;
|
|
166
156
|
readonly type: "int";
|
|
167
157
|
};
|
|
168
158
|
readonly uReflectionTexelSize: {
|
|
169
|
-
readonly offset:
|
|
159
|
+
readonly offset: 1536;
|
|
170
160
|
readonly size: 8;
|
|
171
161
|
readonly type: "vec2";
|
|
172
162
|
};
|
|
173
163
|
readonly uReflectionFilterTaps: {
|
|
174
|
-
readonly offset:
|
|
164
|
+
readonly offset: 1544;
|
|
175
165
|
readonly size: 4;
|
|
176
166
|
readonly type: "int";
|
|
177
167
|
};
|
|
178
168
|
readonly uOutputTransform: {
|
|
179
|
-
readonly offset:
|
|
169
|
+
readonly offset: 1548;
|
|
180
170
|
readonly size: 4;
|
|
181
171
|
readonly type: "int";
|
|
182
172
|
};
|
|
183
173
|
readonly uOutputExposure: {
|
|
184
|
-
readonly offset:
|
|
174
|
+
readonly offset: 1552;
|
|
185
175
|
readonly size: 4;
|
|
186
176
|
readonly type: "float";
|
|
187
177
|
};
|