@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 declare const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: 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 uCameraPos: vec3<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e86 = (*c);\n low = (_e86 * 12.92f);\n let _e88 = (*c);\n high = ((pow(max(_e88, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e94 = high;\n let _e95 = low;\n let _e96 = (*c);\n return mix(_e94, _e95, step(_e96, 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 _e87 = (*c_1)[0u];\n let _e89 = (*c_1)[1u];\n let _e91 = (*c_1)[2u];\n m = max(_e87, max(_e89, _e91));\n let _e94 = m;\n if (_e94 <= 0.8f) {\n let _e96 = (*c_1);\n return _e96;\n }\n let _e97 = m;\n e = (_e97 - 0.8f);\n let _e99 = (*c_1);\n let _e100 = e;\n let _e102 = e;\n let _e106 = m;\n return (_e99 * ((0.8f + ((0.2f * _e100) / (_e102 + 0.2f))) / _e106));\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 _e86 = (*v);\n let _e87 = (*v);\n a = ((_e86 * (_e87 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e93 = (*v);\n let _e94 = (*v);\n b = ((_e93 * ((_e94 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e101 = a;\n let _e102 = b;\n return (_e101 / _e102);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e86 = unnamed.uOutputExposure;\n let _e87 = (*x);\n (*x) = (_e87 * _e86);\n let _e89 = (*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)) * _e89);\n let _e91 = 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)) * _e91), 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 _e88 = unnamed.uOutputTransform;\n if (_e88 == 0i) {\n let _e90 = (*c_2);\n return _e90;\n }\n let _e92 = unnamed.uOutputTransform;\n if (_e92 == 2i) {\n let _e94 = (*c_2);\n param_1 = _e94;\n let _e95 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e95;\n }\n let _e97 = unnamed.uOutputTransform;\n if (_e97 == 3i) {\n let _e99 = (*c_2);\n let _e101 = unnamed.uOutputExposure;\n param_2 = (_e99 * _e101);\n let _e103 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e103;\n }\n let _e104 = (*c_2);\n param_3 = _e104;\n let _e105 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e105;\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 _e97 = unnamed.uFogMode;\n if (_e97 == 1i) {\n let _e100 = unnamed.uFogFar;\n let _e102 = unnamed.uFogNear;\n span = max((_e100 - _e102), 0.0001f);\n let _e105 = (*dist);\n let _e107 = unnamed.uFogNear;\n let _e109 = span;\n ramp = clamp(((_e105 - _e107) / _e109), 0f, 1f);\n let _e113 = unnamed.uUnderwaterFactor;\n if (_e113 <= 0f) {\n let _e115 = ramp;\n return _e115;\n }\n let _e117 = unnamed.uUnderwaterFogDensity;\n let _e118 = (*dist);\n wetLinear = (_e117 * _e118);\n let _e120 = ramp;\n let _e121 = wetLinear;\n let _e123 = wetLinear;\n let _e129 = unnamed.uUnderwaterFactor;\n return mix(_e120, (1f - exp2(((-(_e121) * _e123) * 1.442695f))), _e129);\n }\n let _e132 = unnamed.uFogNear;\n let _e133 = (*dist);\n start = min(_e132, _e133);\n let _e135 = (*dist);\n if (_e135 > 0f) {\n let _e137 = start;\n let _e138 = (*dist);\n local = (_e137 / _e138);\n } else {\n local = 0f;\n }\n let _e140 = local;\n before = _e140;\n let _e141 = (*pointY);\n let _e143 = unnamed.uFogEyeY;\n let _e146 = unnamed.uFogHeightFalloff;\n t = ((_e141 - _e143) * _e146);\n let _e148 = t;\n let _e149 = before;\n rest = (_e148 * (1f - _e149));\n let _e152 = rest;\n let _e155 = rest;\n denom = select(_e155, 0.0001f, (abs(_e152) < 0.0001f));\n let _e158 = unnamed.uFogDensity;\n let _e160 = t;\n let _e162 = before;\n let _e166 = (*dist);\n let _e167 = start;\n let _e170 = denom;\n let _e175 = denom;\n air = (1f - exp(((((-(_e158) * exp((-(_e160) * _e162))) * (_e166 - _e167)) * (1f - exp(-(_e170)))) / _e175)));\n let _e180 = unnamed.uUnderwaterFactor;\n if (_e180 <= 0f) {\n let _e182 = air;\n return _e182;\n }\n let _e184 = unnamed.uUnderwaterFogDensity;\n let _e185 = (*dist);\n wet = (_e184 * _e185);\n let _e187 = air;\n let _e188 = wet;\n let _e190 = wet;\n let _e196 = unnamed.uUnderwaterFactor;\n return mix(_e187, (1f - exp2(((-(_e188) * _e190) * 1.442695f))), _e196);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e84 = (*p);\n return fract((sin((_e84 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param_4: f32;\n var param_5: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_6: f32;\n var param_7: f32;\n var param_8: vec3<f32>;\n\n let _e97 = vSide_1;\n across = clamp((1f - abs(_e97)), 0f, 1f);\n let _e101 = across;\n core = pow(_e101, 10f);\n let _e103 = across;\n glow = pow(_e103, 1.1f);\n let _e106 = unnamed.uTime;\n let _e108 = vSeed_1;\n t_1 = ((_e106 * 47f) + (_e108 * 17f));\n let _e111 = t_1;\n param_4 = floor(_e111);\n let _e113 = hash11_u0028_f1_u003b((¶m_4));\n let _e115 = t_1;\n param_5 = floor((_e115 * 2.37f));\n let _e118 = hash11_u0028_f1_u003b((¶m_5));\n stutter = (0.78f + (0.22f * ((_e113 * 0.6f) + (_e118 * 0.4f))));\n let _e123 = vAlong_1;\n taper = (1f - (_e123 * 0.55f));\n let _e126 = vFade_1;\n let _e127 = stutter;\n let _e129 = taper;\n let _e131 = vGain_1;\n energy = (((_e126 * _e127) * _e129) * _e131);\n let _e134 = unnamed.uEdgeColor;\n let _e135 = glow;\n let _e138 = unnamed.uCoreColor;\n let _e139 = core;\n let _e142 = unnamed.uCoreGain;\n lit = ((_e134 * _e135) + ((_e138 * _e139) * _e142));\n let _e145 = vWorldPos_1;\n let _e147 = unnamed.uCameraPos;\n param_6 = distance(_e145, _e147);\n let _e150 = vWorldPos_1[1u];\n param_7 = _e150;\n let _e151 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_6), (¶m_7));\n fog = _e151;\n let _e152 = lit;\n let _e153 = energy;\n let _e155 = fog;\n param_8 = ((_e152 * _e153) * (1f - _e155));\n let _e158 = applyOutputTransform_u0028_vf3_u003b((¶m_8));\n outColor = vec4<f32>(_e158.x, _e158.y, _e158.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
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export declare const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: 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 uCameraPos: vec3<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e83 = (*c);\n low = (_e83 * 12.92f);\n let _e85 = (*c);\n high = ((pow(max(_e85, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e91 = high;\n let _e92 = low;\n let _e93 = (*c);\n return mix(_e91, _e92, step(_e93, 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 _e84 = (*c_1)[0u];\n let _e86 = (*c_1)[1u];\n let _e88 = (*c_1)[2u];\n m = max(_e84, max(_e86, _e88));\n let _e91 = m;\n if (_e91 <= 0.8f) {\n let _e93 = (*c_1);\n return _e93;\n }\n let _e94 = m;\n e = (_e94 - 0.8f);\n let _e96 = (*c_1);\n let _e97 = e;\n let _e99 = e;\n let _e103 = m;\n return (_e96 * ((0.8f + ((0.2f * _e97) / (_e99 + 0.2f))) / _e103));\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 _e83 = (*v);\n let _e84 = (*v);\n a = ((_e83 * (_e84 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e90 = (*v);\n let _e91 = (*v);\n b = ((_e90 * ((_e91 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e98 = a;\n let _e99 = b;\n return (_e98 / _e99);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e83 = unnamed.uOutputExposure;\n let _e84 = (*x);\n (*x) = (_e84 * _e83);\n let _e86 = (*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)) * _e86);\n let _e88 = 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)) * _e88), 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 _e85 = unnamed.uOutputTransform;\n if (_e85 == 0i) {\n let _e87 = (*c_2);\n return _e87;\n }\n let _e89 = unnamed.uOutputTransform;\n if (_e89 == 2i) {\n let _e91 = (*c_2);\n param_1 = _e91;\n let _e92 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e92;\n }\n let _e94 = unnamed.uOutputTransform;\n if (_e94 == 3i) {\n let _e96 = (*c_2);\n let _e98 = unnamed.uOutputExposure;\n param_2 = (_e96 * _e98);\n let _e100 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e100;\n }\n let _e101 = (*c_2);\n param_3 = _e101;\n let _e102 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e102;\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 _e94 = unnamed.uFogRange[0u];\n let _e95 = (*dist);\n start = min(_e94, _e95);\n let _e97 = (*dist);\n if (_e97 > 0f) {\n let _e99 = start;\n let _e100 = (*dist);\n local = (_e99 / _e100);\n } else {\n local = 0f;\n }\n let _e102 = local;\n before = _e102;\n let _e103 = (*pointY);\n let _e106 = unnamed.uFogMedium[2u];\n let _e110 = unnamed.uFogMedium[1u];\n t = ((_e103 - _e106) * _e110);\n let _e112 = t;\n let _e113 = before;\n rest = (_e112 * (1f - _e113));\n let _e116 = rest;\n let _e119 = rest;\n denom = select(_e119, 0.0001f, (abs(_e116) < 0.0001f));\n let _e123 = unnamed.uFogMedium[0u];\n let _e124 = t;\n let _e126 = before;\n let _e130 = (*dist);\n let _e131 = start;\n let _e134 = denom;\n let _e139 = denom;\n depth = ((((_e123 * exp((-(_e124) * _e126))) * (_e130 - _e131)) * (1f - exp(-(_e134)))) / _e139);\n let _e143 = unnamed.uFogLayer2_[0u];\n if (_e143 > 0f) {\n let _e145 = (*pointY);\n let _e148 = unnamed.uFogMedium[2u];\n let _e152 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e145 - _e148) * _e152);\n let _e154 = t2_;\n let _e155 = before;\n rest2_ = (_e154 * (1f - _e155));\n let _e158 = rest2_;\n let _e161 = rest2_;\n denom2_ = select(_e161, 0.0001f, (abs(_e158) < 0.0001f));\n let _e165 = unnamed.uFogLayer2_[0u];\n let _e166 = t2_;\n let _e168 = before;\n let _e172 = (*dist);\n let _e173 = start;\n let _e176 = denom2_;\n let _e181 = denom2_;\n let _e183 = depth;\n depth = (_e183 + ((((_e165 * exp((-(_e166) * _e168))) * (_e172 - _e173)) * (1f - exp(-(_e176)))) / _e181));\n }\n let _e185 = depth;\n return _e185;\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_171_: bool;\n\n let _e94 = unnamed.uFogLayer2_[3u];\n let _e95 = (_e94 > 0f);\n phi_171_ = _e95;\n if _e95 {\n let _e96 = (*dist_1);\n let _e99 = unnamed.uFogLayer2_[3u];\n phi_171_ = (_e96 > _e99);\n }\n let _e102 = phi_171_;\n cut = _e102;\n let _e105 = unnamed.uFogRange[2u];\n if (_e105 == 1f) {\n let _e109 = unnamed.uFogRange[1u];\n let _e112 = unnamed.uFogRange[0u];\n span = max((_e109 - _e112), 0.0001f);\n let _e115 = cut;\n if _e115 {\n local_1 = 0f;\n } else {\n let _e116 = (*dist_1);\n let _e119 = unnamed.uFogRange[0u];\n let _e121 = span;\n let _e126 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e116 - _e119) / _e121), 0f, 1f), (1f - _e126));\n }\n let _e129 = local_1;\n ramp = _e129;\n let _e131 = unnamed.uUnderwaterFactor;\n if (_e131 <= 0f) {\n let _e133 = ramp;\n return _e133;\n }\n let _e136 = unnamed.uFogMedium[3u];\n let _e137 = (*dist_1);\n wetLinear = (_e136 * _e137);\n let _e139 = ramp;\n let _e140 = wetLinear;\n let _e142 = wetLinear;\n let _e148 = unnamed.uUnderwaterFactor;\n return mix(_e139, (1f - exp2(((-(_e140) * _e142) * 1.442695f))), _e148);\n }\n let _e150 = cut;\n if _e150 {\n local_2 = 0f;\n } else {\n let _e151 = (*dist_1);\n param_4 = _e151;\n let _e152 = (*pointY_1);\n param_5 = _e152;\n let _e153 = hazeDepth_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n let _e158 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e153)), _e158));\n }\n let _e161 = local_2;\n air = _e161;\n let _e163 = unnamed.uUnderwaterFactor;\n if (_e163 <= 0f) {\n let _e165 = air;\n return _e165;\n }\n let _e168 = unnamed.uFogMedium[3u];\n let _e169 = (*dist_1);\n wet = (_e168 * _e169);\n let _e171 = air;\n let _e172 = wet;\n let _e174 = wet;\n let _e180 = unnamed.uUnderwaterFactor;\n return mix(_e171, (1f - exp2(((-(_e172) * _e174) * 1.442695f))), _e180);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e81 = (*p);\n return fract((sin((_e81 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param_6: f32;\n var param_7: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_8: f32;\n var param_9: f32;\n var param_10: vec3<f32>;\n\n let _e94 = vSide_1;\n across = clamp((1f - abs(_e94)), 0f, 1f);\n let _e98 = across;\n core = pow(_e98, 10f);\n let _e100 = across;\n glow = pow(_e100, 1.1f);\n let _e103 = unnamed.uTime;\n let _e105 = vSeed_1;\n t_1 = ((_e103 * 47f) + (_e105 * 17f));\n let _e108 = t_1;\n param_6 = floor(_e108);\n let _e110 = hash11_u0028_f1_u003b((¶m_6));\n let _e112 = t_1;\n param_7 = floor((_e112 * 2.37f));\n let _e115 = hash11_u0028_f1_u003b((¶m_7));\n stutter = (0.78f + (0.22f * ((_e110 * 0.6f) + (_e115 * 0.4f))));\n let _e120 = vAlong_1;\n taper = (1f - (_e120 * 0.55f));\n let _e123 = vFade_1;\n let _e124 = stutter;\n let _e126 = taper;\n let _e128 = vGain_1;\n energy = (((_e123 * _e124) * _e126) * _e128);\n let _e131 = unnamed.uEdgeColor;\n let _e132 = glow;\n let _e135 = unnamed.uCoreColor;\n let _e136 = core;\n let _e139 = unnamed.uCoreGain;\n lit = ((_e131 * _e132) + ((_e135 * _e136) * _e139));\n let _e142 = vWorldPos_1;\n let _e144 = unnamed.uCameraPos;\n param_8 = distance(_e142, _e144);\n let _e147 = vWorldPos_1[1u];\n param_9 = _e147;\n let _e148 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_8), (¶m_9));\n fog = _e148;\n let _e149 = lit;\n let _e150 = energy;\n let _e152 = fog;\n param_10 = ((_e149 * _e150) * (1f - _e152));\n let _e155 = applyOutputTransform_u0028_vf3_u003b((¶m_10));\n outColor = vec4<f32>(_e155.x, _e155.y, _e155.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
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export declare const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWidth: f32,\n uMinWidthPerMetre: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n @location(3) member_3: f32,\n @location(4) member_4: f32,\n @location(5) member_5: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aFrom_1: vec3<f32>;\nvar<private> aTo_1: vec3<f32>;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide: f32;\nvar<private> vAlong: f32;\nvar<private> aArc_1: vec4<f32>;\nvar<private> vFade: f32;\nvar<private> vSeed: f32;\nvar<private> vGain: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var mid: vec3<f32>;\n var dir: vec3<f32>;\n var len: f32;\n var local: vec3<f32>;\n var view: vec3<f32>;\n var dist: f32;\n var local_1: vec3<f32>;\n var across: vec3<f32>;\n var span: f32;\n var local_2: vec3<f32>;\n var halfWidth: f32;\n var world: vec3<f32>;\n\n let _e40 = aFrom_1;\n let _e41 = aTo_1;\n let _e43 = aCorner_1[0u];\n mid = mix(_e40, _e41, vec3(_e43));\n let _e46 = aTo_1;\n let _e47 = aFrom_1;\n dir = (_e46 - _e47);\n let _e49 = dir;\n len = length(_e49);\n let _e51 = len;\n if (_e51 > 0.000001f) {\n let _e53 = dir;\n let _e54 = len;\n local = (_e53 / vec3(_e54));\n } else {\n local = vec3<f32>(0f, 1f, 0f);\n }\n let _e57 = local;\n dir = _e57;\n let _e58 = mid;\n let _e60 = unnamed.uCameraPos;\n view = (_e58 - _e60);\n let _e62 = view;\n dist = length(_e62);\n let _e64 = dist;\n if (_e64 > 0.000001f) {\n let _e66 = view;\n let _e67 = dist;\n local_1 = (_e66 / vec3(_e67));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e70 = local_1;\n view = _e70;\n let _e71 = dir;\n let _e72 = view;\n across = cross(_e71, _e72);\n let _e74 = across;\n span = length(_e74);\n let _e76 = span;\n if (_e76 > 0.0001f) {\n let _e78 = across;\n let _e79 = span;\n local_2 = (_e78 / vec3(_e79));\n } else {\n let _e82 = dir;\n local_2 = normalize((cross(_e82, vec3<f32>(0f, 1f, 0f)) + vec3<f32>(0.001f, 0.001f, 0.001f)));\n }\n let _e86 = local_2;\n across = _e86;\n let _e88 = unnamed.uWidth;\n let _e89 = dist;\n let _e91 = unnamed.uMinWidthPerMetre;\n halfWidth = max(_e88, (_e89 * _e91));\n let _e94 = mid;\n let _e95 = across;\n let _e97 = aCorner_1[1u];\n let _e99 = halfWidth;\n world = (_e94 + ((_e95 * _e97) * _e99));\n let _e103 = aCorner_1[1u];\n vSide = _e103;\n let _e105 = aArc_1[0u];\n vAlong = _e105;\n let _e107 = aArc_1[1u];\n vFade = _e107;\n let _e109 = aArc_1[2u];\n vSeed = _e109;\n let _e111 = aArc_1[3u];\n vGain = _e111;\n let _e112 = world;\n vWorldPos = _e112;\n let _e114 = unnamed.uViewProj;\n let _e115 = world;\n unnamed_1.gl_Position = (_e114 * vec4<f32>(_e115.x, _e115.y, _e115.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aFrom: vec3<f32>, @location(1) aTo: vec3<f32>, @location(2) aCorner: vec2<f32>, @location(3) aArc: vec4<f32>) -> VertexOutput {\n aFrom_1 = aFrom;\n aTo_1 = aTo;\n aCorner_1 = aCorner;\n aArc_1 = aArc;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vSide;\n let _e20 = vAlong;\n let _e21 = vFade;\n let _e22 = vSeed;\n let _e23 = vGain;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e19, _e20, _e21, _e22, _e23, _e24, _e25);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -8,7 +8,7 @@ export declare const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<
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export declare const BOLT_BINDINGS: {
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readonly BOLT_FRAG: {
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readonly uniforms: 1;
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readonly uniformSize:
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readonly uniformSize: 192;
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readonly fields: {
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readonly uTime: {
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readonly offset: 0;
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@@ -35,63 +35,53 @@ export declare const BOLT_BINDINGS: {
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readonly size: 12;
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readonly type: "vec3";
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};
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readonly
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readonly offset: 60;
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readonly size: 4;
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readonly type: "float";
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};
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readonly uFogHeightFalloff: {
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readonly uFogMedium: {
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readonly offset: 64;
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readonly size:
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readonly type: "
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readonly size: 16;
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readonly type: "vec4";
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};
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readonly size:
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readonly type: "
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readonly uFogRange: {
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readonly offset: 80;
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readonly size: 16;
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readonly type: "vec4";
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};
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readonly uUnderwaterColor: {
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readonly offset:
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readonly offset: 96;
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readonly type: "vec3";
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readonly uUnderwaterFogDensity: {
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};
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readonly uUnderwaterFactor: {
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readonly offset:
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readonly offset: 108;
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readonly size: 4;
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readonly uFogLayer2: {
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readonly type: "
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readonly uFogGlow: {
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readonly size: 16;
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readonly uFogGlowDir: {
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};
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readonly uCameraPos: {
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readonly offset:
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readonly offset: 160;
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readonly uOutputTransform: {
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readonly offset:
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readonly offset: 172;
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readonly type: "int";
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readonly uOutputExposure: {
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* The GLSL beside this file is the source of truth. A hand edit here is discarded by
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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export const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: 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 uCameraPos: vec3<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e86 = (*c);\n low = (_e86 * 12.92f);\n let _e88 = (*c);\n high = ((pow(max(_e88, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e94 = high;\n let _e95 = low;\n let _e96 = (*c);\n return mix(_e94, _e95, step(_e96, 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 _e87 = (*c_1)[0u];\n let _e89 = (*c_1)[1u];\n let _e91 = (*c_1)[2u];\n m = max(_e87, max(_e89, _e91));\n let _e94 = m;\n if (_e94 <= 0.8f) {\n let _e96 = (*c_1);\n return _e96;\n }\n let _e97 = m;\n e = (_e97 - 0.8f);\n let _e99 = (*c_1);\n let _e100 = e;\n let _e102 = e;\n let _e106 = m;\n return (_e99 * ((0.8f + ((0.2f * _e100) / (_e102 + 0.2f))) / _e106));\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 _e86 = (*v);\n let _e87 = (*v);\n a = ((_e86 * (_e87 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e93 = (*v);\n let _e94 = (*v);\n b = ((_e93 * ((_e94 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e101 = a;\n let _e102 = b;\n return (_e101 / _e102);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e86 = unnamed.uOutputExposure;\n let _e87 = (*x);\n (*x) = (_e87 * _e86);\n let _e89 = (*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)) * _e89);\n let _e91 = 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)) * _e91), 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 _e88 = unnamed.uOutputTransform;\n if (_e88 == 0i) {\n let _e90 = (*c_2);\n return _e90;\n }\n let _e92 = unnamed.uOutputTransform;\n if (_e92 == 2i) {\n let _e94 = (*c_2);\n param_1 = _e94;\n let _e95 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e95;\n }\n let _e97 = unnamed.uOutputTransform;\n if (_e97 == 3i) {\n let _e99 = (*c_2);\n let _e101 = unnamed.uOutputExposure;\n param_2 = (_e99 * _e101);\n let _e103 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e103;\n }\n let _e104 = (*c_2);\n param_3 = _e104;\n let _e105 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e105;\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 _e97 = unnamed.uFogMode;\n if (_e97 == 1i) {\n let _e100 = unnamed.uFogFar;\n let _e102 = unnamed.uFogNear;\n span = max((_e100 - _e102), 0.0001f);\n let _e105 = (*dist);\n let _e107 = unnamed.uFogNear;\n let _e109 = span;\n ramp = clamp(((_e105 - _e107) / _e109), 0f, 1f);\n let _e113 = unnamed.uUnderwaterFactor;\n if (_e113 <= 0f) {\n let _e115 = ramp;\n return _e115;\n }\n let _e117 = unnamed.uUnderwaterFogDensity;\n let _e118 = (*dist);\n wetLinear = (_e117 * _e118);\n let _e120 = ramp;\n let _e121 = wetLinear;\n let _e123 = wetLinear;\n let _e129 = unnamed.uUnderwaterFactor;\n return mix(_e120, (1f - exp2(((-(_e121) * _e123) * 1.442695f))), _e129);\n }\n let _e132 = unnamed.uFogNear;\n let _e133 = (*dist);\n start = min(_e132, _e133);\n let _e135 = (*dist);\n if (_e135 > 0f) {\n let _e137 = start;\n let _e138 = (*dist);\n local = (_e137 / _e138);\n } else {\n local = 0f;\n }\n let _e140 = local;\n before = _e140;\n let _e141 = (*pointY);\n let _e143 = unnamed.uFogEyeY;\n let _e146 = unnamed.uFogHeightFalloff;\n t = ((_e141 - _e143) * _e146);\n let _e148 = t;\n let _e149 = before;\n rest = (_e148 * (1f - _e149));\n let _e152 = rest;\n let _e155 = rest;\n denom = select(_e155, 0.0001f, (abs(_e152) < 0.0001f));\n let _e158 = unnamed.uFogDensity;\n let _e160 = t;\n let _e162 = before;\n let _e166 = (*dist);\n let _e167 = start;\n let _e170 = denom;\n let _e175 = denom;\n air = (1f - exp(((((-(_e158) * exp((-(_e160) * _e162))) * (_e166 - _e167)) * (1f - exp(-(_e170)))) / _e175)));\n let _e180 = unnamed.uUnderwaterFactor;\n if (_e180 <= 0f) {\n let _e182 = air;\n return _e182;\n }\n let _e184 = unnamed.uUnderwaterFogDensity;\n let _e185 = (*dist);\n wet = (_e184 * _e185);\n let _e187 = air;\n let _e188 = wet;\n let _e190 = wet;\n let _e196 = unnamed.uUnderwaterFactor;\n return mix(_e187, (1f - exp2(((-(_e188) * _e190) * 1.442695f))), _e196);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e84 = (*p);\n return fract((sin((_e84 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param_4: f32;\n var param_5: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_6: f32;\n var param_7: f32;\n var param_8: vec3<f32>;\n\n let _e97 = vSide_1;\n across = clamp((1f - abs(_e97)), 0f, 1f);\n let _e101 = across;\n core = pow(_e101, 10f);\n let _e103 = across;\n glow = pow(_e103, 1.1f);\n let _e106 = unnamed.uTime;\n let _e108 = vSeed_1;\n t_1 = ((_e106 * 47f) + (_e108 * 17f));\n let _e111 = t_1;\n param_4 = floor(_e111);\n let _e113 = hash11_u0028_f1_u003b((¶m_4));\n let _e115 = t_1;\n param_5 = floor((_e115 * 2.37f));\n let _e118 = hash11_u0028_f1_u003b((¶m_5));\n stutter = (0.78f + (0.22f * ((_e113 * 0.6f) + (_e118 * 0.4f))));\n let _e123 = vAlong_1;\n taper = (1f - (_e123 * 0.55f));\n let _e126 = vFade_1;\n let _e127 = stutter;\n let _e129 = taper;\n let _e131 = vGain_1;\n energy = (((_e126 * _e127) * _e129) * _e131);\n let _e134 = unnamed.uEdgeColor;\n let _e135 = glow;\n let _e138 = unnamed.uCoreColor;\n let _e139 = core;\n let _e142 = unnamed.uCoreGain;\n lit = ((_e134 * _e135) + ((_e138 * _e139) * _e142));\n let _e145 = vWorldPos_1;\n let _e147 = unnamed.uCameraPos;\n param_6 = distance(_e145, _e147);\n let _e150 = vWorldPos_1[1u];\n param_7 = _e150;\n let _e151 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_6), (¶m_7));\n fog = _e151;\n let _e152 = lit;\n let _e153 = energy;\n let _e155 = fog;\n param_8 = ((_e152 * _e153) * (1f - _e155));\n let _e158 = applyOutputTransform_u0028_vf3_u003b((¶m_8));\n outColor = vec4<f32>(_e158.x, _e158.y, _e158.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
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export const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: 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 uCameraPos: vec3<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e83 = (*c);\n low = (_e83 * 12.92f);\n let _e85 = (*c);\n high = ((pow(max(_e85, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e91 = high;\n let _e92 = low;\n let _e93 = (*c);\n return mix(_e91, _e92, step(_e93, 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 _e84 = (*c_1)[0u];\n let _e86 = (*c_1)[1u];\n let _e88 = (*c_1)[2u];\n m = max(_e84, max(_e86, _e88));\n let _e91 = m;\n if (_e91 <= 0.8f) {\n let _e93 = (*c_1);\n return _e93;\n }\n let _e94 = m;\n e = (_e94 - 0.8f);\n let _e96 = (*c_1);\n let _e97 = e;\n let _e99 = e;\n let _e103 = m;\n return (_e96 * ((0.8f + ((0.2f * _e97) / (_e99 + 0.2f))) / _e103));\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 _e83 = (*v);\n let _e84 = (*v);\n a = ((_e83 * (_e84 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e90 = (*v);\n let _e91 = (*v);\n b = ((_e90 * ((_e91 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e98 = a;\n let _e99 = b;\n return (_e98 / _e99);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e83 = unnamed.uOutputExposure;\n let _e84 = (*x);\n (*x) = (_e84 * _e83);\n let _e86 = (*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)) * _e86);\n let _e88 = 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)) * _e88), 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 _e85 = unnamed.uOutputTransform;\n if (_e85 == 0i) {\n let _e87 = (*c_2);\n return _e87;\n }\n let _e89 = unnamed.uOutputTransform;\n if (_e89 == 2i) {\n let _e91 = (*c_2);\n param_1 = _e91;\n let _e92 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e92;\n }\n let _e94 = unnamed.uOutputTransform;\n if (_e94 == 3i) {\n let _e96 = (*c_2);\n let _e98 = unnamed.uOutputExposure;\n param_2 = (_e96 * _e98);\n let _e100 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e100;\n }\n let _e101 = (*c_2);\n param_3 = _e101;\n let _e102 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e102;\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 _e94 = unnamed.uFogRange[0u];\n let _e95 = (*dist);\n start = min(_e94, _e95);\n let _e97 = (*dist);\n if (_e97 > 0f) {\n let _e99 = start;\n let _e100 = (*dist);\n local = (_e99 / _e100);\n } else {\n local = 0f;\n }\n let _e102 = local;\n before = _e102;\n let _e103 = (*pointY);\n let _e106 = unnamed.uFogMedium[2u];\n let _e110 = unnamed.uFogMedium[1u];\n t = ((_e103 - _e106) * _e110);\n let _e112 = t;\n let _e113 = before;\n rest = (_e112 * (1f - _e113));\n let _e116 = rest;\n let _e119 = rest;\n denom = select(_e119, 0.0001f, (abs(_e116) < 0.0001f));\n let _e123 = unnamed.uFogMedium[0u];\n let _e124 = t;\n let _e126 = before;\n let _e130 = (*dist);\n let _e131 = start;\n let _e134 = denom;\n let _e139 = denom;\n depth = ((((_e123 * exp((-(_e124) * _e126))) * (_e130 - _e131)) * (1f - exp(-(_e134)))) / _e139);\n let _e143 = unnamed.uFogLayer2_[0u];\n if (_e143 > 0f) {\n let _e145 = (*pointY);\n let _e148 = unnamed.uFogMedium[2u];\n let _e152 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e145 - _e148) * _e152);\n let _e154 = t2_;\n let _e155 = before;\n rest2_ = (_e154 * (1f - _e155));\n let _e158 = rest2_;\n let _e161 = rest2_;\n denom2_ = select(_e161, 0.0001f, (abs(_e158) < 0.0001f));\n let _e165 = unnamed.uFogLayer2_[0u];\n let _e166 = t2_;\n let _e168 = before;\n let _e172 = (*dist);\n let _e173 = start;\n let _e176 = denom2_;\n let _e181 = denom2_;\n let _e183 = depth;\n depth = (_e183 + ((((_e165 * exp((-(_e166) * _e168))) * (_e172 - _e173)) * (1f - exp(-(_e176)))) / _e181));\n }\n let _e185 = depth;\n return _e185;\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_171_: bool;\n\n let _e94 = unnamed.uFogLayer2_[3u];\n let _e95 = (_e94 > 0f);\n phi_171_ = _e95;\n if _e95 {\n let _e96 = (*dist_1);\n let _e99 = unnamed.uFogLayer2_[3u];\n phi_171_ = (_e96 > _e99);\n }\n let _e102 = phi_171_;\n cut = _e102;\n let _e105 = unnamed.uFogRange[2u];\n if (_e105 == 1f) {\n let _e109 = unnamed.uFogRange[1u];\n let _e112 = unnamed.uFogRange[0u];\n span = max((_e109 - _e112), 0.0001f);\n let _e115 = cut;\n if _e115 {\n local_1 = 0f;\n } else {\n let _e116 = (*dist_1);\n let _e119 = unnamed.uFogRange[0u];\n let _e121 = span;\n let _e126 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e116 - _e119) / _e121), 0f, 1f), (1f - _e126));\n }\n let _e129 = local_1;\n ramp = _e129;\n let _e131 = unnamed.uUnderwaterFactor;\n if (_e131 <= 0f) {\n let _e133 = ramp;\n return _e133;\n }\n let _e136 = unnamed.uFogMedium[3u];\n let _e137 = (*dist_1);\n wetLinear = (_e136 * _e137);\n let _e139 = ramp;\n let _e140 = wetLinear;\n let _e142 = wetLinear;\n let _e148 = unnamed.uUnderwaterFactor;\n return mix(_e139, (1f - exp2(((-(_e140) * _e142) * 1.442695f))), _e148);\n }\n let _e150 = cut;\n if _e150 {\n local_2 = 0f;\n } else {\n let _e151 = (*dist_1);\n param_4 = _e151;\n let _e152 = (*pointY_1);\n param_5 = _e152;\n let _e153 = hazeDepth_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n let _e158 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e153)), _e158));\n }\n let _e161 = local_2;\n air = _e161;\n let _e163 = unnamed.uUnderwaterFactor;\n if (_e163 <= 0f) {\n let _e165 = air;\n return _e165;\n }\n let _e168 = unnamed.uFogMedium[3u];\n let _e169 = (*dist_1);\n wet = (_e168 * _e169);\n let _e171 = air;\n let _e172 = wet;\n let _e174 = wet;\n let _e180 = unnamed.uUnderwaterFactor;\n return mix(_e171, (1f - exp2(((-(_e172) * _e174) * 1.442695f))), _e180);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e81 = (*p);\n return fract((sin((_e81 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param_6: f32;\n var param_7: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_8: f32;\n var param_9: f32;\n var param_10: vec3<f32>;\n\n let _e94 = vSide_1;\n across = clamp((1f - abs(_e94)), 0f, 1f);\n let _e98 = across;\n core = pow(_e98, 10f);\n let _e100 = across;\n glow = pow(_e100, 1.1f);\n let _e103 = unnamed.uTime;\n let _e105 = vSeed_1;\n t_1 = ((_e103 * 47f) + (_e105 * 17f));\n let _e108 = t_1;\n param_6 = floor(_e108);\n let _e110 = hash11_u0028_f1_u003b((¶m_6));\n let _e112 = t_1;\n param_7 = floor((_e112 * 2.37f));\n let _e115 = hash11_u0028_f1_u003b((¶m_7));\n stutter = (0.78f + (0.22f * ((_e110 * 0.6f) + (_e115 * 0.4f))));\n let _e120 = vAlong_1;\n taper = (1f - (_e120 * 0.55f));\n let _e123 = vFade_1;\n let _e124 = stutter;\n let _e126 = taper;\n let _e128 = vGain_1;\n energy = (((_e123 * _e124) * _e126) * _e128);\n let _e131 = unnamed.uEdgeColor;\n let _e132 = glow;\n let _e135 = unnamed.uCoreColor;\n let _e136 = core;\n let _e139 = unnamed.uCoreGain;\n lit = ((_e131 * _e132) + ((_e135 * _e136) * _e139));\n let _e142 = vWorldPos_1;\n let _e144 = unnamed.uCameraPos;\n param_8 = distance(_e142, _e144);\n let _e147 = vWorldPos_1[1u];\n param_9 = _e147;\n let _e148 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_8), (¶m_9));\n fog = _e148;\n let _e149 = lit;\n let _e150 = energy;\n let _e152 = fog;\n param_10 = ((_e149 * _e150) * (1f - _e152));\n let _e155 = applyOutputTransform_u0028_vf3_u003b((¶m_10));\n outColor = vec4<f32>(_e155.x, _e155.y, _e155.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
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export const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWidth: f32,\n uMinWidthPerMetre: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n @location(3) member_3: f32,\n @location(4) member_4: f32,\n @location(5) member_5: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aFrom_1: vec3<f32>;\nvar<private> aTo_1: vec3<f32>;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide: f32;\nvar<private> vAlong: f32;\nvar<private> aArc_1: vec4<f32>;\nvar<private> vFade: f32;\nvar<private> vSeed: f32;\nvar<private> vGain: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var mid: vec3<f32>;\n var dir: vec3<f32>;\n var len: f32;\n var local: vec3<f32>;\n var view: vec3<f32>;\n var dist: f32;\n var local_1: vec3<f32>;\n var across: vec3<f32>;\n var span: f32;\n var local_2: vec3<f32>;\n var halfWidth: f32;\n var world: vec3<f32>;\n\n let _e40 = aFrom_1;\n let _e41 = aTo_1;\n let _e43 = aCorner_1[0u];\n mid = mix(_e40, _e41, vec3(_e43));\n let _e46 = aTo_1;\n let _e47 = aFrom_1;\n dir = (_e46 - _e47);\n let _e49 = dir;\n len = length(_e49);\n let _e51 = len;\n if (_e51 > 0.000001f) {\n let _e53 = dir;\n let _e54 = len;\n local = (_e53 / vec3(_e54));\n } else {\n local = vec3<f32>(0f, 1f, 0f);\n }\n let _e57 = local;\n dir = _e57;\n let _e58 = mid;\n let _e60 = unnamed.uCameraPos;\n view = (_e58 - _e60);\n let _e62 = view;\n dist = length(_e62);\n let _e64 = dist;\n if (_e64 > 0.000001f) {\n let _e66 = view;\n let _e67 = dist;\n local_1 = (_e66 / vec3(_e67));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e70 = local_1;\n view = _e70;\n let _e71 = dir;\n let _e72 = view;\n across = cross(_e71, _e72);\n let _e74 = across;\n span = length(_e74);\n let _e76 = span;\n if (_e76 > 0.0001f) {\n let _e78 = across;\n let _e79 = span;\n local_2 = (_e78 / vec3(_e79));\n } else {\n let _e82 = dir;\n local_2 = normalize((cross(_e82, vec3<f32>(0f, 1f, 0f)) + vec3<f32>(0.001f, 0.001f, 0.001f)));\n }\n let _e86 = local_2;\n across = _e86;\n let _e88 = unnamed.uWidth;\n let _e89 = dist;\n let _e91 = unnamed.uMinWidthPerMetre;\n halfWidth = max(_e88, (_e89 * _e91));\n let _e94 = mid;\n let _e95 = across;\n let _e97 = aCorner_1[1u];\n let _e99 = halfWidth;\n world = (_e94 + ((_e95 * _e97) * _e99));\n let _e103 = aCorner_1[1u];\n vSide = _e103;\n let _e105 = aArc_1[0u];\n vAlong = _e105;\n let _e107 = aArc_1[1u];\n vFade = _e107;\n let _e109 = aArc_1[2u];\n vSeed = _e109;\n let _e111 = aArc_1[3u];\n vGain = _e111;\n let _e112 = world;\n vWorldPos = _e112;\n let _e114 = unnamed.uViewProj;\n let _e115 = world;\n unnamed_1.gl_Position = (_e114 * vec4<f32>(_e115.x, _e115.y, _e115.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aFrom: vec3<f32>, @location(1) aTo: vec3<f32>, @location(2) aCorner: vec2<f32>, @location(3) aArc: vec4<f32>) -> VertexOutput {\n aFrom_1 = aFrom;\n aTo_1 = aTo;\n aCorner_1 = aCorner;\n aArc_1 = aArc;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vSide;\n let _e20 = vAlong;\n let _e21 = vFade;\n let _e22 = vSeed;\n let _e23 = vGain;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e19, _e20, _e21, _e22, _e23, _e24, _e25);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -14,7 +14,7 @@ export const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n
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export const BOLT_BINDINGS = {
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@@ -41,63 +41,53 @@ export const BOLT_BINDINGS = {
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@@ -1,4 +1,4 @@
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-
export declare const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: 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> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_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 _e107 = (*c);\n low = (_e107 * 12.92f);\n let _e109 = (*c);\n high = ((pow(max(_e109, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e115 = high;\n let _e116 = low;\n let _e117 = (*c);\n return mix(_e115, _e116, step(_e117, 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 _e108 = (*c_1)[0u];\n let _e110 = (*c_1)[1u];\n let _e112 = (*c_1)[2u];\n m = max(_e108, max(_e110, _e112));\n let _e115 = m;\n if (_e115 <= 0.8f) {\n let _e117 = (*c_1);\n return _e117;\n }\n let _e118 = m;\n e = (_e118 - 0.8f);\n let _e120 = (*c_1);\n let _e121 = e;\n let _e123 = e;\n let _e127 = m;\n return (_e120 * ((0.8f + ((0.2f * _e121) / (_e123 + 0.2f))) / _e127));\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 _e107 = (*v);\n let _e108 = (*v);\n a = ((_e107 * (_e108 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e114 = (*v);\n let _e115 = (*v);\n b = ((_e114 * ((_e115 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e122 = a;\n let _e123 = b;\n return (_e122 / _e123);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e107 = unnamed.uOutputExposure;\n let _e108 = (*x);\n (*x) = (_e108 * _e107);\n let _e110 = (*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)) * _e110);\n let _e112 = 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)) * _e112), 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 _e109 = unnamed.uOutputTransform;\n if (_e109 == 0i) {\n let _e111 = (*c_2);\n return _e111;\n }\n let _e113 = unnamed.uOutputTransform;\n if (_e113 == 2i) {\n let _e115 = (*c_2);\n param_1 = _e115;\n let _e116 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e116;\n }\n let _e118 = unnamed.uOutputTransform;\n if (_e118 == 3i) {\n let _e120 = (*c_2);\n let _e122 = unnamed.uOutputExposure;\n param_2 = (_e120 * _e122);\n let _e124 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e124;\n }\n let _e125 = (*c_2);\n param_3 = _e125;\n let _e126 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e126;\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 _e118 = unnamed.uFogMode;\n if (_e118 == 1i) {\n let _e121 = unnamed.uFogFar;\n let _e123 = unnamed.uFogNear;\n span = max((_e121 - _e123), 0.0001f);\n let _e126 = (*dist);\n let _e128 = unnamed.uFogNear;\n let _e130 = span;\n ramp = clamp(((_e126 - _e128) / _e130), 0f, 1f);\n let _e134 = unnamed.uUnderwaterFactor;\n if (_e134 <= 0f) {\n let _e136 = ramp;\n return _e136;\n }\n let _e138 = unnamed.uUnderwaterFogDensity;\n let _e139 = (*dist);\n wetLinear = (_e138 * _e139);\n let _e141 = ramp;\n let _e142 = wetLinear;\n let _e144 = wetLinear;\n let _e150 = unnamed.uUnderwaterFactor;\n return mix(_e141, (1f - exp2(((-(_e142) * _e144) * 1.442695f))), _e150);\n }\n let _e153 = unnamed.uFogNear;\n let _e154 = (*dist);\n start = min(_e153, _e154);\n let _e156 = (*dist);\n if (_e156 > 0f) {\n let _e158 = start;\n let _e159 = (*dist);\n local = (_e158 / _e159);\n } else {\n local = 0f;\n }\n let _e161 = local;\n before = _e161;\n let _e162 = (*pointY);\n let _e164 = unnamed.uFogEyeY;\n let _e167 = unnamed.uFogHeightFalloff;\n t = ((_e162 - _e164) * _e167);\n let _e169 = t;\n let _e170 = before;\n rest = (_e169 * (1f - _e170));\n let _e173 = rest;\n let _e176 = rest;\n denom = select(_e176, 0.0001f, (abs(_e173) < 0.0001f));\n let _e179 = unnamed.uFogDensity;\n let _e181 = t;\n let _e183 = before;\n let _e187 = (*dist);\n let _e188 = start;\n let _e191 = denom;\n let _e196 = denom;\n air = (1f - exp(((((-(_e179) * exp((-(_e181) * _e183))) * (_e187 - _e188)) * (1f - exp(-(_e191)))) / _e196)));\n let _e201 = unnamed.uUnderwaterFactor;\n if (_e201 <= 0f) {\n let _e203 = air;\n return _e203;\n }\n let _e205 = unnamed.uUnderwaterFogDensity;\n let _e206 = (*dist);\n wet = (_e205 * _e206);\n let _e208 = air;\n let _e209 = wet;\n let _e211 = wet;\n let _e217 = unnamed.uUnderwaterFactor;\n return mix(_e208, (1f - exp2(((-(_e209) * _e211) * 1.442695f))), _e217);\n}\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_3: f32;\n\n let _e109 = (*k);\n c_3 = sqrt((9.81f / _e109));\n let _e112 = (*k);\n let _e113 = (*dir);\n let _e114 = (*p);\n let _e116 = c_3;\n let _e117 = (*time);\n return (_e112 * (dot(_e113, _e114) - (_e116 * _e117)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e106 = (*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 _e109 = indexable[_e106][3u];\n return (6.2831855f / _e109);\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 _e107 = (*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 _e109 = indexable_1[_e107];\n let _e112 = (*windDir);\n return normalize(mix(normalize(_e109.xy), _e112, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_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>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param_4: i32;\n var param_5: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_6: i32;\n var f: f32;\n var param_7: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n var param_10: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e123 = i_2;\n if (_e123 < 4i) {\n let _e125 = i_2;\n param_4 = _e125;\n let _e126 = (*windDir_1);\n param_5 = _e126;\n let _e127 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((¶m_4), (¶m_5));\n dir_1 = _e127;\n let _e128 = 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 _e131 = indexable_2[_e128][2u];\n let _e132 = (*gain);\n steepness = (_e131 * _e132);\n let _e134 = i_2;\n param_6 = _e134;\n let _e135 = gerstnerWavenumber_u0028_i1_u003b((¶m_6));\n k_1 = _e135;\n let _e136 = k_1;\n param_7 = _e136;\n let _e137 = dir_1;\n param_8 = _e137;\n let _e138 = (*p_1);\n param_9 = _e138;\n let _e139 = (*time_1);\n param_10 = _e139;\n let _e140 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((¶m_7), (¶m_8), (¶m_9), (¶m_10));\n f = _e140;\n let _e141 = steepness;\n let _e143 = k_1;\n let _e145 = f;\n second = ((-(_e141) * _e143) * sin(_e145));\n let _e148 = second;\n let _e150 = dir_1[0u];\n let _e153 = dir_1[0u];\n let _e156 = h[0u];\n h[0u] = (_e156 + ((_e148 * _e150) * _e153));\n let _e159 = second;\n let _e161 = dir_1[1u];\n let _e164 = dir_1[1u];\n let _e167 = h[1u];\n h[1u] = (_e167 + ((_e159 * _e161) * _e164));\n let _e170 = second;\n let _e172 = dir_1[0u];\n let _e175 = dir_1[1u];\n let _e178 = h[2u];\n h[2u] = (_e178 + ((_e170 * _e172) * _e175));\n continue;\n } else {\n break;\n }\n continuing {\n let _e181 = i_2;\n i_2 = (_e181 + 1i);\n }\n }\n let _e183 = h;\n return _e183;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_11: vec2<f32>;\n var param_12: f32;\n var param_13: vec2<f32>;\n var param_14: f32;\n var a_1: f32;\n var b_1: f32;\n var c_4: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_15: f32;\n var param_16: f32;\n var param_17: vec3<f32>;\n\n let _e134 = vParams_1[0u];\n waterY = _e134;\n let _e136 = vWorldPos_1[1u];\n let _e137 = waterY;\n drop = (_e136 - _e137);\n let _e139 = drop;\n distanceFromWater = abs(_e139);\n let _e141 = distanceFromWater;\n clear = step(0.02f, _e141);\n let _e144 = unnamed.uMaxDrop;\n let _e147 = unnamed.uMaxDrop;\n let _e148 = distanceFromWater;\n height = (1f - smoothstep((_e144 * 0.45f), _e147, _e148));\n let _e152 = vLocal_1[0u];\n let _e154 = vLocal_1[0u];\n let _e158 = vLocal_1[1u];\n let _e160 = vLocal_1[1u];\n rim = min(min(_e152, (1f - _e154)), min(_e158, (1f - _e160)));\n let _e164 = rim;\n edge = smoothstep(0f, 0.12f, _e164);\n let _e166 = clear;\n let _e167 = height;\n let _e169 = edge;\n reach = ((_e166 * _e167) * _e169);\n let _e173 = unnamed.uLightDir[1u];\n elevation = max(_e173, 0.16f);\n let _e175 = elevation;\n slant = (1f / _e175);\n let _e177 = drop;\n let _e178 = slant;\n d = (_e177 * _e178);\n let _e180 = vWorldPos_1;\n let _e183 = unnamed.uLightDir;\n let _e185 = d;\n water = (_e180.xz + (_e183.xz * _e185));\n let _e188 = water;\n param_11 = _e188;\n let _e190 = unnamed.uTime;\n param_12 = _e190;\n let _e192 = unnamed.uWindDir;\n param_13 = _e192;\n let _e194 = unnamed.uWaveGain;\n param_14 = _e194;\n let _e195 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((¶m_11), (¶m_12), (¶m_13), (¶m_14));\n h_1 = _e195;\n let _e196 = d;\n let _e199 = h_1[0u];\n a_1 = (1f - ((2f * _e196) * _e199));\n let _e202 = d;\n let _e205 = h_1[1u];\n b_1 = (1f - ((2f * _e202) * _e205));\n let _e208 = d;\n let _e211 = h_1[2u];\n c_4 = ((2f * _e208) * _e211);\n let _e213 = a_1;\n let _e214 = b_1;\n let _e216 = c_4;\n let _e217 = c_4;\n det = ((_e213 * _e214) - (_e216 * _e217));\n let _e220 = det;\n let _e221 = fwidth(_e220);\n soft = max(0.05f, (_e221 * 1.6f));\n let _e224 = soft;\n let _e225 = det;\n let _e227 = soft;\n lines = (_e224 / max(abs(_e225), _e227));\n let _e230 = det;\n sheen = clamp(((1f / max(abs(_e230), 0.18f)) - 0.85f), 0f, 1f);\n let _e236 = lines;\n let _e238 = sheen;\n caustic = clamp(((_e236 * 0.9f) + (_e238 * 0.09f)), 0f, 1.6f);\n let _e242 = vWorldPos_1;\n let _e244 = unnamed.uCameraPos;\n param_15 = distance(_e242, _e244);\n let _e247 = vWorldPos_1[1u];\n param_16 = _e247;\n let _e248 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_15), (¶m_16));\n fog = _e248;\n let _e250 = unnamed.uTint;\n let _e251 = caustic;\n let _e253 = unnamed.uStrength;\n let _e255 = reach;\n let _e257 = fog;\n param_17 = (_e250 * (((_e251 * _e253) * _e255) * (1f - _e257)));\n let _e261 = applyOutputTransform_u0028_vf3_u003b((¶m_17));\n outColor = vec4<f32>(_e261.x, _e261.y, _e261.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export declare const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: 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> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_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 _e103 = (*c);\n low = (_e103 * 12.92f);\n let _e105 = (*c);\n high = ((pow(max(_e105, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e111 = high;\n let _e112 = low;\n let _e113 = (*c);\n return mix(_e111, _e112, step(_e113, 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 _e104 = (*c_1)[0u];\n let _e106 = (*c_1)[1u];\n let _e108 = (*c_1)[2u];\n m = max(_e104, max(_e106, _e108));\n let _e111 = m;\n if (_e111 <= 0.8f) {\n let _e113 = (*c_1);\n return _e113;\n }\n let _e114 = m;\n e = (_e114 - 0.8f);\n let _e116 = (*c_1);\n let _e117 = e;\n let _e119 = e;\n let _e123 = m;\n return (_e116 * ((0.8f + ((0.2f * _e117) / (_e119 + 0.2f))) / _e123));\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 _e103 = (*v);\n let _e104 = (*v);\n a = ((_e103 * (_e104 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e110 = (*v);\n let _e111 = (*v);\n b = ((_e110 * ((_e111 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e118 = a;\n let _e119 = b;\n return (_e118 / _e119);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e103 = unnamed.uOutputExposure;\n let _e104 = (*x);\n (*x) = (_e104 * _e103);\n let _e106 = (*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)) * _e106);\n let _e108 = 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)) * _e108), 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 _e105 = unnamed.uOutputTransform;\n if (_e105 == 0i) {\n let _e107 = (*c_2);\n return _e107;\n }\n let _e109 = unnamed.uOutputTransform;\n if (_e109 == 2i) {\n let _e111 = (*c_2);\n param_1 = _e111;\n let _e112 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e112;\n }\n let _e114 = unnamed.uOutputTransform;\n if (_e114 == 3i) {\n let _e116 = (*c_2);\n let _e118 = unnamed.uOutputExposure;\n param_2 = (_e116 * _e118);\n let _e120 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e120;\n }\n let _e121 = (*c_2);\n param_3 = _e121;\n let _e122 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e122;\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 _e114 = unnamed.uFogRange[0u];\n let _e115 = (*dist);\n start = min(_e114, _e115);\n let _e117 = (*dist);\n if (_e117 > 0f) {\n let _e119 = start;\n let _e120 = (*dist);\n local = (_e119 / _e120);\n } else {\n local = 0f;\n }\n let _e122 = local;\n before = _e122;\n let _e123 = (*pointY);\n let _e126 = unnamed.uFogMedium[2u];\n let _e130 = unnamed.uFogMedium[1u];\n t = ((_e123 - _e126) * _e130);\n let _e132 = t;\n let _e133 = before;\n rest = (_e132 * (1f - _e133));\n let _e136 = rest;\n let _e139 = rest;\n denom = select(_e139, 0.0001f, (abs(_e136) < 0.0001f));\n let _e143 = unnamed.uFogMedium[0u];\n let _e144 = t;\n let _e146 = before;\n let _e150 = (*dist);\n let _e151 = start;\n let _e154 = denom;\n let _e159 = denom;\n depth = ((((_e143 * exp((-(_e144) * _e146))) * (_e150 - _e151)) * (1f - exp(-(_e154)))) / _e159);\n let _e163 = unnamed.uFogLayer2_[0u];\n if (_e163 > 0f) {\n let _e165 = (*pointY);\n let _e168 = unnamed.uFogMedium[2u];\n let _e172 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e165 - _e168) * _e172);\n let _e174 = t2_;\n let _e175 = before;\n rest2_ = (_e174 * (1f - _e175));\n let _e178 = rest2_;\n let _e181 = rest2_;\n denom2_ = select(_e181, 0.0001f, (abs(_e178) < 0.0001f));\n let _e185 = unnamed.uFogLayer2_[0u];\n let _e186 = t2_;\n let _e188 = before;\n let _e192 = (*dist);\n let _e193 = start;\n let _e196 = denom2_;\n let _e201 = denom2_;\n let _e203 = depth;\n depth = (_e203 + ((((_e185 * exp((-(_e186) * _e188))) * (_e192 - _e193)) * (1f - exp(-(_e196)))) / _e201));\n }\n let _e205 = depth;\n return _e205;\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_193_: bool;\n\n let _e114 = unnamed.uFogLayer2_[3u];\n let _e115 = (_e114 > 0f);\n phi_193_ = _e115;\n if _e115 {\n let _e116 = (*dist_1);\n let _e119 = unnamed.uFogLayer2_[3u];\n phi_193_ = (_e116 > _e119);\n }\n let _e122 = phi_193_;\n cut = _e122;\n let _e125 = unnamed.uFogRange[2u];\n if (_e125 == 1f) {\n let _e129 = unnamed.uFogRange[1u];\n let _e132 = unnamed.uFogRange[0u];\n span = max((_e129 - _e132), 0.0001f);\n let _e135 = cut;\n if _e135 {\n local_1 = 0f;\n } else {\n let _e136 = (*dist_1);\n let _e139 = unnamed.uFogRange[0u];\n let _e141 = span;\n let _e146 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e136 - _e139) / _e141), 0f, 1f), (1f - _e146));\n }\n let _e149 = local_1;\n ramp = _e149;\n let _e151 = unnamed.uUnderwaterFactor;\n if (_e151 <= 0f) {\n let _e153 = ramp;\n return _e153;\n }\n let _e156 = unnamed.uFogMedium[3u];\n let _e157 = (*dist_1);\n wetLinear = (_e156 * _e157);\n let _e159 = ramp;\n let _e160 = wetLinear;\n let _e162 = wetLinear;\n let _e168 = unnamed.uUnderwaterFactor;\n return mix(_e159, (1f - exp2(((-(_e160) * _e162) * 1.442695f))), _e168);\n }\n let _e170 = cut;\n if _e170 {\n local_2 = 0f;\n } else {\n let _e171 = (*dist_1);\n param_4 = _e171;\n let _e172 = (*pointY_1);\n param_5 = _e172;\n let _e173 = hazeDepth_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n let _e178 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e173)), _e178));\n }\n let _e181 = local_2;\n air = _e181;\n let _e183 = unnamed.uUnderwaterFactor;\n if (_e183 <= 0f) {\n let _e185 = air;\n return _e185;\n }\n let _e188 = unnamed.uFogMedium[3u];\n let _e189 = (*dist_1);\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 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_3: f32;\n\n let _e105 = (*k);\n c_3 = sqrt((9.81f / _e105));\n let _e108 = (*k);\n let _e109 = (*dir);\n let _e110 = (*p);\n let _e112 = c_3;\n let _e113 = (*time);\n return (_e108 * (dot(_e109, _e110) - (_e112 * _e113)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e102 = (*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 _e105 = indexable[_e102][3u];\n return (6.2831855f / _e105);\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 _e103 = (*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 _e105 = indexable_1[_e103];\n let _e108 = (*windDir);\n return normalize(mix(normalize(_e105.xy), _e108, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_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>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param_6: i32;\n var param_7: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_8: i32;\n var f: f32;\n var param_9: f32;\n var param_10: vec2<f32>;\n var param_11: vec2<f32>;\n var param_12: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e119 = i_2;\n if (_e119 < 4i) {\n let _e121 = i_2;\n param_6 = _e121;\n let _e122 = (*windDir_1);\n param_7 = _e122;\n let _e123 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((¶m_6), (¶m_7));\n dir_1 = _e123;\n let _e124 = 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 _e127 = indexable_2[_e124][2u];\n let _e128 = (*gain);\n steepness = (_e127 * _e128);\n let _e130 = i_2;\n param_8 = _e130;\n let _e131 = gerstnerWavenumber_u0028_i1_u003b((¶m_8));\n k_1 = _e131;\n let _e132 = k_1;\n param_9 = _e132;\n let _e133 = dir_1;\n param_10 = _e133;\n let _e134 = (*p_1);\n param_11 = _e134;\n let _e135 = (*time_1);\n param_12 = _e135;\n let _e136 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((¶m_9), (¶m_10), (¶m_11), (¶m_12));\n f = _e136;\n let _e137 = steepness;\n let _e139 = k_1;\n let _e141 = f;\n second = ((-(_e137) * _e139) * sin(_e141));\n let _e144 = second;\n let _e146 = dir_1[0u];\n let _e149 = dir_1[0u];\n let _e152 = h[0u];\n h[0u] = (_e152 + ((_e144 * _e146) * _e149));\n let _e155 = second;\n let _e157 = dir_1[1u];\n let _e160 = dir_1[1u];\n let _e163 = h[1u];\n h[1u] = (_e163 + ((_e155 * _e157) * _e160));\n let _e166 = second;\n let _e168 = dir_1[0u];\n let _e171 = dir_1[1u];\n let _e174 = h[2u];\n h[2u] = (_e174 + ((_e166 * _e168) * _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 = h;\n return _e179;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_13: vec2<f32>;\n var param_14: f32;\n var param_15: vec2<f32>;\n var param_16: f32;\n var a_1: f32;\n var b_1: f32;\n var c_4: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_17: f32;\n var param_18: f32;\n var param_19: vec3<f32>;\n\n let _e130 = vParams_1[0u];\n waterY = _e130;\n let _e132 = vWorldPos_1[1u];\n let _e133 = waterY;\n drop = (_e132 - _e133);\n let _e135 = drop;\n distanceFromWater = abs(_e135);\n let _e137 = distanceFromWater;\n clear = step(0.02f, _e137);\n let _e140 = unnamed.uMaxDrop;\n let _e143 = unnamed.uMaxDrop;\n let _e144 = distanceFromWater;\n height = (1f - smoothstep((_e140 * 0.45f), _e143, _e144));\n let _e148 = vLocal_1[0u];\n let _e150 = vLocal_1[0u];\n let _e154 = vLocal_1[1u];\n let _e156 = vLocal_1[1u];\n rim = min(min(_e148, (1f - _e150)), min(_e154, (1f - _e156)));\n let _e160 = rim;\n edge = smoothstep(0f, 0.12f, _e160);\n let _e162 = clear;\n let _e163 = height;\n let _e165 = edge;\n reach = ((_e162 * _e163) * _e165);\n let _e169 = unnamed.uLightDir[1u];\n elevation = max(_e169, 0.16f);\n let _e171 = elevation;\n slant = (1f / _e171);\n let _e173 = drop;\n let _e174 = slant;\n d = (_e173 * _e174);\n let _e176 = vWorldPos_1;\n let _e179 = unnamed.uLightDir;\n let _e181 = d;\n water = (_e176.xz + (_e179.xz * _e181));\n let _e184 = water;\n param_13 = _e184;\n let _e186 = unnamed.uTime;\n param_14 = _e186;\n let _e188 = unnamed.uWindDir;\n param_15 = _e188;\n let _e190 = unnamed.uWaveGain;\n param_16 = _e190;\n let _e191 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((¶m_13), (¶m_14), (¶m_15), (¶m_16));\n h_1 = _e191;\n let _e192 = d;\n let _e195 = h_1[0u];\n a_1 = (1f - ((2f * _e192) * _e195));\n let _e198 = d;\n let _e201 = h_1[1u];\n b_1 = (1f - ((2f * _e198) * _e201));\n let _e204 = d;\n let _e207 = h_1[2u];\n c_4 = ((2f * _e204) * _e207);\n let _e209 = a_1;\n let _e210 = b_1;\n let _e212 = c_4;\n let _e213 = c_4;\n det = ((_e209 * _e210) - (_e212 * _e213));\n let _e216 = det;\n let _e217 = fwidth(_e216);\n soft = max(0.05f, (_e217 * 1.6f));\n let _e220 = soft;\n let _e221 = det;\n let _e223 = soft;\n lines = (_e220 / max(abs(_e221), _e223));\n let _e226 = det;\n sheen = clamp(((1f / max(abs(_e226), 0.18f)) - 0.85f), 0f, 1f);\n let _e232 = lines;\n let _e234 = sheen;\n caustic = clamp(((_e232 * 0.9f) + (_e234 * 0.09f)), 0f, 1.6f);\n let _e238 = vWorldPos_1;\n let _e240 = unnamed.uCameraPos;\n param_17 = distance(_e238, _e240);\n let _e243 = vWorldPos_1[1u];\n param_18 = _e243;\n let _e244 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_17), (¶m_18));\n fog = _e244;\n let _e246 = unnamed.uTint;\n let _e247 = caustic;\n let _e249 = unnamed.uStrength;\n let _e251 = reach;\n let _e253 = fog;\n param_19 = (_e246 * (((_e247 * _e249) * _e251) * (1f - _e253)));\n let _e257 = applyOutputTransform_u0028_vf3_u003b((¶m_19));\n outColor = vec4<f32>(_e257.x, _e257.y, _e257.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export declare const CAUSTICS_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n}\n\nstruct VertexOutput {\n @location(0) member: vec3<f32>,\n @location(1) member_1: vec2<f32>,\n @location(2) member_2: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vWorldPos: vec3<f32>;\nvar<private> aRest_1: vec3<f32>;\nvar<private> vLocal: vec2<f32>;\nvar<private> aLocal_1: vec2<f32>;\nvar<private> vParams: vec2<f32>;\nvar<private> aParams_1: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(0) \nvar<uniform> unnamed_1: Uniforms;\n\nfn main_1() {\n let _e10 = aRest_1;\n vWorldPos = _e10;\n let _e11 = aLocal_1;\n vLocal = _e11;\n let _e12 = aParams_1;\n vParams = _e12;\n let _e14 = unnamed_1.uViewProj;\n let _e15 = aRest_1;\n unnamed.gl_Position = (_e14 * vec4<f32>(_e15.x, _e15.y, _e15.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aRest: vec3<f32>, @location(1) aLocal: vec2<f32>, @location(2) aParams: vec2<f32>) -> VertexOutput {\n aRest_1 = aRest;\n aLocal_1 = aLocal;\n aParams_1 = aParams;\n main_1();\n let _e12 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e12);\n let _e14 = vWorldPos;\n let _e15 = vLocal;\n let _e16 = vParams;\n let _e17 = unnamed.gl_Position;\n return VertexOutput(_e14, _e15, _e16, _e17);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -8,7 +8,7 @@ export declare const CAUSTICS_VERT_WGSL = "struct gl_PerVertex {\n @builtin(p
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export declare const CAUSTICS_BINDINGS: {
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readonly CAUSTICS_FRAG: {
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@@ -55,58 +55,48 @@ export declare const CAUSTICS_BINDINGS: {
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};
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readonly uFogHeightFalloff: {
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readonly uFogRange: {
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readonly uUnderwaterFogDensity: {
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|
94
|
-
readonly offset:
|
|
95
|
-
readonly size:
|
|
96
|
-
readonly type: "
|
|
83
|
+
readonly uFogGlow: {
|
|
84
|
+
readonly offset: 160;
|
|
85
|
+
readonly size: 16;
|
|
86
|
+
readonly type: "vec4";
|
|
97
87
|
};
|
|
98
|
-
readonly
|
|
99
|
-
readonly offset:
|
|
100
|
-
readonly size:
|
|
101
|
-
readonly type: "
|
|
88
|
+
readonly uFogGlowDir: {
|
|
89
|
+
readonly offset: 176;
|
|
90
|
+
readonly size: 16;
|
|
91
|
+
readonly type: "vec4";
|
|
102
92
|
};
|
|
103
93
|
readonly uOutputTransform: {
|
|
104
|
-
readonly offset:
|
|
94
|
+
readonly offset: 192;
|
|
105
95
|
readonly size: 4;
|
|
106
96
|
readonly type: "int";
|
|
107
97
|
};
|
|
108
98
|
readonly uOutputExposure: {
|
|
109
|
-
readonly offset:
|
|
99
|
+
readonly offset: 196;
|
|
110
100
|
readonly size: 4;
|
|
111
101
|
readonly type: "float";
|
|
112
102
|
};
|