@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 RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uSceneGraded: i32,\n uFilmA: vec4<f32>,\n uFilmB: vec4<f32>,\n uDisplayHeadroom: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uObjectMotion: f32,\n uAoStrength: f32,\n uAoOffset: vec2<f32>,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uVignette: f32,\n uGrain: vec2<f32>,\n uAutoExposure: f32,\n uLocalExposure: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n uFringe: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(42) \nvar uExposureHeld_t: texture_2d<f32>;\n@group(0) @binding(44) \nvar uExposureLocal_t: texture_2d<f32>;\n@group(0) @binding(45) \nvar uExposureLocal_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(40) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(41) \nvar uBloom_s: sampler;\n@group(0) @binding(46) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(47) \nvar uGradeLut_s: sampler;\n@group(0) @binding(36) \nvar uMotion_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uMotion_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(38) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(43) \nvar uExposureHeld_s: sampler;\n\nfn grainNoise_u0028_vu2_u003b_u1_u003b(p: ptr<function, vec2<u32>>, seed: ptr<function, u32>) -> f32 {\n var h: u32;\n\n let _e235 = (*p)[0u];\n let _e238 = (*p)[1u];\n let _e241 = (*seed);\n h = (((_e235 * 1664525u) + (_e238 * 1013904223u)) + (_e241 * 2654435769u));\n let _e244 = h;\n let _e247 = h;\n h = (_e247 ^ (_e244 >> bitcast<u32>(16u)));\n let _e249 = h;\n h = (_e249 * 2246822519u);\n let _e251 = h;\n let _e254 = h;\n h = (_e254 ^ (_e251 >> bitcast<u32>(13u)));\n let _e256 = h;\n h = (_e256 * 3266489917u);\n let _e258 = h;\n let _e261 = h;\n h = (_e261 ^ (_e258 >> bitcast<u32>(16u)));\n let _e263 = h;\n return (f32(_e263) * 0.00000000023283064f);\n}\n\nfn withGrain_u0028_vf3_u003b_vf2_u003b(c: ptr<function, vec3<f32>>, fragCoord: ptr<function, vec2<f32>>) -> vec3<f32> {\n var luma: f32;\n var weight: f32;\n var n: f32;\n var param: vec2<u32>;\n var param_1: u32;\n\n let _e240 = unnamed.uGrain[0u];\n if (_e240 <= 0f) {\n let _e242 = (*c);\n return _e242;\n }\n let _e243 = (*c);\n luma = dot(clamp(_e243, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e248 = luma;\n let _e250 = luma;\n weight = (0.25f + ((3f * _e248) * (1f - _e250)));\n let _e254 = (*fragCoord);\n let _e258 = unnamed.uGrain[1u];\n param = vec2<u32>(_e254);\n param_1 = u32(_e258);\n let _e260 = grainNoise_u0028_vu2_u003b_u1_u003b((¶m), (¶m_1));\n n = (_e260 - 0.5f);\n let _e262 = (*c);\n let _e263 = n;\n let _e267 = unnamed.uGrain[0u];\n let _e269 = weight;\n return (_e262 + vec3((((2f * _e263) * _e267) * _e269)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e233 = unnamed.uVeilAlpha;\n if (_e233 <= 0f) {\n let _e235 = (*c_1);\n return _e235;\n }\n let _e236 = (*c_1);\n let _e238 = unnamed.uVeilColor;\n let _e240 = unnamed.uVeilAlpha;\n return mix(_e236, _e238, vec3(_e240));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var over: f32;\n var local: f32;\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e237 = unnamed.uGradeStrength;\n if (_e237 <= 0f) {\n let _e239 = (*c_2);\n return _e239;\n }\n let _e241 = unnamed.uDisplayHeadroom;\n if (_e241 > 1f) {\n let _e244 = (*c_2)[0u];\n let _e246 = (*c_2)[1u];\n let _e248 = (*c_2)[2u];\n local = max(max(_e244, max(_e246, _e248)), 1f);\n } else {\n local = 1f;\n }\n let _e252 = local;\n over = _e252;\n let _e253 = (*c_2);\n let _e254 = over;\n clamped = clamp((_e253 / vec3(_e254)), vec3(0f), vec3(1f));\n let _e260 = clamped;\n let _e262 = unnamed.uGradeSize;\n let _e268 = unnamed.uGradeSize;\n uvw = (((_e260 * (_e262 - 1f)) + vec3(0.5f)) / vec3(_e268));\n let _e271 = (*c_2);\n let _e272 = uvw;\n let _e273 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e272, 0f);\n let _e275 = over;\n let _e278 = unnamed.uGradeStrength;\n return mix(_e271, (_e273.xyz * _e275), vec3(_e278));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e234 = (*c_3);\n low = (_e234 * 12.92f);\n let _e236 = (*c_3);\n high = ((pow(max(_e236, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e242 = low;\n let _e243 = high;\n let _e244 = (*c_3);\n return mix(_e242, _e243, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e244));\n}\n\nfn filmCentredHue_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> f32 {\n var y: f32;\n var x: f32;\n var phi_889_: bool;\n\n let _e235 = (*c_4)[1u];\n let _e237 = (*c_4)[2u];\n y = (1.7320508f * (_e235 - _e237));\n let _e241 = (*c_4)[0u];\n let _e244 = (*c_4)[1u];\n let _e247 = (*c_4)[2u];\n x = (((2f * _e241) - _e244) - _e247);\n let _e249 = x;\n let _e251 = (abs(_e249) < 0.0000000001f);\n phi_889_ = _e251;\n if _e251 {\n let _e252 = y;\n phi_889_ = (abs(_e252) < 0.0000000001f);\n }\n let _e256 = phi_889_;\n if _e256 {\n return 0f;\n }\n let _e257 = y;\n let _e258 = x;\n return degrees(atan2(_e257, _e258));\n}\n\nfn filmGlow_u0028_f1_u003b_f1_u003b_f1_u003b(yc: ptr<function, f32>, gain: ptr<function, f32>, mid: ptr<function, f32>) -> f32 {\n let _e234 = (*yc);\n let _e235 = (*mid);\n if (_e234 <= (0.6666667f * _e235)) {\n let _e238 = (*gain);\n return _e238;\n }\n let _e239 = (*yc);\n let _e240 = (*mid);\n if (_e239 >= (2f * _e240)) {\n return 0f;\n }\n let _e243 = (*gain);\n let _e244 = (*mid);\n let _e245 = (*yc);\n return (_e243 * ((_e244 / _e245) - 0.5f));\n}\n\nfn filmSigmoid_u0028_f1_u003b(x_1: ptr<function, f32>) -> f32 {\n var t: f32;\n\n let _e233 = (*x_1);\n t = max((1f - abs((_e233 / 2f))), 0f);\n let _e238 = (*x_1);\n let _e240 = t;\n let _e241 = t;\n return ((1f + (sign(_e238) * (1f - (_e240 * _e241)))) / 2f);\n}\n\nfn filmYc_u0028_vf3_u003b(c_5: ptr<function, vec3<f32>>) -> f32 {\n var chroma: f32;\n\n let _e234 = (*c_5)[2u];\n let _e236 = (*c_5)[2u];\n let _e238 = (*c_5)[1u];\n let _e242 = (*c_5)[1u];\n let _e244 = (*c_5)[1u];\n let _e246 = (*c_5)[0u];\n let _e251 = (*c_5)[0u];\n let _e253 = (*c_5)[0u];\n let _e255 = (*c_5)[2u];\n chroma = sqrt(max((((_e234 * (_e236 - _e238)) + (_e242 * (_e244 - _e246))) + (_e251 * (_e253 - _e255))), 0f));\n let _e262 = (*c_5)[2u];\n let _e264 = (*c_5)[1u];\n let _e267 = (*c_5)[0u];\n let _e269 = chroma;\n return ((((_e262 + _e264) + _e267) + (1.75f * _e269)) / 3f);\n}\n\nfn filmSaturation_u0028_vf3_u003b(c_6: ptr<function, vec3<f32>>) -> f32 {\n var hi: f32;\n var lo: f32;\n\n let _e235 = (*c_6)[0u];\n let _e237 = (*c_6)[1u];\n let _e239 = (*c_6)[2u];\n hi = max(_e235, max(_e237, _e239));\n let _e243 = (*c_6)[0u];\n let _e245 = (*c_6)[1u];\n let _e247 = (*c_6)[2u];\n lo = min(_e243, min(_e245, _e247));\n let _e250 = hi;\n let _e252 = lo;\n let _e255 = hi;\n return ((max(_e250, 0.0000000001f) - max(_e252, 0.0000000001f)) / max(_e255, 0.01f));\n}\n\nfn filmicCurve_u0028_vf3_u003b(linear: ptr<function, vec3<f32>>) -> vec3<f32> {\n var ap0_: vec3<f32>;\n var saturation: f32;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: f32;\n var param_5: f32;\n var param_6: f32;\n var param_7: f32;\n var weight_1: f32;\n var param_8: vec3<f32>;\n var work: vec3<f32>;\n var slope: f32;\n var black: f32;\n var white: f32;\n var toeScale: f32;\n var shoulderScale: f32;\n var toeMatch: f32;\n var straightMatch: f32;\n var shoulderMatch: f32;\n var logc: vec3<f32>;\n var straight: vec3<f32>;\n var toeC: vec3<f32>;\n var shoulderC: vec3<f32>;\n var t_1: vec3<f32>;\n var tone: vec3<f32>;\n var ceiling: f32;\n var local_1: f32;\n\n let _e259 = (*linear);\n ap0_ = (mat3x3<f32>(vec3<f32>(0.6954522f, 0.044794563f, -0.005525883f), vec3<f32>(0.1406787f, 0.8596711f, 0.00402521f), vec3<f32>(0.16386907f, 0.09553432f, 1.0015007f)) * (mat3x3<f32>(vec3<f32>(0.61319f, 0.07021f, 0.02062f), vec3<f32>(0.33951f, 0.91634f, 0.10957f), vec3<f32>(0.04737f, 0.01345f, 0.86961f)) * _e259));\n let _e262 = ap0_;\n param_2 = _e262;\n let _e263 = filmSaturation_u0028_vf3_u003b((¶m_2));\n saturation = _e263;\n let _e264 = ap0_;\n param_3 = _e264;\n let _e265 = filmYc_u0028_vf3_u003b((¶m_3));\n let _e266 = saturation;\n param_4 = ((_e266 - 0.4f) / 0.2f);\n let _e269 = filmSigmoid_u0028_f1_u003b((¶m_4));\n param_5 = _e265;\n param_6 = (0.05f * _e269);\n param_7 = 0.08f;\n let _e271 = filmGlow_u0028_f1_u003b_f1_u003b_f1_u003b((¶m_5), (¶m_6), (¶m_7));\n let _e273 = ap0_;\n ap0_ = (_e273 * (1f + _e271));\n let _e275 = ap0_;\n param_8 = _e275;\n let _e276 = filmCentredHue_u0028_vf3_u003b((¶m_8));\n weight_1 = smoothstep(0f, 1f, (1f - abs(((2f * _e276) / 135f))));\n let _e282 = weight_1;\n let _e283 = weight_1;\n let _e285 = saturation;\n let _e288 = ap0_[0u];\n let _e293 = ap0_[0u];\n ap0_[0u] = (_e293 + ((((_e282 * _e283) * _e285) * (0.03f - _e288)) * 0.18f));\n let _e296 = ap0_;\n work = max((mat3x3<f32>(vec3<f32>(1.4514393f, -0.07655378f, 0.008316148f), vec3<f32>(-0.23651075f, 1.1762297f, -0.0060324497f), vec3<f32>(-0.21492857f, -0.09967592f, 0.9977163f)) * _e296), vec3<f32>(0f, 0f, 0f));\n let _e299 = work;\n let _e302 = work;\n work = mix(vec3(dot(_e299, vec3<f32>(0.27222872f, 0.67408174f, 0.053689517f))), _e302, vec3(0.96f));\n let _e307 = unnamed.uFilmA[0u];\n slope = _e307;\n let _e310 = unnamed.uFilmA[1u];\n black = _e310;\n let _e313 = unnamed.uFilmA[2u];\n white = _e313;\n let _e316 = unnamed.uFilmA[3u];\n toeScale = _e316;\n let _e319 = unnamed.uFilmB[0u];\n shoulderScale = _e319;\n let _e322 = unnamed.uFilmB[1u];\n toeMatch = _e322;\n let _e325 = unnamed.uFilmB[2u];\n straightMatch = _e325;\n let _e328 = unnamed.uFilmB[3u];\n shoulderMatch = _e328;\n let _e329 = work;\n logc = (log2(max(_e329, vec3<f32>(0.0000000001f, 0.0000000001f, 0.0000000001f))) * 0.30103f);\n let _e333 = slope;\n let _e334 = logc;\n let _e335 = straightMatch;\n straight = ((_e334 + vec3(_e335)) * _e333);\n let _e339 = black;\n let _e341 = toeScale;\n let _e343 = slope;\n let _e345 = toeScale;\n let _e347 = logc;\n let _e348 = toeMatch;\n toeC = (vec3(-(_e339)) + (vec3((2f * _e341)) / (vec3(1f) + exp(((_e347 - vec3(_e348)) * ((-2f * _e343) / _e345))))));\n let _e359 = white;\n let _e361 = shoulderScale;\n let _e363 = slope;\n let _e365 = shoulderScale;\n let _e367 = logc;\n let _e368 = shoulderMatch;\n shoulderC = (vec3((1f + _e359)) - (vec3((2f * _e361)) / (vec3(1f) + exp(((_e367 - vec3(_e368)) * ((2f * _e363) / _e365))))));\n let _e379 = straight;\n let _e380 = toeC;\n let _e381 = logc;\n let _e382 = toeMatch;\n toeC = mix(_e379, _e380, select(vec3<f32>(0f, 0f, 0f), vec3<f32>(1f, 1f, 1f), (_e381 < vec3(_e382))));\n let _e387 = straight;\n let _e388 = shoulderC;\n let _e389 = logc;\n let _e390 = shoulderMatch;\n shoulderC = mix(_e387, _e388, select(vec3<f32>(0f, 0f, 0f), vec3<f32>(1f, 1f, 1f), (_e389 > vec3(_e390))));\n let _e395 = logc;\n let _e396 = toeMatch;\n let _e399 = shoulderMatch;\n let _e400 = toeMatch;\n t_1 = clamp(((_e395 - vec3(_e396)) / vec3((_e399 - _e400))), vec3(0f), vec3(1f));\n let _e407 = shoulderMatch;\n let _e408 = toeMatch;\n if (_e407 < _e408) {\n let _e410 = t_1;\n t_1 = (vec3(1f) - _e410);\n }\n let _e413 = t_1;\n let _e417 = t_1;\n let _e419 = t_1;\n t_1 = (((vec3(3f) - (_e413 * 2f)) * _e417) * _e419);\n let _e421 = toeC;\n let _e422 = shoulderC;\n let _e423 = t_1;\n tone = mix(_e421, _e422, _e423);\n let _e425 = tone;\n let _e428 = tone;\n tone = mix(vec3(dot(_e425, vec3<f32>(0.27222872f, 0.67408174f, 0.053689517f))), _e428, vec3(0.93f));\n let _e432 = unnamed.uDisplayHeadroom;\n if (_e432 > 1f) {\n let _e434 = white;\n local_1 = (1f + _e434);\n } else {\n local_1 = 1f;\n }\n let _e436 = local_1;\n ceiling = _e436;\n let _e437 = tone;\n let _e440 = ceiling;\n return clamp((mat3x3<f32>(vec3<f32>(1.7048f, -0.13027f, -0.02401f), vec3<f32>(-0.62168f, 1.14082f, -0.129f), vec3<f32>(-0.08325f, -0.01055f, 1.15324f)) * max(_e437, vec3<f32>(0f, 0f, 0f))), vec3(0f), vec3(_e440));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_7: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e235 = (*c_7)[0u];\n let _e237 = (*c_7)[1u];\n let _e239 = (*c_7)[2u];\n m = max(_e235, max(_e237, _e239));\n let _e242 = m;\n if (_e242 <= 0.8f) {\n let _e244 = (*c_7);\n return _e244;\n }\n let _e245 = m;\n e = (_e245 - 0.8f);\n let _e247 = (*c_7);\n let _e248 = e;\n let _e250 = e;\n let _e254 = m;\n return (_e247 * ((0.8f + ((0.2f * _e248) / (_e250 + 0.2f))) / _e254));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e236 = unnamed.uOutputExposure;\n let _e237 = (*x_2);\n (*x_2) = (_e237 * _e236);\n let _e239 = (*x_2);\n v = (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)) * _e239);\n let _e241 = v;\n let _e242 = v;\n a = ((_e241 * (_e242 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e248 = v;\n let _e249 = v;\n b = ((_e248 * ((_e249 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e256 = a;\n let _e257 = b;\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)) * (_e256 / _e257)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_8: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_9: vec3<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n\n let _e237 = unnamed.uOutputTransform;\n if (_e237 == 0i) {\n let _e239 = (*c_8);\n return _e239;\n }\n let _e241 = unnamed.uOutputTransform;\n if (_e241 == 2i) {\n let _e243 = (*c_8);\n param_9 = _e243;\n let _e244 = acesFilmic_u0028_vf3_u003b((¶m_9));\n (*c_8) = _e244;\n }\n let _e246 = unnamed.uOutputTransform;\n if (_e246 == 3i) {\n let _e248 = (*c_8);\n let _e250 = unnamed.uOutputExposure;\n param_10 = (_e248 * _e250);\n let _e252 = highlightShoulder_u0028_vf3_u003b((¶m_10));\n (*c_8) = _e252;\n }\n let _e254 = unnamed.uOutputTransform;\n if (_e254 == 4i) {\n let _e256 = (*c_8);\n let _e258 = unnamed.uOutputExposure;\n param_11 = (_e256 * _e258);\n let _e260 = filmicCurve_u0028_vf3_u003b((¶m_11));\n (*c_8) = _e260;\n }\n let _e261 = (*c_8);\n param_12 = _e261;\n let _e262 = linearToSrgb_u0028_vf3_u003b((¶m_12));\n return _e262;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_9: ptr<function, vec3<f32>>, uv: ptr<function, vec2<f32>>, size: ptr<function, vec2<f32>>) -> vec3<f32> {\n var d: vec2<f32>;\n var corner: vec2<f32>;\n var r2_: f32;\n var falloff: f32;\n\n let _e239 = unnamed.uVignette;\n if (_e239 <= 0f) {\n let _e241 = (*c_9);\n return _e241;\n }\n let _e242 = (*uv);\n let _e245 = (*size);\n d = ((_e242 - vec2(0.5f)) * _e245);\n let _e247 = (*size);\n corner = (_e247 * 0.5f);\n let _e249 = d;\n let _e250 = d;\n let _e252 = corner;\n let _e253 = corner;\n r2_ = (dot(_e249, _e250) / dot(_e252, _e253));\n let _e257 = unnamed.uVignette;\n let _e258 = r2_;\n falloff = (1f + (_e257 * _e258));\n let _e261 = (*c_9);\n let _e262 = falloff;\n let _e263 = falloff;\n return (_e261 / vec3((_e262 * _e263)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e234 = unnamed.uAutoExposure;\n if (_e234 <= 0f) {\n return 1f;\n }\n let _e236 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e236.x;\n let _e239 = unnamed.uAutoExposure;\n let _e240 = held;\n stops = (_e239 * (-2.473931f - _e240));\n let _e243 = stops;\n return exp2(clamp(_e243, -6f, 6f));\n}\n\nfn localBlock_u0028_vf2_u003b_f1_u003b(uv_1: ptr<function, vec2<f32>>, block: ptr<function, f32>) -> vec2<f32> {\n var inside: vec2<f32>;\n\n let _e234 = (*uv_1);\n inside = clamp(_e234, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e236 = (*block);\n let _e238 = inside[0u];\n let _e242 = inside[1u];\n let _e244 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e236 + _e238) / 11f), _e242), 0f);\n return _e244.xy;\n}\n\nfn localExposureGain_u0028_vf2_u003b_vf3_u003b(uv_2: ptr<function, vec2<f32>>, light: ptr<function, vec3<f32>>) -> f32 {\n var held_1: f32;\n var pixel: f32;\n var b_1: f32;\n var lower: f32;\n var upper: f32;\n var banded: vec2<f32>;\n var param_13: vec2<f32>;\n var param_14: f32;\n var param_15: vec2<f32>;\n var param_16: f32;\n var tileMean: f32;\n var param_17: vec2<f32>;\n var param_18: f32;\n var bilateral: f32;\n var local_2: f32;\n var local_3: f32;\n var stops_1: f32;\n\n let _e251 = unnamed.uLocalExposure;\n if (_e251 <= 0f) {\n return 1f;\n }\n let _e253 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e253.x;\n let _e255 = (*light);\n pixel = clamp(log2(max(dot(_e255, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e260 = pixel;\n b_1 = (((_e260 - -12f) / 2f) - 0.5f);\n let _e264 = b_1;\n lower = clamp(floor(_e264), 0f, 9f);\n let _e267 = lower;\n upper = min((_e267 + 1f), 9f);\n let _e270 = (*uv_2);\n param_13 = _e270;\n let _e271 = lower;\n param_14 = _e271;\n let _e272 = localBlock_u0028_vf2_u003b_f1_u003b((¶m_13), (¶m_14));\n let _e273 = (*uv_2);\n param_15 = _e273;\n let _e274 = upper;\n param_16 = _e274;\n let _e275 = localBlock_u0028_vf2_u003b_f1_u003b((¶m_15), (¶m_16));\n let _e276 = b_1;\n let _e277 = lower;\n banded = mix(_e272, _e275, vec2(clamp((_e276 - _e277), 0f, 1f)));\n let _e282 = (*uv_2);\n param_17 = _e282;\n param_18 = 10f;\n let _e283 = localBlock_u0028_vf2_u003b_f1_u003b((¶m_17), (¶m_18));\n tileMean = _e283.x;\n let _e286 = banded[1u];\n if (_e286 > 0.001f) {\n let _e289 = banded[0u];\n let _e291 = banded[1u];\n local_2 = (_e289 / _e291);\n } else {\n let _e293 = tileMean;\n local_2 = _e293;\n }\n let _e294 = local_2;\n bilateral = _e294;\n let _e295 = bilateral;\n let _e296 = tileMean;\n local_3 = mix(_e295, _e296, 0.4f);\n let _e299 = unnamed.uLocalExposure;\n let _e300 = held_1;\n let _e301 = local_3;\n stops_1 = (_e299 * (_e300 - _e301));\n let _e304 = stops_1;\n return exp2(clamp(_e304, -3f, 3f));\n}\n\nfn finish_u0028_vf3_u003b(light_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var local_4: f32;\n var param_19: vec2<f32>;\n var param_20: vec3<f32>;\n var lensed: vec3<f32>;\n var param_21: vec3<f32>;\n var param_22: vec2<f32>;\n var param_23: vec2<f32>;\n var param_24: vec3<f32>;\n var param_25: vec3<f32>;\n var param_26: vec3<f32>;\n var param_27: vec3<f32>;\n var param_28: vec2<f32>;\n\n let _e244 = vUv_1;\n param_19 = _e244;\n let _e245 = (*light_1);\n param_20 = _e245;\n let _e246 = localExposureGain_u0028_vf2_u003b_vf3_u003b((¶m_19), (¶m_20));\n local_4 = _e246;\n let _e247 = autoExposureGain_u0028_();\n let _e248 = local_4;\n let _e250 = (*light_1);\n (*light_1) = (_e250 * (_e247 * _e248));\n let _e252 = textureDimensions(uScene_t, 0i);\n let _e255 = (*light_1);\n param_21 = _e255;\n let _e256 = vUv_1;\n param_22 = _e256;\n param_23 = vec2<f32>(vec2<i32>(_e252));\n let _e257 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((¶m_21), (¶m_22), (¶m_23));\n lensed = _e257;\n let _e258 = lensed;\n param_24 = _e258;\n let _e259 = grade_u0028_vf3_u003b((¶m_24));\n param_25 = _e259;\n let _e260 = applyColourGrade_u0028_vf3_u003b((¶m_25));\n param_26 = _e260;\n let _e261 = withVeil_u0028_vf3_u003b((¶m_26));\n param_27 = _e261;\n let _e262 = gl_FragCoord_1;\n param_28 = _e262.xy;\n let _e264 = withGrain_u0028_vf3_u003b_vf2_u003b((¶m_27), (¶m_28));\n return _e264;\n}\n\nfn withBloom_u0028_vf3_u003b(c_10: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e233 = unnamed.uBloomStrength;\n if (_e233 <= 0f) {\n let _e235 = (*c_10);\n return _e235;\n }\n let _e236 = (*c_10);\n let _e237 = vUv_1;\n let _e238 = textureSampleLevel(uBloom_t, uBloom_s, _e237, 0f);\n let _e241 = unnamed.uBloomStrength;\n return (_e236 + (_e238.xyz * _e241));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e233 = (*viewDepth);\n let _e235 = unnamed.uFocusDistance;\n let _e239 = unnamed.uFocusRange;\n offPlane = (abs((_e233 - _e235)) - _e239);\n let _e241 = offPlane;\n let _e243 = unnamed.uFocusRange;\n return clamp((_e241 / _e243), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e233 = (*uv_3);\n let _e234 = textureSampleLevel(uDepth_t, uDepth_s, _e233, 0f);\n z = (1f - (_e234.x * 2f));\n let _e240 = unnamed.uDepthToView[0u];\n let _e241 = z;\n let _e245 = unnamed.uDepthToView[1u];\n let _e250 = unnamed.uDepthToView[2u];\n let _e251 = z;\n let _e255 = unnamed.uDepthToView[3u];\n return (-(((_e240 * _e241) + _e245)) / ((_e250 * _e251) + _e255));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_4: vec2<f32>;\n var depth: f32;\n var param_29: vec2<f32>;\n var weight_2: f32;\n var local_5: f32;\n var param_30: f32;\n\n let _e240 = vUv_1;\n let _e241 = (*direction);\n let _e242 = (*radius);\n let _e245 = unnamed.uDofAspect;\n uv_4 = (_e240 + ((_e241 * _e242) * _e245));\n let _e248 = uv_4;\n param_29 = _e248;\n let _e249 = viewDepthOf_u0028_vf2_u003b((¶m_29));\n depth = _e249;\n let _e250 = depth;\n let _e251 = (*centreDepth);\n if (_e250 >= _e251) {\n local_5 = 1f;\n } else {\n let _e253 = depth;\n param_30 = _e253;\n let _e254 = circleOfConfusion_u0028_f1_u003b((¶m_30));\n local_5 = _e254;\n }\n let _e255 = local_5;\n weight_2 = _e255;\n let _e256 = uv_4;\n let _e257 = textureSampleLevel(uScene_t, uScene_s, _e256, 0f);\n let _e259 = weight_2;\n let _e260 = (_e257.xyz * _e259);\n let _e261 = weight_2;\n return vec4<f32>(_e260.x, _e260.y, _e260.z, _e261);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_31: vec2<f32>;\n var coc: f32;\n var param_32: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_33: vec2<f32>;\n var param_34: f32;\n var param_35: f32;\n var param_36: vec2<f32>;\n var param_37: f32;\n var param_38: f32;\n var param_39: vec2<f32>;\n var param_40: f32;\n var param_41: f32;\n var param_42: vec2<f32>;\n var param_43: f32;\n var param_44: f32;\n var param_45: vec2<f32>;\n var param_46: f32;\n var param_47: f32;\n var param_48: vec2<f32>;\n var param_49: f32;\n var param_50: f32;\n var param_51: vec2<f32>;\n var param_52: f32;\n var param_53: f32;\n var param_54: vec2<f32>;\n var param_55: f32;\n var param_56: f32;\n\n let _e262 = vUv_1;\n param_31 = _e262;\n let _e263 = viewDepthOf_u0028_vf2_u003b((¶m_31));\n depth_1 = _e263;\n let _e264 = depth_1;\n param_32 = _e264;\n let _e265 = circleOfConfusion_u0028_f1_u003b((¶m_32));\n coc = _e265;\n let _e266 = coc;\n if (_e266 <= 0f) {\n let _e268 = (*centre);\n return _e268;\n }\n let _e269 = coc;\n let _e271 = unnamed.uDofStrength;\n radius_1 = (_e269 * _e271);\n let _e273 = (*centre);\n sum = vec4<f32>(_e273.x, _e273.y, _e273.z, 1f);\n param_33 = vec2<f32>(0.25f, 0f);\n let _e278 = radius_1;\n param_34 = _e278;\n let _e279 = depth_1;\n param_35 = _e279;\n let _e280 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_33), (¶m_34), (¶m_35));\n let _e281 = sum;\n sum = (_e281 + _e280);\n param_36 = vec2<f32>(-0.31929f, 0.292496f);\n let _e283 = radius_1;\n param_37 = _e283;\n let _e284 = depth_1;\n param_38 = _e284;\n let _e285 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_36), (¶m_37), (¶m_38));\n let _e286 = sum;\n sum = (_e286 + _e285);\n param_39 = vec2<f32>(0.048872f, -0.556877f);\n let _e288 = radius_1;\n param_40 = _e288;\n let _e289 = depth_1;\n param_41 = _e289;\n let _e290 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_39), (¶m_40), (¶m_41));\n let _e291 = sum;\n sum = (_e291 + _e290);\n param_42 = vec2<f32>(0.402444f, 0.524918f);\n let _e293 = radius_1;\n param_43 = _e293;\n let _e294 = depth_1;\n param_44 = _e294;\n let _e295 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_42), (¶m_43), (¶m_44));\n let _e296 = sum;\n sum = (_e296 + _e295);\n param_45 = vec2<f32>(-0.738535f, -0.130636f);\n let _e298 = radius_1;\n param_46 = _e298;\n let _e299 = depth_1;\n param_47 = _e299;\n let _e300 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_45), (¶m_46), (¶m_47));\n let _e301 = sum;\n sum = (_e301 + _e300);\n param_48 = vec2<f32>(0.699605f, -0.445031f);\n let _e303 = radius_1;\n param_49 = _e303;\n let _e304 = depth_1;\n param_50 = _e304;\n let _e305 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_48), (¶m_49), (¶m_50));\n let _e306 = sum;\n sum = (_e306 + _e305);\n param_51 = vec2<f32>(-0.234004f, 0.870484f);\n let _e308 = radius_1;\n param_52 = _e308;\n let _e309 = depth_1;\n param_53 = _e309;\n let _e310 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_51), (¶m_52), (¶m_53));\n let _e311 = sum;\n sum = (_e311 + _e310);\n param_54 = vec2<f32>(-0.446271f, -0.859268f);\n let _e313 = radius_1;\n param_55 = _e313;\n let _e314 = depth_1;\n param_56 = _e314;\n let _e315 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_54), (¶m_55), (¶m_56));\n let _e316 = sum;\n sum = (_e316 + _e315);\n let _e318 = sum;\n let _e321 = sum[3u];\n return (_e318.xyz / vec3(_e321));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var moved: vec4<f32>;\n var velocity: vec2<f32>;\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t_2: f32;\n var phi_1352_: bool;\n\n let _e242 = vUv_1;\n let _e243 = textureSampleLevel(uMotion_t, uMotion_s, _e242, 0f);\n moved = _e243;\n let _e245 = unnamed.uObjectMotion;\n let _e246 = (_e245 > 0.5f);\n phi_1352_ = _e246;\n if _e246 {\n let _e248 = moved[3u];\n phi_1352_ = (_e248 > 0.5f);\n }\n let _e251 = phi_1352_;\n if _e251 {\n let _e252 = moved;\n let _e256 = unnamed.uMotionStrength;\n velocity = (-(_e252.xy) * _e256);\n } else {\n let _e258 = vUv_1;\n let _e259 = textureSampleLevel(uDepth_t, uDepth_s, _e258, 0f);\n depth_2 = _e259.x;\n let _e261 = vUv_1;\n let _e264 = ((_e261 * 2f) - vec2(1f));\n let _e265 = depth_2;\n clip = vec4<f32>(_e264.x, _e264.y, (1f - (_e265 * 2f)), 1f);\n let _e272 = unnamed.uReprojection;\n let _e273 = clip;\n previous = (_e272 * _e273);\n let _e276 = previous[3u];\n if (_e276 <= 0f) {\n let _e278 = (*scene);\n return _e278;\n }\n let _e279 = previous;\n let _e282 = previous[3u];\n wasUv = (((_e279.xy / vec2(_e282)) * 0.5f) + vec2(0.5f));\n let _e288 = vUv_1;\n let _e289 = wasUv;\n let _e292 = unnamed.uMotionStrength;\n velocity = ((_e288 - _e289) * _e292);\n }\n let _e294 = velocity;\n distance_ = length(_e294);\n let _e296 = distance_;\n if (_e296 < 0.0001f) {\n let _e298 = (*scene);\n return _e298;\n }\n let _e299 = distance_;\n let _e301 = unnamed.uMotionMax;\n if (_e299 > _e301) {\n let _e304 = unnamed.uMotionMax;\n let _e305 = distance_;\n let _e307 = velocity;\n velocity = (_e307 * (_e304 / _e305));\n }\n let _e309 = (*scene);\n sum_1 = _e309;\n i = 1i;\n loop {\n let _e310 = i;\n if (_e310 <= 4i) {\n let _e312 = i;\n t_2 = ((f32(_e312) / 4f) * 0.5f);\n let _e316 = vUv_1;\n let _e317 = velocity;\n let _e318 = t_2;\n let _e321 = textureSampleLevel(uScene_t, uScene_s, (_e316 + (_e317 * _e318)), 0f);\n let _e323 = sum_1;\n sum_1 = (_e323 + _e321.xyz);\n let _e325 = vUv_1;\n let _e326 = velocity;\n let _e327 = t_2;\n let _e330 = textureSampleLevel(uScene_t, uScene_s, (_e325 - (_e326 * _e327)), 0f);\n let _e332 = sum_1;\n sum_1 = (_e332 + _e330.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e334 = i;\n i = (_e334 + 1i);\n }\n }\n let _e336 = sum_1;\n return (_e336 / vec3(9f));\n}\n\nfn withFringe_u0028_vf3_u003b(scene_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var lens: vec2<f32>;\n var past: vec2<f32>;\n var red: vec2<f32>;\n var green: vec2<f32>;\n\n let _e238 = unnamed.uFringe[0u];\n if (_e238 <= 0f) {\n let _e240 = (*scene_1);\n return _e240;\n }\n let _e241 = vUv_1;\n lens = ((_e241 * 2f) - vec2(1f));\n let _e245 = lens;\n let _e247 = lens;\n let _e251 = unnamed.uFringe[2u];\n past = (sign(_e245) * clamp((abs(_e247) - vec2(_e251)), vec2(0f), vec2(1f)));\n let _e258 = lens;\n let _e259 = past;\n let _e262 = unnamed.uFringe[0u];\n red = (((_e258 - (_e259 * _e262)) * 0.5f) + vec2(0.5f));\n let _e268 = lens;\n let _e269 = past;\n let _e272 = unnamed.uFringe[1u];\n green = (((_e268 - (_e269 * _e272)) * 0.5f) + vec2(0.5f));\n let _e278 = red;\n let _e279 = textureSampleLevel(uScene_t, uScene_s, _e278, 0f);\n let _e281 = green;\n let _e282 = textureSampleLevel(uScene_t, uScene_s, _e281, 0f);\n let _e285 = (*scene_1)[2u];\n return vec3<f32>(_e279.x, _e282.y, _e285);\n}\n\nfn main_1() {\n var sampled: vec4<f32>;\n var scene_2: vec3<f32>;\n var param_57: vec3<f32>;\n var param_58: vec3<f32>;\n var param_59: vec3<f32>;\n var share: f32;\n var ao: f32;\n var param_60: vec3<f32>;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_61: vec3<f32>;\n var param_62: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_63: vec3<f32>;\n var param_64: vec3<f32>;\n\n let _e252 = vUv_1;\n let _e253 = textureSampleLevel(uScene_t, uScene_s, _e252, 0f);\n sampled = _e253;\n let _e254 = sampled;\n param_57 = _e254.xyz;\n let _e256 = withFringe_u0028_vf3_u003b((¶m_57));\n scene_2 = _e256;\n let _e258 = unnamed.uMotionStrength;\n if (_e258 > 0f) {\n let _e260 = scene_2;\n param_58 = _e260;\n let _e261 = cameraBlur_u0028_vf3_u003b((¶m_58));\n scene_2 = _e261;\n }\n let _e263 = unnamed.uDofStrength;\n if (_e263 > 0f) {\n let _e265 = scene_2;\n param_59 = _e265;\n let _e266 = depthOfField_u0028_vf3_u003b((¶m_59));\n scene_2 = _e266;\n }\n let _e268 = sampled[3u];\n share = clamp(_e268, 0f, 1f);\n let _e270 = vUv_1;\n let _e272 = unnamed.uAoOffset;\n let _e274 = textureSampleLevel(uAo_t, uAo_s, (_e270 + _e272), 0f);\n let _e277 = unnamed.uAoStrength;\n let _e278 = share;\n ao = mix(1f, _e274.x, (_e277 * _e278));\n let _e282 = unnamed.uSceneGraded;\n if (_e282 != 0i) {\n let _e284 = ao;\n param_60 = vec3(_e284);\n let _e286 = linearToSrgb_u0028_vf3_u003b((¶m_60));\n ao = _e286.x;\n }\n let _e288 = vUv_1;\n fromCentre = (_e288 - vec2(0.5f));\n let _e291 = fromCentre;\n radius_2 = (length((_e291 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e296 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e296);\n let _e298 = inner;\n let _e299 = radius_2;\n edge = smoothstep(_e298, 1f, _e299);\n let _e301 = edge;\n let _e303 = unnamed.uStrength;\n amount = (_e301 * _e303);\n let _e305 = amount;\n if (_e305 <= 0f) {\n let _e307 = scene_2;\n let _e308 = ao;\n param_61 = (_e307 * _e308);\n let _e310 = withBloom_u0028_vf3_u003b((¶m_61));\n param_62 = _e310;\n let _e311 = finish_u0028_vf3_u003b((¶m_62));\n fragColor = vec4<f32>(_e311.x, _e311.y, _e311.z, 1f);\n return;\n }\n let _e316 = fromCentre;\n let _e320 = unnamed.uReach;\n let _e322 = amount;\n step_ = ((normalize((_e316 + vec2<f32>(0.000001f, 0.000001f))) * _e320) * _e322);\n let _e324 = scene_2;\n sum_2 = _e324;\n i_1 = 1i;\n loop {\n let _e325 = i_1;\n if (_e325 <= 6i) {\n let _e327 = vUv_1;\n let _e328 = step_;\n let _e329 = i_1;\n let _e334 = textureSampleLevel(uScene_t, uScene_s, (_e327 + (_e328 * (f32(_e329) / 6f))), 0f);\n let _e336 = sum_2;\n sum_2 = (_e336 + _e334.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e338 = i_1;\n i_1 = (_e338 + 1i);\n }\n }\n let _e340 = sum_2;\n blurred = (_e340 / vec3(7f));\n let _e343 = scene_2;\n let _e344 = blurred;\n let _e345 = amount;\n let _e348 = ao;\n param_63 = (mix(_e343, _e344, vec3(_e345)) * _e348);\n let _e350 = withBloom_u0028_vf3_u003b((¶m_63));\n param_64 = _e350;\n let _e351 = finish_u0028_vf3_u003b((¶m_64));\n fragColor = vec4<f32>(_e351.x, _e351.y, _e351.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
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export const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uSceneGraded: i32,\n uFilmA: vec4<f32>,\n uFilmB: vec4<f32>,\n uDisplayHeadroom: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uObjectMotion: f32,\n uAoStrength: f32,\n uAoOffset: vec2<f32>,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uVignette: f32,\n uGrain: vec2<f32>,\n uAutoExposure: f32,\n uLocalExposure: f32,\n uLocalShape: vec4<f32>,\n uLocalPivot: vec4<f32>,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n uFringe: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(42) \nvar uExposureHeld_t: texture_2d<f32>;\n@group(0) @binding(44) \nvar uExposureLocal_t: texture_2d<f32>;\n@group(0) @binding(45) \nvar uExposureLocal_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(40) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(41) \nvar uBloom_s: sampler;\n@group(0) @binding(46) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(47) \nvar uGradeLut_s: sampler;\n@group(0) @binding(36) \nvar uMotion_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uMotion_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(38) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(43) \nvar uExposureHeld_s: sampler;\n\nfn grainNoise_u0028_vu2_u003b_u1_u003b(p: ptr<function, vec2<u32>>, seed: ptr<function, u32>) -> f32 {\n var h: u32;\n\n let _e236 = (*p)[0u];\n let _e239 = (*p)[1u];\n let _e242 = (*seed);\n h = (((_e236 * 1664525u) + (_e239 * 1013904223u)) + (_e242 * 2654435769u));\n let _e245 = h;\n let _e248 = h;\n h = (_e248 ^ (_e245 >> bitcast<u32>(16u)));\n let _e250 = h;\n h = (_e250 * 2246822519u);\n let _e252 = h;\n let _e255 = h;\n h = (_e255 ^ (_e252 >> bitcast<u32>(13u)));\n let _e257 = h;\n h = (_e257 * 3266489917u);\n let _e259 = h;\n let _e262 = h;\n h = (_e262 ^ (_e259 >> bitcast<u32>(16u)));\n let _e264 = h;\n return (f32(_e264) * 0.00000000023283064f);\n}\n\nfn withGrain_u0028_vf3_u003b_vf2_u003b(c: ptr<function, vec3<f32>>, fragCoord: ptr<function, vec2<f32>>) -> vec3<f32> {\n var luma: f32;\n var weight: f32;\n var n: f32;\n var param: vec2<u32>;\n var param_1: u32;\n\n let _e241 = unnamed.uGrain[0u];\n if (_e241 <= 0f) {\n let _e243 = (*c);\n return _e243;\n }\n let _e244 = (*c);\n luma = dot(clamp(_e244, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e249 = luma;\n let _e251 = luma;\n weight = (0.25f + ((3f * _e249) * (1f - _e251)));\n let _e255 = (*fragCoord);\n let _e259 = unnamed.uGrain[1u];\n param = vec2<u32>(_e255);\n param_1 = u32(_e259);\n let _e261 = grainNoise_u0028_vu2_u003b_u1_u003b((¶m), (¶m_1));\n n = (_e261 - 0.5f);\n let _e263 = (*c);\n let _e264 = n;\n let _e268 = unnamed.uGrain[0u];\n let _e270 = weight;\n return (_e263 + vec3((((2f * _e264) * _e268) * _e270)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e234 = unnamed.uVeilAlpha;\n if (_e234 <= 0f) {\n let _e236 = (*c_1);\n return _e236;\n }\n let _e237 = (*c_1);\n let _e239 = unnamed.uVeilColor;\n let _e241 = unnamed.uVeilAlpha;\n return mix(_e237, _e239, vec3(_e241));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var over: f32;\n var local: f32;\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e238 = unnamed.uGradeStrength;\n if (_e238 <= 0f) {\n let _e240 = (*c_2);\n return _e240;\n }\n let _e242 = unnamed.uDisplayHeadroom;\n if (_e242 > 1f) {\n let _e245 = (*c_2)[0u];\n let _e247 = (*c_2)[1u];\n let _e249 = (*c_2)[2u];\n local = max(max(_e245, max(_e247, _e249)), 1f);\n } else {\n local = 1f;\n }\n let _e253 = local;\n over = _e253;\n let _e254 = (*c_2);\n let _e255 = over;\n clamped = clamp((_e254 / vec3(_e255)), vec3(0f), vec3(1f));\n let _e261 = clamped;\n let _e263 = unnamed.uGradeSize;\n let _e269 = unnamed.uGradeSize;\n uvw = (((_e261 * (_e263 - 1f)) + vec3(0.5f)) / vec3(_e269));\n let _e272 = (*c_2);\n let _e273 = uvw;\n let _e274 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e273, 0f);\n let _e276 = over;\n let _e279 = unnamed.uGradeStrength;\n return mix(_e272, (_e274.xyz * _e276), vec3(_e279));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e235 = (*c_3);\n low = (_e235 * 12.92f);\n let _e237 = (*c_3);\n high = ((pow(max(_e237, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e243 = low;\n let _e244 = high;\n let _e245 = (*c_3);\n return mix(_e243, _e244, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e245));\n}\n\nfn filmCentredHue_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> f32 {\n var y: f32;\n var x: f32;\n var phi_936_: bool;\n\n let _e236 = (*c_4)[1u];\n let _e238 = (*c_4)[2u];\n y = (1.7320508f * (_e236 - _e238));\n let _e242 = (*c_4)[0u];\n let _e245 = (*c_4)[1u];\n let _e248 = (*c_4)[2u];\n x = (((2f * _e242) - _e245) - _e248);\n let _e250 = x;\n let _e252 = (abs(_e250) < 0.0000000001f);\n phi_936_ = _e252;\n if _e252 {\n let _e253 = y;\n phi_936_ = (abs(_e253) < 0.0000000001f);\n }\n let _e257 = phi_936_;\n if _e257 {\n return 0f;\n }\n let _e258 = y;\n let _e259 = x;\n return degrees(atan2(_e258, _e259));\n}\n\nfn filmGlow_u0028_f1_u003b_f1_u003b_f1_u003b(yc: ptr<function, f32>, gain: ptr<function, f32>, mid: ptr<function, f32>) -> f32 {\n let _e235 = (*yc);\n let _e236 = (*mid);\n if (_e235 <= (0.6666667f * _e236)) {\n let _e239 = (*gain);\n return _e239;\n }\n let _e240 = (*yc);\n let _e241 = (*mid);\n if (_e240 >= (2f * _e241)) {\n return 0f;\n }\n let _e244 = (*gain);\n let _e245 = (*mid);\n let _e246 = (*yc);\n return (_e244 * ((_e245 / _e246) - 0.5f));\n}\n\nfn filmSigmoid_u0028_f1_u003b(x_1: ptr<function, f32>) -> f32 {\n var t: f32;\n\n let _e234 = (*x_1);\n t = max((1f - abs((_e234 / 2f))), 0f);\n let _e239 = (*x_1);\n let _e241 = t;\n let _e242 = t;\n return ((1f + (sign(_e239) * (1f - (_e241 * _e242)))) / 2f);\n}\n\nfn filmYc_u0028_vf3_u003b(c_5: ptr<function, vec3<f32>>) -> f32 {\n var chroma: f32;\n\n let _e235 = (*c_5)[2u];\n let _e237 = (*c_5)[2u];\n let _e239 = (*c_5)[1u];\n let _e243 = (*c_5)[1u];\n let _e245 = (*c_5)[1u];\n let _e247 = (*c_5)[0u];\n let _e252 = (*c_5)[0u];\n let _e254 = (*c_5)[0u];\n let _e256 = (*c_5)[2u];\n chroma = sqrt(max((((_e235 * (_e237 - _e239)) + (_e243 * (_e245 - _e247))) + (_e252 * (_e254 - _e256))), 0f));\n let _e263 = (*c_5)[2u];\n let _e265 = (*c_5)[1u];\n let _e268 = (*c_5)[0u];\n let _e270 = chroma;\n return ((((_e263 + _e265) + _e268) + (1.75f * _e270)) / 3f);\n}\n\nfn filmSaturation_u0028_vf3_u003b(c_6: ptr<function, vec3<f32>>) -> f32 {\n var hi: f32;\n var lo: f32;\n\n let _e236 = (*c_6)[0u];\n let _e238 = (*c_6)[1u];\n let _e240 = (*c_6)[2u];\n hi = max(_e236, max(_e238, _e240));\n let _e244 = (*c_6)[0u];\n let _e246 = (*c_6)[1u];\n let _e248 = (*c_6)[2u];\n lo = min(_e244, min(_e246, _e248));\n let _e251 = hi;\n let _e253 = lo;\n let _e256 = hi;\n return ((max(_e251, 0.0000000001f) - max(_e253, 0.0000000001f)) / max(_e256, 0.01f));\n}\n\nfn filmicCurve_u0028_vf3_u003b(linear: ptr<function, vec3<f32>>) -> vec3<f32> {\n var ap0_: vec3<f32>;\n var saturation: f32;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: f32;\n var param_5: f32;\n var param_6: f32;\n var param_7: f32;\n var weight_1: f32;\n var param_8: vec3<f32>;\n var work: vec3<f32>;\n var slope: f32;\n var black: f32;\n var white: f32;\n var toeScale: f32;\n var shoulderScale: f32;\n var toeMatch: f32;\n var straightMatch: f32;\n var shoulderMatch: f32;\n var logc: vec3<f32>;\n var straight: vec3<f32>;\n var toeC: vec3<f32>;\n var shoulderC: vec3<f32>;\n var t_1: vec3<f32>;\n var tone: vec3<f32>;\n var ceiling: f32;\n var local_1: f32;\n\n let _e260 = (*linear);\n ap0_ = (mat3x3<f32>(vec3<f32>(0.6954522f, 0.044794563f, -0.005525883f), vec3<f32>(0.1406787f, 0.8596711f, 0.00402521f), vec3<f32>(0.16386907f, 0.09553432f, 1.0015007f)) * (mat3x3<f32>(vec3<f32>(0.61319f, 0.07021f, 0.02062f), vec3<f32>(0.33951f, 0.91634f, 0.10957f), vec3<f32>(0.04737f, 0.01345f, 0.86961f)) * _e260));\n let _e263 = ap0_;\n param_2 = _e263;\n let _e264 = filmSaturation_u0028_vf3_u003b((¶m_2));\n saturation = _e264;\n let _e265 = ap0_;\n param_3 = _e265;\n let _e266 = filmYc_u0028_vf3_u003b((¶m_3));\n let _e267 = saturation;\n param_4 = ((_e267 - 0.4f) / 0.2f);\n let _e270 = filmSigmoid_u0028_f1_u003b((¶m_4));\n param_5 = _e266;\n param_6 = (0.05f * _e270);\n param_7 = 0.08f;\n let _e272 = filmGlow_u0028_f1_u003b_f1_u003b_f1_u003b((¶m_5), (¶m_6), (¶m_7));\n let _e274 = ap0_;\n ap0_ = (_e274 * (1f + _e272));\n let _e276 = ap0_;\n param_8 = _e276;\n let _e277 = filmCentredHue_u0028_vf3_u003b((¶m_8));\n weight_1 = smoothstep(0f, 1f, (1f - abs(((2f * _e277) / 135f))));\n let _e283 = weight_1;\n let _e284 = weight_1;\n let _e286 = saturation;\n let _e289 = ap0_[0u];\n let _e294 = ap0_[0u];\n ap0_[0u] = (_e294 + ((((_e283 * _e284) * _e286) * (0.03f - _e289)) * 0.18f));\n let _e297 = ap0_;\n work = max((mat3x3<f32>(vec3<f32>(1.4514393f, -0.07655378f, 0.008316148f), vec3<f32>(-0.23651075f, 1.1762297f, -0.0060324497f), vec3<f32>(-0.21492857f, -0.09967592f, 0.9977163f)) * _e297), vec3<f32>(0f, 0f, 0f));\n let _e300 = work;\n let _e303 = work;\n work = mix(vec3(dot(_e300, vec3<f32>(0.27222872f, 0.67408174f, 0.053689517f))), _e303, vec3(0.96f));\n let _e308 = unnamed.uFilmA[0u];\n slope = _e308;\n let _e311 = unnamed.uFilmA[1u];\n black = _e311;\n let _e314 = unnamed.uFilmA[2u];\n white = _e314;\n let _e317 = unnamed.uFilmA[3u];\n toeScale = _e317;\n let _e320 = unnamed.uFilmB[0u];\n shoulderScale = _e320;\n let _e323 = unnamed.uFilmB[1u];\n toeMatch = _e323;\n let _e326 = unnamed.uFilmB[2u];\n straightMatch = _e326;\n let _e329 = unnamed.uFilmB[3u];\n shoulderMatch = _e329;\n let _e330 = work;\n logc = (log2(max(_e330, vec3<f32>(0.0000000001f, 0.0000000001f, 0.0000000001f))) * 0.30103f);\n let _e334 = slope;\n let _e335 = logc;\n let _e336 = straightMatch;\n straight = ((_e335 + vec3(_e336)) * _e334);\n let _e340 = black;\n let _e342 = toeScale;\n let _e344 = slope;\n let _e346 = toeScale;\n let _e348 = logc;\n let _e349 = toeMatch;\n toeC = (vec3(-(_e340)) + (vec3((2f * _e342)) / (vec3(1f) + exp(((_e348 - vec3(_e349)) * ((-2f * _e344) / _e346))))));\n let _e360 = white;\n let _e362 = shoulderScale;\n let _e364 = slope;\n let _e366 = shoulderScale;\n let _e368 = logc;\n let _e369 = shoulderMatch;\n shoulderC = (vec3((1f + _e360)) - (vec3((2f * _e362)) / (vec3(1f) + exp(((_e368 - vec3(_e369)) * ((2f * _e364) / _e366))))));\n let _e380 = straight;\n let _e381 = toeC;\n let _e382 = logc;\n let _e383 = toeMatch;\n toeC = mix(_e380, _e381, select(vec3<f32>(0f, 0f, 0f), vec3<f32>(1f, 1f, 1f), (_e382 < vec3(_e383))));\n let _e388 = straight;\n let _e389 = shoulderC;\n let _e390 = logc;\n let _e391 = shoulderMatch;\n shoulderC = mix(_e388, _e389, select(vec3<f32>(0f, 0f, 0f), vec3<f32>(1f, 1f, 1f), (_e390 > vec3(_e391))));\n let _e396 = logc;\n let _e397 = toeMatch;\n let _e400 = shoulderMatch;\n let _e401 = toeMatch;\n t_1 = clamp(((_e396 - vec3(_e397)) / vec3((_e400 - _e401))), vec3(0f), vec3(1f));\n let _e408 = shoulderMatch;\n let _e409 = toeMatch;\n if (_e408 < _e409) {\n let _e411 = t_1;\n t_1 = (vec3(1f) - _e411);\n }\n let _e414 = t_1;\n let _e418 = t_1;\n let _e420 = t_1;\n t_1 = (((vec3(3f) - (_e414 * 2f)) * _e418) * _e420);\n let _e422 = toeC;\n let _e423 = shoulderC;\n let _e424 = t_1;\n tone = mix(_e422, _e423, _e424);\n let _e426 = tone;\n let _e429 = tone;\n tone = mix(vec3(dot(_e426, vec3<f32>(0.27222872f, 0.67408174f, 0.053689517f))), _e429, vec3(0.93f));\n let _e433 = unnamed.uDisplayHeadroom;\n if (_e433 > 1f) {\n let _e435 = white;\n local_1 = (1f + _e435);\n } else {\n local_1 = 1f;\n }\n let _e437 = local_1;\n ceiling = _e437;\n let _e438 = tone;\n let _e441 = ceiling;\n return clamp((mat3x3<f32>(vec3<f32>(1.7048f, -0.13027f, -0.02401f), vec3<f32>(-0.62168f, 1.14082f, -0.129f), vec3<f32>(-0.08325f, -0.01055f, 1.15324f)) * max(_e438, vec3<f32>(0f, 0f, 0f))), vec3(0f), vec3(_e441));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_7: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e236 = (*c_7)[0u];\n let _e238 = (*c_7)[1u];\n let _e240 = (*c_7)[2u];\n m = max(_e236, max(_e238, _e240));\n let _e243 = m;\n if (_e243 <= 0.8f) {\n let _e245 = (*c_7);\n return _e245;\n }\n let _e246 = m;\n e = (_e246 - 0.8f);\n let _e248 = (*c_7);\n let _e249 = e;\n let _e251 = e;\n let _e255 = m;\n return (_e248 * ((0.8f + ((0.2f * _e249) / (_e251 + 0.2f))) / _e255));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e237 = unnamed.uOutputExposure;\n let _e238 = (*x_2);\n (*x_2) = (_e238 * _e237);\n let _e240 = (*x_2);\n v = (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)) * _e240);\n let _e242 = v;\n let _e243 = v;\n a = ((_e242 * (_e243 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e249 = v;\n let _e250 = v;\n b = ((_e249 * ((_e250 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e257 = a;\n let _e258 = b;\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)) * (_e257 / _e258)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_8: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_9: vec3<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n\n let _e238 = unnamed.uOutputTransform;\n if (_e238 == 0i) {\n let _e240 = (*c_8);\n return _e240;\n }\n let _e242 = unnamed.uOutputTransform;\n if (_e242 == 2i) {\n let _e244 = (*c_8);\n param_9 = _e244;\n let _e245 = acesFilmic_u0028_vf3_u003b((¶m_9));\n (*c_8) = _e245;\n }\n let _e247 = unnamed.uOutputTransform;\n if (_e247 == 3i) {\n let _e249 = (*c_8);\n let _e251 = unnamed.uOutputExposure;\n param_10 = (_e249 * _e251);\n let _e253 = highlightShoulder_u0028_vf3_u003b((¶m_10));\n (*c_8) = _e253;\n }\n let _e255 = unnamed.uOutputTransform;\n if (_e255 == 4i) {\n let _e257 = (*c_8);\n let _e259 = unnamed.uOutputExposure;\n param_11 = (_e257 * _e259);\n let _e261 = filmicCurve_u0028_vf3_u003b((¶m_11));\n (*c_8) = _e261;\n }\n let _e262 = (*c_8);\n param_12 = _e262;\n let _e263 = linearToSrgb_u0028_vf3_u003b((¶m_12));\n return _e263;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_9: ptr<function, vec3<f32>>, uv: ptr<function, vec2<f32>>, size: ptr<function, vec2<f32>>) -> vec3<f32> {\n var d: vec2<f32>;\n var corner: vec2<f32>;\n var r2_: f32;\n var falloff: f32;\n\n let _e240 = unnamed.uVignette;\n if (_e240 <= 0f) {\n let _e242 = (*c_9);\n return _e242;\n }\n let _e243 = (*uv);\n let _e246 = (*size);\n d = ((_e243 - vec2(0.5f)) * _e246);\n let _e248 = (*size);\n corner = (_e248 * 0.5f);\n let _e250 = d;\n let _e251 = d;\n let _e253 = corner;\n let _e254 = corner;\n r2_ = (dot(_e250, _e251) / dot(_e253, _e254));\n let _e258 = unnamed.uVignette;\n let _e259 = r2_;\n falloff = (1f + (_e258 * _e259));\n let _e262 = (*c_9);\n let _e263 = falloff;\n let _e264 = falloff;\n return (_e262 / vec3((_e263 * _e264)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e235 = unnamed.uAutoExposure;\n if (_e235 <= 0f) {\n return 1f;\n }\n let _e237 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e237.x;\n let _e240 = unnamed.uAutoExposure;\n let _e241 = held;\n stops = (_e240 * (-2.473931f - _e241));\n let _e244 = stops;\n return exp2(clamp(_e244, -6f, 6f));\n}\n\nfn localBlock_u0028_vf2_u003b_f1_u003b(uv_1: ptr<function, vec2<f32>>, block: ptr<function, f32>) -> vec2<f32> {\n var inside: vec2<f32>;\n\n let _e235 = (*uv_1);\n inside = clamp(_e235, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e237 = (*block);\n let _e239 = inside[0u];\n let _e243 = inside[1u];\n let _e245 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e237 + _e239) / 11f), _e243), 0f);\n return _e245.xy;\n}\n\nfn localExposureGain_u0028_vf2_u003b_vf3_u003b(uv_2: ptr<function, vec2<f32>>, light: ptr<function, vec3<f32>>) -> f32 {\n var held_1: f32;\n var pixel: f32;\n var b_1: f32;\n var lower: f32;\n var upper: f32;\n var banded: vec2<f32>;\n var param_13: vec2<f32>;\n var param_14: f32;\n var param_15: vec2<f32>;\n var param_16: f32;\n var tileMean: f32;\n var param_17: vec2<f32>;\n var param_18: f32;\n var bilateral: f32;\n var local_2: f32;\n var local_3: f32;\n var pivot: f32;\n var local_4: f32;\n var keep: f32;\n var local_5: f32;\n var stops_1: f32;\n\n let _e256 = unnamed.uLocalExposure;\n if (_e256 <= 0f) {\n return 1f;\n }\n let _e258 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e258.x;\n let _e260 = (*light);\n pixel = clamp(log2(max(dot(_e260, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e265 = pixel;\n b_1 = (((_e265 - -12f) / 2f) - 0.5f);\n let _e269 = b_1;\n lower = clamp(floor(_e269), 0f, 9f);\n let _e272 = lower;\n upper = min((_e272 + 1f), 9f);\n let _e275 = (*uv_2);\n param_13 = _e275;\n let _e276 = lower;\n param_14 = _e276;\n let _e277 = localBlock_u0028_vf2_u003b_f1_u003b((¶m_13), (¶m_14));\n let _e278 = (*uv_2);\n param_15 = _e278;\n let _e279 = upper;\n param_16 = _e279;\n let _e280 = localBlock_u0028_vf2_u003b_f1_u003b((¶m_15), (¶m_16));\n let _e281 = b_1;\n let _e282 = lower;\n banded = mix(_e277, _e280, vec2(clamp((_e281 - _e282), 0f, 1f)));\n let _e287 = (*uv_2);\n param_17 = _e287;\n param_18 = 10f;\n let _e288 = localBlock_u0028_vf2_u003b_f1_u003b((¶m_17), (¶m_18));\n tileMean = _e288.x;\n let _e291 = banded[1u];\n if (_e291 > 0.001f) {\n let _e294 = banded[0u];\n let _e296 = banded[1u];\n local_2 = (_e294 / _e296);\n } else {\n let _e298 = tileMean;\n local_2 = _e298;\n }\n let _e299 = local_2;\n bilateral = _e299;\n let _e300 = bilateral;\n let _e301 = tileMean;\n let _e304 = unnamed.uLocalShape[3u];\n local_3 = mix(_e300, _e301, _e304);\n let _e308 = unnamed.uLocalPivot[0u];\n if (_e308 > 0.5f) {\n let _e310 = held_1;\n local_4 = _e310;\n } else {\n let _e311 = autoExposureGain_u0028_();\n let _e313 = unnamed.uOutputExposure;\n local_4 = (-2.473931f - log2(max((_e311 * _e313), 0.00000001f)));\n }\n let _e318 = local_4;\n pivot = _e318;\n let _e321 = unnamed.uLocalPivot[1u];\n let _e322 = pivot;\n pivot = (_e322 + _e321);\n let _e324 = local_3;\n let _e325 = pivot;\n if (_e324 > _e325) {\n let _e329 = unnamed.uLocalShape[0u];\n local_5 = _e329;\n } else {\n let _e332 = unnamed.uLocalShape[1u];\n local_5 = _e332;\n }\n let _e333 = local_5;\n keep = _e333;\n let _e334 = local_3;\n let _e335 = pivot;\n let _e337 = keep;\n let _e339 = pixel;\n let _e340 = local_3;\n let _e344 = unnamed.uLocalShape[2u];\n stops_1 = (((_e334 - _e335) * _e337) + ((_e339 - _e340) * _e344));\n let _e347 = stops_1;\n let _e350 = unnamed.uLocalPivot[2u];\n let _e354 = unnamed.uLocalPivot[2u];\n return exp2(clamp(_e347, -(_e350), _e354));\n}\n\nfn finish_u0028_vf3_u003b(light_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var local_6: f32;\n var param_19: vec2<f32>;\n var param_20: vec3<f32>;\n var lensed: vec3<f32>;\n var param_21: vec3<f32>;\n var param_22: vec2<f32>;\n var param_23: vec2<f32>;\n var param_24: vec3<f32>;\n var param_25: vec3<f32>;\n var param_26: vec3<f32>;\n var param_27: vec3<f32>;\n var param_28: vec2<f32>;\n\n let _e245 = vUv_1;\n param_19 = _e245;\n let _e246 = (*light_1);\n param_20 = _e246;\n let _e247 = localExposureGain_u0028_vf2_u003b_vf3_u003b((¶m_19), (¶m_20));\n local_6 = _e247;\n let _e248 = autoExposureGain_u0028_();\n let _e249 = local_6;\n let _e251 = (*light_1);\n (*light_1) = (_e251 * (_e248 * _e249));\n let _e253 = textureDimensions(uScene_t, 0i);\n let _e256 = (*light_1);\n param_21 = _e256;\n let _e257 = vUv_1;\n param_22 = _e257;\n param_23 = vec2<f32>(vec2<i32>(_e253));\n let _e258 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((¶m_21), (¶m_22), (¶m_23));\n lensed = _e258;\n let _e259 = lensed;\n param_24 = _e259;\n let _e260 = grade_u0028_vf3_u003b((¶m_24));\n param_25 = _e260;\n let _e261 = applyColourGrade_u0028_vf3_u003b((¶m_25));\n param_26 = _e261;\n let _e262 = withVeil_u0028_vf3_u003b((¶m_26));\n param_27 = _e262;\n let _e263 = gl_FragCoord_1;\n param_28 = _e263.xy;\n let _e265 = withGrain_u0028_vf3_u003b_vf2_u003b((¶m_27), (¶m_28));\n return _e265;\n}\n\nfn withBloom_u0028_vf3_u003b(c_10: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e234 = unnamed.uBloomStrength;\n if (_e234 <= 0f) {\n let _e236 = (*c_10);\n return _e236;\n }\n let _e237 = (*c_10);\n let _e238 = vUv_1;\n let _e239 = textureSampleLevel(uBloom_t, uBloom_s, _e238, 0f);\n let _e242 = unnamed.uBloomStrength;\n return (_e237 + (_e239.xyz * _e242));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e234 = (*viewDepth);\n let _e236 = unnamed.uFocusDistance;\n let _e240 = unnamed.uFocusRange;\n offPlane = (abs((_e234 - _e236)) - _e240);\n let _e242 = offPlane;\n let _e244 = unnamed.uFocusRange;\n return clamp((_e242 / _e244), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e234 = (*uv_3);\n let _e235 = textureSampleLevel(uDepth_t, uDepth_s, _e234, 0f);\n z = (1f - (_e235.x * 2f));\n let _e241 = unnamed.uDepthToView[0u];\n let _e242 = z;\n let _e246 = unnamed.uDepthToView[1u];\n let _e251 = unnamed.uDepthToView[2u];\n let _e252 = z;\n let _e256 = unnamed.uDepthToView[3u];\n return (-(((_e241 * _e242) + _e246)) / ((_e251 * _e252) + _e256));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_4: vec2<f32>;\n var depth: f32;\n var param_29: vec2<f32>;\n var weight_2: f32;\n var local_7: f32;\n var param_30: f32;\n\n let _e241 = vUv_1;\n let _e242 = (*direction);\n let _e243 = (*radius);\n let _e246 = unnamed.uDofAspect;\n uv_4 = (_e241 + ((_e242 * _e243) * _e246));\n let _e249 = uv_4;\n param_29 = _e249;\n let _e250 = viewDepthOf_u0028_vf2_u003b((¶m_29));\n depth = _e250;\n let _e251 = depth;\n let _e252 = (*centreDepth);\n if (_e251 >= _e252) {\n local_7 = 1f;\n } else {\n let _e254 = depth;\n param_30 = _e254;\n let _e255 = circleOfConfusion_u0028_f1_u003b((¶m_30));\n local_7 = _e255;\n }\n let _e256 = local_7;\n weight_2 = _e256;\n let _e257 = uv_4;\n let _e258 = textureSampleLevel(uScene_t, uScene_s, _e257, 0f);\n let _e260 = weight_2;\n let _e261 = (_e258.xyz * _e260);\n let _e262 = weight_2;\n return vec4<f32>(_e261.x, _e261.y, _e261.z, _e262);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_31: vec2<f32>;\n var coc: f32;\n var param_32: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_33: vec2<f32>;\n var param_34: f32;\n var param_35: f32;\n var param_36: vec2<f32>;\n var param_37: f32;\n var param_38: f32;\n var param_39: vec2<f32>;\n var param_40: f32;\n var param_41: f32;\n var param_42: vec2<f32>;\n var param_43: f32;\n var param_44: f32;\n var param_45: vec2<f32>;\n var param_46: f32;\n var param_47: f32;\n var param_48: vec2<f32>;\n var param_49: f32;\n var param_50: f32;\n var param_51: vec2<f32>;\n var param_52: f32;\n var param_53: f32;\n var param_54: vec2<f32>;\n var param_55: f32;\n var param_56: f32;\n\n let _e263 = vUv_1;\n param_31 = _e263;\n let _e264 = viewDepthOf_u0028_vf2_u003b((¶m_31));\n depth_1 = _e264;\n let _e265 = depth_1;\n param_32 = _e265;\n let _e266 = circleOfConfusion_u0028_f1_u003b((¶m_32));\n coc = _e266;\n let _e267 = coc;\n if (_e267 <= 0f) {\n let _e269 = (*centre);\n return _e269;\n }\n let _e270 = coc;\n let _e272 = unnamed.uDofStrength;\n radius_1 = (_e270 * _e272);\n let _e274 = (*centre);\n sum = vec4<f32>(_e274.x, _e274.y, _e274.z, 1f);\n param_33 = vec2<f32>(0.25f, 0f);\n let _e279 = radius_1;\n param_34 = _e279;\n let _e280 = depth_1;\n param_35 = _e280;\n let _e281 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_33), (¶m_34), (¶m_35));\n let _e282 = sum;\n sum = (_e282 + _e281);\n param_36 = vec2<f32>(-0.31929f, 0.292496f);\n let _e284 = radius_1;\n param_37 = _e284;\n let _e285 = depth_1;\n param_38 = _e285;\n let _e286 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_36), (¶m_37), (¶m_38));\n let _e287 = sum;\n sum = (_e287 + _e286);\n param_39 = vec2<f32>(0.048872f, -0.556877f);\n let _e289 = radius_1;\n param_40 = _e289;\n let _e290 = depth_1;\n param_41 = _e290;\n let _e291 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_39), (¶m_40), (¶m_41));\n let _e292 = sum;\n sum = (_e292 + _e291);\n param_42 = vec2<f32>(0.402444f, 0.524918f);\n let _e294 = radius_1;\n param_43 = _e294;\n let _e295 = depth_1;\n param_44 = _e295;\n let _e296 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_42), (¶m_43), (¶m_44));\n let _e297 = sum;\n sum = (_e297 + _e296);\n param_45 = vec2<f32>(-0.738535f, -0.130636f);\n let _e299 = radius_1;\n param_46 = _e299;\n let _e300 = depth_1;\n param_47 = _e300;\n let _e301 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_45), (¶m_46), (¶m_47));\n let _e302 = sum;\n sum = (_e302 + _e301);\n param_48 = vec2<f32>(0.699605f, -0.445031f);\n let _e304 = radius_1;\n param_49 = _e304;\n let _e305 = depth_1;\n param_50 = _e305;\n let _e306 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_48), (¶m_49), (¶m_50));\n let _e307 = sum;\n sum = (_e307 + _e306);\n param_51 = vec2<f32>(-0.234004f, 0.870484f);\n let _e309 = radius_1;\n param_52 = _e309;\n let _e310 = depth_1;\n param_53 = _e310;\n let _e311 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_51), (¶m_52), (¶m_53));\n let _e312 = sum;\n sum = (_e312 + _e311);\n param_54 = vec2<f32>(-0.446271f, -0.859268f);\n let _e314 = radius_1;\n param_55 = _e314;\n let _e315 = depth_1;\n param_56 = _e315;\n let _e316 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_54), (¶m_55), (¶m_56));\n let _e317 = sum;\n sum = (_e317 + _e316);\n let _e319 = sum;\n let _e322 = sum[3u];\n return (_e319.xyz / vec3(_e322));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var moved: vec4<f32>;\n var velocity: vec2<f32>;\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t_2: f32;\n var phi_1400_: bool;\n\n let _e243 = vUv_1;\n let _e244 = textureSampleLevel(uMotion_t, uMotion_s, _e243, 0f);\n moved = _e244;\n let _e246 = unnamed.uObjectMotion;\n let _e247 = (_e246 > 0.5f);\n phi_1400_ = _e247;\n if _e247 {\n let _e249 = moved[3u];\n phi_1400_ = (_e249 > 0.5f);\n }\n let _e252 = phi_1400_;\n if _e252 {\n let _e253 = moved;\n let _e257 = unnamed.uMotionStrength;\n velocity = (-(_e253.xy) * _e257);\n } else {\n let _e259 = vUv_1;\n let _e260 = textureSampleLevel(uDepth_t, uDepth_s, _e259, 0f);\n depth_2 = _e260.x;\n let _e262 = vUv_1;\n let _e265 = ((_e262 * 2f) - vec2(1f));\n let _e266 = depth_2;\n clip = vec4<f32>(_e265.x, _e265.y, (1f - (_e266 * 2f)), 1f);\n let _e273 = unnamed.uReprojection;\n let _e274 = clip;\n previous = (_e273 * _e274);\n let _e277 = previous[3u];\n if (_e277 <= 0f) {\n let _e279 = (*scene);\n return _e279;\n }\n let _e280 = previous;\n let _e283 = previous[3u];\n wasUv = (((_e280.xy / vec2(_e283)) * 0.5f) + vec2(0.5f));\n let _e289 = vUv_1;\n let _e290 = wasUv;\n let _e293 = unnamed.uMotionStrength;\n velocity = ((_e289 - _e290) * _e293);\n }\n let _e295 = velocity;\n distance_ = length(_e295);\n let _e297 = distance_;\n if (_e297 < 0.0001f) {\n let _e299 = (*scene);\n return _e299;\n }\n let _e300 = distance_;\n let _e302 = unnamed.uMotionMax;\n if (_e300 > _e302) {\n let _e305 = unnamed.uMotionMax;\n let _e306 = distance_;\n let _e308 = velocity;\n velocity = (_e308 * (_e305 / _e306));\n }\n let _e310 = (*scene);\n sum_1 = _e310;\n i = 1i;\n loop {\n let _e311 = i;\n if (_e311 <= 4i) {\n let _e313 = i;\n t_2 = ((f32(_e313) / 4f) * 0.5f);\n let _e317 = vUv_1;\n let _e318 = velocity;\n let _e319 = t_2;\n let _e322 = textureSampleLevel(uScene_t, uScene_s, (_e317 + (_e318 * _e319)), 0f);\n let _e324 = sum_1;\n sum_1 = (_e324 + _e322.xyz);\n let _e326 = vUv_1;\n let _e327 = velocity;\n let _e328 = t_2;\n let _e331 = textureSampleLevel(uScene_t, uScene_s, (_e326 - (_e327 * _e328)), 0f);\n let _e333 = sum_1;\n sum_1 = (_e333 + _e331.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e335 = i;\n i = (_e335 + 1i);\n }\n }\n let _e337 = sum_1;\n return (_e337 / vec3(9f));\n}\n\nfn withFringe_u0028_vf3_u003b(scene_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var lens: vec2<f32>;\n var past: vec2<f32>;\n var red: vec2<f32>;\n var green: vec2<f32>;\n\n let _e239 = unnamed.uFringe[0u];\n if (_e239 <= 0f) {\n let _e241 = (*scene_1);\n return _e241;\n }\n let _e242 = vUv_1;\n lens = ((_e242 * 2f) - vec2(1f));\n let _e246 = lens;\n let _e248 = lens;\n let _e252 = unnamed.uFringe[2u];\n past = (sign(_e246) * clamp((abs(_e248) - vec2(_e252)), vec2(0f), vec2(1f)));\n let _e259 = lens;\n let _e260 = past;\n let _e263 = unnamed.uFringe[0u];\n red = (((_e259 - (_e260 * _e263)) * 0.5f) + vec2(0.5f));\n let _e269 = lens;\n let _e270 = past;\n let _e273 = unnamed.uFringe[1u];\n green = (((_e269 - (_e270 * _e273)) * 0.5f) + vec2(0.5f));\n let _e279 = red;\n let _e280 = textureSampleLevel(uScene_t, uScene_s, _e279, 0f);\n let _e282 = green;\n let _e283 = textureSampleLevel(uScene_t, uScene_s, _e282, 0f);\n let _e286 = (*scene_1)[2u];\n return vec3<f32>(_e280.x, _e283.y, _e286);\n}\n\nfn main_1() {\n var sampled: vec4<f32>;\n var scene_2: vec3<f32>;\n var param_57: vec3<f32>;\n var param_58: vec3<f32>;\n var param_59: vec3<f32>;\n var share: f32;\n var ao: f32;\n var param_60: vec3<f32>;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_61: vec3<f32>;\n var param_62: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_63: vec3<f32>;\n var param_64: vec3<f32>;\n\n let _e253 = vUv_1;\n let _e254 = textureSampleLevel(uScene_t, uScene_s, _e253, 0f);\n sampled = _e254;\n let _e255 = sampled;\n param_57 = _e255.xyz;\n let _e257 = withFringe_u0028_vf3_u003b((¶m_57));\n scene_2 = _e257;\n let _e259 = unnamed.uMotionStrength;\n if (_e259 > 0f) {\n let _e261 = scene_2;\n param_58 = _e261;\n let _e262 = cameraBlur_u0028_vf3_u003b((¶m_58));\n scene_2 = _e262;\n }\n let _e264 = unnamed.uDofStrength;\n if (_e264 > 0f) {\n let _e266 = scene_2;\n param_59 = _e266;\n let _e267 = depthOfField_u0028_vf3_u003b((¶m_59));\n scene_2 = _e267;\n }\n let _e269 = sampled[3u];\n share = clamp(_e269, 0f, 1f);\n let _e271 = vUv_1;\n let _e273 = unnamed.uAoOffset;\n let _e275 = textureSampleLevel(uAo_t, uAo_s, (_e271 + _e273), 0f);\n let _e278 = unnamed.uAoStrength;\n let _e279 = share;\n ao = mix(1f, _e275.x, (_e278 * _e279));\n let _e283 = unnamed.uSceneGraded;\n if (_e283 != 0i) {\n let _e285 = ao;\n param_60 = vec3(_e285);\n let _e287 = linearToSrgb_u0028_vf3_u003b((¶m_60));\n ao = _e287.x;\n }\n let _e289 = vUv_1;\n fromCentre = (_e289 - vec2(0.5f));\n let _e292 = fromCentre;\n radius_2 = (length((_e292 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e297 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e297);\n let _e299 = inner;\n let _e300 = radius_2;\n edge = smoothstep(_e299, 1f, _e300);\n let _e302 = edge;\n let _e304 = unnamed.uStrength;\n amount = (_e302 * _e304);\n let _e306 = amount;\n if (_e306 <= 0f) {\n let _e308 = scene_2;\n let _e309 = ao;\n param_61 = (_e308 * _e309);\n let _e311 = withBloom_u0028_vf3_u003b((¶m_61));\n param_62 = _e311;\n let _e312 = finish_u0028_vf3_u003b((¶m_62));\n fragColor = vec4<f32>(_e312.x, _e312.y, _e312.z, 1f);\n return;\n }\n let _e317 = fromCentre;\n let _e321 = unnamed.uReach;\n let _e323 = amount;\n step_ = ((normalize((_e317 + vec2<f32>(0.000001f, 0.000001f))) * _e321) * _e323);\n let _e325 = scene_2;\n sum_2 = _e325;\n i_1 = 1i;\n loop {\n let _e326 = i_1;\n if (_e326 <= 6i) {\n let _e328 = vUv_1;\n let _e329 = step_;\n let _e330 = i_1;\n let _e335 = textureSampleLevel(uScene_t, uScene_s, (_e328 + (_e329 * (f32(_e330) / 6f))), 0f);\n let _e337 = sum_2;\n sum_2 = (_e337 + _e335.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e339 = i_1;\n i_1 = (_e339 + 1i);\n }\n }\n let _e341 = sum_2;\n blurred = (_e341 / vec3(7f));\n let _e344 = scene_2;\n let _e345 = blurred;\n let _e346 = amount;\n let _e349 = ao;\n param_63 = (mix(_e344, _e345, vec3(_e346)) * _e349);\n let _e351 = withBloom_u0028_vf3_u003b((¶m_63));\n param_64 = _e351;\n let _e352 = finish_u0028_vf3_u003b((¶m_64));\n fragColor = vec4<f32>(_e352.x, _e352.y, _e352.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -15,7 +15,7 @@ export const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReac
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export const SCATTER_DEPTH_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uTrample: array<vec4<f32>, 8>,\n uTrampleRadius: f32,\n uTrampleDepth: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstancePos_1: vec3<f32>;\nvar<private> aScaleYaw_1: vec2<f32>;\nvar<private> aWindResponse_1: vec3<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b(position: ptr<function, vec3<f32>>, instancePos: ptr<function, vec3<f32>>, scaleYaw: ptr<function, vec2<f32>>, windResponse: ptr<function, vec3<f32>>, yawTrig: ptr<function, vec2<f32>>) -> vec3<f32> {\n var s: f32;\n var c: f32;\n var local: vec3<f32>;\n var rotated: vec3<f32>;\n var phase: f32;\n var rooted: f32;\n var bend: f32;\n var pressed: f32;\n var away: vec2<f32>;\n var i: i32;\n var p: vec4<f32>;\n var offset: vec3<f32>;\n var dist: f32;\n var fade: f32;\n var strength: f32;\n var local_1: vec2<f32>;\n var take: f32;\n\n let _e49 = (*yawTrig)[0u];\n s = _e49;\n let _e51 = (*yawTrig)[1u];\n c = _e51;\n let _e52 = (*position);\n let _e54 = (*scaleYaw)[0u];\n local = (_e52 * _e54);\n let _e57 = local[0u];\n let _e58 = c;\n let _e61 = local[2u];\n let _e62 = s;\n let _e66 = local[1u];\n let _e68 = local[0u];\n let _e70 = s;\n let _e73 = local[2u];\n let _e74 = c;\n rotated = vec3<f32>(((_e57 * _e58) + (_e61 * _e62)), _e66, ((-(_e68) * _e70) + (_e73 * _e74)));\n let _e78 = (*instancePos);\n let _e81 = unnamed.uWindSpatialPhase;\n let _e84 = unnamed.uWindTime;\n let _e87 = (*windResponse)[2u];\n phase = ((dot(_e78.xz, _e81) + _e84) + _e87);\n let _e90 = rotated[1u];\n let _e92 = (*windResponse)[0u];\n rooted = clamp((_e90 * _e92), 0f, 1f);\n let _e96 = unnamed.uWindSpeed;\n let _e98 = unnamed.uWindGust;\n let _e100 = (*windResponse)[1u];\n let _e103 = phase;\n let _e106 = rooted;\n let _e108 = rooted;\n bend = ((((_e96 + (_e98 * _e100)) * sin(_e103)) * _e106) * _e108);\n let _e111 = unnamed.uWindDirection;\n let _e112 = bend;\n let _e114 = rotated;\n let _e116 = (_e114.xz + (_e111 * _e112));\n let _e117 = rotated;\n rotated = vec3<f32>(_e116.x, _e117.y, _e116.y);\n pressed = 0f;\n away = vec2<f32>(0f, 0f);\n i = 0i;\n loop {\n let _e122 = i;\n if (_e122 < 8i) {\n let _e124 = i;\n let _e127 = unnamed.uTrample[_e124];\n p = _e127;\n let _e129 = p[3u];\n if (_e129 <= 0f) {\n continue;\n }\n let _e131 = (*instancePos);\n let _e132 = p;\n offset = (_e131 - _e132.xyz);\n let _e135 = offset;\n dist = length(_e135);\n let _e137 = dist;\n let _e139 = unnamed.uTrampleRadius;\n if (_e137 >= _e139) {\n continue;\n }\n let _e141 = dist;\n let _e143 = unnamed.uTrampleRadius;\n fade = (1f - (_e141 / _e143));\n let _e147 = p[3u];\n let _e148 = fade;\n let _e150 = fade;\n strength = ((_e147 * _e148) * _e150);\n let _e152 = strength;\n let _e153 = pressed;\n if (_e152 <= _e153) {\n continue;\n }\n let _e155 = strength;\n pressed = _e155;\n let _e156 = dist;\n if (_e156 > 0.0001f) {\n let _e158 = offset;\n let _e160 = dist;\n local_1 = (_e158.xz / vec2(_e160));\n } else {\n local_1 = vec2<f32>(0f, 0f);\n }\n let _e163 = local_1;\n away = _e163;\n continue;\n } else {\n break;\n }\n continuing {\n let _e164 = i;\n i = (_e164 + 1i);\n }\n }\n let _e166 = pressed;\n if (_e166 > 0f) {\n let _e168 = pressed;\n let _e170 = unnamed.uTrampleDepth;\n take = (_e168 * _e170);\n let _e172 = take;\n let _e175 = rotated[1u];\n rotated[1u] = (_e175 * (1f - _e172));\n let _e178 = away;\n let _e179 = take;\n let _e182 = rotated[1u];\n let _e185 = rotated;\n let _e187 = (_e185.xz + (((_e178 * _e179) * _e182) * 1.4f));\n let _e188 = rotated;\n rotated = vec3<f32>(_e187.x, _e188.y, _e187.y);\n }\n let _e193 = rotated;\n return _e193;\n}\n\nfn scatterYaw_u0028_f1_u003b(yaw: ptr<function, f32>) -> vec2<f32> {\n let _e27 = (*yaw);\n let _e29 = (*yaw);\n return vec2<f32>(sin(_e27), cos(_e29));\n}\n\nfn main_1() {\n var rotated_1: vec3<f32>;\n var param: f32;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n\n let _e34 = aScaleYaw_1[1u];\n param = _e34;\n let _e35 = scatterYaw_u0028_f1_u003b((¶m));\n let _e36 = aPosition_1;\n param_1 = _e36;\n let _e37 = aInstancePos_1;\n param_2 = _e37;\n let _e38 = aScaleYaw_1;\n param_3 = _e38;\n let _e39 = aWindResponse_1;\n param_4 = _e39;\n param_5 = _e35;\n let _e40 = scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b((¶m_1), (¶m_2), (¶m_3), (¶m_4), (¶m_5));\n rotated_1 = _e40;\n let _e42 = unnamed.uLightViewProj;\n let _e43 = aInstancePos_1;\n let _e44 = rotated_1;\n let _e45 = (_e43 + _e44);\n vLightPosition = (_e42 * vec4<f32>(_e45.x, _e45.y, _e45.z, 1f));\n let _e51 = vLightPosition;\n unnamed_1.gl_Position = _e51;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(3) aInstancePos: vec3<f32>, @location(4) aScaleYaw: vec2<f32>, @location(6) aWindResponse: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstancePos_1 = aInstancePos;\n aScaleYaw_1 = aScaleYaw;\n aWindResponse_1 = aWindResponse;\n main_1();\n let _e12 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e12);\n let _e14 = vLightPosition;\n let _e15 = unnamed_1.gl_Position;\n return VertexOutput(_e14, _e15);\n}\n";
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export const SCATTER_FRAG_WGSL = "struct Uniforms {\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e72 = (*c);\n low = (_e72 * 12.92f);\n let _e74 = (*c);\n high = ((pow(max(_e74, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e80 = high;\n let _e81 = low;\n let _e82 = (*c);\n return mix(_e80, _e81, step(_e82, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e73 = (*c_1)[0u];\n let _e75 = (*c_1)[1u];\n let _e77 = (*c_1)[2u];\n m = max(_e73, max(_e75, _e77));\n let _e80 = m;\n if (_e80 <= 0.8f) {\n let _e82 = (*c_1);\n return _e82;\n }\n let _e83 = m;\n e = (_e83 - 0.8f);\n let _e85 = (*c_1);\n let _e86 = e;\n let _e88 = e;\n let _e92 = m;\n return (_e85 * ((0.8f + ((0.2f * _e86) / (_e88 + 0.2f))) / _e92));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e72 = (*v);\n let _e73 = (*v);\n a = ((_e72 * (_e73 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e79 = (*v);\n let _e80 = (*v);\n b = ((_e79 * ((_e80 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e87 = a;\n let _e88 = b;\n return (_e87 / _e88);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e72 = unnamed.uOutputExposure;\n let _e73 = (*x);\n (*x) = (_e73 * _e72);\n let _e75 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e75);\n let _e77 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e77), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e74 = unnamed.uOutputTransform;\n if (_e74 == 0i) {\n let _e76 = (*c_2);\n return _e76;\n }\n let _e78 = unnamed.uOutputTransform;\n if (_e78 == 2i) {\n let _e80 = (*c_2);\n param_1 = _e80;\n let _e81 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e81;\n }\n let _e83 = unnamed.uOutputTransform;\n if (_e83 == 3i) {\n let _e85 = (*c_2);\n let _e87 = unnamed.uOutputExposure;\n param_2 = (_e85 * _e87);\n let _e89 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e89;\n }\n let _e90 = (*c_2);\n param_3 = _e90;\n let _e91 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e91;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e70 = unnamed.uFogColor;\n let _e72 = unnamed.uUnderwaterColor;\n let _e74 = unnamed.uUnderwaterFactor;\n return mix(_e70, _e72, vec3(_e74));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e83 = unnamed.uFogMode;\n if (_e83 == 1i) {\n let _e86 = unnamed.uFogFar;\n let _e88 = unnamed.uFogNear;\n span = max((_e86 - _e88), 0.0001f);\n let _e91 = (*dist);\n let _e93 = unnamed.uFogNear;\n let _e95 = span;\n ramp = clamp(((_e91 - _e93) / _e95), 0f, 1f);\n let _e99 = unnamed.uUnderwaterFactor;\n if (_e99 <= 0f) {\n let _e101 = ramp;\n return _e101;\n }\n let _e103 = unnamed.uUnderwaterFogDensity;\n let _e104 = (*dist);\n wetLinear = (_e103 * _e104);\n let _e106 = ramp;\n let _e107 = wetLinear;\n let _e109 = wetLinear;\n let _e115 = unnamed.uUnderwaterFactor;\n return mix(_e106, (1f - exp2(((-(_e107) * _e109) * 1.442695f))), _e115);\n }\n let _e118 = unnamed.uFogNear;\n let _e119 = (*dist);\n start = min(_e118, _e119);\n let _e121 = (*dist);\n if (_e121 > 0f) {\n let _e123 = start;\n let _e124 = (*dist);\n local = (_e123 / _e124);\n } else {\n local = 0f;\n }\n let _e126 = local;\n before = _e126;\n let _e127 = (*pointY);\n let _e129 = unnamed.uFogEyeY;\n let _e132 = unnamed.uFogHeightFalloff;\n t = ((_e127 - _e129) * _e132);\n let _e134 = t;\n let _e135 = before;\n rest = (_e134 * (1f - _e135));\n let _e138 = rest;\n let _e141 = rest;\n denom = select(_e141, 0.0001f, (abs(_e138) < 0.0001f));\n let _e144 = unnamed.uFogDensity;\n let _e146 = t;\n let _e148 = before;\n let _e152 = (*dist);\n let _e153 = start;\n let _e156 = denom;\n let _e161 = denom;\n air = (1f - exp(((((-(_e144) * exp((-(_e146) * _e148))) * (_e152 - _e153)) * (1f - exp(-(_e156)))) / _e161)));\n let _e166 = unnamed.uUnderwaterFactor;\n if (_e166 <= 0f) {\n let _e168 = air;\n return _e168;\n }\n let _e170 = unnamed.uUnderwaterFogDensity;\n let _e171 = (*dist);\n wet = (_e170 * _e171);\n let _e173 = air;\n let _e174 = wet;\n let _e176 = wet;\n let _e182 = unnamed.uUnderwaterFactor;\n return mix(_e173, (1f - exp2(((-(_e174) * _e176) * 1.442695f))), _e182);\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var param_6: vec3<f32>;\n\n let _e76 = vNormal_1;\n n = normalize(_e76);\n let _e78 = n;\n let _e80 = unnamed.uDirectionalDir;\n ndl = abs(dot(_e78, _e80));\n let _e83 = vColor_1;\n let _e85 = unnamed.uAmbient;\n let _e87 = unnamed.uDirectionalColor;\n let _e88 = ndl;\n lit = (_e83 * (_e85 + (_e87 * _e88)));\n let _e92 = vWorldPos_1;\n let _e94 = unnamed.uCameraPos;\n param_4 = distance(_e92, _e94);\n let _e97 = vWorldPos_1[1u];\n param_5 = _e97;\n let _e98 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n fog = _e98;\n let _e99 = lit;\n let _e100 = mediumColor_u0028_();\n let _e101 = fog;\n param_6 = mix(_e99, _e100, vec3(_e101));\n let _e104 = applyOutputTransform_u0028_vf3_u003b((¶m_6));\n outColor = vec4<f32>(_e104.x, _e104.y, _e104.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vColor: vec3<f32>, @location(2) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export const SCATTER_FRAG_WGSL = "struct Uniforms {\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uFogColor: vec3<f32>,\n uFogMedium: vec4<f32>,\n uFogRange: vec4<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n uFogLayer2_: vec4<f32>,\n uFogGlow: vec4<f32>,\n uFogGlowDir: vec4<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e71 = (*c);\n low = (_e71 * 12.92f);\n let _e73 = (*c);\n high = ((pow(max(_e73, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e79 = high;\n let _e80 = low;\n let _e81 = (*c);\n return mix(_e79, _e80, step(_e81, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e72 = (*c_1)[0u];\n let _e74 = (*c_1)[1u];\n let _e76 = (*c_1)[2u];\n m = max(_e72, max(_e74, _e76));\n let _e79 = m;\n if (_e79 <= 0.8f) {\n let _e81 = (*c_1);\n return _e81;\n }\n let _e82 = m;\n e = (_e82 - 0.8f);\n let _e84 = (*c_1);\n let _e85 = e;\n let _e87 = e;\n let _e91 = m;\n return (_e84 * ((0.8f + ((0.2f * _e85) / (_e87 + 0.2f))) / _e91));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e71 = (*v);\n let _e72 = (*v);\n a = ((_e71 * (_e72 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e78 = (*v);\n let _e79 = (*v);\n b = ((_e78 * ((_e79 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e86 = a;\n let _e87 = b;\n return (_e86 / _e87);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e71 = unnamed.uOutputExposure;\n let _e72 = (*x);\n (*x) = (_e72 * _e71);\n let _e74 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e74);\n let _e76 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e76), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e73 = unnamed.uOutputTransform;\n if (_e73 == 0i) {\n let _e75 = (*c_2);\n return _e75;\n }\n let _e77 = unnamed.uOutputTransform;\n if (_e77 == 2i) {\n let _e79 = (*c_2);\n param_1 = _e79;\n let _e80 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e80;\n }\n let _e82 = unnamed.uOutputTransform;\n if (_e82 == 3i) {\n let _e84 = (*c_2);\n let _e86 = unnamed.uOutputExposure;\n param_2 = (_e84 * _e86);\n let _e88 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e88;\n }\n let _e89 = (*c_2);\n param_3 = _e89;\n let _e90 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e90;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e69 = unnamed.uFogColor;\n let _e71 = unnamed.uUnderwaterColor;\n let _e73 = unnamed.uUnderwaterFactor;\n return mix(_e69, _e71, vec3(_e73));\n}\n\nfn hazeDepth_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var depth: f32;\n var t2_: f32;\n var rest2_: f32;\n var denom2_: f32;\n\n let _e82 = unnamed.uFogRange[0u];\n let _e83 = (*dist);\n start = min(_e82, _e83);\n let _e85 = (*dist);\n if (_e85 > 0f) {\n let _e87 = start;\n let _e88 = (*dist);\n local = (_e87 / _e88);\n } else {\n local = 0f;\n }\n let _e90 = local;\n before = _e90;\n let _e91 = (*pointY);\n let _e94 = unnamed.uFogMedium[2u];\n let _e98 = unnamed.uFogMedium[1u];\n t = ((_e91 - _e94) * _e98);\n let _e100 = t;\n let _e101 = before;\n rest = (_e100 * (1f - _e101));\n let _e104 = rest;\n let _e107 = rest;\n denom = select(_e107, 0.0001f, (abs(_e104) < 0.0001f));\n let _e111 = unnamed.uFogMedium[0u];\n let _e112 = t;\n let _e114 = before;\n let _e118 = (*dist);\n let _e119 = start;\n let _e122 = denom;\n let _e127 = denom;\n depth = ((((_e111 * exp((-(_e112) * _e114))) * (_e118 - _e119)) * (1f - exp(-(_e122)))) / _e127);\n let _e131 = unnamed.uFogLayer2_[0u];\n if (_e131 > 0f) {\n let _e133 = (*pointY);\n let _e136 = unnamed.uFogMedium[2u];\n let _e140 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e133 - _e136) * _e140);\n let _e142 = t2_;\n let _e143 = before;\n rest2_ = (_e142 * (1f - _e143));\n let _e146 = rest2_;\n let _e149 = rest2_;\n denom2_ = select(_e149, 0.0001f, (abs(_e146) < 0.0001f));\n let _e153 = unnamed.uFogLayer2_[0u];\n let _e154 = t2_;\n let _e156 = before;\n let _e160 = (*dist);\n let _e161 = start;\n let _e164 = denom2_;\n let _e169 = denom2_;\n let _e171 = depth;\n depth = (_e171 + ((((_e153 * exp((-(_e154) * _e156))) * (_e160 - _e161)) * (1f - exp(-(_e164)))) / _e169));\n }\n let _e173 = depth;\n return _e173;\n}\n\nfn mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b(dist_1: ptr<function, f32>, pointY_1: ptr<function, f32>, toPoint: ptr<function, vec3<f32>>) -> vec3<f32> {\n var span: f32;\n var perMetre: f32;\n var param_4: f32;\n var param_5: f32;\n var hidden: f32;\n var lobe: f32;\n var phi_305_: bool;\n var phi_319_: bool;\n\n let _e79 = unnamed.uFogRange[2u];\n let _e80 = (_e79 == 1f);\n phi_305_ = _e80;\n if !(_e80) {\n let _e84 = unnamed.uFogGlow[0u];\n let _e87 = unnamed.uFogGlow[1u];\n let _e91 = unnamed.uFogGlow[2u];\n phi_305_ = (max(max(_e84, _e87), _e91) <= 0f);\n }\n let _e95 = phi_305_;\n if _e95 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e98 = unnamed.uFogLayer2_[3u];\n let _e99 = (_e98 > 0f);\n phi_319_ = _e99;\n if _e99 {\n let _e100 = (*dist_1);\n let _e103 = unnamed.uFogLayer2_[3u];\n phi_319_ = (_e100 > _e103);\n }\n let _e106 = phi_319_;\n if _e106 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e107 = (*dist_1);\n let _e110 = unnamed.uFogRange[0u];\n let _e111 = (*dist_1);\n span = (_e107 - min(_e110, _e111));\n let _e114 = span;\n if (_e114 <= 0f) {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e116 = (*dist_1);\n param_4 = _e116;\n let _e117 = (*pointY_1);\n param_5 = _e117;\n let _e118 = hazeDepth_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n let _e119 = span;\n perMetre = (_e118 / _e119);\n let _e121 = perMetre;\n let _e123 = span;\n let _e126 = unnamed.uFogGlowDir[3u];\n hidden = (1f - exp((-(_e121) * max((_e123 - _e126), 0f))));\n let _e132 = (*toPoint);\n let _e134 = unnamed.uFogGlowDir;\n let _e140 = unnamed.uFogGlow[3u];\n lobe = pow(clamp(dot(_e132, _e134.xyz), 0f, 1f), _e140);\n let _e143 = unnamed.uFogGlow;\n let _e145 = lobe;\n let _e146 = hidden;\n let _e149 = unnamed.uUnderwaterFactor;\n return (_e143.xyz * ((_e145 * _e146) * (1f - _e149)));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist_2: ptr<function, f32>, pointY_2: ptr<function, f32>) -> f32 {\n var cut: bool;\n var span_1: f32;\n var ramp: f32;\n var local_1: f32;\n var wetLinear: f32;\n var air: f32;\n var local_2: f32;\n var param_6: f32;\n var param_7: f32;\n var wet: f32;\n var phi_190_: bool;\n\n let _e82 = unnamed.uFogLayer2_[3u];\n let _e83 = (_e82 > 0f);\n phi_190_ = _e83;\n if _e83 {\n let _e84 = (*dist_2);\n let _e87 = unnamed.uFogLayer2_[3u];\n phi_190_ = (_e84 > _e87);\n }\n let _e90 = phi_190_;\n cut = _e90;\n let _e93 = unnamed.uFogRange[2u];\n if (_e93 == 1f) {\n let _e97 = unnamed.uFogRange[1u];\n let _e100 = unnamed.uFogRange[0u];\n span_1 = max((_e97 - _e100), 0.0001f);\n let _e103 = cut;\n if _e103 {\n local_1 = 0f;\n } else {\n let _e104 = (*dist_2);\n let _e107 = unnamed.uFogRange[0u];\n let _e109 = span_1;\n let _e114 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e104 - _e107) / _e109), 0f, 1f), (1f - _e114));\n }\n let _e117 = local_1;\n ramp = _e117;\n let _e119 = unnamed.uUnderwaterFactor;\n if (_e119 <= 0f) {\n let _e121 = ramp;\n return _e121;\n }\n let _e124 = unnamed.uFogMedium[3u];\n let _e125 = (*dist_2);\n wetLinear = (_e124 * _e125);\n let _e127 = ramp;\n let _e128 = wetLinear;\n let _e130 = wetLinear;\n let _e136 = unnamed.uUnderwaterFactor;\n return mix(_e127, (1f - exp2(((-(_e128) * _e130) * 1.442695f))), _e136);\n }\n let _e138 = cut;\n if _e138 {\n local_2 = 0f;\n } else {\n let _e139 = (*dist_2);\n param_6 = _e139;\n let _e140 = (*pointY_2);\n param_7 = _e140;\n let _e141 = hazeDepth_u0028_f1_u003b_f1_u003b((¶m_6), (¶m_7));\n let _e146 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e141)), _e146));\n }\n let _e149 = local_2;\n air = _e149;\n let _e151 = unnamed.uUnderwaterFactor;\n if (_e151 <= 0f) {\n let _e153 = air;\n return _e153;\n }\n let _e156 = unnamed.uFogMedium[3u];\n let _e157 = (*dist_2);\n wet = (_e156 * _e157);\n let _e159 = air;\n let _e160 = wet;\n let _e162 = wet;\n let _e168 = unnamed.uUnderwaterFactor;\n return mix(_e159, (1f - exp2(((-(_e160) * _e162) * 1.442695f))), _e168);\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var dist_3: f32;\n var fog: f32;\n var param_8: f32;\n var param_9: f32;\n var glow: vec3<f32>;\n var param_10: f32;\n var param_11: f32;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n\n let _e80 = vNormal_1;\n n = normalize(_e80);\n let _e82 = n;\n let _e84 = unnamed.uDirectionalDir;\n ndl = abs(dot(_e82, _e84));\n let _e87 = vColor_1;\n let _e89 = unnamed.uAmbient;\n let _e91 = unnamed.uDirectionalColor;\n let _e92 = ndl;\n lit = (_e87 * (_e89 + (_e91 * _e92)));\n let _e96 = vWorldPos_1;\n let _e98 = unnamed.uCameraPos;\n dist_3 = distance(_e96, _e98);\n let _e100 = dist_3;\n param_8 = _e100;\n let _e102 = vWorldPos_1[1u];\n param_9 = _e102;\n let _e103 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_8), (¶m_9));\n fog = _e103;\n let _e104 = vWorldPos_1;\n let _e106 = unnamed.uCameraPos;\n let _e109 = dist_3;\n param_10 = _e109;\n let _e111 = vWorldPos_1[1u];\n param_11 = _e111;\n param_12 = normalize((_e104 - _e106));\n let _e112 = mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b((¶m_10), (¶m_11), (¶m_12));\n glow = _e112;\n let _e113 = lit;\n let _e114 = mediumColor_u0028_();\n let _e115 = fog;\n let _e118 = glow;\n param_13 = (mix(_e113, _e114, vec3(_e115)) + _e118);\n let _e120 = applyOutputTransform_u0028_vf3_u003b((¶m_13));\n outColor = vec4<f32>(_e120.x, _e120.y, _e120.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vColor: vec3<f32>, @location(2) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export const SCATTER_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uTrample: array<vec4<f32>, 8>,\n uTrampleRadius: f32,\n uTrampleDepth: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec3<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) member_2: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aScaleYaw_1: vec2<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstancePos_1: vec3<f32>;\nvar<private> aWindResponse_1: vec3<f32>;\nvar<private> vColor: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> aTint_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b(position: ptr<function, vec3<f32>>, instancePos: ptr<function, vec3<f32>>, scaleYaw: ptr<function, vec2<f32>>, windResponse: ptr<function, vec3<f32>>, yawTrig: ptr<function, vec2<f32>>) -> vec3<f32> {\n var s: f32;\n var c: f32;\n var local: vec3<f32>;\n var rotated: vec3<f32>;\n var phase: f32;\n var rooted: f32;\n var bend: f32;\n var pressed: f32;\n var away: vec2<f32>;\n var i: i32;\n var p: vec4<f32>;\n var offset: vec3<f32>;\n var dist: f32;\n var fade: f32;\n var strength: f32;\n var local_1: vec2<f32>;\n var take: f32;\n\n let _e54 = (*yawTrig)[0u];\n s = _e54;\n let _e56 = (*yawTrig)[1u];\n c = _e56;\n let _e57 = (*position);\n let _e59 = (*scaleYaw)[0u];\n local = (_e57 * _e59);\n let _e62 = local[0u];\n let _e63 = c;\n let _e66 = local[2u];\n let _e67 = s;\n let _e71 = local[1u];\n let _e73 = local[0u];\n let _e75 = s;\n let _e78 = local[2u];\n let _e79 = c;\n rotated = vec3<f32>(((_e62 * _e63) + (_e66 * _e67)), _e71, ((-(_e73) * _e75) + (_e78 * _e79)));\n let _e83 = (*instancePos);\n let _e86 = unnamed.uWindSpatialPhase;\n let _e89 = unnamed.uWindTime;\n let _e92 = (*windResponse)[2u];\n phase = ((dot(_e83.xz, _e86) + _e89) + _e92);\n let _e95 = rotated[1u];\n let _e97 = (*windResponse)[0u];\n rooted = clamp((_e95 * _e97), 0f, 1f);\n let _e101 = unnamed.uWindSpeed;\n let _e103 = unnamed.uWindGust;\n let _e105 = (*windResponse)[1u];\n let _e108 = phase;\n let _e111 = rooted;\n let _e113 = rooted;\n bend = ((((_e101 + (_e103 * _e105)) * sin(_e108)) * _e111) * _e113);\n let _e116 = unnamed.uWindDirection;\n let _e117 = bend;\n let _e119 = rotated;\n let _e121 = (_e119.xz + (_e116 * _e117));\n let _e122 = rotated;\n rotated = vec3<f32>(_e121.x, _e122.y, _e121.y);\n pressed = 0f;\n away = vec2<f32>(0f, 0f);\n i = 0i;\n loop {\n let _e127 = i;\n if (_e127 < 8i) {\n let _e129 = i;\n let _e132 = unnamed.uTrample[_e129];\n p = _e132;\n let _e134 = p[3u];\n if (_e134 <= 0f) {\n continue;\n }\n let _e136 = (*instancePos);\n let _e137 = p;\n offset = (_e136 - _e137.xyz);\n let _e140 = offset;\n dist = length(_e140);\n let _e142 = dist;\n let _e144 = unnamed.uTrampleRadius;\n if (_e142 >= _e144) {\n continue;\n }\n let _e146 = dist;\n let _e148 = unnamed.uTrampleRadius;\n fade = (1f - (_e146 / _e148));\n let _e152 = p[3u];\n let _e153 = fade;\n let _e155 = fade;\n strength = ((_e152 * _e153) * _e155);\n let _e157 = strength;\n let _e158 = pressed;\n if (_e157 <= _e158) {\n continue;\n }\n let _e160 = strength;\n pressed = _e160;\n let _e161 = dist;\n if (_e161 > 0.0001f) {\n let _e163 = offset;\n let _e165 = dist;\n local_1 = (_e163.xz / vec2(_e165));\n } else {\n local_1 = vec2<f32>(0f, 0f);\n }\n let _e168 = local_1;\n away = _e168;\n continue;\n } else {\n break;\n }\n continuing {\n let _e169 = i;\n i = (_e169 + 1i);\n }\n }\n let _e171 = pressed;\n if (_e171 > 0f) {\n let _e173 = pressed;\n let _e175 = unnamed.uTrampleDepth;\n take = (_e173 * _e175);\n let _e177 = take;\n let _e180 = rotated[1u];\n rotated[1u] = (_e180 * (1f - _e177));\n let _e183 = away;\n let _e184 = take;\n let _e187 = rotated[1u];\n let _e190 = rotated;\n let _e192 = (_e190.xz + (((_e183 * _e184) * _e187) * 1.4f));\n let _e193 = rotated;\n rotated = vec3<f32>(_e192.x, _e193.y, _e192.y);\n }\n let _e198 = rotated;\n return _e198;\n}\n\nfn scatterYaw_u0028_f1_u003b(yaw: ptr<function, f32>) -> vec2<f32> {\n let _e32 = (*yaw);\n let _e34 = (*yaw);\n return vec2<f32>(sin(_e32), cos(_e34));\n}\n\nfn main_1() {\n var yawTrig_1: vec2<f32>;\n var param: f32;\n var rotated_1: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n var world: vec3<f32>;\n var s_1: f32;\n var c_1: f32;\n\n let _e43 = aScaleYaw_1[1u];\n param = _e43;\n let _e44 = scatterYaw_u0028_f1_u003b((¶m));\n yawTrig_1 = _e44;\n let _e45 = aPosition_1;\n param_1 = _e45;\n let _e46 = aInstancePos_1;\n param_2 = _e46;\n let _e47 = aScaleYaw_1;\n param_3 = _e47;\n let _e48 = aWindResponse_1;\n param_4 = _e48;\n let _e49 = yawTrig_1;\n param_5 = _e49;\n let _e50 = scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b((¶m_1), (¶m_2), (¶m_3), (¶m_4), (¶m_5));\n rotated_1 = _e50;\n let _e51 = aInstancePos_1;\n let _e52 = rotated_1;\n world = (_e51 + _e52);\n let _e55 = yawTrig_1[0u];\n s_1 = _e55;\n let _e57 = yawTrig_1[1u];\n c_1 = _e57;\n let _e58 = aColor_1;\n let _e59 = aTint_1;\n vColor = (_e58 * _e59);\n let _e62 = aNormal_1[0u];\n let _e63 = c_1;\n let _e66 = aNormal_1[2u];\n let _e67 = s_1;\n let _e71 = aNormal_1[1u];\n let _e73 = aNormal_1[0u];\n let _e75 = s_1;\n let _e78 = aNormal_1[2u];\n let _e79 = c_1;\n vNormal = vec3<f32>(((_e62 * _e63) + (_e66 * _e67)), _e71, ((-(_e73) * _e75) + (_e78 * _e79)));\n let _e83 = world;\n vWorldPos = _e83;\n let _e85 = unnamed.uViewProj;\n let _e86 = world;\n unnamed_1.gl_Position = (_e85 * vec4<f32>(_e86.x, _e86.y, _e86.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(4) aScaleYaw: vec2<f32>, @location(0) aPosition: vec3<f32>, @location(3) aInstancePos: vec3<f32>, @location(6) aWindResponse: vec3<f32>, @location(2) aColor: vec3<f32>, @location(5) aTint: vec3<f32>, @location(1) aNormal: vec3<f32>) -> VertexOutput {\n aScaleYaw_1 = aScaleYaw;\n aPosition_1 = aPosition;\n aInstancePos_1 = aInstancePos;\n aWindResponse_1 = aWindResponse;\n aColor_1 = aColor;\n aTint_1 = aTint;\n aNormal_1 = aNormal;\n main_1();\n let _e20 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e20);\n let _e22 = vColor;\n let _e23 = vNormal;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e22, _e23, _e24, _e25);\n}\n";
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export 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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