@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
@@ -1,7 +1,7 @@
1
- export declare const PARTICLE_MOTE_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uFogEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vAlpha_1: f32;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAge_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vNormal_1: vec3<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 _e76 = (*c);\n low = (_e76 * 12.92f);\n let _e78 = (*c);\n high = ((pow(max(_e78, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e84 = high;\n let _e85 = low;\n let _e86 = (*c);\n return mix(_e84, _e85, step(_e86, 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 _e77 = (*c_1)[0u];\n let _e79 = (*c_1)[1u];\n let _e81 = (*c_1)[2u];\n m = max(_e77, max(_e79, _e81));\n let _e84 = m;\n if (_e84 <= 0.8f) {\n let _e86 = (*c_1);\n return _e86;\n }\n let _e87 = m;\n e = (_e87 - 0.8f);\n let _e89 = (*c_1);\n let _e90 = e;\n let _e92 = e;\n let _e96 = m;\n return (_e89 * ((0.8f + ((0.2f * _e90) / (_e92 + 0.2f))) / _e96));\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 _e76 = (*v);\n let _e77 = (*v);\n a = ((_e76 * (_e77 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e83 = (*v);\n let _e84 = (*v);\n b = ((_e83 * ((_e84 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e91 = a;\n let _e92 = b;\n return (_e91 / _e92);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e76 = unnamed.uOutputExposure;\n let _e77 = (*x);\n (*x) = (_e77 * _e76);\n let _e79 = (*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)) * _e79);\n let _e81 = 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)) * _e81), 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 _e78 = unnamed.uOutputTransform;\n if (_e78 == 0i) {\n let _e80 = (*c_2);\n return _e80;\n }\n let _e82 = unnamed.uOutputTransform;\n if (_e82 == 2i) {\n let _e84 = (*c_2);\n param_1 = _e84;\n let _e85 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e85;\n }\n let _e87 = unnamed.uOutputTransform;\n if (_e87 == 3i) {\n let _e89 = (*c_2);\n let _e91 = unnamed.uOutputExposure;\n param_2 = (_e89 * _e91);\n let _e93 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e93;\n }\n let _e94 = (*c_2);\n param_3 = _e94;\n let _e95 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e95;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e74 = unnamed.uFogColor;\n let _e76 = unnamed.uUnderwaterColor;\n let _e78 = unnamed.uUnderwaterFactor;\n return mix(_e74, _e76, vec3(_e78));\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 _e87 = unnamed.uFogMode;\n if (_e87 == 1i) {\n let _e90 = unnamed.uFogFar;\n let _e92 = unnamed.uFogNear;\n span = max((_e90 - _e92), 0.0001f);\n let _e95 = (*dist);\n let _e97 = unnamed.uFogNear;\n let _e99 = span;\n ramp = clamp(((_e95 - _e97) / _e99), 0f, 1f);\n let _e103 = unnamed.uUnderwaterFactor;\n if (_e103 <= 0f) {\n let _e105 = ramp;\n return _e105;\n }\n let _e107 = unnamed.uUnderwaterFogDensity;\n let _e108 = (*dist);\n wetLinear = (_e107 * _e108);\n let _e110 = ramp;\n let _e111 = wetLinear;\n let _e113 = wetLinear;\n let _e119 = unnamed.uUnderwaterFactor;\n return mix(_e110, (1f - exp2(((-(_e111) * _e113) * 1.442695f))), _e119);\n }\n let _e122 = unnamed.uFogNear;\n let _e123 = (*dist);\n start = min(_e122, _e123);\n let _e125 = (*dist);\n if (_e125 > 0f) {\n let _e127 = start;\n let _e128 = (*dist);\n local = (_e127 / _e128);\n } else {\n local = 0f;\n }\n let _e130 = local;\n before = _e130;\n let _e131 = (*pointY);\n let _e133 = unnamed.uFogEyeY;\n let _e136 = unnamed.uFogHeightFalloff;\n t = ((_e131 - _e133) * _e136);\n let _e138 = t;\n let _e139 = before;\n rest = (_e138 * (1f - _e139));\n let _e142 = rest;\n let _e145 = rest;\n denom = select(_e145, 0.0001f, (abs(_e142) < 0.0001f));\n let _e148 = unnamed.uFogDensity;\n let _e150 = t;\n let _e152 = before;\n let _e156 = (*dist);\n let _e157 = start;\n let _e160 = denom;\n let _e165 = denom;\n air = (1f - exp(((((-(_e148) * exp((-(_e150) * _e152))) * (_e156 - _e157)) * (1f - exp(-(_e160)))) / _e165)));\n let _e170 = unnamed.uUnderwaterFactor;\n if (_e170 <= 0f) {\n let _e172 = air;\n return _e172;\n }\n let _e174 = unnamed.uUnderwaterFogDensity;\n let _e175 = (*dist);\n wet = (_e174 * _e175);\n let _e177 = air;\n let _e178 = wet;\n let _e180 = wet;\n let _e186 = unnamed.uUnderwaterFactor;\n return mix(_e177, (1f - exp2(((-(_e178) * _e180) * 1.442695f))), _e186);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var alpha: f32;\n var color: vec3<f32>;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var param_6: vec3<f32>;\n\n let _e81 = vUv_1;\n r = length(_e81);\n let _e83 = r;\n body = (1f - smoothstep(0.4f, 1f, _e83));\n let _e86 = body;\n if (_e86 <= 0f) {\n discard;\n }\n let _e88 = body;\n let _e89 = body;\n let _e91 = vAlpha_1;\n alpha = ((_e88 * _e89) * _e91);\n let _e93 = alpha;\n if (_e93 <= 0.002f) {\n discard;\n }\n let _e95 = vColor_1;\n color = _e95;\n let _e97 = unnamed.uFogEnabled;\n if (_e97 != 0i) {\n let _e99 = vWorldPos_1;\n let _e101 = unnamed.uCameraPos;\n param_4 = distance(_e99, _e101);\n let _e104 = vWorldPos_1[1u];\n param_5 = _e104;\n let _e105 = mediumFog_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n fog = _e105;\n let _e106 = color;\n let _e107 = mediumColor_u0028_();\n let _e108 = fog;\n color = mix(_e106, _e107, vec3(_e108));\n }\n let _e111 = color;\n param_6 = _e111;\n let _e112 = applyOutputTransform_u0028_vf3_u003b((&param_6));\n let _e113 = alpha;\n outColor = vec4<f32>(_e112.x, _e112.y, _e112.z, _e113);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(2) vAlpha: f32, @location(1) vColor: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(3) vAge: f32, @location(4) vSeed: f32, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vAlpha_1 = vAlpha;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n vAge_1 = vAge;\n vSeed_1 = vSeed;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
2
- export declare const PARTICLE_SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uNoiseOctaves: i32,\n uErosion: f32,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAlpha_1: 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 _e109 = (*c);\n low = (_e109 * 12.92f);\n let _e111 = (*c);\n high = ((pow(max(_e111, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e117 = high;\n let _e118 = low;\n let _e119 = (*c);\n return mix(_e117, _e118, step(_e119, 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 _e110 = (*c_1)[0u];\n let _e112 = (*c_1)[1u];\n let _e114 = (*c_1)[2u];\n m = max(_e110, max(_e112, _e114));\n let _e117 = m;\n if (_e117 <= 0.8f) {\n let _e119 = (*c_1);\n return _e119;\n }\n let _e120 = m;\n e = (_e120 - 0.8f);\n let _e122 = (*c_1);\n let _e123 = e;\n let _e125 = e;\n let _e129 = m;\n return (_e122 * ((0.8f + ((0.2f * _e123) / (_e125 + 0.2f))) / _e129));\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 _e109 = (*v);\n let _e110 = (*v);\n a = ((_e109 * (_e110 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e116 = (*v);\n let _e117 = (*v);\n b = ((_e116 * ((_e117 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e124 = a;\n let _e125 = b;\n return (_e124 / _e125);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e109 = unnamed.uOutputExposure;\n let _e110 = (*x);\n (*x) = (_e110 * _e109);\n let _e112 = (*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)) * _e112);\n let _e114 = 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)) * _e114), 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 _e111 = unnamed.uOutputTransform;\n if (_e111 == 0i) {\n let _e113 = (*c_2);\n return _e113;\n }\n let _e115 = unnamed.uOutputTransform;\n if (_e115 == 2i) {\n let _e117 = (*c_2);\n param_1 = _e117;\n let _e118 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e118;\n }\n let _e120 = unnamed.uOutputTransform;\n if (_e120 == 3i) {\n let _e122 = (*c_2);\n let _e124 = unnamed.uOutputExposure;\n param_2 = (_e122 * _e124);\n let _e126 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e126;\n }\n let _e127 = (*c_2);\n param_3 = _e127;\n let _e128 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e128;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e107 = unnamed.uFogColor;\n let _e109 = unnamed.uUnderwaterColor;\n let _e111 = unnamed.uUnderwaterFactor;\n return mix(_e107, _e109, vec3(_e111));\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 _e120 = unnamed.uFogMode;\n if (_e120 == 1i) {\n let _e123 = unnamed.uFogFar;\n let _e125 = unnamed.uFogNear;\n span = max((_e123 - _e125), 0.0001f);\n let _e128 = (*dist);\n let _e130 = unnamed.uFogNear;\n let _e132 = span;\n ramp = clamp(((_e128 - _e130) / _e132), 0f, 1f);\n let _e136 = unnamed.uUnderwaterFactor;\n if (_e136 <= 0f) {\n let _e138 = ramp;\n return _e138;\n }\n let _e140 = unnamed.uUnderwaterFogDensity;\n let _e141 = (*dist);\n wetLinear = (_e140 * _e141);\n let _e143 = ramp;\n let _e144 = wetLinear;\n let _e146 = wetLinear;\n let _e152 = unnamed.uUnderwaterFactor;\n return mix(_e143, (1f - exp2(((-(_e144) * _e146) * 1.442695f))), _e152);\n }\n let _e155 = unnamed.uFogNear;\n let _e156 = (*dist);\n start = min(_e155, _e156);\n let _e158 = (*dist);\n if (_e158 > 0f) {\n let _e160 = start;\n let _e161 = (*dist);\n local = (_e160 / _e161);\n } else {\n local = 0f;\n }\n let _e163 = local;\n before = _e163;\n let _e164 = (*pointY);\n let _e166 = unnamed.uFogEyeY;\n let _e169 = unnamed.uFogHeightFalloff;\n t = ((_e164 - _e166) * _e169);\n let _e171 = t;\n let _e172 = before;\n rest = (_e171 * (1f - _e172));\n let _e175 = rest;\n let _e178 = rest;\n denom = select(_e178, 0.0001f, (abs(_e175) < 0.0001f));\n let _e181 = unnamed.uFogDensity;\n let _e183 = t;\n let _e185 = before;\n let _e189 = (*dist);\n let _e190 = start;\n let _e193 = denom;\n let _e198 = denom;\n air = (1f - exp(((((-(_e181) * exp((-(_e183) * _e185))) * (_e189 - _e190)) * (1f - exp(-(_e193)))) / _e198)));\n let _e203 = unnamed.uUnderwaterFactor;\n if (_e203 <= 0f) {\n let _e205 = air;\n return _e205;\n }\n let _e207 = unnamed.uUnderwaterFogDensity;\n let _e208 = (*dist);\n wet = (_e207 * _e208);\n let _e210 = air;\n let _e211 = wet;\n let _e213 = wet;\n let _e219 = unnamed.uUnderwaterFactor;\n return mix(_e210, (1f - exp2(((-(_e211) * _e213) * 1.442695f))), _e219);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e107 = (*p);\n return fract((sin(dot(_e107, 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 _e114 = (*p_1);\n i = floor(_e114);\n let _e116 = (*p_1);\n f = fract(_e116);\n let _e118 = f;\n let _e119 = f;\n let _e121 = f;\n u = ((_e118 * _e119) * (vec2(3f) - (_e121 * 2f)));\n let _e126 = i;\n param_4 = _e126;\n let _e127 = hash21_u0028_vf2_u003b((&param_4));\n let _e128 = i;\n param_5 = (_e128 + vec2<f32>(1f, 0f));\n let _e130 = hash21_u0028_vf2_u003b((&param_5));\n let _e132 = u[0u];\n let _e134 = i;\n param_6 = (_e134 + vec2<f32>(0f, 1f));\n let _e136 = hash21_u0028_vf2_u003b((&param_6));\n let _e137 = i;\n param_7 = (_e137 + vec2<f32>(1f, 1f));\n let _e139 = hash21_u0028_vf2_u003b((&param_7));\n let _e141 = u[0u];\n let _e144 = u[1u];\n return mix(mix(_e127, _e130, _e132), mix(_e136, _e139, _e141), _e144);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b_i1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>, octaves: ptr<function, i32>) -> f32 {\n var v_1: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n\n let _e112 = (*p_2);\n let _e114 = (*t_1);\n param_8 = ((_e112 * 2.4f) + vec2<f32>(0f, (-(_e114) * 0.5f)));\n let _e119 = valueNoise_u0028_vf2_u003b((&param_8));\n v_1 = (_e119 * 0.62f);\n let _e121 = (*octaves);\n if (_e121 == 1i) {\n let _e123 = v_1;\n return (_e123 / 0.62f);\n }\n let _e125 = (*p_2);\n let _e127 = (*t_1);\n let _e129 = (*t_1);\n param_9 = ((_e125 * 5.1f) + vec2<f32>((_e127 * 0.15f), (-(_e129) * 0.8f)));\n let _e134 = valueNoise_u0028_vf2_u003b((&param_9));\n let _e136 = v_1;\n v_1 = (_e136 + (_e134 * 0.38f));\n let _e138 = v_1;\n return (_e138 / 1f);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var t_2: f32;\n var n: f32;\n var param_10: vec2<f32>;\n var param_11: f32;\n var param_12: i32;\n var erode: f32;\n var mask: f32;\n var n3_: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var i_1: i32;\n var toLight: vec3<f32>;\n var dist_1: f32;\n var radius: f32;\n var falloff: f32;\n var wrapped: f32;\n var shaded: vec3<f32>;\n var fog: f32;\n var param_13: f32;\n var param_14: f32;\n var param_15: vec3<f32>;\n\n let _e129 = vUv_1;\n r = length(_e129);\n let _e131 = r;\n body = (1f - smoothstep(0.35f, 1f, _e131));\n let _e134 = body;\n if (_e134 <= 0f) {\n discard;\n }\n let _e137 = unnamed.uTime;\n let _e139 = vSeed_1;\n t_2 = ((_e137 * 0.55f) + (_e139 * 7.31f));\n let _e142 = vUv_1;\n let _e143 = vAge_1;\n let _e147 = vSeed_1;\n param_10 = ((_e142 * (0.9f + (_e143 * 1.4f))) + vec2<f32>((_e147 * 3.7f), 0f));\n let _e151 = t_2;\n param_11 = _e151;\n let _e153 = unnamed.uNoiseOctaves;\n param_12 = _e153;\n let _e154 = billow_u0028_vf2_u003b_f1_u003b_i1_u003b((&param_10), (&param_11), (&param_12));\n n = _e154;\n let _e155 = n;\n let _e157 = unnamed.uErosion;\n let _e158 = vAge_1;\n erode = mix(1f, _e155, (_e157 * (0.35f + (_e158 * 0.65f))));\n let _e163 = body;\n let _e164 = erode;\n mask = clamp((_e163 * _e164), 0f, 1f);\n let _e167 = mask;\n let _e169 = mask;\n mask = (_e169 * smoothstep(0f, 0.25f, _e167));\n let _e171 = mask;\n if (_e171 <= 0.002f) {\n discard;\n }\n let _e173 = vNormal_1;\n n3_ = normalize(_e173);\n let _e175 = n3_;\n let _e177 = unnamed.uDirectionalDir;\n ndl = ((dot(_e175, _e177) * 0.5f) + 0.5f);\n let _e182 = unnamed.uAmbient;\n let _e184 = unnamed.uDirectionalColor;\n let _e185 = ndl;\n lit = (_e182 + (_e184 * _e185));\n i_1 = 0i;\n loop {\n let _e188 = i_1;\n if (_e188 < 16i) {\n let _e190 = i_1;\n let _e192 = unnamed.uLightCount;\n if (_e190 >= _e192) {\n break;\n }\n let _e194 = i_1;\n let _e197 = unnamed.uLightPos[_e194];\n let _e198 = vWorldPos_1;\n toLight = (_e197 - _e198);\n let _e200 = toLight;\n dist_1 = length(_e200);\n let _e202 = i_1;\n let _e206 = unnamed.uLightRadius[_e202][0u];\n radius = _e206;\n let _e207 = radius;\n let _e209 = dist_1;\n let _e210 = radius;\n if ((_e207 <= 0f) || (_e209 >= _e210)) {\n continue;\n }\n let _e213 = dist_1;\n let _e214 = radius;\n falloff = (1f - (_e213 / _e214));\n let _e217 = n3_;\n let _e218 = toLight;\n let _e219 = dist_1;\n wrapped = ((dot(_e217, (_e218 / vec3(max(_e219, 0.0001f)))) * 0.5f) + 0.5f);\n let _e226 = i_1;\n let _e229 = unnamed.uLightColor[_e226];\n let _e230 = falloff;\n let _e232 = falloff;\n let _e234 = wrapped;\n let _e236 = i_1;\n let _e240 = unnamed.uLightWeight[_e236][0u];\n let _e242 = lit;\n lit = (_e242 + ((((_e229 * _e230) * _e232) * _e234) * _e240));\n continue;\n } else {\n break;\n }\n continuing {\n let _e244 = i_1;\n i_1 = (_e244 + 1i);\n }\n }\n let _e246 = vColor_1;\n let _e247 = lit;\n shaded = (_e246 * _e247);\n let _e249 = vWorldPos_1;\n let _e251 = unnamed.uCameraPos;\n param_13 = distance(_e249, _e251);\n let _e254 = vWorldPos_1[1u];\n param_14 = _e254;\n let _e255 = mediumFog_u0028_f1_u003b_f1_u003b((&param_13), (&param_14));\n fog = _e255;\n let _e256 = shaded;\n let _e257 = mediumColor_u0028_();\n let _e258 = fog;\n param_15 = mix(_e256, _e257, vec3(_e258));\n let _e261 = applyOutputTransform_u0028_vf3_u003b((&param_15));\n let _e262 = mask;\n let _e263 = vAlpha_1;\n outColor = vec4<f32>(_e261.x, _e261.y, _e261.z, (_e262 * _e263));\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(6) vNormal: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(2) vAlpha: f32) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vAlpha_1 = vAlpha;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
3
- export declare const PARTICLE_SPARK_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCameraPos: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vNormal_1: vec3<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 _e90 = (*c);\n low = (_e90 * 12.92f);\n let _e92 = (*c);\n high = ((pow(max(_e92, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e98 = high;\n let _e99 = low;\n let _e100 = (*c);\n return mix(_e98, _e99, step(_e100, 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 _e91 = (*c_1)[0u];\n let _e93 = (*c_1)[1u];\n let _e95 = (*c_1)[2u];\n m = max(_e91, max(_e93, _e95));\n let _e98 = m;\n if (_e98 <= 0.8f) {\n let _e100 = (*c_1);\n return _e100;\n }\n let _e101 = m;\n e = (_e101 - 0.8f);\n let _e103 = (*c_1);\n let _e104 = e;\n let _e106 = e;\n let _e110 = m;\n return (_e103 * ((0.8f + ((0.2f * _e104) / (_e106 + 0.2f))) / _e110));\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 _e90 = (*v);\n let _e91 = (*v);\n a = ((_e90 * (_e91 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e97 = (*v);\n let _e98 = (*v);\n b = ((_e97 * ((_e98 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e105 = a;\n let _e106 = b;\n return (_e105 / _e106);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e90 = unnamed.uOutputExposure;\n let _e91 = (*x);\n (*x) = (_e91 * _e90);\n let _e93 = (*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)) * _e93);\n let _e95 = 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)) * _e95), 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 _e92 = unnamed.uOutputTransform;\n if (_e92 == 0i) {\n let _e94 = (*c_2);\n return _e94;\n }\n let _e96 = unnamed.uOutputTransform;\n if (_e96 == 2i) {\n let _e98 = (*c_2);\n param_1 = _e98;\n let _e99 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e99;\n }\n let _e101 = unnamed.uOutputTransform;\n if (_e101 == 3i) {\n let _e103 = (*c_2);\n let _e105 = unnamed.uOutputExposure;\n param_2 = (_e103 * _e105);\n let _e107 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e107;\n }\n let _e108 = (*c_2);\n param_3 = _e108;\n let _e109 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e109;\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 _e101 = unnamed.uFogMode;\n if (_e101 == 1i) {\n let _e104 = unnamed.uFogFar;\n let _e106 = unnamed.uFogNear;\n span = max((_e104 - _e106), 0.0001f);\n let _e109 = (*dist);\n let _e111 = unnamed.uFogNear;\n let _e113 = span;\n ramp = clamp(((_e109 - _e111) / _e113), 0f, 1f);\n let _e117 = unnamed.uUnderwaterFactor;\n if (_e117 <= 0f) {\n let _e119 = ramp;\n return _e119;\n }\n let _e121 = unnamed.uUnderwaterFogDensity;\n let _e122 = (*dist);\n wetLinear = (_e121 * _e122);\n let _e124 = ramp;\n let _e125 = wetLinear;\n let _e127 = wetLinear;\n let _e133 = unnamed.uUnderwaterFactor;\n return mix(_e124, (1f - exp2(((-(_e125) * _e127) * 1.442695f))), _e133);\n }\n let _e136 = unnamed.uFogNear;\n let _e137 = (*dist);\n start = min(_e136, _e137);\n let _e139 = (*dist);\n if (_e139 > 0f) {\n let _e141 = start;\n let _e142 = (*dist);\n local = (_e141 / _e142);\n } else {\n local = 0f;\n }\n let _e144 = local;\n before = _e144;\n let _e145 = (*pointY);\n let _e147 = unnamed.uFogEyeY;\n let _e150 = unnamed.uFogHeightFalloff;\n t = ((_e145 - _e147) * _e150);\n let _e152 = t;\n let _e153 = before;\n rest = (_e152 * (1f - _e153));\n let _e156 = rest;\n let _e159 = rest;\n denom = select(_e159, 0.0001f, (abs(_e156) < 0.0001f));\n let _e162 = unnamed.uFogDensity;\n let _e164 = t;\n let _e166 = before;\n let _e170 = (*dist);\n let _e171 = start;\n let _e174 = denom;\n let _e179 = denom;\n air = (1f - exp(((((-(_e162) * exp((-(_e164) * _e166))) * (_e170 - _e171)) * (1f - exp(-(_e174)))) / _e179)));\n let _e184 = unnamed.uUnderwaterFactor;\n if (_e184 <= 0f) {\n let _e186 = air;\n return _e186;\n }\n let _e188 = unnamed.uUnderwaterFogDensity;\n let _e189 = (*dist);\n wet = (_e188 * _e189);\n let _e191 = air;\n let _e192 = wet;\n let _e194 = wet;\n let _e200 = unnamed.uUnderwaterFactor;\n return mix(_e191, (1f - exp2(((-(_e192) * _e194) * 1.442695f))), _e200);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e88 = (*p);\n return fract((sin(dot(_e88, 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 _e95 = (*p_1);\n i = floor(_e95);\n let _e97 = (*p_1);\n f = fract(_e97);\n let _e99 = f;\n let _e100 = f;\n let _e102 = f;\n u = ((_e99 * _e100) * (vec2(3f) - (_e102 * 2f)));\n let _e107 = i;\n param_4 = _e107;\n let _e108 = hash21_u0028_vf2_u003b((&param_4));\n let _e109 = i;\n param_5 = (_e109 + vec2<f32>(1f, 0f));\n let _e111 = hash21_u0028_vf2_u003b((&param_5));\n let _e113 = u[0u];\n let _e115 = i;\n param_6 = (_e115 + vec2<f32>(0f, 1f));\n let _e117 = hash21_u0028_vf2_u003b((&param_6));\n let _e118 = i;\n param_7 = (_e118 + vec2<f32>(1f, 1f));\n let _e120 = hash21_u0028_vf2_u003b((&param_7));\n let _e122 = u[0u];\n let _e125 = u[1u];\n return mix(mix(_e108, _e111, _e113), mix(_e117, _e120, _e122), _e125);\n}\n\nfn main_1() {\n var r: f32;\n var core: f32;\n var halo: f32;\n var flick: f32;\n var param_8: vec2<f32>;\n var cool: f32;\n var energy: f32;\n var fog: f32;\n var param_9: f32;\n var param_10: f32;\n var param_11: vec3<f32>;\n\n let _e98 = vUv_1;\n r = length(_e98);\n let _e100 = r;\n if (_e100 > 1f) {\n discard;\n }\n let _e102 = r;\n core = pow((1f - clamp(_e102, 0f, 1f)), 6f);\n let _e106 = r;\n halo = pow((1f - clamp(_e106, 0f, 1f)), 1.6f);\n let _e111 = unnamed.uTime;\n let _e113 = vSeed_1;\n let _e116 = vSeed_1;\n param_8 = vec2<f32>(((_e111 * 9f) + (_e113 * 13f)), _e116);\n let _e118 = valueNoise_u0028_vf2_u003b((&param_8));\n flick = (0.7f + (0.3f * _e118));\n let _e121 = vAge_1;\n let _e122 = vAge_1;\n cool = (1f - (_e121 * _e122));\n let _e125 = halo;\n let _e127 = core;\n let _e129 = unnamed.uCoreGain;\n let _e132 = flick;\n let _e134 = cool;\n let _e136 = vAlpha_1;\n energy = (((((_e125 * 0.55f) + (_e127 * _e129)) * _e132) * _e134) * _e136);\n let _e138 = vWorldPos_1;\n let _e140 = unnamed.uCameraPos;\n param_9 = distance(_e138, _e140);\n let _e143 = vWorldPos_1[1u];\n param_10 = _e143;\n let _e144 = mediumFog_u0028_f1_u003b_f1_u003b((&param_9), (&param_10));\n fog = _e144;\n let _e145 = fog;\n let _e147 = energy;\n energy = (_e147 * (1f - _e145));\n let _e149 = vColor_1;\n let _e150 = energy;\n param_11 = (_e149 * _e150);\n let _e152 = applyOutputTransform_u0028_vf3_u003b((&param_11));\n outColor = vec4<f32>(_e152.x, _e152.y, _e152.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(2) vAlpha: f32, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vAlpha_1 = vAlpha;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
4
- export declare const PARTICLE_SPRITE_FRAG_WGSL = "struct Uniforms {\n uCells: vec4<f32>,\n uFade: vec4<f32>,\n uDepthToViewZ: vec4<f32>,\n uViewport: vec2<f32>,\n uCameraPos: vec3<f32>,\n uFogEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vFrame_1: f32;\n@group(0) @binding(32) \nvar uSprite_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uSprite_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\nvar<private> vViewDepth_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAge_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vNormal_1: vec3<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 _e89 = (*c);\n low = (_e89 * 12.92f);\n let _e91 = (*c);\n high = ((pow(max(_e91, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e97 = high;\n let _e98 = low;\n let _e99 = (*c);\n return mix(_e97, _e98, step(_e99, 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 _e90 = (*c_1)[0u];\n let _e92 = (*c_1)[1u];\n let _e94 = (*c_1)[2u];\n m = max(_e90, max(_e92, _e94));\n let _e97 = m;\n if (_e97 <= 0.8f) {\n let _e99 = (*c_1);\n return _e99;\n }\n let _e100 = m;\n e = (_e100 - 0.8f);\n let _e102 = (*c_1);\n let _e103 = e;\n let _e105 = e;\n let _e109 = m;\n return (_e102 * ((0.8f + ((0.2f * _e103) / (_e105 + 0.2f))) / _e109));\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 _e89 = (*v);\n let _e90 = (*v);\n a = ((_e89 * (_e90 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e96 = (*v);\n let _e97 = (*v);\n b = ((_e96 * ((_e97 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e104 = a;\n let _e105 = b;\n return (_e104 / _e105);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e89 = unnamed.uOutputExposure;\n let _e90 = (*x);\n (*x) = (_e90 * _e89);\n let _e92 = (*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)) * _e92);\n let _e94 = 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)) * _e94), 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 _e91 = unnamed.uOutputTransform;\n if (_e91 == 0i) {\n let _e93 = (*c_2);\n return _e93;\n }\n let _e95 = unnamed.uOutputTransform;\n if (_e95 == 2i) {\n let _e97 = (*c_2);\n param_1 = _e97;\n let _e98 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e98;\n }\n let _e100 = unnamed.uOutputTransform;\n if (_e100 == 3i) {\n let _e102 = (*c_2);\n let _e104 = unnamed.uOutputExposure;\n param_2 = (_e102 * _e104);\n let _e106 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e106;\n }\n let _e107 = (*c_2);\n param_3 = _e107;\n let _e108 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e108;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e87 = unnamed.uFogColor;\n let _e89 = unnamed.uUnderwaterColor;\n let _e91 = unnamed.uUnderwaterFactor;\n return mix(_e87, _e89, vec3(_e91));\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 _e100 = unnamed.uFogMode;\n if (_e100 == 1i) {\n let _e103 = unnamed.uFogFar;\n let _e105 = unnamed.uFogNear;\n span = max((_e103 - _e105), 0.0001f);\n let _e108 = (*dist);\n let _e110 = unnamed.uFogNear;\n let _e112 = span;\n ramp = clamp(((_e108 - _e110) / _e112), 0f, 1f);\n let _e116 = unnamed.uUnderwaterFactor;\n if (_e116 <= 0f) {\n let _e118 = ramp;\n return _e118;\n }\n let _e120 = unnamed.uUnderwaterFogDensity;\n let _e121 = (*dist);\n wetLinear = (_e120 * _e121);\n let _e123 = ramp;\n let _e124 = wetLinear;\n let _e126 = wetLinear;\n let _e132 = unnamed.uUnderwaterFactor;\n return mix(_e123, (1f - exp2(((-(_e124) * _e126) * 1.442695f))), _e132);\n }\n let _e135 = unnamed.uFogNear;\n let _e136 = (*dist);\n start = min(_e135, _e136);\n let _e138 = (*dist);\n if (_e138 > 0f) {\n let _e140 = start;\n let _e141 = (*dist);\n local = (_e140 / _e141);\n } else {\n local = 0f;\n }\n let _e143 = local;\n before = _e143;\n let _e144 = (*pointY);\n let _e146 = unnamed.uFogEyeY;\n let _e149 = unnamed.uFogHeightFalloff;\n t = ((_e144 - _e146) * _e149);\n let _e151 = t;\n let _e152 = before;\n rest = (_e151 * (1f - _e152));\n let _e155 = rest;\n let _e158 = rest;\n denom = select(_e158, 0.0001f, (abs(_e155) < 0.0001f));\n let _e161 = unnamed.uFogDensity;\n let _e163 = t;\n let _e165 = before;\n let _e169 = (*dist);\n let _e170 = start;\n let _e173 = denom;\n let _e178 = denom;\n air = (1f - exp(((((-(_e161) * exp((-(_e163) * _e165))) * (_e169 - _e170)) * (1f - exp(-(_e173)))) / _e178)));\n let _e183 = unnamed.uUnderwaterFactor;\n if (_e183 <= 0f) {\n let _e185 = air;\n return _e185;\n }\n let _e187 = unnamed.uUnderwaterFogDensity;\n let _e188 = (*dist);\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 viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e88 = (*depth);\n ndc = (1f - (_e88 * 2f));\n let _e93 = unnamed.uDepthToViewZ[0u];\n let _e94 = ndc;\n let _e98 = unnamed.uDepthToViewZ[1u];\n let _e102 = unnamed.uDepthToViewZ[2u];\n let _e103 = ndc;\n let _e107 = unnamed.uDepthToViewZ[3u];\n return (((_e93 * _e94) + _e98) / ((_e102 * _e103) + _e107));\n}\n\nfn cellUv_u0028_i1_u003b_vf2_u003b(cell: ptr<function, i32>, uv: ptr<function, vec2<f32>>) -> vec2<f32> {\n var columns: i32;\n var rows: i32;\n var wrapped: i32;\n var column: i32;\n var row: i32;\n\n let _e95 = unnamed.uCells[0u];\n columns = max(i32((_e95 + 0.5f)), 1i);\n let _e101 = unnamed.uCells[1u];\n rows = max(i32((_e101 + 0.5f)), 1i);\n let _e105 = (*cell);\n let _e106 = columns;\n let _e107 = rows;\n let _e108 = (_e106 * _e107);\n wrapped = (_e105 - (i32(floor((f32(_e105) / f32(_e108)))) * _e108));\n let _e116 = wrapped;\n let _e117 = columns;\n column = (_e116 - (i32(floor((f32(_e116) / f32(_e117)))) * _e117));\n let _e125 = wrapped;\n let _e126 = columns;\n row = (_e125 / _e126);\n let _e128 = column;\n let _e130 = row;\n let _e133 = (*uv);\n let _e135 = columns;\n let _e137 = rows;\n return ((vec2<f32>(f32(_e128), f32(_e130)) + _e133) / vec2<f32>(f32(_e135), f32(_e137)));\n}\n\nfn main_1() {\n var uv_1: vec2<f32>;\n var frame: f32;\n var first: i32;\n var image: vec4<f32>;\n var param_4: i32;\n var param_5: vec2<f32>;\n var next: vec4<f32>;\n var param_6: i32;\n var param_7: vec2<f32>;\n var fade: f32;\n var depth_1: f32;\n var param_8: f32;\n var alpha: f32;\n var color: vec3<f32>;\n var fog: f32;\n var param_9: f32;\n var param_10: f32;\n var param_11: vec3<f32>;\n var phi_513_: bool;\n\n let _e105 = vUv_1[0u];\n let _e109 = vUv_1[1u];\n uv_1 = vec2<f32>(((_e105 * 0.5f) + 0.5f), (0.5f - (_e109 * 0.5f)));\n let _e113 = vFrame_1;\n frame = max(_e113, 0f);\n let _e115 = frame;\n first = i32(floor(_e115));\n let _e118 = first;\n param_4 = _e118;\n let _e119 = uv_1;\n param_5 = _e119;\n let _e120 = cellUv_u0028_i1_u003b_vf2_u003b((&param_4), (&param_5));\n let _e123 = vec3<f32>(_e120.x, _e120.y, 0f);\n let _e129 = textureSample(uSprite_t, uSprite_s, vec2<f32>(_e123.x, _e123.y), i32(_e123.z));\n image = _e129;\n let _e132 = unnamed.uCells[2u];\n if (_e132 > 0.5f) {\n let _e134 = first;\n param_6 = (_e134 + 1i);\n let _e136 = uv_1;\n param_7 = _e136;\n let _e137 = cellUv_u0028_i1_u003b_vf2_u003b((&param_6), (&param_7));\n let _e140 = vec3<f32>(_e137.x, _e137.y, 0f);\n let _e146 = textureSample(uSprite_t, uSprite_s, vec2<f32>(_e140.x, _e140.y), i32(_e140.z));\n next = _e146;\n let _e147 = image;\n let _e148 = next;\n let _e149 = frame;\n image = mix(_e147, _e148, vec4(fract(_e149)));\n }\n fade = 1f;\n let _e155 = unnamed.uFade[2u];\n let _e156 = (_e155 > 0.5f);\n phi_513_ = _e156;\n if _e156 {\n let _e159 = unnamed.uFade[0u];\n phi_513_ = (_e159 > 0f);\n }\n let _e162 = phi_513_;\n if _e162 {\n let _e163 = gl_FragCoord_1;\n let _e166 = unnamed.uViewport;\n let _e168 = textureSampleLevel(uDepth_t, uDepth_s, (_e163.xy / _e166), 0f);\n depth_1 = _e168.x;\n let _e170 = depth_1;\n if !((_e170 <= 0f)) {\n let _e173 = depth_1;\n param_8 = _e173;\n let _e174 = viewZ_u0028_f1_u003b((&param_8));\n let _e176 = vViewDepth_1;\n let _e180 = unnamed.uFade[0u];\n fade = clamp(((abs(_e174) - _e176) / _e180), 0f, 1f);\n }\n }\n let _e185 = unnamed.uFade[1u];\n if (_e185 > 0f) {\n let _e187 = vViewDepth_1;\n let _e190 = unnamed.uFade[1u];\n let _e193 = fade;\n fade = (_e193 * clamp((_e187 / _e190), 0f, 1f));\n }\n let _e195 = vAlpha_1;\n let _e197 = image[3u];\n let _e199 = fade;\n alpha = ((_e195 * _e197) * _e199);\n let _e201 = alpha;\n if (_e201 <= 0.001f) {\n discard;\n }\n let _e203 = vColor_1;\n let _e204 = image;\n color = (_e203 * _e204.xyz);\n let _e208 = unnamed.uFogEnabled;\n if (_e208 != 0i) {\n let _e210 = vWorldPos_1;\n let _e212 = unnamed.uCameraPos;\n param_9 = distance(_e210, _e212);\n let _e215 = vWorldPos_1[1u];\n param_10 = _e215;\n let _e216 = mediumFog_u0028_f1_u003b_f1_u003b((&param_9), (&param_10));\n fog = _e216;\n let _e217 = color;\n let _e218 = mediumColor_u0028_();\n let _e219 = fog;\n color = mix(_e217, _e218, vec3(_e219));\n }\n let _e222 = color;\n param_11 = _e222;\n let _e223 = applyOutputTransform_u0028_vf3_u003b((&param_11));\n let _e224 = alpha;\n outColor = vec4<f32>(_e223.x, _e223.y, _e223.z, _e224);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(7) vFrame: f32, @builtin(position) gl_FragCoord: vec4<f32>, @location(8) vViewDepth: f32, @location(2) vAlpha: f32, @location(1) vColor: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(3) vAge: f32, @location(4) vSeed: f32, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vFrame_1 = vFrame;\n gl_FragCoord_1 = gl_FragCoord;\n vViewDepth_1 = vViewDepth;\n vAlpha_1 = vAlpha;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n vAge_1 = vAge;\n vSeed_1 = vSeed;\n vNormal_1 = vNormal;\n main_1();\n let _e21 = outColor;\n return _e21;\n}\n";
1
+ export declare const PARTICLE_MOTE_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uFogEnabled: i32,\n uFogColor: vec3<f32>,\n uFogMedium: vec4<f32>,\n uFogRange: vec4<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n uFogLayer2_: vec4<f32>,\n uFogGlow: vec4<f32>,\n uFogGlowDir: vec4<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vAlpha_1: f32;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAge_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vNormal_1: vec3<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 _e75 = (*c);\n low = (_e75 * 12.92f);\n let _e77 = (*c);\n high = ((pow(max(_e77, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e83 = high;\n let _e84 = low;\n let _e85 = (*c);\n return mix(_e83, _e84, step(_e85, 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 _e76 = (*c_1)[0u];\n let _e78 = (*c_1)[1u];\n let _e80 = (*c_1)[2u];\n m = max(_e76, max(_e78, _e80));\n let _e83 = m;\n if (_e83 <= 0.8f) {\n let _e85 = (*c_1);\n return _e85;\n }\n let _e86 = m;\n e = (_e86 - 0.8f);\n let _e88 = (*c_1);\n let _e89 = e;\n let _e91 = e;\n let _e95 = m;\n return (_e88 * ((0.8f + ((0.2f * _e89) / (_e91 + 0.2f))) / _e95));\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 _e75 = (*v);\n let _e76 = (*v);\n a = ((_e75 * (_e76 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e82 = (*v);\n let _e83 = (*v);\n b = ((_e82 * ((_e83 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e90 = a;\n let _e91 = b;\n return (_e90 / _e91);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e75 = unnamed.uOutputExposure;\n let _e76 = (*x);\n (*x) = (_e76 * _e75);\n let _e78 = (*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)) * _e78);\n let _e80 = 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)) * _e80), 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 _e77 = unnamed.uOutputTransform;\n if (_e77 == 0i) {\n let _e79 = (*c_2);\n return _e79;\n }\n let _e81 = unnamed.uOutputTransform;\n if (_e81 == 2i) {\n let _e83 = (*c_2);\n param_1 = _e83;\n let _e84 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e84;\n }\n let _e86 = unnamed.uOutputTransform;\n if (_e86 == 3i) {\n let _e88 = (*c_2);\n let _e90 = unnamed.uOutputExposure;\n param_2 = (_e88 * _e90);\n let _e92 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e92;\n }\n let _e93 = (*c_2);\n param_3 = _e93;\n let _e94 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e94;\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 _e86 = unnamed.uFogRange[0u];\n let _e87 = (*dist);\n start = min(_e86, _e87);\n let _e89 = (*dist);\n if (_e89 > 0f) {\n let _e91 = start;\n let _e92 = (*dist);\n local = (_e91 / _e92);\n } else {\n local = 0f;\n }\n let _e94 = local;\n before = _e94;\n let _e95 = (*pointY);\n let _e98 = unnamed.uFogMedium[2u];\n let _e102 = unnamed.uFogMedium[1u];\n t = ((_e95 - _e98) * _e102);\n let _e104 = t;\n let _e105 = before;\n rest = (_e104 * (1f - _e105));\n let _e108 = rest;\n let _e111 = rest;\n denom = select(_e111, 0.0001f, (abs(_e108) < 0.0001f));\n let _e115 = unnamed.uFogMedium[0u];\n let _e116 = t;\n let _e118 = before;\n let _e122 = (*dist);\n let _e123 = start;\n let _e126 = denom;\n let _e131 = denom;\n depth = ((((_e115 * exp((-(_e116) * _e118))) * (_e122 - _e123)) * (1f - exp(-(_e126)))) / _e131);\n let _e135 = unnamed.uFogLayer2_[0u];\n if (_e135 > 0f) {\n let _e137 = (*pointY);\n let _e140 = unnamed.uFogMedium[2u];\n let _e144 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e137 - _e140) * _e144);\n let _e146 = t2_;\n let _e147 = before;\n rest2_ = (_e146 * (1f - _e147));\n let _e150 = rest2_;\n let _e153 = rest2_;\n denom2_ = select(_e153, 0.0001f, (abs(_e150) < 0.0001f));\n let _e157 = unnamed.uFogLayer2_[0u];\n let _e158 = t2_;\n let _e160 = before;\n let _e164 = (*dist);\n let _e165 = start;\n let _e168 = denom2_;\n let _e173 = denom2_;\n let _e175 = depth;\n depth = (_e175 + ((((_e157 * exp((-(_e158) * _e160))) * (_e164 - _e165)) * (1f - exp(-(_e168)))) / _e173));\n }\n let _e177 = depth;\n return _e177;\n}\n\nfn mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b(dist_1: ptr<function, f32>, pointY_1: ptr<function, f32>, toPoint: ptr<function, vec3<f32>>) -> vec3<f32> {\n var span: f32;\n var perMetre: f32;\n var param_4: f32;\n var param_5: f32;\n var hidden: f32;\n var lobe: f32;\n var phi_305_: bool;\n var phi_319_: bool;\n\n let _e83 = unnamed.uFogRange[2u];\n let _e84 = (_e83 == 1f);\n phi_305_ = _e84;\n if !(_e84) {\n let _e88 = unnamed.uFogGlow[0u];\n let _e91 = unnamed.uFogGlow[1u];\n let _e95 = unnamed.uFogGlow[2u];\n phi_305_ = (max(max(_e88, _e91), _e95) <= 0f);\n }\n let _e99 = phi_305_;\n if _e99 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e102 = unnamed.uFogLayer2_[3u];\n let _e103 = (_e102 > 0f);\n phi_319_ = _e103;\n if _e103 {\n let _e104 = (*dist_1);\n let _e107 = unnamed.uFogLayer2_[3u];\n phi_319_ = (_e104 > _e107);\n }\n let _e110 = phi_319_;\n if _e110 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e111 = (*dist_1);\n let _e114 = unnamed.uFogRange[0u];\n let _e115 = (*dist_1);\n span = (_e111 - min(_e114, _e115));\n let _e118 = span;\n if (_e118 <= 0f) {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e120 = (*dist_1);\n param_4 = _e120;\n let _e121 = (*pointY_1);\n param_5 = _e121;\n let _e122 = hazeDepth_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n let _e123 = span;\n perMetre = (_e122 / _e123);\n let _e125 = perMetre;\n let _e127 = span;\n let _e130 = unnamed.uFogGlowDir[3u];\n hidden = (1f - exp((-(_e125) * max((_e127 - _e130), 0f))));\n let _e136 = (*toPoint);\n let _e138 = unnamed.uFogGlowDir;\n let _e144 = unnamed.uFogGlow[3u];\n lobe = pow(clamp(dot(_e136, _e138.xyz), 0f, 1f), _e144);\n let _e147 = unnamed.uFogGlow;\n let _e149 = lobe;\n let _e150 = hidden;\n let _e153 = unnamed.uUnderwaterFactor;\n return (_e147.xyz * ((_e149 * _e150) * (1f - _e153)));\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e73 = unnamed.uFogColor;\n let _e75 = unnamed.uUnderwaterColor;\n let _e77 = unnamed.uUnderwaterFactor;\n return mix(_e73, _e75, vec3(_e77));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist_2: ptr<function, f32>, pointY_2: ptr<function, f32>) -> f32 {\n var cut: bool;\n var span_1: f32;\n var ramp: f32;\n var local_1: f32;\n var wetLinear: f32;\n var air: f32;\n var local_2: f32;\n var param_6: f32;\n var param_7: f32;\n var wet: f32;\n var phi_190_: bool;\n\n let _e86 = unnamed.uFogLayer2_[3u];\n let _e87 = (_e86 > 0f);\n phi_190_ = _e87;\n if _e87 {\n let _e88 = (*dist_2);\n let _e91 = unnamed.uFogLayer2_[3u];\n phi_190_ = (_e88 > _e91);\n }\n let _e94 = phi_190_;\n cut = _e94;\n let _e97 = unnamed.uFogRange[2u];\n if (_e97 == 1f) {\n let _e101 = unnamed.uFogRange[1u];\n let _e104 = unnamed.uFogRange[0u];\n span_1 = max((_e101 - _e104), 0.0001f);\n let _e107 = cut;\n if _e107 {\n local_1 = 0f;\n } else {\n let _e108 = (*dist_2);\n let _e111 = unnamed.uFogRange[0u];\n let _e113 = span_1;\n let _e118 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e108 - _e111) / _e113), 0f, 1f), (1f - _e118));\n }\n let _e121 = local_1;\n ramp = _e121;\n let _e123 = unnamed.uUnderwaterFactor;\n if (_e123 <= 0f) {\n let _e125 = ramp;\n return _e125;\n }\n let _e128 = unnamed.uFogMedium[3u];\n let _e129 = (*dist_2);\n wetLinear = (_e128 * _e129);\n let _e131 = ramp;\n let _e132 = wetLinear;\n let _e134 = wetLinear;\n let _e140 = unnamed.uUnderwaterFactor;\n return mix(_e131, (1f - exp2(((-(_e132) * _e134) * 1.442695f))), _e140);\n }\n let _e142 = cut;\n if _e142 {\n local_2 = 0f;\n } else {\n let _e143 = (*dist_2);\n param_6 = _e143;\n let _e144 = (*pointY_2);\n param_7 = _e144;\n let _e145 = hazeDepth_u0028_f1_u003b_f1_u003b((&param_6), (&param_7));\n let _e150 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e145)), _e150));\n }\n let _e153 = local_2;\n air = _e153;\n let _e155 = unnamed.uUnderwaterFactor;\n if (_e155 <= 0f) {\n let _e157 = air;\n return _e157;\n }\n let _e160 = unnamed.uFogMedium[3u];\n let _e161 = (*dist_2);\n wet = (_e160 * _e161);\n let _e163 = air;\n let _e164 = wet;\n let _e166 = wet;\n let _e172 = unnamed.uUnderwaterFactor;\n return mix(_e163, (1f - exp2(((-(_e164) * _e166) * 1.442695f))), _e172);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var alpha: f32;\n var color: vec3<f32>;\n var dist_3: f32;\n var fog: f32;\n var param_8: f32;\n var param_9: f32;\n var param_10: f32;\n var param_11: f32;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n\n let _e84 = vUv_1;\n r = length(_e84);\n let _e86 = r;\n body = (1f - smoothstep(0.4f, 1f, _e86));\n let _e89 = body;\n if (_e89 <= 0f) {\n discard;\n }\n let _e91 = body;\n let _e92 = body;\n let _e94 = vAlpha_1;\n alpha = ((_e91 * _e92) * _e94);\n let _e96 = alpha;\n if (_e96 <= 0.002f) {\n discard;\n }\n let _e98 = vColor_1;\n color = _e98;\n let _e100 = unnamed.uFogEnabled;\n if (_e100 != 0i) {\n let _e102 = vWorldPos_1;\n let _e104 = unnamed.uCameraPos;\n dist_3 = distance(_e102, _e104);\n let _e106 = dist_3;\n param_8 = _e106;\n let _e108 = vWorldPos_1[1u];\n param_9 = _e108;\n let _e109 = mediumFog_u0028_f1_u003b_f1_u003b((&param_8), (&param_9));\n fog = _e109;\n let _e110 = color;\n let _e111 = mediumColor_u0028_();\n let _e112 = fog;\n let _e115 = vWorldPos_1;\n let _e117 = unnamed.uCameraPos;\n let _e120 = dist_3;\n param_10 = _e120;\n let _e122 = vWorldPos_1[1u];\n param_11 = _e122;\n param_12 = normalize((_e115 - _e117));\n let _e123 = mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b((&param_10), (&param_11), (&param_12));\n color = (mix(_e110, _e111, vec3(_e112)) + _e123);\n }\n let _e125 = color;\n param_13 = _e125;\n let _e126 = applyOutputTransform_u0028_vf3_u003b((&param_13));\n let _e127 = alpha;\n outColor = vec4<f32>(_e126.x, _e126.y, _e126.z, _e127);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(2) vAlpha: f32, @location(1) vColor: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(3) vAge: f32, @location(4) vSeed: f32, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vAlpha_1 = vAlpha;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n vAge_1 = vAge;\n vSeed_1 = vSeed;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
2
+ export declare const PARTICLE_SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uNoiseOctaves: i32,\n uErosion: f32,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogMedium: vec4<f32>,\n uFogRange: vec4<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n uFogLayer2_: vec4<f32>,\n uFogGlow: vec4<f32>,\n uFogGlowDir: vec4<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAlpha_1: 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 _e108 = (*c);\n low = (_e108 * 12.92f);\n let _e110 = (*c);\n high = ((pow(max(_e110, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e116 = high;\n let _e117 = low;\n let _e118 = (*c);\n return mix(_e116, _e117, step(_e118, 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 _e109 = (*c_1)[0u];\n let _e111 = (*c_1)[1u];\n let _e113 = (*c_1)[2u];\n m = max(_e109, max(_e111, _e113));\n let _e116 = m;\n if (_e116 <= 0.8f) {\n let _e118 = (*c_1);\n return _e118;\n }\n let _e119 = m;\n e = (_e119 - 0.8f);\n let _e121 = (*c_1);\n let _e122 = e;\n let _e124 = e;\n let _e128 = m;\n return (_e121 * ((0.8f + ((0.2f * _e122) / (_e124 + 0.2f))) / _e128));\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 _e108 = (*v);\n let _e109 = (*v);\n a = ((_e108 * (_e109 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e115 = (*v);\n let _e116 = (*v);\n b = ((_e115 * ((_e116 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e123 = a;\n let _e124 = b;\n return (_e123 / _e124);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e108 = unnamed.uOutputExposure;\n let _e109 = (*x);\n (*x) = (_e109 * _e108);\n let _e111 = (*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)) * _e111);\n let _e113 = 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)) * _e113), 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 _e110 = unnamed.uOutputTransform;\n if (_e110 == 0i) {\n let _e112 = (*c_2);\n return _e112;\n }\n let _e114 = unnamed.uOutputTransform;\n if (_e114 == 2i) {\n let _e116 = (*c_2);\n param_1 = _e116;\n let _e117 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e117;\n }\n let _e119 = unnamed.uOutputTransform;\n if (_e119 == 3i) {\n let _e121 = (*c_2);\n let _e123 = unnamed.uOutputExposure;\n param_2 = (_e121 * _e123);\n let _e125 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e125;\n }\n let _e126 = (*c_2);\n param_3 = _e126;\n let _e127 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e127;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e106 = unnamed.uFogColor;\n let _e108 = unnamed.uUnderwaterColor;\n let _e110 = unnamed.uUnderwaterFactor;\n return mix(_e106, _e108, vec3(_e110));\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 _e119 = unnamed.uFogRange[0u];\n let _e120 = (*dist);\n start = min(_e119, _e120);\n let _e122 = (*dist);\n if (_e122 > 0f) {\n let _e124 = start;\n let _e125 = (*dist);\n local = (_e124 / _e125);\n } else {\n local = 0f;\n }\n let _e127 = local;\n before = _e127;\n let _e128 = (*pointY);\n let _e131 = unnamed.uFogMedium[2u];\n let _e135 = unnamed.uFogMedium[1u];\n t = ((_e128 - _e131) * _e135);\n let _e137 = t;\n let _e138 = before;\n rest = (_e137 * (1f - _e138));\n let _e141 = rest;\n let _e144 = rest;\n denom = select(_e144, 0.0001f, (abs(_e141) < 0.0001f));\n let _e148 = unnamed.uFogMedium[0u];\n let _e149 = t;\n let _e151 = before;\n let _e155 = (*dist);\n let _e156 = start;\n let _e159 = denom;\n let _e164 = denom;\n depth = ((((_e148 * exp((-(_e149) * _e151))) * (_e155 - _e156)) * (1f - exp(-(_e159)))) / _e164);\n let _e168 = unnamed.uFogLayer2_[0u];\n if (_e168 > 0f) {\n let _e170 = (*pointY);\n let _e173 = unnamed.uFogMedium[2u];\n let _e177 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e170 - _e173) * _e177);\n let _e179 = t2_;\n let _e180 = before;\n rest2_ = (_e179 * (1f - _e180));\n let _e183 = rest2_;\n let _e186 = rest2_;\n denom2_ = select(_e186, 0.0001f, (abs(_e183) < 0.0001f));\n let _e190 = unnamed.uFogLayer2_[0u];\n let _e191 = t2_;\n let _e193 = before;\n let _e197 = (*dist);\n let _e198 = start;\n let _e201 = denom2_;\n let _e206 = denom2_;\n let _e208 = depth;\n depth = (_e208 + ((((_e190 * exp((-(_e191) * _e193))) * (_e197 - _e198)) * (1f - exp(-(_e201)))) / _e206));\n }\n let _e210 = depth;\n return _e210;\n}\n\nfn mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b(dist_1: ptr<function, f32>, pointY_1: ptr<function, f32>, toPoint: ptr<function, vec3<f32>>) -> vec3<f32> {\n var span: f32;\n var perMetre: f32;\n var param_4: f32;\n var param_5: f32;\n var hidden: f32;\n var lobe: f32;\n var phi_326_: bool;\n var phi_340_: bool;\n\n let _e116 = unnamed.uFogRange[2u];\n let _e117 = (_e116 == 1f);\n phi_326_ = _e117;\n if !(_e117) {\n let _e121 = unnamed.uFogGlow[0u];\n let _e124 = unnamed.uFogGlow[1u];\n let _e128 = unnamed.uFogGlow[2u];\n phi_326_ = (max(max(_e121, _e124), _e128) <= 0f);\n }\n let _e132 = phi_326_;\n if _e132 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e135 = unnamed.uFogLayer2_[3u];\n let _e136 = (_e135 > 0f);\n phi_340_ = _e136;\n if _e136 {\n let _e137 = (*dist_1);\n let _e140 = unnamed.uFogLayer2_[3u];\n phi_340_ = (_e137 > _e140);\n }\n let _e143 = phi_340_;\n if _e143 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e144 = (*dist_1);\n let _e147 = unnamed.uFogRange[0u];\n let _e148 = (*dist_1);\n span = (_e144 - min(_e147, _e148));\n let _e151 = span;\n if (_e151 <= 0f) {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e153 = (*dist_1);\n param_4 = _e153;\n let _e154 = (*pointY_1);\n param_5 = _e154;\n let _e155 = hazeDepth_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n let _e156 = span;\n perMetre = (_e155 / _e156);\n let _e158 = perMetre;\n let _e160 = span;\n let _e163 = unnamed.uFogGlowDir[3u];\n hidden = (1f - exp((-(_e158) * max((_e160 - _e163), 0f))));\n let _e169 = (*toPoint);\n let _e171 = unnamed.uFogGlowDir;\n let _e177 = unnamed.uFogGlow[3u];\n lobe = pow(clamp(dot(_e169, _e171.xyz), 0f, 1f), _e177);\n let _e180 = unnamed.uFogGlow;\n let _e182 = lobe;\n let _e183 = hidden;\n let _e186 = unnamed.uUnderwaterFactor;\n return (_e180.xyz * ((_e182 * _e183) * (1f - _e186)));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist_2: ptr<function, f32>, pointY_2: ptr<function, f32>) -> f32 {\n var cut: bool;\n var span_1: f32;\n var ramp: f32;\n var local_1: f32;\n var wetLinear: f32;\n var air: f32;\n var local_2: f32;\n var param_6: f32;\n var param_7: f32;\n var wet: f32;\n var phi_211_: bool;\n\n let _e119 = unnamed.uFogLayer2_[3u];\n let _e120 = (_e119 > 0f);\n phi_211_ = _e120;\n if _e120 {\n let _e121 = (*dist_2);\n let _e124 = unnamed.uFogLayer2_[3u];\n phi_211_ = (_e121 > _e124);\n }\n let _e127 = phi_211_;\n cut = _e127;\n let _e130 = unnamed.uFogRange[2u];\n if (_e130 == 1f) {\n let _e134 = unnamed.uFogRange[1u];\n let _e137 = unnamed.uFogRange[0u];\n span_1 = max((_e134 - _e137), 0.0001f);\n let _e140 = cut;\n if _e140 {\n local_1 = 0f;\n } else {\n let _e141 = (*dist_2);\n let _e144 = unnamed.uFogRange[0u];\n let _e146 = span_1;\n let _e151 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e141 - _e144) / _e146), 0f, 1f), (1f - _e151));\n }\n let _e154 = local_1;\n ramp = _e154;\n let _e156 = unnamed.uUnderwaterFactor;\n if (_e156 <= 0f) {\n let _e158 = ramp;\n return _e158;\n }\n let _e161 = unnamed.uFogMedium[3u];\n let _e162 = (*dist_2);\n wetLinear = (_e161 * _e162);\n let _e164 = ramp;\n let _e165 = wetLinear;\n let _e167 = wetLinear;\n let _e173 = unnamed.uUnderwaterFactor;\n return mix(_e164, (1f - exp2(((-(_e165) * _e167) * 1.442695f))), _e173);\n }\n let _e175 = cut;\n if _e175 {\n local_2 = 0f;\n } else {\n let _e176 = (*dist_2);\n param_6 = _e176;\n let _e177 = (*pointY_2);\n param_7 = _e177;\n let _e178 = hazeDepth_u0028_f1_u003b_f1_u003b((&param_6), (&param_7));\n let _e183 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e178)), _e183));\n }\n let _e186 = local_2;\n air = _e186;\n let _e188 = unnamed.uUnderwaterFactor;\n if (_e188 <= 0f) {\n let _e190 = air;\n return _e190;\n }\n let _e193 = unnamed.uFogMedium[3u];\n let _e194 = (*dist_2);\n wet = (_e193 * _e194);\n let _e196 = air;\n let _e197 = wet;\n let _e199 = wet;\n let _e205 = unnamed.uUnderwaterFactor;\n return mix(_e196, (1f - exp2(((-(_e197) * _e199) * 1.442695f))), _e205);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e106 = (*p);\n return fract((sin(dot(_e106, 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_8: vec2<f32>;\n var param_9: vec2<f32>;\n var param_10: vec2<f32>;\n var param_11: vec2<f32>;\n\n let _e113 = (*p_1);\n i = floor(_e113);\n let _e115 = (*p_1);\n f = fract(_e115);\n let _e117 = f;\n let _e118 = f;\n let _e120 = f;\n u = ((_e117 * _e118) * (vec2(3f) - (_e120 * 2f)));\n let _e125 = i;\n param_8 = _e125;\n let _e126 = hash21_u0028_vf2_u003b((&param_8));\n let _e127 = i;\n param_9 = (_e127 + vec2<f32>(1f, 0f));\n let _e129 = hash21_u0028_vf2_u003b((&param_9));\n let _e131 = u[0u];\n let _e133 = i;\n param_10 = (_e133 + vec2<f32>(0f, 1f));\n let _e135 = hash21_u0028_vf2_u003b((&param_10));\n let _e136 = i;\n param_11 = (_e136 + vec2<f32>(1f, 1f));\n let _e138 = hash21_u0028_vf2_u003b((&param_11));\n let _e140 = u[0u];\n let _e143 = u[1u];\n return mix(mix(_e126, _e129, _e131), mix(_e135, _e138, _e140), _e143);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b_i1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>, octaves: ptr<function, i32>) -> f32 {\n var v_1: f32;\n var param_12: vec2<f32>;\n var param_13: vec2<f32>;\n\n let _e111 = (*p_2);\n let _e113 = (*t_1);\n param_12 = ((_e111 * 2.4f) + vec2<f32>(0f, (-(_e113) * 0.5f)));\n let _e118 = valueNoise_u0028_vf2_u003b((&param_12));\n v_1 = (_e118 * 0.62f);\n let _e120 = (*octaves);\n if (_e120 == 1i) {\n let _e122 = v_1;\n return (_e122 / 0.62f);\n }\n let _e124 = (*p_2);\n let _e126 = (*t_1);\n let _e128 = (*t_1);\n param_13 = ((_e124 * 5.1f) + vec2<f32>((_e126 * 0.15f), (-(_e128) * 0.8f)));\n let _e133 = valueNoise_u0028_vf2_u003b((&param_13));\n let _e135 = v_1;\n v_1 = (_e135 + (_e133 * 0.38f));\n let _e137 = v_1;\n return (_e137 / 1f);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var t_2: f32;\n var n: f32;\n var param_14: vec2<f32>;\n var param_15: f32;\n var param_16: i32;\n var erode: f32;\n var mask: f32;\n var n3_: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var i_1: i32;\n var toLight: vec3<f32>;\n var dist_3: f32;\n var radius: f32;\n var falloff: f32;\n var wrapped: f32;\n var shaded: vec3<f32>;\n var dist_4: f32;\n var fog: f32;\n var param_17: f32;\n var param_18: f32;\n var glow: vec3<f32>;\n var param_19: f32;\n var param_20: f32;\n var param_21: vec3<f32>;\n var param_22: vec3<f32>;\n\n let _e133 = vUv_1;\n r = length(_e133);\n let _e135 = r;\n body = (1f - smoothstep(0.35f, 1f, _e135));\n let _e138 = body;\n if (_e138 <= 0f) {\n discard;\n }\n let _e141 = unnamed.uTime;\n let _e143 = vSeed_1;\n t_2 = ((_e141 * 0.55f) + (_e143 * 7.31f));\n let _e146 = vUv_1;\n let _e147 = vAge_1;\n let _e151 = vSeed_1;\n param_14 = ((_e146 * (0.9f + (_e147 * 1.4f))) + vec2<f32>((_e151 * 3.7f), 0f));\n let _e155 = t_2;\n param_15 = _e155;\n let _e157 = unnamed.uNoiseOctaves;\n param_16 = _e157;\n let _e158 = billow_u0028_vf2_u003b_f1_u003b_i1_u003b((&param_14), (&param_15), (&param_16));\n n = _e158;\n let _e159 = n;\n let _e161 = unnamed.uErosion;\n let _e162 = vAge_1;\n erode = mix(1f, _e159, (_e161 * (0.35f + (_e162 * 0.65f))));\n let _e167 = body;\n let _e168 = erode;\n mask = clamp((_e167 * _e168), 0f, 1f);\n let _e171 = mask;\n let _e173 = mask;\n mask = (_e173 * smoothstep(0f, 0.25f, _e171));\n let _e175 = mask;\n if (_e175 <= 0.002f) {\n discard;\n }\n let _e177 = vNormal_1;\n n3_ = normalize(_e177);\n let _e179 = n3_;\n let _e181 = unnamed.uDirectionalDir;\n ndl = ((dot(_e179, _e181) * 0.5f) + 0.5f);\n let _e186 = unnamed.uAmbient;\n let _e188 = unnamed.uDirectionalColor;\n let _e189 = ndl;\n lit = (_e186 + (_e188 * _e189));\n i_1 = 0i;\n loop {\n let _e192 = i_1;\n if (_e192 < 16i) {\n let _e194 = i_1;\n let _e196 = unnamed.uLightCount;\n if (_e194 >= _e196) {\n break;\n }\n let _e198 = i_1;\n let _e201 = unnamed.uLightPos[_e198];\n let _e202 = vWorldPos_1;\n toLight = (_e201 - _e202);\n let _e204 = toLight;\n dist_3 = length(_e204);\n let _e206 = i_1;\n let _e210 = unnamed.uLightRadius[_e206][0u];\n radius = _e210;\n let _e211 = radius;\n let _e213 = dist_3;\n let _e214 = radius;\n if ((_e211 <= 0f) || (_e213 >= _e214)) {\n continue;\n }\n let _e217 = dist_3;\n let _e218 = radius;\n falloff = (1f - (_e217 / _e218));\n let _e221 = n3_;\n let _e222 = toLight;\n let _e223 = dist_3;\n wrapped = ((dot(_e221, (_e222 / vec3(max(_e223, 0.0001f)))) * 0.5f) + 0.5f);\n let _e230 = i_1;\n let _e233 = unnamed.uLightColor[_e230];\n let _e234 = falloff;\n let _e236 = falloff;\n let _e238 = wrapped;\n let _e240 = i_1;\n let _e244 = unnamed.uLightWeight[_e240][0u];\n let _e246 = lit;\n lit = (_e246 + ((((_e233 * _e234) * _e236) * _e238) * _e244));\n continue;\n } else {\n break;\n }\n continuing {\n let _e248 = i_1;\n i_1 = (_e248 + 1i);\n }\n }\n let _e250 = vColor_1;\n let _e251 = lit;\n shaded = (_e250 * _e251);\n let _e253 = vWorldPos_1;\n let _e255 = unnamed.uCameraPos;\n dist_4 = distance(_e253, _e255);\n let _e257 = dist_4;\n param_17 = _e257;\n let _e259 = vWorldPos_1[1u];\n param_18 = _e259;\n let _e260 = mediumFog_u0028_f1_u003b_f1_u003b((&param_17), (&param_18));\n fog = _e260;\n let _e261 = vWorldPos_1;\n let _e263 = unnamed.uCameraPos;\n let _e266 = dist_4;\n param_19 = _e266;\n let _e268 = vWorldPos_1[1u];\n param_20 = _e268;\n param_21 = normalize((_e261 - _e263));\n let _e269 = mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b((&param_19), (&param_20), (&param_21));\n glow = _e269;\n let _e270 = shaded;\n let _e271 = mediumColor_u0028_();\n let _e272 = fog;\n let _e275 = glow;\n param_22 = (mix(_e270, _e271, vec3(_e272)) + _e275);\n let _e277 = applyOutputTransform_u0028_vf3_u003b((&param_22));\n let _e278 = mask;\n let _e279 = vAlpha_1;\n outColor = vec4<f32>(_e277.x, _e277.y, _e277.z, (_e278 * _e279));\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(6) vNormal: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(2) vAlpha: f32) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vAlpha_1 = vAlpha;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
3
+ export declare const PARTICLE_SPARK_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCameraPos: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogMedium: vec4<f32>,\n uFogRange: vec4<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n uFogLayer2_: vec4<f32>,\n uFogGlow: vec4<f32>,\n uFogGlowDir: vec4<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vNormal_1: vec3<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 _e87 = (*c);\n low = (_e87 * 12.92f);\n let _e89 = (*c);\n high = ((pow(max(_e89, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e95 = high;\n let _e96 = low;\n let _e97 = (*c);\n return mix(_e95, _e96, step(_e97, 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 _e88 = (*c_1)[0u];\n let _e90 = (*c_1)[1u];\n let _e92 = (*c_1)[2u];\n m = max(_e88, max(_e90, _e92));\n let _e95 = m;\n if (_e95 <= 0.8f) {\n let _e97 = (*c_1);\n return _e97;\n }\n let _e98 = m;\n e = (_e98 - 0.8f);\n let _e100 = (*c_1);\n let _e101 = e;\n let _e103 = e;\n let _e107 = m;\n return (_e100 * ((0.8f + ((0.2f * _e101) / (_e103 + 0.2f))) / _e107));\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 _e87 = (*v);\n let _e88 = (*v);\n a = ((_e87 * (_e88 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e94 = (*v);\n let _e95 = (*v);\n b = ((_e94 * ((_e95 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e102 = a;\n let _e103 = b;\n return (_e102 / _e103);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e87 = unnamed.uOutputExposure;\n let _e88 = (*x);\n (*x) = (_e88 * _e87);\n let _e90 = (*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)) * _e90);\n let _e92 = 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)) * _e92), 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 _e89 = unnamed.uOutputTransform;\n if (_e89 == 0i) {\n let _e91 = (*c_2);\n return _e91;\n }\n let _e93 = unnamed.uOutputTransform;\n if (_e93 == 2i) {\n let _e95 = (*c_2);\n param_1 = _e95;\n let _e96 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e96;\n }\n let _e98 = unnamed.uOutputTransform;\n if (_e98 == 3i) {\n let _e100 = (*c_2);\n let _e102 = unnamed.uOutputExposure;\n param_2 = (_e100 * _e102);\n let _e104 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e104;\n }\n let _e105 = (*c_2);\n param_3 = _e105;\n let _e106 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e106;\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 _e98 = unnamed.uFogRange[0u];\n let _e99 = (*dist);\n start = min(_e98, _e99);\n let _e101 = (*dist);\n if (_e101 > 0f) {\n let _e103 = start;\n let _e104 = (*dist);\n local = (_e103 / _e104);\n } else {\n local = 0f;\n }\n let _e106 = local;\n before = _e106;\n let _e107 = (*pointY);\n let _e110 = unnamed.uFogMedium[2u];\n let _e114 = unnamed.uFogMedium[1u];\n t = ((_e107 - _e110) * _e114);\n let _e116 = t;\n let _e117 = before;\n rest = (_e116 * (1f - _e117));\n let _e120 = rest;\n let _e123 = rest;\n denom = select(_e123, 0.0001f, (abs(_e120) < 0.0001f));\n let _e127 = unnamed.uFogMedium[0u];\n let _e128 = t;\n let _e130 = before;\n let _e134 = (*dist);\n let _e135 = start;\n let _e138 = denom;\n let _e143 = denom;\n depth = ((((_e127 * exp((-(_e128) * _e130))) * (_e134 - _e135)) * (1f - exp(-(_e138)))) / _e143);\n let _e147 = unnamed.uFogLayer2_[0u];\n if (_e147 > 0f) {\n let _e149 = (*pointY);\n let _e152 = unnamed.uFogMedium[2u];\n let _e156 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e149 - _e152) * _e156);\n let _e158 = t2_;\n let _e159 = before;\n rest2_ = (_e158 * (1f - _e159));\n let _e162 = rest2_;\n let _e165 = rest2_;\n denom2_ = select(_e165, 0.0001f, (abs(_e162) < 0.0001f));\n let _e169 = unnamed.uFogLayer2_[0u];\n let _e170 = t2_;\n let _e172 = before;\n let _e176 = (*dist);\n let _e177 = start;\n let _e180 = denom2_;\n let _e185 = denom2_;\n let _e187 = depth;\n depth = (_e187 + ((((_e169 * exp((-(_e170) * _e172))) * (_e176 - _e177)) * (1f - exp(-(_e180)))) / _e185));\n }\n let _e189 = depth;\n return _e189;\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_176_: bool;\n\n let _e98 = unnamed.uFogLayer2_[3u];\n let _e99 = (_e98 > 0f);\n phi_176_ = _e99;\n if _e99 {\n let _e100 = (*dist_1);\n let _e103 = unnamed.uFogLayer2_[3u];\n phi_176_ = (_e100 > _e103);\n }\n let _e106 = phi_176_;\n cut = _e106;\n let _e109 = unnamed.uFogRange[2u];\n if (_e109 == 1f) {\n let _e113 = unnamed.uFogRange[1u];\n let _e116 = unnamed.uFogRange[0u];\n span = max((_e113 - _e116), 0.0001f);\n let _e119 = cut;\n if _e119 {\n local_1 = 0f;\n } else {\n let _e120 = (*dist_1);\n let _e123 = unnamed.uFogRange[0u];\n let _e125 = span;\n let _e130 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e120 - _e123) / _e125), 0f, 1f), (1f - _e130));\n }\n let _e133 = local_1;\n ramp = _e133;\n let _e135 = unnamed.uUnderwaterFactor;\n if (_e135 <= 0f) {\n let _e137 = ramp;\n return _e137;\n }\n let _e140 = unnamed.uFogMedium[3u];\n let _e141 = (*dist_1);\n wetLinear = (_e140 * _e141);\n let _e143 = ramp;\n let _e144 = wetLinear;\n let _e146 = wetLinear;\n let _e152 = unnamed.uUnderwaterFactor;\n return mix(_e143, (1f - exp2(((-(_e144) * _e146) * 1.442695f))), _e152);\n }\n let _e154 = cut;\n if _e154 {\n local_2 = 0f;\n } else {\n let _e155 = (*dist_1);\n param_4 = _e155;\n let _e156 = (*pointY_1);\n param_5 = _e156;\n let _e157 = hazeDepth_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n let _e162 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e157)), _e162));\n }\n let _e165 = local_2;\n air = _e165;\n let _e167 = unnamed.uUnderwaterFactor;\n if (_e167 <= 0f) {\n let _e169 = air;\n return _e169;\n }\n let _e172 = unnamed.uFogMedium[3u];\n let _e173 = (*dist_1);\n wet = (_e172 * _e173);\n let _e175 = air;\n let _e176 = wet;\n let _e178 = wet;\n let _e184 = unnamed.uUnderwaterFactor;\n return mix(_e175, (1f - exp2(((-(_e176) * _e178) * 1.442695f))), _e184);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e85 = (*p);\n return fract((sin(dot(_e85, 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 _e92 = (*p_1);\n i = floor(_e92);\n let _e94 = (*p_1);\n f = fract(_e94);\n let _e96 = f;\n let _e97 = f;\n let _e99 = f;\n u = ((_e96 * _e97) * (vec2(3f) - (_e99 * 2f)));\n let _e104 = i;\n param_6 = _e104;\n let _e105 = hash21_u0028_vf2_u003b((&param_6));\n let _e106 = i;\n param_7 = (_e106 + vec2<f32>(1f, 0f));\n let _e108 = hash21_u0028_vf2_u003b((&param_7));\n let _e110 = u[0u];\n let _e112 = i;\n param_8 = (_e112 + vec2<f32>(0f, 1f));\n let _e114 = hash21_u0028_vf2_u003b((&param_8));\n let _e115 = i;\n param_9 = (_e115 + vec2<f32>(1f, 1f));\n let _e117 = hash21_u0028_vf2_u003b((&param_9));\n let _e119 = u[0u];\n let _e122 = u[1u];\n return mix(mix(_e105, _e108, _e110), mix(_e114, _e117, _e119), _e122);\n}\n\nfn main_1() {\n var r: f32;\n var core: f32;\n var halo: f32;\n var flick: f32;\n var param_10: vec2<f32>;\n var cool: f32;\n var energy: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n var param_13: vec3<f32>;\n\n let _e95 = vUv_1;\n r = length(_e95);\n let _e97 = r;\n if (_e97 > 1f) {\n discard;\n }\n let _e99 = r;\n core = pow((1f - clamp(_e99, 0f, 1f)), 6f);\n let _e103 = r;\n halo = pow((1f - clamp(_e103, 0f, 1f)), 1.6f);\n let _e108 = unnamed.uTime;\n let _e110 = vSeed_1;\n let _e113 = vSeed_1;\n param_10 = vec2<f32>(((_e108 * 9f) + (_e110 * 13f)), _e113);\n let _e115 = valueNoise_u0028_vf2_u003b((&param_10));\n flick = (0.7f + (0.3f * _e115));\n let _e118 = vAge_1;\n let _e119 = vAge_1;\n cool = (1f - (_e118 * _e119));\n let _e122 = halo;\n let _e124 = core;\n let _e126 = unnamed.uCoreGain;\n let _e129 = flick;\n let _e131 = cool;\n let _e133 = vAlpha_1;\n energy = (((((_e122 * 0.55f) + (_e124 * _e126)) * _e129) * _e131) * _e133);\n let _e135 = vWorldPos_1;\n let _e137 = unnamed.uCameraPos;\n param_11 = distance(_e135, _e137);\n let _e140 = vWorldPos_1[1u];\n param_12 = _e140;\n let _e141 = mediumFog_u0028_f1_u003b_f1_u003b((&param_11), (&param_12));\n fog = _e141;\n let _e142 = fog;\n let _e144 = energy;\n energy = (_e144 * (1f - _e142));\n let _e146 = vColor_1;\n let _e147 = energy;\n param_13 = (_e146 * _e147);\n let _e149 = applyOutputTransform_u0028_vf3_u003b((&param_13));\n outColor = vec4<f32>(_e149.x, _e149.y, _e149.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(2) vAlpha: f32, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vAlpha_1 = vAlpha;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
4
+ export declare const PARTICLE_SPRITE_FRAG_WGSL = "struct Uniforms {\n uCells: vec4<f32>,\n uFade: vec4<f32>,\n uDepthToViewZ: vec4<f32>,\n uViewport: vec2<f32>,\n uCameraPos: vec3<f32>,\n uFogEnabled: i32,\n uFogColor: vec3<f32>,\n uFogMedium: vec4<f32>,\n uFogRange: vec4<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n uFogLayer2_: vec4<f32>,\n uFogGlow: vec4<f32>,\n uFogGlowDir: vec4<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vFrame_1: f32;\n@group(0) @binding(32) \nvar uSprite_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uSprite_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\nvar<private> vViewDepth_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAge_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vNormal_1: vec3<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 _e87 = (*c);\n low = (_e87 * 12.92f);\n let _e89 = (*c);\n high = ((pow(max(_e89, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e95 = high;\n let _e96 = low;\n let _e97 = (*c);\n return mix(_e95, _e96, step(_e97, 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 _e88 = (*c_1)[0u];\n let _e90 = (*c_1)[1u];\n let _e92 = (*c_1)[2u];\n m = max(_e88, max(_e90, _e92));\n let _e95 = m;\n if (_e95 <= 0.8f) {\n let _e97 = (*c_1);\n return _e97;\n }\n let _e98 = m;\n e = (_e98 - 0.8f);\n let _e100 = (*c_1);\n let _e101 = e;\n let _e103 = e;\n let _e107 = m;\n return (_e100 * ((0.8f + ((0.2f * _e101) / (_e103 + 0.2f))) / _e107));\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 _e87 = (*v);\n let _e88 = (*v);\n a = ((_e87 * (_e88 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e94 = (*v);\n let _e95 = (*v);\n b = ((_e94 * ((_e95 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e102 = a;\n let _e103 = b;\n return (_e102 / _e103);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e87 = unnamed.uOutputExposure;\n let _e88 = (*x);\n (*x) = (_e88 * _e87);\n let _e90 = (*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)) * _e90);\n let _e92 = 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)) * _e92), 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 _e89 = unnamed.uOutputTransform;\n if (_e89 == 0i) {\n let _e91 = (*c_2);\n return _e91;\n }\n let _e93 = unnamed.uOutputTransform;\n if (_e93 == 2i) {\n let _e95 = (*c_2);\n param_1 = _e95;\n let _e96 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e96;\n }\n let _e98 = unnamed.uOutputTransform;\n if (_e98 == 3i) {\n let _e100 = (*c_2);\n let _e102 = unnamed.uOutputExposure;\n param_2 = (_e100 * _e102);\n let _e104 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e104;\n }\n let _e105 = (*c_2);\n param_3 = _e105;\n let _e106 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e106;\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 _e98 = unnamed.uFogRange[0u];\n let _e99 = (*dist);\n start = min(_e98, _e99);\n let _e101 = (*dist);\n if (_e101 > 0f) {\n let _e103 = start;\n let _e104 = (*dist);\n local = (_e103 / _e104);\n } else {\n local = 0f;\n }\n let _e106 = local;\n before = _e106;\n let _e107 = (*pointY);\n let _e110 = unnamed.uFogMedium[2u];\n let _e114 = unnamed.uFogMedium[1u];\n t = ((_e107 - _e110) * _e114);\n let _e116 = t;\n let _e117 = before;\n rest = (_e116 * (1f - _e117));\n let _e120 = rest;\n let _e123 = rest;\n denom = select(_e123, 0.0001f, (abs(_e120) < 0.0001f));\n let _e127 = unnamed.uFogMedium[0u];\n let _e128 = t;\n let _e130 = before;\n let _e134 = (*dist);\n let _e135 = start;\n let _e138 = denom;\n let _e143 = denom;\n depth = ((((_e127 * exp((-(_e128) * _e130))) * (_e134 - _e135)) * (1f - exp(-(_e138)))) / _e143);\n let _e147 = unnamed.uFogLayer2_[0u];\n if (_e147 > 0f) {\n let _e149 = (*pointY);\n let _e152 = unnamed.uFogMedium[2u];\n let _e156 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e149 - _e152) * _e156);\n let _e158 = t2_;\n let _e159 = before;\n rest2_ = (_e158 * (1f - _e159));\n let _e162 = rest2_;\n let _e165 = rest2_;\n denom2_ = select(_e165, 0.0001f, (abs(_e162) < 0.0001f));\n let _e169 = unnamed.uFogLayer2_[0u];\n let _e170 = t2_;\n let _e172 = before;\n let _e176 = (*dist);\n let _e177 = start;\n let _e180 = denom2_;\n let _e185 = denom2_;\n let _e187 = depth;\n depth = (_e187 + ((((_e169 * exp((-(_e170) * _e172))) * (_e176 - _e177)) * (1f - exp(-(_e180)))) / _e185));\n }\n let _e189 = depth;\n return _e189;\n}\n\nfn mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b(dist_1: ptr<function, f32>, pointY_1: ptr<function, f32>, toPoint: ptr<function, vec3<f32>>) -> vec3<f32> {\n var span: f32;\n var perMetre: f32;\n var param_4: f32;\n var param_5: f32;\n var hidden: f32;\n var lobe: f32;\n var phi_317_: bool;\n var phi_331_: bool;\n\n let _e95 = unnamed.uFogRange[2u];\n let _e96 = (_e95 == 1f);\n phi_317_ = _e96;\n if !(_e96) {\n let _e100 = unnamed.uFogGlow[0u];\n let _e103 = unnamed.uFogGlow[1u];\n let _e107 = unnamed.uFogGlow[2u];\n phi_317_ = (max(max(_e100, _e103), _e107) <= 0f);\n }\n let _e111 = phi_317_;\n if _e111 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e114 = unnamed.uFogLayer2_[3u];\n let _e115 = (_e114 > 0f);\n phi_331_ = _e115;\n if _e115 {\n let _e116 = (*dist_1);\n let _e119 = unnamed.uFogLayer2_[3u];\n phi_331_ = (_e116 > _e119);\n }\n let _e122 = phi_331_;\n if _e122 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e123 = (*dist_1);\n let _e126 = unnamed.uFogRange[0u];\n let _e127 = (*dist_1);\n span = (_e123 - min(_e126, _e127));\n let _e130 = span;\n if (_e130 <= 0f) {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e132 = (*dist_1);\n param_4 = _e132;\n let _e133 = (*pointY_1);\n param_5 = _e133;\n let _e134 = hazeDepth_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n let _e135 = span;\n perMetre = (_e134 / _e135);\n let _e137 = perMetre;\n let _e139 = span;\n let _e142 = unnamed.uFogGlowDir[3u];\n hidden = (1f - exp((-(_e137) * max((_e139 - _e142), 0f))));\n let _e148 = (*toPoint);\n let _e150 = unnamed.uFogGlowDir;\n let _e156 = unnamed.uFogGlow[3u];\n lobe = pow(clamp(dot(_e148, _e150.xyz), 0f, 1f), _e156);\n let _e159 = unnamed.uFogGlow;\n let _e161 = lobe;\n let _e162 = hidden;\n let _e165 = unnamed.uUnderwaterFactor;\n return (_e159.xyz * ((_e161 * _e162) * (1f - _e165)));\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e85 = unnamed.uFogColor;\n let _e87 = unnamed.uUnderwaterColor;\n let _e89 = unnamed.uUnderwaterFactor;\n return mix(_e85, _e87, vec3(_e89));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist_2: ptr<function, f32>, pointY_2: ptr<function, f32>) -> f32 {\n var cut: bool;\n var span_1: f32;\n var ramp: f32;\n var local_1: f32;\n var wetLinear: f32;\n var air: f32;\n var local_2: f32;\n var param_6: f32;\n var param_7: f32;\n var wet: f32;\n var phi_202_: bool;\n\n let _e98 = unnamed.uFogLayer2_[3u];\n let _e99 = (_e98 > 0f);\n phi_202_ = _e99;\n if _e99 {\n let _e100 = (*dist_2);\n let _e103 = unnamed.uFogLayer2_[3u];\n phi_202_ = (_e100 > _e103);\n }\n let _e106 = phi_202_;\n cut = _e106;\n let _e109 = unnamed.uFogRange[2u];\n if (_e109 == 1f) {\n let _e113 = unnamed.uFogRange[1u];\n let _e116 = unnamed.uFogRange[0u];\n span_1 = max((_e113 - _e116), 0.0001f);\n let _e119 = cut;\n if _e119 {\n local_1 = 0f;\n } else {\n let _e120 = (*dist_2);\n let _e123 = unnamed.uFogRange[0u];\n let _e125 = span_1;\n let _e130 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e120 - _e123) / _e125), 0f, 1f), (1f - _e130));\n }\n let _e133 = local_1;\n ramp = _e133;\n let _e135 = unnamed.uUnderwaterFactor;\n if (_e135 <= 0f) {\n let _e137 = ramp;\n return _e137;\n }\n let _e140 = unnamed.uFogMedium[3u];\n let _e141 = (*dist_2);\n wetLinear = (_e140 * _e141);\n let _e143 = ramp;\n let _e144 = wetLinear;\n let _e146 = wetLinear;\n let _e152 = unnamed.uUnderwaterFactor;\n return mix(_e143, (1f - exp2(((-(_e144) * _e146) * 1.442695f))), _e152);\n }\n let _e154 = cut;\n if _e154 {\n local_2 = 0f;\n } else {\n let _e155 = (*dist_2);\n param_6 = _e155;\n let _e156 = (*pointY_2);\n param_7 = _e156;\n let _e157 = hazeDepth_u0028_f1_u003b_f1_u003b((&param_6), (&param_7));\n let _e162 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e157)), _e162));\n }\n let _e165 = local_2;\n air = _e165;\n let _e167 = unnamed.uUnderwaterFactor;\n if (_e167 <= 0f) {\n let _e169 = air;\n return _e169;\n }\n let _e172 = unnamed.uFogMedium[3u];\n let _e173 = (*dist_2);\n wet = (_e172 * _e173);\n let _e175 = air;\n let _e176 = wet;\n let _e178 = wet;\n let _e184 = unnamed.uUnderwaterFactor;\n return mix(_e175, (1f - exp2(((-(_e176) * _e178) * 1.442695f))), _e184);\n}\n\nfn viewZ_u0028_f1_u003b(depth_1: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e86 = (*depth_1);\n ndc = (1f - (_e86 * 2f));\n let _e91 = unnamed.uDepthToViewZ[0u];\n let _e92 = ndc;\n let _e96 = unnamed.uDepthToViewZ[1u];\n let _e100 = unnamed.uDepthToViewZ[2u];\n let _e101 = ndc;\n let _e105 = unnamed.uDepthToViewZ[3u];\n return (((_e91 * _e92) + _e96) / ((_e100 * _e101) + _e105));\n}\n\nfn cellUv_u0028_i1_u003b_vf2_u003b(cell: ptr<function, i32>, uv: ptr<function, vec2<f32>>) -> vec2<f32> {\n var columns: i32;\n var rows: i32;\n var wrapped: i32;\n var column: i32;\n var row: i32;\n\n let _e93 = unnamed.uCells[0u];\n columns = max(i32((_e93 + 0.5f)), 1i);\n let _e99 = unnamed.uCells[1u];\n rows = max(i32((_e99 + 0.5f)), 1i);\n let _e103 = (*cell);\n let _e104 = columns;\n let _e105 = rows;\n let _e106 = (_e104 * _e105);\n wrapped = (_e103 - (i32(floor((f32(_e103) / f32(_e106)))) * _e106));\n let _e114 = wrapped;\n let _e115 = columns;\n column = (_e114 - (i32(floor((f32(_e114) / f32(_e115)))) * _e115));\n let _e123 = wrapped;\n let _e124 = columns;\n row = (_e123 / _e124);\n let _e126 = column;\n let _e128 = row;\n let _e131 = (*uv);\n let _e133 = columns;\n let _e135 = rows;\n return ((vec2<f32>(f32(_e126), f32(_e128)) + _e131) / vec2<f32>(f32(_e133), f32(_e135)));\n}\n\nfn main_1() {\n var uv_1: vec2<f32>;\n var frame: f32;\n var first: i32;\n var image: vec4<f32>;\n var param_8: i32;\n var param_9: vec2<f32>;\n var next: vec4<f32>;\n var param_10: i32;\n var param_11: vec2<f32>;\n var fade: f32;\n var depth_2: f32;\n var param_12: f32;\n var alpha: f32;\n var color: vec3<f32>;\n var dist_3: f32;\n var fog: f32;\n var param_13: f32;\n var param_14: f32;\n var param_15: f32;\n var param_16: f32;\n var param_17: vec3<f32>;\n var param_18: vec3<f32>;\n var phi_693_: bool;\n\n let _e107 = vUv_1[0u];\n let _e111 = vUv_1[1u];\n uv_1 = vec2<f32>(((_e107 * 0.5f) + 0.5f), (0.5f - (_e111 * 0.5f)));\n let _e115 = vFrame_1;\n frame = max(_e115, 0f);\n let _e117 = frame;\n first = i32(floor(_e117));\n let _e120 = first;\n param_8 = _e120;\n let _e121 = uv_1;\n param_9 = _e121;\n let _e122 = cellUv_u0028_i1_u003b_vf2_u003b((&param_8), (&param_9));\n let _e125 = vec3<f32>(_e122.x, _e122.y, 0f);\n let _e131 = textureSample(uSprite_t, uSprite_s, vec2<f32>(_e125.x, _e125.y), i32(_e125.z));\n image = _e131;\n let _e134 = unnamed.uCells[2u];\n if (_e134 > 0.5f) {\n let _e136 = first;\n param_10 = (_e136 + 1i);\n let _e138 = uv_1;\n param_11 = _e138;\n let _e139 = cellUv_u0028_i1_u003b_vf2_u003b((&param_10), (&param_11));\n let _e142 = vec3<f32>(_e139.x, _e139.y, 0f);\n let _e148 = textureSample(uSprite_t, uSprite_s, vec2<f32>(_e142.x, _e142.y), i32(_e142.z));\n next = _e148;\n let _e149 = image;\n let _e150 = next;\n let _e151 = frame;\n image = mix(_e149, _e150, vec4(fract(_e151)));\n }\n fade = 1f;\n let _e157 = unnamed.uFade[2u];\n let _e158 = (_e157 > 0.5f);\n phi_693_ = _e158;\n if _e158 {\n let _e161 = unnamed.uFade[0u];\n phi_693_ = (_e161 > 0f);\n }\n let _e164 = phi_693_;\n if _e164 {\n let _e165 = gl_FragCoord_1;\n let _e168 = unnamed.uViewport;\n let _e170 = textureSampleLevel(uDepth_t, uDepth_s, (_e165.xy / _e168), 0f);\n depth_2 = _e170.x;\n let _e172 = depth_2;\n if !((_e172 <= 0f)) {\n let _e175 = depth_2;\n param_12 = _e175;\n let _e176 = viewZ_u0028_f1_u003b((&param_12));\n let _e178 = vViewDepth_1;\n let _e182 = unnamed.uFade[0u];\n fade = clamp(((abs(_e176) - _e178) / _e182), 0f, 1f);\n }\n }\n let _e187 = unnamed.uFade[1u];\n if (_e187 > 0f) {\n let _e189 = vViewDepth_1;\n let _e192 = unnamed.uFade[1u];\n let _e195 = fade;\n fade = (_e195 * clamp((_e189 / _e192), 0f, 1f));\n }\n let _e197 = vAlpha_1;\n let _e199 = image[3u];\n let _e201 = fade;\n alpha = ((_e197 * _e199) * _e201);\n let _e203 = alpha;\n if (_e203 <= 0.001f) {\n discard;\n }\n let _e205 = vColor_1;\n let _e206 = image;\n color = (_e205 * _e206.xyz);\n let _e210 = unnamed.uFogEnabled;\n if (_e210 != 0i) {\n let _e212 = vWorldPos_1;\n let _e214 = unnamed.uCameraPos;\n dist_3 = distance(_e212, _e214);\n let _e216 = dist_3;\n param_13 = _e216;\n let _e218 = vWorldPos_1[1u];\n param_14 = _e218;\n let _e219 = mediumFog_u0028_f1_u003b_f1_u003b((&param_13), (&param_14));\n fog = _e219;\n let _e220 = color;\n let _e221 = mediumColor_u0028_();\n let _e222 = fog;\n let _e225 = vWorldPos_1;\n let _e227 = unnamed.uCameraPos;\n let _e230 = dist_3;\n param_15 = _e230;\n let _e232 = vWorldPos_1[1u];\n param_16 = _e232;\n param_17 = normalize((_e225 - _e227));\n let _e233 = mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b((&param_15), (&param_16), (&param_17));\n color = (mix(_e220, _e221, vec3(_e222)) + _e233);\n }\n let _e235 = color;\n param_18 = _e235;\n let _e236 = applyOutputTransform_u0028_vf3_u003b((&param_18));\n let _e237 = alpha;\n outColor = vec4<f32>(_e236.x, _e236.y, _e236.z, _e237);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(7) vFrame: f32, @builtin(position) gl_FragCoord: vec4<f32>, @location(8) vViewDepth: f32, @location(2) vAlpha: f32, @location(1) vColor: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(3) vAge: f32, @location(4) vSeed: f32, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vFrame_1 = vFrame;\n gl_FragCoord_1 = gl_FragCoord;\n vViewDepth_1 = vViewDepth;\n vAlpha_1 = vAlpha;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n vAge_1 = vAge;\n vSeed_1 = vSeed;\n vNormal_1 = vNormal;\n main_1();\n let _e21 = outColor;\n return _e21;\n}\n";
5
5
  export declare const PARTICLE_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uStretchSec: f32,\n uCameraFacing: f32,\n uCameraOffset: 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(7) member_1: f32,\n @location(1) member_2: vec3<f32>,\n @location(2) member_3: f32,\n @location(3) member_4: f32,\n @location(4) member_5: f32,\n @location(5) member_6: vec3<f32>,\n @location(6) member_7: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(8) member_8: f32,\n}\n\nvar<private> aSpin_1: f32;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPos_1: vec3<f32>;\nvar<private> aVelocity_1: vec3<f32>;\nvar<private> aBlade_1: f32;\nvar<private> aSize_1: f32;\nvar<private> aSprite_1: vec2<f32>;\nvar<private> vUv: vec2<f32>;\nvar<private> vFrame: f32;\nvar<private> vColor: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> vAlpha: f32;\nvar<private> aAlpha_1: f32;\nvar<private> vAge: f32;\nvar<private> aAge_1: f32;\nvar<private> vSeed: f32;\nvar<private> aSeed_1: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vViewDepth: f32;\n\nfn main_1() {\n var s: f32;\n var c: f32;\n var rolled: vec2<f32>;\n var viewer: vec3<f32>;\n var alongView: vec3<f32>;\n var up: vec3<f32>;\n var across: vec3<f32>;\n var bladeGain: f32;\n var toCamera: vec3<f32>;\n var reference: vec3<f32>;\n var offset: vec3<f32>;\n var extent: vec2<f32>;\n var turned: vec2<f32>;\n var travel: vec3<f32>;\n var along: f32;\n var world: vec3<f32>;\n var face: vec3<f32>;\n var toEye: vec3<f32>;\n var local: vec3<f32>;\n var phi_84_: bool;\n\n let _e60 = aSpin_1;\n s = sin(_e60);\n let _e62 = aSpin_1;\n c = cos(_e62);\n let _e65 = aCorner_1[0u];\n let _e66 = c;\n let _e69 = aCorner_1[1u];\n let _e70 = s;\n let _e74 = aCorner_1[0u];\n let _e75 = s;\n let _e78 = aCorner_1[1u];\n let _e79 = c;\n rolled = vec2<f32>(((_e65 * _e66) - (_e69 * _e70)), ((_e74 * _e75) + (_e78 * _e79)));\n let _e84 = unnamed.uCameraPos;\n let _e85 = aPos_1;\n viewer = normalize((_e84 - _e85));\n let _e88 = aVelocity_1;\n let _e89 = viewer;\n let _e90 = aVelocity_1;\n let _e91 = viewer;\n alongView = (_e88 - (_e89 * dot(_e90, _e91)));\n let _e96 = unnamed.uCameraFacing;\n let _e97 = (_e96 > 1.5f);\n phi_84_ = _e97;\n if _e97 {\n let _e98 = alongView;\n let _e99 = alongView;\n phi_84_ = (dot(_e98, _e99) > 0.0000000001f);\n }\n let _e103 = phi_84_;\n if _e103 {\n let _e104 = alongView;\n up = normalize(_e104);\n let _e106 = up;\n let _e107 = viewer;\n across = cross(_e106, _e107);\n let _e109 = aBlade_1;\n bladeGain = select(0f, 1f, (_e109 < 0.5f));\n } else {\n let _e113 = unnamed.uCameraFacing;\n if (_e113 > 0.5f) {\n let _e116 = unnamed.uCameraPos;\n let _e117 = aPos_1;\n toCamera = normalize((_e116 - _e117));\n let _e121 = toCamera[1u];\n reference = select(vec3<f32>(0f, 1f, 0f), vec3<f32>(0f, 0f, 1f), vec3((abs(_e121) > 0.999f)));\n let _e126 = reference;\n let _e127 = toCamera;\n across = normalize(cross(_e126, _e127));\n let _e130 = toCamera;\n let _e131 = across;\n up = cross(_e130, _e131);\n let _e133 = aBlade_1;\n bladeGain = select(0f, 1f, (_e133 < 0.5f));\n } else {\n let _e136 = aBlade_1;\n across = select(vec3<f32>(0f, 0f, 1f), vec3<f32>(1f, 0f, 0f), vec3((_e136 < 0.5f)));\n up = vec3<f32>(0f, 1f, 0f);\n bladeGain = 1f;\n }\n }\n let _e140 = across;\n let _e142 = rolled[0u];\n let _e144 = up;\n let _e146 = rolled[1u];\n let _e149 = aSize_1;\n offset = (((_e140 * _e142) + (_e144 * _e146)) * _e149);\n let _e152 = aSprite_1[1u];\n if (_e152 > 0f) {\n let _e155 = aCorner_1[0u];\n let _e156 = aSize_1;\n let _e159 = aCorner_1[1u];\n let _e161 = aSprite_1[1u];\n extent = vec2<f32>((_e155 * _e156), (_e159 * _e161));\n let _e165 = extent[0u];\n let _e166 = c;\n let _e169 = extent[1u];\n let _e170 = s;\n let _e174 = extent[0u];\n let _e175 = s;\n let _e178 = extent[1u];\n let _e179 = c;\n turned = vec2<f32>(((_e165 * _e166) - (_e169 * _e170)), ((_e174 * _e175) + (_e178 * _e179)));\n let _e183 = across;\n let _e185 = turned[0u];\n let _e187 = up;\n let _e189 = turned[1u];\n offset = ((_e183 * _e185) + (_e187 * _e189));\n }\n let _e193 = unnamed.uStretchSec;\n if (_e193 > 0f) {\n let _e195 = aVelocity_1;\n let _e197 = unnamed.uStretchSec;\n travel = (_e195 * _e197);\n let _e199 = offset;\n let _e202 = travel;\n along = dot(normalize((_e199 + vec3<f32>(0.000001f, 0.000001f, 0.000001f))), normalize((_e202 + vec3<f32>(0.000001f, 0.000001f, 0.000001f))));\n let _e206 = travel;\n let _e207 = along;\n let _e210 = offset;\n offset = (_e210 + ((_e206 * _e207) * 0.5f));\n }\n let _e212 = aPos_1;\n let _e213 = offset;\n let _e214 = bladeGain;\n world = (_e212 + (_e213 * _e214));\n let _e217 = viewer;\n let _e219 = unnamed.uCameraOffset;\n let _e221 = bladeGain;\n let _e223 = world;\n world = (_e223 + ((_e217 * _e219) * _e221));\n let _e225 = aCorner_1;\n vUv = _e225;\n let _e227 = aSprite_1[0u];\n vFrame = _e227;\n let _e228 = aColor_1;\n vColor = _e228;\n let _e229 = aAlpha_1;\n vAlpha = _e229;\n let _e230 = aAge_1;\n vAge = _e230;\n let _e231 = aSeed_1;\n vSeed = _e231;\n let _e232 = world;\n vWorldPos = _e232;\n let _e233 = across;\n let _e234 = up;\n face = cross(_e233, _e234);\n let _e237 = unnamed.uCameraPos;\n let _e238 = world;\n toEye = normalize((_e237 - _e238));\n let _e241 = face;\n let _e242 = toEye;\n if (dot(_e241, _e242) < 0f) {\n let _e245 = face;\n local = -(_e245);\n } else {\n let _e247 = face;\n local = _e247;\n }\n let _e248 = local;\n vNormal = _e248;\n let _e250 = unnamed.uViewProj;\n let _e251 = world;\n unnamed_1.gl_Position = (_e250 * vec4<f32>(_e251.x, _e251.y, _e251.z, 1f));\n let _e260 = unnamed_1.gl_Position[3u];\n vViewDepth = _e260;\n return;\n}\n\n@vertex \nfn main(@location(4) aSpin: f32, @location(0) aCorner: vec2<f32>, @location(2) aPos: vec3<f32>, @location(9) aVelocity: vec3<f32>, @location(1) aBlade: f32, @location(3) aSize: f32, @location(10) aSprite: vec2<f32>, @location(5) aColor: vec3<f32>, @location(6) aAlpha: f32, @location(7) aAge: f32, @location(8) aSeed: f32) -> VertexOutput {\n aSpin_1 = aSpin;\n aCorner_1 = aCorner;\n aPos_1 = aPos;\n aVelocity_1 = aVelocity;\n aBlade_1 = aBlade;\n aSize_1 = aSize;\n aSprite_1 = aSprite;\n aColor_1 = aColor;\n aAlpha_1 = aAlpha;\n aAge_1 = aAge;\n aSeed_1 = aSeed;\n main_1();\n let _e34 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e34);\n let _e36 = vUv;\n let _e37 = vFrame;\n let _e38 = vColor;\n let _e39 = vAlpha;\n let _e40 = vAge;\n let _e41 = vSeed;\n let _e42 = vWorldPos;\n let _e43 = vNormal;\n let _e44 = unnamed_1.gl_Position;\n let _e45 = vViewDepth;\n return VertexOutput(_e36, _e37, _e38, _e39, _e40, _e41, _e42, _e43, _e44, _e45);\n}\n";
6
6
  /**
7
7
  * What the transform assigned, so the renderer binds the same numbers.
@@ -11,7 +11,7 @@ export declare const PARTICLE_VERT_WGSL = "struct Uniforms {\n uViewProj: mat
11
11
  export declare const PARTICLE_BINDINGS: {
12
12
  readonly PARTICLE_MOTE_FRAG: {
13
13
  readonly uniforms: 1;
14
- readonly uniformSize: 96;
14
+ readonly uniformSize: 144;
15
15
  readonly fields: {
16
16
  readonly uCameraPos: {
17
17
  readonly offset: 0;
@@ -28,58 +28,48 @@ export declare const PARTICLE_BINDINGS: {
28
28
  readonly size: 12;
29
29
  readonly type: "vec3";
30
30
  };
31
- readonly uFogDensity: {
32
- readonly offset: 28;
33
- readonly size: 4;
34
- readonly type: "float";
35
- };
36
- readonly uFogHeightFalloff: {
31
+ readonly uFogMedium: {
37
32
  readonly offset: 32;
38
- readonly size: 4;
39
- readonly type: "float";
33
+ readonly size: 16;
34
+ readonly type: "vec4";
40
35
  };
41
- readonly uFogEyeY: {
42
- readonly offset: 36;
43
- readonly size: 4;
44
- readonly type: "float";
36
+ readonly uFogRange: {
37
+ readonly offset: 48;
38
+ readonly size: 16;
39
+ readonly type: "vec4";
45
40
  };
46
41
  readonly uUnderwaterColor: {
47
- readonly offset: 48;
42
+ readonly offset: 64;
48
43
  readonly size: 12;
49
44
  readonly type: "vec3";
50
45
  };
51
- readonly uUnderwaterFogDensity: {
52
- readonly offset: 60;
53
- readonly size: 4;
54
- readonly type: "float";
55
- };
56
46
  readonly uUnderwaterFactor: {
57
- readonly offset: 64;
47
+ readonly offset: 76;
58
48
  readonly size: 4;
59
49
  readonly type: "float";
60
50
  };
61
- readonly uFogMode: {
62
- readonly offset: 68;
63
- readonly size: 4;
64
- readonly type: "int";
51
+ readonly uFogLayer2: {
52
+ readonly offset: 80;
53
+ readonly size: 16;
54
+ readonly type: "vec4";
65
55
  };
66
- readonly uFogNear: {
67
- readonly offset: 72;
68
- readonly size: 4;
69
- readonly type: "float";
56
+ readonly uFogGlow: {
57
+ readonly offset: 96;
58
+ readonly size: 16;
59
+ readonly type: "vec4";
70
60
  };
71
- readonly uFogFar: {
72
- readonly offset: 76;
73
- readonly size: 4;
74
- readonly type: "float";
61
+ readonly uFogGlowDir: {
62
+ readonly offset: 112;
63
+ readonly size: 16;
64
+ readonly type: "vec4";
75
65
  };
76
66
  readonly uOutputTransform: {
77
- readonly offset: 80;
67
+ readonly offset: 128;
78
68
  readonly size: 4;
79
69
  readonly type: "int";
80
70
  };
81
71
  readonly uOutputExposure: {
82
- readonly offset: 84;
72
+ readonly offset: 132;
83
73
  readonly size: 4;
84
74
  readonly type: "float";
85
75
  };
@@ -88,7 +78,7 @@ export declare const PARTICLE_BINDINGS: {
88
78
  };
89
79
  readonly PARTICLE_SMOKE_FRAG: {
90
80
  readonly uniforms: 1;
91
- readonly uniformSize: 1200;
81
+ readonly uniformSize: 1248;
92
82
  readonly fields: {
93
83
  readonly uTime: {
94
84
  readonly offset: 0;
@@ -163,58 +153,48 @@ export declare const PARTICLE_BINDINGS: {
163
153
  readonly size: 12;
164
154
  readonly type: "vec3";
165
155
  };
166
- readonly uFogDensity: {
167
- readonly offset: 1132;
168
- readonly size: 4;
169
- readonly type: "float";
170
- };
171
- readonly uFogHeightFalloff: {
156
+ readonly uFogMedium: {
172
157
  readonly offset: 1136;
173
- readonly size: 4;
174
- readonly type: "float";
158
+ readonly size: 16;
159
+ readonly type: "vec4";
175
160
  };
176
- readonly uFogEyeY: {
177
- readonly offset: 1140;
178
- readonly size: 4;
179
- readonly type: "float";
161
+ readonly uFogRange: {
162
+ readonly offset: 1152;
163
+ readonly size: 16;
164
+ readonly type: "vec4";
180
165
  };
181
166
  readonly uUnderwaterColor: {
182
- readonly offset: 1152;
167
+ readonly offset: 1168;
183
168
  readonly size: 12;
184
169
  readonly type: "vec3";
185
170
  };
186
- readonly uUnderwaterFogDensity: {
187
- readonly offset: 1164;
188
- readonly size: 4;
189
- readonly type: "float";
190
- };
191
171
  readonly uUnderwaterFactor: {
192
- readonly offset: 1168;
172
+ readonly offset: 1180;
193
173
  readonly size: 4;
194
174
  readonly type: "float";
195
175
  };
196
- readonly uFogMode: {
197
- readonly offset: 1172;
198
- readonly size: 4;
199
- readonly type: "int";
176
+ readonly uFogLayer2: {
177
+ readonly offset: 1184;
178
+ readonly size: 16;
179
+ readonly type: "vec4";
200
180
  };
201
- readonly uFogNear: {
202
- readonly offset: 1176;
203
- readonly size: 4;
204
- readonly type: "float";
181
+ readonly uFogGlow: {
182
+ readonly offset: 1200;
183
+ readonly size: 16;
184
+ readonly type: "vec4";
205
185
  };
206
- readonly uFogFar: {
207
- readonly offset: 1180;
208
- readonly size: 4;
209
- readonly type: "float";
186
+ readonly uFogGlowDir: {
187
+ readonly offset: 1216;
188
+ readonly size: 16;
189
+ readonly type: "vec4";
210
190
  };
211
191
  readonly uOutputTransform: {
212
- readonly offset: 1184;
192
+ readonly offset: 1232;
213
193
  readonly size: 4;
214
194
  readonly type: "int";
215
195
  };
216
196
  readonly uOutputExposure: {
217
- readonly offset: 1188;
197
+ readonly offset: 1236;
218
198
  readonly size: 4;
219
199
  readonly type: "float";
220
200
  };
@@ -223,7 +203,7 @@ export declare const PARTICLE_BINDINGS: {
223
203
  };
224
204
  readonly PARTICLE_SPARK_FRAG: {
225
205
  readonly uniforms: 1;
226
- readonly uniformSize: 112;
206
+ readonly uniformSize: 160;
227
207
  readonly fields: {
228
208
  readonly uTime: {
229
209
  readonly offset: 0;
@@ -245,58 +225,48 @@ export declare const PARTICLE_BINDINGS: {
245
225
  readonly size: 12;
246
226
  readonly type: "vec3";
247
227
  };
248
- readonly uFogDensity: {
249
- readonly offset: 44;
250
- readonly size: 4;
251
- readonly type: "float";
252
- };
253
- readonly uFogHeightFalloff: {
228
+ readonly uFogMedium: {
254
229
  readonly offset: 48;
255
- readonly size: 4;
256
- readonly type: "float";
230
+ readonly size: 16;
231
+ readonly type: "vec4";
257
232
  };
258
- readonly uFogEyeY: {
259
- readonly offset: 52;
260
- readonly size: 4;
261
- readonly type: "float";
233
+ readonly uFogRange: {
234
+ readonly offset: 64;
235
+ readonly size: 16;
236
+ readonly type: "vec4";
262
237
  };
263
238
  readonly uUnderwaterColor: {
264
- readonly offset: 64;
239
+ readonly offset: 80;
265
240
  readonly size: 12;
266
241
  readonly type: "vec3";
267
242
  };
268
- readonly uUnderwaterFogDensity: {
269
- readonly offset: 76;
270
- readonly size: 4;
271
- readonly type: "float";
272
- };
273
243
  readonly uUnderwaterFactor: {
274
- readonly offset: 80;
244
+ readonly offset: 92;
275
245
  readonly size: 4;
276
246
  readonly type: "float";
277
247
  };
278
- readonly uFogMode: {
279
- readonly offset: 84;
280
- readonly size: 4;
281
- readonly type: "int";
248
+ readonly uFogLayer2: {
249
+ readonly offset: 96;
250
+ readonly size: 16;
251
+ readonly type: "vec4";
282
252
  };
283
- readonly uFogNear: {
284
- readonly offset: 88;
285
- readonly size: 4;
286
- readonly type: "float";
253
+ readonly uFogGlow: {
254
+ readonly offset: 112;
255
+ readonly size: 16;
256
+ readonly type: "vec4";
287
257
  };
288
- readonly uFogFar: {
289
- readonly offset: 92;
290
- readonly size: 4;
291
- readonly type: "float";
258
+ readonly uFogGlowDir: {
259
+ readonly offset: 128;
260
+ readonly size: 16;
261
+ readonly type: "vec4";
292
262
  };
293
263
  readonly uOutputTransform: {
294
- readonly offset: 96;
264
+ readonly offset: 144;
295
265
  readonly size: 4;
296
266
  readonly type: "int";
297
267
  };
298
268
  readonly uOutputExposure: {
299
- readonly offset: 100;
269
+ readonly offset: 148;
300
270
  readonly size: 4;
301
271
  readonly type: "float";
302
272
  };
@@ -305,7 +275,7 @@ export declare const PARTICLE_BINDINGS: {
305
275
  };
306
276
  readonly PARTICLE_SPRITE_FRAG: {
307
277
  readonly uniforms: 1;
308
- readonly uniformSize: 160;
278
+ readonly uniformSize: 208;
309
279
  readonly fields: {
310
280
  readonly uCells: {
311
281
  readonly offset: 0;
@@ -342,58 +312,48 @@ export declare const PARTICLE_BINDINGS: {
342
312
  readonly size: 12;
343
313
  readonly type: "vec3";
344
314
  };
345
- readonly uFogDensity: {
346
- readonly offset: 92;
347
- readonly size: 4;
348
- readonly type: "float";
349
- };
350
- readonly uFogHeightFalloff: {
315
+ readonly uFogMedium: {
351
316
  readonly offset: 96;
352
- readonly size: 4;
353
- readonly type: "float";
317
+ readonly size: 16;
318
+ readonly type: "vec4";
354
319
  };
355
- readonly uFogEyeY: {
356
- readonly offset: 100;
357
- readonly size: 4;
358
- readonly type: "float";
320
+ readonly uFogRange: {
321
+ readonly offset: 112;
322
+ readonly size: 16;
323
+ readonly type: "vec4";
359
324
  };
360
325
  readonly uUnderwaterColor: {
361
- readonly offset: 112;
326
+ readonly offset: 128;
362
327
  readonly size: 12;
363
328
  readonly type: "vec3";
364
329
  };
365
- readonly uUnderwaterFogDensity: {
366
- readonly offset: 124;
367
- readonly size: 4;
368
- readonly type: "float";
369
- };
370
330
  readonly uUnderwaterFactor: {
371
- readonly offset: 128;
331
+ readonly offset: 140;
372
332
  readonly size: 4;
373
333
  readonly type: "float";
374
334
  };
375
- readonly uFogMode: {
376
- readonly offset: 132;
377
- readonly size: 4;
378
- readonly type: "int";
335
+ readonly uFogLayer2: {
336
+ readonly offset: 144;
337
+ readonly size: 16;
338
+ readonly type: "vec4";
379
339
  };
380
- readonly uFogNear: {
381
- readonly offset: 136;
382
- readonly size: 4;
383
- readonly type: "float";
340
+ readonly uFogGlow: {
341
+ readonly offset: 160;
342
+ readonly size: 16;
343
+ readonly type: "vec4";
384
344
  };
385
- readonly uFogFar: {
386
- readonly offset: 140;
387
- readonly size: 4;
388
- readonly type: "float";
345
+ readonly uFogGlowDir: {
346
+ readonly offset: 176;
347
+ readonly size: 16;
348
+ readonly type: "vec4";
389
349
  };
390
350
  readonly uOutputTransform: {
391
- readonly offset: 144;
351
+ readonly offset: 192;
392
352
  readonly size: 4;
393
353
  readonly type: "int";
394
354
  };
395
355
  readonly uOutputExposure: {
396
- readonly offset: 148;
356
+ readonly offset: 196;
397
357
  readonly size: 4;
398
358
  readonly type: "float";
399
359
  };