@driftengine/core 4.13.4 → 4.13.5

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Files changed (143) hide show
  1. package/CHANGELOG.json +36 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +3 -2
  4. package/dist/render/anisotropicLobe.d.ts +5 -0
  5. package/dist/render/anisotropicLobe.js +13 -0
  6. package/dist/render/atmosphere.d.ts +79 -1
  7. package/dist/render/atmosphere.js +66 -19
  8. package/dist/render/backend/webgl2/renderer.d.ts +34 -2
  9. package/dist/render/backend/webgl2/renderer.js +44 -12
  10. package/dist/render/backend/webgpu/boltPass.d.ts +1 -1
  11. package/dist/render/backend/webgpu/causticsPass.d.ts +1 -1
  12. package/dist/render/backend/webgpu/filmPass.d.ts +1 -1
  13. package/dist/render/backend/webgpu/gpuDrivenPass.js +20 -3
  14. package/dist/render/backend/webgpu/linePass.d.ts +1 -1
  15. package/dist/render/backend/webgpu/mediumFields.d.ts +17 -0
  16. package/dist/render/backend/webgpu/mediumFields.js +74 -0
  17. package/dist/render/backend/webgpu/plumePass.d.ts +3 -3
  18. package/dist/render/backend/webgpu/postPass.d.ts +7 -2
  19. package/dist/render/backend/webgpu/renderer.d.ts +13 -3
  20. package/dist/render/backend/webgpu/renderer.js +86 -150
  21. package/dist/render/backend/webgpu/scatterPass.d.ts +1 -1
  22. package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
  23. package/dist/render/environmentMixing.d.ts +18 -0
  24. package/dist/render/environmentMixing.js +40 -0
  25. package/dist/render/fog.d.ts +43 -1
  26. package/dist/render/fog.js +87 -22
  27. package/dist/render/globalMedium.d.ts +112 -10
  28. package/dist/render/globalMedium.js +96 -1
  29. package/dist/render/globalMediumPass.d.ts +7 -3
  30. package/dist/render/globalMediumPass.js +22 -1
  31. package/dist/render/hairLobes.d.ts +5 -3
  32. package/dist/render/hairLobes.js +11 -7
  33. package/dist/render/lightBudget.d.ts +12 -0
  34. package/dist/render/lightBudget.js +24 -0
  35. package/dist/render/sceneTarget.d.ts +5 -3
  36. package/dist/render/sceneTarget.js +14 -8
  37. package/dist/render/shaders/arcane.d.ts +1 -1
  38. package/dist/render/shaders/bolt.d.ts +1 -1
  39. package/dist/render/shaders/caustics.d.ts +1 -1
  40. package/dist/render/shaders/film.d.ts +1 -1
  41. package/dist/render/shaders/film.js +4 -1
  42. package/dist/render/shaders/fire.d.ts +1 -1
  43. package/dist/render/shaders/flat/anisotropic.d.ts +8 -1
  44. package/dist/render/shaders/flat/anisotropic.js +25 -3
  45. package/dist/render/shaders/flat/hair.js +31 -7
  46. package/dist/render/shaders/flat/main.d.ts +1 -1
  47. package/dist/render/shaders/flat/main.js +20 -1
  48. package/dist/render/shaders/flat/models.js +1 -1
  49. package/dist/render/shaders/flat/preamble.js +7 -0
  50. package/dist/render/shaders/fog.d.ts +4 -4
  51. package/dist/render/shaders/fog.js +81 -32
  52. package/dist/render/shaders/generated/arcane.wgsl.d.ts +29 -39
  53. package/dist/render/shaders/generated/arcane.wgsl.js +29 -39
  54. package/dist/render/shaders/generated/bolt.wgsl.d.ts +26 -36
  55. package/dist/render/shaders/generated/bolt.wgsl.js +26 -36
  56. package/dist/render/shaders/generated/caustics.wgsl.d.ts +25 -35
  57. package/dist/render/shaders/generated/caustics.wgsl.js +25 -35
  58. package/dist/render/shaders/generated/film.wgsl.d.ts +28 -38
  59. package/dist/render/shaders/generated/film.wgsl.js +28 -38
  60. package/dist/render/shaders/generated/fire.wgsl.d.ts +28 -38
  61. package/dist/render/shaders/generated/fire.wgsl.js +28 -38
  62. package/dist/render/shaders/generated/flat.wgsl.d.ts +1466 -1546
  63. package/dist/render/shaders/generated/flat.wgsl.js +1489 -1569
  64. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +98 -12
  65. package/dist/render/shaders/generated/globalMedium.wgsl.js +98 -12
  66. package/dist/render/shaders/generated/line.wgsl.d.ts +25 -35
  67. package/dist/render/shaders/generated/line.wgsl.js +25 -35
  68. package/dist/render/shaders/generated/particle.wgsl.d.ts +100 -140
  69. package/dist/render/shaders/generated/particle.wgsl.js +100 -140
  70. package/dist/render/shaders/generated/rush.wgsl.d.ts +20 -10
  71. package/dist/render/shaders/generated/rush.wgsl.js +20 -10
  72. package/dist/render/shaders/generated/scatter.wgsl.d.ts +25 -35
  73. package/dist/render/shaders/generated/scatter.wgsl.js +25 -35
  74. package/dist/render/shaders/generated/smoke.wgsl.d.ts +28 -38
  75. package/dist/render/shaders/generated/smoke.wgsl.js +28 -38
  76. package/dist/render/shaders/generated/water.wgsl.d.ts +29 -39
  77. package/dist/render/shaders/generated/water.wgsl.js +29 -39
  78. package/dist/render/shaders/globalMedium.js +114 -10
  79. package/dist/render/shaders/gpudriven/blendRaster.wgsl.js +2 -1
  80. package/dist/render/shaders/gpudriven/fog.wgsl.d.ts +10 -4
  81. package/dist/render/shaders/gpudriven/fog.wgsl.js +77 -19
  82. package/dist/render/shaders/gpudriven/frameBlock.wgsl.d.ts +1 -1
  83. package/dist/render/shaders/gpudriven/frameBlock.wgsl.js +12 -1
  84. package/dist/render/shaders/gpudriven/shade.wgsl.js +3 -1
  85. package/dist/render/shaders/line.d.ts +1 -1
  86. package/dist/render/shaders/line.js +4 -2
  87. package/dist/render/shaders/localExposure.d.ts +42 -1
  88. package/dist/render/shaders/localExposure.js +73 -6
  89. package/dist/render/shaders/particle.d.ts +3 -3
  90. package/dist/render/shaders/particle.js +10 -6
  91. package/dist/render/shaders/scatter.d.ts +1 -1
  92. package/dist/render/shaders/scatter.js +4 -2
  93. package/dist/render/shaders/smoke.d.ts +1 -1
  94. package/dist/render/shaders/water.d.ts +1 -1
  95. package/dist/render/shaders/water.js +2 -1
  96. package/dist/render/surfaceModel.d.ts +23 -4
  97. package/dist/render/surfaceModel.js +12 -2
  98. package/package.json +6 -6
  99. package/src/index.ts +12 -2
  100. package/src/render/anisotropicLobe.ts +20 -0
  101. package/src/render/atmosphere.ts +153 -20
  102. package/src/render/backend/webgl2/renderer.ts +63 -13
  103. package/src/render/backend/webgpu/gpuDrivenPass.ts +20 -3
  104. package/src/render/backend/webgpu/mediumFields.ts +87 -0
  105. package/src/render/backend/webgpu/renderer.ts +109 -157
  106. package/src/render/environmentMixing.ts +48 -0
  107. package/src/render/fog.ts +125 -25
  108. package/src/render/globalMedium.ts +214 -11
  109. package/src/render/globalMediumPass.ts +29 -4
  110. package/src/render/hairLobes.ts +35 -4
  111. package/src/render/lightBudget.ts +32 -0
  112. package/src/render/sceneTarget.ts +15 -11
  113. package/src/render/shaders/film.ts +4 -1
  114. package/src/render/shaders/flat/anisotropic.ts +25 -3
  115. package/src/render/shaders/flat/hair.ts +31 -7
  116. package/src/render/shaders/flat/main.ts +20 -1
  117. package/src/render/shaders/flat/models.ts +1 -1
  118. package/src/render/shaders/flat/preamble.ts +7 -0
  119. package/src/render/shaders/fog.ts +81 -32
  120. package/src/render/shaders/generated/arcane.wgsl.ts +29 -39
  121. package/src/render/shaders/generated/bolt.wgsl.ts +26 -36
  122. package/src/render/shaders/generated/caustics.wgsl.ts +25 -35
  123. package/src/render/shaders/generated/film.wgsl.ts +28 -38
  124. package/src/render/shaders/generated/fire.wgsl.ts +28 -38
  125. package/src/render/shaders/generated/flat.wgsl.ts +1489 -1569
  126. package/src/render/shaders/generated/globalMedium.wgsl.ts +98 -12
  127. package/src/render/shaders/generated/line.wgsl.ts +25 -35
  128. package/src/render/shaders/generated/particle.wgsl.ts +100 -140
  129. package/src/render/shaders/generated/rush.wgsl.ts +20 -10
  130. package/src/render/shaders/generated/scatter.wgsl.ts +25 -35
  131. package/src/render/shaders/generated/smoke.wgsl.ts +28 -38
  132. package/src/render/shaders/generated/water.wgsl.ts +29 -39
  133. package/src/render/shaders/globalMedium.ts +114 -10
  134. package/src/render/shaders/gpudriven/blendRaster.wgsl.ts +2 -1
  135. package/src/render/shaders/gpudriven/fog.wgsl.ts +78 -19
  136. package/src/render/shaders/gpudriven/frameBlock.wgsl.ts +12 -1
  137. package/src/render/shaders/gpudriven/shade.wgsl.ts +3 -1
  138. package/src/render/shaders/line.ts +4 -2
  139. package/src/render/shaders/localExposure.ts +115 -6
  140. package/src/render/shaders/particle.ts +10 -6
  141. package/src/render/shaders/scatter.ts +4 -2
  142. package/src/render/shaders/water.ts +2 -1
  143. package/src/render/surfaceModel.ts +41 -6
@@ -1,4 +1,4 @@
1
- export declare const FIRE_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> 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 _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((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _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((&param_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((&param_2));\n (*c_2) = _e130;\n }\n let _e131 = (*c_2);\n param_3 = _e131;\n let _e132 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e132;\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 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 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((&param_4));\n let _e132 = i;\n param_5 = (_e132 + vec2<f32>(1f, 0f));\n let _e134 = hash21_u0028_vf2_u003b((&param_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((&param_6));\n let _e141 = i;\n param_7 = (_e141 + vec2<f32>(1f, 1f));\n let _e143 = hash21_u0028_vf2_u003b((&param_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 turbulence_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 * 3f) + vec2<f32>(0f, (-(_e118) * 1.9f)));\n let _e123 = valueNoise_u0028_vf2_u003b((&param_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 * 6.5f) + vec2<f32>((_e132 * 0.3f), (-(_e134) * 3.1f)));\n let _e139 = valueNoise_u0028_vf2_u003b((&param_9));\n let _e141 = v_1;\n v_1 = (_e141 + (_e139 * 0.28f));\n let _e144 = unnamed.uNoiseOctaves;\n if (_e144 == 2i) {\n let _e146 = v_1;\n return (_e146 / 0.83f);\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 * 13f) + vec2<f32>((-(_e151) * 0.2f), (-(_e154) * 4.6f)));\n let _e159 = valueNoise_u0028_vf2_u003b((&param_10));\n return (_e148 + (_e159 * 0.17f));\n}\n\nfn main_1() {\n var uv: vec2<f32>;\n var t_2: f32;\n var sides: f32;\n var taper: f32;\n var sway: f32;\n var param_11: vec2<f32>;\n var p_3: vec2<f32>;\n var n: f32;\n var param_12: vec2<f32>;\n var param_13: f32;\n var body: f32;\n var heat: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_14: f32;\n var param_15: f32;\n var param_16: vec3<f32>;\n var phi_516_: bool;\n\n let _e129 = unnamed.uClipEnabled;\n let _e130 = (_e129 != 0i);\n phi_516_ = _e130;\n if _e130 {\n let _e131 = vWorldPos_1;\n let _e137 = unnamed.uClipPlane;\n phi_516_ = (dot(vec4<f32>(_e131.x, _e131.y, _e131.z, 1f), _e137) < 0f);\n }\n let _e141 = phi_516_;\n if _e141 {\n discard;\n }\n let _e142 = vUv_1;\n uv = _e142;\n let _e144 = unnamed.uTime;\n let _e145 = vSeed_1;\n t_2 = (_e144 + (_e145 * 37f));\n let _e149 = uv[0u];\n sides = (1f - (abs((_e149 - 0.5f)) * 2f));\n let _e154 = sides;\n let _e156 = uv[1u];\n taper = (_e154 * (1f - (_e156 * 0.72f)));\n let _e160 = taper;\n if (_e160 <= 0f) {\n discard;\n }\n let _e162 = t_2;\n let _e164 = vSeed_1;\n param_11 = vec2<f32>((_e162 * 0.55f), (_e164 * 11f));\n let _e167 = valueNoise_u0028_vf2_u003b((&param_11));\n let _e171 = uv[1u];\n sway = (((_e167 - 0.5f) * 0.34f) * _e171);\n let _e174 = uv[0u];\n let _e175 = sway;\n let _e178 = uv[1u];\n p_3 = vec2<f32>((_e174 + _e175), _e178);\n let _e180 = p_3;\n param_12 = _e180;\n let _e181 = t_2;\n param_13 = _e181;\n let _e182 = turbulence_u0028_vf2_u003b_f1_u003b((&param_12), (&param_13));\n n = _e182;\n let _e183 = n;\n let _e184 = taper;\n let _e188 = uv[1u];\n body = (((_e183 * _e184) * 1.9f) - (_e188 * 0.55f));\n let _e191 = body;\n if (_e191 <= 0.02f) {\n discard;\n }\n let _e193 = body;\n heat = clamp((_e193 * 1.5f), 0f, 1f);\n let _e196 = heat;\n col = mix(vec3<f32>(0.62f, 0.06f, 0.02f), vec3<f32>(1f, 0.45f, 0.06f), vec3(smoothstep(0f, 0.45f, _e196)));\n let _e200 = col;\n let _e201 = heat;\n col = mix(_e200, vec3<f32>(1f, 0.85f, 0.35f), vec3(smoothstep(0.45f, 0.75f, _e201)));\n let _e205 = col;\n let _e206 = heat;\n col = mix(_e205, vec3<f32>(1f, 0.98f, 0.88f), vec3(smoothstep(0.78f, 1f, _e206)));\n let _e210 = body;\n let _e214 = uv[1u];\n alpha = (clamp((_e210 * 2.2f), 0f, 1f) * (1f - smoothstep(0.72f, 1f, _e214)));\n let _e218 = vDistance_1;\n param_14 = _e218;\n let _e220 = vWorldPos_1[1u];\n param_15 = _e220;\n let _e221 = mediumFog_u0028_f1_u003b_f1_u003b((&param_14), (&param_15));\n fog = _e221;\n let _e222 = col;\n let _e223 = mediumColor_u0028_();\n let _e224 = fog;\n col = mix(_e222, _e223, vec3(_e224));\n let _e227 = fog;\n let _e229 = alpha;\n alpha = (_e229 * (1f - _e227));\n let _e231 = col;\n param_16 = _e231;\n let _e232 = applyOutputTransform_u0028_vf3_u003b((&param_16));\n let _e233 = alpha;\n outColor = vec4<f32>(_e232.x, _e232.y, _e232.z, _e233);\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";
1
+ export declare const FIRE_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> 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 _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((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _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((&param_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((&param_2));\n (*c_2) = _e127;\n }\n let _e128 = (*c_2);\n param_3 = _e128;\n let _e129 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e129;\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 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((&param_4), (&param_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 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((&param_6));\n let _e129 = i;\n param_7 = (_e129 + vec2<f32>(1f, 0f));\n let _e131 = hash21_u0028_vf2_u003b((&param_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((&param_8));\n let _e138 = i;\n param_9 = (_e138 + vec2<f32>(1f, 1f));\n let _e140 = hash21_u0028_vf2_u003b((&param_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 turbulence_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 * 3f) + vec2<f32>(0f, (-(_e115) * 1.9f)));\n let _e120 = valueNoise_u0028_vf2_u003b((&param_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 * 6.5f) + vec2<f32>((_e129 * 0.3f), (-(_e131) * 3.1f)));\n let _e136 = valueNoise_u0028_vf2_u003b((&param_11));\n let _e138 = v_1;\n v_1 = (_e138 + (_e136 * 0.28f));\n let _e141 = unnamed.uNoiseOctaves;\n if (_e141 == 2i) {\n let _e143 = v_1;\n return (_e143 / 0.83f);\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 * 13f) + vec2<f32>((-(_e148) * 0.2f), (-(_e151) * 4.6f)));\n let _e156 = valueNoise_u0028_vf2_u003b((&param_12));\n return (_e145 + (_e156 * 0.17f));\n}\n\nfn main_1() {\n var uv: vec2<f32>;\n var t_2: f32;\n var sides: f32;\n var taper: f32;\n var sway: f32;\n var param_13: vec2<f32>;\n var p_3: vec2<f32>;\n var n: f32;\n var param_14: vec2<f32>;\n var param_15: f32;\n var body: f32;\n var heat: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_16: f32;\n var param_17: f32;\n var param_18: vec3<f32>;\n var phi_602_: bool;\n\n let _e126 = unnamed.uClipEnabled;\n let _e127 = (_e126 != 0i);\n phi_602_ = _e127;\n if _e127 {\n let _e128 = vWorldPos_1;\n let _e134 = unnamed.uClipPlane;\n phi_602_ = (dot(vec4<f32>(_e128.x, _e128.y, _e128.z, 1f), _e134) < 0f);\n }\n let _e138 = phi_602_;\n if _e138 {\n discard;\n }\n let _e139 = vUv_1;\n uv = _e139;\n let _e141 = unnamed.uTime;\n let _e142 = vSeed_1;\n t_2 = (_e141 + (_e142 * 37f));\n let _e146 = uv[0u];\n sides = (1f - (abs((_e146 - 0.5f)) * 2f));\n let _e151 = sides;\n let _e153 = uv[1u];\n taper = (_e151 * (1f - (_e153 * 0.72f)));\n let _e157 = taper;\n if (_e157 <= 0f) {\n discard;\n }\n let _e159 = t_2;\n let _e161 = vSeed_1;\n param_13 = vec2<f32>((_e159 * 0.55f), (_e161 * 11f));\n let _e164 = valueNoise_u0028_vf2_u003b((&param_13));\n let _e168 = uv[1u];\n sway = (((_e164 - 0.5f) * 0.34f) * _e168);\n let _e171 = uv[0u];\n let _e172 = sway;\n let _e175 = uv[1u];\n p_3 = vec2<f32>((_e171 + _e172), _e175);\n let _e177 = p_3;\n param_14 = _e177;\n let _e178 = t_2;\n param_15 = _e178;\n let _e179 = turbulence_u0028_vf2_u003b_f1_u003b((&param_14), (&param_15));\n n = _e179;\n let _e180 = n;\n let _e181 = taper;\n let _e185 = uv[1u];\n body = (((_e180 * _e181) * 1.9f) - (_e185 * 0.55f));\n let _e188 = body;\n if (_e188 <= 0.02f) {\n discard;\n }\n let _e190 = body;\n heat = clamp((_e190 * 1.5f), 0f, 1f);\n let _e193 = heat;\n col = mix(vec3<f32>(0.62f, 0.06f, 0.02f), vec3<f32>(1f, 0.45f, 0.06f), vec3(smoothstep(0f, 0.45f, _e193)));\n let _e197 = col;\n let _e198 = heat;\n col = mix(_e197, vec3<f32>(1f, 0.85f, 0.35f), vec3(smoothstep(0.45f, 0.75f, _e198)));\n let _e202 = col;\n let _e203 = heat;\n col = mix(_e202, vec3<f32>(1f, 0.98f, 0.88f), vec3(smoothstep(0.78f, 1f, _e203)));\n let _e207 = body;\n let _e211 = uv[1u];\n alpha = (clamp((_e207 * 2.2f), 0f, 1f) * (1f - smoothstep(0.72f, 1f, _e211)));\n let _e215 = vDistance_1;\n param_16 = _e215;\n let _e217 = vWorldPos_1[1u];\n param_17 = _e217;\n let _e218 = mediumFog_u0028_f1_u003b_f1_u003b((&param_16), (&param_17));\n fog = _e218;\n let _e219 = col;\n let _e220 = mediumColor_u0028_();\n let _e221 = fog;\n col = mix(_e219, _e220, vec3(_e221));\n let _e224 = fog;\n let _e226 = alpha;\n alpha = (_e226 * (1f - _e224));\n let _e228 = col;\n param_18 = _e228;\n let _e229 = applyOutputTransform_u0028_vf3_u003b((&param_18));\n let _e230 = alpha;\n outColor = vec4<f32>(_e229.x, _e229.y, _e229.z, _e230);\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";
2
2
  export declare const PLUME_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uSizePulse: f32,\n uWind: vec2<f32>,\n uOrigin: vec3<f32>,\n uWindResponse: 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: vec2<f32>,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n @location(3) member_3: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCenter_1: vec3<f32>;\nvar<private> aSeed_1: f32;\nvar<private> aBlade_1: f32;\nvar<private> aSize_1: vec2<f32>;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vUv: vec2<f32>;\nvar<private> vSeed: f32;\nvar<private> vDistance: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn sizePulse_u0028_f1_u003b(seed: ptr<function, f32>) -> f32 {\n let _e35 = unnamed.uSizePulse;\n let _e37 = unnamed.uTime;\n let _e39 = (*seed);\n let _e45 = unnamed.uTime;\n let _e47 = (*seed);\n return (1f + (_e35 * ((sin(((_e37 * 1.7f) + (_e39 * 9.1f))) * 0.62f) + (sin(((_e45 * 3.3f) + (_e47 * 4.7f))) * 0.38f))));\n}\n\nfn main_1() {\n var anchor: vec3<f32>;\n var up: vec3<f32>;\n var yaw: f32;\n var right: vec3<f32>;\n var pulse: f32;\n var param: f32;\n var size: vec2<f32>;\n var rise: f32;\n var world: vec3<f32>;\n\n let _e42 = aCenter_1;\n let _e44 = unnamed.uOrigin;\n anchor = (_e42 + _e44);\n up = vec3<f32>(0f, 1f, 0f);\n let _e46 = aSeed_1;\n let _e48 = aBlade_1;\n yaw = ((_e46 * 6.2831855f) + (_e48 * 1.5707964f));\n let _e51 = yaw;\n let _e53 = yaw;\n right = vec3<f32>(cos(_e51), 0f, sin(_e53));\n let _e56 = aSeed_1;\n param = _e56;\n let _e57 = sizePulse_u0028_f1_u003b((&param));\n pulse = _e57;\n let _e59 = aSize_1[0u];\n let _e60 = pulse;\n let _e64 = aSize_1[1u];\n let _e65 = pulse;\n size = vec2<f32>((_e59 * mix(1f, _e60, 0.55f)), (_e64 * _e65));\n let _e69 = aCorner_1[1u];\n rise = ((_e69 * 0.5f) + 0.5f);\n let _e72 = anchor;\n let _e73 = right;\n let _e75 = aCorner_1[0u];\n let _e77 = size[0u];\n let _e81 = up;\n let _e82 = rise;\n let _e84 = size[1u];\n world = ((_e72 + (_e73 * (_e75 * _e77))) + (_e81 * (_e82 * _e84)));\n let _e89 = unnamed.uWind;\n let _e91 = unnamed.uWindResponse;\n let _e92 = rise;\n let _e94 = rise;\n let _e97 = size[1u];\n let _e100 = world;\n let _e102 = (_e100.xz + (_e89 * (((_e91 * _e92) * _e94) * _e97)));\n let _e103 = world;\n world = vec3<f32>(_e102.x, _e103.y, _e102.y);\n let _e109 = aCorner_1[0u];\n let _e113 = aCorner_1[1u];\n vUv = vec2<f32>(((_e109 * 0.5f) + 0.5f), ((_e113 * 0.5f) + 0.5f));\n let _e117 = aSeed_1;\n vSeed = _e117;\n let _e118 = world;\n let _e120 = unnamed.uCameraPos;\n vDistance = distance(_e118, _e120);\n let _e122 = world;\n vWorldPos = _e122;\n let _e124 = unnamed.uViewProj;\n let _e125 = world;\n unnamed_1.gl_Position = (_e124 * vec4<f32>(_e125.x, _e125.y, _e125.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aCenter: vec3<f32>, @location(3) aSeed: f32, @location(4) aBlade: f32, @location(2) aSize: vec2<f32>, @location(1) aCorner: vec2<f32>) -> VertexOutput {\n aCenter_1 = aCenter;\n aSeed_1 = aSeed;\n aBlade_1 = aBlade;\n aSize_1 = aSize;\n aCorner_1 = aCorner;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vUv;\n let _e20 = vSeed;\n let _e21 = vDistance;\n let _e22 = vWorldPos;\n let _e23 = unnamed_1.gl_Position;\n return VertexOutput(_e19, _e20, _e21, _e22, _e23);\n}\n";
3
3
  /**
4
4
  * What the transform assigned, so the renderer binds the same numbers.
@@ -8,7 +8,7 @@ export declare const PLUME_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4
8
8
  export declare const FIRE_BINDINGS: {
9
9
  readonly FIRE_FRAG: {
10
10
  readonly uniforms: 1;
11
- readonly uniformSize: 128;
11
+ readonly uniformSize: 176;
12
12
  readonly fields: {
13
13
  readonly uTime: {
14
14
  readonly offset: 0;
@@ -20,73 +20,63 @@ export declare const FIRE_BINDINGS: {
20
20
  readonly size: 12;
21
21
  readonly type: "vec3";
22
22
  };
23
- readonly uFogDensity: {
24
- readonly offset: 28;
25
- readonly size: 4;
26
- readonly type: "float";
27
- };
28
- readonly uFogHeightFalloff: {
23
+ readonly uFogMedium: {
29
24
  readonly offset: 32;
30
- readonly size: 4;
31
- readonly type: "float";
25
+ readonly size: 16;
26
+ readonly type: "vec4";
32
27
  };
33
- readonly uFogEyeY: {
34
- readonly offset: 36;
35
- readonly size: 4;
36
- readonly type: "float";
28
+ readonly uFogRange: {
29
+ readonly offset: 48;
30
+ readonly size: 16;
31
+ readonly type: "vec4";
37
32
  };
38
33
  readonly uUnderwaterColor: {
39
- readonly offset: 48;
34
+ readonly offset: 64;
40
35
  readonly size: 12;
41
36
  readonly type: "vec3";
42
37
  };
43
- readonly uUnderwaterFogDensity: {
44
- readonly offset: 60;
45
- readonly size: 4;
46
- readonly type: "float";
47
- };
48
38
  readonly uUnderwaterFactor: {
49
- readonly offset: 64;
39
+ readonly offset: 76;
50
40
  readonly size: 4;
51
41
  readonly type: "float";
52
42
  };
53
- readonly uFogMode: {
54
- readonly offset: 68;
55
- readonly size: 4;
56
- readonly type: "int";
43
+ readonly uFogLayer2: {
44
+ readonly offset: 80;
45
+ readonly size: 16;
46
+ readonly type: "vec4";
57
47
  };
58
- readonly uFogNear: {
59
- readonly offset: 72;
60
- readonly size: 4;
61
- readonly type: "float";
48
+ readonly uFogGlow: {
49
+ readonly offset: 96;
50
+ readonly size: 16;
51
+ readonly type: "vec4";
62
52
  };
63
- readonly uFogFar: {
64
- readonly offset: 76;
65
- readonly size: 4;
66
- readonly type: "float";
53
+ readonly uFogGlowDir: {
54
+ readonly offset: 112;
55
+ readonly size: 16;
56
+ readonly type: "vec4";
67
57
  };
68
58
  readonly uNoiseOctaves: {
69
- readonly offset: 80;
59
+ readonly offset: 128;
70
60
  readonly size: 4;
71
61
  readonly type: "int";
72
62
  };
73
63
  readonly uClipPlane: {
74
- readonly offset: 96;
64
+ readonly offset: 144;
75
65
  readonly size: 16;
76
66
  readonly type: "vec4";
77
67
  };
78
68
  readonly uClipEnabled: {
79
- readonly offset: 112;
69
+ readonly offset: 160;
80
70
  readonly size: 4;
81
71
  readonly type: "int";
82
72
  };
83
73
  readonly uOutputTransform: {
84
- readonly offset: 116;
74
+ readonly offset: 164;
85
75
  readonly size: 4;
86
76
  readonly type: "int";
87
77
  };
88
78
  readonly uOutputExposure: {
89
- readonly offset: 120;
79
+ readonly offset: 168;
90
80
  readonly size: 4;
91
81
  readonly type: "float";
92
82
  };
@@ -4,7 +4,7 @@
4
4
  * The GLSL beside this file is the source of truth. A hand edit here is discarded by
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
- export const FIRE_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> 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 _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((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _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((&param_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((&param_2));\n (*c_2) = _e130;\n }\n let _e131 = (*c_2);\n param_3 = _e131;\n let _e132 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e132;\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 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 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((&param_4));\n let _e132 = i;\n param_5 = (_e132 + vec2<f32>(1f, 0f));\n let _e134 = hash21_u0028_vf2_u003b((&param_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((&param_6));\n let _e141 = i;\n param_7 = (_e141 + vec2<f32>(1f, 1f));\n let _e143 = hash21_u0028_vf2_u003b((&param_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 turbulence_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 * 3f) + vec2<f32>(0f, (-(_e118) * 1.9f)));\n let _e123 = valueNoise_u0028_vf2_u003b((&param_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 * 6.5f) + vec2<f32>((_e132 * 0.3f), (-(_e134) * 3.1f)));\n let _e139 = valueNoise_u0028_vf2_u003b((&param_9));\n let _e141 = v_1;\n v_1 = (_e141 + (_e139 * 0.28f));\n let _e144 = unnamed.uNoiseOctaves;\n if (_e144 == 2i) {\n let _e146 = v_1;\n return (_e146 / 0.83f);\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 * 13f) + vec2<f32>((-(_e151) * 0.2f), (-(_e154) * 4.6f)));\n let _e159 = valueNoise_u0028_vf2_u003b((&param_10));\n return (_e148 + (_e159 * 0.17f));\n}\n\nfn main_1() {\n var uv: vec2<f32>;\n var t_2: f32;\n var sides: f32;\n var taper: f32;\n var sway: f32;\n var param_11: vec2<f32>;\n var p_3: vec2<f32>;\n var n: f32;\n var param_12: vec2<f32>;\n var param_13: f32;\n var body: f32;\n var heat: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_14: f32;\n var param_15: f32;\n var param_16: vec3<f32>;\n var phi_516_: bool;\n\n let _e129 = unnamed.uClipEnabled;\n let _e130 = (_e129 != 0i);\n phi_516_ = _e130;\n if _e130 {\n let _e131 = vWorldPos_1;\n let _e137 = unnamed.uClipPlane;\n phi_516_ = (dot(vec4<f32>(_e131.x, _e131.y, _e131.z, 1f), _e137) < 0f);\n }\n let _e141 = phi_516_;\n if _e141 {\n discard;\n }\n let _e142 = vUv_1;\n uv = _e142;\n let _e144 = unnamed.uTime;\n let _e145 = vSeed_1;\n t_2 = (_e144 + (_e145 * 37f));\n let _e149 = uv[0u];\n sides = (1f - (abs((_e149 - 0.5f)) * 2f));\n let _e154 = sides;\n let _e156 = uv[1u];\n taper = (_e154 * (1f - (_e156 * 0.72f)));\n let _e160 = taper;\n if (_e160 <= 0f) {\n discard;\n }\n let _e162 = t_2;\n let _e164 = vSeed_1;\n param_11 = vec2<f32>((_e162 * 0.55f), (_e164 * 11f));\n let _e167 = valueNoise_u0028_vf2_u003b((&param_11));\n let _e171 = uv[1u];\n sway = (((_e167 - 0.5f) * 0.34f) * _e171);\n let _e174 = uv[0u];\n let _e175 = sway;\n let _e178 = uv[1u];\n p_3 = vec2<f32>((_e174 + _e175), _e178);\n let _e180 = p_3;\n param_12 = _e180;\n let _e181 = t_2;\n param_13 = _e181;\n let _e182 = turbulence_u0028_vf2_u003b_f1_u003b((&param_12), (&param_13));\n n = _e182;\n let _e183 = n;\n let _e184 = taper;\n let _e188 = uv[1u];\n body = (((_e183 * _e184) * 1.9f) - (_e188 * 0.55f));\n let _e191 = body;\n if (_e191 <= 0.02f) {\n discard;\n }\n let _e193 = body;\n heat = clamp((_e193 * 1.5f), 0f, 1f);\n let _e196 = heat;\n col = mix(vec3<f32>(0.62f, 0.06f, 0.02f), vec3<f32>(1f, 0.45f, 0.06f), vec3(smoothstep(0f, 0.45f, _e196)));\n let _e200 = col;\n let _e201 = heat;\n col = mix(_e200, vec3<f32>(1f, 0.85f, 0.35f), vec3(smoothstep(0.45f, 0.75f, _e201)));\n let _e205 = col;\n let _e206 = heat;\n col = mix(_e205, vec3<f32>(1f, 0.98f, 0.88f), vec3(smoothstep(0.78f, 1f, _e206)));\n let _e210 = body;\n let _e214 = uv[1u];\n alpha = (clamp((_e210 * 2.2f), 0f, 1f) * (1f - smoothstep(0.72f, 1f, _e214)));\n let _e218 = vDistance_1;\n param_14 = _e218;\n let _e220 = vWorldPos_1[1u];\n param_15 = _e220;\n let _e221 = mediumFog_u0028_f1_u003b_f1_u003b((&param_14), (&param_15));\n fog = _e221;\n let _e222 = col;\n let _e223 = mediumColor_u0028_();\n let _e224 = fog;\n col = mix(_e222, _e223, vec3(_e224));\n let _e227 = fog;\n let _e229 = alpha;\n alpha = (_e229 * (1f - _e227));\n let _e231 = col;\n param_16 = _e231;\n let _e232 = applyOutputTransform_u0028_vf3_u003b((&param_16));\n let _e233 = alpha;\n outColor = vec4<f32>(_e232.x, _e232.y, _e232.z, _e233);\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";
7
+ export const FIRE_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> 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 _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((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _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((&param_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((&param_2));\n (*c_2) = _e127;\n }\n let _e128 = (*c_2);\n param_3 = _e128;\n let _e129 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e129;\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 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((&param_4), (&param_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 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((&param_6));\n let _e129 = i;\n param_7 = (_e129 + vec2<f32>(1f, 0f));\n let _e131 = hash21_u0028_vf2_u003b((&param_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((&param_8));\n let _e138 = i;\n param_9 = (_e138 + vec2<f32>(1f, 1f));\n let _e140 = hash21_u0028_vf2_u003b((&param_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 turbulence_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 * 3f) + vec2<f32>(0f, (-(_e115) * 1.9f)));\n let _e120 = valueNoise_u0028_vf2_u003b((&param_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 * 6.5f) + vec2<f32>((_e129 * 0.3f), (-(_e131) * 3.1f)));\n let _e136 = valueNoise_u0028_vf2_u003b((&param_11));\n let _e138 = v_1;\n v_1 = (_e138 + (_e136 * 0.28f));\n let _e141 = unnamed.uNoiseOctaves;\n if (_e141 == 2i) {\n let _e143 = v_1;\n return (_e143 / 0.83f);\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 * 13f) + vec2<f32>((-(_e148) * 0.2f), (-(_e151) * 4.6f)));\n let _e156 = valueNoise_u0028_vf2_u003b((&param_12));\n return (_e145 + (_e156 * 0.17f));\n}\n\nfn main_1() {\n var uv: vec2<f32>;\n var t_2: f32;\n var sides: f32;\n var taper: f32;\n var sway: f32;\n var param_13: vec2<f32>;\n var p_3: vec2<f32>;\n var n: f32;\n var param_14: vec2<f32>;\n var param_15: f32;\n var body: f32;\n var heat: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_16: f32;\n var param_17: f32;\n var param_18: vec3<f32>;\n var phi_602_: bool;\n\n let _e126 = unnamed.uClipEnabled;\n let _e127 = (_e126 != 0i);\n phi_602_ = _e127;\n if _e127 {\n let _e128 = vWorldPos_1;\n let _e134 = unnamed.uClipPlane;\n phi_602_ = (dot(vec4<f32>(_e128.x, _e128.y, _e128.z, 1f), _e134) < 0f);\n }\n let _e138 = phi_602_;\n if _e138 {\n discard;\n }\n let _e139 = vUv_1;\n uv = _e139;\n let _e141 = unnamed.uTime;\n let _e142 = vSeed_1;\n t_2 = (_e141 + (_e142 * 37f));\n let _e146 = uv[0u];\n sides = (1f - (abs((_e146 - 0.5f)) * 2f));\n let _e151 = sides;\n let _e153 = uv[1u];\n taper = (_e151 * (1f - (_e153 * 0.72f)));\n let _e157 = taper;\n if (_e157 <= 0f) {\n discard;\n }\n let _e159 = t_2;\n let _e161 = vSeed_1;\n param_13 = vec2<f32>((_e159 * 0.55f), (_e161 * 11f));\n let _e164 = valueNoise_u0028_vf2_u003b((&param_13));\n let _e168 = uv[1u];\n sway = (((_e164 - 0.5f) * 0.34f) * _e168);\n let _e171 = uv[0u];\n let _e172 = sway;\n let _e175 = uv[1u];\n p_3 = vec2<f32>((_e171 + _e172), _e175);\n let _e177 = p_3;\n param_14 = _e177;\n let _e178 = t_2;\n param_15 = _e178;\n let _e179 = turbulence_u0028_vf2_u003b_f1_u003b((&param_14), (&param_15));\n n = _e179;\n let _e180 = n;\n let _e181 = taper;\n let _e185 = uv[1u];\n body = (((_e180 * _e181) * 1.9f) - (_e185 * 0.55f));\n let _e188 = body;\n if (_e188 <= 0.02f) {\n discard;\n }\n let _e190 = body;\n heat = clamp((_e190 * 1.5f), 0f, 1f);\n let _e193 = heat;\n col = mix(vec3<f32>(0.62f, 0.06f, 0.02f), vec3<f32>(1f, 0.45f, 0.06f), vec3(smoothstep(0f, 0.45f, _e193)));\n let _e197 = col;\n let _e198 = heat;\n col = mix(_e197, vec3<f32>(1f, 0.85f, 0.35f), vec3(smoothstep(0.45f, 0.75f, _e198)));\n let _e202 = col;\n let _e203 = heat;\n col = mix(_e202, vec3<f32>(1f, 0.98f, 0.88f), vec3(smoothstep(0.78f, 1f, _e203)));\n let _e207 = body;\n let _e211 = uv[1u];\n alpha = (clamp((_e207 * 2.2f), 0f, 1f) * (1f - smoothstep(0.72f, 1f, _e211)));\n let _e215 = vDistance_1;\n param_16 = _e215;\n let _e217 = vWorldPos_1[1u];\n param_17 = _e217;\n let _e218 = mediumFog_u0028_f1_u003b_f1_u003b((&param_16), (&param_17));\n fog = _e218;\n let _e219 = col;\n let _e220 = mediumColor_u0028_();\n let _e221 = fog;\n col = mix(_e219, _e220, vec3(_e221));\n let _e224 = fog;\n let _e226 = alpha;\n alpha = (_e226 * (1f - _e224));\n let _e228 = col;\n param_18 = _e228;\n let _e229 = applyOutputTransform_u0028_vf3_u003b((&param_18));\n let _e230 = alpha;\n outColor = vec4<f32>(_e229.x, _e229.y, _e229.z, _e230);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
8
8
  export const PLUME_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uSizePulse: f32,\n uWind: vec2<f32>,\n uOrigin: vec3<f32>,\n uWindResponse: 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: vec2<f32>,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n @location(3) member_3: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCenter_1: vec3<f32>;\nvar<private> aSeed_1: f32;\nvar<private> aBlade_1: f32;\nvar<private> aSize_1: vec2<f32>;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vUv: vec2<f32>;\nvar<private> vSeed: f32;\nvar<private> vDistance: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn sizePulse_u0028_f1_u003b(seed: ptr<function, f32>) -> f32 {\n let _e35 = unnamed.uSizePulse;\n let _e37 = unnamed.uTime;\n let _e39 = (*seed);\n let _e45 = unnamed.uTime;\n let _e47 = (*seed);\n return (1f + (_e35 * ((sin(((_e37 * 1.7f) + (_e39 * 9.1f))) * 0.62f) + (sin(((_e45 * 3.3f) + (_e47 * 4.7f))) * 0.38f))));\n}\n\nfn main_1() {\n var anchor: vec3<f32>;\n var up: vec3<f32>;\n var yaw: f32;\n var right: vec3<f32>;\n var pulse: f32;\n var param: f32;\n var size: vec2<f32>;\n var rise: f32;\n var world: vec3<f32>;\n\n let _e42 = aCenter_1;\n let _e44 = unnamed.uOrigin;\n anchor = (_e42 + _e44);\n up = vec3<f32>(0f, 1f, 0f);\n let _e46 = aSeed_1;\n let _e48 = aBlade_1;\n yaw = ((_e46 * 6.2831855f) + (_e48 * 1.5707964f));\n let _e51 = yaw;\n let _e53 = yaw;\n right = vec3<f32>(cos(_e51), 0f, sin(_e53));\n let _e56 = aSeed_1;\n param = _e56;\n let _e57 = sizePulse_u0028_f1_u003b((&param));\n pulse = _e57;\n let _e59 = aSize_1[0u];\n let _e60 = pulse;\n let _e64 = aSize_1[1u];\n let _e65 = pulse;\n size = vec2<f32>((_e59 * mix(1f, _e60, 0.55f)), (_e64 * _e65));\n let _e69 = aCorner_1[1u];\n rise = ((_e69 * 0.5f) + 0.5f);\n let _e72 = anchor;\n let _e73 = right;\n let _e75 = aCorner_1[0u];\n let _e77 = size[0u];\n let _e81 = up;\n let _e82 = rise;\n let _e84 = size[1u];\n world = ((_e72 + (_e73 * (_e75 * _e77))) + (_e81 * (_e82 * _e84)));\n let _e89 = unnamed.uWind;\n let _e91 = unnamed.uWindResponse;\n let _e92 = rise;\n let _e94 = rise;\n let _e97 = size[1u];\n let _e100 = world;\n let _e102 = (_e100.xz + (_e89 * (((_e91 * _e92) * _e94) * _e97)));\n let _e103 = world;\n world = vec3<f32>(_e102.x, _e103.y, _e102.y);\n let _e109 = aCorner_1[0u];\n let _e113 = aCorner_1[1u];\n vUv = vec2<f32>(((_e109 * 0.5f) + 0.5f), ((_e113 * 0.5f) + 0.5f));\n let _e117 = aSeed_1;\n vSeed = _e117;\n let _e118 = world;\n let _e120 = unnamed.uCameraPos;\n vDistance = distance(_e118, _e120);\n let _e122 = world;\n vWorldPos = _e122;\n let _e124 = unnamed.uViewProj;\n let _e125 = world;\n unnamed_1.gl_Position = (_e124 * vec4<f32>(_e125.x, _e125.y, _e125.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aCenter: vec3<f32>, @location(3) aSeed: f32, @location(4) aBlade: f32, @location(2) aSize: vec2<f32>, @location(1) aCorner: vec2<f32>) -> VertexOutput {\n aCenter_1 = aCenter;\n aSeed_1 = aSeed;\n aBlade_1 = aBlade;\n aSize_1 = aSize;\n aCorner_1 = aCorner;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vUv;\n let _e20 = vSeed;\n let _e21 = vDistance;\n let _e22 = vWorldPos;\n let _e23 = unnamed_1.gl_Position;\n return VertexOutput(_e19, _e20, _e21, _e22, _e23);\n}\n";
9
9
  /**
10
10
  * What the transform assigned, so the renderer binds the same numbers.
@@ -14,7 +14,7 @@ export const PLUME_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n
14
14
  export const FIRE_BINDINGS = {
15
15
  "FIRE_FRAG": {
16
16
  "uniforms": 1,
17
- "uniformSize": 128,
17
+ "uniformSize": 176,
18
18
  "fields": {
19
19
  "uTime": {
20
20
  "offset": 0,
@@ -26,73 +26,63 @@ export const FIRE_BINDINGS = {
26
26
  "size": 12,
27
27
  "type": "vec3"
28
28
  },
29
- "uFogDensity": {
30
- "offset": 28,
31
- "size": 4,
32
- "type": "float"
33
- },
34
- "uFogHeightFalloff": {
29
+ "uFogMedium": {
35
30
  "offset": 32,
36
- "size": 4,
37
- "type": "float"
31
+ "size": 16,
32
+ "type": "vec4"
38
33
  },
39
- "uFogEyeY": {
40
- "offset": 36,
41
- "size": 4,
42
- "type": "float"
34
+ "uFogRange": {
35
+ "offset": 48,
36
+ "size": 16,
37
+ "type": "vec4"
43
38
  },
44
39
  "uUnderwaterColor": {
45
- "offset": 48,
40
+ "offset": 64,
46
41
  "size": 12,
47
42
  "type": "vec3"
48
43
  },
49
- "uUnderwaterFogDensity": {
50
- "offset": 60,
51
- "size": 4,
52
- "type": "float"
53
- },
54
44
  "uUnderwaterFactor": {
55
- "offset": 64,
45
+ "offset": 76,
56
46
  "size": 4,
57
47
  "type": "float"
58
48
  },
59
- "uFogMode": {
60
- "offset": 68,
61
- "size": 4,
62
- "type": "int"
49
+ "uFogLayer2": {
50
+ "offset": 80,
51
+ "size": 16,
52
+ "type": "vec4"
63
53
  },
64
- "uFogNear": {
65
- "offset": 72,
66
- "size": 4,
67
- "type": "float"
54
+ "uFogGlow": {
55
+ "offset": 96,
56
+ "size": 16,
57
+ "type": "vec4"
68
58
  },
69
- "uFogFar": {
70
- "offset": 76,
71
- "size": 4,
72
- "type": "float"
59
+ "uFogGlowDir": {
60
+ "offset": 112,
61
+ "size": 16,
62
+ "type": "vec4"
73
63
  },
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