@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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@@ -694,8 +694,9 @@ export const MAIN_GLSL = `void main() {
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* branch it did not take before.
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*/
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/* A model reflects its environment whatever the pass asked of the standard model: see
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modelReflectance. On the switches alone, so the derivatives
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-
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modelReflectance. Hair takes none: modelReflects. On the switches alone, so the derivatives
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below stay in uniform flow. */
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if ((uEnvironmentDials.y > 0.0 || uMaterialFlags.y != 0 || modelled) && modelReflects()) {
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vec3 toEye = normalize(uCameraPos - vWorldPos);
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vec3 mirrored = reflect(-toEye, modelled ? modelReflectNormal(n) : n);
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vec3 environment = mix(uAmbientGround, uAmbient, mirrored.y * 0.5 + 0.5);
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* caller sets this.
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*/
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environment *= mix(1.0, uEnvironmentDials.z, metal);
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/*
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* **And brought to the light where the surface stands**, metal or not: a probe is captured
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* at one place and seen from many, so a rough surface standing in light twice what the probe
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* saw takes twice its reflection, and a mirror keeps the capture as it is. The weight is the
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* caller's, the place's indirect light over the probe's average; mixed in by roughness, with
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* the smoothstep written out because GLSL leaves one over an empty range undefined. 0, the
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* weight less one, is exactly the reflection there was.
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*/
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if (uEnvironmentMixing.x != 0.0) {
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float span = max(uEnvironmentMixing.z - uEnvironmentMixing.y, 1e-4);
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float rough = clamp((surfaceRoughness - uEnvironmentMixing.y) / span, 0.0, 1.0);
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environment *= 1.0 + uEnvironmentMixing.x * rough * rough * (3.0 - 2.0 * rough);
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}
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float facing = 1.0 - max(dot(n, toEye), 0.0);
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/*
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* **A metal's Fresnel base is close to its albedo, not a dielectric's four percent.** Schlick
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* the medium's colour and adding it puts the haze into the frame twice — a glow by day drew as
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* a grey shape of itself, greyer the thicker the air.
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*/
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/* And the sun's glow in the haze, which a surface takes after its fog and an added light never
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does: what is behind it already has it. */
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vec3 glow = vec3(0.0);
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if (uFogEnabled == 1) {
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glow = mediumGlow(distance(vWorldPos, uCameraPos), vWorldPos.y, normalize(vWorldPos - uCameraPos));
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}
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vec3 shaded = applyOutputTransform(
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uFogEnabled == 2 ? lit * (1.0 - fog) : mix(lit, mediumColor(), fog));
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uFogEnabled == 2 ? lit * (1.0 - fog) : mix(lit, mediumColor(), fog) + glow);
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/*
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* **Refraction: the scene behind this surface, bent and absorbed.**
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* **Where the models plug in.** `main` gathers the surface once (`modelSurface`), then asks at each
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* place light arrives: `modelLight` for the sun, each lamp and each rectangle, `modelAmbient` for
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* the sky and the probe's irradiance, `modelIrradiance` for DriftLight, `modelReflectNormal` and
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* `modelReflectance` for the environment's reflection
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* model, and each model's file is where its own answers are.
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* returns today's term for the standard model, and each model's file is where its own answers are.
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*
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* **What a model returns from a light** is the two halves the standard terms are: a diffuse already
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}
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/**
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* Whether the environment's reflection reaches this surface: every model's but hair's, whose share
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* of it is in its light from every side (hair.ts).
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*/
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bool modelReflects() {
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if (MODEL_HAIR) return false;
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return true;
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}
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/* The surface a model shades, gathered once in main before any light reaches it. */
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vec3 mNormal;
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vec3 mToEye;
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mMap = vec4(0.5, 0.5, 1.0, 1.0);
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if (uModelParams[1].w > 0.0) mMap = texture(uModelMap, at);
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if (MODEL_ANISOTROPIC) anisotropicSurface();
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if (MODEL_HAIR) hairSurface();
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if (MODEL_HAIR) hairSurface(at);
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if (MODEL_SKIN) skinSurface();
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if (MODEL_EYE) eyeSurface(at);
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}
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/** The normal the environment is reflected about: the surface's own, but for a stretched lobe. */
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vec3 modelReflectNormal(vec3 n) {
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if (MODEL_HAIR) return hairAcross();
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return n;
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}
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*/
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float modelReflectance(float standard) {
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if (MODEL_HAIR) return hairReflectance();
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if (MODEL_SKIN) return skinReflectance();
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if (MODEL_EYE) return eyeReflectance();
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return standard;
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*/
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uniform vec3 uEnvironmentDials; // wgsl:material
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/**
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* The environment a surface reflects brought to the light where it stands, for every surface:
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* \`setEnvironmentMixing\`. x is the weight less one, so a program nothing wrote reflects as it did;
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* y and z the roughnesses the weight is mixed in over, smooth to rough.
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*/
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uniform vec4 uEnvironmentMixing; // wgsl:material
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* Where a surface glows, and in what colour.
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*
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* at the eye times `(1 − e⁻ᵗ)/t`, with `t` the height climbed in scale heights. The eye
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* density and `1/H` arrive precomputed from `bindAtmosphere`.
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* everything it uses can be pasted anywhere.
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* `uFogMedium.z`, the eye's height, rather than `uCameraPos.y`, because two of the seven
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* programs (the plumes) never needed the camera position in their fragment stage, and a block
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export declare const FOG_GLSL = "\nuniform vec3 uFogColor;\n
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export declare const FOG_GLSL = "\nuniform vec3 uFogColor;\n/**\n * The haze: its extinction per metre **at the camera's own height**, not at the base; its\n * reciprocal scale height per metre, 0 for a uniform medium; the camera's height, so a fragment's\n * own height is one subtraction away; and the water column's own density.\n *\n * **Four numbers in one vector rather than four uniforms**, and the reason is a phone: a scalar\n * costs a whole row of the uniform grid, and the lit stage at its eight-light rung must fit the 256\n * rows an Adreno 740 offers (uniformVectorBudget.ts). Packed, the haze's eight scalars cost two\n * rows where they cost eight, which is what paid for the second layer and the sun's glow below.\n */\nuniform vec4 uFogMedium;\n/** Where haze begins, where a linear ramp is total, and the mode: 0 a medium, 1 a ramp. */\nuniform vec4 uFogRange;\nuniform vec3 uUnderwaterColor;\nuniform float uUnderwaterFactor;\n/**\n * The second layer's extinction per metre at the camera's height and its falloff; then the least of\n * a surface the haze must leave, Atmosphere.fogMaxOpacity's complement, and the distance past which\n * it hides nothing (0 is none). **Every lane is none at zero**, and so are uFogGlow's: a program a\n * binder never wrote these into draws the haze it drew before they existed, rather than none.\n */\nuniform vec4 uFogLayer2;\n/** The sun's glow in the haze: its colour, black for none, and the exponent of its lobe. */\nuniform vec4 uFogGlow;\n/** Surface \u2192 the glow's light, and how far past the haze's start the glow begins. */\nuniform vec4 uFogGlowDir;\n\n/** What distance converges toward: the day's haze, or the water column. */\nvec3 mediumColor() {\n return mix(uFogColor, uUnderwaterColor, uUnderwaterFactor);\n}\n\n/**\n * The haze's optical depth from where it begins along the ray to a point at height pointY, dist\n * metres away: each layer's density at the eye carried over what is left of the ray, with the\n * second layer only where there is one. The fog and the sun's glow both integrate it.\n */\nfloat hazeDepth(float dist, float pointY) {\n // Where the medium begins along the ray: uFogRange.x, the linear mode's slot, which this mode\n // never read before Atmosphere.fogStart. The ray is integrated from there on, at the density\n // of that point; at a start of 0 every term is the one it always was. See render/fog.ts.\n float start = min(uFogRange.x, dist);\n float before = dist > 0.0 ? start / dist : 0.0;\n float t = (pointY - uFogMedium.z) * uFogMedium.y;\n float rest = t * (1.0 - before);\n // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than\n // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.\n float denom = abs(rest) < 1e-4 ? 1e-4 : rest;\n float depth = uFogMedium.x * exp(-t * before) * (dist - start) * (1.0 - exp(-denom)) / denom;\n if (uFogLayer2.x > 0.0) {\n float t2 = (pointY - uFogMedium.z) * uFogLayer2.y;\n float rest2 = t2 * (1.0 - before);\n float denom2 = abs(rest2) < 1e-4 ? 1e-4 : rest2;\n depth += uFogLayer2.x * exp(-t2 * before) * (dist - start) * (1.0 - exp(-denom2)) / denom2;\n }\n return depth;\n}\n\n/**\n * How much of a surface standing at height pointY, dist metres away, is lost to\n * the medium in between. 0 is perfectly clear, 1 is the medium's own colour.\n */\nfloat mediumFog(float dist, float pointY) {\n /* Past the cutoff the air hides nothing, in either mode; the water column keeps its own law. */\n bool cut = uFogLayer2.w > 0.0 && dist > uFogLayer2.w;\n /*\n * A depth ramp rather than a medium, for worlds authored against one.\n *\n * Beer-Lambert is the honest model and stays the default: it integrates something\n * physically there, so extinction begins at the eye and never stops. A linear near/far\n * fog is not that \u2014 it is a *look*, with a hard start distance before which the air is\n * perfectly clear, and it is what the fixed-function pipeline offered and what several\n * renderers still expose. Approximating one with the other is not a matter of tuning:\n * matched at half occlusion, the exponential curve still lays haze over everything\n * inside near, where the ramp lays none, and near-field colour desaturates toward the\n * fog colour with nothing to show for it.\n *\n * Height falloff has no meaning here and is ignored: a ramp is defined on distance\n * alone.\n */\n if (uFogRange.z == 1.0) {\n float span = max(uFogRange.y - uFogRange.x, 1e-4);\n float ramp = cut ? 0.0 : min(clamp((dist - uFogRange.x) / span, 0.0, 1.0), 1.0 - uFogLayer2.z);\n if (uUnderwaterFactor <= 0.0) return ramp;\n float wetLinear = uFogMedium.w * dist;\n return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);\n }\n\n // Beer-Lambert through both layers, leaving at least uFogLayer2.z of the surface: a floor on\n // what survives rather than a ceiling on the depth, so the curve keeps its shape above it.\n float air = cut ? 0.0 : 1.0 - max(exp(-hazeDepth(dist, pointY)), uFogLayer2.z);\n if (uUnderwaterFactor <= 0.0) return air;\n // Water is its own medium and keeps its own curve, so crossing the surface\n // changes nothing about how the water column reads.\n float wet = uFogMedium.w * dist;\n return mix(air, 1.0 - exp2(-wet * wet * 1.442695), uUnderwaterFactor);\n}\n\n/**\n * The sun's light the haze scatters toward the eye along a ray to a point at height pointY, dist\n * metres away in the direction toPoint: added to a surface after its fog, never mixed. A lobe of\n * cos^exponent about the light, by as much of the ray past the glow's own start as the haze hides \u2014\n * the haze's depth per metre carried over that stretch. None in a linear ramp, past the cutoff, or\n * under water, which keeps its own medium.\n */\nvec3 mediumGlow(float dist, float pointY, vec3 toPoint) {\n if (uFogRange.z == 1.0 || max(max(uFogGlow.r, uFogGlow.g), uFogGlow.b) <= 0.0) return vec3(0.0);\n if (uFogLayer2.w > 0.0 && dist > uFogLayer2.w) return vec3(0.0);\n float span = dist - min(uFogRange.x, dist);\n if (span <= 0.0) return vec3(0.0);\n float perMetre = hazeDepth(dist, pointY) / span;\n float hidden = 1.0 - exp(-perMetre * max(span - uFogGlowDir.w, 0.0));\n float lobe = pow(clamp(dot(toPoint, uFogGlowDir.xyz), 0.0, 1.0), uFogGlow.a);\n return uFogGlow.rgb * (lobe * hidden * (1.0 - uUnderwaterFactor));\n}\n";
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* at the eye times `(1 − e⁻ᵗ)/t`, with `t` the height climbed in scale heights. The eye
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* density and `1/H` arrive precomputed from `bindAtmosphere`.
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* `uFogMedium.z`, the eye's height, rather than `uCameraPos.y`, because two of the seven
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export const FOG_GLSL = `
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uniform vec3 uFogColor;
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/**
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* The haze: its extinction per metre **at the camera's own height**, not at the base; its
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* reciprocal scale height per metre, 0 for a uniform medium; the camera's height, so a fragment's
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* own height is one subtraction away; and the water column's own density.
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* **Four numbers in one vector rather than four uniforms**, and the reason is a phone: a scalar
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* costs a whole row of the uniform grid, and the lit stage at its eight-light rung must fit the 256
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* rows an Adreno 740 offers (uniformVectorBudget.ts). Packed, the haze's eight scalars cost two
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* rows where they cost eight, which is what paid for the second layer and the sun's glow below.
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*/
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uniform vec4 uFogMedium;
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/** Where haze begins, where a linear ramp is total, and the mode: 0 a medium, 1 a ramp. */
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uniform vec4 uFogRange;
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uniform vec3 uUnderwaterColor;
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* a surface the haze must leave, Atmosphere.fogMaxOpacity's complement, and the distance past which
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* it hides nothing (0 is none). **Every lane is none at zero**, and so are uFogGlow's: a program a
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uniform vec4 uFogLayer2;
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float hazeDepth(float dist, float pointY) {
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// Where the medium begins along the ray: uFogRange.x, the linear mode's slot, which this mode
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float denom = abs(rest) < 1e-4 ? 1e-4 : rest;
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float depth = uFogMedium.x * exp(-t * before) * (dist - start) * (1.0 - exp(-denom)) / denom;
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float ramp = cut ? 0.0 : min(clamp((dist - uFogRange.x) / span, 0.0, 1.0), 1.0 - uFogLayer2.z);
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float wetLinear = uFogMedium.w * dist;
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float start = min(uFogNear, dist);
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float before = dist > 0.0 ? start / dist : 0.0;
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float t = (pointY - uFogEyeY) * uFogHeightFalloff;
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float rest = t * (1.0 - before);
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// (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than
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// branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.
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float denom = abs(rest) < 1e-4 ? 1e-4 : rest;
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float air =
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1.0 - exp(-uFogDensity * exp(-t * before) * (dist - start) * (1.0 - exp(-denom)) / denom);
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// Beer-Lambert through both layers, leaving at least uFogLayer2.z of the surface: a floor on
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// what survives rather than a ceiling on the depth, so the curve keeps its shape above it.
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float air = cut ? 0.0 : 1.0 - max(exp(-hazeDepth(dist, pointY)), uFogLayer2.z);
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if (uUnderwaterFactor <= 0.0) return air;
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// Water is its own medium and keeps its own curve, so crossing the surface
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// changes nothing about how the water column reads.
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float wet =
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float wet = uFogMedium.w * dist;
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return mix(air, 1.0 - exp2(-wet * wet * 1.442695), uUnderwaterFactor);
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}
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/**
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* The sun's light the haze scatters toward the eye along a ray to a point at height pointY, dist
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* metres away in the direction toPoint: added to a surface after its fog, never mixed. A lobe of
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* cos^exponent about the light, by as much of the ray past the glow's own start as the haze hides —
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* the haze's depth per metre carried over that stretch. None in a linear ramp, past the cutoff, or
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* under water, which keeps its own medium.
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*/
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vec3 mediumGlow(float dist, float pointY, vec3 toPoint) {
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if (uFogRange.z == 1.0 || max(max(uFogGlow.r, uFogGlow.g), uFogGlow.b) <= 0.0) return vec3(0.0);
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if (uFogLayer2.w > 0.0 && dist > uFogLayer2.w) return vec3(0.0);
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float span = dist - min(uFogRange.x, dist);
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if (span <= 0.0) return vec3(0.0);
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float perMetre = hazeDepth(dist, pointY) / span;
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float hidden = 1.0 - exp(-perMetre * max(span - uFogGlowDir.w, 0.0));
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float lobe = pow(clamp(dot(toPoint, uFogGlowDir.xyz), 0.0, 1.0), uFogGlow.a);
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return uFogGlow.rgb * (lobe * hidden * (1.0 - uUnderwaterFactor));
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}
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`;
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export declare const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e105 = (*c);\n low = (_e105 * 12.92f);\n let _e107 = (*c);\n high = ((pow(max(_e107, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e113 = high;\n let _e114 = low;\n let _e115 = (*c);\n return mix(_e113, _e114, step(_e115, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e106 = (*c_1)[0u];\n let _e108 = (*c_1)[1u];\n let _e110 = (*c_1)[2u];\n m = max(_e106, max(_e108, _e110));\n let _e113 = m;\n if (_e113 <= 0.8f) {\n let _e115 = (*c_1);\n return _e115;\n }\n let _e116 = m;\n e = (_e116 - 0.8f);\n let _e118 = (*c_1);\n let _e119 = e;\n let _e121 = e;\n let _e125 = m;\n return (_e118 * ((0.8f + ((0.2f * _e119) / (_e121 + 0.2f))) / _e125));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e105 = (*v);\n let _e106 = (*v);\n a = ((_e105 * (_e106 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e112 = (*v);\n let _e113 = (*v);\n b = ((_e112 * ((_e113 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e120 = a;\n let _e121 = b;\n return (_e120 / _e121);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e105 = unnamed.uOutputExposure;\n let _e106 = (*x);\n (*x) = (_e106 * _e105);\n let _e108 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e108);\n let _e110 = rrtAndOdtFit_u0028_vf3_u003b((¶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)) * _e110), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e107 = unnamed.uOutputTransform;\n if (_e107 == 0i) {\n let _e109 = (*c_2);\n return _e109;\n }\n let _e111 = unnamed.uOutputTransform;\n if (_e111 == 2i) {\n let _e113 = (*c_2);\n param_1 = _e113;\n let _e114 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e114;\n }\n let _e116 = unnamed.uOutputTransform;\n if (_e116 == 3i) {\n let _e118 = (*c_2);\n let _e120 = unnamed.uOutputExposure;\n param_2 = (_e118 * _e120);\n let _e122 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e122;\n }\n let _e123 = (*c_2);\n param_3 = _e123;\n let _e124 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e124;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e103 = unnamed.uFogColor;\n let _e105 = unnamed.uUnderwaterColor;\n let _e107 = unnamed.uUnderwaterFactor;\n return mix(_e103, _e105, vec3(_e107));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e116 = unnamed.uFogMode;\n if (_e116 == 1i) {\n let _e119 = unnamed.uFogFar;\n let _e121 = unnamed.uFogNear;\n span = max((_e119 - _e121), 0.0001f);\n let _e124 = (*dist);\n let _e126 = unnamed.uFogNear;\n let _e128 = span;\n ramp = clamp(((_e124 - _e126) / _e128), 0f, 1f);\n let _e132 = unnamed.uUnderwaterFactor;\n if (_e132 <= 0f) {\n let _e134 = ramp;\n return _e134;\n }\n let _e136 = unnamed.uUnderwaterFogDensity;\n let _e137 = (*dist);\n wetLinear = (_e136 * _e137);\n let _e139 = ramp;\n let _e140 = wetLinear;\n let _e142 = wetLinear;\n let _e148 = unnamed.uUnderwaterFactor;\n return mix(_e139, (1f - exp2(((-(_e140) * _e142) * 1.442695f))), _e148);\n }\n let _e151 = unnamed.uFogNear;\n let _e152 = (*dist);\n start = min(_e151, _e152);\n let _e154 = (*dist);\n if (_e154 > 0f) {\n let _e156 = start;\n let _e157 = (*dist);\n local = (_e156 / _e157);\n } else {\n local = 0f;\n }\n let _e159 = local;\n before = _e159;\n let _e160 = (*pointY);\n let _e162 = unnamed.uFogEyeY;\n let _e165 = unnamed.uFogHeightFalloff;\n t = ((_e160 - _e162) * _e165);\n let _e167 = t;\n let _e168 = before;\n rest = (_e167 * (1f - _e168));\n let _e171 = rest;\n let _e174 = rest;\n denom = select(_e174, 0.0001f, (abs(_e171) < 0.0001f));\n let _e177 = unnamed.uFogDensity;\n let _e179 = t;\n let _e181 = before;\n let _e185 = (*dist);\n let _e186 = start;\n let _e189 = denom;\n let _e194 = denom;\n air = (1f - exp(((((-(_e177) * exp((-(_e179) * _e181))) * (_e185 - _e186)) * (1f - exp(-(_e189)))) / _e194)));\n let _e199 = unnamed.uUnderwaterFactor;\n if (_e199 <= 0f) {\n let _e201 = air;\n return _e201;\n }\n let _e203 = unnamed.uUnderwaterFogDensity;\n let _e204 = (*dist);\n wet = (_e203 * _e204);\n let _e206 = air;\n let _e207 = wet;\n let _e209 = wet;\n let _e215 = unnamed.uUnderwaterFactor;\n return mix(_e206, (1f - exp2(((-(_e207) * _e209) * 1.442695f))), _e215);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e103 = (*p);\n return fract((sin(dot(_e103, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e110 = (*p_1);\n i = floor(_e110);\n let _e112 = (*p_1);\n f = fract(_e112);\n let _e114 = f;\n let _e115 = f;\n let _e117 = f;\n u = ((_e114 * _e115) * (vec2(3f) - (_e117 * 2f)));\n let _e122 = i;\n param_4 = _e122;\n let _e123 = hash21_u0028_vf2_u003b((¶m_4));\n let _e124 = i;\n param_5 = (_e124 + vec2<f32>(1f, 0f));\n let _e126 = hash21_u0028_vf2_u003b((¶m_5));\n let _e128 = u[0u];\n let _e130 = i;\n param_6 = (_e130 + vec2<f32>(0f, 1f));\n let _e132 = hash21_u0028_vf2_u003b((¶m_6));\n let _e133 = i;\n param_7 = (_e133 + vec2<f32>(1f, 1f));\n let _e135 = hash21_u0028_vf2_u003b((¶m_7));\n let _e137 = u[0u];\n let _e140 = u[1u];\n return mix(mix(_e123, _e126, _e128), mix(_e132, _e135, _e137), _e140);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_8: vec2<f32>;\n var outer: f32;\n var param_9: vec2<f32>;\n var swirl: f32;\n var param_10: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n var param_13: vec3<f32>;\n var phi_442_: bool;\n\n let _e122 = unnamed.uClipEnabled;\n let _e123 = (_e122 != 0i);\n phi_442_ = _e123;\n if _e123 {\n let _e124 = vWorldPos_1;\n let _e130 = unnamed.uClipPlane;\n phi_442_ = (dot(vec4<f32>(_e124.x, _e124.y, _e124.z, 1f), _e130) < 0f);\n }\n let _e134 = phi_442_;\n if _e134 {\n discard;\n }\n let _e135 = vUv_1;\n radius = (length((_e135 - vec2(0.5f))) * 2f);\n let _e140 = radius;\n if (_e140 >= 1f) {\n discard;\n }\n let _e142 = vUv_1;\n d = (_e142 - vec2(0.5f));\n let _e146 = d[1u];\n let _e148 = d[0u];\n angle = atan2(_e146, _e148);\n let _e151 = unnamed.uTime;\n let _e152 = vSeed_1;\n t_1 = (_e151 + (_e152 * 37f));\n let _e155 = angle;\n let _e157 = t_1;\n let _e160 = radius;\n param_8 = vec2<f32>(((_e155 * 1.9f) + (_e157 * 0.55f)), (_e160 * 4.2f));\n let _e163 = valueNoise_u0028_vf2_u003b((¶m_8));\n inner = _e163;\n let _e164 = angle;\n let _e166 = t_1;\n let _e169 = radius;\n param_9 = vec2<f32>(((_e164 * 3.1f) - (_e166 * 0.34f)), (_e169 * 2.6f));\n let _e172 = valueNoise_u0028_vf2_u003b((¶m_9));\n outer = _e172;\n let _e173 = inner;\n let _e175 = outer;\n swirl = ((_e173 * 0.62f) + (_e175 * 0.38f));\n let _e179 = unnamed.uNoiseOctaves;\n if (_e179 > 1i) {\n let _e181 = swirl;\n let _e182 = swirl;\n let _e183 = angle;\n let _e185 = t_1;\n let _e188 = radius;\n param_10 = vec2<f32>(((_e183 * 6.3f) + (_e185 * 0.9f)), (_e188 * 8f));\n let _e191 = valueNoise_u0028_vf2_u003b((¶m_10));\n swirl = mix(_e181, ((_e182 * _e191) * 2f), 0.35f);\n }\n let _e195 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e195));\n let _e198 = radius;\n let _e201 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e198)) * (0.35f + (_e201 * 0.65f)));\n let _e205 = core;\n let _e207 = corona;\n body = ((_e205 * 0.9f) + _e207);\n let _e209 = body;\n if (_e209 <= 0.02f) {\n discard;\n }\n let _e212 = unnamed.uTint;\n let _e215 = unnamed.uTint;\n let _e216 = body;\n col = mix((_e212 * 0.35f), _e215, vec3(smoothstep(0f, 0.55f, _e216)));\n let _e220 = col;\n let _e221 = body;\n col = mix(_e220, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e221)));\n let _e226 = unnamed.uTint;\n let _e227 = col;\n col = (_e227 * _e226);\n let _e229 = body;\n alpha = clamp((_e229 * 1.6f), 0f, 1f);\n let _e232 = vDistance_1;\n param_11 = _e232;\n let _e234 = vWorldPos_1[1u];\n param_12 = _e234;\n let _e235 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_11), (¶m_12));\n fog = _e235;\n let _e236 = col;\n let _e237 = mediumColor_u0028_();\n let _e238 = fog;\n col = mix(_e236, _e237, vec3(_e238));\n let _e241 = fog;\n let _e243 = alpha;\n alpha = (_e243 * (1f - _e241));\n let _e245 = col;\n param_13 = _e245;\n let _e246 = applyOutputTransform_u0028_vf3_u003b((¶m_13));\n let _e247 = alpha;\n outColor = vec4<f32>(_e246.x, _e246.y, _e246.z, _e247);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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export declare const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogMedium: vec4<f32>,\n uFogRange: vec4<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n uFogLayer2_: vec4<f32>,\n uFogGlow: vec4<f32>,\n uFogGlowDir: vec4<f32>,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e102 = (*c);\n low = (_e102 * 12.92f);\n let _e104 = (*c);\n high = ((pow(max(_e104, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e110 = high;\n let _e111 = low;\n let _e112 = (*c);\n return mix(_e110, _e111, step(_e112, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e103 = (*c_1)[0u];\n let _e105 = (*c_1)[1u];\n let _e107 = (*c_1)[2u];\n m = max(_e103, max(_e105, _e107));\n let _e110 = m;\n if (_e110 <= 0.8f) {\n let _e112 = (*c_1);\n return _e112;\n }\n let _e113 = m;\n e = (_e113 - 0.8f);\n let _e115 = (*c_1);\n let _e116 = e;\n let _e118 = e;\n let _e122 = m;\n return (_e115 * ((0.8f + ((0.2f * _e116) / (_e118 + 0.2f))) / _e122));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e102 = (*v);\n let _e103 = (*v);\n a = ((_e102 * (_e103 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e109 = (*v);\n let _e110 = (*v);\n b = ((_e109 * ((_e110 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e117 = a;\n let _e118 = b;\n return (_e117 / _e118);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e102 = unnamed.uOutputExposure;\n let _e103 = (*x);\n (*x) = (_e103 * _e102);\n let _e105 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e105);\n let _e107 = rrtAndOdtFit_u0028_vf3_u003b((¶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)) * _e107), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e104 = unnamed.uOutputTransform;\n if (_e104 == 0i) {\n let _e106 = (*c_2);\n return _e106;\n }\n let _e108 = unnamed.uOutputTransform;\n if (_e108 == 2i) {\n let _e110 = (*c_2);\n param_1 = _e110;\n let _e111 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e111;\n }\n let _e113 = unnamed.uOutputTransform;\n if (_e113 == 3i) {\n let _e115 = (*c_2);\n let _e117 = unnamed.uOutputExposure;\n param_2 = (_e115 * _e117);\n let _e119 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e119;\n }\n let _e120 = (*c_2);\n param_3 = _e120;\n let _e121 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e121;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e100 = unnamed.uFogColor;\n let _e102 = unnamed.uUnderwaterColor;\n let _e104 = unnamed.uUnderwaterFactor;\n return mix(_e100, _e102, vec3(_e104));\n}\n\nfn hazeDepth_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var depth: f32;\n var t2_: f32;\n var rest2_: f32;\n var denom2_: f32;\n\n let _e113 = unnamed.uFogRange[0u];\n let _e114 = (*dist);\n start = min(_e113, _e114);\n let _e116 = (*dist);\n if (_e116 > 0f) {\n let _e118 = start;\n let _e119 = (*dist);\n local = (_e118 / _e119);\n } else {\n local = 0f;\n }\n let _e121 = local;\n before = _e121;\n let _e122 = (*pointY);\n let _e125 = unnamed.uFogMedium[2u];\n let _e129 = unnamed.uFogMedium[1u];\n t = ((_e122 - _e125) * _e129);\n let _e131 = t;\n let _e132 = before;\n rest = (_e131 * (1f - _e132));\n let _e135 = rest;\n let _e138 = rest;\n denom = select(_e138, 0.0001f, (abs(_e135) < 0.0001f));\n let _e142 = unnamed.uFogMedium[0u];\n let _e143 = t;\n let _e145 = before;\n let _e149 = (*dist);\n let _e150 = start;\n let _e153 = denom;\n let _e158 = denom;\n depth = ((((_e142 * exp((-(_e143) * _e145))) * (_e149 - _e150)) * (1f - exp(-(_e153)))) / _e158);\n let _e162 = unnamed.uFogLayer2_[0u];\n if (_e162 > 0f) {\n let _e164 = (*pointY);\n let _e167 = unnamed.uFogMedium[2u];\n let _e171 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e164 - _e167) * _e171);\n let _e173 = t2_;\n let _e174 = before;\n rest2_ = (_e173 * (1f - _e174));\n let _e177 = rest2_;\n let _e180 = rest2_;\n denom2_ = select(_e180, 0.0001f, (abs(_e177) < 0.0001f));\n let _e184 = unnamed.uFogLayer2_[0u];\n let _e185 = t2_;\n let _e187 = before;\n let _e191 = (*dist);\n let _e192 = start;\n let _e195 = denom2_;\n let _e200 = denom2_;\n let _e202 = depth;\n depth = (_e202 + ((((_e184 * exp((-(_e185) * _e187))) * (_e191 - _e192)) * (1f - exp(-(_e195)))) / _e200));\n }\n let _e204 = depth;\n return _e204;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist_1: ptr<function, f32>, pointY_1: ptr<function, f32>) -> f32 {\n var cut: bool;\n var span: f32;\n var ramp: f32;\n var local_1: f32;\n var wetLinear: f32;\n var air: f32;\n var local_2: f32;\n var param_4: f32;\n var param_5: f32;\n var wet: f32;\n var phi_193_: bool;\n\n let _e113 = unnamed.uFogLayer2_[3u];\n let _e114 = (_e113 > 0f);\n phi_193_ = _e114;\n if _e114 {\n let _e115 = (*dist_1);\n let _e118 = unnamed.uFogLayer2_[3u];\n phi_193_ = (_e115 > _e118);\n }\n let _e121 = phi_193_;\n cut = _e121;\n let _e124 = unnamed.uFogRange[2u];\n if (_e124 == 1f) {\n let _e128 = unnamed.uFogRange[1u];\n let _e131 = unnamed.uFogRange[0u];\n span = max((_e128 - _e131), 0.0001f);\n let _e134 = cut;\n if _e134 {\n local_1 = 0f;\n } else {\n let _e135 = (*dist_1);\n let _e138 = unnamed.uFogRange[0u];\n let _e140 = span;\n let _e145 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e135 - _e138) / _e140), 0f, 1f), (1f - _e145));\n }\n let _e148 = local_1;\n ramp = _e148;\n let _e150 = unnamed.uUnderwaterFactor;\n if (_e150 <= 0f) {\n let _e152 = ramp;\n return _e152;\n }\n let _e155 = unnamed.uFogMedium[3u];\n let _e156 = (*dist_1);\n wetLinear = (_e155 * _e156);\n let _e158 = ramp;\n let _e159 = wetLinear;\n let _e161 = wetLinear;\n let _e167 = unnamed.uUnderwaterFactor;\n return mix(_e158, (1f - exp2(((-(_e159) * _e161) * 1.442695f))), _e167);\n }\n let _e169 = cut;\n if _e169 {\n local_2 = 0f;\n } else {\n let _e170 = (*dist_1);\n param_4 = _e170;\n let _e171 = (*pointY_1);\n param_5 = _e171;\n let _e172 = hazeDepth_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n let _e177 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e172)), _e177));\n }\n let _e180 = local_2;\n air = _e180;\n let _e182 = unnamed.uUnderwaterFactor;\n if (_e182 <= 0f) {\n let _e184 = air;\n return _e184;\n }\n let _e187 = unnamed.uFogMedium[3u];\n let _e188 = (*dist_1);\n wet = (_e187 * _e188);\n let _e190 = air;\n let _e191 = wet;\n let _e193 = wet;\n let _e199 = unnamed.uUnderwaterFactor;\n return mix(_e190, (1f - exp2(((-(_e191) * _e193) * 1.442695f))), _e199);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e100 = (*p);\n return fract((sin(dot(_e100, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n\n let _e107 = (*p_1);\n i = floor(_e107);\n let _e109 = (*p_1);\n f = fract(_e109);\n let _e111 = f;\n let _e112 = f;\n let _e114 = f;\n u = ((_e111 * _e112) * (vec2(3f) - (_e114 * 2f)));\n let _e119 = i;\n param_6 = _e119;\n let _e120 = hash21_u0028_vf2_u003b((¶m_6));\n let _e121 = i;\n param_7 = (_e121 + vec2<f32>(1f, 0f));\n let _e123 = hash21_u0028_vf2_u003b((¶m_7));\n let _e125 = u[0u];\n let _e127 = i;\n param_8 = (_e127 + vec2<f32>(0f, 1f));\n let _e129 = hash21_u0028_vf2_u003b((¶m_8));\n let _e130 = i;\n param_9 = (_e130 + vec2<f32>(1f, 1f));\n let _e132 = hash21_u0028_vf2_u003b((¶m_9));\n let _e134 = u[0u];\n let _e137 = u[1u];\n return mix(mix(_e120, _e123, _e125), mix(_e129, _e132, _e134), _e137);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_10: vec2<f32>;\n var outer: f32;\n var param_11: vec2<f32>;\n var swirl: f32;\n var param_12: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_13: f32;\n var param_14: f32;\n var param_15: vec3<f32>;\n var phi_528_: bool;\n\n let _e119 = unnamed.uClipEnabled;\n let _e120 = (_e119 != 0i);\n phi_528_ = _e120;\n if _e120 {\n let _e121 = vWorldPos_1;\n let _e127 = unnamed.uClipPlane;\n phi_528_ = (dot(vec4<f32>(_e121.x, _e121.y, _e121.z, 1f), _e127) < 0f);\n }\n let _e131 = phi_528_;\n if _e131 {\n discard;\n }\n let _e132 = vUv_1;\n radius = (length((_e132 - vec2(0.5f))) * 2f);\n let _e137 = radius;\n if (_e137 >= 1f) {\n discard;\n }\n let _e139 = vUv_1;\n d = (_e139 - vec2(0.5f));\n let _e143 = d[1u];\n let _e145 = d[0u];\n angle = atan2(_e143, _e145);\n let _e148 = unnamed.uTime;\n let _e149 = vSeed_1;\n t_1 = (_e148 + (_e149 * 37f));\n let _e152 = angle;\n let _e154 = t_1;\n let _e157 = radius;\n param_10 = vec2<f32>(((_e152 * 1.9f) + (_e154 * 0.55f)), (_e157 * 4.2f));\n let _e160 = valueNoise_u0028_vf2_u003b((¶m_10));\n inner = _e160;\n let _e161 = angle;\n let _e163 = t_1;\n let _e166 = radius;\n param_11 = vec2<f32>(((_e161 * 3.1f) - (_e163 * 0.34f)), (_e166 * 2.6f));\n let _e169 = valueNoise_u0028_vf2_u003b((¶m_11));\n outer = _e169;\n let _e170 = inner;\n let _e172 = outer;\n swirl = ((_e170 * 0.62f) + (_e172 * 0.38f));\n let _e176 = unnamed.uNoiseOctaves;\n if (_e176 > 1i) {\n let _e178 = swirl;\n let _e179 = swirl;\n let _e180 = angle;\n let _e182 = t_1;\n let _e185 = radius;\n param_12 = vec2<f32>(((_e180 * 6.3f) + (_e182 * 0.9f)), (_e185 * 8f));\n let _e188 = valueNoise_u0028_vf2_u003b((¶m_12));\n swirl = mix(_e178, ((_e179 * _e188) * 2f), 0.35f);\n }\n let _e192 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e192));\n let _e195 = radius;\n let _e198 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e195)) * (0.35f + (_e198 * 0.65f)));\n let _e202 = core;\n let _e204 = corona;\n body = ((_e202 * 0.9f) + _e204);\n let _e206 = body;\n if (_e206 <= 0.02f) {\n discard;\n }\n let _e209 = unnamed.uTint;\n let _e212 = unnamed.uTint;\n let _e213 = body;\n col = mix((_e209 * 0.35f), _e212, vec3(smoothstep(0f, 0.55f, _e213)));\n let _e217 = col;\n let _e218 = body;\n col = mix(_e217, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e218)));\n let _e223 = unnamed.uTint;\n let _e224 = col;\n col = (_e224 * _e223);\n let _e226 = body;\n alpha = clamp((_e226 * 1.6f), 0f, 1f);\n let _e229 = vDistance_1;\n param_13 = _e229;\n let _e231 = vWorldPos_1[1u];\n param_14 = _e231;\n let _e232 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_13), (¶m_14));\n fog = _e232;\n let _e233 = col;\n let _e234 = mediumColor_u0028_();\n let _e235 = fog;\n col = mix(_e233, _e234, vec3(_e235));\n let _e238 = fog;\n let _e240 = alpha;\n alpha = (_e240 * (1f - _e238));\n let _e242 = col;\n param_15 = _e242;\n let _e243 = applyOutputTransform_u0028_vf3_u003b((¶m_15));\n let _e244 = alpha;\n outColor = vec4<f32>(_e243.x, _e243.y, _e243.z, _e244);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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*
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@@ -7,7 +7,7 @@ export declare const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n
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export declare const ARCANE_BINDINGS: {
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readonly ARCANE_FRAG: {
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readonly uniforms: 1;
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readonly uniformSize:
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readonly uniformSize: 192;
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readonly fields: {
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readonly uTime: {
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@@ -19,78 +19,68 @@ export declare const ARCANE_BINDINGS: {
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readonly size: 12;
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readonly type: "vec3";
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};
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};
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readonly uFogHeightFalloff: {
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readonly uFogMedium: {
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readonly uFogRange: {
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readonly uUnderwaterColor: {
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readonly uUnderwaterFogDensity: {
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readonly uUnderwaterFactor: {
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readonly uFogLayer2: {
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readonly uFogGlow: {
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readonly uFogGlowDir: {
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readonly size: 16;
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readonly uNoiseOctaves: {
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readonly uOutputExposure: {
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readonly offset: 168;
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readonly uTint: {
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readonly offset: 176;
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readonly size: 12;
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readonly type: "vec3";
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};
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