@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 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((¶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)) * _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((¶m_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((¶m_2));\n (*c_2) = _e93;\n }\n let _e94 = (*c_2);\n param_3 = _e94;\n let _e95 = linearToSrgb_u0028_vf3_u003b((¶m_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((¶m_4), (¶m_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((¶m_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";
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export 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((¶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)) * _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((¶m_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((¶m_2));\n (*c_2) = _e92;\n }\n let _e93 = (*c_2);\n param_3 = _e93;\n let _e94 = linearToSrgb_u0028_vf3_u003b((¶m_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((¶m_4), (¶m_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((¶m_6), (¶m_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((¶m_8), (¶m_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((¶m_10), (¶m_11), (¶m_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((¶m_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";
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export 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((¶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)) * _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((¶m_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((¶m_2));\n (*c_2) = _e126;\n }\n let _e127 = (*c_2);\n param_3 = _e127;\n let _e128 = linearToSrgb_u0028_vf3_u003b((¶m_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((¶m_4));\n let _e128 = i;\n param_5 = (_e128 + vec2<f32>(1f, 0f));\n let _e130 = hash21_u0028_vf2_u003b((¶m_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((¶m_6));\n let _e137 = i;\n param_7 = (_e137 + vec2<f32>(1f, 1f));\n let _e139 = hash21_u0028_vf2_u003b((¶m_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((¶m_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((¶m_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((¶m_10), (¶m_11), (¶m_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((¶m_13), (¶m_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((¶m_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";
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export 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((¶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)) * _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((¶m_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((¶m_2));\n (*c_2) = _e125;\n }\n let _e126 = (*c_2);\n param_3 = _e126;\n let _e127 = linearToSrgb_u0028_vf3_u003b((¶m_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((¶m_4), (¶m_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((¶m_6), (¶m_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((¶m_8));\n let _e127 = i;\n param_9 = (_e127 + vec2<f32>(1f, 0f));\n let _e129 = hash21_u0028_vf2_u003b((¶m_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((¶m_10));\n let _e136 = i;\n param_11 = (_e136 + vec2<f32>(1f, 1f));\n let _e138 = hash21_u0028_vf2_u003b((¶m_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((¶m_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((¶m_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((¶m_14), (¶m_15), (¶m_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((¶m_17), (¶m_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((¶m_19), (¶m_20), (¶m_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((¶m_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";
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export 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((¶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)) * _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((¶m_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((¶m_2));\n (*c_2) = _e107;\n }\n let _e108 = (*c_2);\n param_3 = _e108;\n let _e109 = linearToSrgb_u0028_vf3_u003b((¶m_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((¶m_4));\n let _e109 = i;\n param_5 = (_e109 + vec2<f32>(1f, 0f));\n let _e111 = hash21_u0028_vf2_u003b((¶m_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((¶m_6));\n let _e118 = i;\n param_7 = (_e118 + vec2<f32>(1f, 1f));\n let _e120 = hash21_u0028_vf2_u003b((¶m_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((¶m_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((¶m_9), (¶m_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((¶m_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";
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export 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((¶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)) * _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((¶m_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((¶m_2));\n (*c_2) = _e104;\n }\n let _e105 = (*c_2);\n param_3 = _e105;\n let _e106 = linearToSrgb_u0028_vf3_u003b((¶m_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((¶m_4), (¶m_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((¶m_6));\n let _e106 = i;\n param_7 = (_e106 + vec2<f32>(1f, 0f));\n let _e108 = hash21_u0028_vf2_u003b((¶m_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((¶m_8));\n let _e115 = i;\n param_9 = (_e115 + vec2<f32>(1f, 1f));\n let _e117 = hash21_u0028_vf2_u003b((¶m_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((¶m_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((¶m_11), (¶m_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((¶m_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";
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export 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((¶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)) * _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((¶m_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((¶m_2));\n (*c_2) = _e106;\n }\n let _e107 = (*c_2);\n param_3 = _e107;\n let _e108 = linearToSrgb_u0028_vf3_u003b((¶m_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((¶m_4), (¶m_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((¶m_6), (¶m_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((¶m_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((¶m_9), (¶m_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((¶m_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";
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export 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((¶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)) * _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((¶m_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((¶m_2));\n (*c_2) = _e104;\n }\n let _e105 = (*c_2);\n param_3 = _e105;\n let _e106 = linearToSrgb_u0028_vf3_u003b((¶m_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((¶m_4), (¶m_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((¶m_6), (¶m_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((¶m_8), (¶m_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((¶m_10), (¶m_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((¶m_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((¶m_13), (¶m_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((¶m_15), (¶m_16), (¶m_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((¶m_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";
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export 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";
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"type": "vec4"
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"uOutputTransform": {
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"offset":
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"offset": 192,
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"uOutputExposure": {
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"offset":
|
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"offset": 196,
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|
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|