@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
@@ -4,7 +4,7 @@
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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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  */
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- export 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((&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)) * _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((&param_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((&param_2));\n (*c_2) = _e124;\n }\n let _e125 = (*c_2);\n param_3 = _e125;\n let _e126 = linearToSrgb_u0028_vf3_u003b((&param_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((&param_4), (&param_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((&param_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((&param_7), (&param_8), (&param_9), (&param_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((&param_11), (&param_12), (&param_13), (&param_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((&param_15), (&param_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((&param_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";
7
+ export 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((&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)) * _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((&param_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((&param_2));\n (*c_2) = _e120;\n }\n let _e121 = (*c_2);\n param_3 = _e121;\n let _e122 = linearToSrgb_u0028_vf3_u003b((&param_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((&param_4), (&param_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((&param_6), (&param_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((&param_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((&param_9), (&param_10), (&param_11), (&param_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((&param_13), (&param_14), (&param_15), (&param_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((&param_17), (&param_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((&param_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";
8
8
  export 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";
9
9
  /**
10
10
  * What the transform assigned, so the renderer binds the same numbers.
@@ -14,7 +14,7 @@ export const CAUSTICS_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position)
14
14
  export const CAUSTICS_BINDINGS = {
15
15
  "CAUSTICS_FRAG": {
16
16
  "uniforms": 1,
17
- "uniformSize": 160,
17
+ "uniformSize": 208,
18
18
  "fields": {
19
19
  "uCameraPos": {
20
20
  "offset": 0,
@@ -61,58 +61,48 @@ export const CAUSTICS_BINDINGS = {
61
61
  "size": 12,
62
62
  "type": "vec3"
63
63
  },
64
- "uFogDensity": {
65
- "offset": 92,
66
- "size": 4,
67
- "type": "float"
68
- },
69
- "uFogHeightFalloff": {
64
+ "uFogMedium": {
70
65
  "offset": 96,
71
- "size": 4,
72
- "type": "float"
66
+ "size": 16,
67
+ "type": "vec4"
73
68
  },
74
- "uFogEyeY": {
75
- "offset": 100,
76
- "size": 4,
77
- "type": "float"
69
+ "uFogRange": {
70
+ "offset": 112,
71
+ "size": 16,
72
+ "type": "vec4"
78
73
  },
79
74
  "uUnderwaterColor": {
80
- "offset": 112,
75
+ "offset": 128,
81
76
  "size": 12,
82
77
  "type": "vec3"
83
78
  },
84
- "uUnderwaterFogDensity": {
85
- "offset": 124,
86
- "size": 4,
87
- "type": "float"
88
- },
89
79
  "uUnderwaterFactor": {
90
- "offset": 128,
80
+ "offset": 140,
91
81
  "size": 4,
92
82
  "type": "float"
93
83
  },
94
- "uFogMode": {
95
- "offset": 132,
96
- "size": 4,
97
- "type": "int"
84
+ "uFogLayer2": {
85
+ "offset": 144,
86
+ "size": 16,
87
+ "type": "vec4"
98
88
  },
99
- "uFogNear": {
100
- "offset": 136,
101
- "size": 4,
102
- "type": "float"
89
+ "uFogGlow": {
90
+ "offset": 160,
91
+ "size": 16,
92
+ "type": "vec4"
103
93
  },
104
- "uFogFar": {
105
- "offset": 140,
106
- "size": 4,
107
- "type": "float"
94
+ "uFogGlowDir": {
95
+ "offset": 176,
96
+ "size": 16,
97
+ "type": "vec4"
108
98
  },
109
99
  "uOutputTransform": {
110
- "offset": 144,
100
+ "offset": 192,
111
101
  "size": 4,
112
102
  "type": "int"
113
103
  },
114
104
  "uOutputExposure": {
115
- "offset": 148,
105
+ "offset": 196,
116
106
  "size": 4,
117
107
  "type": "float"
118
108
  }
@@ -1,4 +1,4 @@
1
- export declare const FILM_FRAG_WGSL = "struct Uniforms {\n uReflectionEnabled: i32,\n uReflectionStrength: f32,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uSheen: f32,\n uFilmRoughness: f32,\n uFilmRoughnessCycles: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorld_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vTint_1: vec3<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> vCoverage_1: f32;\nvar<private> fragColor: vec4<f32>;\n\nfn filmHash_u0028_vf3_u003b(p: ptr<function, vec3<f32>>) -> f32 {\n let _e115 = (*p);\n (*p) = fract((_e115 * 0.1031f));\n let _e118 = (*p);\n let _e119 = (*p);\n let _e124 = (*p);\n (*p) = (_e124 + vec3(dot(_e118, (_e119.zyx + vec3(31.32f)))));\n let _e128 = (*p)[0u];\n let _e130 = (*p)[1u];\n let _e133 = (*p)[2u];\n return fract(((_e128 + _e130) * _e133));\n}\n\nfn filmNoise_u0028_vf3_u003b(p_1: ptr<function, vec3<f32>>) -> f32 {\n var i: vec3<f32>;\n var f: vec3<f32>;\n var u: vec3<f32>;\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n\n let _e126 = (*p_1);\n i = floor(_e126);\n let _e128 = (*p_1);\n f = fract(_e128);\n let _e130 = f;\n let _e131 = f;\n let _e133 = f;\n u = ((_e130 * _e131) * (vec3(3f) - (_e133 * 2f)));\n let _e138 = i;\n param = (_e138 + vec3<f32>(0f, 0f, 0f));\n let _e140 = filmHash_u0028_vf3_u003b((&param));\n let _e141 = i;\n param_1 = (_e141 + vec3<f32>(1f, 0f, 0f));\n let _e143 = filmHash_u0028_vf3_u003b((&param_1));\n let _e145 = u[0u];\n let _e147 = i;\n param_2 = (_e147 + vec3<f32>(0f, 1f, 0f));\n let _e149 = filmHash_u0028_vf3_u003b((&param_2));\n let _e150 = i;\n param_3 = (_e150 + vec3<f32>(1f, 1f, 0f));\n let _e152 = filmHash_u0028_vf3_u003b((&param_3));\n let _e154 = u[0u];\n let _e157 = u[1u];\n let _e159 = i;\n param_4 = (_e159 + vec3<f32>(0f, 0f, 1f));\n let _e161 = filmHash_u0028_vf3_u003b((&param_4));\n let _e162 = i;\n param_5 = (_e162 + vec3<f32>(1f, 0f, 1f));\n let _e164 = filmHash_u0028_vf3_u003b((&param_5));\n let _e166 = u[0u];\n let _e168 = i;\n param_6 = (_e168 + vec3<f32>(0f, 1f, 1f));\n let _e170 = filmHash_u0028_vf3_u003b((&param_6));\n let _e171 = i;\n param_7 = (_e171 + vec3<f32>(1f, 1f, 1f));\n let _e173 = filmHash_u0028_vf3_u003b((&param_7));\n let _e175 = u[0u];\n let _e178 = u[1u];\n let _e181 = u[2u];\n return mix(mix(mix(_e140, _e143, _e145), mix(_e149, _e152, _e154), _e157), mix(mix(_e161, _e164, _e166), mix(_e170, _e173, _e175), _e178), _e181);\n}\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 _e117 = (*c);\n low = (_e117 * 12.92f);\n let _e119 = (*c);\n high = ((pow(max(_e119, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e125 = high;\n let _e126 = low;\n let _e127 = (*c);\n return mix(_e125, _e126, step(_e127, 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 _e118 = (*c_1)[0u];\n let _e120 = (*c_1)[1u];\n let _e122 = (*c_1)[2u];\n m = max(_e118, max(_e120, _e122));\n let _e125 = m;\n if (_e125 <= 0.8f) {\n let _e127 = (*c_1);\n return _e127;\n }\n let _e128 = m;\n e = (_e128 - 0.8f);\n let _e130 = (*c_1);\n let _e131 = e;\n let _e133 = e;\n let _e137 = m;\n return (_e130 * ((0.8f + ((0.2f * _e131) / (_e133 + 0.2f))) / _e137));\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 _e117 = (*v);\n let _e118 = (*v);\n a = ((_e117 * (_e118 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e124 = (*v);\n let _e125 = (*v);\n b = ((_e124 * ((_e125 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e132 = a;\n let _e133 = b;\n return (_e132 / _e133);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_8: vec3<f32>;\n\n let _e117 = unnamed.uOutputExposure;\n let _e118 = (*x);\n (*x) = (_e118 * _e117);\n let _e120 = (*x);\n param_8 = (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)) * _e120);\n let _e122 = rrtAndOdtFit_u0028_vf3_u003b((&param_8));\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)) * _e122), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_9: vec3<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n\n let _e119 = unnamed.uOutputTransform;\n if (_e119 == 0i) {\n let _e121 = (*c_2);\n return _e121;\n }\n let _e123 = unnamed.uOutputTransform;\n if (_e123 == 2i) {\n let _e125 = (*c_2);\n param_9 = _e125;\n let _e126 = acesFilmic_u0028_vf3_u003b((&param_9));\n (*c_2) = _e126;\n }\n let _e128 = unnamed.uOutputTransform;\n if (_e128 == 3i) {\n let _e130 = (*c_2);\n let _e132 = unnamed.uOutputExposure;\n param_10 = (_e130 * _e132);\n let _e134 = highlightShoulder_u0028_vf3_u003b((&param_10));\n (*c_2) = _e134;\n }\n let _e135 = (*c_2);\n param_11 = _e135;\n let _e136 = linearToSrgb_u0028_vf3_u003b((&param_11));\n return _e136;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e115 = unnamed.uFogColor;\n let _e117 = unnamed.uUnderwaterColor;\n let _e119 = unnamed.uUnderwaterFactor;\n return mix(_e115, _e117, vec3(_e119));\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 _e128 = unnamed.uFogMode;\n if (_e128 == 1i) {\n let _e131 = unnamed.uFogFar;\n let _e133 = unnamed.uFogNear;\n span = max((_e131 - _e133), 0.0001f);\n let _e136 = (*dist);\n let _e138 = unnamed.uFogNear;\n let _e140 = span;\n ramp = clamp(((_e136 - _e138) / _e140), 0f, 1f);\n let _e144 = unnamed.uUnderwaterFactor;\n if (_e144 <= 0f) {\n let _e146 = ramp;\n return _e146;\n }\n let _e148 = unnamed.uUnderwaterFogDensity;\n let _e149 = (*dist);\n wetLinear = (_e148 * _e149);\n let _e151 = ramp;\n let _e152 = wetLinear;\n let _e154 = wetLinear;\n let _e160 = unnamed.uUnderwaterFactor;\n return mix(_e151, (1f - exp2(((-(_e152) * _e154) * 1.442695f))), _e160);\n }\n let _e163 = unnamed.uFogNear;\n let _e164 = (*dist);\n start = min(_e163, _e164);\n let _e166 = (*dist);\n if (_e166 > 0f) {\n let _e168 = start;\n let _e169 = (*dist);\n local = (_e168 / _e169);\n } else {\n local = 0f;\n }\n let _e171 = local;\n before = _e171;\n let _e172 = (*pointY);\n let _e174 = unnamed.uFogEyeY;\n let _e177 = unnamed.uFogHeightFalloff;\n t = ((_e172 - _e174) * _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 _e189 = unnamed.uFogDensity;\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 air = (1f - exp(((((-(_e189) * exp((-(_e191) * _e193))) * (_e197 - _e198)) * (1f - exp(-(_e201)))) / _e206)));\n let _e211 = unnamed.uUnderwaterFactor;\n if (_e211 <= 0f) {\n let _e213 = air;\n return _e213;\n }\n let _e215 = unnamed.uUnderwaterFogDensity;\n let _e216 = (*dist);\n wet = (_e215 * _e216);\n let _e218 = air;\n let _e219 = wet;\n let _e221 = wet;\n let _e227 = unnamed.uUnderwaterFactor;\n return mix(_e218, (1f - exp2(((-(_e219) * _e221) * 1.442695f))), _e227);\n}\n\nfn hue_u0028_f1_u003b(h: ptr<function, f32>) -> vec3<f32> {\n var c_3: vec3<f32>;\n\n let _e116 = (*h);\n (*h) = (fract(_e116) * 6f);\n let _e119 = (*h);\n let _e123 = (*h);\n let _e127 = (*h);\n c_3 = clamp(vec3<f32>((abs((_e119 - 3f)) - 1f), (2f - abs((_e123 - 2f))), (2f - abs((_e127 - 4f)))), vec3(0f), vec3(1f));\n let _e135 = c_3;\n return _e135;\n}\n\nfn main_1() {\n var view: vec3<f32>;\n var facing: f32;\n var grazing: f32;\n var ripple: f32;\n var sheen: vec3<f32>;\n var param_12: f32;\n var base: vec3<f32>;\n var color: vec3<f32>;\n var fog: f32;\n var param_13: f32;\n var param_14: f32;\n var gradedAir: vec3<f32>;\n var param_15: vec3<f32>;\n var graded: vec3<f32>;\n var param_16: vec3<f32>;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var valid: f32;\n var at: vec3<f32>;\n var here: f32;\n var param_17: vec3<f32>;\n var slope: vec2<f32>;\n var param_18: vec3<f32>;\n var param_19: vec3<f32>;\n var along: vec2<f32>;\n var smear: vec2<f32>;\n var movedBorder: vec2<f32>;\n var mirrored: vec3<f32>;\n var coverage: f32;\n var alpha: f32;\n var phi_519_: bool;\n var phi_634_: bool;\n var phi_643_: bool;\n\n let _e145 = unnamed.uClipEnabled;\n let _e146 = (_e145 != 0i);\n phi_519_ = _e146;\n if _e146 {\n let _e147 = vWorld_1;\n let _e153 = unnamed.uClipPlane;\n phi_519_ = (dot(vec4<f32>(_e147.x, _e147.y, _e147.z, 1f), _e153) < 0f);\n }\n let _e157 = phi_519_;\n if _e157 {\n discard;\n }\n let _e159 = unnamed.uCameraPos;\n let _e160 = vWorld_1;\n view = normalize((_e159 - _e160));\n let _e163 = vNormal_1;\n let _e165 = view;\n facing = max(dot(normalize(_e163), _e165), 0f);\n let _e168 = facing;\n grazing = pow((1f - _e168), 3f);\n let _e172 = vWorld_1[0u];\n let _e175 = vWorld_1[2u];\n let _e179 = unnamed.uTime;\n let _e184 = vWorld_1[2u];\n let _e187 = vWorld_1[0u];\n let _e191 = unnamed.uTime;\n ripple = (sin((((_e172 * 0.73f) + (_e175 * 0.41f)) + (_e179 * 0.55f))) * cos((((_e184 * 0.91f) - (_e187 * 0.29f)) - (_e191 * 0.37f))));\n let _e196 = grazing;\n let _e198 = ripple;\n param_12 = (((_e196 * 1.35f) + (_e198 * 0.14f)) + 0.55f);\n let _e202 = hue_u0028_f1_u003b((&param_12));\n sheen = _e202;\n let _e203 = vTint_1;\n base = (_e203 * 0.9f);\n let _e205 = base;\n let _e206 = sheen;\n let _e208 = unnamed.uSheen;\n let _e210 = grazing;\n color = (_e205 + ((_e206 * _e208) * (0.22f + (_e210 * 0.75f))));\n let _e216 = unnamed.uCameraPos;\n let _e217 = vWorld_1;\n param_13 = length((_e216 - _e217));\n let _e221 = vWorld_1[1u];\n param_14 = _e221;\n let _e222 = mediumFog_u0028_f1_u003b_f1_u003b((&param_13), (&param_14));\n fog = _e222;\n let _e223 = mediumColor_u0028_();\n param_15 = _e223;\n let _e224 = applyOutputTransform_u0028_vf3_u003b((&param_15));\n gradedAir = _e224;\n let _e225 = color;\n let _e226 = mediumColor_u0028_();\n let _e227 = fog;\n param_16 = mix(_e225, _e226, vec3(_e227));\n let _e230 = applyOutputTransform_u0028_vf3_u003b((&param_16));\n graded = _e230;\n let _e232 = unnamed.uReflectionEnabled;\n let _e233 = (_e232 != 0i);\n phi_634_ = _e233;\n if _e233 {\n let _e235 = unnamed.uReflectionStrength;\n phi_634_ = (_e235 > 0f);\n }\n let _e238 = phi_634_;\n phi_643_ = _e238;\n if _e238 {\n let _e240 = vReflectionClip_1[3u];\n phi_643_ = (_e240 > 0f);\n }\n let _e243 = phi_643_;\n if _e243 {\n let _e244 = vReflectionClip_1;\n let _e247 = vReflectionClip_1[3u];\n reflectionUv = (((_e244.xy / vec2(_e247)) * 0.5f) + vec2(0.5f));\n let _e253 = reflectionUv;\n let _e254 = reflectionUv;\n border = min(_e253, (vec2(1f) - _e254));\n let _e259 = border[0u];\n let _e261 = border[1u];\n valid = smoothstep(0f, 0.025f, min(_e259, _e261));\n let _e265 = unnamed.uFilmRoughness;\n if (_e265 > 0f) {\n let _e267 = vWorld_1;\n let _e269 = unnamed.uFilmRoughnessCycles;\n at = (_e267 * _e269);\n let _e271 = at;\n param_17 = _e271;\n let _e272 = filmNoise_u0028_vf3_u003b((&param_17));\n here = _e272;\n let _e273 = at;\n param_18 = (_e273 + vec3<f32>(0.5f, 0f, 0f));\n let _e275 = filmNoise_u0028_vf3_u003b((&param_18));\n let _e276 = here;\n let _e278 = at;\n param_19 = (_e278 + vec3<f32>(0f, 0f, 0.5f));\n let _e280 = filmNoise_u0028_vf3_u003b((&param_19));\n let _e281 = here;\n slope = vec2<f32>((_e275 - _e276), (_e280 - _e281));\n let _e285 = view[0u];\n let _e287 = view[2u];\n along = normalize((vec2<f32>(_e285, _e287) + vec2<f32>(0.00001f, 0f)));\n let _e291 = along;\n let _e292 = slope;\n let _e293 = along;\n let _e297 = slope;\n smear = (((_e291 * dot(_e292, _e293)) * 3f) + (_e297 * 0.35f));\n let _e300 = smear;\n let _e302 = unnamed.uFilmRoughness;\n let _e305 = grazing;\n let _e309 = reflectionUv;\n reflectionUv = (_e309 + (((_e300 * _e302) * 0.016f) * (0.2f + (_e305 * 0.8f))));\n let _e311 = reflectionUv;\n let _e312 = reflectionUv;\n movedBorder = min(_e311, (vec2(1f) - _e312));\n let _e316 = valid;\n let _e318 = movedBorder[0u];\n let _e320 = movedBorder[1u];\n valid = min(_e316, smoothstep(0f, 0.025f, min(_e318, _e320)));\n }\n let _e324 = reflectionUv;\n let _e328 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e324, vec2(0f), vec2(1f)), 0f);\n mirrored = _e328.xyz;\n let _e330 = graded;\n let _e331 = mirrored;\n let _e332 = gradedAir;\n let _e333 = fog;\n let _e336 = valid;\n let _e338 = unnamed.uReflectionStrength;\n let _e340 = grazing;\n graded = mix(_e330, mix(_e331, _e332, vec3(_e333)), vec3(((_e336 * _e338) * (0.25f + (_e340 * 0.75f)))));\n }\n let _e346 = vCoverage_1;\n coverage = clamp(_e346, 0f, 1f);\n let _e348 = coverage;\n let _e349 = coverage;\n let _e351 = coverage;\n alpha = (mix((_e348 * _e349), _e351, 0.65f) * 0.92f);\n let _e354 = graded;\n let _e355 = alpha;\n fragColor = vec4<f32>(_e354.x, _e354.y, _e354.z, _e355);\n return;\n}\n\n@fragment \nfn main(@location(0) vWorld: vec3<f32>, @location(1) vNormal: vec3<f32>, @location(2) vTint: vec3<f32>, @location(3) vReflectionClip: vec4<f32>, @location(4) vCoverage: f32) -> @location(0) vec4<f32> {\n vWorld_1 = vWorld;\n vNormal_1 = vNormal;\n vTint_1 = vTint;\n vReflectionClip_1 = vReflectionClip;\n vCoverage_1 = vCoverage;\n main_1();\n let _e11 = fragColor;\n return _e11;\n}\n";
1
+ export declare const FILM_FRAG_WGSL = "struct Uniforms {\n uReflectionEnabled: i32,\n uReflectionStrength: f32,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uFogColor: vec3<f32>,\n uFogMedium: vec4<f32>,\n uFogRange: vec4<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n uFogLayer2_: vec4<f32>,\n uFogGlow: vec4<f32>,\n uFogGlowDir: vec4<f32>,\n uSheen: f32,\n uFilmRoughness: f32,\n uFilmRoughnessCycles: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorld_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vTint_1: vec3<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> vCoverage_1: f32;\nvar<private> fragColor: vec4<f32>;\n\nfn filmHash_u0028_vf3_u003b(p: ptr<function, vec3<f32>>) -> f32 {\n let _e113 = (*p);\n (*p) = fract((_e113 * 0.1031f));\n let _e116 = (*p);\n let _e117 = (*p);\n let _e122 = (*p);\n (*p) = (_e122 + vec3(dot(_e116, (_e117.zyx + vec3(31.32f)))));\n let _e126 = (*p)[0u];\n let _e128 = (*p)[1u];\n let _e131 = (*p)[2u];\n return fract(((_e126 + _e128) * _e131));\n}\n\nfn filmNoise_u0028_vf3_u003b(p_1: ptr<function, vec3<f32>>) -> f32 {\n var i: vec3<f32>;\n var f: vec3<f32>;\n var u: vec3<f32>;\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n\n let _e124 = (*p_1);\n i = floor(_e124);\n let _e126 = (*p_1);\n f = fract(_e126);\n let _e128 = f;\n let _e129 = f;\n let _e131 = f;\n u = ((_e128 * _e129) * (vec3(3f) - (_e131 * 2f)));\n let _e136 = i;\n param = (_e136 + vec3<f32>(0f, 0f, 0f));\n let _e138 = filmHash_u0028_vf3_u003b((&param));\n let _e139 = i;\n param_1 = (_e139 + vec3<f32>(1f, 0f, 0f));\n let _e141 = filmHash_u0028_vf3_u003b((&param_1));\n let _e143 = u[0u];\n let _e145 = i;\n param_2 = (_e145 + vec3<f32>(0f, 1f, 0f));\n let _e147 = filmHash_u0028_vf3_u003b((&param_2));\n let _e148 = i;\n param_3 = (_e148 + vec3<f32>(1f, 1f, 0f));\n let _e150 = filmHash_u0028_vf3_u003b((&param_3));\n let _e152 = u[0u];\n let _e155 = u[1u];\n let _e157 = i;\n param_4 = (_e157 + vec3<f32>(0f, 0f, 1f));\n let _e159 = filmHash_u0028_vf3_u003b((&param_4));\n let _e160 = i;\n param_5 = (_e160 + vec3<f32>(1f, 0f, 1f));\n let _e162 = filmHash_u0028_vf3_u003b((&param_5));\n let _e164 = u[0u];\n let _e166 = i;\n param_6 = (_e166 + vec3<f32>(0f, 1f, 1f));\n let _e168 = filmHash_u0028_vf3_u003b((&param_6));\n let _e169 = i;\n param_7 = (_e169 + vec3<f32>(1f, 1f, 1f));\n let _e171 = filmHash_u0028_vf3_u003b((&param_7));\n let _e173 = u[0u];\n let _e176 = u[1u];\n let _e179 = u[2u];\n return mix(mix(mix(_e138, _e141, _e143), mix(_e147, _e150, _e152), _e155), mix(mix(_e159, _e162, _e164), mix(_e168, _e171, _e173), _e176), _e179);\n}\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 _e115 = (*c);\n low = (_e115 * 12.92f);\n let _e117 = (*c);\n high = ((pow(max(_e117, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e123 = high;\n let _e124 = low;\n let _e125 = (*c);\n return mix(_e123, _e124, step(_e125, 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 _e116 = (*c_1)[0u];\n let _e118 = (*c_1)[1u];\n let _e120 = (*c_1)[2u];\n m = max(_e116, max(_e118, _e120));\n let _e123 = m;\n if (_e123 <= 0.8f) {\n let _e125 = (*c_1);\n return _e125;\n }\n let _e126 = m;\n e = (_e126 - 0.8f);\n let _e128 = (*c_1);\n let _e129 = e;\n let _e131 = e;\n let _e135 = m;\n return (_e128 * ((0.8f + ((0.2f * _e129) / (_e131 + 0.2f))) / _e135));\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 _e115 = (*v);\n let _e116 = (*v);\n a = ((_e115 * (_e116 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e122 = (*v);\n let _e123 = (*v);\n b = ((_e122 * ((_e123 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e130 = a;\n let _e131 = b;\n return (_e130 / _e131);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_8: vec3<f32>;\n\n let _e115 = unnamed.uOutputExposure;\n let _e116 = (*x);\n (*x) = (_e116 * _e115);\n let _e118 = (*x);\n param_8 = (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)) * _e118);\n let _e120 = rrtAndOdtFit_u0028_vf3_u003b((&param_8));\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)) * _e120), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_9: vec3<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n\n let _e117 = unnamed.uOutputTransform;\n if (_e117 == 0i) {\n let _e119 = (*c_2);\n return _e119;\n }\n let _e121 = unnamed.uOutputTransform;\n if (_e121 == 2i) {\n let _e123 = (*c_2);\n param_9 = _e123;\n let _e124 = acesFilmic_u0028_vf3_u003b((&param_9));\n (*c_2) = _e124;\n }\n let _e126 = unnamed.uOutputTransform;\n if (_e126 == 3i) {\n let _e128 = (*c_2);\n let _e130 = unnamed.uOutputExposure;\n param_10 = (_e128 * _e130);\n let _e132 = highlightShoulder_u0028_vf3_u003b((&param_10));\n (*c_2) = _e132;\n }\n let _e133 = (*c_2);\n param_11 = _e133;\n let _e134 = linearToSrgb_u0028_vf3_u003b((&param_11));\n return _e134;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e113 = unnamed.uFogColor;\n let _e115 = unnamed.uUnderwaterColor;\n let _e117 = unnamed.uUnderwaterFactor;\n return mix(_e113, _e115, vec3(_e117));\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 _e126 = unnamed.uFogRange[0u];\n let _e127 = (*dist);\n start = min(_e126, _e127);\n let _e129 = (*dist);\n if (_e129 > 0f) {\n let _e131 = start;\n let _e132 = (*dist);\n local = (_e131 / _e132);\n } else {\n local = 0f;\n }\n let _e134 = local;\n before = _e134;\n let _e135 = (*pointY);\n let _e138 = unnamed.uFogMedium[2u];\n let _e142 = unnamed.uFogMedium[1u];\n t = ((_e135 - _e138) * _e142);\n let _e144 = t;\n let _e145 = before;\n rest = (_e144 * (1f - _e145));\n let _e148 = rest;\n let _e151 = rest;\n denom = select(_e151, 0.0001f, (abs(_e148) < 0.0001f));\n let _e155 = unnamed.uFogMedium[0u];\n let _e156 = t;\n let _e158 = before;\n let _e162 = (*dist);\n let _e163 = start;\n let _e166 = denom;\n let _e171 = denom;\n depth = ((((_e155 * exp((-(_e156) * _e158))) * (_e162 - _e163)) * (1f - exp(-(_e166)))) / _e171);\n let _e175 = unnamed.uFogLayer2_[0u];\n if (_e175 > 0f) {\n let _e177 = (*pointY);\n let _e180 = unnamed.uFogMedium[2u];\n let _e184 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e177 - _e180) * _e184);\n let _e186 = t2_;\n let _e187 = before;\n rest2_ = (_e186 * (1f - _e187));\n let _e190 = rest2_;\n let _e193 = rest2_;\n denom2_ = select(_e193, 0.0001f, (abs(_e190) < 0.0001f));\n let _e197 = unnamed.uFogLayer2_[0u];\n let _e198 = t2_;\n let _e200 = before;\n let _e204 = (*dist);\n let _e205 = start;\n let _e208 = denom2_;\n let _e213 = denom2_;\n let _e215 = depth;\n depth = (_e215 + ((((_e197 * exp((-(_e198) * _e200))) * (_e204 - _e205)) * (1f - exp(-(_e208)))) / _e213));\n }\n let _e217 = depth;\n return _e217;\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_12: f32;\n var param_13: f32;\n var hidden: f32;\n var lobe: f32;\n var phi_316_: bool;\n var phi_330_: bool;\n\n let _e123 = unnamed.uFogRange[2u];\n let _e124 = (_e123 == 1f);\n phi_316_ = _e124;\n if !(_e124) {\n let _e128 = unnamed.uFogGlow[0u];\n let _e131 = unnamed.uFogGlow[1u];\n let _e135 = unnamed.uFogGlow[2u];\n phi_316_ = (max(max(_e128, _e131), _e135) <= 0f);\n }\n let _e139 = phi_316_;\n if _e139 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e142 = unnamed.uFogLayer2_[3u];\n let _e143 = (_e142 > 0f);\n phi_330_ = _e143;\n if _e143 {\n let _e144 = (*dist_1);\n let _e147 = unnamed.uFogLayer2_[3u];\n phi_330_ = (_e144 > _e147);\n }\n let _e150 = phi_330_;\n if _e150 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e151 = (*dist_1);\n let _e154 = unnamed.uFogRange[0u];\n let _e155 = (*dist_1);\n span = (_e151 - min(_e154, _e155));\n let _e158 = span;\n if (_e158 <= 0f) {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e160 = (*dist_1);\n param_12 = _e160;\n let _e161 = (*pointY_1);\n param_13 = _e161;\n let _e162 = hazeDepth_u0028_f1_u003b_f1_u003b((&param_12), (&param_13));\n let _e163 = span;\n perMetre = (_e162 / _e163);\n let _e165 = perMetre;\n let _e167 = span;\n let _e170 = unnamed.uFogGlowDir[3u];\n hidden = (1f - exp((-(_e165) * max((_e167 - _e170), 0f))));\n let _e176 = (*toPoint);\n let _e178 = unnamed.uFogGlowDir;\n let _e184 = unnamed.uFogGlow[3u];\n lobe = pow(clamp(dot(_e176, _e178.xyz), 0f, 1f), _e184);\n let _e187 = unnamed.uFogGlow;\n let _e189 = lobe;\n let _e190 = hidden;\n let _e193 = unnamed.uUnderwaterFactor;\n return (_e187.xyz * ((_e189 * _e190) * (1f - _e193)));\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_14: f32;\n var param_15: f32;\n var wet: f32;\n var phi_201_: bool;\n\n let _e126 = unnamed.uFogLayer2_[3u];\n let _e127 = (_e126 > 0f);\n phi_201_ = _e127;\n if _e127 {\n let _e128 = (*dist_2);\n let _e131 = unnamed.uFogLayer2_[3u];\n phi_201_ = (_e128 > _e131);\n }\n let _e134 = phi_201_;\n cut = _e134;\n let _e137 = unnamed.uFogRange[2u];\n if (_e137 == 1f) {\n let _e141 = unnamed.uFogRange[1u];\n let _e144 = unnamed.uFogRange[0u];\n span_1 = max((_e141 - _e144), 0.0001f);\n let _e147 = cut;\n if _e147 {\n local_1 = 0f;\n } else {\n let _e148 = (*dist_2);\n let _e151 = unnamed.uFogRange[0u];\n let _e153 = span_1;\n let _e158 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e148 - _e151) / _e153), 0f, 1f), (1f - _e158));\n }\n let _e161 = local_1;\n ramp = _e161;\n let _e163 = unnamed.uUnderwaterFactor;\n if (_e163 <= 0f) {\n let _e165 = ramp;\n return _e165;\n }\n let _e168 = unnamed.uFogMedium[3u];\n let _e169 = (*dist_2);\n wetLinear = (_e168 * _e169);\n let _e171 = ramp;\n let _e172 = wetLinear;\n let _e174 = wetLinear;\n let _e180 = unnamed.uUnderwaterFactor;\n return mix(_e171, (1f - exp2(((-(_e172) * _e174) * 1.442695f))), _e180);\n }\n let _e182 = cut;\n if _e182 {\n local_2 = 0f;\n } else {\n let _e183 = (*dist_2);\n param_14 = _e183;\n let _e184 = (*pointY_2);\n param_15 = _e184;\n let _e185 = hazeDepth_u0028_f1_u003b_f1_u003b((&param_14), (&param_15));\n let _e190 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e185)), _e190));\n }\n let _e193 = local_2;\n air = _e193;\n let _e195 = unnamed.uUnderwaterFactor;\n if (_e195 <= 0f) {\n let _e197 = air;\n return _e197;\n }\n let _e200 = unnamed.uFogMedium[3u];\n let _e201 = (*dist_2);\n wet = (_e200 * _e201);\n let _e203 = air;\n let _e204 = wet;\n let _e206 = wet;\n let _e212 = unnamed.uUnderwaterFactor;\n return mix(_e203, (1f - exp2(((-(_e204) * _e206) * 1.442695f))), _e212);\n}\n\nfn hue_u0028_f1_u003b(h: ptr<function, f32>) -> vec3<f32> {\n var c_3: vec3<f32>;\n\n let _e114 = (*h);\n (*h) = (fract(_e114) * 6f);\n let _e117 = (*h);\n let _e121 = (*h);\n let _e125 = (*h);\n c_3 = clamp(vec3<f32>((abs((_e117 - 3f)) - 1f), (2f - abs((_e121 - 2f))), (2f - abs((_e125 - 4f)))), vec3(0f), vec3(1f));\n let _e133 = c_3;\n return _e133;\n}\n\nfn main_1() {\n var view: vec3<f32>;\n var facing: f32;\n var grazing: f32;\n var ripple: f32;\n var sheen: vec3<f32>;\n var param_16: f32;\n var base: vec3<f32>;\n var color: vec3<f32>;\n var fog: f32;\n var param_17: f32;\n var param_18: f32;\n var glow: vec3<f32>;\n var param_19: f32;\n var param_20: f32;\n var param_21: vec3<f32>;\n var gradedAir: vec3<f32>;\n var param_22: vec3<f32>;\n var graded: vec3<f32>;\n var param_23: vec3<f32>;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var valid: f32;\n var at: vec3<f32>;\n var here: f32;\n var param_24: vec3<f32>;\n var slope: vec2<f32>;\n var param_25: vec3<f32>;\n var param_26: vec3<f32>;\n var along: vec2<f32>;\n var smear: vec2<f32>;\n var movedBorder: vec2<f32>;\n var mirrored: vec3<f32>;\n var coverage: f32;\n var alpha: f32;\n var phi_698_: bool;\n var phi_833_: bool;\n var phi_841_: bool;\n\n let _e147 = unnamed.uClipEnabled;\n let _e148 = (_e147 != 0i);\n phi_698_ = _e148;\n if _e148 {\n let _e149 = vWorld_1;\n let _e155 = unnamed.uClipPlane;\n phi_698_ = (dot(vec4<f32>(_e149.x, _e149.y, _e149.z, 1f), _e155) < 0f);\n }\n let _e159 = phi_698_;\n if _e159 {\n discard;\n }\n let _e161 = unnamed.uCameraPos;\n let _e162 = vWorld_1;\n view = normalize((_e161 - _e162));\n let _e165 = vNormal_1;\n let _e167 = view;\n facing = max(dot(normalize(_e165), _e167), 0f);\n let _e170 = facing;\n grazing = pow((1f - _e170), 3f);\n let _e174 = vWorld_1[0u];\n let _e177 = vWorld_1[2u];\n let _e181 = unnamed.uTime;\n let _e186 = vWorld_1[2u];\n let _e189 = vWorld_1[0u];\n let _e193 = unnamed.uTime;\n ripple = (sin((((_e174 * 0.73f) + (_e177 * 0.41f)) + (_e181 * 0.55f))) * cos((((_e186 * 0.91f) - (_e189 * 0.29f)) - (_e193 * 0.37f))));\n let _e198 = grazing;\n let _e200 = ripple;\n param_16 = (((_e198 * 1.35f) + (_e200 * 0.14f)) + 0.55f);\n let _e204 = hue_u0028_f1_u003b((&param_16));\n sheen = _e204;\n let _e205 = vTint_1;\n base = (_e205 * 0.9f);\n let _e207 = base;\n let _e208 = sheen;\n let _e210 = unnamed.uSheen;\n let _e212 = grazing;\n color = (_e207 + ((_e208 * _e210) * (0.22f + (_e212 * 0.75f))));\n let _e218 = unnamed.uCameraPos;\n let _e219 = vWorld_1;\n param_17 = length((_e218 - _e219));\n let _e223 = vWorld_1[1u];\n param_18 = _e223;\n let _e224 = mediumFog_u0028_f1_u003b_f1_u003b((&param_17), (&param_18));\n fog = _e224;\n let _e226 = unnamed.uCameraPos;\n let _e227 = vWorld_1;\n let _e230 = vWorld_1;\n let _e232 = unnamed.uCameraPos;\n param_19 = length((_e226 - _e227));\n let _e236 = vWorld_1[1u];\n param_20 = _e236;\n param_21 = normalize((_e230 - _e232));\n let _e237 = mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b((&param_19), (&param_20), (&param_21));\n glow = _e237;\n let _e238 = mediumColor_u0028_();\n param_22 = _e238;\n let _e239 = applyOutputTransform_u0028_vf3_u003b((&param_22));\n gradedAir = _e239;\n let _e240 = color;\n let _e241 = mediumColor_u0028_();\n let _e242 = fog;\n let _e245 = glow;\n param_23 = (mix(_e240, _e241, vec3(_e242)) + _e245);\n let _e247 = applyOutputTransform_u0028_vf3_u003b((&param_23));\n graded = _e247;\n let _e249 = unnamed.uReflectionEnabled;\n let _e250 = (_e249 != 0i);\n phi_833_ = _e250;\n if _e250 {\n let _e252 = unnamed.uReflectionStrength;\n phi_833_ = (_e252 > 0f);\n }\n let _e255 = phi_833_;\n phi_841_ = _e255;\n if _e255 {\n let _e257 = vReflectionClip_1[3u];\n phi_841_ = (_e257 > 0f);\n }\n let _e260 = phi_841_;\n if _e260 {\n let _e261 = vReflectionClip_1;\n let _e264 = vReflectionClip_1[3u];\n reflectionUv = (((_e261.xy / vec2(_e264)) * 0.5f) + vec2(0.5f));\n let _e270 = reflectionUv;\n let _e271 = reflectionUv;\n border = min(_e270, (vec2(1f) - _e271));\n let _e276 = border[0u];\n let _e278 = border[1u];\n valid = smoothstep(0f, 0.025f, min(_e276, _e278));\n let _e282 = unnamed.uFilmRoughness;\n if (_e282 > 0f) {\n let _e284 = vWorld_1;\n let _e286 = unnamed.uFilmRoughnessCycles;\n at = (_e284 * _e286);\n let _e288 = at;\n param_24 = _e288;\n let _e289 = filmNoise_u0028_vf3_u003b((&param_24));\n here = _e289;\n let _e290 = at;\n param_25 = (_e290 + vec3<f32>(0.5f, 0f, 0f));\n let _e292 = filmNoise_u0028_vf3_u003b((&param_25));\n let _e293 = here;\n let _e295 = at;\n param_26 = (_e295 + vec3<f32>(0f, 0f, 0.5f));\n let _e297 = filmNoise_u0028_vf3_u003b((&param_26));\n let _e298 = here;\n slope = vec2<f32>((_e292 - _e293), (_e297 - _e298));\n let _e302 = view[0u];\n let _e304 = view[2u];\n along = normalize((vec2<f32>(_e302, _e304) + vec2<f32>(0.00001f, 0f)));\n let _e308 = along;\n let _e309 = slope;\n let _e310 = along;\n let _e314 = slope;\n smear = (((_e308 * dot(_e309, _e310)) * 3f) + (_e314 * 0.35f));\n let _e317 = smear;\n let _e319 = unnamed.uFilmRoughness;\n let _e322 = grazing;\n let _e326 = reflectionUv;\n reflectionUv = (_e326 + (((_e317 * _e319) * 0.016f) * (0.2f + (_e322 * 0.8f))));\n let _e328 = reflectionUv;\n let _e329 = reflectionUv;\n movedBorder = min(_e328, (vec2(1f) - _e329));\n let _e333 = valid;\n let _e335 = movedBorder[0u];\n let _e337 = movedBorder[1u];\n valid = min(_e333, smoothstep(0f, 0.025f, min(_e335, _e337)));\n }\n let _e341 = reflectionUv;\n let _e345 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e341, vec2(0f), vec2(1f)), 0f);\n mirrored = _e345.xyz;\n let _e347 = graded;\n let _e348 = mirrored;\n let _e349 = gradedAir;\n let _e350 = fog;\n let _e353 = valid;\n let _e355 = unnamed.uReflectionStrength;\n let _e357 = grazing;\n graded = mix(_e347, mix(_e348, _e349, vec3(_e350)), vec3(((_e353 * _e355) * (0.25f + (_e357 * 0.75f)))));\n }\n let _e363 = vCoverage_1;\n coverage = clamp(_e363, 0f, 1f);\n let _e365 = coverage;\n let _e366 = coverage;\n let _e368 = coverage;\n alpha = (mix((_e365 * _e366), _e368, 0.65f) * 0.92f);\n let _e371 = graded;\n let _e372 = alpha;\n fragColor = vec4<f32>(_e371.x, _e371.y, _e371.z, _e372);\n return;\n}\n\n@fragment \nfn main(@location(0) vWorld: vec3<f32>, @location(1) vNormal: vec3<f32>, @location(2) vTint: vec3<f32>, @location(3) vReflectionClip: vec4<f32>, @location(4) vCoverage: f32) -> @location(0) vec4<f32> {\n vWorld_1 = vWorld;\n vNormal_1 = vNormal;\n vTint_1 = vTint;\n vReflectionClip_1 = vReflectionClip;\n vCoverage_1 = vCoverage;\n main_1();\n let _e11 = fragColor;\n return _e11;\n}\n";
2
2
  export declare const FILM_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uReflectionViewProj: mat4x4<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: vec3<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) member_2: vec3<f32>,\n @location(4) member_3: f32,\n @location(3) member_4: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vWorld: vec3<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vTint: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> vCoverage: f32;\nvar<private> aCoverage_1: f32;\nvar<private> vReflectionClip: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n let _e14 = aPosition_1;\n vWorld = _e14;\n let _e15 = aNormal_1;\n vNormal = normalize(_e15);\n let _e17 = aColor_1;\n vTint = _e17;\n let _e18 = aCoverage_1;\n vCoverage = _e18;\n let _e20 = unnamed.uReflectionViewProj;\n let _e21 = aPosition_1;\n vReflectionClip = (_e20 * vec4<f32>(_e21.x, _e21.y, _e21.z, 1f));\n let _e28 = unnamed.uViewProj;\n let _e29 = aPosition_1;\n unnamed_1.gl_Position = (_e28 * vec4<f32>(_e29.x, _e29.y, _e29.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(1) aNormal: vec3<f32>, @location(2) aColor: vec3<f32>, @location(3) aCoverage: f32) -> VertexOutput {\n aPosition_1 = aPosition;\n aNormal_1 = aNormal;\n aColor_1 = aColor;\n aCoverage_1 = aCoverage;\n main_1();\n let _e16 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e16);\n let _e18 = vWorld;\n let _e19 = vNormal;\n let _e20 = vTint;\n let _e21 = vCoverage;\n let _e22 = vReflectionClip;\n let _e23 = unnamed_1.gl_Position;\n return VertexOutput(_e18, _e19, _e20, _e21, _e22, _e23);\n}\n";
3
3
  /**
4
4
  * What the transform assigned, so the renderer binds the same numbers.
@@ -8,7 +8,7 @@ export declare const FILM_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<
8
8
  export declare const FILM_BINDINGS: {
9
9
  readonly FILM_FRAG: {
10
10
  readonly uniforms: 1;
11
- readonly uniformSize: 160;
11
+ readonly uniformSize: 208;
12
12
  readonly fields: {
13
13
  readonly uReflectionEnabled: {
14
14
  readonly offset: 0;
@@ -45,73 +45,63 @@ export declare const FILM_BINDINGS: {
45
45
  readonly size: 12;
46
46
  readonly type: "vec3";
47
47
  };
48
- readonly uFogDensity: {
49
- readonly offset: 76;
50
- readonly size: 4;
51
- readonly type: "float";
52
- };
53
- readonly uFogHeightFalloff: {
48
+ readonly uFogMedium: {
54
49
  readonly offset: 80;
55
- readonly size: 4;
56
- readonly type: "float";
50
+ readonly size: 16;
51
+ readonly type: "vec4";
57
52
  };
58
- readonly uFogEyeY: {
59
- readonly offset: 84;
60
- readonly size: 4;
61
- readonly type: "float";
53
+ readonly uFogRange: {
54
+ readonly offset: 96;
55
+ readonly size: 16;
56
+ readonly type: "vec4";
62
57
  };
63
58
  readonly uUnderwaterColor: {
64
- readonly offset: 96;
59
+ readonly offset: 112;
65
60
  readonly size: 12;
66
61
  readonly type: "vec3";
67
62
  };
68
- readonly uUnderwaterFogDensity: {
69
- readonly offset: 108;
70
- readonly size: 4;
71
- readonly type: "float";
72
- };
73
63
  readonly uUnderwaterFactor: {
74
- readonly offset: 112;
64
+ readonly offset: 124;
75
65
  readonly size: 4;
76
66
  readonly type: "float";
77
67
  };
78
- readonly uFogMode: {
79
- readonly offset: 116;
80
- readonly size: 4;
81
- readonly type: "int";
68
+ readonly uFogLayer2: {
69
+ readonly offset: 128;
70
+ readonly size: 16;
71
+ readonly type: "vec4";
82
72
  };
83
- readonly uFogNear: {
84
- readonly offset: 120;
85
- readonly size: 4;
86
- readonly type: "float";
73
+ readonly uFogGlow: {
74
+ readonly offset: 144;
75
+ readonly size: 16;
76
+ readonly type: "vec4";
87
77
  };
88
- readonly uFogFar: {
89
- readonly offset: 124;
90
- readonly size: 4;
91
- readonly type: "float";
78
+ readonly uFogGlowDir: {
79
+ readonly offset: 160;
80
+ readonly size: 16;
81
+ readonly type: "vec4";
92
82
  };
93
83
  readonly uSheen: {
94
- readonly offset: 128;
84
+ readonly offset: 176;
95
85
  readonly size: 4;
96
86
  readonly type: "float";
97
87
  };
98
88
  readonly uFilmRoughness: {
99
- readonly offset: 132;
89
+ readonly offset: 180;
100
90
  readonly size: 4;
101
91
  readonly type: "float";
102
92
  };
103
93
  readonly uFilmRoughnessCycles: {
104
- readonly offset: 136;
94
+ readonly offset: 184;
105
95
  readonly size: 4;
106
96
  readonly type: "float";
107
97
  };
108
98
  readonly uOutputTransform: {
109
- readonly offset: 140;
99
+ readonly offset: 188;
110
100
  readonly size: 4;
111
101
  readonly type: "int";
112
102
  };
113
103
  readonly uOutputExposure: {
114
- readonly offset: 144;
104
+ readonly offset: 192;
115
105
  readonly size: 4;
116
106
  readonly type: "float";
117
107
  };
@@ -4,7 +4,7 @@
4
4
  * The GLSL beside this file is the source of truth. A hand edit here is discarded by
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
- export const FILM_FRAG_WGSL = "struct Uniforms {\n uReflectionEnabled: i32,\n uReflectionStrength: f32,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uSheen: f32,\n uFilmRoughness: f32,\n uFilmRoughnessCycles: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorld_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vTint_1: vec3<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> vCoverage_1: f32;\nvar<private> fragColor: vec4<f32>;\n\nfn filmHash_u0028_vf3_u003b(p: ptr<function, vec3<f32>>) -> f32 {\n let _e115 = (*p);\n (*p) = fract((_e115 * 0.1031f));\n let _e118 = (*p);\n let _e119 = (*p);\n let _e124 = (*p);\n (*p) = (_e124 + vec3(dot(_e118, (_e119.zyx + vec3(31.32f)))));\n let _e128 = (*p)[0u];\n let _e130 = (*p)[1u];\n let _e133 = (*p)[2u];\n return fract(((_e128 + _e130) * _e133));\n}\n\nfn filmNoise_u0028_vf3_u003b(p_1: ptr<function, vec3<f32>>) -> f32 {\n var i: vec3<f32>;\n var f: vec3<f32>;\n var u: vec3<f32>;\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n\n let _e126 = (*p_1);\n i = floor(_e126);\n let _e128 = (*p_1);\n f = fract(_e128);\n let _e130 = f;\n let _e131 = f;\n let _e133 = f;\n u = ((_e130 * _e131) * (vec3(3f) - (_e133 * 2f)));\n let _e138 = i;\n param = (_e138 + vec3<f32>(0f, 0f, 0f));\n let _e140 = filmHash_u0028_vf3_u003b((&param));\n let _e141 = i;\n param_1 = (_e141 + vec3<f32>(1f, 0f, 0f));\n let _e143 = filmHash_u0028_vf3_u003b((&param_1));\n let _e145 = u[0u];\n let _e147 = i;\n param_2 = (_e147 + vec3<f32>(0f, 1f, 0f));\n let _e149 = filmHash_u0028_vf3_u003b((&param_2));\n let _e150 = i;\n param_3 = (_e150 + vec3<f32>(1f, 1f, 0f));\n let _e152 = filmHash_u0028_vf3_u003b((&param_3));\n let _e154 = u[0u];\n let _e157 = u[1u];\n let _e159 = i;\n param_4 = (_e159 + vec3<f32>(0f, 0f, 1f));\n let _e161 = filmHash_u0028_vf3_u003b((&param_4));\n let _e162 = i;\n param_5 = (_e162 + vec3<f32>(1f, 0f, 1f));\n let _e164 = filmHash_u0028_vf3_u003b((&param_5));\n let _e166 = u[0u];\n let _e168 = i;\n param_6 = (_e168 + vec3<f32>(0f, 1f, 1f));\n let _e170 = filmHash_u0028_vf3_u003b((&param_6));\n let _e171 = i;\n param_7 = (_e171 + vec3<f32>(1f, 1f, 1f));\n let _e173 = filmHash_u0028_vf3_u003b((&param_7));\n let _e175 = u[0u];\n let _e178 = u[1u];\n let _e181 = u[2u];\n return mix(mix(mix(_e140, _e143, _e145), mix(_e149, _e152, _e154), _e157), mix(mix(_e161, _e164, _e166), mix(_e170, _e173, _e175), _e178), _e181);\n}\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 _e117 = (*c);\n low = (_e117 * 12.92f);\n let _e119 = (*c);\n high = ((pow(max(_e119, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e125 = high;\n let _e126 = low;\n let _e127 = (*c);\n return mix(_e125, _e126, step(_e127, 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 _e118 = (*c_1)[0u];\n let _e120 = (*c_1)[1u];\n let _e122 = (*c_1)[2u];\n m = max(_e118, max(_e120, _e122));\n let _e125 = m;\n if (_e125 <= 0.8f) {\n let _e127 = (*c_1);\n return _e127;\n }\n let _e128 = m;\n e = (_e128 - 0.8f);\n let _e130 = (*c_1);\n let _e131 = e;\n let _e133 = e;\n let _e137 = m;\n return (_e130 * ((0.8f + ((0.2f * _e131) / (_e133 + 0.2f))) / _e137));\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 _e117 = (*v);\n let _e118 = (*v);\n a = ((_e117 * (_e118 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e124 = (*v);\n let _e125 = (*v);\n b = ((_e124 * ((_e125 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e132 = a;\n let _e133 = b;\n return (_e132 / _e133);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_8: vec3<f32>;\n\n let _e117 = unnamed.uOutputExposure;\n let _e118 = (*x);\n (*x) = (_e118 * _e117);\n let _e120 = (*x);\n param_8 = (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)) * _e120);\n let _e122 = rrtAndOdtFit_u0028_vf3_u003b((&param_8));\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)) * _e122), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_9: vec3<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n\n let _e119 = unnamed.uOutputTransform;\n if (_e119 == 0i) {\n let _e121 = (*c_2);\n return _e121;\n }\n let _e123 = unnamed.uOutputTransform;\n if (_e123 == 2i) {\n let _e125 = (*c_2);\n param_9 = _e125;\n let _e126 = acesFilmic_u0028_vf3_u003b((&param_9));\n (*c_2) = _e126;\n }\n let _e128 = unnamed.uOutputTransform;\n if (_e128 == 3i) {\n let _e130 = (*c_2);\n let _e132 = unnamed.uOutputExposure;\n param_10 = (_e130 * _e132);\n let _e134 = highlightShoulder_u0028_vf3_u003b((&param_10));\n (*c_2) = _e134;\n }\n let _e135 = (*c_2);\n param_11 = _e135;\n let _e136 = linearToSrgb_u0028_vf3_u003b((&param_11));\n return _e136;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e115 = unnamed.uFogColor;\n let _e117 = unnamed.uUnderwaterColor;\n let _e119 = unnamed.uUnderwaterFactor;\n return mix(_e115, _e117, vec3(_e119));\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 _e128 = unnamed.uFogMode;\n if (_e128 == 1i) {\n let _e131 = unnamed.uFogFar;\n let _e133 = unnamed.uFogNear;\n span = max((_e131 - _e133), 0.0001f);\n let _e136 = (*dist);\n let _e138 = unnamed.uFogNear;\n let _e140 = span;\n ramp = clamp(((_e136 - _e138) / _e140), 0f, 1f);\n let _e144 = unnamed.uUnderwaterFactor;\n if (_e144 <= 0f) {\n let _e146 = ramp;\n return _e146;\n }\n let _e148 = unnamed.uUnderwaterFogDensity;\n let _e149 = (*dist);\n wetLinear = (_e148 * _e149);\n let _e151 = ramp;\n let _e152 = wetLinear;\n let _e154 = wetLinear;\n let _e160 = unnamed.uUnderwaterFactor;\n return mix(_e151, (1f - exp2(((-(_e152) * _e154) * 1.442695f))), _e160);\n }\n let _e163 = unnamed.uFogNear;\n let _e164 = (*dist);\n start = min(_e163, _e164);\n let _e166 = (*dist);\n if (_e166 > 0f) {\n let _e168 = start;\n let _e169 = (*dist);\n local = (_e168 / _e169);\n } else {\n local = 0f;\n }\n let _e171 = local;\n before = _e171;\n let _e172 = (*pointY);\n let _e174 = unnamed.uFogEyeY;\n let _e177 = unnamed.uFogHeightFalloff;\n t = ((_e172 - _e174) * _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 _e189 = unnamed.uFogDensity;\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 air = (1f - exp(((((-(_e189) * exp((-(_e191) * _e193))) * (_e197 - _e198)) * (1f - exp(-(_e201)))) / _e206)));\n let _e211 = unnamed.uUnderwaterFactor;\n if (_e211 <= 0f) {\n let _e213 = air;\n return _e213;\n }\n let _e215 = unnamed.uUnderwaterFogDensity;\n let _e216 = (*dist);\n wet = (_e215 * _e216);\n let _e218 = air;\n let _e219 = wet;\n let _e221 = wet;\n let _e227 = unnamed.uUnderwaterFactor;\n return mix(_e218, (1f - exp2(((-(_e219) * _e221) * 1.442695f))), _e227);\n}\n\nfn hue_u0028_f1_u003b(h: ptr<function, f32>) -> vec3<f32> {\n var c_3: vec3<f32>;\n\n let _e116 = (*h);\n (*h) = (fract(_e116) * 6f);\n let _e119 = (*h);\n let _e123 = (*h);\n let _e127 = (*h);\n c_3 = clamp(vec3<f32>((abs((_e119 - 3f)) - 1f), (2f - abs((_e123 - 2f))), (2f - abs((_e127 - 4f)))), vec3(0f), vec3(1f));\n let _e135 = c_3;\n return _e135;\n}\n\nfn main_1() {\n var view: vec3<f32>;\n var facing: f32;\n var grazing: f32;\n var ripple: f32;\n var sheen: vec3<f32>;\n var param_12: f32;\n var base: vec3<f32>;\n var color: vec3<f32>;\n var fog: f32;\n var param_13: f32;\n var param_14: f32;\n var gradedAir: vec3<f32>;\n var param_15: vec3<f32>;\n var graded: vec3<f32>;\n var param_16: vec3<f32>;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var valid: f32;\n var at: vec3<f32>;\n var here: f32;\n var param_17: vec3<f32>;\n var slope: vec2<f32>;\n var param_18: vec3<f32>;\n var param_19: vec3<f32>;\n var along: vec2<f32>;\n var smear: vec2<f32>;\n var movedBorder: vec2<f32>;\n var mirrored: vec3<f32>;\n var coverage: f32;\n var alpha: f32;\n var phi_519_: bool;\n var phi_634_: bool;\n var phi_643_: bool;\n\n let _e145 = unnamed.uClipEnabled;\n let _e146 = (_e145 != 0i);\n phi_519_ = _e146;\n if _e146 {\n let _e147 = vWorld_1;\n let _e153 = unnamed.uClipPlane;\n phi_519_ = (dot(vec4<f32>(_e147.x, _e147.y, _e147.z, 1f), _e153) < 0f);\n }\n let _e157 = phi_519_;\n if _e157 {\n discard;\n }\n let _e159 = unnamed.uCameraPos;\n let _e160 = vWorld_1;\n view = normalize((_e159 - _e160));\n let _e163 = vNormal_1;\n let _e165 = view;\n facing = max(dot(normalize(_e163), _e165), 0f);\n let _e168 = facing;\n grazing = pow((1f - _e168), 3f);\n let _e172 = vWorld_1[0u];\n let _e175 = vWorld_1[2u];\n let _e179 = unnamed.uTime;\n let _e184 = vWorld_1[2u];\n let _e187 = vWorld_1[0u];\n let _e191 = unnamed.uTime;\n ripple = (sin((((_e172 * 0.73f) + (_e175 * 0.41f)) + (_e179 * 0.55f))) * cos((((_e184 * 0.91f) - (_e187 * 0.29f)) - (_e191 * 0.37f))));\n let _e196 = grazing;\n let _e198 = ripple;\n param_12 = (((_e196 * 1.35f) + (_e198 * 0.14f)) + 0.55f);\n let _e202 = hue_u0028_f1_u003b((&param_12));\n sheen = _e202;\n let _e203 = vTint_1;\n base = (_e203 * 0.9f);\n let _e205 = base;\n let _e206 = sheen;\n let _e208 = unnamed.uSheen;\n let _e210 = grazing;\n color = (_e205 + ((_e206 * _e208) * (0.22f + (_e210 * 0.75f))));\n let _e216 = unnamed.uCameraPos;\n let _e217 = vWorld_1;\n param_13 = length((_e216 - _e217));\n let _e221 = vWorld_1[1u];\n param_14 = _e221;\n let _e222 = mediumFog_u0028_f1_u003b_f1_u003b((&param_13), (&param_14));\n fog = _e222;\n let _e223 = mediumColor_u0028_();\n param_15 = _e223;\n let _e224 = applyOutputTransform_u0028_vf3_u003b((&param_15));\n gradedAir = _e224;\n let _e225 = color;\n let _e226 = mediumColor_u0028_();\n let _e227 = fog;\n param_16 = mix(_e225, _e226, vec3(_e227));\n let _e230 = applyOutputTransform_u0028_vf3_u003b((&param_16));\n graded = _e230;\n let _e232 = unnamed.uReflectionEnabled;\n let _e233 = (_e232 != 0i);\n phi_634_ = _e233;\n if _e233 {\n let _e235 = unnamed.uReflectionStrength;\n phi_634_ = (_e235 > 0f);\n }\n let _e238 = phi_634_;\n phi_643_ = _e238;\n if _e238 {\n let _e240 = vReflectionClip_1[3u];\n phi_643_ = (_e240 > 0f);\n }\n let _e243 = phi_643_;\n if _e243 {\n let _e244 = vReflectionClip_1;\n let _e247 = vReflectionClip_1[3u];\n reflectionUv = (((_e244.xy / vec2(_e247)) * 0.5f) + vec2(0.5f));\n let _e253 = reflectionUv;\n let _e254 = reflectionUv;\n border = min(_e253, (vec2(1f) - _e254));\n let _e259 = border[0u];\n let _e261 = border[1u];\n valid = smoothstep(0f, 0.025f, min(_e259, _e261));\n let _e265 = unnamed.uFilmRoughness;\n if (_e265 > 0f) {\n let _e267 = vWorld_1;\n let _e269 = unnamed.uFilmRoughnessCycles;\n at = (_e267 * _e269);\n let _e271 = at;\n param_17 = _e271;\n let _e272 = filmNoise_u0028_vf3_u003b((&param_17));\n here = _e272;\n let _e273 = at;\n param_18 = (_e273 + vec3<f32>(0.5f, 0f, 0f));\n let _e275 = filmNoise_u0028_vf3_u003b((&param_18));\n let _e276 = here;\n let _e278 = at;\n param_19 = (_e278 + vec3<f32>(0f, 0f, 0.5f));\n let _e280 = filmNoise_u0028_vf3_u003b((&param_19));\n let _e281 = here;\n slope = vec2<f32>((_e275 - _e276), (_e280 - _e281));\n let _e285 = view[0u];\n let _e287 = view[2u];\n along = normalize((vec2<f32>(_e285, _e287) + vec2<f32>(0.00001f, 0f)));\n let _e291 = along;\n let _e292 = slope;\n let _e293 = along;\n let _e297 = slope;\n smear = (((_e291 * dot(_e292, _e293)) * 3f) + (_e297 * 0.35f));\n let _e300 = smear;\n let _e302 = unnamed.uFilmRoughness;\n let _e305 = grazing;\n let _e309 = reflectionUv;\n reflectionUv = (_e309 + (((_e300 * _e302) * 0.016f) * (0.2f + (_e305 * 0.8f))));\n let _e311 = reflectionUv;\n let _e312 = reflectionUv;\n movedBorder = min(_e311, (vec2(1f) - _e312));\n let _e316 = valid;\n let _e318 = movedBorder[0u];\n let _e320 = movedBorder[1u];\n valid = min(_e316, smoothstep(0f, 0.025f, min(_e318, _e320)));\n }\n let _e324 = reflectionUv;\n let _e328 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e324, vec2(0f), vec2(1f)), 0f);\n mirrored = _e328.xyz;\n let _e330 = graded;\n let _e331 = mirrored;\n let _e332 = gradedAir;\n let _e333 = fog;\n let _e336 = valid;\n let _e338 = unnamed.uReflectionStrength;\n let _e340 = grazing;\n graded = mix(_e330, mix(_e331, _e332, vec3(_e333)), vec3(((_e336 * _e338) * (0.25f + (_e340 * 0.75f)))));\n }\n let _e346 = vCoverage_1;\n coverage = clamp(_e346, 0f, 1f);\n let _e348 = coverage;\n let _e349 = coverage;\n let _e351 = coverage;\n alpha = (mix((_e348 * _e349), _e351, 0.65f) * 0.92f);\n let _e354 = graded;\n let _e355 = alpha;\n fragColor = vec4<f32>(_e354.x, _e354.y, _e354.z, _e355);\n return;\n}\n\n@fragment \nfn main(@location(0) vWorld: vec3<f32>, @location(1) vNormal: vec3<f32>, @location(2) vTint: vec3<f32>, @location(3) vReflectionClip: vec4<f32>, @location(4) vCoverage: f32) -> @location(0) vec4<f32> {\n vWorld_1 = vWorld;\n vNormal_1 = vNormal;\n vTint_1 = vTint;\n vReflectionClip_1 = vReflectionClip;\n vCoverage_1 = vCoverage;\n main_1();\n let _e11 = fragColor;\n return _e11;\n}\n";
7
+ export const FILM_FRAG_WGSL = "struct Uniforms {\n uReflectionEnabled: i32,\n uReflectionStrength: f32,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uFogColor: vec3<f32>,\n uFogMedium: vec4<f32>,\n uFogRange: vec4<f32>,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFactor: f32,\n uFogLayer2_: vec4<f32>,\n uFogGlow: vec4<f32>,\n uFogGlowDir: vec4<f32>,\n uSheen: f32,\n uFilmRoughness: f32,\n uFilmRoughnessCycles: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorld_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vTint_1: vec3<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> vCoverage_1: f32;\nvar<private> fragColor: vec4<f32>;\n\nfn filmHash_u0028_vf3_u003b(p: ptr<function, vec3<f32>>) -> f32 {\n let _e113 = (*p);\n (*p) = fract((_e113 * 0.1031f));\n let _e116 = (*p);\n let _e117 = (*p);\n let _e122 = (*p);\n (*p) = (_e122 + vec3(dot(_e116, (_e117.zyx + vec3(31.32f)))));\n let _e126 = (*p)[0u];\n let _e128 = (*p)[1u];\n let _e131 = (*p)[2u];\n return fract(((_e126 + _e128) * _e131));\n}\n\nfn filmNoise_u0028_vf3_u003b(p_1: ptr<function, vec3<f32>>) -> f32 {\n var i: vec3<f32>;\n var f: vec3<f32>;\n var u: vec3<f32>;\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n\n let _e124 = (*p_1);\n i = floor(_e124);\n let _e126 = (*p_1);\n f = fract(_e126);\n let _e128 = f;\n let _e129 = f;\n let _e131 = f;\n u = ((_e128 * _e129) * (vec3(3f) - (_e131 * 2f)));\n let _e136 = i;\n param = (_e136 + vec3<f32>(0f, 0f, 0f));\n let _e138 = filmHash_u0028_vf3_u003b((&param));\n let _e139 = i;\n param_1 = (_e139 + vec3<f32>(1f, 0f, 0f));\n let _e141 = filmHash_u0028_vf3_u003b((&param_1));\n let _e143 = u[0u];\n let _e145 = i;\n param_2 = (_e145 + vec3<f32>(0f, 1f, 0f));\n let _e147 = filmHash_u0028_vf3_u003b((&param_2));\n let _e148 = i;\n param_3 = (_e148 + vec3<f32>(1f, 1f, 0f));\n let _e150 = filmHash_u0028_vf3_u003b((&param_3));\n let _e152 = u[0u];\n let _e155 = u[1u];\n let _e157 = i;\n param_4 = (_e157 + vec3<f32>(0f, 0f, 1f));\n let _e159 = filmHash_u0028_vf3_u003b((&param_4));\n let _e160 = i;\n param_5 = (_e160 + vec3<f32>(1f, 0f, 1f));\n let _e162 = filmHash_u0028_vf3_u003b((&param_5));\n let _e164 = u[0u];\n let _e166 = i;\n param_6 = (_e166 + vec3<f32>(0f, 1f, 1f));\n let _e168 = filmHash_u0028_vf3_u003b((&param_6));\n let _e169 = i;\n param_7 = (_e169 + vec3<f32>(1f, 1f, 1f));\n let _e171 = filmHash_u0028_vf3_u003b((&param_7));\n let _e173 = u[0u];\n let _e176 = u[1u];\n let _e179 = u[2u];\n return mix(mix(mix(_e138, _e141, _e143), mix(_e147, _e150, _e152), _e155), mix(mix(_e159, _e162, _e164), mix(_e168, _e171, _e173), _e176), _e179);\n}\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 _e115 = (*c);\n low = (_e115 * 12.92f);\n let _e117 = (*c);\n high = ((pow(max(_e117, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e123 = high;\n let _e124 = low;\n let _e125 = (*c);\n return mix(_e123, _e124, step(_e125, 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 _e116 = (*c_1)[0u];\n let _e118 = (*c_1)[1u];\n let _e120 = (*c_1)[2u];\n m = max(_e116, max(_e118, _e120));\n let _e123 = m;\n if (_e123 <= 0.8f) {\n let _e125 = (*c_1);\n return _e125;\n }\n let _e126 = m;\n e = (_e126 - 0.8f);\n let _e128 = (*c_1);\n let _e129 = e;\n let _e131 = e;\n let _e135 = m;\n return (_e128 * ((0.8f + ((0.2f * _e129) / (_e131 + 0.2f))) / _e135));\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 _e115 = (*v);\n let _e116 = (*v);\n a = ((_e115 * (_e116 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e122 = (*v);\n let _e123 = (*v);\n b = ((_e122 * ((_e123 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e130 = a;\n let _e131 = b;\n return (_e130 / _e131);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_8: vec3<f32>;\n\n let _e115 = unnamed.uOutputExposure;\n let _e116 = (*x);\n (*x) = (_e116 * _e115);\n let _e118 = (*x);\n param_8 = (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)) * _e118);\n let _e120 = rrtAndOdtFit_u0028_vf3_u003b((&param_8));\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)) * _e120), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_9: vec3<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n\n let _e117 = unnamed.uOutputTransform;\n if (_e117 == 0i) {\n let _e119 = (*c_2);\n return _e119;\n }\n let _e121 = unnamed.uOutputTransform;\n if (_e121 == 2i) {\n let _e123 = (*c_2);\n param_9 = _e123;\n let _e124 = acesFilmic_u0028_vf3_u003b((&param_9));\n (*c_2) = _e124;\n }\n let _e126 = unnamed.uOutputTransform;\n if (_e126 == 3i) {\n let _e128 = (*c_2);\n let _e130 = unnamed.uOutputExposure;\n param_10 = (_e128 * _e130);\n let _e132 = highlightShoulder_u0028_vf3_u003b((&param_10));\n (*c_2) = _e132;\n }\n let _e133 = (*c_2);\n param_11 = _e133;\n let _e134 = linearToSrgb_u0028_vf3_u003b((&param_11));\n return _e134;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e113 = unnamed.uFogColor;\n let _e115 = unnamed.uUnderwaterColor;\n let _e117 = unnamed.uUnderwaterFactor;\n return mix(_e113, _e115, vec3(_e117));\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 _e126 = unnamed.uFogRange[0u];\n let _e127 = (*dist);\n start = min(_e126, _e127);\n let _e129 = (*dist);\n if (_e129 > 0f) {\n let _e131 = start;\n let _e132 = (*dist);\n local = (_e131 / _e132);\n } else {\n local = 0f;\n }\n let _e134 = local;\n before = _e134;\n let _e135 = (*pointY);\n let _e138 = unnamed.uFogMedium[2u];\n let _e142 = unnamed.uFogMedium[1u];\n t = ((_e135 - _e138) * _e142);\n let _e144 = t;\n let _e145 = before;\n rest = (_e144 * (1f - _e145));\n let _e148 = rest;\n let _e151 = rest;\n denom = select(_e151, 0.0001f, (abs(_e148) < 0.0001f));\n let _e155 = unnamed.uFogMedium[0u];\n let _e156 = t;\n let _e158 = before;\n let _e162 = (*dist);\n let _e163 = start;\n let _e166 = denom;\n let _e171 = denom;\n depth = ((((_e155 * exp((-(_e156) * _e158))) * (_e162 - _e163)) * (1f - exp(-(_e166)))) / _e171);\n let _e175 = unnamed.uFogLayer2_[0u];\n if (_e175 > 0f) {\n let _e177 = (*pointY);\n let _e180 = unnamed.uFogMedium[2u];\n let _e184 = unnamed.uFogLayer2_[1u];\n t2_ = ((_e177 - _e180) * _e184);\n let _e186 = t2_;\n let _e187 = before;\n rest2_ = (_e186 * (1f - _e187));\n let _e190 = rest2_;\n let _e193 = rest2_;\n denom2_ = select(_e193, 0.0001f, (abs(_e190) < 0.0001f));\n let _e197 = unnamed.uFogLayer2_[0u];\n let _e198 = t2_;\n let _e200 = before;\n let _e204 = (*dist);\n let _e205 = start;\n let _e208 = denom2_;\n let _e213 = denom2_;\n let _e215 = depth;\n depth = (_e215 + ((((_e197 * exp((-(_e198) * _e200))) * (_e204 - _e205)) * (1f - exp(-(_e208)))) / _e213));\n }\n let _e217 = depth;\n return _e217;\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_12: f32;\n var param_13: f32;\n var hidden: f32;\n var lobe: f32;\n var phi_316_: bool;\n var phi_330_: bool;\n\n let _e123 = unnamed.uFogRange[2u];\n let _e124 = (_e123 == 1f);\n phi_316_ = _e124;\n if !(_e124) {\n let _e128 = unnamed.uFogGlow[0u];\n let _e131 = unnamed.uFogGlow[1u];\n let _e135 = unnamed.uFogGlow[2u];\n phi_316_ = (max(max(_e128, _e131), _e135) <= 0f);\n }\n let _e139 = phi_316_;\n if _e139 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e142 = unnamed.uFogLayer2_[3u];\n let _e143 = (_e142 > 0f);\n phi_330_ = _e143;\n if _e143 {\n let _e144 = (*dist_1);\n let _e147 = unnamed.uFogLayer2_[3u];\n phi_330_ = (_e144 > _e147);\n }\n let _e150 = phi_330_;\n if _e150 {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e151 = (*dist_1);\n let _e154 = unnamed.uFogRange[0u];\n let _e155 = (*dist_1);\n span = (_e151 - min(_e154, _e155));\n let _e158 = span;\n if (_e158 <= 0f) {\n return vec3<f32>(0f, 0f, 0f);\n }\n let _e160 = (*dist_1);\n param_12 = _e160;\n let _e161 = (*pointY_1);\n param_13 = _e161;\n let _e162 = hazeDepth_u0028_f1_u003b_f1_u003b((&param_12), (&param_13));\n let _e163 = span;\n perMetre = (_e162 / _e163);\n let _e165 = perMetre;\n let _e167 = span;\n let _e170 = unnamed.uFogGlowDir[3u];\n hidden = (1f - exp((-(_e165) * max((_e167 - _e170), 0f))));\n let _e176 = (*toPoint);\n let _e178 = unnamed.uFogGlowDir;\n let _e184 = unnamed.uFogGlow[3u];\n lobe = pow(clamp(dot(_e176, _e178.xyz), 0f, 1f), _e184);\n let _e187 = unnamed.uFogGlow;\n let _e189 = lobe;\n let _e190 = hidden;\n let _e193 = unnamed.uUnderwaterFactor;\n return (_e187.xyz * ((_e189 * _e190) * (1f - _e193)));\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_14: f32;\n var param_15: f32;\n var wet: f32;\n var phi_201_: bool;\n\n let _e126 = unnamed.uFogLayer2_[3u];\n let _e127 = (_e126 > 0f);\n phi_201_ = _e127;\n if _e127 {\n let _e128 = (*dist_2);\n let _e131 = unnamed.uFogLayer2_[3u];\n phi_201_ = (_e128 > _e131);\n }\n let _e134 = phi_201_;\n cut = _e134;\n let _e137 = unnamed.uFogRange[2u];\n if (_e137 == 1f) {\n let _e141 = unnamed.uFogRange[1u];\n let _e144 = unnamed.uFogRange[0u];\n span_1 = max((_e141 - _e144), 0.0001f);\n let _e147 = cut;\n if _e147 {\n local_1 = 0f;\n } else {\n let _e148 = (*dist_2);\n let _e151 = unnamed.uFogRange[0u];\n let _e153 = span_1;\n let _e158 = unnamed.uFogLayer2_[2u];\n local_1 = min(clamp(((_e148 - _e151) / _e153), 0f, 1f), (1f - _e158));\n }\n let _e161 = local_1;\n ramp = _e161;\n let _e163 = unnamed.uUnderwaterFactor;\n if (_e163 <= 0f) {\n let _e165 = ramp;\n return _e165;\n }\n let _e168 = unnamed.uFogMedium[3u];\n let _e169 = (*dist_2);\n wetLinear = (_e168 * _e169);\n let _e171 = ramp;\n let _e172 = wetLinear;\n let _e174 = wetLinear;\n let _e180 = unnamed.uUnderwaterFactor;\n return mix(_e171, (1f - exp2(((-(_e172) * _e174) * 1.442695f))), _e180);\n }\n let _e182 = cut;\n if _e182 {\n local_2 = 0f;\n } else {\n let _e183 = (*dist_2);\n param_14 = _e183;\n let _e184 = (*pointY_2);\n param_15 = _e184;\n let _e185 = hazeDepth_u0028_f1_u003b_f1_u003b((&param_14), (&param_15));\n let _e190 = unnamed.uFogLayer2_[2u];\n local_2 = (1f - max(exp(-(_e185)), _e190));\n }\n let _e193 = local_2;\n air = _e193;\n let _e195 = unnamed.uUnderwaterFactor;\n if (_e195 <= 0f) {\n let _e197 = air;\n return _e197;\n }\n let _e200 = unnamed.uFogMedium[3u];\n let _e201 = (*dist_2);\n wet = (_e200 * _e201);\n let _e203 = air;\n let _e204 = wet;\n let _e206 = wet;\n let _e212 = unnamed.uUnderwaterFactor;\n return mix(_e203, (1f - exp2(((-(_e204) * _e206) * 1.442695f))), _e212);\n}\n\nfn hue_u0028_f1_u003b(h: ptr<function, f32>) -> vec3<f32> {\n var c_3: vec3<f32>;\n\n let _e114 = (*h);\n (*h) = (fract(_e114) * 6f);\n let _e117 = (*h);\n let _e121 = (*h);\n let _e125 = (*h);\n c_3 = clamp(vec3<f32>((abs((_e117 - 3f)) - 1f), (2f - abs((_e121 - 2f))), (2f - abs((_e125 - 4f)))), vec3(0f), vec3(1f));\n let _e133 = c_3;\n return _e133;\n}\n\nfn main_1() {\n var view: vec3<f32>;\n var facing: f32;\n var grazing: f32;\n var ripple: f32;\n var sheen: vec3<f32>;\n var param_16: f32;\n var base: vec3<f32>;\n var color: vec3<f32>;\n var fog: f32;\n var param_17: f32;\n var param_18: f32;\n var glow: vec3<f32>;\n var param_19: f32;\n var param_20: f32;\n var param_21: vec3<f32>;\n var gradedAir: vec3<f32>;\n var param_22: vec3<f32>;\n var graded: vec3<f32>;\n var param_23: vec3<f32>;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var valid: f32;\n var at: vec3<f32>;\n var here: f32;\n var param_24: vec3<f32>;\n var slope: vec2<f32>;\n var param_25: vec3<f32>;\n var param_26: vec3<f32>;\n var along: vec2<f32>;\n var smear: vec2<f32>;\n var movedBorder: vec2<f32>;\n var mirrored: vec3<f32>;\n var coverage: f32;\n var alpha: f32;\n var phi_698_: bool;\n var phi_833_: bool;\n var phi_841_: bool;\n\n let _e147 = unnamed.uClipEnabled;\n let _e148 = (_e147 != 0i);\n phi_698_ = _e148;\n if _e148 {\n let _e149 = vWorld_1;\n let _e155 = unnamed.uClipPlane;\n phi_698_ = (dot(vec4<f32>(_e149.x, _e149.y, _e149.z, 1f), _e155) < 0f);\n }\n let _e159 = phi_698_;\n if _e159 {\n discard;\n }\n let _e161 = unnamed.uCameraPos;\n let _e162 = vWorld_1;\n view = normalize((_e161 - _e162));\n let _e165 = vNormal_1;\n let _e167 = view;\n facing = max(dot(normalize(_e165), _e167), 0f);\n let _e170 = facing;\n grazing = pow((1f - _e170), 3f);\n let _e174 = vWorld_1[0u];\n let _e177 = vWorld_1[2u];\n let _e181 = unnamed.uTime;\n let _e186 = vWorld_1[2u];\n let _e189 = vWorld_1[0u];\n let _e193 = unnamed.uTime;\n ripple = (sin((((_e174 * 0.73f) + (_e177 * 0.41f)) + (_e181 * 0.55f))) * cos((((_e186 * 0.91f) - (_e189 * 0.29f)) - (_e193 * 0.37f))));\n let _e198 = grazing;\n let _e200 = ripple;\n param_16 = (((_e198 * 1.35f) + (_e200 * 0.14f)) + 0.55f);\n let _e204 = hue_u0028_f1_u003b((&param_16));\n sheen = _e204;\n let _e205 = vTint_1;\n base = (_e205 * 0.9f);\n let _e207 = base;\n let _e208 = sheen;\n let _e210 = unnamed.uSheen;\n let _e212 = grazing;\n color = (_e207 + ((_e208 * _e210) * (0.22f + (_e212 * 0.75f))));\n let _e218 = unnamed.uCameraPos;\n let _e219 = vWorld_1;\n param_17 = length((_e218 - _e219));\n let _e223 = vWorld_1[1u];\n param_18 = _e223;\n let _e224 = mediumFog_u0028_f1_u003b_f1_u003b((&param_17), (&param_18));\n fog = _e224;\n let _e226 = unnamed.uCameraPos;\n let _e227 = vWorld_1;\n let _e230 = vWorld_1;\n let _e232 = unnamed.uCameraPos;\n param_19 = length((_e226 - _e227));\n let _e236 = vWorld_1[1u];\n param_20 = _e236;\n param_21 = normalize((_e230 - _e232));\n let _e237 = mediumGlow_u0028_f1_u003b_f1_u003b_vf3_u003b((&param_19), (&param_20), (&param_21));\n glow = _e237;\n let _e238 = mediumColor_u0028_();\n param_22 = _e238;\n let _e239 = applyOutputTransform_u0028_vf3_u003b((&param_22));\n gradedAir = _e239;\n let _e240 = color;\n let _e241 = mediumColor_u0028_();\n let _e242 = fog;\n let _e245 = glow;\n param_23 = (mix(_e240, _e241, vec3(_e242)) + _e245);\n let _e247 = applyOutputTransform_u0028_vf3_u003b((&param_23));\n graded = _e247;\n let _e249 = unnamed.uReflectionEnabled;\n let _e250 = (_e249 != 0i);\n phi_833_ = _e250;\n if _e250 {\n let _e252 = unnamed.uReflectionStrength;\n phi_833_ = (_e252 > 0f);\n }\n let _e255 = phi_833_;\n phi_841_ = _e255;\n if _e255 {\n let _e257 = vReflectionClip_1[3u];\n phi_841_ = (_e257 > 0f);\n }\n let _e260 = phi_841_;\n if _e260 {\n let _e261 = vReflectionClip_1;\n let _e264 = vReflectionClip_1[3u];\n reflectionUv = (((_e261.xy / vec2(_e264)) * 0.5f) + vec2(0.5f));\n let _e270 = reflectionUv;\n let _e271 = reflectionUv;\n border = min(_e270, (vec2(1f) - _e271));\n let _e276 = border[0u];\n let _e278 = border[1u];\n valid = smoothstep(0f, 0.025f, min(_e276, _e278));\n let _e282 = unnamed.uFilmRoughness;\n if (_e282 > 0f) {\n let _e284 = vWorld_1;\n let _e286 = unnamed.uFilmRoughnessCycles;\n at = (_e284 * _e286);\n let _e288 = at;\n param_24 = _e288;\n let _e289 = filmNoise_u0028_vf3_u003b((&param_24));\n here = _e289;\n let _e290 = at;\n param_25 = (_e290 + vec3<f32>(0.5f, 0f, 0f));\n let _e292 = filmNoise_u0028_vf3_u003b((&param_25));\n let _e293 = here;\n let _e295 = at;\n param_26 = (_e295 + vec3<f32>(0f, 0f, 0.5f));\n let _e297 = filmNoise_u0028_vf3_u003b((&param_26));\n let _e298 = here;\n slope = vec2<f32>((_e292 - _e293), (_e297 - _e298));\n let _e302 = view[0u];\n let _e304 = view[2u];\n along = normalize((vec2<f32>(_e302, _e304) + vec2<f32>(0.00001f, 0f)));\n let _e308 = along;\n let _e309 = slope;\n let _e310 = along;\n let _e314 = slope;\n smear = (((_e308 * dot(_e309, _e310)) * 3f) + (_e314 * 0.35f));\n let _e317 = smear;\n let _e319 = unnamed.uFilmRoughness;\n let _e322 = grazing;\n let _e326 = reflectionUv;\n reflectionUv = (_e326 + (((_e317 * _e319) * 0.016f) * (0.2f + (_e322 * 0.8f))));\n let _e328 = reflectionUv;\n let _e329 = reflectionUv;\n movedBorder = min(_e328, (vec2(1f) - _e329));\n let _e333 = valid;\n let _e335 = movedBorder[0u];\n let _e337 = movedBorder[1u];\n valid = min(_e333, smoothstep(0f, 0.025f, min(_e335, _e337)));\n }\n let _e341 = reflectionUv;\n let _e345 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e341, vec2(0f), vec2(1f)), 0f);\n mirrored = _e345.xyz;\n let _e347 = graded;\n let _e348 = mirrored;\n let _e349 = gradedAir;\n let _e350 = fog;\n let _e353 = valid;\n let _e355 = unnamed.uReflectionStrength;\n let _e357 = grazing;\n graded = mix(_e347, mix(_e348, _e349, vec3(_e350)), vec3(((_e353 * _e355) * (0.25f + (_e357 * 0.75f)))));\n }\n let _e363 = vCoverage_1;\n coverage = clamp(_e363, 0f, 1f);\n let _e365 = coverage;\n let _e366 = coverage;\n let _e368 = coverage;\n alpha = (mix((_e365 * _e366), _e368, 0.65f) * 0.92f);\n let _e371 = graded;\n let _e372 = alpha;\n fragColor = vec4<f32>(_e371.x, _e371.y, _e371.z, _e372);\n return;\n}\n\n@fragment \nfn main(@location(0) vWorld: vec3<f32>, @location(1) vNormal: vec3<f32>, @location(2) vTint: vec3<f32>, @location(3) vReflectionClip: vec4<f32>, @location(4) vCoverage: f32) -> @location(0) vec4<f32> {\n vWorld_1 = vWorld;\n vNormal_1 = vNormal;\n vTint_1 = vTint;\n vReflectionClip_1 = vReflectionClip;\n vCoverage_1 = vCoverage;\n main_1();\n let _e11 = fragColor;\n return _e11;\n}\n";
8
8
  export const FILM_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uReflectionViewProj: mat4x4<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: vec3<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) member_2: vec3<f32>,\n @location(4) member_3: f32,\n @location(3) member_4: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vWorld: vec3<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vTint: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> vCoverage: f32;\nvar<private> aCoverage_1: f32;\nvar<private> vReflectionClip: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n let _e14 = aPosition_1;\n vWorld = _e14;\n let _e15 = aNormal_1;\n vNormal = normalize(_e15);\n let _e17 = aColor_1;\n vTint = _e17;\n let _e18 = aCoverage_1;\n vCoverage = _e18;\n let _e20 = unnamed.uReflectionViewProj;\n let _e21 = aPosition_1;\n vReflectionClip = (_e20 * vec4<f32>(_e21.x, _e21.y, _e21.z, 1f));\n let _e28 = unnamed.uViewProj;\n let _e29 = aPosition_1;\n unnamed_1.gl_Position = (_e28 * vec4<f32>(_e29.x, _e29.y, _e29.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(1) aNormal: vec3<f32>, @location(2) aColor: vec3<f32>, @location(3) aCoverage: f32) -> VertexOutput {\n aPosition_1 = aPosition;\n aNormal_1 = aNormal;\n aColor_1 = aColor;\n aCoverage_1 = aCoverage;\n main_1();\n let _e16 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e16);\n let _e18 = vWorld;\n let _e19 = vNormal;\n let _e20 = vTint;\n let _e21 = vCoverage;\n let _e22 = vReflectionClip;\n let _e23 = unnamed_1.gl_Position;\n return VertexOutput(_e18, _e19, _e20, _e21, _e22, _e23);\n}\n";
9
9
  /**
10
10
  * What the transform assigned, so the renderer binds the same numbers.
@@ -14,7 +14,7 @@ export const FILM_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n
14
14
  export const FILM_BINDINGS = {
15
15
  "FILM_FRAG": {
16
16
  "uniforms": 1,
17
- "uniformSize": 160,
17
+ "uniformSize": 208,
18
18
  "fields": {
19
19
  "uReflectionEnabled": {
20
20
  "offset": 0,
@@ -51,73 +51,63 @@ export const FILM_BINDINGS = {
51
51
  "size": 12,
52
52
  "type": "vec3"
53
53
  },
54
- "uFogDensity": {
55
- "offset": 76,
56
- "size": 4,
57
- "type": "float"
58
- },
59
- "uFogHeightFalloff": {
54
+ "uFogMedium": {
60
55
  "offset": 80,
61
- "size": 4,
62
- "type": "float"
56
+ "size": 16,
57
+ "type": "vec4"
63
58
  },
64
- "uFogEyeY": {
65
- "offset": 84,
66
- "size": 4,
67
- "type": "float"
59
+ "uFogRange": {
60
+ "offset": 96,
61
+ "size": 16,
62
+ "type": "vec4"
68
63
  },
69
64
  "uUnderwaterColor": {
70
- "offset": 96,
65
+ "offset": 112,
71
66
  "size": 12,
72
67
  "type": "vec3"
73
68
  },
74
- "uUnderwaterFogDensity": {
75
- "offset": 108,
76
- "size": 4,
77
- "type": "float"
78
- },
79
69
  "uUnderwaterFactor": {
80
- "offset": 112,
70
+ "offset": 124,
81
71
  "size": 4,
82
72
  "type": "float"
83
73
  },
84
- "uFogMode": {
85
- "offset": 116,
86
- "size": 4,
87
- "type": "int"
74
+ "uFogLayer2": {
75
+ "offset": 128,
76
+ "size": 16,
77
+ "type": "vec4"
88
78
  },
89
- "uFogNear": {
90
- "offset": 120,
91
- "size": 4,
92
- "type": "float"
79
+ "uFogGlow": {
80
+ "offset": 144,
81
+ "size": 16,
82
+ "type": "vec4"
93
83
  },
94
- "uFogFar": {
95
- "offset": 124,
96
- "size": 4,
97
- "type": "float"
84
+ "uFogGlowDir": {
85
+ "offset": 160,
86
+ "size": 16,
87
+ "type": "vec4"
98
88
  },
99
89
  "uSheen": {
100
- "offset": 128,
90
+ "offset": 176,
101
91
  "size": 4,
102
92
  "type": "float"
103
93
  },
104
94
  "uFilmRoughness": {
105
- "offset": 132,
95
+ "offset": 180,
106
96
  "size": 4,
107
97
  "type": "float"
108
98
  },
109
99
  "uFilmRoughnessCycles": {
110
- "offset": 136,
100
+ "offset": 184,
111
101
  "size": 4,
112
102
  "type": "float"
113
103
  },
114
104
  "uOutputTransform": {
115
- "offset": 140,
105
+ "offset": 188,
116
106
  "size": 4,
117
107
  "type": "int"
118
108
  },
119
109
  "uOutputExposure": {
120
- "offset": 144,
110
+ "offset": 192,
121
111
  "size": 4,
122
112
  "type": "float"
123
113
  }