@driftengine/core 4.13.3 → 4.13.5

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Files changed (153) hide show
  1. package/CHANGELOG.json +52 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +3 -2
  4. package/dist/render/anisotropicLobe.d.ts +5 -0
  5. package/dist/render/anisotropicLobe.js +13 -0
  6. package/dist/render/atmosphere.d.ts +79 -1
  7. package/dist/render/atmosphere.js +66 -19
  8. package/dist/render/backend/webgl2/renderer.d.ts +34 -2
  9. package/dist/render/backend/webgl2/renderer.js +44 -12
  10. package/dist/render/backend/webgpu/boltPass.d.ts +1 -1
  11. package/dist/render/backend/webgpu/causticsPass.d.ts +1 -1
  12. package/dist/render/backend/webgpu/clothSetPack.js +1 -0
  13. package/dist/render/backend/webgpu/clothSolvePack.d.ts +5 -2
  14. package/dist/render/backend/webgpu/clothSolvePack.js +2 -1
  15. package/dist/render/backend/webgpu/filmPass.d.ts +1 -1
  16. package/dist/render/backend/webgpu/gpuClothSet.js +1 -1
  17. package/dist/render/backend/webgpu/gpuDrivenPass.js +20 -3
  18. package/dist/render/backend/webgpu/linePass.d.ts +1 -1
  19. package/dist/render/backend/webgpu/mediumFields.d.ts +17 -0
  20. package/dist/render/backend/webgpu/mediumFields.js +74 -0
  21. package/dist/render/backend/webgpu/plumePass.d.ts +3 -3
  22. package/dist/render/backend/webgpu/postPass.d.ts +7 -2
  23. package/dist/render/backend/webgpu/renderer.d.ts +13 -3
  24. package/dist/render/backend/webgpu/renderer.js +86 -150
  25. package/dist/render/backend/webgpu/scatterPass.d.ts +1 -1
  26. package/dist/render/backend/webgpu/shaders/clothSolve.wgsl.d.ts +1 -1
  27. package/dist/render/backend/webgpu/shaders/clothSolve.wgsl.js +7 -5
  28. package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
  29. package/dist/render/environmentMixing.d.ts +18 -0
  30. package/dist/render/environmentMixing.js +40 -0
  31. package/dist/render/fog.d.ts +43 -1
  32. package/dist/render/fog.js +87 -22
  33. package/dist/render/globalMedium.d.ts +112 -10
  34. package/dist/render/globalMedium.js +96 -1
  35. package/dist/render/globalMediumPass.d.ts +7 -3
  36. package/dist/render/globalMediumPass.js +22 -1
  37. package/dist/render/hairLobes.d.ts +27 -2
  38. package/dist/render/hairLobes.js +57 -4
  39. package/dist/render/lightBudget.d.ts +12 -0
  40. package/dist/render/lightBudget.js +24 -0
  41. package/dist/render/sceneTarget.d.ts +5 -3
  42. package/dist/render/sceneTarget.js +14 -8
  43. package/dist/render/shaders/arcane.d.ts +1 -1
  44. package/dist/render/shaders/bolt.d.ts +1 -1
  45. package/dist/render/shaders/caustics.d.ts +1 -1
  46. package/dist/render/shaders/film.d.ts +1 -1
  47. package/dist/render/shaders/film.js +4 -1
  48. package/dist/render/shaders/fire.d.ts +1 -1
  49. package/dist/render/shaders/flat/anisotropic.d.ts +8 -1
  50. package/dist/render/shaders/flat/anisotropic.js +25 -3
  51. package/dist/render/shaders/flat/hair.js +77 -27
  52. package/dist/render/shaders/flat/main.d.ts +1 -1
  53. package/dist/render/shaders/flat/main.js +23 -3
  54. package/dist/render/shaders/flat/models.js +12 -5
  55. package/dist/render/shaders/flat/preamble.js +7 -0
  56. package/dist/render/shaders/fog.d.ts +4 -4
  57. package/dist/render/shaders/fog.js +81 -32
  58. package/dist/render/shaders/generated/arcane.wgsl.d.ts +29 -39
  59. package/dist/render/shaders/generated/arcane.wgsl.js +29 -39
  60. package/dist/render/shaders/generated/bolt.wgsl.d.ts +26 -36
  61. package/dist/render/shaders/generated/bolt.wgsl.js +26 -36
  62. package/dist/render/shaders/generated/caustics.wgsl.d.ts +25 -35
  63. package/dist/render/shaders/generated/caustics.wgsl.js +25 -35
  64. package/dist/render/shaders/generated/film.wgsl.d.ts +28 -38
  65. package/dist/render/shaders/generated/film.wgsl.js +28 -38
  66. package/dist/render/shaders/generated/fire.wgsl.d.ts +28 -38
  67. package/dist/render/shaders/generated/fire.wgsl.js +28 -38
  68. package/dist/render/shaders/generated/flat.wgsl.d.ts +1466 -1546
  69. package/dist/render/shaders/generated/flat.wgsl.js +1489 -1569
  70. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +98 -12
  71. package/dist/render/shaders/generated/globalMedium.wgsl.js +98 -12
  72. package/dist/render/shaders/generated/line.wgsl.d.ts +25 -35
  73. package/dist/render/shaders/generated/line.wgsl.js +25 -35
  74. package/dist/render/shaders/generated/particle.wgsl.d.ts +100 -140
  75. package/dist/render/shaders/generated/particle.wgsl.js +100 -140
  76. package/dist/render/shaders/generated/rush.wgsl.d.ts +20 -10
  77. package/dist/render/shaders/generated/rush.wgsl.js +20 -10
  78. package/dist/render/shaders/generated/scatter.wgsl.d.ts +25 -35
  79. package/dist/render/shaders/generated/scatter.wgsl.js +25 -35
  80. package/dist/render/shaders/generated/smoke.wgsl.d.ts +28 -38
  81. package/dist/render/shaders/generated/smoke.wgsl.js +28 -38
  82. package/dist/render/shaders/generated/water.wgsl.d.ts +29 -39
  83. package/dist/render/shaders/generated/water.wgsl.js +29 -39
  84. package/dist/render/shaders/globalMedium.js +114 -10
  85. package/dist/render/shaders/gpudriven/blendRaster.wgsl.js +2 -1
  86. package/dist/render/shaders/gpudriven/fog.wgsl.d.ts +10 -4
  87. package/dist/render/shaders/gpudriven/fog.wgsl.js +77 -19
  88. package/dist/render/shaders/gpudriven/frameBlock.wgsl.d.ts +1 -1
  89. package/dist/render/shaders/gpudriven/frameBlock.wgsl.js +12 -1
  90. package/dist/render/shaders/gpudriven/shade.wgsl.js +3 -1
  91. package/dist/render/shaders/line.d.ts +1 -1
  92. package/dist/render/shaders/line.js +4 -2
  93. package/dist/render/shaders/localExposure.d.ts +42 -1
  94. package/dist/render/shaders/localExposure.js +73 -6
  95. package/dist/render/shaders/particle.d.ts +3 -3
  96. package/dist/render/shaders/particle.js +10 -6
  97. package/dist/render/shaders/scatter.d.ts +1 -1
  98. package/dist/render/shaders/scatter.js +4 -2
  99. package/dist/render/shaders/smoke.d.ts +1 -1
  100. package/dist/render/shaders/water.d.ts +1 -1
  101. package/dist/render/shaders/water.js +2 -1
  102. package/dist/render/surfaceModel.d.ts +23 -4
  103. package/dist/render/surfaceModel.js +12 -2
  104. package/package.json +6 -6
  105. package/src/index.ts +12 -2
  106. package/src/render/anisotropicLobe.ts +20 -0
  107. package/src/render/atmosphere.ts +153 -20
  108. package/src/render/backend/webgl2/renderer.ts +63 -13
  109. package/src/render/backend/webgpu/clothSetPack.ts +1 -0
  110. package/src/render/backend/webgpu/clothSolvePack.ts +6 -2
  111. package/src/render/backend/webgpu/gpuClothSet.ts +1 -1
  112. package/src/render/backend/webgpu/gpuDrivenPass.ts +20 -3
  113. package/src/render/backend/webgpu/mediumFields.ts +87 -0
  114. package/src/render/backend/webgpu/renderer.ts +109 -157
  115. package/src/render/backend/webgpu/shaders/clothSolve.wgsl.ts +7 -5
  116. package/src/render/environmentMixing.ts +48 -0
  117. package/src/render/fog.ts +125 -25
  118. package/src/render/globalMedium.ts +214 -11
  119. package/src/render/globalMediumPass.ts +29 -4
  120. package/src/render/hairLobes.ts +109 -3
  121. package/src/render/lightBudget.ts +32 -0
  122. package/src/render/sceneTarget.ts +15 -11
  123. package/src/render/shaders/film.ts +4 -1
  124. package/src/render/shaders/flat/anisotropic.ts +25 -3
  125. package/src/render/shaders/flat/hair.ts +77 -27
  126. package/src/render/shaders/flat/main.ts +23 -3
  127. package/src/render/shaders/flat/models.ts +12 -5
  128. package/src/render/shaders/flat/preamble.ts +7 -0
  129. package/src/render/shaders/fog.ts +81 -32
  130. package/src/render/shaders/generated/arcane.wgsl.ts +29 -39
  131. package/src/render/shaders/generated/bolt.wgsl.ts +26 -36
  132. package/src/render/shaders/generated/caustics.wgsl.ts +25 -35
  133. package/src/render/shaders/generated/film.wgsl.ts +28 -38
  134. package/src/render/shaders/generated/fire.wgsl.ts +28 -38
  135. package/src/render/shaders/generated/flat.wgsl.ts +1489 -1569
  136. package/src/render/shaders/generated/globalMedium.wgsl.ts +98 -12
  137. package/src/render/shaders/generated/line.wgsl.ts +25 -35
  138. package/src/render/shaders/generated/particle.wgsl.ts +100 -140
  139. package/src/render/shaders/generated/rush.wgsl.ts +20 -10
  140. package/src/render/shaders/generated/scatter.wgsl.ts +25 -35
  141. package/src/render/shaders/generated/smoke.wgsl.ts +28 -38
  142. package/src/render/shaders/generated/water.wgsl.ts +29 -39
  143. package/src/render/shaders/globalMedium.ts +114 -10
  144. package/src/render/shaders/gpudriven/blendRaster.wgsl.ts +2 -1
  145. package/src/render/shaders/gpudriven/fog.wgsl.ts +78 -19
  146. package/src/render/shaders/gpudriven/frameBlock.wgsl.ts +12 -1
  147. package/src/render/shaders/gpudriven/shade.wgsl.ts +3 -1
  148. package/src/render/shaders/line.ts +4 -2
  149. package/src/render/shaders/localExposure.ts +115 -6
  150. package/src/render/shaders/particle.ts +10 -6
  151. package/src/render/shaders/scatter.ts +4 -2
  152. package/src/render/shaders/water.ts +2 -1
  153. package/src/render/surfaceModel.ts +41 -6
@@ -31,37 +31,77 @@
31
31
  * at the eye times `(1 − e⁻ᵗ)/t`, with `t` the height climbed in scale heights. The eye
32
32
  * density and `1/H` arrive precomputed from `bindAtmosphere`.
33
33
  *
34
- * `uFogEyeY` rather than `uCameraPos.y` because two of the seven programs (the plumes)
35
- * never needed the camera position in their fragment stage, and a block that declares
36
- * everything it uses can be pasted anywhere.
34
+ * `uFogMedium.z`, the eye's height, rather than `uCameraPos.y`, because two of the seven
35
+ * programs (the plumes) never needed the camera position in their fragment stage, and a block
36
+ * that declares everything it uses can be pasted anywhere.
37
37
  */
38
38
  export const FOG_GLSL = `
39
39
  uniform vec3 uFogColor;
40
- /** Extinction per metre **at the camera's own height**, not at the base. */
41
- uniform float uFogDensity;
42
- /** Reciprocal scale height of the haze, per metre. 0 is a uniform medium. */
43
- uniform float uFogHeightFalloff;
44
- /** The camera's height, so a fragment's own height is one subtraction away. */
45
- uniform float uFogEyeY;
40
+ /**
41
+ * The haze: its extinction per metre **at the camera's own height**, not at the base; its
42
+ * reciprocal scale height per metre, 0 for a uniform medium; the camera's height, so a fragment's
43
+ * own height is one subtraction away; and the water column's own density.
44
+ *
45
+ * **Four numbers in one vector rather than four uniforms**, and the reason is a phone: a scalar
46
+ * costs a whole row of the uniform grid, and the lit stage at its eight-light rung must fit the 256
47
+ * rows an Adreno 740 offers (uniformVectorBudget.ts). Packed, the haze's eight scalars cost two
48
+ * rows where they cost eight, which is what paid for the second layer and the sun's glow below.
49
+ */
50
+ uniform vec4 uFogMedium;
51
+ /** Where haze begins, where a linear ramp is total, and the mode: 0 a medium, 1 a ramp. */
52
+ uniform vec4 uFogRange;
46
53
  uniform vec3 uUnderwaterColor;
47
- uniform float uUnderwaterFogDensity;
48
54
  uniform float uUnderwaterFactor;
49
- /** 0 integrates a medium (Beer-Lambert); 1 ramps linearly between near and far. */
50
- uniform int uFogMode;
51
- /** Linear mode only: where haze begins, and where it is total. */
52
- uniform float uFogNear;
53
- uniform float uFogFar;
55
+ /**
56
+ * The second layer's extinction per metre at the camera's height and its falloff; then the least of
57
+ * a surface the haze must leave, Atmosphere.fogMaxOpacity's complement, and the distance past which
58
+ * it hides nothing (0 is none). **Every lane is none at zero**, and so are uFogGlow's: a program a
59
+ * binder never wrote these into draws the haze it drew before they existed, rather than none.
60
+ */
61
+ uniform vec4 uFogLayer2;
62
+ /** The sun's glow in the haze: its colour, black for none, and the exponent of its lobe. */
63
+ uniform vec4 uFogGlow;
64
+ /** Surface → the glow's light, and how far past the haze's start the glow begins. */
65
+ uniform vec4 uFogGlowDir;
54
66
 
55
67
  /** What distance converges toward: the day's haze, or the water column. */
56
68
  vec3 mediumColor() {
57
69
  return mix(uFogColor, uUnderwaterColor, uUnderwaterFactor);
58
70
  }
59
71
 
72
+ /**
73
+ * The haze's optical depth from where it begins along the ray to a point at height pointY, dist
74
+ * metres away: each layer's density at the eye carried over what is left of the ray, with the
75
+ * second layer only where there is one. The fog and the sun's glow both integrate it.
76
+ */
77
+ float hazeDepth(float dist, float pointY) {
78
+ // Where the medium begins along the ray: uFogRange.x, the linear mode's slot, which this mode
79
+ // never read before Atmosphere.fogStart. The ray is integrated from there on, at the density
80
+ // of that point; at a start of 0 every term is the one it always was. See render/fog.ts.
81
+ float start = min(uFogRange.x, dist);
82
+ float before = dist > 0.0 ? start / dist : 0.0;
83
+ float t = (pointY - uFogMedium.z) * uFogMedium.y;
84
+ float rest = t * (1.0 - before);
85
+ // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than
86
+ // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.
87
+ float denom = abs(rest) < 1e-4 ? 1e-4 : rest;
88
+ float depth = uFogMedium.x * exp(-t * before) * (dist - start) * (1.0 - exp(-denom)) / denom;
89
+ if (uFogLayer2.x > 0.0) {
90
+ float t2 = (pointY - uFogMedium.z) * uFogLayer2.y;
91
+ float rest2 = t2 * (1.0 - before);
92
+ float denom2 = abs(rest2) < 1e-4 ? 1e-4 : rest2;
93
+ depth += uFogLayer2.x * exp(-t2 * before) * (dist - start) * (1.0 - exp(-denom2)) / denom2;
94
+ }
95
+ return depth;
96
+ }
97
+
60
98
  /**
61
99
  * How much of a surface standing at height pointY, dist metres away, is lost to
62
100
  * the medium in between. 0 is perfectly clear, 1 is the medium's own colour.
63
101
  */
64
102
  float mediumFog(float dist, float pointY) {
103
+ /* Past the cutoff the air hides nothing, in either mode; the water column keeps its own law. */
104
+ bool cut = uFogLayer2.w > 0.0 && dist > uFogLayer2.w;
65
105
  /*
66
106
  * A depth ramp rather than a medium, for worlds authored against one.
67
107
  *
@@ -77,30 +117,39 @@ float mediumFog(float dist, float pointY) {
77
117
  * Height falloff has no meaning here and is ignored: a ramp is defined on distance
78
118
  * alone.
79
119
  */
80
- if (uFogMode == 1) {
81
- float span = max(uFogFar - uFogNear, 1e-4);
82
- float ramp = clamp((dist - uFogNear) / span, 0.0, 1.0);
120
+ if (uFogRange.z == 1.0) {
121
+ float span = max(uFogRange.y - uFogRange.x, 1e-4);
122
+ float ramp = cut ? 0.0 : min(clamp((dist - uFogRange.x) / span, 0.0, 1.0), 1.0 - uFogLayer2.z);
83
123
  if (uUnderwaterFactor <= 0.0) return ramp;
84
- float wetLinear = uUnderwaterFogDensity * dist;
124
+ float wetLinear = uFogMedium.w * dist;
85
125
  return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);
86
126
  }
87
127
 
88
- // Where the medium begins along the ray: uFogNear, the linear mode's slot, which this mode
89
- // never read before Atmosphere.fogStart. The ray is integrated from there on, at the density
90
- // of that point; at a start of 0 every term is the one it always was. See render/fog.ts.
91
- float start = min(uFogNear, dist);
92
- float before = dist > 0.0 ? start / dist : 0.0;
93
- float t = (pointY - uFogEyeY) * uFogHeightFalloff;
94
- float rest = t * (1.0 - before);
95
- // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than
96
- // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.
97
- float denom = abs(rest) < 1e-4 ? 1e-4 : rest;
98
- float air =
99
- 1.0 - exp(-uFogDensity * exp(-t * before) * (dist - start) * (1.0 - exp(-denom)) / denom);
128
+ // Beer-Lambert through both layers, leaving at least uFogLayer2.z of the surface: a floor on
129
+ // what survives rather than a ceiling on the depth, so the curve keeps its shape above it.
130
+ float air = cut ? 0.0 : 1.0 - max(exp(-hazeDepth(dist, pointY)), uFogLayer2.z);
100
131
  if (uUnderwaterFactor <= 0.0) return air;
101
132
  // Water is its own medium and keeps its own curve, so crossing the surface
102
133
  // changes nothing about how the water column reads.
103
- float wet = uUnderwaterFogDensity * dist;
134
+ float wet = uFogMedium.w * dist;
104
135
  return mix(air, 1.0 - exp2(-wet * wet * 1.442695), uUnderwaterFactor);
105
136
  }
137
+
138
+ /**
139
+ * The sun's light the haze scatters toward the eye along a ray to a point at height pointY, dist
140
+ * metres away in the direction toPoint: added to a surface after its fog, never mixed. A lobe of
141
+ * cos^exponent about the light, by as much of the ray past the glow's own start as the haze hides —
142
+ * the haze's depth per metre carried over that stretch. None in a linear ramp, past the cutoff, or
143
+ * under water, which keeps its own medium.
144
+ */
145
+ vec3 mediumGlow(float dist, float pointY, vec3 toPoint) {
146
+ if (uFogRange.z == 1.0 || max(max(uFogGlow.r, uFogGlow.g), uFogGlow.b) <= 0.0) return vec3(0.0);
147
+ if (uFogLayer2.w > 0.0 && dist > uFogLayer2.w) return vec3(0.0);
148
+ float span = dist - min(uFogRange.x, dist);
149
+ if (span <= 0.0) return vec3(0.0);
150
+ float perMetre = hazeDepth(dist, pointY) / span;
151
+ float hidden = 1.0 - exp(-perMetre * max(span - uFogGlowDir.w, 0.0));
152
+ float lobe = pow(clamp(dot(toPoint, uFogGlowDir.xyz), 0.0, 1.0), uFogGlow.a);
153
+ return uFogGlow.rgb * (lobe * hidden * (1.0 - uUnderwaterFactor));
154
+ }
106
155
  `;
@@ -5,7 +5,7 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
 
8
- export const ARCANE_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 uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: 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 _e105 = (*c);\n low = (_e105 * 12.92f);\n let _e107 = (*c);\n high = ((pow(max(_e107, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e113 = high;\n let _e114 = low;\n let _e115 = (*c);\n return mix(_e113, _e114, step(_e115, 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 _e106 = (*c_1)[0u];\n let _e108 = (*c_1)[1u];\n let _e110 = (*c_1)[2u];\n m = max(_e106, max(_e108, _e110));\n let _e113 = m;\n if (_e113 <= 0.8f) {\n let _e115 = (*c_1);\n return _e115;\n }\n let _e116 = m;\n e = (_e116 - 0.8f);\n let _e118 = (*c_1);\n let _e119 = e;\n let _e121 = e;\n let _e125 = m;\n return (_e118 * ((0.8f + ((0.2f * _e119) / (_e121 + 0.2f))) / _e125));\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 _e105 = (*v);\n let _e106 = (*v);\n a = ((_e105 * (_e106 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e112 = (*v);\n let _e113 = (*v);\n b = ((_e112 * ((_e113 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e120 = a;\n let _e121 = b;\n return (_e120 / _e121);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e105 = unnamed.uOutputExposure;\n let _e106 = (*x);\n (*x) = (_e106 * _e105);\n let _e108 = (*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)) * _e108);\n let _e110 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e110), 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 _e107 = unnamed.uOutputTransform;\n if (_e107 == 0i) {\n let _e109 = (*c_2);\n return _e109;\n }\n let _e111 = unnamed.uOutputTransform;\n if (_e111 == 2i) {\n let _e113 = (*c_2);\n param_1 = _e113;\n let _e114 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e114;\n }\n let _e116 = unnamed.uOutputTransform;\n if (_e116 == 3i) {\n let _e118 = (*c_2);\n let _e120 = unnamed.uOutputExposure;\n param_2 = (_e118 * _e120);\n let _e122 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e122;\n }\n let _e123 = (*c_2);\n param_3 = _e123;\n let _e124 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e124;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e103 = unnamed.uFogColor;\n let _e105 = unnamed.uUnderwaterColor;\n let _e107 = unnamed.uUnderwaterFactor;\n return mix(_e103, _e105, vec3(_e107));\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 _e116 = unnamed.uFogMode;\n if (_e116 == 1i) {\n let _e119 = unnamed.uFogFar;\n let _e121 = unnamed.uFogNear;\n span = max((_e119 - _e121), 0.0001f);\n let _e124 = (*dist);\n let _e126 = unnamed.uFogNear;\n let _e128 = span;\n ramp = clamp(((_e124 - _e126) / _e128), 0f, 1f);\n let _e132 = unnamed.uUnderwaterFactor;\n if (_e132 <= 0f) {\n let _e134 = ramp;\n return _e134;\n }\n let _e136 = unnamed.uUnderwaterFogDensity;\n let _e137 = (*dist);\n wetLinear = (_e136 * _e137);\n let _e139 = ramp;\n let _e140 = wetLinear;\n let _e142 = wetLinear;\n let _e148 = unnamed.uUnderwaterFactor;\n return mix(_e139, (1f - exp2(((-(_e140) * _e142) * 1.442695f))), _e148);\n }\n let _e151 = unnamed.uFogNear;\n let _e152 = (*dist);\n start = min(_e151, _e152);\n let _e154 = (*dist);\n if (_e154 > 0f) {\n let _e156 = start;\n let _e157 = (*dist);\n local = (_e156 / _e157);\n } else {\n local = 0f;\n }\n let _e159 = local;\n before = _e159;\n let _e160 = (*pointY);\n let _e162 = unnamed.uFogEyeY;\n let _e165 = unnamed.uFogHeightFalloff;\n t = ((_e160 - _e162) * _e165);\n let _e167 = t;\n let _e168 = before;\n rest = (_e167 * (1f - _e168));\n let _e171 = rest;\n let _e174 = rest;\n denom = select(_e174, 0.0001f, (abs(_e171) < 0.0001f));\n let _e177 = unnamed.uFogDensity;\n let _e179 = t;\n let _e181 = before;\n let _e185 = (*dist);\n let _e186 = start;\n let _e189 = denom;\n let _e194 = denom;\n air = (1f - exp(((((-(_e177) * exp((-(_e179) * _e181))) * (_e185 - _e186)) * (1f - exp(-(_e189)))) / _e194)));\n let _e199 = unnamed.uUnderwaterFactor;\n if (_e199 <= 0f) {\n let _e201 = air;\n return _e201;\n }\n let _e203 = unnamed.uUnderwaterFogDensity;\n let _e204 = (*dist);\n wet = (_e203 * _e204);\n let _e206 = air;\n let _e207 = wet;\n let _e209 = wet;\n let _e215 = unnamed.uUnderwaterFactor;\n return mix(_e206, (1f - exp2(((-(_e207) * _e209) * 1.442695f))), _e215);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e103 = (*p);\n return fract((sin(dot(_e103, 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 _e110 = (*p_1);\n i = floor(_e110);\n let _e112 = (*p_1);\n f = fract(_e112);\n let _e114 = f;\n let _e115 = f;\n let _e117 = f;\n u = ((_e114 * _e115) * (vec2(3f) - (_e117 * 2f)));\n let _e122 = i;\n param_4 = _e122;\n let _e123 = hash21_u0028_vf2_u003b((&param_4));\n let _e124 = i;\n param_5 = (_e124 + vec2<f32>(1f, 0f));\n let _e126 = hash21_u0028_vf2_u003b((&param_5));\n let _e128 = u[0u];\n let _e130 = i;\n param_6 = (_e130 + vec2<f32>(0f, 1f));\n let _e132 = hash21_u0028_vf2_u003b((&param_6));\n let _e133 = i;\n param_7 = (_e133 + vec2<f32>(1f, 1f));\n let _e135 = hash21_u0028_vf2_u003b((&param_7));\n let _e137 = u[0u];\n let _e140 = u[1u];\n return mix(mix(_e123, _e126, _e128), mix(_e132, _e135, _e137), _e140);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_8: vec2<f32>;\n var outer: f32;\n var param_9: vec2<f32>;\n var swirl: f32;\n var param_10: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n var param_13: vec3<f32>;\n var phi_442_: bool;\n\n let _e122 = unnamed.uClipEnabled;\n let _e123 = (_e122 != 0i);\n phi_442_ = _e123;\n if _e123 {\n let _e124 = vWorldPos_1;\n let _e130 = unnamed.uClipPlane;\n phi_442_ = (dot(vec4<f32>(_e124.x, _e124.y, _e124.z, 1f), _e130) < 0f);\n }\n let _e134 = phi_442_;\n if _e134 {\n discard;\n }\n let _e135 = vUv_1;\n radius = (length((_e135 - vec2(0.5f))) * 2f);\n let _e140 = radius;\n if (_e140 >= 1f) {\n discard;\n }\n let _e142 = vUv_1;\n d = (_e142 - vec2(0.5f));\n let _e146 = d[1u];\n let _e148 = d[0u];\n angle = atan2(_e146, _e148);\n let _e151 = unnamed.uTime;\n let _e152 = vSeed_1;\n t_1 = (_e151 + (_e152 * 37f));\n let _e155 = angle;\n let _e157 = t_1;\n let _e160 = radius;\n param_8 = vec2<f32>(((_e155 * 1.9f) + (_e157 * 0.55f)), (_e160 * 4.2f));\n let _e163 = valueNoise_u0028_vf2_u003b((&param_8));\n inner = _e163;\n let _e164 = angle;\n let _e166 = t_1;\n let _e169 = radius;\n param_9 = vec2<f32>(((_e164 * 3.1f) - (_e166 * 0.34f)), (_e169 * 2.6f));\n let _e172 = valueNoise_u0028_vf2_u003b((&param_9));\n outer = _e172;\n let _e173 = inner;\n let _e175 = outer;\n swirl = ((_e173 * 0.62f) + (_e175 * 0.38f));\n let _e179 = unnamed.uNoiseOctaves;\n if (_e179 > 1i) {\n let _e181 = swirl;\n let _e182 = swirl;\n let _e183 = angle;\n let _e185 = t_1;\n let _e188 = radius;\n param_10 = vec2<f32>(((_e183 * 6.3f) + (_e185 * 0.9f)), (_e188 * 8f));\n let _e191 = valueNoise_u0028_vf2_u003b((&param_10));\n swirl = mix(_e181, ((_e182 * _e191) * 2f), 0.35f);\n }\n let _e195 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e195));\n let _e198 = radius;\n let _e201 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e198)) * (0.35f + (_e201 * 0.65f)));\n let _e205 = core;\n let _e207 = corona;\n body = ((_e205 * 0.9f) + _e207);\n let _e209 = body;\n if (_e209 <= 0.02f) {\n discard;\n }\n let _e212 = unnamed.uTint;\n let _e215 = unnamed.uTint;\n let _e216 = body;\n col = mix((_e212 * 0.35f), _e215, vec3(smoothstep(0f, 0.55f, _e216)));\n let _e220 = col;\n let _e221 = body;\n col = mix(_e220, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e221)));\n let _e226 = unnamed.uTint;\n let _e227 = col;\n col = (_e227 * _e226);\n let _e229 = body;\n alpha = clamp((_e229 * 1.6f), 0f, 1f);\n let _e232 = vDistance_1;\n param_11 = _e232;\n let _e234 = vWorldPos_1[1u];\n param_12 = _e234;\n let _e235 = mediumFog_u0028_f1_u003b_f1_u003b((&param_11), (&param_12));\n fog = _e235;\n let _e236 = col;\n let _e237 = mediumColor_u0028_();\n let _e238 = fog;\n col = mix(_e236, _e237, vec3(_e238));\n let _e241 = fog;\n let _e243 = alpha;\n alpha = (_e243 * (1f - _e241));\n let _e245 = col;\n param_13 = _e245;\n let _e246 = applyOutputTransform_u0028_vf3_u003b((&param_13));\n let _e247 = alpha;\n outColor = vec4<f32>(_e246.x, _e246.y, _e246.z, _e247);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
8
+ export const ARCANE_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 uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: 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 _e102 = (*c);\n low = (_e102 * 12.92f);\n let _e104 = (*c);\n high = ((pow(max(_e104, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e110 = high;\n let _e111 = low;\n let _e112 = (*c);\n return mix(_e110, _e111, step(_e112, 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 _e103 = (*c_1)[0u];\n let _e105 = (*c_1)[1u];\n let _e107 = (*c_1)[2u];\n m = max(_e103, max(_e105, _e107));\n let _e110 = m;\n if (_e110 <= 0.8f) {\n let _e112 = (*c_1);\n return _e112;\n }\n let _e113 = m;\n e = (_e113 - 0.8f);\n let _e115 = (*c_1);\n let _e116 = e;\n let _e118 = e;\n let _e122 = m;\n return (_e115 * ((0.8f + ((0.2f * _e116) / (_e118 + 0.2f))) / _e122));\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 _e102 = (*v);\n let _e103 = (*v);\n a = ((_e102 * (_e103 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e109 = (*v);\n let _e110 = (*v);\n b = ((_e109 * ((_e110 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e117 = a;\n let _e118 = b;\n return (_e117 / _e118);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e102 = unnamed.uOutputExposure;\n let _e103 = (*x);\n (*x) = (_e103 * _e102);\n let _e105 = (*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)) * _e105);\n let _e107 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e107), 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 _e104 = unnamed.uOutputTransform;\n if (_e104 == 0i) {\n let _e106 = (*c_2);\n return _e106;\n }\n let _e108 = unnamed.uOutputTransform;\n if (_e108 == 2i) {\n let _e110 = (*c_2);\n param_1 = _e110;\n let _e111 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e111;\n }\n let _e113 = unnamed.uOutputTransform;\n if (_e113 == 3i) {\n let _e115 = (*c_2);\n let _e117 = unnamed.uOutputExposure;\n param_2 = (_e115 * _e117);\n let _e119 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e119;\n }\n let _e120 = (*c_2);\n param_3 = _e120;\n let _e121 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e121;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e100 = unnamed.uFogColor;\n let _e102 = unnamed.uUnderwaterColor;\n let _e104 = unnamed.uUnderwaterFactor;\n return mix(_e100, _e102, vec3(_e104));\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 _e113 = unnamed.uFogRange[0u];\n let _e114 = (*dist);\n start = min(_e113, _e114);\n let _e116 = (*dist);\n if (_e116 > 0f) {\n let _e118 = start;\n let _e119 = (*dist);\n local = (_e118 / _e119);\n } else {\n local = 0f;\n }\n let _e121 = local;\n before = _e121;\n let _e122 = (*pointY);\n let _e125 = unnamed.uFogMedium[2u];\n let _e129 = unnamed.uFogMedium[1u];\n t = ((_e122 - _e125) * _e129);\n let _e131 = t;\n let _e132 = before;\n rest = (_e131 * (1f - _e132));\n let _e135 = rest;\n let _e138 = rest;\n denom = select(_e138, 0.0001f, (abs(_e135) < 0.0001f));\n let _e142 = unnamed.uFogMedium[0u];\n let _e143 = t;\n let _e145 = before;\n let _e149 = (*dist);\n let _e150 = start;\n let _e153 = denom;\n let _e158 = denom;\n depth = ((((_e142 * exp((-(_e143) * _e145))) * (_e149 - _e150)) * (1f - exp(-(_e153)))) / _e158);\n let _e162 = unnamed.uFogLayer2_[0u];\n if (_e162 > 0f) {\n let _e164 = (*pointY);\n let _e167 = unnamed.uFogMedium[2u];\n let _e171 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e164 - _e167) * _e171);\n let _e173 = t2_;\n let _e174 = before;\n rest2_ = (_e173 * (1f - _e174));\n let _e177 = rest2_;\n let _e180 = rest2_;\n denom2_ = select(_e180, 0.0001f, (abs(_e177) < 0.0001f));\n let _e184 = unnamed.uFogLayer2_[0u];\n let _e185 = t2_;\n let _e187 = before;\n let _e191 = (*dist);\n let _e192 = start;\n let _e195 = denom2_;\n let _e200 = denom2_;\n let _e202 = depth;\n depth = (_e202 + ((((_e184 * exp((-(_e185) * _e187))) * (_e191 - _e192)) * (1f - exp(-(_e195)))) / _e200));\n }\n let _e204 = depth;\n return _e204;\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_193_: bool;\n\n let _e113 = unnamed.uFogLayer2_[3u];\n let _e114 = (_e113 > 0f);\n phi_193_ = _e114;\n if _e114 {\n let _e115 = (*dist_1);\n let _e118 = unnamed.uFogLayer2_[3u];\n phi_193_ = (_e115 > _e118);\n }\n let _e121 = phi_193_;\n cut = _e121;\n let _e124 = unnamed.uFogRange[2u];\n if (_e124 == 1f) {\n let _e128 = unnamed.uFogRange[1u];\n let _e131 = unnamed.uFogRange[0u];\n span = max((_e128 - _e131), 0.0001f);\n let _e134 = cut;\n if _e134 {\n local_1 = 0f;\n } else {\n let _e135 = (*dist_1);\n let _e138 = unnamed.uFogRange[0u];\n let _e140 = span;\n let _e145 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e135 - _e138) / _e140), 0f, 1f), (1f - _e145));\n }\n let _e148 = local_1;\n ramp = _e148;\n let _e150 = unnamed.uUnderwaterFactor;\n if (_e150 <= 0f) {\n let _e152 = ramp;\n return _e152;\n }\n let _e155 = unnamed.uFogMedium[3u];\n let _e156 = (*dist_1);\n wetLinear = (_e155 * _e156);\n let _e158 = ramp;\n let _e159 = wetLinear;\n let _e161 = wetLinear;\n let _e167 = unnamed.uUnderwaterFactor;\n return mix(_e158, (1f - exp2(((-(_e159) * _e161) * 1.442695f))), _e167);\n }\n let _e169 = cut;\n if _e169 {\n local_2 = 0f;\n } else {\n let _e170 = (*dist_1);\n param_4 = _e170;\n let _e171 = (*pointY_1);\n param_5 = _e171;\n let _e172 = hazeDepth_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n let _e177 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e172)), _e177));\n }\n let _e180 = local_2;\n air = _e180;\n let _e182 = unnamed.uUnderwaterFactor;\n if (_e182 <= 0f) {\n let _e184 = air;\n return _e184;\n }\n let _e187 = unnamed.uFogMedium[3u];\n let _e188 = (*dist_1);\n wet = (_e187 * _e188);\n let _e190 = air;\n let _e191 = wet;\n let _e193 = wet;\n let _e199 = unnamed.uUnderwaterFactor;\n return mix(_e190, (1f - exp2(((-(_e191) * _e193) * 1.442695f))), _e199);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e100 = (*p);\n return fract((sin(dot(_e100, 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 _e107 = (*p_1);\n i = floor(_e107);\n let _e109 = (*p_1);\n f = fract(_e109);\n let _e111 = f;\n let _e112 = f;\n let _e114 = f;\n u = ((_e111 * _e112) * (vec2(3f) - (_e114 * 2f)));\n let _e119 = i;\n param_6 = _e119;\n let _e120 = hash21_u0028_vf2_u003b((&param_6));\n let _e121 = i;\n param_7 = (_e121 + vec2<f32>(1f, 0f));\n let _e123 = hash21_u0028_vf2_u003b((&param_7));\n let _e125 = u[0u];\n let _e127 = i;\n param_8 = (_e127 + vec2<f32>(0f, 1f));\n let _e129 = hash21_u0028_vf2_u003b((&param_8));\n let _e130 = i;\n param_9 = (_e130 + vec2<f32>(1f, 1f));\n let _e132 = hash21_u0028_vf2_u003b((&param_9));\n let _e134 = u[0u];\n let _e137 = u[1u];\n return mix(mix(_e120, _e123, _e125), mix(_e129, _e132, _e134), _e137);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_10: vec2<f32>;\n var outer: f32;\n var param_11: vec2<f32>;\n var swirl: f32;\n var param_12: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_13: f32;\n var param_14: f32;\n var param_15: vec3<f32>;\n var phi_528_: bool;\n\n let _e119 = unnamed.uClipEnabled;\n let _e120 = (_e119 != 0i);\n phi_528_ = _e120;\n if _e120 {\n let _e121 = vWorldPos_1;\n let _e127 = unnamed.uClipPlane;\n phi_528_ = (dot(vec4<f32>(_e121.x, _e121.y, _e121.z, 1f), _e127) < 0f);\n }\n let _e131 = phi_528_;\n if _e131 {\n discard;\n }\n let _e132 = vUv_1;\n radius = (length((_e132 - vec2(0.5f))) * 2f);\n let _e137 = radius;\n if (_e137 >= 1f) {\n discard;\n }\n let _e139 = vUv_1;\n d = (_e139 - vec2(0.5f));\n let _e143 = d[1u];\n let _e145 = d[0u];\n angle = atan2(_e143, _e145);\n let _e148 = unnamed.uTime;\n let _e149 = vSeed_1;\n t_1 = (_e148 + (_e149 * 37f));\n let _e152 = angle;\n let _e154 = t_1;\n let _e157 = radius;\n param_10 = vec2<f32>(((_e152 * 1.9f) + (_e154 * 0.55f)), (_e157 * 4.2f));\n let _e160 = valueNoise_u0028_vf2_u003b((&param_10));\n inner = _e160;\n let _e161 = angle;\n let _e163 = t_1;\n let _e166 = radius;\n param_11 = vec2<f32>(((_e161 * 3.1f) - (_e163 * 0.34f)), (_e166 * 2.6f));\n let _e169 = valueNoise_u0028_vf2_u003b((&param_11));\n outer = _e169;\n let _e170 = inner;\n let _e172 = outer;\n swirl = ((_e170 * 0.62f) + (_e172 * 0.38f));\n let _e176 = unnamed.uNoiseOctaves;\n if (_e176 > 1i) {\n let _e178 = swirl;\n let _e179 = swirl;\n let _e180 = angle;\n let _e182 = t_1;\n let _e185 = radius;\n param_12 = vec2<f32>(((_e180 * 6.3f) + (_e182 * 0.9f)), (_e185 * 8f));\n let _e188 = valueNoise_u0028_vf2_u003b((&param_12));\n swirl = mix(_e178, ((_e179 * _e188) * 2f), 0.35f);\n }\n let _e192 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e192));\n let _e195 = radius;\n let _e198 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e195)) * (0.35f + (_e198 * 0.65f)));\n let _e202 = core;\n let _e204 = corona;\n body = ((_e202 * 0.9f) + _e204);\n let _e206 = body;\n if (_e206 <= 0.02f) {\n discard;\n }\n let _e209 = unnamed.uTint;\n let _e212 = unnamed.uTint;\n let _e213 = body;\n col = mix((_e209 * 0.35f), _e212, vec3(smoothstep(0f, 0.55f, _e213)));\n let _e217 = col;\n let _e218 = body;\n col = mix(_e217, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e218)));\n let _e223 = unnamed.uTint;\n let _e224 = col;\n col = (_e224 * _e223);\n let _e226 = body;\n alpha = clamp((_e226 * 1.6f), 0f, 1f);\n let _e229 = vDistance_1;\n param_13 = _e229;\n let _e231 = vWorldPos_1[1u];\n param_14 = _e231;\n let _e232 = mediumFog_u0028_f1_u003b_f1_u003b((&param_13), (&param_14));\n fog = _e232;\n let _e233 = col;\n let _e234 = mediumColor_u0028_();\n let _e235 = fog;\n col = mix(_e233, _e234, vec3(_e235));\n let _e238 = fog;\n let _e240 = alpha;\n alpha = (_e240 * (1f - _e238));\n let _e242 = col;\n param_15 = _e242;\n let _e243 = applyOutputTransform_u0028_vf3_u003b((&param_15));\n let _e244 = alpha;\n outColor = vec4<f32>(_e243.x, _e243.y, _e243.z, _e244);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
9
9
 
10
10
  /**
11
11
  * What the transform assigned, so the renderer binds the same numbers.
@@ -15,7 +15,7 @@ export const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogCol
15
15
  export const ARCANE_BINDINGS = {
16
16
  "ARCANE_FRAG": {
17
17
  "uniforms": 1,
18
- "uniformSize": 144,
18
+ "uniformSize": 192,
19
19
  "fields": {
20
20
  "uTime": {
21
21
  "offset": 0,
@@ -27,78 +27,68 @@ export const ARCANE_BINDINGS = {
27
27
  "size": 12,
28
28
  "type": "vec3"
29
29
  },
30
- "uFogDensity": {
31
- "offset": 28,
32
- "size": 4,
33
- "type": "float"
34
- },
35
- "uFogHeightFalloff": {
30
+ "uFogMedium": {
36
31
  "offset": 32,
37
- "size": 4,
38
- "type": "float"
32
+ "size": 16,
33
+ "type": "vec4"
39
34
  },
40
- "uFogEyeY": {
41
- "offset": 36,
42
- "size": 4,
43
- "type": "float"
35
+ "uFogRange": {
36
+ "offset": 48,
37
+ "size": 16,
38
+ "type": "vec4"
44
39
  },
45
40
  "uUnderwaterColor": {
46
- "offset": 48,
41
+ "offset": 64,
47
42
  "size": 12,
48
43
  "type": "vec3"
49
44
  },
50
- "uUnderwaterFogDensity": {
51
- "offset": 60,
52
- "size": 4,
53
- "type": "float"
54
- },
55
45
  "uUnderwaterFactor": {
56
- "offset": 64,
46
+ "offset": 76,
57
47
  "size": 4,
58
48
  "type": "float"
59
49
  },
60
- "uFogMode": {
61
- "offset": 68,
62
- "size": 4,
63
- "type": "int"
50
+ "uFogLayer2": {
51
+ "offset": 80,
52
+ "size": 16,
53
+ "type": "vec4"
64
54
  },
65
- "uFogNear": {
66
- "offset": 72,
67
- "size": 4,
68
- "type": "float"
55
+ "uFogGlow": {
56
+ "offset": 96,
57
+ "size": 16,
58
+ "type": "vec4"
69
59
  },
70
- "uFogFar": {
71
- "offset": 76,
72
- "size": 4,
73
- "type": "float"
60
+ "uFogGlowDir": {
61
+ "offset": 112,
62
+ "size": 16,
63
+ "type": "vec4"
74
64
  },
75
65
  "uNoiseOctaves": {
76
- "offset": 80,
66
+ "offset": 128,
77
67
  "size": 4,
78
68
  "type": "int"
79
69
  },
80
70
  "uClipPlane": {
81
- "offset": 96,
71
+ "offset": 144,
82
72
  "size": 16,
83
73
  "type": "vec4"
84
74
  },
85
75
  "uClipEnabled": {
86
- "offset": 112,
76
+ "offset": 160,
87
77
  "size": 4,
88
78
  "type": "int"
89
79
  },
90
80
  "uOutputTransform": {
91
- "offset": 116,
81
+ "offset": 164,
92
82
  "size": 4,
93
83
  "type": "int"
94
84
  },
95
85
  "uOutputExposure": {
96
- "offset": 120,
86
+ "offset": 168,
97
87
  "size": 4,
98
88
  "type": "float"
99
89
  },
100
90
  "uTint": {
101
- "offset": 128,
91
+ "offset": 176,
102
92
  "size": 12,
103
93
  "type": "vec3"
104
94
  }
@@ -5,7 +5,7 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
 
8
- export const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: 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 uCameraPos: vec3<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: 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 _e86 = (*c);\n low = (_e86 * 12.92f);\n let _e88 = (*c);\n high = ((pow(max(_e88, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e94 = high;\n let _e95 = low;\n let _e96 = (*c);\n return mix(_e94, _e95, step(_e96, 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 _e87 = (*c_1)[0u];\n let _e89 = (*c_1)[1u];\n let _e91 = (*c_1)[2u];\n m = max(_e87, max(_e89, _e91));\n let _e94 = m;\n if (_e94 <= 0.8f) {\n let _e96 = (*c_1);\n return _e96;\n }\n let _e97 = m;\n e = (_e97 - 0.8f);\n let _e99 = (*c_1);\n let _e100 = e;\n let _e102 = e;\n let _e106 = m;\n return (_e99 * ((0.8f + ((0.2f * _e100) / (_e102 + 0.2f))) / _e106));\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 _e86 = (*v);\n let _e87 = (*v);\n a = ((_e86 * (_e87 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e93 = (*v);\n let _e94 = (*v);\n b = ((_e93 * ((_e94 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e101 = a;\n let _e102 = b;\n return (_e101 / _e102);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e86 = unnamed.uOutputExposure;\n let _e87 = (*x);\n (*x) = (_e87 * _e86);\n let _e89 = (*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)) * _e89);\n let _e91 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e91), 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 _e88 = unnamed.uOutputTransform;\n if (_e88 == 0i) {\n let _e90 = (*c_2);\n return _e90;\n }\n let _e92 = unnamed.uOutputTransform;\n if (_e92 == 2i) {\n let _e94 = (*c_2);\n param_1 = _e94;\n let _e95 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e95;\n }\n let _e97 = unnamed.uOutputTransform;\n if (_e97 == 3i) {\n let _e99 = (*c_2);\n let _e101 = unnamed.uOutputExposure;\n param_2 = (_e99 * _e101);\n let _e103 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e103;\n }\n let _e104 = (*c_2);\n param_3 = _e104;\n let _e105 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e105;\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 _e97 = unnamed.uFogMode;\n if (_e97 == 1i) {\n let _e100 = unnamed.uFogFar;\n let _e102 = unnamed.uFogNear;\n span = max((_e100 - _e102), 0.0001f);\n let _e105 = (*dist);\n let _e107 = unnamed.uFogNear;\n let _e109 = span;\n ramp = clamp(((_e105 - _e107) / _e109), 0f, 1f);\n let _e113 = unnamed.uUnderwaterFactor;\n if (_e113 <= 0f) {\n let _e115 = ramp;\n return _e115;\n }\n let _e117 = unnamed.uUnderwaterFogDensity;\n let _e118 = (*dist);\n wetLinear = (_e117 * _e118);\n let _e120 = ramp;\n let _e121 = wetLinear;\n let _e123 = wetLinear;\n let _e129 = unnamed.uUnderwaterFactor;\n return mix(_e120, (1f - exp2(((-(_e121) * _e123) * 1.442695f))), _e129);\n }\n let _e132 = unnamed.uFogNear;\n let _e133 = (*dist);\n start = min(_e132, _e133);\n let _e135 = (*dist);\n if (_e135 > 0f) {\n let _e137 = start;\n let _e138 = (*dist);\n local = (_e137 / _e138);\n } else {\n local = 0f;\n }\n let _e140 = local;\n before = _e140;\n let _e141 = (*pointY);\n let _e143 = unnamed.uFogEyeY;\n let _e146 = unnamed.uFogHeightFalloff;\n t = ((_e141 - _e143) * _e146);\n let _e148 = t;\n let _e149 = before;\n rest = (_e148 * (1f - _e149));\n let _e152 = rest;\n let _e155 = rest;\n denom = select(_e155, 0.0001f, (abs(_e152) < 0.0001f));\n let _e158 = unnamed.uFogDensity;\n let _e160 = t;\n let _e162 = before;\n let _e166 = (*dist);\n let _e167 = start;\n let _e170 = denom;\n let _e175 = denom;\n air = (1f - exp(((((-(_e158) * exp((-(_e160) * _e162))) * (_e166 - _e167)) * (1f - exp(-(_e170)))) / _e175)));\n let _e180 = unnamed.uUnderwaterFactor;\n if (_e180 <= 0f) {\n let _e182 = air;\n return _e182;\n }\n let _e184 = unnamed.uUnderwaterFogDensity;\n let _e185 = (*dist);\n wet = (_e184 * _e185);\n let _e187 = air;\n let _e188 = wet;\n let _e190 = wet;\n let _e196 = unnamed.uUnderwaterFactor;\n return mix(_e187, (1f - exp2(((-(_e188) * _e190) * 1.442695f))), _e196);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e84 = (*p);\n return fract((sin((_e84 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param_4: f32;\n var param_5: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_6: f32;\n var param_7: f32;\n var param_8: vec3<f32>;\n\n let _e97 = vSide_1;\n across = clamp((1f - abs(_e97)), 0f, 1f);\n let _e101 = across;\n core = pow(_e101, 10f);\n let _e103 = across;\n glow = pow(_e103, 1.1f);\n let _e106 = unnamed.uTime;\n let _e108 = vSeed_1;\n t_1 = ((_e106 * 47f) + (_e108 * 17f));\n let _e111 = t_1;\n param_4 = floor(_e111);\n let _e113 = hash11_u0028_f1_u003b((&param_4));\n let _e115 = t_1;\n param_5 = floor((_e115 * 2.37f));\n let _e118 = hash11_u0028_f1_u003b((&param_5));\n stutter = (0.78f + (0.22f * ((_e113 * 0.6f) + (_e118 * 0.4f))));\n let _e123 = vAlong_1;\n taper = (1f - (_e123 * 0.55f));\n let _e126 = vFade_1;\n let _e127 = stutter;\n let _e129 = taper;\n let _e131 = vGain_1;\n energy = (((_e126 * _e127) * _e129) * _e131);\n let _e134 = unnamed.uEdgeColor;\n let _e135 = glow;\n let _e138 = unnamed.uCoreColor;\n let _e139 = core;\n let _e142 = unnamed.uCoreGain;\n lit = ((_e134 * _e135) + ((_e138 * _e139) * _e142));\n let _e145 = vWorldPos_1;\n let _e147 = unnamed.uCameraPos;\n param_6 = distance(_e145, _e147);\n let _e150 = vWorldPos_1[1u];\n param_7 = _e150;\n let _e151 = mediumFog_u0028_f1_u003b_f1_u003b((&param_6), (&param_7));\n fog = _e151;\n let _e152 = lit;\n let _e153 = energy;\n let _e155 = fog;\n param_8 = ((_e152 * _e153) * (1f - _e155));\n let _e158 = applyOutputTransform_u0028_vf3_u003b((&param_8));\n outColor = vec4<f32>(_e158.x, _e158.y, _e158.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
8
+ export const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: 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 uCameraPos: vec3<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: 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 _e83 = (*c);\n low = (_e83 * 12.92f);\n let _e85 = (*c);\n high = ((pow(max(_e85, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e91 = high;\n let _e92 = low;\n let _e93 = (*c);\n return mix(_e91, _e92, step(_e93, 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 _e84 = (*c_1)[0u];\n let _e86 = (*c_1)[1u];\n let _e88 = (*c_1)[2u];\n m = max(_e84, max(_e86, _e88));\n let _e91 = m;\n if (_e91 <= 0.8f) {\n let _e93 = (*c_1);\n return _e93;\n }\n let _e94 = m;\n e = (_e94 - 0.8f);\n let _e96 = (*c_1);\n let _e97 = e;\n let _e99 = e;\n let _e103 = m;\n return (_e96 * ((0.8f + ((0.2f * _e97) / (_e99 + 0.2f))) / _e103));\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 _e83 = (*v);\n let _e84 = (*v);\n a = ((_e83 * (_e84 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e90 = (*v);\n let _e91 = (*v);\n b = ((_e90 * ((_e91 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e98 = a;\n let _e99 = b;\n return (_e98 / _e99);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e83 = unnamed.uOutputExposure;\n let _e84 = (*x);\n (*x) = (_e84 * _e83);\n let _e86 = (*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)) * _e86);\n let _e88 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e88), 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 _e85 = unnamed.uOutputTransform;\n if (_e85 == 0i) {\n let _e87 = (*c_2);\n return _e87;\n }\n let _e89 = unnamed.uOutputTransform;\n if (_e89 == 2i) {\n let _e91 = (*c_2);\n param_1 = _e91;\n let _e92 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e92;\n }\n let _e94 = unnamed.uOutputTransform;\n if (_e94 == 3i) {\n let _e96 = (*c_2);\n let _e98 = unnamed.uOutputExposure;\n param_2 = (_e96 * _e98);\n let _e100 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e100;\n }\n let _e101 = (*c_2);\n param_3 = _e101;\n let _e102 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e102;\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 _e94 = unnamed.uFogRange[0u];\n let _e95 = (*dist);\n start = min(_e94, _e95);\n let _e97 = (*dist);\n if (_e97 > 0f) {\n let _e99 = start;\n let _e100 = (*dist);\n local = (_e99 / _e100);\n } else {\n local = 0f;\n }\n let _e102 = local;\n before = _e102;\n let _e103 = (*pointY);\n let _e106 = unnamed.uFogMedium[2u];\n let _e110 = unnamed.uFogMedium[1u];\n t = ((_e103 - _e106) * _e110);\n let _e112 = t;\n let _e113 = before;\n rest = (_e112 * (1f - _e113));\n let _e116 = rest;\n let _e119 = rest;\n denom = select(_e119, 0.0001f, (abs(_e116) < 0.0001f));\n let _e123 = unnamed.uFogMedium[0u];\n let _e124 = t;\n let _e126 = before;\n let _e130 = (*dist);\n let _e131 = start;\n let _e134 = denom;\n let _e139 = denom;\n depth = ((((_e123 * exp((-(_e124) * _e126))) * (_e130 - _e131)) * (1f - exp(-(_e134)))) / _e139);\n let _e143 = unnamed.uFogLayer2_[0u];\n if (_e143 > 0f) {\n let _e145 = (*pointY);\n let _e148 = unnamed.uFogMedium[2u];\n let _e152 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e145 - _e148) * _e152);\n let _e154 = t2_;\n let _e155 = before;\n rest2_ = (_e154 * (1f - _e155));\n let _e158 = rest2_;\n let _e161 = rest2_;\n denom2_ = select(_e161, 0.0001f, (abs(_e158) < 0.0001f));\n let _e165 = unnamed.uFogLayer2_[0u];\n let _e166 = t2_;\n let _e168 = before;\n let _e172 = (*dist);\n let _e173 = start;\n let _e176 = denom2_;\n let _e181 = denom2_;\n let _e183 = depth;\n depth = (_e183 + ((((_e165 * exp((-(_e166) * _e168))) * (_e172 - _e173)) * (1f - exp(-(_e176)))) / _e181));\n }\n let _e185 = depth;\n return _e185;\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_171_: bool;\n\n let _e94 = unnamed.uFogLayer2_[3u];\n let _e95 = (_e94 > 0f);\n phi_171_ = _e95;\n if _e95 {\n let _e96 = (*dist_1);\n let _e99 = unnamed.uFogLayer2_[3u];\n phi_171_ = (_e96 > _e99);\n }\n let _e102 = phi_171_;\n cut = _e102;\n let _e105 = unnamed.uFogRange[2u];\n if (_e105 == 1f) {\n let _e109 = unnamed.uFogRange[1u];\n let _e112 = unnamed.uFogRange[0u];\n span = max((_e109 - _e112), 0.0001f);\n let _e115 = cut;\n if _e115 {\n local_1 = 0f;\n } else {\n let _e116 = (*dist_1);\n let _e119 = unnamed.uFogRange[0u];\n let _e121 = span;\n let _e126 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e116 - _e119) / _e121), 0f, 1f), (1f - _e126));\n }\n let _e129 = local_1;\n ramp = _e129;\n let _e131 = unnamed.uUnderwaterFactor;\n if (_e131 <= 0f) {\n let _e133 = ramp;\n return _e133;\n }\n let _e136 = unnamed.uFogMedium[3u];\n let _e137 = (*dist_1);\n wetLinear = (_e136 * _e137);\n let _e139 = ramp;\n let _e140 = wetLinear;\n let _e142 = wetLinear;\n let _e148 = unnamed.uUnderwaterFactor;\n return mix(_e139, (1f - exp2(((-(_e140) * _e142) * 1.442695f))), _e148);\n }\n let _e150 = cut;\n if _e150 {\n local_2 = 0f;\n } else {\n let _e151 = (*dist_1);\n param_4 = _e151;\n let _e152 = (*pointY_1);\n param_5 = _e152;\n let _e153 = hazeDepth_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n let _e158 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e153)), _e158));\n }\n let _e161 = local_2;\n air = _e161;\n let _e163 = unnamed.uUnderwaterFactor;\n if (_e163 <= 0f) {\n let _e165 = air;\n return _e165;\n }\n let _e168 = unnamed.uFogMedium[3u];\n let _e169 = (*dist_1);\n wet = (_e168 * _e169);\n let _e171 = air;\n let _e172 = wet;\n let _e174 = wet;\n let _e180 = unnamed.uUnderwaterFactor;\n return mix(_e171, (1f - exp2(((-(_e172) * _e174) * 1.442695f))), _e180);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e81 = (*p);\n return fract((sin((_e81 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param_6: f32;\n var param_7: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_8: f32;\n var param_9: f32;\n var param_10: vec3<f32>;\n\n let _e94 = vSide_1;\n across = clamp((1f - abs(_e94)), 0f, 1f);\n let _e98 = across;\n core = pow(_e98, 10f);\n let _e100 = across;\n glow = pow(_e100, 1.1f);\n let _e103 = unnamed.uTime;\n let _e105 = vSeed_1;\n t_1 = ((_e103 * 47f) + (_e105 * 17f));\n let _e108 = t_1;\n param_6 = floor(_e108);\n let _e110 = hash11_u0028_f1_u003b((&param_6));\n let _e112 = t_1;\n param_7 = floor((_e112 * 2.37f));\n let _e115 = hash11_u0028_f1_u003b((&param_7));\n stutter = (0.78f + (0.22f * ((_e110 * 0.6f) + (_e115 * 0.4f))));\n let _e120 = vAlong_1;\n taper = (1f - (_e120 * 0.55f));\n let _e123 = vFade_1;\n let _e124 = stutter;\n let _e126 = taper;\n let _e128 = vGain_1;\n energy = (((_e123 * _e124) * _e126) * _e128);\n let _e131 = unnamed.uEdgeColor;\n let _e132 = glow;\n let _e135 = unnamed.uCoreColor;\n let _e136 = core;\n let _e139 = unnamed.uCoreGain;\n lit = ((_e131 * _e132) + ((_e135 * _e136) * _e139));\n let _e142 = vWorldPos_1;\n let _e144 = unnamed.uCameraPos;\n param_8 = distance(_e142, _e144);\n let _e147 = vWorldPos_1[1u];\n param_9 = _e147;\n let _e148 = mediumFog_u0028_f1_u003b_f1_u003b((&param_8), (&param_9));\n fog = _e148;\n let _e149 = lit;\n let _e150 = energy;\n let _e152 = fog;\n param_10 = ((_e149 * _e150) * (1f - _e152));\n let _e155 = applyOutputTransform_u0028_vf3_u003b((&param_10));\n outColor = vec4<f32>(_e155.x, _e155.y, _e155.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
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  export const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWidth: f32,\n uMinWidthPerMetre: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n @location(3) member_3: f32,\n @location(4) member_4: f32,\n @location(5) member_5: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aFrom_1: vec3<f32>;\nvar<private> aTo_1: vec3<f32>;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide: f32;\nvar<private> vAlong: f32;\nvar<private> aArc_1: vec4<f32>;\nvar<private> vFade: f32;\nvar<private> vSeed: f32;\nvar<private> vGain: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var mid: vec3<f32>;\n var dir: vec3<f32>;\n var len: f32;\n var local: vec3<f32>;\n var view: vec3<f32>;\n var dist: f32;\n var local_1: vec3<f32>;\n var across: vec3<f32>;\n var span: f32;\n var local_2: vec3<f32>;\n var halfWidth: f32;\n var world: vec3<f32>;\n\n let _e40 = aFrom_1;\n let _e41 = aTo_1;\n let _e43 = aCorner_1[0u];\n mid = mix(_e40, _e41, vec3(_e43));\n let _e46 = aTo_1;\n let _e47 = aFrom_1;\n dir = (_e46 - _e47);\n let _e49 = dir;\n len = length(_e49);\n let _e51 = len;\n if (_e51 > 0.000001f) {\n let _e53 = dir;\n let _e54 = len;\n local = (_e53 / vec3(_e54));\n } else {\n local = vec3<f32>(0f, 1f, 0f);\n }\n let _e57 = local;\n dir = _e57;\n let _e58 = mid;\n let _e60 = unnamed.uCameraPos;\n view = (_e58 - _e60);\n let _e62 = view;\n dist = length(_e62);\n let _e64 = dist;\n if (_e64 > 0.000001f) {\n let _e66 = view;\n let _e67 = dist;\n local_1 = (_e66 / vec3(_e67));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e70 = local_1;\n view = _e70;\n let _e71 = dir;\n let _e72 = view;\n across = cross(_e71, _e72);\n let _e74 = across;\n span = length(_e74);\n let _e76 = span;\n if (_e76 > 0.0001f) {\n let _e78 = across;\n let _e79 = span;\n local_2 = (_e78 / vec3(_e79));\n } else {\n let _e82 = dir;\n local_2 = normalize((cross(_e82, vec3<f32>(0f, 1f, 0f)) + vec3<f32>(0.001f, 0.001f, 0.001f)));\n }\n let _e86 = local_2;\n across = _e86;\n let _e88 = unnamed.uWidth;\n let _e89 = dist;\n let _e91 = unnamed.uMinWidthPerMetre;\n halfWidth = max(_e88, (_e89 * _e91));\n let _e94 = mid;\n let _e95 = across;\n let _e97 = aCorner_1[1u];\n let _e99 = halfWidth;\n world = (_e94 + ((_e95 * _e97) * _e99));\n let _e103 = aCorner_1[1u];\n vSide = _e103;\n let _e105 = aArc_1[0u];\n vAlong = _e105;\n let _e107 = aArc_1[1u];\n vFade = _e107;\n let _e109 = aArc_1[2u];\n vSeed = _e109;\n let _e111 = aArc_1[3u];\n vGain = _e111;\n let _e112 = world;\n vWorldPos = _e112;\n let _e114 = unnamed.uViewProj;\n let _e115 = world;\n unnamed_1.gl_Position = (_e114 * vec4<f32>(_e115.x, _e115.y, _e115.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aFrom: vec3<f32>, @location(1) aTo: vec3<f32>, @location(2) aCorner: vec2<f32>, @location(3) aArc: vec4<f32>) -> VertexOutput {\n aFrom_1 = aFrom;\n aTo_1 = aTo;\n aCorner_1 = aCorner;\n aArc_1 = aArc;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vSide;\n let _e20 = vAlong;\n let _e21 = vFade;\n let _e22 = vSeed;\n let _e23 = vGain;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e19, _e20, _e21, _e22, _e23, _e24, _e25);\n}\n";
11
11
 
@@ -17,7 +17,7 @@ export const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n
17
17
  export const BOLT_BINDINGS = {
18
18
  "BOLT_FRAG": {
19
19
  "uniforms": 1,
20
- "uniformSize": 144,
20
+ "uniformSize": 192,
21
21
  "fields": {
22
22
  "uTime": {
23
23
  "offset": 0,
@@ -44,63 +44,53 @@ export const BOLT_BINDINGS = {
44
44
  "size": 12,
45
45
  "type": "vec3"
46
46
  },
47
- "uFogDensity": {
48
- "offset": 60,
49
- "size": 4,
50
- "type": "float"
51
- },
52
- "uFogHeightFalloff": {
47
+ "uFogMedium": {
53
48
  "offset": 64,
54
- "size": 4,
55
- "type": "float"
49
+ "size": 16,
50
+ "type": "vec4"
56
51
  },
57
- "uFogEyeY": {
58
- "offset": 68,
59
- "size": 4,
60
- "type": "float"
52
+ "uFogRange": {
53
+ "offset": 80,
54
+ "size": 16,
55
+ "type": "vec4"
61
56
  },
62
57
  "uUnderwaterColor": {
63
- "offset": 80,
58
+ "offset": 96,
64
59
  "size": 12,
65
60
  "type": "vec3"
66
61
  },
67
- "uUnderwaterFogDensity": {
68
- "offset": 92,
69
- "size": 4,
70
- "type": "float"
71
- },
72
62
  "uUnderwaterFactor": {
73
- "offset": 96,
63
+ "offset": 108,
74
64
  "size": 4,
75
65
  "type": "float"
76
66
  },
77
- "uFogMode": {
78
- "offset": 100,
79
- "size": 4,
80
- "type": "int"
67
+ "uFogLayer2": {
68
+ "offset": 112,
69
+ "size": 16,
70
+ "type": "vec4"
81
71
  },
82
- "uFogNear": {
83
- "offset": 104,
84
- "size": 4,
85
- "type": "float"
72
+ "uFogGlow": {
73
+ "offset": 128,
74
+ "size": 16,
75
+ "type": "vec4"
86
76
  },
87
- "uFogFar": {
88
- "offset": 108,
89
- "size": 4,
90
- "type": "float"
77
+ "uFogGlowDir": {
78
+ "offset": 144,
79
+ "size": 16,
80
+ "type": "vec4"
91
81
  },
92
82
  "uCameraPos": {
93
- "offset": 112,
83
+ "offset": 160,
94
84
  "size": 12,
95
85
  "type": "vec3"
96
86
  },
97
87
  "uOutputTransform": {
98
- "offset": 124,
88
+ "offset": 172,
99
89
  "size": 4,
100
90
  "type": "int"
101
91
  },
102
92
  "uOutputExposure": {
103
- "offset": 128,
93
+ "offset": 176,
104
94
  "size": 4,
105
95
  "type": "float"
106
96
  }