@driftengine/core 4.13.4 → 4.13.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.json +36 -0
- package/README.md +1 -1
- package/dist/index.d.ts +3 -2
- package/dist/render/anisotropicLobe.d.ts +5 -0
- package/dist/render/anisotropicLobe.js +13 -0
- package/dist/render/atmosphere.d.ts +79 -1
- package/dist/render/atmosphere.js +66 -19
- package/dist/render/backend/webgl2/renderer.d.ts +34 -2
- package/dist/render/backend/webgl2/renderer.js +44 -12
- package/dist/render/backend/webgpu/boltPass.d.ts +1 -1
- package/dist/render/backend/webgpu/causticsPass.d.ts +1 -1
- package/dist/render/backend/webgpu/filmPass.d.ts +1 -1
- package/dist/render/backend/webgpu/gpuDrivenPass.js +20 -3
- package/dist/render/backend/webgpu/linePass.d.ts +1 -1
- package/dist/render/backend/webgpu/mediumFields.d.ts +17 -0
- package/dist/render/backend/webgpu/mediumFields.js +74 -0
- package/dist/render/backend/webgpu/plumePass.d.ts +3 -3
- package/dist/render/backend/webgpu/postPass.d.ts +7 -2
- package/dist/render/backend/webgpu/renderer.d.ts +13 -3
- package/dist/render/backend/webgpu/renderer.js +86 -150
- package/dist/render/backend/webgpu/scatterPass.d.ts +1 -1
- package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
- package/dist/render/environmentMixing.d.ts +18 -0
- package/dist/render/environmentMixing.js +40 -0
- package/dist/render/fog.d.ts +43 -1
- package/dist/render/fog.js +87 -22
- package/dist/render/globalMedium.d.ts +112 -10
- package/dist/render/globalMedium.js +96 -1
- package/dist/render/globalMediumPass.d.ts +7 -3
- package/dist/render/globalMediumPass.js +22 -1
- package/dist/render/hairLobes.d.ts +5 -3
- package/dist/render/hairLobes.js +11 -7
- package/dist/render/lightBudget.d.ts +12 -0
- package/dist/render/lightBudget.js +24 -0
- package/dist/render/sceneTarget.d.ts +5 -3
- package/dist/render/sceneTarget.js +14 -8
- package/dist/render/shaders/arcane.d.ts +1 -1
- package/dist/render/shaders/bolt.d.ts +1 -1
- package/dist/render/shaders/caustics.d.ts +1 -1
- package/dist/render/shaders/film.d.ts +1 -1
- package/dist/render/shaders/film.js +4 -1
- package/dist/render/shaders/fire.d.ts +1 -1
- package/dist/render/shaders/flat/anisotropic.d.ts +8 -1
- package/dist/render/shaders/flat/anisotropic.js +25 -3
- package/dist/render/shaders/flat/hair.js +31 -7
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +20 -1
- package/dist/render/shaders/flat/models.js +1 -1
- package/dist/render/shaders/flat/preamble.js +7 -0
- package/dist/render/shaders/fog.d.ts +4 -4
- package/dist/render/shaders/fog.js +81 -32
- package/dist/render/shaders/generated/arcane.wgsl.d.ts +29 -39
- package/dist/render/shaders/generated/arcane.wgsl.js +29 -39
- package/dist/render/shaders/generated/bolt.wgsl.d.ts +26 -36
- package/dist/render/shaders/generated/bolt.wgsl.js +26 -36
- package/dist/render/shaders/generated/caustics.wgsl.d.ts +25 -35
- package/dist/render/shaders/generated/caustics.wgsl.js +25 -35
- package/dist/render/shaders/generated/film.wgsl.d.ts +28 -38
- package/dist/render/shaders/generated/film.wgsl.js +28 -38
- package/dist/render/shaders/generated/fire.wgsl.d.ts +28 -38
- package/dist/render/shaders/generated/fire.wgsl.js +28 -38
- package/dist/render/shaders/generated/flat.wgsl.d.ts +1466 -1546
- package/dist/render/shaders/generated/flat.wgsl.js +1489 -1569
- package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +98 -12
- package/dist/render/shaders/generated/globalMedium.wgsl.js +98 -12
- package/dist/render/shaders/generated/line.wgsl.d.ts +25 -35
- package/dist/render/shaders/generated/line.wgsl.js +25 -35
- package/dist/render/shaders/generated/particle.wgsl.d.ts +100 -140
- package/dist/render/shaders/generated/particle.wgsl.js +100 -140
- package/dist/render/shaders/generated/rush.wgsl.d.ts +20 -10
- package/dist/render/shaders/generated/rush.wgsl.js +20 -10
- package/dist/render/shaders/generated/scatter.wgsl.d.ts +25 -35
- package/dist/render/shaders/generated/scatter.wgsl.js +25 -35
- package/dist/render/shaders/generated/smoke.wgsl.d.ts +28 -38
- package/dist/render/shaders/generated/smoke.wgsl.js +28 -38
- package/dist/render/shaders/generated/water.wgsl.d.ts +29 -39
- package/dist/render/shaders/generated/water.wgsl.js +29 -39
- package/dist/render/shaders/globalMedium.js +114 -10
- package/dist/render/shaders/gpudriven/blendRaster.wgsl.js +2 -1
- package/dist/render/shaders/gpudriven/fog.wgsl.d.ts +10 -4
- package/dist/render/shaders/gpudriven/fog.wgsl.js +77 -19
- package/dist/render/shaders/gpudriven/frameBlock.wgsl.d.ts +1 -1
- package/dist/render/shaders/gpudriven/frameBlock.wgsl.js +12 -1
- package/dist/render/shaders/gpudriven/shade.wgsl.js +3 -1
- package/dist/render/shaders/line.d.ts +1 -1
- package/dist/render/shaders/line.js +4 -2
- package/dist/render/shaders/localExposure.d.ts +42 -1
- package/dist/render/shaders/localExposure.js +73 -6
- package/dist/render/shaders/particle.d.ts +3 -3
- package/dist/render/shaders/particle.js +10 -6
- package/dist/render/shaders/scatter.d.ts +1 -1
- package/dist/render/shaders/scatter.js +4 -2
- package/dist/render/shaders/smoke.d.ts +1 -1
- package/dist/render/shaders/water.d.ts +1 -1
- package/dist/render/shaders/water.js +2 -1
- package/dist/render/surfaceModel.d.ts +23 -4
- package/dist/render/surfaceModel.js +12 -2
- package/package.json +6 -6
- package/src/index.ts +12 -2
- package/src/render/anisotropicLobe.ts +20 -0
- package/src/render/atmosphere.ts +153 -20
- package/src/render/backend/webgl2/renderer.ts +63 -13
- package/src/render/backend/webgpu/gpuDrivenPass.ts +20 -3
- package/src/render/backend/webgpu/mediumFields.ts +87 -0
- package/src/render/backend/webgpu/renderer.ts +109 -157
- package/src/render/environmentMixing.ts +48 -0
- package/src/render/fog.ts +125 -25
- package/src/render/globalMedium.ts +214 -11
- package/src/render/globalMediumPass.ts +29 -4
- package/src/render/hairLobes.ts +35 -4
- package/src/render/lightBudget.ts +32 -0
- package/src/render/sceneTarget.ts +15 -11
- package/src/render/shaders/film.ts +4 -1
- package/src/render/shaders/flat/anisotropic.ts +25 -3
- package/src/render/shaders/flat/hair.ts +31 -7
- package/src/render/shaders/flat/main.ts +20 -1
- package/src/render/shaders/flat/models.ts +1 -1
- package/src/render/shaders/flat/preamble.ts +7 -0
- package/src/render/shaders/fog.ts +81 -32
- package/src/render/shaders/generated/arcane.wgsl.ts +29 -39
- package/src/render/shaders/generated/bolt.wgsl.ts +26 -36
- package/src/render/shaders/generated/caustics.wgsl.ts +25 -35
- package/src/render/shaders/generated/film.wgsl.ts +28 -38
- package/src/render/shaders/generated/fire.wgsl.ts +28 -38
- package/src/render/shaders/generated/flat.wgsl.ts +1489 -1569
- package/src/render/shaders/generated/globalMedium.wgsl.ts +98 -12
- package/src/render/shaders/generated/line.wgsl.ts +25 -35
- package/src/render/shaders/generated/particle.wgsl.ts +100 -140
- package/src/render/shaders/generated/rush.wgsl.ts +20 -10
- package/src/render/shaders/generated/scatter.wgsl.ts +25 -35
- package/src/render/shaders/generated/smoke.wgsl.ts +28 -38
- package/src/render/shaders/generated/water.wgsl.ts +29 -39
- package/src/render/shaders/globalMedium.ts +114 -10
- package/src/render/shaders/gpudriven/blendRaster.wgsl.ts +2 -1
- package/src/render/shaders/gpudriven/fog.wgsl.ts +78 -19
- package/src/render/shaders/gpudriven/frameBlock.wgsl.ts +12 -1
- package/src/render/shaders/gpudriven/shade.wgsl.ts +3 -1
- package/src/render/shaders/line.ts +4 -2
- package/src/render/shaders/localExposure.ts +115 -6
- package/src/render/shaders/particle.ts +10 -6
- package/src/render/shaders/scatter.ts +4 -2
- package/src/render/shaders/water.ts +2 -1
- package/src/render/surfaceModel.ts +41 -6
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export const MEDIUM_FRAG_WGSL = "struct Uniforms {\n uDepthToWorld: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uSunDir: vec3<f32>,\n uSunColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uDensity: f32,\n uAlbedo: f32,\n uAnisotropy: f32,\n uMaxDistance: f32,\n uSteps: i32,\n uSunShadow: f32,\n uLightViewProj: mat4x4<f32>,\n uMovingLightViewProj: mat4x4<f32>,\n uPeeledShadowEnabled: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uSunShadows_t: texture_2d_array<f32>;\n@group(0) @binding(35) \nvar uSunShadows_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDepth_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn occlusion_u0028_f1_u003b_f1_u003b(stored: ptr<function, f32>, compare: ptr<function, f32>) -> f32 {\n let _e49 = (*compare);\n let _e50 = (*stored);\n return smoothstep(-0.0025f, 0.0025f, (_e49 - _e50));\n}\n\nfn sunReach_u0028_vf3_u003b(worldPos: ptr<function, vec3<f32>>) -> f32 {\n var lightPos: vec4<f32>;\n var p: vec3<f32>;\n var fromCentre: vec2<f32>;\n var edgeFade: f32;\n var compare_1: f32;\n var blocked: f32;\n var param: f32;\n var param_1: f32;\n var param_2: f32;\n var param_3: f32;\n var movingPos: vec4<f32>;\n var pm: vec3<f32>;\n var param_4: f32;\n var param_5: f32;\n var phi_99_: bool;\n var phi_106_: bool;\n var phi_114_: bool;\n var phi_121_: bool;\n var phi_234_: bool;\n var phi_240_: bool;\n var phi_246_: bool;\n var phi_252_: bool;\n var phi_258_: bool;\n\n let _e63 = unnamed.uLightViewProj;\n let _e64 = (*worldPos);\n lightPos = (_e63 * vec4<f32>(_e64.x, _e64.y, _e64.z, 1f));\n let _e71 = lightPos[3u];\n if (_e71 <= 0f) {\n return 1f;\n }\n let _e73 = lightPos;\n let _e76 = lightPos[3u];\n p = (((_e73.xyz / vec3(_e76)) * 0.5f) + vec3(0.5f));\n let _e83 = p[2u];\n let _e84 = (_e83 > 1f);\n phi_99_ = _e84;\n if !(_e84) {\n let _e87 = p[0u];\n phi_99_ = (_e87 < 0f);\n }\n let _e90 = phi_99_;\n phi_106_ = _e90;\n if !(_e90) {\n let _e93 = p[0u];\n phi_106_ = (_e93 > 1f);\n }\n let _e96 = phi_106_;\n phi_114_ = _e96;\n if !(_e96) {\n let _e99 = p[1u];\n phi_114_ = (_e99 < 0f);\n }\n let _e102 = phi_114_;\n phi_121_ = _e102;\n if !(_e102) {\n let _e105 = p[1u];\n phi_121_ = (_e105 > 1f);\n }\n let _e108 = phi_121_;\n if _e108 {\n return 1f;\n }\n let _e109 = p;\n fromCentre = (abs((_e109.xy - vec2(0.5f))) * 2f);\n let _e116 = fromCentre[0u];\n let _e118 = fromCentre[1u];\n edgeFade = (1f - smoothstep(0.72f, 0.98f, max(_e116, _e118)));\n let _e123 = p[2u];\n let _e126 = edgeFade;\n edgeFade = (_e126 * (1f - smoothstep(0.9f, 1f, _e123)));\n let _e128 = edgeFade;\n if (_e128 <= 0f) {\n return 1f;\n }\n let _e131 = p[2u];\n compare_1 = (_e131 - 0.0015f);\n let _e133 = p;\n let _e134 = _e133.xy;\n let _e137 = vec3<f32>(_e134.x, _e134.y, 0f);\n let _e143 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e137.x, _e137.y), i32(_e137.z), 0f);\n param = _e143.x;\n let _e145 = compare_1;\n param_1 = _e145;\n let _e146 = occlusion_u0028_f1_u003b_f1_u003b((¶m), (¶m_1));\n blocked = _e146;\n let _e148 = unnamed.uPeeledShadowEnabled;\n if (_e148 != 0i) {\n let _e150 = blocked;\n let _e151 = p;\n let _e152 = _e151.xy;\n let _e155 = vec3<f32>(_e152.x, _e152.y, 2f);\n let _e161 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e155.x, _e155.y), i32(_e155.z), 0f);\n param_2 = _e161.x;\n let _e163 = compare_1;\n param_3 = _e163;\n let _e164 = occlusion_u0028_f1_u003b_f1_u003b((¶m_2), (¶m_3));\n blocked = max(_e150, _e164);\n }\n let _e167 = unnamed.uMovingLightViewProj;\n let _e168 = (*worldPos);\n movingPos = (_e167 * vec4<f32>(_e168.x, _e168.y, _e168.z, 1f));\n let _e174 = movingPos;\n let _e177 = movingPos[3u];\n pm = (((_e174.xyz / vec3(_e177)) * 0.5f) + vec3(0.5f));\n let _e184 = movingPos[3u];\n let _e185 = (_e184 > 0f);\n phi_234_ = _e185;\n if _e185 {\n let _e187 = pm[2u];\n phi_234_ = (_e187 <= 1f);\n }\n let _e190 = phi_234_;\n phi_240_ = _e190;\n if _e190 {\n let _e192 = pm[0u];\n phi_240_ = (_e192 >= 0f);\n }\n let _e195 = phi_240_;\n phi_246_ = _e195;\n if _e195 {\n let _e197 = pm[0u];\n phi_246_ = (_e197 <= 1f);\n }\n let _e200 = phi_246_;\n phi_252_ = _e200;\n if _e200 {\n let _e202 = pm[1u];\n phi_252_ = (_e202 >= 0f);\n }\n let _e205 = phi_252_;\n phi_258_ = _e205;\n if _e205 {\n let _e207 = pm[1u];\n phi_258_ = (_e207 <= 1f);\n }\n let _e210 = phi_258_;\n if _e210 {\n let _e211 = blocked;\n let _e212 = pm;\n let _e213 = _e212.xy;\n let _e216 = vec3<f32>(_e213.x, _e213.y, 1f);\n let _e222 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e216.x, _e216.y), i32(_e216.z), 0f);\n let _e224 = pm[2u];\n param_4 = _e222.x;\n param_5 = (_e224 - 0.0015f);\n let _e227 = occlusion_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n blocked = max(_e211, _e227);\n }\n let _e229 = blocked;\n let _e232 = unnamed.uSunShadow;\n let _e233 = edgeFade;\n return mix(1f, (1f - _e229), (_e232 * _e233));\n}\n\nfn phase_u0028_f1_u003b_f1_u003b(cosTheta: ptr<function, f32>, g: ptr<function, f32>) -> f32 {\n var g2_: f32;\n var d: f32;\n\n let _e51 = (*g);\n let _e52 = (*g);\n g2_ = (_e51 * _e52);\n let _e54 = g2_;\n let _e56 = (*g);\n let _e58 = (*cosTheta);\n d = max(((1f + _e54) - ((2f * _e56) * _e58)), 0.0001f);\n let _e62 = g2_;\n let _e64 = d;\n let _e66 = d;\n return ((1f - _e62) / ((12.566371f * _e64) * sqrt(_e66)));\n}\n\nfn hash21_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n let _e48 = (*p_1);\n return fract((sin(dot(_e48, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn main_1() {\n var ndc: vec2<f32>;\n var probe: vec4<f32>;\n var dir: vec3<f32>;\n var stored_1: f32;\n var far: f32;\n var hit: vec4<f32>;\n var steps: i32;\n var dither: f32;\n var param_6: vec2<f32>;\n var scatter: f32;\n var param_7: f32;\n var param_8: f32;\n var sunLit: vec3<f32>;\n var skyLit: vec3<f32>;\n var inscatter: vec3<f32>;\n var transmittance: f32;\n var previous: f32;\n var i: i32;\n var u: f32;\n var next: f32;\n var segment: f32;\n var travelled: f32;\n var segmentTransmittance: f32;\n var scattered: f32;\n var lit: f32;\n var param_9: vec3<f32>;\n\n let _e73 = vUv_1;\n ndc = ((_e73 * 2f) - vec2(1f));\n let _e78 = unnamed.uDepthToWorld;\n let _e79 = ndc;\n probe = (_e78 * vec4<f32>(_e79.x, _e79.y, 0.5f, 1f));\n let _e84 = probe;\n let _e87 = probe[3u];\n let _e91 = unnamed.uCameraPos;\n dir = normalize(((_e84.xyz / vec3(_e87)) - _e91));\n let _e94 = vUv_1;\n let _e95 = textureSampleLevel(uDepth_t, uDepth_s, _e94, 0f);\n stored_1 = _e95.x;\n let _e98 = unnamed.uMaxDistance;\n far = _e98;\n let _e99 = stored_1;\n if !((_e99 <= 0f)) {\n let _e103 = unnamed.uDepthToWorld;\n let _e104 = ndc;\n let _e105 = stored_1;\n hit = (_e103 * vec4<f32>(_e104.x, _e104.y, _e105, 1f));\n let _e111 = hit[3u];\n if (_e111 > 0.000001f) {\n let _e113 = far;\n let _e114 = hit;\n let _e117 = hit[3u];\n let _e121 = unnamed.uCameraPos;\n let _e123 = dir;\n far = min(_e113, dot(((_e114.xyz / vec3(_e117)) - _e121), _e123));\n }\n }\n let _e126 = far;\n if (_e126 <= 0f) {\n fragColor = vec4<f32>(0f, 0f, 0f, 1f);\n return;\n }\n let _e129 = unnamed.uSteps;\n steps = clamp(_e129, 1i, 64i);\n let _e131 = gl_FragCoord_1;\n param_6 = _e131.xy;\n let _e133 = hash21_u0028_vf2_u003b((¶m_6));\n dither = (_e133 - 0.5f);\n let _e136 = unnamed.uAlbedo;\n let _e137 = dir;\n let _e139 = unnamed.uSunDir;\n param_7 = dot(_e137, _e139);\n let _e142 = unnamed.uAnisotropy;\n param_8 = _e142;\n let _e143 = phase_u0028_f1_u003b_f1_u003b((¶m_7), (¶m_8));\n scatter = (_e136 * _e143);\n let _e146 = unnamed.uSunColor;\n let _e147 = scatter;\n sunLit = (_e146 * _e147);\n let _e150 = unnamed.uAmbient;\n let _e152 = unnamed.uAlbedo;\n skyLit = ((_e150 * _e152) * 0.07957747f);\n inscatter = vec3<f32>(0f, 0f, 0f);\n transmittance = 1f;\n previous = 0f;\n i = 0i;\n loop {\n let _e155 = i;\n if (_e155 < 64i) {\n let _e157 = i;\n let _e158 = steps;\n if (_e157 >= _e158) {\n break;\n }\n let _e160 = i;\n let _e163 = steps;\n u = (f32((_e160 + 1i)) / f32(_e163));\n let _e166 = far;\n let _e167 = u;\n next = (_e166 * pow(_e167, 2f));\n let _e170 = next;\n let _e171 = previous;\n segment = (_e170 - _e171);\n let _e173 = previous;\n let _e174 = next;\n travelled = (0.5f * (_e173 + _e174));\n let _e177 = next;\n previous = _e177;\n let _e179 = unnamed.uDensity;\n let _e181 = segment;\n segmentTransmittance = exp((-(_e179) * _e181));\n let _e184 = segmentTransmittance;\n scattered = (1f - _e184);\n lit = 1f;\n let _e187 = unnamed.uSunShadow;\n if (_e187 > 0f) {\n let _e190 = unnamed.uCameraPos;\n let _e191 = dir;\n let _e192 = travelled;\n let _e193 = dither;\n let _e194 = segment;\n param_9 = (_e190 + (_e191 * (_e192 + (_e193 * _e194))));\n let _e199 = sunReach_u0028_vf3_u003b((¶m_9));\n lit = _e199;\n }\n let _e200 = transmittance;\n let _e201 = scattered;\n let _e203 = sunLit;\n let _e204 = lit;\n let _e206 = skyLit;\n let _e209 = inscatter;\n inscatter = (_e209 + (((_e203 * _e204) + _e206) * (_e200 * _e201)));\n let _e211 = segmentTransmittance;\n let _e212 = transmittance;\n transmittance = (_e212 * _e211);\n continue;\n } else {\n break;\n }\n continuing {\n let _e214 = i;\n i = (_e214 + 1i);\n }\n }\n let _e216 = inscatter;\n let _e217 = (_e216 * 12.566371f);\n let _e218 = transmittance;\n fragColor = vec4<f32>(_e217.x, _e217.y, _e217.z, _e218);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
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export const MEDIUM_FRAG_WGSL = "struct Uniforms {\n uDepthToWorld: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uSunDir: vec3<f32>,\n uSunColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uDensity: f32,\n uHeight: vec2<f32>,\n uLayer2_: vec3<f32>,\n uAlbedo: vec3<f32>,\n uScatter: vec2<f32>,\n uAnisotropy: f32,\n uMaxDistance: f32,\n uSteps: i32,\n uSunShadow: f32,\n uLightViewProj: mat4x4<f32>,\n uMovingLightViewProj: mat4x4<f32>,\n uPeeledShadowEnabled: i32,\n uLampCount: i32,\n uLampFalloff: i32,\n uLampPosition: array<vec4<f32>, 16>,\n uLampColor: array<vec4<f32>, 16>,\n uLampAim: array<vec4<f32>, 16>,\n uLampCone: array<vec4<f32>, 16>,\n uLampShadow: array<vec4<f32>, 16>,\n uLampShadowAt: array<vec4<f32>, 16>,\n uLampLive: array<vec4<f32>, 16>,\n uLampLiveAt: array<vec4<f32>, 16>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uSunShadows_t: texture_2d_array<f32>;\n@group(0) @binding(35) \nvar uSunShadows_s: sampler;\n@group(0) @binding(36) \nvar uPointShadows_t: texture_2d_array<f32>;\n@group(0) @binding(37) \nvar uPointShadows_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDepth_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn phase_u0028_f1_u003b_f1_u003b(cosTheta: ptr<function, f32>, g: ptr<function, f32>) -> f32 {\n var g2_: f32;\n var d: f32;\n\n let _e71 = (*g);\n let _e72 = (*g);\n g2_ = (_e71 * _e72);\n let _e74 = g2_;\n let _e76 = (*g);\n let _e78 = (*cosTheta);\n d = max(((1f + _e74) - ((2f * _e76) * _e78)), 0.0001f);\n let _e82 = g2_;\n let _e84 = d;\n let _e86 = d;\n return ((1f - _e82) / ((12.566371f * _e84) * sqrt(_e86)));\n}\n\nfn occlusion_u0028_f1_u003b_f1_u003b(stored: ptr<function, f32>, compare: ptr<function, f32>) -> f32 {\n let _e69 = (*compare);\n let _e70 = (*stored);\n return smoothstep(-0.0025f, 0.0025f, (_e69 - _e70));\n}\n\nfn octEncode_u0028_vf3_u003b(d_1: ptr<function, vec3<f32>>) -> vec2<f32> {\n var n: vec3<f32>;\n var p: vec2<f32>;\n var local: vec2<f32>;\n\n let _e71 = (*d_1);\n let _e73 = (*d_1)[0u];\n let _e76 = (*d_1)[1u];\n let _e80 = (*d_1)[2u];\n n = (_e71 / vec3(((abs(_e73) + abs(_e76)) + abs(_e80))));\n let _e86 = n[2u];\n if (_e86 >= 0f) {\n let _e88 = n;\n local = _e88.xy;\n } else {\n let _e91 = n[1u];\n let _e93 = n[0u];\n let _e99 = n[0u];\n let _e103 = n[1u];\n local = ((vec2(1f) - abs(vec2<f32>(_e91, _e93))) * vec2<f32>(select(-1f, 1f, (_e99 >= 0f)), select(-1f, 1f, (_e103 >= 0f))));\n }\n let _e108 = local;\n p = _e108;\n let _e109 = p;\n return ((_e109 * 0.5f) + vec2(0.5f));\n}\n\nfn lampMapReach_u0028_vf4_u003b_vf4_u003b_vf3_u003b(map: ptr<function, vec4<f32>>, at: ptr<function, vec4<f32>>, p_1: ptr<function, vec3<f32>>) -> f32 {\n var toPoint: vec3<f32>;\n var dist: f32;\n var stored_1: f32;\n var param: vec3<f32>;\n var param_1: f32;\n var param_2: f32;\n\n let _e77 = (*map)[0u];\n if (_e77 < 0f) {\n return 1f;\n }\n let _e79 = (*p_1);\n let _e80 = (*at);\n toPoint = (_e79 - _e80.xyz);\n let _e83 = toPoint;\n dist = length(_e83);\n let _e85 = dist;\n let _e87 = (*map)[1u];\n if (_e85 <= _e87) {\n return 1f;\n }\n let _e89 = toPoint;\n param = _e89;\n let _e90 = octEncode_u0028_vf3_u003b((¶m));\n let _e92 = (*map)[0u];\n let _e95 = vec3<f32>(_e90.x, _e90.y, _e92);\n let _e101 = textureSampleLevel(uPointShadows_t, uPointShadows_s, vec2<f32>(_e95.x, _e95.y), i32(_e95.z), 0f);\n stored_1 = _e101.x;\n let _e103 = dist;\n let _e106 = (*at)[3u];\n let _e108 = stored_1;\n param_1 = _e108;\n param_2 = ((_e103 - 0.05f) / _e106);\n let _e109 = occlusion_u0028_f1_u003b_f1_u003b((¶m_1), (¶m_2));\n let _e111 = (*map)[2u];\n return (1f - (_e109 * _e111));\n}\n\nfn lampsAt_u0028_vf3_u003b_vf3_u003b(p_2: ptr<function, vec3<f32>>, dir: ptr<function, vec3<f32>>) -> vec3<f32> {\n var sum: vec3<f32>;\n var i: i32;\n var toLamp: vec3<f32>;\n var dist_1: f32;\n var radius: f32;\n var exponent: f32;\n var reach: f32;\n var falloff: f32;\n var window: f32;\n var l: vec3<f32>;\n var cone: f32;\n var reach_1: f32;\n var param_3: vec4<f32>;\n var param_4: vec4<f32>;\n var param_5: vec3<f32>;\n var param_6: vec4<f32>;\n var param_7: vec4<f32>;\n var param_8: vec3<f32>;\n var param_9: f32;\n var param_10: f32;\n\n sum = vec3<f32>(0f, 0f, 0f);\n i = 0i;\n loop {\n let _e89 = i;\n if (_e89 < 16i) {\n let _e91 = i;\n let _e93 = unnamed.uLampCount;\n if (_e91 >= _e93) {\n break;\n }\n let _e95 = i;\n let _e98 = unnamed.uLampPosition[_e95];\n let _e100 = (*p_2);\n toLamp = (_e98.xyz - _e100);\n let _e102 = toLamp;\n dist_1 = length(_e102);\n let _e104 = i;\n let _e108 = unnamed.uLampPosition[_e104][3u];\n radius = max(_e108, 0.0001f);\n let _e110 = i;\n let _e114 = unnamed.uLampColor[_e110][3u];\n exponent = _e114;\n let _e115 = exponent;\n if (_e115 > 0f) {\n let _e117 = dist_1;\n let _e118 = radius;\n reach = (_e117 / _e118);\n let _e120 = reach;\n let _e121 = reach;\n let _e125 = exponent;\n falloff = pow(clamp((1f - (_e120 * _e121)), 0f, 1f), _e125);\n } else {\n let _e128 = unnamed.uLampFalloff;\n if (_e128 == 1i) {\n let _e130 = dist_1;\n let _e131 = radius;\n window = clamp((1f - pow((_e130 / _e131), 4f)), 0f, 1f);\n let _e136 = window;\n let _e137 = window;\n let _e139 = dist_1;\n let _e140 = dist_1;\n falloff = ((_e136 * _e137) / max((_e139 * _e140), 0.01f));\n } else {\n let _e144 = dist_1;\n let _e145 = radius;\n falloff = clamp((1f - (_e144 / _e145)), 0f, 1f);\n let _e149 = falloff;\n let _e150 = falloff;\n falloff = (_e150 * _e149);\n }\n }\n let _e152 = falloff;\n if (_e152 <= 0f) {\n continue;\n }\n let _e154 = toLamp;\n let _e155 = dist_1;\n l = (_e154 / vec3(max(_e155, 0.0001f)));\n let _e159 = i;\n let _e163 = unnamed.uLampCone[_e159][1u];\n let _e164 = i;\n let _e168 = unnamed.uLampCone[_e164][0u];\n let _e169 = l;\n let _e171 = i;\n let _e174 = unnamed.uLampAim[_e171];\n cone = smoothstep(_e163, _e168, dot(-(_e169), _e174.xyz));\n let _e178 = cone;\n if (_e178 <= 0f) {\n continue;\n }\n let _e180 = i;\n let _e181 = i;\n let _e184 = unnamed.uLampShadow[_e180];\n param_3 = _e184;\n let _e187 = unnamed.uLampShadowAt[_e181];\n param_4 = _e187;\n let _e188 = (*p_2);\n param_5 = _e188;\n let _e189 = lampMapReach_u0028_vf4_u003b_vf4_u003b_vf3_u003b((¶m_3), (¶m_4), (¶m_5));\n let _e190 = i;\n let _e191 = i;\n let _e194 = unnamed.uLampLive[_e190];\n param_6 = _e194;\n let _e197 = unnamed.uLampLiveAt[_e191];\n param_7 = _e197;\n let _e198 = (*p_2);\n param_8 = _e198;\n let _e199 = lampMapReach_u0028_vf4_u003b_vf4_u003b_vf3_u003b((¶m_6), (¶m_7), (¶m_8));\n reach_1 = min(_e189, _e199);\n let _e201 = i;\n let _e204 = unnamed.uLampColor[_e201];\n let _e206 = falloff;\n let _e207 = cone;\n let _e209 = reach_1;\n let _e211 = (*dir);\n let _e212 = l;\n param_9 = dot(_e211, _e212);\n let _e215 = unnamed.uAnisotropy;\n param_10 = _e215;\n let _e216 = phase_u0028_f1_u003b_f1_u003b((¶m_9), (¶m_10));\n let _e219 = sum;\n sum = (_e219 + (_e204.xyz * (((_e206 * _e207) * _e209) * _e216)));\n continue;\n } else {\n break;\n }\n continuing {\n let _e221 = i;\n i = (_e221 + 1i);\n }\n }\n let _e223 = sum;\n return _e223;\n}\n\nfn sunReach_u0028_vf3_u003b(worldPos: ptr<function, vec3<f32>>) -> f32 {\n var lightPos: vec4<f32>;\n var p_3: vec3<f32>;\n var fromCentre: vec2<f32>;\n var edgeFade: f32;\n var compare_1: f32;\n var blocked: f32;\n var param_11: f32;\n var param_12: f32;\n var param_13: f32;\n var param_14: f32;\n var movingPos: vec4<f32>;\n var pm: vec3<f32>;\n var param_15: f32;\n var param_16: f32;\n var phi_138_: bool;\n var phi_145_: bool;\n var phi_153_: bool;\n var phi_160_: bool;\n var phi_273_: bool;\n var phi_279_: bool;\n var phi_285_: bool;\n var phi_291_: bool;\n var phi_297_: bool;\n\n let _e83 = unnamed.uLightViewProj;\n let _e84 = (*worldPos);\n lightPos = (_e83 * vec4<f32>(_e84.x, _e84.y, _e84.z, 1f));\n let _e91 = lightPos[3u];\n if (_e91 <= 0f) {\n return 1f;\n }\n let _e93 = lightPos;\n let _e96 = lightPos[3u];\n p_3 = (((_e93.xyz / vec3(_e96)) * 0.5f) + vec3(0.5f));\n let _e103 = p_3[2u];\n let _e104 = (_e103 > 1f);\n phi_138_ = _e104;\n if !(_e104) {\n let _e107 = p_3[0u];\n phi_138_ = (_e107 < 0f);\n }\n let _e110 = phi_138_;\n phi_145_ = _e110;\n if !(_e110) {\n let _e113 = p_3[0u];\n phi_145_ = (_e113 > 1f);\n }\n let _e116 = phi_145_;\n phi_153_ = _e116;\n if !(_e116) {\n let _e119 = p_3[1u];\n phi_153_ = (_e119 < 0f);\n }\n let _e122 = phi_153_;\n phi_160_ = _e122;\n if !(_e122) {\n let _e125 = p_3[1u];\n phi_160_ = (_e125 > 1f);\n }\n let _e128 = phi_160_;\n if _e128 {\n return 1f;\n }\n let _e129 = p_3;\n fromCentre = (abs((_e129.xy - vec2(0.5f))) * 2f);\n let _e136 = fromCentre[0u];\n let _e138 = fromCentre[1u];\n edgeFade = (1f - smoothstep(0.72f, 0.98f, max(_e136, _e138)));\n let _e143 = p_3[2u];\n let _e146 = edgeFade;\n edgeFade = (_e146 * (1f - smoothstep(0.9f, 1f, _e143)));\n let _e148 = edgeFade;\n if (_e148 <= 0f) {\n return 1f;\n }\n let _e151 = p_3[2u];\n compare_1 = (_e151 - 0.0015f);\n let _e153 = p_3;\n let _e154 = _e153.xy;\n let _e157 = vec3<f32>(_e154.x, _e154.y, 0f);\n let _e163 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e157.x, _e157.y), i32(_e157.z), 0f);\n param_11 = _e163.x;\n let _e165 = compare_1;\n param_12 = _e165;\n let _e166 = occlusion_u0028_f1_u003b_f1_u003b((¶m_11), (¶m_12));\n blocked = _e166;\n let _e168 = unnamed.uPeeledShadowEnabled;\n if (_e168 != 0i) {\n let _e170 = blocked;\n let _e171 = p_3;\n let _e172 = _e171.xy;\n let _e175 = vec3<f32>(_e172.x, _e172.y, 2f);\n let _e181 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e175.x, _e175.y), i32(_e175.z), 0f);\n param_13 = _e181.x;\n let _e183 = compare_1;\n param_14 = _e183;\n let _e184 = occlusion_u0028_f1_u003b_f1_u003b((¶m_13), (¶m_14));\n blocked = max(_e170, _e184);\n }\n let _e187 = unnamed.uMovingLightViewProj;\n let _e188 = (*worldPos);\n movingPos = (_e187 * vec4<f32>(_e188.x, _e188.y, _e188.z, 1f));\n let _e194 = movingPos;\n let _e197 = movingPos[3u];\n pm = (((_e194.xyz / vec3(_e197)) * 0.5f) + vec3(0.5f));\n let _e204 = movingPos[3u];\n let _e205 = (_e204 > 0f);\n phi_273_ = _e205;\n if _e205 {\n let _e207 = pm[2u];\n phi_273_ = (_e207 <= 1f);\n }\n let _e210 = phi_273_;\n phi_279_ = _e210;\n if _e210 {\n let _e212 = pm[0u];\n phi_279_ = (_e212 >= 0f);\n }\n let _e215 = phi_279_;\n phi_285_ = _e215;\n if _e215 {\n let _e217 = pm[0u];\n phi_285_ = (_e217 <= 1f);\n }\n let _e220 = phi_285_;\n phi_291_ = _e220;\n if _e220 {\n let _e222 = pm[1u];\n phi_291_ = (_e222 >= 0f);\n }\n let _e225 = phi_291_;\n phi_297_ = _e225;\n if _e225 {\n let _e227 = pm[1u];\n phi_297_ = (_e227 <= 1f);\n }\n let _e230 = phi_297_;\n if _e230 {\n let _e231 = blocked;\n let _e232 = pm;\n let _e233 = _e232.xy;\n let _e236 = vec3<f32>(_e233.x, _e233.y, 1f);\n let _e242 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e236.x, _e236.y), i32(_e236.z), 0f);\n let _e244 = pm[2u];\n param_15 = _e242.x;\n param_16 = (_e244 - 0.0015f);\n let _e247 = occlusion_u0028_f1_u003b_f1_u003b((¶m_15), (¶m_16));\n blocked = max(_e231, _e247);\n }\n let _e249 = blocked;\n let _e252 = unnamed.uSunShadow;\n let _e253 = edgeFade;\n return mix(1f, (1f - _e249), (_e252 * _e253));\n}\n\nfn layerDepth_u0028_f1_u003b_f1_u003b_f1_u003b_f1_u003b_f1_u003b_vf3_u003b(density: ptr<function, f32>, falloff_1: ptr<function, f32>, baseY: ptr<function, f32>, s0_: ptr<function, f32>, s1_: ptr<function, f32>, dir_1: ptr<function, vec3<f32>>) -> f32 {\n var len: f32;\n var climb: f32;\n var shape: f32;\n var local_1: f32;\n var start: f32;\n\n let _e78 = (*s1_);\n let _e79 = (*s0_);\n len = (_e78 - _e79);\n let _e81 = (*falloff_1);\n let _e83 = (*dir_1)[1u];\n let _e85 = len;\n climb = ((_e81 * _e83) * _e85);\n let _e87 = climb;\n if (abs(_e87) < 0.0001f) {\n let _e90 = climb;\n local_1 = (1f - (0.5f * _e90));\n } else {\n let _e93 = climb;\n let _e97 = climb;\n local_1 = ((1f - exp(-(_e93))) / _e97);\n }\n let _e99 = local_1;\n shape = _e99;\n let _e100 = (*falloff_1);\n let _e104 = unnamed.uCameraPos[1u];\n let _e106 = (*dir_1)[1u];\n let _e107 = (*s0_);\n let _e110 = (*baseY);\n start = exp(min((-(_e100) * ((_e104 + (_e106 * _e107)) - _e110)), 80f));\n let _e115 = (*density);\n let _e116 = start;\n let _e118 = len;\n let _e120 = shape;\n return (((_e115 * _e116) * _e118) * _e120);\n}\n\nfn segmentDepth_u0028_f1_u003b_f1_u003b_vf3_u003b(s0_1: ptr<function, f32>, s1_1: ptr<function, f32>, dir_2: ptr<function, vec3<f32>>) -> f32 {\n var depth: f32;\n var param_17: f32;\n var param_18: f32;\n var param_19: f32;\n var param_20: f32;\n var param_21: f32;\n var param_22: vec3<f32>;\n var param_23: f32;\n var param_24: f32;\n var param_25: f32;\n var param_26: f32;\n var param_27: f32;\n var param_28: vec3<f32>;\n\n let _e84 = unnamed.uDensity;\n param_17 = _e84;\n let _e87 = unnamed.uHeight[0u];\n param_18 = _e87;\n let _e90 = unnamed.uHeight[1u];\n param_19 = _e90;\n let _e91 = (*s0_1);\n param_20 = _e91;\n let _e92 = (*s1_1);\n param_21 = _e92;\n let _e93 = (*dir_2);\n param_22 = _e93;\n let _e94 = layerDepth_u0028_f1_u003b_f1_u003b_f1_u003b_f1_u003b_f1_u003b_vf3_u003b((¶m_17), (¶m_18), (¶m_19), (¶m_20), (¶m_21), (¶m_22));\n depth = _e94;\n let _e97 = unnamed.uLayer2_[0u];\n if (_e97 > 0f) {\n let _e101 = unnamed.uLayer2_[0u];\n param_23 = _e101;\n let _e104 = unnamed.uLayer2_[1u];\n param_24 = _e104;\n let _e107 = unnamed.uLayer2_[2u];\n param_25 = _e107;\n let _e108 = (*s0_1);\n param_26 = _e108;\n let _e109 = (*s1_1);\n param_27 = _e109;\n let _e110 = (*dir_2);\n param_28 = _e110;\n let _e111 = layerDepth_u0028_f1_u003b_f1_u003b_f1_u003b_f1_u003b_f1_u003b_vf3_u003b((¶m_23), (¶m_24), (¶m_25), (¶m_26), (¶m_27), (¶m_28));\n let _e112 = depth;\n depth = (_e112 + _e111);\n }\n let _e114 = depth;\n return _e114;\n}\n\nfn hash21_u0028_vf2_u003b(p_4: ptr<function, vec2<f32>>) -> f32 {\n let _e68 = (*p_4);\n return fract((sin(dot(_e68, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn main_1() {\n var ndc: vec2<f32>;\n var probe: vec4<f32>;\n var dir_3: vec3<f32>;\n var stored_2: f32;\n var far: f32;\n var hit: vec4<f32>;\n var steps: i32;\n var dither: f32;\n var param_29: vec2<f32>;\n var scatter: vec3<f32>;\n var param_30: f32;\n var param_31: f32;\n var sunLit: vec3<f32>;\n var skyLit: vec3<f32>;\n var inscatter: vec3<f32>;\n var transmittance: f32;\n var previous: f32;\n var i_1: i32;\n var u: f32;\n var next: f32;\n var segment: f32;\n var travelled: f32;\n var segmentTransmittance: f32;\n var param_32: f32;\n var param_33: f32;\n var param_34: vec3<f32>;\n var scattered: f32;\n var at_1: vec3<f32>;\n var lit: f32;\n var param_35: vec3<f32>;\n var light: vec3<f32>;\n var param_36: vec3<f32>;\n var param_37: vec3<f32>;\n\n let _e100 = vUv_1;\n ndc = ((_e100 * 2f) - vec2(1f));\n let _e105 = unnamed.uDepthToWorld;\n let _e106 = ndc;\n probe = (_e105 * vec4<f32>(_e106.x, _e106.y, 0.5f, 1f));\n let _e111 = probe;\n let _e114 = probe[3u];\n let _e118 = unnamed.uCameraPos;\n dir_3 = normalize(((_e111.xyz / vec3(_e114)) - _e118));\n let _e121 = vUv_1;\n let _e122 = textureSampleLevel(uDepth_t, uDepth_s, _e121, 0f);\n stored_2 = _e122.x;\n let _e125 = unnamed.uMaxDistance;\n far = _e125;\n let _e126 = stored_2;\n if !((_e126 <= 0f)) {\n let _e130 = unnamed.uDepthToWorld;\n let _e131 = ndc;\n let _e132 = stored_2;\n hit = (_e130 * vec4<f32>(_e131.x, _e131.y, _e132, 1f));\n let _e138 = hit[3u];\n if (_e138 > 0.000001f) {\n let _e140 = far;\n let _e141 = hit;\n let _e144 = hit[3u];\n let _e148 = unnamed.uCameraPos;\n let _e150 = dir_3;\n far = min(_e140, dot(((_e141.xyz / vec3(_e144)) - _e148), _e150));\n }\n }\n let _e153 = far;\n if (_e153 <= 0f) {\n fragColor = vec4<f32>(0f, 0f, 0f, 1f);\n return;\n }\n let _e156 = unnamed.uSteps;\n steps = clamp(_e156, 1i, 64i);\n let _e158 = gl_FragCoord_1;\n param_29 = _e158.xy;\n let _e160 = hash21_u0028_vf2_u003b((¶m_29));\n dither = (_e160 - 0.5f);\n let _e163 = unnamed.uAlbedo;\n let _e166 = unnamed.uScatter[0u];\n let _e167 = dir_3;\n let _e169 = unnamed.uSunDir;\n param_30 = dot(_e167, _e169);\n let _e172 = unnamed.uAnisotropy;\n param_31 = _e172;\n let _e173 = phase_u0028_f1_u003b_f1_u003b((¶m_30), (¶m_31));\n scatter = (_e163 * (_e166 * _e173));\n let _e177 = unnamed.uSunColor;\n let _e178 = scatter;\n sunLit = (_e177 * _e178);\n let _e181 = unnamed.uAmbient;\n let _e183 = unnamed.uAlbedo;\n let _e187 = unnamed.uScatter[1u];\n skyLit = ((_e181 * _e183) * (_e187 / 12.566371f));\n inscatter = vec3<f32>(0f, 0f, 0f);\n transmittance = 1f;\n previous = 0f;\n i_1 = 0i;\n loop {\n let _e190 = i_1;\n if (_e190 < 64i) {\n let _e192 = i_1;\n let _e193 = steps;\n if (_e192 >= _e193) {\n break;\n }\n let _e195 = i_1;\n let _e198 = steps;\n u = (f32((_e195 + 1i)) / f32(_e198));\n let _e201 = far;\n let _e202 = u;\n next = (_e201 * pow(_e202, 2f));\n let _e205 = next;\n let _e206 = previous;\n segment = (_e205 - _e206);\n let _e208 = previous;\n let _e209 = next;\n travelled = (0.5f * (_e208 + _e209));\n let _e212 = next;\n previous = _e212;\n let _e213 = next;\n let _e214 = segment;\n param_32 = (_e213 - _e214);\n let _e216 = next;\n param_33 = _e216;\n let _e217 = dir_3;\n param_34 = _e217;\n let _e218 = segmentDepth_u0028_f1_u003b_f1_u003b_vf3_u003b((¶m_32), (¶m_33), (¶m_34));\n segmentTransmittance = exp(-(_e218));\n let _e221 = segmentTransmittance;\n scattered = (1f - _e221);\n let _e224 = unnamed.uCameraPos;\n let _e225 = dir_3;\n let _e226 = travelled;\n let _e227 = dither;\n let _e228 = segment;\n at_1 = (_e224 + (_e225 * (_e226 + (_e227 * _e228))));\n lit = 1f;\n let _e234 = unnamed.uSunShadow;\n if (_e234 > 0f) {\n let _e236 = at_1;\n param_35 = _e236;\n let _e237 = sunReach_u0028_vf3_u003b((¶m_35));\n lit = _e237;\n }\n let _e238 = sunLit;\n let _e239 = lit;\n let _e241 = skyLit;\n light = ((_e238 * _e239) + _e241);\n let _e244 = unnamed.uLampCount;\n if (_e244 > 0i) {\n let _e247 = unnamed.uAlbedo;\n let _e248 = at_1;\n param_36 = _e248;\n let _e249 = dir_3;\n param_37 = _e249;\n let _e250 = lampsAt_u0028_vf3_u003b_vf3_u003b((¶m_36), (¶m_37));\n let _e252 = light;\n light = (_e252 + (_e247 * _e250));\n }\n let _e254 = transmittance;\n let _e255 = scattered;\n let _e257 = light;\n let _e259 = inscatter;\n inscatter = (_e259 + (_e257 * (_e254 * _e255)));\n let _e261 = segmentTransmittance;\n let _e262 = transmittance;\n transmittance = (_e262 * _e261);\n continue;\n } else {\n break;\n }\n continuing {\n let _e264 = i_1;\n i_1 = (_e264 + 1i);\n }\n }\n let _e266 = inscatter;\n let _e267 = (_e266 * 12.566371f);\n let _e268 = transmittance;\n fragColor = vec4<f32>(_e267.x, _e267.y, _e267.z, _e268);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
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export const MEDIUM_UPSAMPLE_FRAG_WGSL = "struct Uniforms {\n uMediumTexel: vec2<f32>,\n uDepthToViewZ: vec4<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uMedium_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uMedium_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e71 = (*c);\n low = (_e71 * 12.92f);\n let _e73 = (*c);\n high = ((pow(max(_e73, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e79 = high;\n let _e80 = low;\n let _e81 = (*c);\n return mix(_e79, _e80, step(_e81, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e72 = (*c_1)[0u];\n let _e74 = (*c_1)[1u];\n let _e76 = (*c_1)[2u];\n m = max(_e72, max(_e74, _e76));\n let _e79 = m;\n if (_e79 <= 0.8f) {\n let _e81 = (*c_1);\n return _e81;\n }\n let _e82 = m;\n e = (_e82 - 0.8f);\n let _e84 = (*c_1);\n let _e85 = e;\n let _e87 = e;\n let _e91 = m;\n return (_e84 * ((0.8f + ((0.2f * _e85) / (_e87 + 0.2f))) / _e91));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e71 = (*v);\n let _e72 = (*v);\n a = ((_e71 * (_e72 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e78 = (*v);\n let _e79 = (*v);\n b = ((_e78 * ((_e79 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e86 = a;\n let _e87 = b;\n return (_e86 / _e87);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e71 = unnamed.uOutputExposure;\n let _e72 = (*x);\n (*x) = (_e72 * _e71);\n let _e74 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e74);\n let _e76 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e76), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e73 = unnamed.uOutputTransform;\n if (_e73 == 0i) {\n let _e75 = (*c_2);\n return _e75;\n }\n let _e77 = unnamed.uOutputTransform;\n if (_e77 == 2i) {\n let _e79 = (*c_2);\n param_1 = _e79;\n let _e80 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e80;\n }\n let _e82 = unnamed.uOutputTransform;\n if (_e82 == 3i) {\n let _e84 = (*c_2);\n let _e86 = unnamed.uOutputExposure;\n param_2 = (_e84 * _e86);\n let _e88 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e88;\n }\n let _e89 = (*c_2);\n param_3 = _e89;\n let _e90 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e90;\n}\n\nfn viewDistance_u0028_f1_u003b(stored: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e70 = (*stored);\n ndc = (1f - (_e70 * 2f));\n let _e75 = unnamed.uDepthToViewZ[0u];\n let _e76 = ndc;\n let _e80 = unnamed.uDepthToViewZ[1u];\n let _e84 = unnamed.uDepthToViewZ[2u];\n let _e85 = ndc;\n let _e89 = unnamed.uDepthToViewZ[3u];\n return abs((((_e75 * _e76) + _e80) / ((_e84 * _e85) + _e89)));\n}\n\nfn main_1() {\n var here: f32;\n var param_4: f32;\n var coord: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var total: vec4<f32>;\n var weight: f32;\n var nearest: vec4<f32>;\n var nearestGap: f32;\n var i: i32;\n var offset: vec2<f32>;\n var uv: vec2<f32>;\n var bilinear: f32;\n var there: f32;\n var param_5: f32;\n var gap: f32;\n var sampled: vec4<f32>;\n var depthWeight: f32;\n var medium: vec4<f32>;\n var local: vec4<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n\n let _e90 = vUv_1;\n let _e91 = textureSampleLevel(uDepth_t, uDepth_s, _e90, 0f);\n param_4 = _e91.x;\n let _e93 = viewDistance_u0028_f1_u003b((¶m_4));\n here = _e93;\n let _e94 = vUv_1;\n let _e96 = unnamed.uMediumTexel;\n coord = ((_e94 / _e96) - vec2(0.5f));\n let _e100 = coord;\n base = floor(_e100);\n let _e102 = coord;\n let _e103 = base;\n f = (_e102 - _e103);\n total = vec4<f32>(0f, 0f, 0f, 0f);\n weight = 0f;\n nearest = vec4<f32>(0f, 0f, 0f, 1f);\n nearestGap = 1000000000000000000000000000000f;\n i = 0i;\n loop {\n let _e105 = i;\n if (_e105 < 4i) {\n let _e107 = i;\n let _e110 = i;\n offset = vec2<f32>(f32((_e107 & 1i)), f32(((_e110 >> bitcast<u32>(1i)) & 1i)));\n let _e116 = base;\n let _e117 = offset;\n let _e122 = unnamed.uMediumTexel;\n uv = (((_e116 + _e117) + vec2(0.5f)) * _e122);\n let _e125 = f[0u];\n let _e128 = f[0u];\n let _e130 = offset[0u];\n let _e133 = f[1u];\n let _e136 = f[1u];\n let _e138 = offset[1u];\n bilinear = (mix((1f - _e125), _e128, _e130) * mix((1f - _e133), _e136, _e138));\n let _e141 = uv;\n let _e142 = textureSampleLevel(uDepth_t, uDepth_s, _e141, 0f);\n param_5 = _e142.x;\n let _e144 = viewDistance_u0028_f1_u003b((¶m_5));\n there = _e144;\n let _e145 = there;\n let _e146 = here;\n let _e149 = there;\n let _e150 = here;\n gap = (abs((_e145 - _e146)) / max(min(_e149, _e150), 0.001f));\n let _e154 = uv;\n let _e155 = textureSampleLevel(uMedium_t, uMedium_s, _e154, 0f);\n sampled = _e155;\n let _e156 = gap;\n let _e157 = nearestGap;\n if (_e156 < _e157) {\n let _e159 = gap;\n nearestGap = _e159;\n let _e160 = sampled;\n nearest = _e160;\n }\n let _e161 = gap;\n depthWeight = (1f - smoothstep(0.04f, 0.05f, _e161));\n let _e164 = sampled;\n let _e165 = bilinear;\n let _e167 = depthWeight;\n let _e169 = total;\n total = (_e169 + ((_e164 * _e165) * _e167));\n let _e171 = bilinear;\n let _e172 = depthWeight;\n let _e174 = weight;\n weight = (_e174 + (_e171 * _e172));\n continue;\n } else {\n break;\n }\n continuing {\n let _e176 = i;\n i = (_e176 + 1i);\n }\n }\n let _e178 = weight;\n if (_e178 > 0.0001f) {\n let _e180 = total;\n let _e181 = weight;\n local = (_e180 / vec4(_e181));\n } else {\n let _e184 = nearest;\n local = _e184;\n }\n let _e185 = local;\n medium = _e185;\n let _e187 = unnamed.uOutputTransform;\n if (_e187 != 0i) {\n let _e189 = medium;\n param_6 = _e189.xyz;\n let _e191 = applyOutputTransform_u0028_vf3_u003b((¶m_6));\n let _e192 = medium;\n medium = vec4<f32>(_e191.x, _e191.y, _e191.z, _e192.w);\n let _e199 = medium[3u];\n param_7 = vec3(_e199);\n let _e201 = linearToSrgb_u0028_vf3_u003b((¶m_7));\n medium[3u] = _e201.x;\n }\n let _e204 = medium;\n fragColor = _e204;\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
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@@ -17,7 +17,7 @@ export const MEDIUM_UPSAMPLE_FRAG_WGSL = "struct Uniforms {\n uMediumTexel: v
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export const GLOBALMEDIUM_BINDINGS = {
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"uniformSize":
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"uDepthToWorld": {
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@@ -49,45 +49,126 @@ export const GLOBALMEDIUM_BINDINGS = {
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"uLayer2": {
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"offset": 144,
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"size": 12,
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"type": "vec3"
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"uAlbedo": {
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"offset": 160,
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"size": 12,
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"type": "vec3"
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"uScatter": {
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"offset": 176,
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"size": 8,
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"type": "vec2"
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"uLampPosition": {
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"length": 16,
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"stride": 16
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"uLampColor": {
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"uLampAim": {
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"uLampCone": {
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"offset": 1120,
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"size": 256,
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"stride": 16
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"uLampShadow": {
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"offset": 1376,
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"size": 256,
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"stride": 16
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},
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"uLampShadowAt": {
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"offset": 1632,
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"size": 256,
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"length": 16,
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"stride": 16
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},
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"uLampLive": {
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"offset": 1888,
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"size": 256,
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},
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"size": 256,
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@@ -100,6 +181,11 @@ export const GLOBALMEDIUM_BINDINGS = {
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@@ -5,7 +5,7 @@
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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*/
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-
export const LINE_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uCameraPos: vec3<f32>,\n uSoftness: 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> vSide_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e71 = (*c);\n low = (_e71 * 12.92f);\n let _e73 = (*c);\n high = ((pow(max(_e73, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e79 = high;\n let _e80 = low;\n let _e81 = (*c);\n return mix(_e79, _e80, step(_e81, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e72 = (*c_1)[0u];\n let _e74 = (*c_1)[1u];\n let _e76 = (*c_1)[2u];\n m = max(_e72, max(_e74, _e76));\n let _e79 = m;\n if (_e79 <= 0.8f) {\n let _e81 = (*c_1);\n return _e81;\n }\n let _e82 = m;\n e = (_e82 - 0.8f);\n let _e84 = (*c_1);\n let _e85 = e;\n let _e87 = e;\n let _e91 = m;\n return (_e84 * ((0.8f + ((0.2f * _e85) / (_e87 + 0.2f))) / _e91));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e71 = (*v);\n let _e72 = (*v);\n a = ((_e71 * (_e72 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e78 = (*v);\n let _e79 = (*v);\n b = ((_e78 * ((_e79 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e86 = a;\n let _e87 = b;\n return (_e86 / _e87);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e71 = unnamed.uOutputExposure;\n let _e72 = (*x);\n (*x) = (_e72 * _e71);\n let _e74 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e74);\n let _e76 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e76), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e73 = unnamed.uOutputTransform;\n if (_e73 == 0i) {\n let _e75 = (*c_2);\n return _e75;\n }\n let _e77 = unnamed.uOutputTransform;\n if (_e77 == 2i) {\n let _e79 = (*c_2);\n param_1 = _e79;\n let _e80 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e80;\n }\n let _e82 = unnamed.uOutputTransform;\n if (_e82 == 3i) {\n let _e84 = (*c_2);\n let _e86 = unnamed.uOutputExposure;\n param_2 = (_e84 * _e86);\n let _e88 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e88;\n }\n let _e89 = (*c_2);\n param_3 = _e89;\n let _e90 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e90;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e69 = unnamed.uFogColor;\n let _e71 = unnamed.uUnderwaterColor;\n let _e73 = unnamed.uUnderwaterFactor;\n return mix(_e69, _e71, vec3(_e73));\n}\n\nfn 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 _e82 = unnamed.uFogMode;\n if (_e82 == 1i) {\n let _e85 = unnamed.uFogFar;\n let _e87 = unnamed.uFogNear;\n span = max((_e85 - _e87), 0.0001f);\n let _e90 = (*dist);\n let _e92 = unnamed.uFogNear;\n let _e94 = span;\n ramp = clamp(((_e90 - _e92) / _e94), 0f, 1f);\n let _e98 = unnamed.uUnderwaterFactor;\n if (_e98 <= 0f) {\n let _e100 = ramp;\n return _e100;\n }\n let _e102 = unnamed.uUnderwaterFogDensity;\n let _e103 = (*dist);\n wetLinear = (_e102 * _e103);\n let _e105 = ramp;\n let _e106 = wetLinear;\n let _e108 = wetLinear;\n let _e114 = unnamed.uUnderwaterFactor;\n return mix(_e105, (1f - exp2(((-(_e106) * _e108) * 1.442695f))), _e114);\n }\n let _e117 = unnamed.uFogNear;\n let _e118 = (*dist);\n start = min(_e117, _e118);\n let _e120 = (*dist);\n if (_e120 > 0f) {\n let _e122 = start;\n let _e123 = (*dist);\n local = (_e122 / _e123);\n } else {\n local = 0f;\n }\n let _e125 = local;\n before = _e125;\n let _e126 = (*pointY);\n let _e128 = unnamed.uFogEyeY;\n let _e131 = unnamed.uFogHeightFalloff;\n t = ((_e126 - _e128) * _e131);\n let _e133 = t;\n let _e134 = before;\n rest = (_e133 * (1f - _e134));\n let _e137 = rest;\n let _e140 = rest;\n denom = select(_e140, 0.0001f, (abs(_e137) < 0.0001f));\n let _e143 = unnamed.uFogDensity;\n let _e145 = t;\n let _e147 = before;\n let _e151 = (*dist);\n let _e152 = start;\n let _e155 = denom;\n let _e160 = denom;\n air = (1f - exp(((((-(_e143) * exp((-(_e145) * _e147))) * (_e151 - _e152)) * (1f - exp(-(_e155)))) / _e160)));\n let _e165 = unnamed.uUnderwaterFactor;\n if (_e165 <= 0f) {\n let _e167 = air;\n return _e167;\n }\n let _e169 = unnamed.uUnderwaterFogDensity;\n let _e170 = (*dist);\n wet = (_e169 * _e170);\n let _e172 = air;\n let _e173 = wet;\n let _e175 = wet;\n let _e181 = unnamed.uUnderwaterFactor;\n return mix(_e172, (1f - exp2(((-(_e173) * _e175) * 1.442695f))), _e181);\n}\n\nfn main_1() {\n var edge: f32;\n var band: f32;\n var coverage: f32;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var color: vec3<f32>;\n var param_6: vec3<f32>;\n\n let _e76 = vSide_1;\n edge = (1f - abs(_e76));\n let _e79 = vSide_1;\n let _e80 = fwidth(_e79);\n let _e82 = unnamed.uSoftness;\n band = max(_e80, _e82);\n let _e84 = band;\n let _e85 = edge;\n coverage = smoothstep(0f, _e84, _e85);\n let _e87 = vWorldPos_1;\n let _e89 = unnamed.uCameraPos;\n param_4 = distance(_e87, _e89);\n let _e92 = vWorldPos_1[1u];\n param_5 = _e92;\n let _e93 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n fog = _e93;\n let _e95 = unnamed.uColor;\n let _e96 = mediumColor_u0028_();\n let _e97 = fog;\n color = mix(_e95, _e96, vec3(_e97));\n let _e100 = color;\n param_6 = _e100;\n let _e101 = applyOutputTransform_u0028_vf3_u003b((¶m_6));\n let _e102 = coverage;\n let _e104 = unnamed.uOpacity;\n outColor = vec4<f32>(_e101.x, _e101.y, _e101.z, (_e102 * _e104));\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(1) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e5 = outColor;\n return _e5;\n}\n";
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export const LINE_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uCameraPos: vec3<f32>,\n uSoftness: 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> vSide_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e70 = (*c);\n low = (_e70 * 12.92f);\n let _e72 = (*c);\n high = ((pow(max(_e72, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e78 = high;\n let _e79 = low;\n let _e80 = (*c);\n return mix(_e78, _e79, step(_e80, 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 _e71 = (*c_1)[0u];\n let _e73 = (*c_1)[1u];\n let _e75 = (*c_1)[2u];\n m = max(_e71, max(_e73, _e75));\n let _e78 = m;\n if (_e78 <= 0.8f) {\n let _e80 = (*c_1);\n return _e80;\n }\n let _e81 = m;\n e = (_e81 - 0.8f);\n let _e83 = (*c_1);\n let _e84 = e;\n let _e86 = e;\n let _e90 = m;\n return (_e83 * ((0.8f + ((0.2f * _e84) / (_e86 + 0.2f))) / _e90));\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 _e70 = (*v);\n let _e71 = (*v);\n a = ((_e70 * (_e71 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e77 = (*v);\n let _e78 = (*v);\n b = ((_e77 * ((_e78 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e85 = a;\n let _e86 = b;\n return (_e85 / _e86);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e70 = unnamed.uOutputExposure;\n let _e71 = (*x);\n (*x) = (_e71 * _e70);\n let _e73 = (*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)) * _e73);\n let _e75 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e75), 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 _e72 = unnamed.uOutputTransform;\n if (_e72 == 0i) {\n let _e74 = (*c_2);\n return _e74;\n }\n let _e76 = unnamed.uOutputTransform;\n if (_e76 == 2i) {\n let _e78 = (*c_2);\n param_1 = _e78;\n let _e79 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e79;\n }\n let _e81 = unnamed.uOutputTransform;\n if (_e81 == 3i) {\n let _e83 = (*c_2);\n let _e85 = unnamed.uOutputExposure;\n param_2 = (_e83 * _e85);\n let _e87 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e87;\n }\n let _e88 = (*c_2);\n param_3 = _e88;\n let _e89 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e89;\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 _e81 = unnamed.uFogRange[0u];\n let _e82 = (*dist);\n start = min(_e81, _e82);\n let _e84 = (*dist);\n if (_e84 > 0f) {\n let _e86 = start;\n let _e87 = (*dist);\n local = (_e86 / _e87);\n } else {\n local = 0f;\n }\n let _e89 = local;\n before = _e89;\n let _e90 = (*pointY);\n let _e93 = unnamed.uFogMedium[2u];\n let _e97 = unnamed.uFogMedium[1u];\n t = ((_e90 - _e93) * _e97);\n let _e99 = t;\n let _e100 = before;\n rest = (_e99 * (1f - _e100));\n let _e103 = rest;\n let _e106 = rest;\n denom = select(_e106, 0.0001f, (abs(_e103) < 0.0001f));\n let _e110 = unnamed.uFogMedium[0u];\n let _e111 = t;\n let _e113 = before;\n let _e117 = (*dist);\n let _e118 = start;\n let _e121 = denom;\n let _e126 = denom;\n depth = ((((_e110 * exp((-(_e111) * _e113))) * (_e117 - _e118)) * (1f - exp(-(_e121)))) / _e126);\n let _e130 = unnamed.uFogLayer2_[0u];\n if (_e130 > 0f) {\n let _e132 = (*pointY);\n let _e135 = unnamed.uFogMedium[2u];\n let _e139 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e132 - _e135) * _e139);\n let _e141 = t2_;\n let _e142 = before;\n rest2_ = (_e141 * (1f - _e142));\n let _e145 = rest2_;\n let _e148 = rest2_;\n denom2_ = select(_e148, 0.0001f, (abs(_e145) < 0.0001f));\n let _e152 = unnamed.uFogLayer2_[0u];\n let _e153 = t2_;\n let _e155 = before;\n let _e159 = (*dist);\n let _e160 = start;\n let _e163 = denom2_;\n let _e168 = denom2_;\n let _e170 = depth;\n depth = (_e170 + ((((_e152 * exp((-(_e153) * _e155))) * (_e159 - _e160)) * (1f - exp(-(_e163)))) / _e168));\n }\n let _e172 = depth;\n return _e172;\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 _e78 = unnamed.uFogRange[2u];\n let _e79 = (_e78 == 1f);\n phi_305_ = _e79;\n if !(_e79) {\n let _e83 = unnamed.uFogGlow[0u];\n let _e86 = unnamed.uFogGlow[1u];\n let _e90 = unnamed.uFogGlow[2u];\n phi_305_ = (max(max(_e83, _e86), _e90) <= 0f);\n }\n let _e94 = phi_305_;\n if _e94 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e97 = unnamed.uFogLayer2_[3u];\n let _e98 = (_e97 > 0f);\n phi_319_ = _e98;\n if _e98 {\n let _e99 = (*dist_1);\n let _e102 = unnamed.uFogLayer2_[3u];\n phi_319_ = (_e99 > _e102);\n }\n let _e105 = phi_319_;\n if _e105 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e106 = (*dist_1);\n let _e109 = unnamed.uFogRange[0u];\n let _e110 = (*dist_1);\n span = (_e106 - min(_e109, _e110));\n let _e113 = span;\n if (_e113 <= 0f) {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e115 = (*dist_1);\n param_4 = _e115;\n let _e116 = (*pointY_1);\n param_5 = _e116;\n let _e117 = hazeDepth_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n let _e118 = span;\n perMetre = (_e117 / _e118);\n let _e120 = perMetre;\n let _e122 = span;\n let _e125 = unnamed.uFogGlowDir[3u];\n hidden = (1f - exp((-(_e120) * max((_e122 - _e125), 0f))));\n let _e131 = (*toPoint);\n let _e133 = unnamed.uFogGlowDir;\n let _e139 = unnamed.uFogGlow[3u];\n lobe = pow(clamp(dot(_e131, _e133.xyz), 0f, 1f), _e139);\n let _e142 = unnamed.uFogGlow;\n let _e144 = lobe;\n let _e145 = hidden;\n let _e148 = unnamed.uUnderwaterFactor;\n return (_e142.xyz * ((_e144 * _e145) * (1f - _e148)));\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e68 = unnamed.uFogColor;\n let _e70 = unnamed.uUnderwaterColor;\n let _e72 = unnamed.uUnderwaterFactor;\n return mix(_e68, _e70, vec3(_e72));\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 _e81 = unnamed.uFogLayer2_[3u];\n let _e82 = (_e81 > 0f);\n phi_190_ = _e82;\n if _e82 {\n let _e83 = (*dist_2);\n let _e86 = unnamed.uFogLayer2_[3u];\n phi_190_ = (_e83 > _e86);\n }\n let _e89 = phi_190_;\n cut = _e89;\n let _e92 = unnamed.uFogRange[2u];\n if (_e92 == 1f) {\n let _e96 = unnamed.uFogRange[1u];\n let _e99 = unnamed.uFogRange[0u];\n span_1 = max((_e96 - _e99), 0.0001f);\n let _e102 = cut;\n if _e102 {\n local_1 = 0f;\n } else {\n let _e103 = (*dist_2);\n let _e106 = unnamed.uFogRange[0u];\n let _e108 = span_1;\n let _e113 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e103 - _e106) / _e108), 0f, 1f), (1f - _e113));\n }\n let _e116 = local_1;\n ramp = _e116;\n let _e118 = unnamed.uUnderwaterFactor;\n if (_e118 <= 0f) {\n let _e120 = ramp;\n return _e120;\n }\n let _e123 = unnamed.uFogMedium[3u];\n let _e124 = (*dist_2);\n wetLinear = (_e123 * _e124);\n let _e126 = ramp;\n let _e127 = wetLinear;\n let _e129 = wetLinear;\n let _e135 = unnamed.uUnderwaterFactor;\n return mix(_e126, (1f - exp2(((-(_e127) * _e129) * 1.442695f))), _e135);\n }\n let _e137 = cut;\n if _e137 {\n local_2 = 0f;\n } else {\n let _e138 = (*dist_2);\n param_6 = _e138;\n let _e139 = (*pointY_2);\n param_7 = _e139;\n let _e140 = hazeDepth_u0028_f1_u003b_f1_u003b((¶m_6), (¶m_7));\n let _e145 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e140)), _e145));\n }\n let _e148 = local_2;\n air = _e148;\n let _e150 = unnamed.uUnderwaterFactor;\n if (_e150 <= 0f) {\n let _e152 = air;\n return _e152;\n }\n let _e155 = unnamed.uFogMedium[3u];\n let _e156 = (*dist_2);\n wet = (_e155 * _e156);\n let _e158 = air;\n let _e159 = wet;\n let _e161 = wet;\n let _e167 = unnamed.uUnderwaterFactor;\n return mix(_e158, (1f - exp2(((-(_e159) * _e161) * 1.442695f))), _e167);\n}\n\nfn main_1() {\n var edge: f32;\n var band: f32;\n var coverage: f32;\n var dist_3: f32;\n var fog: f32;\n var param_8: f32;\n var param_9: f32;\n var color: vec3<f32>;\n var param_10: f32;\n var param_11: f32;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n\n let _e79 = vSide_1;\n edge = (1f - abs(_e79));\n let _e82 = vSide_1;\n let _e83 = fwidth(_e82);\n let _e85 = unnamed.uSoftness;\n band = max(_e83, _e85);\n let _e87 = band;\n let _e88 = edge;\n coverage = smoothstep(0f, _e87, _e88);\n let _e90 = vWorldPos_1;\n let _e92 = unnamed.uCameraPos;\n dist_3 = distance(_e90, _e92);\n let _e94 = dist_3;\n param_8 = _e94;\n let _e96 = vWorldPos_1[1u];\n param_9 = _e96;\n let _e97 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_8), (¶m_9));\n fog = _e97;\n let _e99 = unnamed.uColor;\n let _e100 = mediumColor_u0028_();\n let _e101 = fog;\n let _e104 = vWorldPos_1;\n let _e106 = unnamed.uCameraPos;\n let _e109 = dist_3;\n param_10 = _e109;\n let _e111 = vWorldPos_1[1u];\n param_11 = _e111;\n param_12 = normalize((_e104 - _e106));\n let _e112 = mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b((¶m_10), (¶m_11), (¶m_12));\n color = (mix(_e99, _e100, vec3(_e101)) + _e112);\n let _e114 = color;\n param_13 = _e114;\n let _e115 = applyOutputTransform_u0028_vf3_u003b((¶m_13));\n let _e116 = coverage;\n let _e118 = unnamed.uOpacity;\n outColor = vec4<f32>(_e115.x, _e115.y, _e115.z, (_e116 * _e118));\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(1) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e5 = outColor;\n return _e5;\n}\n";
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export const LINE_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWidth: f32,\n uMinWidthPerMetre: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aFrom_1: vec3<f32>;\nvar<private> aTo_1: vec3<f32>;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vSide: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var from_: vec3<f32>;\n var to: vec3<f32>;\n var mid: vec3<f32>;\n var dir: vec3<f32>;\n var len: f32;\n var local: vec3<f32>;\n var view: vec3<f32>;\n var dist: f32;\n var local_1: vec3<f32>;\n var across: vec3<f32>;\n var span: f32;\n var local_2: vec3<f32>;\n var halfWidth: f32;\n var world: vec3<f32>;\n\n let _e37 = unnamed.uModel;\n let _e38 = aFrom_1;\n from_ = (_e37 * vec4<f32>(_e38.x, _e38.y, _e38.z, 1f)).xyz;\n let _e46 = unnamed.uModel;\n let _e47 = aTo_1;\n to = (_e46 * vec4<f32>(_e47.x, _e47.y, _e47.z, 1f)).xyz;\n let _e54 = from_;\n let _e55 = to;\n let _e57 = aCorner_1[0u];\n mid = mix(_e54, _e55, vec3(_e57));\n let _e60 = to;\n let _e61 = from_;\n dir = (_e60 - _e61);\n let _e63 = dir;\n len = length(_e63);\n let _e65 = len;\n if (_e65 > 0.000001f) {\n let _e67 = dir;\n let _e68 = len;\n local = (_e67 / vec3(_e68));\n } else {\n local = vec3<f32>(0f, 1f, 0f);\n }\n let _e71 = local;\n dir = _e71;\n let _e72 = mid;\n let _e74 = unnamed.uCameraPos;\n view = (_e72 - _e74);\n let _e76 = view;\n dist = length(_e76);\n let _e78 = dist;\n if (_e78 > 0.000001f) {\n let _e80 = view;\n let _e81 = dist;\n local_1 = (_e80 / vec3(_e81));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e84 = local_1;\n view = _e84;\n let _e85 = dir;\n let _e86 = view;\n across = cross(_e85, _e86);\n let _e88 = across;\n span = length(_e88);\n let _e90 = span;\n if (_e90 > 0.0001f) {\n let _e92 = across;\n let _e93 = span;\n local_2 = (_e92 / vec3(_e93));\n } else {\n let _e96 = dir;\n local_2 = normalize((cross(_e96, vec3<f32>(0f, 1f, 0f)) + vec3<f32>(0.001f, 0.001f, 0.001f)));\n }\n let _e100 = local_2;\n across = _e100;\n let _e102 = unnamed.uWidth;\n let _e103 = dist;\n let _e105 = unnamed.uMinWidthPerMetre;\n halfWidth = max(_e102, (_e103 * _e105));\n let _e108 = mid;\n let _e109 = across;\n let _e111 = aCorner_1[1u];\n let _e113 = halfWidth;\n world = (_e108 + ((_e109 * _e111) * _e113));\n let _e117 = aCorner_1[1u];\n vSide = _e117;\n let _e118 = world;\n vWorldPos = _e118;\n let _e120 = unnamed.uViewProj;\n let _e121 = world;\n unnamed_1.gl_Position = (_e120 * vec4<f32>(_e121.x, _e121.y, _e121.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aFrom: vec3<f32>, @location(1) aTo: vec3<f32>, @location(2) aCorner: vec2<f32>) -> VertexOutput {\n aFrom_1 = aFrom;\n aTo_1 = aTo;\n aCorner_1 = aCorner;\n main_1();\n let _e11 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e11);\n let _e13 = vSide;\n let _e14 = vWorldPos;\n let _e15 = unnamed_1.gl_Position;\n return VertexOutput(_e13, _e14, _e15);\n}\n";
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@@ -17,7 +17,7 @@ export const LINE_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n
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export const LINE_BINDINGS = {
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"LINE_FRAG": {
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"uniformSize":
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"uColor": {
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@@ -44,58 +44,48 @@ export const LINE_BINDINGS = {
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"size": 12,
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"type": "vec3"
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"uUnderwaterColor": {
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