@driftengine/core 4.13.4 → 4.13.5

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Files changed (143) hide show
  1. package/CHANGELOG.json +36 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +3 -2
  4. package/dist/render/anisotropicLobe.d.ts +5 -0
  5. package/dist/render/anisotropicLobe.js +13 -0
  6. package/dist/render/atmosphere.d.ts +79 -1
  7. package/dist/render/atmosphere.js +66 -19
  8. package/dist/render/backend/webgl2/renderer.d.ts +34 -2
  9. package/dist/render/backend/webgl2/renderer.js +44 -12
  10. package/dist/render/backend/webgpu/boltPass.d.ts +1 -1
  11. package/dist/render/backend/webgpu/causticsPass.d.ts +1 -1
  12. package/dist/render/backend/webgpu/filmPass.d.ts +1 -1
  13. package/dist/render/backend/webgpu/gpuDrivenPass.js +20 -3
  14. package/dist/render/backend/webgpu/linePass.d.ts +1 -1
  15. package/dist/render/backend/webgpu/mediumFields.d.ts +17 -0
  16. package/dist/render/backend/webgpu/mediumFields.js +74 -0
  17. package/dist/render/backend/webgpu/plumePass.d.ts +3 -3
  18. package/dist/render/backend/webgpu/postPass.d.ts +7 -2
  19. package/dist/render/backend/webgpu/renderer.d.ts +13 -3
  20. package/dist/render/backend/webgpu/renderer.js +86 -150
  21. package/dist/render/backend/webgpu/scatterPass.d.ts +1 -1
  22. package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
  23. package/dist/render/environmentMixing.d.ts +18 -0
  24. package/dist/render/environmentMixing.js +40 -0
  25. package/dist/render/fog.d.ts +43 -1
  26. package/dist/render/fog.js +87 -22
  27. package/dist/render/globalMedium.d.ts +112 -10
  28. package/dist/render/globalMedium.js +96 -1
  29. package/dist/render/globalMediumPass.d.ts +7 -3
  30. package/dist/render/globalMediumPass.js +22 -1
  31. package/dist/render/hairLobes.d.ts +5 -3
  32. package/dist/render/hairLobes.js +11 -7
  33. package/dist/render/lightBudget.d.ts +12 -0
  34. package/dist/render/lightBudget.js +24 -0
  35. package/dist/render/sceneTarget.d.ts +5 -3
  36. package/dist/render/sceneTarget.js +14 -8
  37. package/dist/render/shaders/arcane.d.ts +1 -1
  38. package/dist/render/shaders/bolt.d.ts +1 -1
  39. package/dist/render/shaders/caustics.d.ts +1 -1
  40. package/dist/render/shaders/film.d.ts +1 -1
  41. package/dist/render/shaders/film.js +4 -1
  42. package/dist/render/shaders/fire.d.ts +1 -1
  43. package/dist/render/shaders/flat/anisotropic.d.ts +8 -1
  44. package/dist/render/shaders/flat/anisotropic.js +25 -3
  45. package/dist/render/shaders/flat/hair.js +31 -7
  46. package/dist/render/shaders/flat/main.d.ts +1 -1
  47. package/dist/render/shaders/flat/main.js +20 -1
  48. package/dist/render/shaders/flat/models.js +1 -1
  49. package/dist/render/shaders/flat/preamble.js +7 -0
  50. package/dist/render/shaders/fog.d.ts +4 -4
  51. package/dist/render/shaders/fog.js +81 -32
  52. package/dist/render/shaders/generated/arcane.wgsl.d.ts +29 -39
  53. package/dist/render/shaders/generated/arcane.wgsl.js +29 -39
  54. package/dist/render/shaders/generated/bolt.wgsl.d.ts +26 -36
  55. package/dist/render/shaders/generated/bolt.wgsl.js +26 -36
  56. package/dist/render/shaders/generated/caustics.wgsl.d.ts +25 -35
  57. package/dist/render/shaders/generated/caustics.wgsl.js +25 -35
  58. package/dist/render/shaders/generated/film.wgsl.d.ts +28 -38
  59. package/dist/render/shaders/generated/film.wgsl.js +28 -38
  60. package/dist/render/shaders/generated/fire.wgsl.d.ts +28 -38
  61. package/dist/render/shaders/generated/fire.wgsl.js +28 -38
  62. package/dist/render/shaders/generated/flat.wgsl.d.ts +1466 -1546
  63. package/dist/render/shaders/generated/flat.wgsl.js +1489 -1569
  64. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +98 -12
  65. package/dist/render/shaders/generated/globalMedium.wgsl.js +98 -12
  66. package/dist/render/shaders/generated/line.wgsl.d.ts +25 -35
  67. package/dist/render/shaders/generated/line.wgsl.js +25 -35
  68. package/dist/render/shaders/generated/particle.wgsl.d.ts +100 -140
  69. package/dist/render/shaders/generated/particle.wgsl.js +100 -140
  70. package/dist/render/shaders/generated/rush.wgsl.d.ts +20 -10
  71. package/dist/render/shaders/generated/rush.wgsl.js +20 -10
  72. package/dist/render/shaders/generated/scatter.wgsl.d.ts +25 -35
  73. package/dist/render/shaders/generated/scatter.wgsl.js +25 -35
  74. package/dist/render/shaders/generated/smoke.wgsl.d.ts +28 -38
  75. package/dist/render/shaders/generated/smoke.wgsl.js +28 -38
  76. package/dist/render/shaders/generated/water.wgsl.d.ts +29 -39
  77. package/dist/render/shaders/generated/water.wgsl.js +29 -39
  78. package/dist/render/shaders/globalMedium.js +114 -10
  79. package/dist/render/shaders/gpudriven/blendRaster.wgsl.js +2 -1
  80. package/dist/render/shaders/gpudriven/fog.wgsl.d.ts +10 -4
  81. package/dist/render/shaders/gpudriven/fog.wgsl.js +77 -19
  82. package/dist/render/shaders/gpudriven/frameBlock.wgsl.d.ts +1 -1
  83. package/dist/render/shaders/gpudriven/frameBlock.wgsl.js +12 -1
  84. package/dist/render/shaders/gpudriven/shade.wgsl.js +3 -1
  85. package/dist/render/shaders/line.d.ts +1 -1
  86. package/dist/render/shaders/line.js +4 -2
  87. package/dist/render/shaders/localExposure.d.ts +42 -1
  88. package/dist/render/shaders/localExposure.js +73 -6
  89. package/dist/render/shaders/particle.d.ts +3 -3
  90. package/dist/render/shaders/particle.js +10 -6
  91. package/dist/render/shaders/scatter.d.ts +1 -1
  92. package/dist/render/shaders/scatter.js +4 -2
  93. package/dist/render/shaders/smoke.d.ts +1 -1
  94. package/dist/render/shaders/water.d.ts +1 -1
  95. package/dist/render/shaders/water.js +2 -1
  96. package/dist/render/surfaceModel.d.ts +23 -4
  97. package/dist/render/surfaceModel.js +12 -2
  98. package/package.json +6 -6
  99. package/src/index.ts +12 -2
  100. package/src/render/anisotropicLobe.ts +20 -0
  101. package/src/render/atmosphere.ts +153 -20
  102. package/src/render/backend/webgl2/renderer.ts +63 -13
  103. package/src/render/backend/webgpu/gpuDrivenPass.ts +20 -3
  104. package/src/render/backend/webgpu/mediumFields.ts +87 -0
  105. package/src/render/backend/webgpu/renderer.ts +109 -157
  106. package/src/render/environmentMixing.ts +48 -0
  107. package/src/render/fog.ts +125 -25
  108. package/src/render/globalMedium.ts +214 -11
  109. package/src/render/globalMediumPass.ts +29 -4
  110. package/src/render/hairLobes.ts +35 -4
  111. package/src/render/lightBudget.ts +32 -0
  112. package/src/render/sceneTarget.ts +15 -11
  113. package/src/render/shaders/film.ts +4 -1
  114. package/src/render/shaders/flat/anisotropic.ts +25 -3
  115. package/src/render/shaders/flat/hair.ts +31 -7
  116. package/src/render/shaders/flat/main.ts +20 -1
  117. package/src/render/shaders/flat/models.ts +1 -1
  118. package/src/render/shaders/flat/preamble.ts +7 -0
  119. package/src/render/shaders/fog.ts +81 -32
  120. package/src/render/shaders/generated/arcane.wgsl.ts +29 -39
  121. package/src/render/shaders/generated/bolt.wgsl.ts +26 -36
  122. package/src/render/shaders/generated/caustics.wgsl.ts +25 -35
  123. package/src/render/shaders/generated/film.wgsl.ts +28 -38
  124. package/src/render/shaders/generated/fire.wgsl.ts +28 -38
  125. package/src/render/shaders/generated/flat.wgsl.ts +1489 -1569
  126. package/src/render/shaders/generated/globalMedium.wgsl.ts +98 -12
  127. package/src/render/shaders/generated/line.wgsl.ts +25 -35
  128. package/src/render/shaders/generated/particle.wgsl.ts +100 -140
  129. package/src/render/shaders/generated/rush.wgsl.ts +20 -10
  130. package/src/render/shaders/generated/scatter.wgsl.ts +25 -35
  131. package/src/render/shaders/generated/smoke.wgsl.ts +28 -38
  132. package/src/render/shaders/generated/water.wgsl.ts +29 -39
  133. package/src/render/shaders/globalMedium.ts +114 -10
  134. package/src/render/shaders/gpudriven/blendRaster.wgsl.ts +2 -1
  135. package/src/render/shaders/gpudriven/fog.wgsl.ts +78 -19
  136. package/src/render/shaders/gpudriven/frameBlock.wgsl.ts +12 -1
  137. package/src/render/shaders/gpudriven/shade.wgsl.ts +3 -1
  138. package/src/render/shaders/line.ts +4 -2
  139. package/src/render/shaders/localExposure.ts +115 -6
  140. package/src/render/shaders/particle.ts +10 -6
  141. package/src/render/shaders/scatter.ts +4 -2
  142. package/src/render/shaders/water.ts +2 -1
  143. package/src/render/surfaceModel.ts +41 -6
@@ -5,7 +5,7 @@
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  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
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  */
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- export const WATER_FRAG_WGSL = "struct Uniforms {\n uGridHalf: vec2<f32>,\n uFoamGain: f32,\n uNadirOpacity: f32,\n uVisibility: f32,\n uMirror: f32,\n uDeepColor: vec3<f32>,\n uShallowColor: vec3<f32>,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<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 uLightFalloff: i32,\n uLightCone: 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 uCameraPos: vec3<f32>,\n uReflectionEnabled: i32,\n uReflectionTexelSize: vec2<f32>,\n uReflectionFilterTaps: i32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vCrest_1: f32;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vGrid_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e152 = (*c);\n low = (_e152 * 12.92f);\n let _e154 = (*c);\n high = ((pow(max(_e154, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e160 = high;\n let _e161 = low;\n let _e162 = (*c);\n return mix(_e160, _e161, step(_e162, 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 _e153 = (*c_1)[0u];\n let _e155 = (*c_1)[1u];\n let _e157 = (*c_1)[2u];\n m = max(_e153, max(_e155, _e157));\n let _e160 = m;\n if (_e160 <= 0.8f) {\n let _e162 = (*c_1);\n return _e162;\n }\n let _e163 = m;\n e = (_e163 - 0.8f);\n let _e165 = (*c_1);\n let _e166 = e;\n let _e168 = e;\n let _e172 = m;\n return (_e165 * ((0.8f + ((0.2f * _e166) / (_e168 + 0.2f))) / _e172));\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 _e152 = (*v);\n let _e153 = (*v);\n a = ((_e152 * (_e153 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e159 = (*v);\n let _e160 = (*v);\n b = ((_e159 * ((_e160 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e167 = a;\n let _e168 = b;\n return (_e167 / _e168);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e152 = unnamed.uOutputExposure;\n let _e153 = (*x);\n (*x) = (_e153 * _e152);\n let _e155 = (*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)) * _e155);\n let _e157 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e157), 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 _e154 = unnamed.uOutputTransform;\n if (_e154 == 0i) {\n let _e156 = (*c_2);\n return _e156;\n }\n let _e158 = unnamed.uOutputTransform;\n if (_e158 == 2i) {\n let _e160 = (*c_2);\n param_1 = _e160;\n let _e161 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e161;\n }\n let _e163 = unnamed.uOutputTransform;\n if (_e163 == 3i) {\n let _e165 = (*c_2);\n let _e167 = unnamed.uOutputExposure;\n param_2 = (_e165 * _e167);\n let _e169 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e169;\n }\n let _e170 = (*c_2);\n param_3 = _e170;\n let _e171 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e171;\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 _e163 = unnamed.uFogMode;\n if (_e163 == 1i) {\n let _e166 = unnamed.uFogFar;\n let _e168 = unnamed.uFogNear;\n span = max((_e166 - _e168), 0.0001f);\n let _e171 = (*dist);\n let _e173 = unnamed.uFogNear;\n let _e175 = span;\n ramp = clamp(((_e171 - _e173) / _e175), 0f, 1f);\n let _e179 = unnamed.uUnderwaterFactor;\n if (_e179 <= 0f) {\n let _e181 = ramp;\n return _e181;\n }\n let _e183 = unnamed.uUnderwaterFogDensity;\n let _e184 = (*dist);\n wetLinear = (_e183 * _e184);\n let _e186 = ramp;\n let _e187 = wetLinear;\n let _e189 = wetLinear;\n let _e195 = unnamed.uUnderwaterFactor;\n return mix(_e186, (1f - exp2(((-(_e187) * _e189) * 1.442695f))), _e195);\n }\n let _e198 = unnamed.uFogNear;\n let _e199 = (*dist);\n start = min(_e198, _e199);\n let _e201 = (*dist);\n if (_e201 > 0f) {\n let _e203 = start;\n let _e204 = (*dist);\n local = (_e203 / _e204);\n } else {\n local = 0f;\n }\n let _e206 = local;\n before = _e206;\n let _e207 = (*pointY);\n let _e209 = unnamed.uFogEyeY;\n let _e212 = unnamed.uFogHeightFalloff;\n t = ((_e207 - _e209) * _e212);\n let _e214 = t;\n let _e215 = before;\n rest = (_e214 * (1f - _e215));\n let _e218 = rest;\n let _e221 = rest;\n denom = select(_e221, 0.0001f, (abs(_e218) < 0.0001f));\n let _e224 = unnamed.uFogDensity;\n let _e226 = t;\n let _e228 = before;\n let _e232 = (*dist);\n let _e233 = start;\n let _e236 = denom;\n let _e241 = denom;\n air = (1f - exp(((((-(_e224) * exp((-(_e226) * _e228))) * (_e232 - _e233)) * (1f - exp(-(_e236)))) / _e241)));\n let _e246 = unnamed.uUnderwaterFactor;\n if (_e246 <= 0f) {\n let _e248 = air;\n return _e248;\n }\n let _e250 = unnamed.uUnderwaterFogDensity;\n let _e251 = (*dist);\n wet = (_e250 * _e251);\n let _e253 = air;\n let _e254 = wet;\n let _e256 = wet;\n let _e262 = unnamed.uUnderwaterFactor;\n return mix(_e253, (1f - exp2(((-(_e254) * _e256) * 1.442695f))), _e262);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e150 = unnamed.uFogColor;\n let _e152 = unnamed.uUnderwaterColor;\n let _e154 = unnamed.uUnderwaterFactor;\n return mix(_e150, _e152, vec3(_e154));\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var view: vec3<f32>;\n var facing: f32;\n var fresnel: f32;\n var atmosphereColor: vec3<f32>;\n var col: vec3<f32>;\n var incident: vec3<f32>;\n var halfVec: vec3<f32>;\n var spec: f32;\n var highlight: vec3<f32>;\n var i: i32;\n var toLight: vec3<f32>;\n var lightDist: f32;\n var exponent: f32;\n var reach: f32;\n var falloff: f32;\n var window: f32;\n var lightDir: vec3<f32>;\n var shaped: f32;\n var lampHalf: vec3<f32>;\n var foam: f32;\n var dist_1: f32;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var param_6: vec3<f32>;\n var gradedAir: vec3<f32>;\n var param_7: vec3<f32>;\n var airOpacity: f32;\n var underwaterOpacity: f32;\n var opacity: f32;\n var reflected: vec3<f32>;\n var reflectionValid: f32;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var blurPixels: f32;\n var sceneReflection: vec3<f32>;\n var filterWeight: f32;\n var i_1: i32;\n var sampleUv: vec2<f32>;\n var indexable: array<vec2<f32>, 9>;\n var weight: f32;\n var indexable_1: array<f32, 9>;\n var sceneWeight: f32;\n var reflectionGain: f32;\n var reflectivity: f32;\n var reflectedRadiance: f32;\n var reflectionWeight: f32;\n var rimFraction: vec2<f32>;\n var rimT: f32;\n var rim: f32;\n var edge: f32;\n var phi_677_: bool;\n\n let _e201 = vNormal_1;\n n = normalize(_e201);\n let _e204 = unnamed.uCameraPos;\n let _e205 = vWorldPos_1;\n view = normalize((_e204 - _e205));\n let _e208 = n;\n let _e209 = view;\n facing = clamp(abs(dot(_e208, _e209)), 0f, 1f);\n let _e213 = facing;\n fresnel = (0.02f + (0.98f * pow((1f - _e213), 5f)));\n let _e218 = mediumColor_u0028_();\n atmosphereColor = _e218;\n let _e220 = unnamed.uDeepColor;\n let _e222 = unnamed.uShallowColor;\n let _e223 = vCrest_1;\n col = mix(_e220, _e222, vec3(clamp(((_e223 * 1.4f) + 0.4f), 0f, 1f)));\n let _e230 = unnamed.uAmbient;\n let _e232 = unnamed.uDirectionalColor;\n let _e233 = n;\n let _e235 = unnamed.uDirectionalDir;\n incident = (_e230 + ((_e232 * max(dot(_e233, _e235), 0f)) * 0.6f));\n let _e242 = unnamed.uDirectionalDir;\n let _e243 = view;\n halfVec = normalize((_e242 + _e243));\n let _e246 = n;\n let _e247 = halfVec;\n spec = pow(max(dot(_e246, _e247), 0f), 220f);\n let _e252 = unnamed.uDirectionalColor;\n let _e253 = spec;\n highlight = ((_e252 * _e253) * 1.6f);\n i = 0i;\n loop {\n let _e256 = i;\n if (_e256 < 16i) {\n let _e258 = i;\n let _e260 = unnamed.uLightCount;\n if (_e258 >= _e260) {\n break;\n }\n let _e262 = i;\n let _e265 = unnamed.uLightPos[_e262];\n let _e266 = vWorldPos_1;\n toLight = (_e265 - _e266);\n let _e268 = toLight;\n lightDist = length(_e268);\n let _e270 = i;\n let _e274 = unnamed.uLightCone[_e270][2u];\n exponent = _e274;\n let _e275 = exponent;\n if (_e275 > 0f) {\n let _e277 = lightDist;\n let _e278 = i;\n let _e282 = unnamed.uLightRadius[_e278][0u];\n reach = (_e277 / max(_e282, 0.0001f));\n let _e285 = reach;\n let _e286 = reach;\n let _e290 = exponent;\n falloff = pow(clamp((1f - (_e285 * _e286)), 0f, 1f), _e290);\n } else {\n let _e293 = unnamed.uLightFalloff;\n if (_e293 == 1i) {\n let _e295 = lightDist;\n let _e296 = i;\n let _e300 = unnamed.uLightRadius[_e296][0u];\n window = clamp((1f - pow((_e295 / max(_e300, 0.0001f)), 4f)), 0f, 1f);\n let _e306 = window;\n let _e307 = window;\n let _e309 = lightDist;\n let _e310 = lightDist;\n falloff = ((_e306 * _e307) / max((_e309 * _e310), 0.01f));\n } else {\n let _e314 = lightDist;\n let _e315 = i;\n let _e319 = unnamed.uLightRadius[_e315][0u];\n falloff = clamp((1f - (_e314 / max(_e319, 0.0001f))), 0f, 1f);\n }\n }\n let _e324 = falloff;\n if (_e324 <= 0f) {\n continue;\n }\n let _e326 = toLight;\n let _e327 = lightDist;\n lightDir = (_e326 / vec3(max(_e327, 0.0001f)));\n let _e331 = falloff;\n let _e332 = i;\n let _e336 = unnamed.uLightWeight[_e332][0u];\n shaped = (_e331 * _e336);\n let _e338 = i;\n let _e341 = unnamed.uLightColor[_e338];\n let _e342 = n;\n let _e343 = lightDir;\n let _e347 = shaped;\n let _e350 = incident;\n incident = (_e350 + (((_e341 * max(dot(_e342, _e343), 0f)) * _e347) * 0.6f));\n let _e352 = lightDir;\n let _e353 = view;\n lampHalf = normalize((_e352 + _e353));\n let _e356 = i;\n let _e359 = unnamed.uLightColor[_e356];\n let _e360 = n;\n let _e361 = lampHalf;\n let _e366 = shaped;\n let _e369 = highlight;\n highlight = (_e369 + (((_e359 * pow(max(dot(_e360, _e361), 0f), 220f)) * _e366) * 1.6f));\n continue;\n } else {\n break;\n }\n continuing {\n let _e371 = i;\n i = (_e371 + 1i);\n }\n }\n let _e373 = incident;\n let _e374 = col;\n col = (_e374 * _e373);\n let _e376 = highlight;\n let _e377 = col;\n col = (_e377 + _e376);\n let _e379 = vCrest_1;\n let _e382 = unnamed.uFoamGain;\n foam = (smoothstep(0.55f, 0.85f, _e379) * _e382);\n let _e384 = col;\n let _e385 = foam;\n col = mix(_e384, vec3<f32>(0.92f, 0.96f, 1f), vec3((_e385 * 0.5f)));\n let _e389 = vWorldPos_1;\n let _e391 = unnamed.uCameraPos;\n dist_1 = distance(_e389, _e391);\n let _e393 = dist_1;\n param_4 = _e393;\n let _e395 = vWorldPos_1[1u];\n param_5 = _e395;\n let _e396 = mediumFog_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n fog = _e396;\n let _e397 = col;\n let _e398 = atmosphereColor;\n let _e399 = fog;\n col = mix(_e397, _e398, vec3(_e399));\n let _e402 = col;\n param_6 = _e402;\n let _e403 = applyOutputTransform_u0028_vf3_u003b((&param_6));\n col = _e403;\n let _e404 = atmosphereColor;\n param_7 = _e404;\n let _e405 = applyOutputTransform_u0028_vf3_u003b((&param_7));\n gradedAir = _e405;\n let _e407 = unnamed.uNadirOpacity;\n let _e408 = fresnel;\n airOpacity = mix(_e407, 0.96f, _e408);\n let _e411 = unnamed.uNadirOpacity;\n let _e413 = fresnel;\n underwaterOpacity = mix((_e411 * 0.55f), 0.88f, _e413);\n let _e415 = airOpacity;\n let _e416 = underwaterOpacity;\n let _e418 = unnamed.uUnderwaterFactor;\n opacity = mix(_e415, _e416, _e418);\n let _e420 = opacity;\n let _e421 = foam;\n opacity = mix(_e420, 0.96f, (_e421 * 0.7f));\n let _e424 = gradedAir;\n reflected = _e424;\n reflectionValid = 0f;\n let _e426 = unnamed.uReflectionEnabled;\n let _e427 = (_e426 != 0i);\n phi_677_ = _e427;\n if _e427 {\n let _e429 = vReflectionClip_1[3u];\n phi_677_ = (_e429 > 0f);\n }\n let _e432 = phi_677_;\n if _e432 {\n let _e433 = vReflectionClip_1;\n let _e436 = vReflectionClip_1[3u];\n reflectionUv = (((_e433.xy / vec2(_e436)) * 0.5f) + vec2(0.5f));\n let _e442 = n;\n let _e444 = fresnel;\n let _e447 = reflectionUv;\n reflectionUv = (_e447 + (_e442.xz * mix(0.008f, 0.022f, _e444)));\n let _e449 = reflectionUv;\n let _e450 = reflectionUv;\n border = min(_e449, (vec2(1f) - _e450));\n let _e455 = border[0u];\n let _e457 = border[1u];\n reflectionValid = smoothstep(0f, 0.025f, min(_e455, _e457));\n let _e460 = dist_1;\n blurPixels = (1.35f + min((_e460 * 0.022f), 3.5f));\n sceneReflection = vec3<f32>(0f, 0f, 0f);\n filterWeight = 0f;\n i_1 = 0i;\n loop {\n let _e464 = i_1;\n if (_e464 < 9i) {\n let _e466 = i_1;\n let _e468 = unnamed.uReflectionFilterTaps;\n if (_e466 >= _e468) {\n break;\n }\n let _e470 = reflectionUv;\n let _e471 = i_1;\n indexable = array<vec2<f32>, 9>(vec2<f32>(0f, 0f), vec2<f32>(-0.62f, -0.31f), vec2<f32>(0.54f, 0.43f), vec2<f32>(-0.34f, 0.76f), vec2<f32>(0.78f, -0.57f), vec2<f32>(-0.88f, 0.28f), vec2<f32>(0.22f, -0.91f), vec2<f32>(0.91f, 0.08f), vec2<f32>(-0.18f, 0.94f));\n let _e473 = indexable[_e471];\n let _e475 = unnamed.uReflectionTexelSize;\n let _e477 = blurPixels;\n sampleUv = (_e470 + ((_e473 * _e475) * _e477));\n let _e480 = i_1;\n indexable_1 = array<f32, 9>(0.28f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f);\n let _e482 = indexable_1[_e480];\n weight = _e482;\n let _e483 = sampleUv;\n let _e487 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e483, vec2(0f), vec2(1f)), 0f);\n let _e489 = weight;\n let _e491 = sceneReflection;\n sceneReflection = (_e491 + (_e487.xyz * _e489));\n let _e493 = weight;\n let _e494 = filterWeight;\n filterWeight = (_e494 + _e493);\n continue;\n } else {\n break;\n }\n continuing {\n let _e496 = i_1;\n i_1 = (_e496 + 1i);\n }\n }\n let _e498 = filterWeight;\n let _e500 = sceneReflection;\n sceneReflection = (_e500 / vec3(max(_e498, 0.001f)));\n let _e503 = gradedAir;\n let _e504 = sceneReflection;\n let _e505 = reflectionValid;\n reflected = mix(_e503, _e504, vec3(_e505));\n }\n let _e509 = unnamed.uReflectionEnabled;\n let _e511 = reflectionValid;\n sceneWeight = (f32(_e509) * _e511);\n let _e513 = sceneWeight;\n reflectionGain = mix(0.75f, 0.94f, _e513);\n let _e515 = fresnel;\n let _e517 = unnamed.uMirror;\n reflectivity = mix(_e515, 1f, _e517);\n let _e519 = reflectivity;\n let _e520 = reflectionGain;\n let _e522 = foam;\n let _e526 = opacity;\n reflectedRadiance = min(((_e519 * _e520) * (1f - (_e522 * 0.8f))), _e526);\n let _e528 = reflectedRadiance;\n let _e529 = opacity;\n reflectionWeight = (_e528 / max(_e529, 0.001f));\n let _e532 = col;\n let _e533 = reflected;\n let _e534 = reflectionWeight;\n col = mix(_e532, _e533, vec3(_e534));\n let _e537 = vGrid_1;\n let _e540 = unnamed.uGridHalf;\n rimFraction = (abs(_e537) / max(_e540, vec2<f32>(0.001f, 0.001f)));\n let _e544 = rimFraction[0u];\n let _e546 = rimFraction[1u];\n rimT = max(_e544, _e546);\n let _e548 = rimT;\n rim = (1f - smoothstep(0.9f, 1f, _e548));\n let _e551 = fog;\n edge = (1f - smoothstep(0.82f, 1f, _e551));\n let _e554 = col;\n let _e555 = opacity;\n let _e556 = edge;\n let _e558 = rim;\n let _e561 = unnamed.uVisibility;\n outColor = vec4<f32>(_e554.x, _e554.y, _e554.z, (((_e555 * _e556) * _e558) * _e561));\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vWorldPos: vec3<f32>, @location(2) vCrest: f32, @location(3) vReflectionClip: vec4<f32>, @location(4) vGrid: vec2<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vCrest_1 = vCrest;\n vReflectionClip_1 = vReflectionClip;\n vGrid_1 = vGrid;\n main_1();\n let _e11 = outColor;\n return _e11;\n}\n";
8
+ export const WATER_FRAG_WGSL = "struct Uniforms {\n uGridHalf: vec2<f32>,\n uFoamGain: f32,\n uNadirOpacity: f32,\n uVisibility: f32,\n uMirror: f32,\n uDeepColor: vec3<f32>,\n uShallowColor: vec3<f32>,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<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 uLightFalloff: i32,\n uLightCone: 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 uCameraPos: vec3<f32>,\n uReflectionEnabled: i32,\n uReflectionTexelSize: vec2<f32>,\n uReflectionFilterTaps: i32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vCrest_1: f32;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vGrid_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e150 = (*c);\n low = (_e150 * 12.92f);\n let _e152 = (*c);\n high = ((pow(max(_e152, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e158 = high;\n let _e159 = low;\n let _e160 = (*c);\n return mix(_e158, _e159, step(_e160, 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 _e151 = (*c_1)[0u];\n let _e153 = (*c_1)[1u];\n let _e155 = (*c_1)[2u];\n m = max(_e151, max(_e153, _e155));\n let _e158 = m;\n if (_e158 <= 0.8f) {\n let _e160 = (*c_1);\n return _e160;\n }\n let _e161 = m;\n e = (_e161 - 0.8f);\n let _e163 = (*c_1);\n let _e164 = e;\n let _e166 = e;\n let _e170 = m;\n return (_e163 * ((0.8f + ((0.2f * _e164) / (_e166 + 0.2f))) / _e170));\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 _e150 = (*v);\n let _e151 = (*v);\n a = ((_e150 * (_e151 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e157 = (*v);\n let _e158 = (*v);\n b = ((_e157 * ((_e158 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e165 = a;\n let _e166 = b;\n return (_e165 / _e166);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e150 = unnamed.uOutputExposure;\n let _e151 = (*x);\n (*x) = (_e151 * _e150);\n let _e153 = (*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)) * _e153);\n let _e155 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e155), 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 _e152 = unnamed.uOutputTransform;\n if (_e152 == 0i) {\n let _e154 = (*c_2);\n return _e154;\n }\n let _e156 = unnamed.uOutputTransform;\n if (_e156 == 2i) {\n let _e158 = (*c_2);\n param_1 = _e158;\n let _e159 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e159;\n }\n let _e161 = unnamed.uOutputTransform;\n if (_e161 == 3i) {\n let _e163 = (*c_2);\n let _e165 = unnamed.uOutputExposure;\n param_2 = (_e163 * _e165);\n let _e167 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e167;\n }\n let _e168 = (*c_2);\n param_3 = _e168;\n let _e169 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e169;\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 _e161 = unnamed.uFogRange[0u];\n let _e162 = (*dist);\n start = min(_e161, _e162);\n let _e164 = (*dist);\n if (_e164 > 0f) {\n let _e166 = start;\n let _e167 = (*dist);\n local = (_e166 / _e167);\n } else {\n local = 0f;\n }\n let _e169 = local;\n before = _e169;\n let _e170 = (*pointY);\n let _e173 = unnamed.uFogMedium[2u];\n let _e177 = unnamed.uFogMedium[1u];\n t = ((_e170 - _e173) * _e177);\n let _e179 = t;\n let _e180 = before;\n rest = (_e179 * (1f - _e180));\n let _e183 = rest;\n let _e186 = rest;\n denom = select(_e186, 0.0001f, (abs(_e183) < 0.0001f));\n let _e190 = unnamed.uFogMedium[0u];\n let _e191 = t;\n let _e193 = before;\n let _e197 = (*dist);\n let _e198 = start;\n let _e201 = denom;\n let _e206 = denom;\n depth = ((((_e190 * exp((-(_e191) * _e193))) * (_e197 - _e198)) * (1f - exp(-(_e201)))) / _e206);\n let _e210 = unnamed.uFogLayer2_[0u];\n if (_e210 > 0f) {\n let _e212 = (*pointY);\n let _e215 = unnamed.uFogMedium[2u];\n let _e219 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e212 - _e215) * _e219);\n let _e221 = t2_;\n let _e222 = before;\n rest2_ = (_e221 * (1f - _e222));\n let _e225 = rest2_;\n let _e228 = rest2_;\n denom2_ = select(_e228, 0.0001f, (abs(_e225) < 0.0001f));\n let _e232 = unnamed.uFogLayer2_[0u];\n let _e233 = t2_;\n let _e235 = before;\n let _e239 = (*dist);\n let _e240 = start;\n let _e243 = denom2_;\n let _e248 = denom2_;\n let _e250 = depth;\n depth = (_e250 + ((((_e232 * exp((-(_e233) * _e235))) * (_e239 - _e240)) * (1f - exp(-(_e243)))) / _e248));\n }\n let _e252 = depth;\n return _e252;\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_312_: bool;\n var phi_326_: bool;\n\n let _e158 = unnamed.uFogRange[2u];\n let _e159 = (_e158 == 1f);\n phi_312_ = _e159;\n if !(_e159) {\n let _e163 = unnamed.uFogGlow[0u];\n let _e166 = unnamed.uFogGlow[1u];\n let _e170 = unnamed.uFogGlow[2u];\n phi_312_ = (max(max(_e163, _e166), _e170) <= 0f);\n }\n let _e174 = phi_312_;\n if _e174 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e177 = unnamed.uFogLayer2_[3u];\n let _e178 = (_e177 > 0f);\n phi_326_ = _e178;\n if _e178 {\n let _e179 = (*dist_1);\n let _e182 = unnamed.uFogLayer2_[3u];\n phi_326_ = (_e179 > _e182);\n }\n let _e185 = phi_326_;\n if _e185 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e186 = (*dist_1);\n let _e189 = unnamed.uFogRange[0u];\n let _e190 = (*dist_1);\n span = (_e186 - min(_e189, _e190));\n let _e193 = span;\n if (_e193 <= 0f) {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e195 = (*dist_1);\n param_4 = _e195;\n let _e196 = (*pointY_1);\n param_5 = _e196;\n let _e197 = hazeDepth_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n let _e198 = span;\n perMetre = (_e197 / _e198);\n let _e200 = perMetre;\n let _e202 = span;\n let _e205 = unnamed.uFogGlowDir[3u];\n hidden = (1f - exp((-(_e200) * max((_e202 - _e205), 0f))));\n let _e211 = (*toPoint);\n let _e213 = unnamed.uFogGlowDir;\n let _e219 = unnamed.uFogGlow[3u];\n lobe = pow(clamp(dot(_e211, _e213.xyz), 0f, 1f), _e219);\n let _e222 = unnamed.uFogGlow;\n let _e224 = lobe;\n let _e225 = hidden;\n let _e228 = unnamed.uUnderwaterFactor;\n return (_e222.xyz * ((_e224 * _e225) * (1f - _e228)));\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_197_: bool;\n\n let _e161 = unnamed.uFogLayer2_[3u];\n let _e162 = (_e161 > 0f);\n phi_197_ = _e162;\n if _e162 {\n let _e163 = (*dist_2);\n let _e166 = unnamed.uFogLayer2_[3u];\n phi_197_ = (_e163 > _e166);\n }\n let _e169 = phi_197_;\n cut = _e169;\n let _e172 = unnamed.uFogRange[2u];\n if (_e172 == 1f) {\n let _e176 = unnamed.uFogRange[1u];\n let _e179 = unnamed.uFogRange[0u];\n span_1 = max((_e176 - _e179), 0.0001f);\n let _e182 = cut;\n if _e182 {\n local_1 = 0f;\n } else {\n let _e183 = (*dist_2);\n let _e186 = unnamed.uFogRange[0u];\n let _e188 = span_1;\n let _e193 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e183 - _e186) / _e188), 0f, 1f), (1f - _e193));\n }\n let _e196 = local_1;\n ramp = _e196;\n let _e198 = unnamed.uUnderwaterFactor;\n if (_e198 <= 0f) {\n let _e200 = ramp;\n return _e200;\n }\n let _e203 = unnamed.uFogMedium[3u];\n let _e204 = (*dist_2);\n wetLinear = (_e203 * _e204);\n let _e206 = ramp;\n let _e207 = wetLinear;\n let _e209 = wetLinear;\n let _e215 = unnamed.uUnderwaterFactor;\n return mix(_e206, (1f - exp2(((-(_e207) * _e209) * 1.442695f))), _e215);\n }\n let _e217 = cut;\n if _e217 {\n local_2 = 0f;\n } else {\n let _e218 = (*dist_2);\n param_6 = _e218;\n let _e219 = (*pointY_2);\n param_7 = _e219;\n let _e220 = hazeDepth_u0028_f1_u003b_f1_u003b((&param_6), (&param_7));\n let _e225 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e220)), _e225));\n }\n let _e228 = local_2;\n air = _e228;\n let _e230 = unnamed.uUnderwaterFactor;\n if (_e230 <= 0f) {\n let _e232 = air;\n return _e232;\n }\n let _e235 = unnamed.uFogMedium[3u];\n let _e236 = (*dist_2);\n wet = (_e235 * _e236);\n let _e238 = air;\n let _e239 = wet;\n let _e241 = wet;\n let _e247 = unnamed.uUnderwaterFactor;\n return mix(_e238, (1f - exp2(((-(_e239) * _e241) * 1.442695f))), _e247);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e148 = unnamed.uFogColor;\n let _e150 = unnamed.uUnderwaterColor;\n let _e152 = unnamed.uUnderwaterFactor;\n return mix(_e148, _e150, vec3(_e152));\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var view: vec3<f32>;\n var facing: f32;\n var fresnel: f32;\n var atmosphereColor: vec3<f32>;\n var col: vec3<f32>;\n var incident: vec3<f32>;\n var halfVec: vec3<f32>;\n var spec: f32;\n var highlight: vec3<f32>;\n var i: i32;\n var toLight: vec3<f32>;\n var lightDist: f32;\n var exponent: f32;\n var reach: f32;\n var falloff: f32;\n var window: f32;\n var lightDir: vec3<f32>;\n var shaped: f32;\n var lampHalf: vec3<f32>;\n var foam: f32;\n var dist_3: f32;\n var fog: f32;\n var param_8: f32;\n var param_9: f32;\n var glow: vec3<f32>;\n var param_10: f32;\n var param_11: f32;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n var gradedAir: vec3<f32>;\n var param_14: vec3<f32>;\n var airOpacity: f32;\n var underwaterOpacity: f32;\n var opacity: f32;\n var reflected: vec3<f32>;\n var reflectionValid: f32;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var blurPixels: f32;\n var sceneReflection: vec3<f32>;\n var filterWeight: f32;\n var i_1: i32;\n var sampleUv: vec2<f32>;\n var indexable: array<vec2<f32>, 9>;\n var weight: f32;\n var indexable_1: array<f32, 9>;\n var sceneWeight: f32;\n var reflectionGain: f32;\n var reflectivity: f32;\n var reflectedRadiance: f32;\n var reflectionWeight: f32;\n var rimFraction: vec2<f32>;\n var rimT: f32;\n var rim: f32;\n var edge: f32;\n var phi_872_: bool;\n\n let _e203 = vNormal_1;\n n = normalize(_e203);\n let _e206 = unnamed.uCameraPos;\n let _e207 = vWorldPos_1;\n view = normalize((_e206 - _e207));\n let _e210 = n;\n let _e211 = view;\n facing = clamp(abs(dot(_e210, _e211)), 0f, 1f);\n let _e215 = facing;\n fresnel = (0.02f + (0.98f * pow((1f - _e215), 5f)));\n let _e220 = mediumColor_u0028_();\n atmosphereColor = _e220;\n let _e222 = unnamed.uDeepColor;\n let _e224 = unnamed.uShallowColor;\n let _e225 = vCrest_1;\n col = mix(_e222, _e224, vec3(clamp(((_e225 * 1.4f) + 0.4f), 0f, 1f)));\n let _e232 = unnamed.uAmbient;\n let _e234 = unnamed.uDirectionalColor;\n let _e235 = n;\n let _e237 = unnamed.uDirectionalDir;\n incident = (_e232 + ((_e234 * max(dot(_e235, _e237), 0f)) * 0.6f));\n let _e244 = unnamed.uDirectionalDir;\n let _e245 = view;\n halfVec = normalize((_e244 + _e245));\n let _e248 = n;\n let _e249 = halfVec;\n spec = pow(max(dot(_e248, _e249), 0f), 220f);\n let _e254 = unnamed.uDirectionalColor;\n let _e255 = spec;\n highlight = ((_e254 * _e255) * 1.6f);\n i = 0i;\n loop {\n let _e258 = i;\n if (_e258 < 16i) {\n let _e260 = i;\n let _e262 = unnamed.uLightCount;\n if (_e260 >= _e262) {\n break;\n }\n let _e264 = i;\n let _e267 = unnamed.uLightPos[_e264];\n let _e268 = vWorldPos_1;\n toLight = (_e267 - _e268);\n let _e270 = toLight;\n lightDist = length(_e270);\n let _e272 = i;\n let _e276 = unnamed.uLightCone[_e272][2u];\n exponent = _e276;\n let _e277 = exponent;\n if (_e277 > 0f) {\n let _e279 = lightDist;\n let _e280 = i;\n let _e284 = unnamed.uLightRadius[_e280][0u];\n reach = (_e279 / max(_e284, 0.0001f));\n let _e287 = reach;\n let _e288 = reach;\n let _e292 = exponent;\n falloff = pow(clamp((1f - (_e287 * _e288)), 0f, 1f), _e292);\n } else {\n let _e295 = unnamed.uLightFalloff;\n if (_e295 == 1i) {\n let _e297 = lightDist;\n let _e298 = i;\n let _e302 = unnamed.uLightRadius[_e298][0u];\n window = clamp((1f - pow((_e297 / max(_e302, 0.0001f)), 4f)), 0f, 1f);\n let _e308 = window;\n let _e309 = window;\n let _e311 = lightDist;\n let _e312 = lightDist;\n falloff = ((_e308 * _e309) / max((_e311 * _e312), 0.01f));\n } else {\n let _e316 = lightDist;\n let _e317 = i;\n let _e321 = unnamed.uLightRadius[_e317][0u];\n falloff = clamp((1f - (_e316 / max(_e321, 0.0001f))), 0f, 1f);\n }\n }\n let _e326 = falloff;\n if (_e326 <= 0f) {\n continue;\n }\n let _e328 = toLight;\n let _e329 = lightDist;\n lightDir = (_e328 / vec3(max(_e329, 0.0001f)));\n let _e333 = falloff;\n let _e334 = i;\n let _e338 = unnamed.uLightWeight[_e334][0u];\n shaped = (_e333 * _e338);\n let _e340 = i;\n let _e343 = unnamed.uLightColor[_e340];\n let _e344 = n;\n let _e345 = lightDir;\n let _e349 = shaped;\n let _e352 = incident;\n incident = (_e352 + (((_e343 * max(dot(_e344, _e345), 0f)) * _e349) * 0.6f));\n let _e354 = lightDir;\n let _e355 = view;\n lampHalf = normalize((_e354 + _e355));\n let _e358 = i;\n let _e361 = unnamed.uLightColor[_e358];\n let _e362 = n;\n let _e363 = lampHalf;\n let _e368 = shaped;\n let _e371 = highlight;\n highlight = (_e371 + (((_e361 * pow(max(dot(_e362, _e363), 0f), 220f)) * _e368) * 1.6f));\n continue;\n } else {\n break;\n }\n continuing {\n let _e373 = i;\n i = (_e373 + 1i);\n }\n }\n let _e375 = incident;\n let _e376 = col;\n col = (_e376 * _e375);\n let _e378 = highlight;\n let _e379 = col;\n col = (_e379 + _e378);\n let _e381 = vCrest_1;\n let _e384 = unnamed.uFoamGain;\n foam = (smoothstep(0.55f, 0.85f, _e381) * _e384);\n let _e386 = col;\n let _e387 = foam;\n col = mix(_e386, vec3<f32>(0.92f, 0.96f, 1f), vec3((_e387 * 0.5f)));\n let _e391 = vWorldPos_1;\n let _e393 = unnamed.uCameraPos;\n dist_3 = distance(_e391, _e393);\n let _e395 = dist_3;\n param_8 = _e395;\n let _e397 = vWorldPos_1[1u];\n param_9 = _e397;\n let _e398 = mediumFog_u0028_f1_u003b_f1_u003b((&param_8), (&param_9));\n fog = _e398;\n let _e399 = vWorldPos_1;\n let _e401 = unnamed.uCameraPos;\n let _e404 = dist_3;\n param_10 = _e404;\n let _e406 = vWorldPos_1[1u];\n param_11 = _e406;\n param_12 = normalize((_e399 - _e401));\n let _e407 = mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b((&param_10), (&param_11), (&param_12));\n glow = _e407;\n let _e408 = col;\n let _e409 = atmosphereColor;\n let _e410 = fog;\n let _e413 = glow;\n col = (mix(_e408, _e409, vec3(_e410)) + _e413);\n let _e415 = col;\n param_13 = _e415;\n let _e416 = applyOutputTransform_u0028_vf3_u003b((&param_13));\n col = _e416;\n let _e417 = atmosphereColor;\n param_14 = _e417;\n let _e418 = applyOutputTransform_u0028_vf3_u003b((&param_14));\n gradedAir = _e418;\n let _e420 = unnamed.uNadirOpacity;\n let _e421 = fresnel;\n airOpacity = mix(_e420, 0.96f, _e421);\n let _e424 = unnamed.uNadirOpacity;\n let _e426 = fresnel;\n underwaterOpacity = mix((_e424 * 0.55f), 0.88f, _e426);\n let _e428 = airOpacity;\n let _e429 = underwaterOpacity;\n let _e431 = unnamed.uUnderwaterFactor;\n opacity = mix(_e428, _e429, _e431);\n let _e433 = opacity;\n let _e434 = foam;\n opacity = mix(_e433, 0.96f, (_e434 * 0.7f));\n let _e437 = gradedAir;\n reflected = _e437;\n reflectionValid = 0f;\n let _e439 = unnamed.uReflectionEnabled;\n let _e440 = (_e439 != 0i);\n phi_872_ = _e440;\n if _e440 {\n let _e442 = vReflectionClip_1[3u];\n phi_872_ = (_e442 > 0f);\n }\n let _e445 = phi_872_;\n if _e445 {\n let _e446 = vReflectionClip_1;\n let _e449 = vReflectionClip_1[3u];\n reflectionUv = (((_e446.xy / vec2(_e449)) * 0.5f) + vec2(0.5f));\n let _e455 = n;\n let _e457 = fresnel;\n let _e460 = reflectionUv;\n reflectionUv = (_e460 + (_e455.xz * mix(0.008f, 0.022f, _e457)));\n let _e462 = reflectionUv;\n let _e463 = reflectionUv;\n border = min(_e462, (vec2(1f) - _e463));\n let _e468 = border[0u];\n let _e470 = border[1u];\n reflectionValid = smoothstep(0f, 0.025f, min(_e468, _e470));\n let _e473 = dist_3;\n blurPixels = (1.35f + min((_e473 * 0.022f), 3.5f));\n sceneReflection = vec3<f32>(0f, 0f, 0f);\n filterWeight = 0f;\n i_1 = 0i;\n loop {\n let _e477 = i_1;\n if (_e477 < 9i) {\n let _e479 = i_1;\n let _e481 = unnamed.uReflectionFilterTaps;\n if (_e479 >= _e481) {\n break;\n }\n let _e483 = reflectionUv;\n let _e484 = i_1;\n indexable = array<vec2<f32>, 9>(vec2<f32>(0f, 0f), vec2<f32>(-0.62f, -0.31f), vec2<f32>(0.54f, 0.43f), vec2<f32>(-0.34f, 0.76f), vec2<f32>(0.78f, -0.57f), vec2<f32>(-0.88f, 0.28f), vec2<f32>(0.22f, -0.91f), vec2<f32>(0.91f, 0.08f), vec2<f32>(-0.18f, 0.94f));\n let _e486 = indexable[_e484];\n let _e488 = unnamed.uReflectionTexelSize;\n let _e490 = blurPixels;\n sampleUv = (_e483 + ((_e486 * _e488) * _e490));\n let _e493 = i_1;\n indexable_1 = array<f32, 9>(0.28f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f);\n let _e495 = indexable_1[_e493];\n weight = _e495;\n let _e496 = sampleUv;\n let _e500 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e496, vec2(0f), vec2(1f)), 0f);\n let _e502 = weight;\n let _e504 = sceneReflection;\n sceneReflection = (_e504 + (_e500.xyz * _e502));\n let _e506 = weight;\n let _e507 = filterWeight;\n filterWeight = (_e507 + _e506);\n continue;\n } else {\n break;\n }\n continuing {\n let _e509 = i_1;\n i_1 = (_e509 + 1i);\n }\n }\n let _e511 = filterWeight;\n let _e513 = sceneReflection;\n sceneReflection = (_e513 / vec3(max(_e511, 0.001f)));\n let _e516 = gradedAir;\n let _e517 = sceneReflection;\n let _e518 = reflectionValid;\n reflected = mix(_e516, _e517, vec3(_e518));\n }\n let _e522 = unnamed.uReflectionEnabled;\n let _e524 = reflectionValid;\n sceneWeight = (f32(_e522) * _e524);\n let _e526 = sceneWeight;\n reflectionGain = mix(0.75f, 0.94f, _e526);\n let _e528 = fresnel;\n let _e530 = unnamed.uMirror;\n reflectivity = mix(_e528, 1f, _e530);\n let _e532 = reflectivity;\n let _e533 = reflectionGain;\n let _e535 = foam;\n let _e539 = opacity;\n reflectedRadiance = min(((_e532 * _e533) * (1f - (_e535 * 0.8f))), _e539);\n let _e541 = reflectedRadiance;\n let _e542 = opacity;\n reflectionWeight = (_e541 / max(_e542, 0.001f));\n let _e545 = col;\n let _e546 = reflected;\n let _e547 = reflectionWeight;\n col = mix(_e545, _e546, vec3(_e547));\n let _e550 = vGrid_1;\n let _e553 = unnamed.uGridHalf;\n rimFraction = (abs(_e550) / max(_e553, vec2<f32>(0.001f, 0.001f)));\n let _e557 = rimFraction[0u];\n let _e559 = rimFraction[1u];\n rimT = max(_e557, _e559);\n let _e561 = rimT;\n rim = (1f - smoothstep(0.9f, 1f, _e561));\n let _e564 = fog;\n edge = (1f - smoothstep(0.82f, 1f, _e564));\n let _e567 = col;\n let _e568 = opacity;\n let _e569 = edge;\n let _e571 = rim;\n let _e574 = unnamed.uVisibility;\n outColor = vec4<f32>(_e567.x, _e567.y, _e567.z, (((_e568 * _e569) * _e571) * _e574));\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vWorldPos: vec3<f32>, @location(2) vCrest: f32, @location(3) vReflectionClip: vec4<f32>, @location(4) vGrid: vec2<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vCrest_1 = vCrest;\n vReflectionClip_1 = vReflectionClip;\n vGrid_1 = vGrid;\n main_1();\n let _e11 = outColor;\n return _e11;\n}\n";
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10
  export const WATER_VERT_WGSL = "struct GerstnerSurface {\n offset: vec3<f32>,\n normal: vec3<f32>,\n crest: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n uReflectionViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uGridOrigin: vec2<f32>,\n uGridSpan: vec2<f32>,\n uGridHalf: vec2<f32>,\n uNearHalf: vec2<f32>,\n uGridForward: vec2<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uWaterLevel: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(4) member: vec2<f32>,\n @location(0) member_1: vec3<f32>,\n @location(1) member_2: vec3<f32>,\n @location(2) member_3: f32,\n @location(3) member_4: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aGrid_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vGrid: vec2<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> vCrest: f32;\nvar<private> vReflectionClip: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e59 = (*k);\n c = sqrt((9.81f / _e59));\n let _e62 = (*k);\n let _e63 = (*dir);\n let _e64 = (*p);\n let _e66 = c;\n let _e67 = (*time);\n return (_e62 * (dot(_e63, _e64) - (_e66 * _e67)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e56 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e59 = indexable[_e56][3u];\n return (6.2831855f / _e59);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e57 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e59 = indexable_1[_e57];\n let _e62 = (*windDir);\n return normalize(mix(normalize(_e59.xy), _e62, vec2(0.62f)));\n}\n\nfn gerstnerSurface_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> GerstnerSurface {\n var s: GerstnerSurface;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var a: f32;\n\n s.offset = vec3<f32>(0f, 0f, 0f);\n s.normal = vec3<f32>(0f, 1f, 0f);\n s.crest = 0f;\n i_2 = 0i;\n loop {\n let _e76 = i_2;\n if (_e76 < 4i) {\n let _e78 = i_2;\n param = _e78;\n let _e79 = (*windDir_1);\n param_1 = _e79;\n let _e80 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((&param), (&param_1));\n dir_1 = _e80;\n let _e81 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e84 = indexable_2[_e81][2u];\n let _e85 = (*gain);\n steepness = (_e84 * _e85);\n let _e87 = i_2;\n param_2 = _e87;\n let _e88 = gerstnerWavenumber_u0028_i1_u003b((&param_2));\n k_1 = _e88;\n let _e89 = k_1;\n param_3 = _e89;\n let _e90 = dir_1;\n param_4 = _e90;\n let _e91 = (*p_1);\n param_5 = _e91;\n let _e92 = (*time_1);\n param_6 = _e92;\n let _e93 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((&param_3), (&param_4), (&param_5), (&param_6));\n f = _e93;\n let _e94 = steepness;\n let _e95 = k_1;\n a = (_e94 / _e95);\n let _e98 = dir_1[0u];\n let _e99 = a;\n let _e101 = f;\n let _e106 = s.offset[0u];\n s.offset[0u] = (_e106 + ((_e98 * _e99) * cos(_e101)));\n let _e110 = a;\n let _e111 = f;\n let _e116 = s.offset[1u];\n s.offset[1u] = (_e116 + (_e110 * sin(_e111)));\n let _e121 = dir_1[1u];\n let _e122 = a;\n let _e124 = f;\n let _e129 = s.offset[2u];\n s.offset[2u] = (_e129 + ((_e121 * _e122) * cos(_e124)));\n let _e134 = dir_1[0u];\n let _e135 = steepness;\n let _e137 = f;\n let _e142 = s.normal[0u];\n s.normal[0u] = (_e142 - ((_e134 * _e135) * cos(_e137)));\n let _e147 = dir_1[1u];\n let _e148 = steepness;\n let _e150 = f;\n let _e155 = s.normal[2u];\n s.normal[2u] = (_e155 - ((_e147 * _e148) * cos(_e150)));\n let _e159 = steepness;\n let _e160 = f;\n let _e165 = s.normal[1u];\n s.normal[1u] = (_e165 - (_e159 * sin(_e160)));\n let _e169 = f;\n let _e171 = steepness;\n let _e174 = s.crest;\n s.crest = (_e174 + (sin(_e169) * _e171));\n continue;\n } else {\n break;\n }\n continuing {\n let _e177 = i_2;\n i_2 = (_e177 + 1i);\n }\n }\n let _e179 = s;\n return _e179;\n}\n\nfn main_1() {\n var grid: vec2<f32>;\n var rimFraction: vec2<f32>;\n var rimDistance: f32;\n var waveFade: f32;\n var laid: vec2<f32>;\n var base: vec3<f32>;\n var sea: GerstnerSurface;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var pos: vec3<f32>;\n\n let _e66 = aGrid_1;\n let _e68 = unnamed.uGridSpan;\n grid = (_e66 * _e68);\n let _e70 = grid;\n vGrid = _e70;\n let _e71 = grid;\n let _e74 = unnamed.uNearHalf;\n rimFraction = (abs(_e71) / max(_e74, vec2<f32>(0.0001f, 0.0001f)));\n let _e78 = rimFraction[0u];\n let _e80 = rimFraction[1u];\n rimDistance = max(_e78, _e80);\n let _e82 = rimDistance;\n waveFade = (1f - smoothstep(0.35f, 0.97f, _e82));\n let _e87 = unnamed.uGridForward[1u];\n let _e90 = unnamed.uGridForward[0u];\n let _e94 = grid[0u];\n let _e97 = unnamed.uGridForward;\n let _e99 = grid[1u];\n laid = ((vec2<f32>(_e87, -(_e90)) * _e94) + (_e97 * _e99));\n let _e104 = unnamed.uGridOrigin[0u];\n let _e106 = laid[0u];\n let _e109 = unnamed.uWaterLevel;\n let _e112 = unnamed.uGridOrigin[1u];\n let _e114 = laid[1u];\n base = vec3<f32>((_e104 + _e106), _e109, (_e112 + _e114));\n let _e117 = waveFade;\n let _e119 = unnamed.uWaveGain;\n let _e121 = base;\n param_7 = _e121.xz;\n let _e124 = unnamed.uTime;\n param_8 = _e124;\n let _e126 = unnamed.uWindDir;\n param_9 = _e126;\n param_10 = (_e117 * _e119);\n let _e127 = gerstnerSurface_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((&param_7), (&param_8), (&param_9), (&param_10));\n sea = _e127;\n let _e128 = base;\n let _e130 = sea.offset;\n pos = (_e128 + _e130);\n let _e132 = pos;\n vWorldPos = _e132;\n let _e134 = sea.normal;\n vNormal = normalize(_e134);\n let _e137 = sea.crest;\n vCrest = _e137;\n let _e139 = unnamed.uReflectionViewProj;\n let _e140 = pos;\n vReflectionClip = (_e139 * vec4<f32>(_e140.x, _e140.y, _e140.z, 1f));\n let _e147 = unnamed.uViewProj;\n let _e148 = pos;\n unnamed_1.gl_Position = (_e147 * vec4<f32>(_e148.x, _e148.y, _e148.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aGrid: vec2<f32>) -> VertexOutput {\n aGrid_1 = aGrid;\n main_1();\n let _e10 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e10);\n let _e12 = vGrid;\n let _e13 = vWorldPos;\n let _e14 = vNormal;\n let _e15 = vCrest;\n let _e16 = vReflectionClip;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e12, _e13, _e14, _e15, _e16, _e17);\n}\n";
11
11
 
@@ -17,7 +17,7 @@ export const WATER_VERT_WGSL = "struct GerstnerSurface {\n offset: vec3<f32>,
17
17
  export const WATER_BINDINGS = {
18
18
  "WATER_FRAG": {
19
19
  "uniforms": 1,
20
- "uniformSize": 1520,
20
+ "uniformSize": 1568,
21
21
  "fields": {
22
22
  "uGridHalf": {
23
23
  "offset": 0,
@@ -119,78 +119,68 @@ export const WATER_BINDINGS = {
119
119
  "size": 12,
120
120
  "type": "vec3"
121
121
  },
122
- "uFogDensity": {
123
- "offset": 1420,
124
- "size": 4,
125
- "type": "float"
126
- },
127
- "uFogHeightFalloff": {
122
+ "uFogMedium": {
128
123
  "offset": 1424,
129
- "size": 4,
130
- "type": "float"
124
+ "size": 16,
125
+ "type": "vec4"
131
126
  },
132
- "uFogEyeY": {
133
- "offset": 1428,
134
- "size": 4,
135
- "type": "float"
127
+ "uFogRange": {
128
+ "offset": 1440,
129
+ "size": 16,
130
+ "type": "vec4"
136
131
  },
137
132
  "uUnderwaterColor": {
138
- "offset": 1440,
133
+ "offset": 1456,
139
134
  "size": 12,
140
135
  "type": "vec3"
141
136
  },
142
- "uUnderwaterFogDensity": {
143
- "offset": 1452,
144
- "size": 4,
145
- "type": "float"
146
- },
147
137
  "uUnderwaterFactor": {
148
- "offset": 1456,
138
+ "offset": 1468,
149
139
  "size": 4,
150
140
  "type": "float"
151
141
  },
152
- "uFogMode": {
153
- "offset": 1460,
154
- "size": 4,
155
- "type": "int"
142
+ "uFogLayer2": {
143
+ "offset": 1472,
144
+ "size": 16,
145
+ "type": "vec4"
156
146
  },
157
- "uFogNear": {
158
- "offset": 1464,
159
- "size": 4,
160
- "type": "float"
147
+ "uFogGlow": {
148
+ "offset": 1488,
149
+ "size": 16,
150
+ "type": "vec4"
161
151
  },
162
- "uFogFar": {
163
- "offset": 1468,
164
- "size": 4,
165
- "type": "float"
152
+ "uFogGlowDir": {
153
+ "offset": 1504,
154
+ "size": 16,
155
+ "type": "vec4"
166
156
  },
167
157
  "uCameraPos": {
168
- "offset": 1472,
158
+ "offset": 1520,
169
159
  "size": 12,
170
160
  "type": "vec3"
171
161
  },
172
162
  "uReflectionEnabled": {
173
- "offset": 1484,
163
+ "offset": 1532,
174
164
  "size": 4,
175
165
  "type": "int"
176
166
  },
177
167
  "uReflectionTexelSize": {
178
- "offset": 1488,
168
+ "offset": 1536,
179
169
  "size": 8,
180
170
  "type": "vec2"
181
171
  },
182
172
  "uReflectionFilterTaps": {
183
- "offset": 1496,
173
+ "offset": 1544,
184
174
  "size": 4,
185
175
  "type": "int"
186
176
  },
187
177
  "uOutputTransform": {
188
- "offset": 1500,
178
+ "offset": 1548,
189
179
  "size": 4,
190
180
  "type": "int"
191
181
  },
192
182
  "uOutputExposure": {
193
- "offset": 1504,
183
+ "offset": 1552,
194
184
  "size": 4,
195
185
  "type": "float"
196
186
  }
@@ -1,6 +1,7 @@
1
1
  import { SUN_DYNAMIC_LAYER, SUN_PEELED_LAYER, SUN_STATIC_LAYER } from '../shadowMap.ts';
2
2
  import { glslIsFarDepth, glslSceneDepthToNdc } from '../depthConvention.ts';
3
- import { MAX_GLOBAL_MEDIUM_STEPS } from '../globalMedium.ts';
3
+ import { MAX_GLOBAL_MEDIUM_STEPS, MAX_MEDIUM_LAMPS } from '../globalMedium.ts';
4
+ import { OCTAHEDRAL_GLSL } from './octahedral.ts';
4
5
  import { OUTPUT_TRANSFORM_GLSL } from './outputTransform.ts';
5
6
 
6
7
  /**
@@ -67,10 +68,18 @@ uniform vec3 uSunColor;
67
68
  /** The sky's own fill, scattered isotropically. Without it a shadowed medium is black. */
68
69
  uniform vec3 uAmbient;
69
70
 
70
- /** Extinction per metre. Above zero here, because nothing draws this pass at zero. */
71
+ /**
72
+ * Extinction per metre at uHeight.y. Above zero here, because nothing draws this pass at zero.
73
+ */
71
74
  uniform float uDensity;
72
- /** How much of what the medium takes out comes back as light rather than heat, 0 to 1. */
73
- uniform float uAlbedo;
75
+ /** Its reciprocal scale height and the height it is measured at: 0 is a medium as thick everywhere. */
76
+ uniform vec2 uHeight;
77
+ /** A second layer: its extinction at its own height, 0 for none, its falloff and that height. */
78
+ uniform vec3 uLayer2;
79
+ /** How much of what the medium takes out comes back as light rather than heat, a share a channel. */
80
+ uniform vec3 uAlbedo;
81
+ /** How strongly the sun and the sky scatter, each a share of how strongly it lights a surface. */
82
+ uniform vec2 uScatter;
74
83
  /** Henyey-Greenstein g, -1 back to 1 forward. */
75
84
  uniform float uAnisotropy;
76
85
  /** Where the march stops, in metres. */
@@ -88,6 +97,24 @@ uniform mat4 uMovingLightViewProj;
88
97
  uniform highp sampler2DArray uSunShadows;
89
98
  uniform int uPeeledShadowEnabled;
90
99
 
100
+ /*
101
+ * The lamps that scatter, the lit stage's own per-pixel set: globalMedium.ts's
102
+ * resolveMediumLamps lays them out, eight vectors a lamp, and none while lampScatter is 0.
103
+ */
104
+ uniform int uLampCount;
105
+ /** 1 for inverse-square, 0 for the smooth falloff: the frame's own rule. */
106
+ uniform int uLampFalloff;
107
+ uniform vec4 uLampPosition[${MAX_MEDIUM_LAMPS}];
108
+ uniform vec4 uLampColor[${MAX_MEDIUM_LAMPS}];
109
+ uniform vec4 uLampAim[${MAX_MEDIUM_LAMPS}];
110
+ uniform vec4 uLampCone[${MAX_MEDIUM_LAMPS}];
111
+ uniform vec4 uLampShadow[${MAX_MEDIUM_LAMPS}];
112
+ uniform vec4 uLampShadowAt[${MAX_MEDIUM_LAMPS}];
113
+ uniform vec4 uLampLive[${MAX_MEDIUM_LAMPS}];
114
+ uniform vec4 uLampLiveAt[${MAX_MEDIUM_LAMPS}];
115
+ /* The lamps' shadows, the lit stage's array: a radius over the far plane, one layer a map. */
116
+ uniform highp sampler2DArray uPointShadows;
117
+
91
118
  out vec4 fragColor;
92
119
 
93
120
  /**
@@ -107,6 +134,9 @@ const float SHADOW_SOFTEN = 0.0025;
107
134
  /** Four pi, which is what a phase function normalises over. */
108
135
  const float FOUR_PI = 12.56637061;
109
136
 
137
+ /** Metres a lamp's shadow is held off its own caster: a point in the air is no surface to bias. */
138
+ const float LAMP_SHADOW_BIAS = 0.05;
139
+
110
140
  /**
111
141
  * How the samples are spread along the ray: distance is \`far * u^DISTRIBUTION\` for u in 0 to 1.
112
142
  *
@@ -181,6 +211,76 @@ float phase(float cosTheta, float g) {
181
211
  return (1.0 - g2) / (FOUR_PI * d * sqrt(d));
182
212
  }
183
213
 
214
+ ${OCTAHEDRAL_GLSL}
215
+
216
+ /**
217
+ * How much one lamp map leaves of a lamp's light at a point: its layer, near plane and presence,
218
+ * and the projection it was drawn under, whose origin is the ray's own and not the lamp's.
219
+ */
220
+ float lampMapReach(vec4 map, vec4 at, vec3 p) {
221
+ if (map.x < 0.0) return 1.0;
222
+ vec3 toPoint = p - at.xyz;
223
+ float dist = length(toPoint);
224
+ if (dist <= map.y) return 1.0;
225
+ float stored = textureLod(uPointShadows, vec3(octEncode(toPoint), map.x), 0.0).r;
226
+ return 1.0 - occlusion(stored, (dist - LAMP_SHADOW_BIAS) / at.w) * map.z;
227
+ }
228
+
229
+ /**
230
+ * Every lamp's light the medium scatters toward the eye at a point, its phase included: shaped as
231
+ * the lit stage shapes it, by its own falloff or the frame's and by its cone, and cut by both its
232
+ * maps.
233
+ */
234
+ vec3 lampsAt(vec3 p, vec3 dir) {
235
+ vec3 sum = vec3(0.0);
236
+ for (int i = 0; i < ${MAX_MEDIUM_LAMPS}; i++) {
237
+ if (i >= uLampCount) break;
238
+ vec3 toLamp = uLampPosition[i].xyz - p;
239
+ float dist = length(toLamp);
240
+ float radius = max(uLampPosition[i].w, 1e-4);
241
+ float exponent = uLampColor[i].w;
242
+ float falloff;
243
+ if (exponent > 0.0) {
244
+ float reach = dist / radius;
245
+ falloff = pow(clamp(1.0 - reach * reach, 0.0, 1.0), exponent);
246
+ } else if (uLampFalloff == 1) {
247
+ float window = clamp(1.0 - pow(dist / radius, 4.0), 0.0, 1.0);
248
+ falloff = window * window / max(dist * dist, 0.01);
249
+ } else {
250
+ falloff = clamp(1.0 - dist / radius, 0.0, 1.0);
251
+ falloff *= falloff;
252
+ }
253
+ if (falloff <= 0.0) continue;
254
+ vec3 l = toLamp / max(dist, 1e-4);
255
+ float cone = smoothstep(uLampCone[i].y, uLampCone[i].x, dot(-l, uLampAim[i].xyz));
256
+ if (cone <= 0.0) continue;
257
+ float reach = min(lampMapReach(uLampShadow[i], uLampShadowAt[i], p),
258
+ lampMapReach(uLampLive[i], uLampLiveAt[i], p));
259
+ sum += uLampColor[i].rgb * (falloff * cone * reach * phase(dot(dir, l), uAnisotropy));
260
+ }
261
+ return sum;
262
+ }
263
+
264
+ /**
265
+ * The medium's optical depth over the stretch of the ray from s0 to s1 metres: each layer's
266
+ * density where the stretch begins, carried over its length as it thins with the height it climbs
267
+ * — the integral, not a sample, so a long far stretch is as right as a short near one. A layer of
268
+ * no falloff is its density times the length, exactly, which is the medium this was before.
269
+ */
270
+ float layerDepth(float density, float falloff, float baseY, float s0, float s1, vec3 dir) {
271
+ float len = s1 - s0;
272
+ float climb = falloff * dir.y * len;
273
+ float shape = abs(climb) < 1e-4 ? 1.0 - 0.5 * climb : (1.0 - exp(-climb)) / climb;
274
+ float start = exp(min(-falloff * (uCameraPos.y + dir.y * s0 - baseY), 80.0));
275
+ return density * start * len * shape;
276
+ }
277
+
278
+ float segmentDepth(float s0, float s1, vec3 dir) {
279
+ float depth = layerDepth(uDensity, uHeight.x, uHeight.y, s0, s1, dir);
280
+ if (uLayer2.x > 0.0) depth += layerDepth(uLayer2.x, uLayer2.y, uLayer2.z, s0, s1, dir);
281
+ return depth;
282
+ }
283
+
184
284
  void main() {
185
285
  vec2 ndc = vUv * 2.0 - 1.0;
186
286
 
@@ -225,11 +325,11 @@ void main() {
225
325
  */
226
326
  float dither = hash21(gl_FragCoord.xy) - 0.5;
227
327
 
228
- /* Constant along the ray, so out of the loop: the medium is homogeneous by construction. */
229
- float scatter = uAlbedo * phase(dot(dir, uSunDir), uAnisotropy);
328
+ /* Constant along the ray, so out of the loop: the sun and the sky arrive the same way everywhere. */
329
+ vec3 scatter = uAlbedo * (uScatter.x * phase(dot(dir, uSunDir), uAnisotropy));
230
330
  vec3 sunLit = uSunColor * scatter;
231
331
  /* Isotropic, so no phase term: sky fill arrives from every direction and leaves the same way. */
232
- vec3 skyLit = uAmbient * uAlbedo * (1.0 / FOUR_PI);
332
+ vec3 skyLit = uAmbient * uAlbedo * (uScatter.y / FOUR_PI);
233
333
 
234
334
  vec3 inscatter = vec3(0.0);
235
335
  float transmittance = 1.0;
@@ -261,13 +361,17 @@ void main() {
261
361
  * cost. It also cannot exceed the light that entered, at any density and any step, which a
262
362
  * product of two unbounded numbers can.
263
363
  */
264
- float segmentTransmittance = exp(-uDensity * segment);
364
+ float segmentTransmittance = exp(-segmentDepth(next - segment, next, dir));
265
365
  float scattered = 1.0 - segmentTransmittance;
266
366
 
367
+ vec3 at = uCameraPos + dir * (travelled + dither * segment);
267
368
  float lit = 1.0;
268
- if (uSunShadow > 0.0) lit = sunReach(uCameraPos + dir * (travelled + dither * segment));
369
+ if (uSunShadow > 0.0) lit = sunReach(at);
269
370
 
270
- inscatter += transmittance * scattered * (sunLit * lit + skyLit);
371
+ vec3 light = sunLit * lit + skyLit;
372
+ /* The lamps at the same dithered point the sun's map is read at, so both cut by one edge. */
373
+ if (uLampCount > 0) light += uAlbedo * lampsAt(at, dir);
374
+ inscatter += transmittance * scattered * light;
271
375
  transmittance *= segmentTransmittance;
272
376
  }
273
377
 
@@ -271,7 +271,8 @@ fn blendFrag(in: BlendVarying) -> BlendTargets {
271
271
  */
272
272
  let toward = distance(in.world, frame.eye.xyz);
273
273
  let fog = mediumFog(toward, in.world.y);
274
- var colour = mix(litColour(surface, room), mediumColour(), fog);
274
+ var colour = mix(litColour(surface, room), mediumColour(), fog)
275
+ + mediumGlow(toward, in.world.y, normalize(in.world - frame.eye.xyz));
275
276
  /*
276
277
  * **Glass shows what is behind it**, as the forward path's glass branch does: the opaque half's
277
278
  * picture at this pixel, at the level frost picks, two short of the chain's end so a fully frosted
@@ -22,12 +22,43 @@ fn mediumColour() -> vec3<f32> {
22
22
  return mix(frame.fogColour.xyz, frame.fogUnderwater.xyz, frame.fogUnderwater.w);
23
23
  }
24
24
 
25
+ /**
26
+ * The haze's optical depth from where it begins along the ray to a point at "pointY", "dist" metres
27
+ * away: each layer's density at the eye carried over what is left of the ray, the second only
28
+ * where there is one. mediumFog and mediumGlow both integrate it.
29
+ */
30
+ fn hazeDepth(dist: f32, pointY: f32) -> f32 {
31
+ /* Where the medium begins along the ray: fogRange.x, the linear mode's near, which this mode
32
+ never read before Atmosphere.fogStart. Integrated from there on, at that point's density; at
33
+ a start of 0 every term is the one it always was. See render/fog.ts. */
34
+ let start = min(frame.fogRange.x, dist);
35
+ var before = 0.0;
36
+ if (dist > 0.0) { before = start / dist; }
37
+ let t = (pointY - frame.fogColour.w) * frame.fogHeight.x;
38
+ let rest = t * (1.0 - before);
39
+ /* (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than branched: at t = 0
40
+ the quotient is 0/0, and 1e-4 of a scale height is 8 mm. */
41
+ var denom = rest;
42
+ if (abs(rest) < 1e-4) { denom = 1e-4; }
43
+ var depth = frame.fogHeight.y * exp(-t * before) * (dist - start) * (1.0 - exp(-denom)) / denom;
44
+ if (frame.fogHeight.z > 0.0) {
45
+ let t2 = (pointY - frame.fogColour.w) * frame.fogHeight.w;
46
+ let rest2 = t2 * (1.0 - before);
47
+ var denom2 = rest2;
48
+ if (abs(rest2) < 1e-4) { denom2 = 1e-4; }
49
+ depth += frame.fogHeight.z * exp(-t2 * before) * (dist - start) * (1.0 - exp(-denom2)) / denom2;
50
+ }
51
+ return depth;
52
+ }
53
+
25
54
  /**
26
55
  * How much of a surface at "pointY", "dist" metres away, is lost to the medium between.
27
56
  * 0 is perfectly clear, 1 is the medium's own colour.
28
57
  */
29
58
  fn mediumFog(dist: f32, pointY: f32) -> f32 {
30
59
  let underwaterFactor = frame.fogUnderwater.w;
60
+ /* Past the cutoff the air hides nothing, in either mode; the water column keeps its own law. */
61
+ let cut = frame.fogLimits.y > 0.0 && dist > frame.fogLimits.y;
31
62
  if (frame.fogRange.z == ${LINEAR_FOG}.0) {
32
63
  /*
33
64
  * A consumer asking for a hard cut writes far == near, and the guard is why that is a cut and
@@ -41,36 +72,50 @@ fn mediumFog(dist: f32, pointY: f32) -> f32 {
41
72
  * shape from the other direction on 2026-09-18: a device may assume NaN never arrives.
42
73
  */
43
74
  let span = max(frame.fogRange.y - frame.fogRange.x, 1e-4);
44
- let ramp = clamp((dist - frame.fogRange.x) / span, 0.0, 1.0);
75
+ var ramp = min(clamp((dist - frame.fogRange.x) / span, 0.0, 1.0), 1.0 - frame.fogLimits.x);
76
+ if (cut) { ramp = 0.0; }
45
77
  if (underwaterFactor <= 0.0) { return ramp; }
46
78
  let wetLinear = frame.fogRange.w * dist;
47
79
  return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), underwaterFactor);
48
80
  }
49
81
 
50
- /* Where the medium begins along the ray: fogRange.x, the linear mode's near, which this mode
51
- never read before Atmosphere.fogStart. Integrated from there on, at that point's density; at
52
- a start of 0 every term is the one it always was. See render/fog.ts. */
53
- let start = min(frame.fogRange.x, dist);
54
- var before = 0.0;
55
- if (dist > 0.0) { before = start / dist; }
56
- let t = (pointY - frame.fogColour.w) * frame.fogHeight.x;
57
- let rest = t * (1.0 - before);
58
- /* (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than branched: at t = 0
59
- the quotient is 0/0, and 1e-4 of a scale height is 8 mm. */
60
- var denom = rest;
61
- if (abs(rest) < 1e-4) { denom = 1e-4; }
62
- let air =
63
- 1.0 - exp(-frame.fogHeight.y * exp(-t * before) * (dist - start) * (1.0 - exp(-denom)) / denom);
82
+ /* Beer-Lambert through both layers, leaving at least fogLimits.x of the surface. */
83
+ var air = 1.0 - max(exp(-hazeDepth(dist, pointY)), frame.fogLimits.x);
84
+ if (cut) { air = 0.0; }
64
85
  if (underwaterFactor <= 0.0) { return air; }
65
86
  /* Water is its own medium and keeps its own curve, so crossing the surface changes nothing
66
87
  about how the water column reads. */
67
88
  let wet = frame.fogRange.w * dist;
68
89
  return mix(air, 1.0 - exp2(-wet * wet * 1.442695), underwaterFactor);
69
90
  }
91
+
92
+ /**
93
+ * The sun's light the haze scatters toward the eye along a ray to a point at "pointY", "dist"
94
+ * metres away in the unit direction "toPoint": added after the fog, never mixed. None in a linear
95
+ * ramp, past the cutoff or under water; render/fog.ts says the rest.
96
+ */
97
+ fn mediumGlow(dist: f32, pointY: f32, toPoint: vec3<f32>) -> vec3<f32> {
98
+ if (frame.fogRange.z == ${LINEAR_FOG}.0) { return vec3<f32>(0.0); }
99
+ if (max(max(frame.fogGlow.x, frame.fogGlow.y), frame.fogGlow.z) <= 0.0) { return vec3<f32>(0.0); }
100
+ if (frame.fogLimits.y > 0.0 && dist > frame.fogLimits.y) { return vec3<f32>(0.0); }
101
+ let span = dist - min(frame.fogRange.x, dist);
102
+ if (span <= 0.0) { return vec3<f32>(0.0); }
103
+ let perMetre = hazeDepth(dist, pointY) / span;
104
+ let hidden = 1.0 - exp(-perMetre * max(span - frame.fogGlowDir.w, 0.0));
105
+ let lobe = pow(clamp(dot(toPoint, frame.fogGlowDir.xyz), 0.0, 1.0), frame.fogGlow.w);
106
+ return frame.fogGlow.xyz * (lobe * hidden * (1.0 - frame.fogUnderwater.w));
107
+ }
70
108
  `;
71
109
 
72
- /** Floats a case of the fog check: distance, height, and the ten options. */
73
- export const FOG_CASE_FLOATS = 16;
110
+ /**
111
+ * Floats a case of the fog check: distance, height, the ten options, the second layer, the floor
112
+ * and the cutoff, the glow's colour, exponent, direction and start, the ray's direction, and one
113
+ * spare.
114
+ */
115
+ export const FOG_CASE_FLOATS = 32;
116
+
117
+ /** Floats a case's answer: the fog, the colour, and the glow, and one spare. */
118
+ export const FOG_RESULT_FLOATS = 8;
74
119
 
75
120
  /**
76
121
  * An entry point that does nothing but fog, so `gpu-parity.mjs` can compare the expression above
@@ -90,6 +135,12 @@ struct Frame {
90
135
  fogHeight: vec4<f32>,
91
136
  /** Linear near and far, the mode, and the water's own density. */
92
137
  fogRange: vec4<f32>,
138
+ /** The least of a surface the haze must leave, the cutoff, and two spare. */
139
+ fogLimits: vec4<f32>,
140
+ /** The sun glow's colour and exponent. */
141
+ fogGlow: vec4<f32>,
142
+ /** Surface → its light, and its start. */
143
+ fogGlowDir: vec4<f32>,
93
144
  }
94
145
 
95
146
  @group(0) @binding(0) var<storage, read> cases: array<f32>;
@@ -105,14 +156,22 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
105
156
  let pointY = cases[at + 1u];
106
157
  frame.fogColour = vec4<f32>(cases[at + 2u], cases[at + 3u], cases[at + 4u], cases[at + 5u]);
107
158
  frame.fogUnderwater = vec4<f32>(cases[at + 6u], cases[at + 7u], cases[at + 8u], cases[at + 9u]);
108
- frame.fogHeight = vec4<f32>(cases[at + 10u], cases[at + 11u], 0.0, 0.0);
159
+ frame.fogHeight = vec4<f32>(cases[at + 10u], cases[at + 11u], cases[at + 16u], cases[at + 17u]);
109
160
  frame.fogRange = vec4<f32>(cases[at + 12u], cases[at + 13u], cases[at + 14u], cases[at + 15u]);
161
+ frame.fogLimits = vec4<f32>(cases[at + 18u], cases[at + 19u], 0.0, 0.0);
162
+ frame.fogGlow = vec4<f32>(cases[at + 20u], cases[at + 21u], cases[at + 22u], cases[at + 23u]);
163
+ frame.fogGlowDir = vec4<f32>(cases[at + 24u], cases[at + 25u], cases[at + 26u], cases[at + 27u]);
164
+ let toPoint = vec3<f32>(cases[at + 28u], cases[at + 29u], cases[at + 30u]);
110
165
 
111
- let out = id.x * 4u;
166
+ let out = id.x * ${FOG_RESULT_FLOATS}u;
112
167
  results[out] = mediumFog(dist, pointY);
113
168
  let colour = mediumColour();
114
169
  results[out + 1u] = colour.x;
115
170
  results[out + 2u] = colour.y;
116
171
  results[out + 3u] = colour.z;
172
+ let glow = mediumGlow(dist, pointY, toPoint);
173
+ results[out + 4u] = glow.x;
174
+ results[out + 5u] = glow.y;
175
+ results[out + 6u] = glow.z;
117
176
  }
118
177
  `;
@@ -47,7 +47,10 @@ struct Frame {
47
47
  fogColour: vec4<f32>,
48
48
  /** rgb is the water's colour, w is how far under it the camera is. */
49
49
  fogUnderwater: vec4<f32>,
50
- /** Reciprocal scale height, extinction per metre at the eye, and two spare. */
50
+ /**
51
+ * Reciprocal scale height and extinction per metre at the eye; then the second layer's
52
+ * extinction at the eye and its reciprocal scale height, zero for none.
53
+ */
51
54
  fogHeight: vec4<f32>,
52
55
  /** Linear near and far, the mode, and the water's own density. */
53
56
  fogRange: vec4<f32>,
@@ -58,5 +61,13 @@ struct Frame {
58
61
  * "target", which WGSL reserves.
59
62
  */
60
63
  pitch: vec4<f32>,
64
+ /**
65
+ * The rest of the medium, after the pitch so nothing above it moves: the least of a surface the
66
+ * haze must leave and the cutoff, both none at zero, and two spare; the sun glow's colour, black
67
+ * for none, and its exponent; and surface → its light, and its start. render/fog.ts reads them.
68
+ */
69
+ fogLimits: vec4<f32>,
70
+ fogGlow: vec4<f32>,
71
+ fogGlowDir: vec4<f32>,
61
72
  }
62
73
  `;
@@ -821,7 +821,9 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
821
821
  * point and for the same reason: fog is the air in front of the picture rather than a property
822
822
  * of the surface, so it is the last thing between a shaded colour and the frame.
823
823
  */
824
- let hazed = mix(lit, mediumColour(), mediumFog(distance(world, frame.eye.xyz), world.y));
824
+ let dist = distance(world, frame.eye.xyz);
825
+ let hazed = mix(lit, mediumColour(), mediumFog(dist, world.y))
826
+ + mediumGlow(dist, world.y, normalize(world - frame.eye.xyz));
825
827
 
826
828
  textureStore(frameColour, vec2<u32>(x, y), vec4<f32>(hazed, 1.0));
827
829
  }
@@ -118,8 +118,10 @@ void main() {
118
118
  * rather than a surface losing some of itself to the air on the way over. A drawn line
119
119
  * is a thing in the world and recedes like one.
120
120
  */
121
- float fog = mediumFog(distance(vWorldPos, uCameraPos), vWorldPos.y);
122
- vec3 color = mix(uColor, mediumColor(), fog);
121
+ float dist = distance(vWorldPos, uCameraPos);
122
+ float fog = mediumFog(dist, vWorldPos.y);
123
+ vec3 color =
124
+ mix(uColor, mediumColor(), fog) + mediumGlow(dist, vWorldPos.y, normalize(vWorldPos - uCameraPos));
123
125
  outColor = vec4(applyOutputTransform(color), coverage * uOpacity);
124
126
  }
125
127
  `;