@driftengine/core 4.13.6 → 4.14.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.json +51 -0
- package/README.md +1 -1
- package/dist/index.d.ts +3 -0
- package/dist/index.js +1 -0
- package/dist/render/backend/api.d.ts +19 -3
- package/dist/render/backend/webgl2/motionTarget.d.ts +39 -0
- package/dist/render/backend/webgl2/motionTarget.js +254 -0
- package/dist/render/backend/webgl2/pointSkinFeedback.d.ts +13 -3
- package/dist/render/backend/webgl2/pointSkinFeedback.js +45 -12
- package/dist/render/backend/webgl2/renderer.d.ts +101 -7
- package/dist/render/backend/webgl2/renderer.js +337 -9
- package/dist/render/backend/webgpu/pointSkinPass.d.ts +16 -3
- package/dist/render/backend/webgpu/pointSkinPass.js +79 -21
- package/dist/render/backend/webgpu/postPass.d.ts +6 -1
- package/dist/render/backend/webgpu/renderer.d.ts +41 -0
- package/dist/render/backend/webgpu/renderer.js +143 -5
- package/dist/render/baseDecals.d.ts +48 -0
- package/dist/render/baseDecals.js +71 -0
- package/dist/render/emissiveFlow.d.ts +40 -0
- package/dist/render/emissiveFlow.js +51 -0
- package/dist/render/fixtureAtlas.d.ts +8 -3
- package/dist/render/fixtureAtlas.js +17 -6
- package/dist/render/globalMedium.d.ts +17 -0
- package/dist/render/globalMedium.js +14 -0
- package/dist/render/globalMediumPass.js +3 -2
- package/dist/render/iridescentOverlay.d.ts +78 -0
- package/dist/render/iridescentOverlay.js +102 -0
- package/dist/render/mesh.d.ts +24 -0
- package/dist/render/mesh.js +79 -0
- package/dist/render/pointSkin.d.ts +18 -0
- package/dist/render/pointSkin.js +50 -5
- package/dist/render/recon/mover.d.ts +3 -2
- package/dist/render/recon/mover.js +3 -2
- package/dist/render/sceneTarget.d.ts +2 -0
- package/dist/render/sceneTarget.js +1 -1
- package/dist/render/shaders/flat/baseDecals.d.ts +17 -0
- package/dist/render/shaders/flat/baseDecals.js +71 -0
- package/dist/render/shaders/flat/emissiveFlow.d.ts +15 -0
- package/dist/render/shaders/flat/emissiveFlow.js +45 -0
- package/dist/render/shaders/flat/glassTint.d.ts +1 -1
- package/dist/render/shaders/flat/glassTint.js +3 -0
- package/dist/render/shaders/flat/index.d.ts +16 -0
- package/dist/render/shaders/flat/index.js +9 -0
- package/dist/render/shaders/flat/iridescentOverlay.d.ts +15 -0
- package/dist/render/shaders/flat/iridescentOverlay.js +65 -0
- package/dist/render/shaders/flat/layered.js +4 -4
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +12 -1
- package/dist/render/shaders/flat/mapReads.d.ts +1 -1
- package/dist/render/shaders/flat/mapReads.js +7 -3
- package/dist/render/shaders/flat/worldUv.js +6 -5
- package/dist/render/shaders/generated/flat.wgsl.d.ts +480 -16
- package/dist/render/shaders/generated/flat.wgsl.js +519 -55
- package/dist/render/shaders/generated/temporalResolve.wgsl.d.ts +15 -5
- package/dist/render/shaders/generated/temporalResolve.wgsl.js +15 -5
- package/dist/render/shaders/temporalResolve.js +25 -9
- package/dist/render/surfaceTexture.d.ts +32 -0
- package/dist/render/temporalPass.d.ts +3 -1
- package/dist/render/temporalPass.js +9 -1
- package/package.json +6 -6
- package/src/index.ts +3 -0
- package/src/render/backend/api.ts +19 -2
- package/src/render/backend/webgl2/motionTarget.ts +299 -0
- package/src/render/backend/webgl2/pointSkinFeedback.ts +49 -14
- package/src/render/backend/webgl2/renderer.ts +411 -9
- package/src/render/backend/webgpu/pointSkinPass.ts +90 -23
- package/src/render/backend/webgpu/renderer.ts +163 -3
- package/src/render/baseDecals.ts +93 -0
- package/src/render/emissiveFlow.ts +66 -0
- package/src/render/fixtureAtlas.ts +26 -7
- package/src/render/globalMedium.ts +31 -0
- package/src/render/globalMediumPass.ts +3 -7
- package/src/render/iridescentOverlay.ts +177 -0
- package/src/render/mesh.ts +82 -0
- package/src/render/pointSkin.ts +64 -5
- package/src/render/recon/mover.ts +3 -2
- package/src/render/sceneTarget.ts +3 -0
- package/src/render/shaders/flat/baseDecals.ts +71 -0
- package/src/render/shaders/flat/emissiveFlow.ts +45 -0
- package/src/render/shaders/flat/glassTint.ts +7 -1
- package/src/render/shaders/flat/index.ts +25 -0
- package/src/render/shaders/flat/iridescentOverlay.ts +65 -0
- package/src/render/shaders/flat/layered.ts +4 -4
- package/src/render/shaders/flat/main.ts +12 -1
- package/src/render/shaders/flat/mapReads.ts +7 -3
- package/src/render/shaders/flat/worldUv.ts +6 -5
- package/src/render/shaders/generated/flat.wgsl.ts +519 -55
- package/src/render/shaders/generated/temporalResolve.wgsl.ts +15 -5
- package/src/render/shaders/temporalResolve.ts +25 -9
- package/src/render/surfaceTexture.ts +32 -0
- package/src/render/temporalPass.ts +8 -0
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export const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uDepthToViewZ: vec4<f32>,\n uAntiFlicker: f32,\n uReprojection: mat4x4<f32>,\n uTexel: vec2<f32>,\n uPeriodStart: f32,\n uHistoryBlend: f32,\n}\n\nstruct FragmentOutput {\n @location(0) member: vec4<f32>,\n @location(1) member_1: vec4<f32>,\n @location(2) member_2: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(34) \nvar uHistory_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uHistory_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> flickerOut: vec4<f32>;\nvar<private> flickerMotionOut: vec4<f32>;\n@group(0) @binding(40) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(41) \nvar uDepth_s: sampler;\n@group(0) @binding(36) \nvar uFlicker_t: texture_2d<f32>;\n@group(0) @binding(38) \nvar uFlickerMotion_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uFlicker_s: sampler;\n@group(0) @binding(39) \nvar uFlickerMotion_s: sampler;\n\nfn repeats_u0028_f1_u003b_f1_u003b(mean: ptr<function, f32>, previous: ptr<function, f32>) -> f32 {\n var apart: f32;\n\n let _e63 = (*mean);\n let _e64 = (*previous);\n let _e67 = (*mean);\n let _e68 = (*previous);\n apart = (abs((_e63 - _e64)) / max(max(_e67, _e68), 0.003921569f));\n let _e72 = apart;\n return (1f - smoothstep(0.05f, 0.1f, _e72));\n}\n\nfn clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b(history: ptr<function, vec3<f32>>, lo: ptr<function, vec3<f32>>, hi: ptr<function, vec3<f32>>) -> vec3<f32> {\n var centre: vec3<f32>;\n var extent: vec3<f32>;\n var offset: vec3<f32>;\n var ratios: vec3<f32>;\n var ratio: f32;\n\n let _e68 = (*lo);\n let _e69 = (*hi);\n centre = ((_e68 + _e69) * 0.5f);\n let _e72 = (*hi);\n let _e73 = (*lo);\n extent = ((_e72 - _e73) * 0.5f);\n let _e76 = (*history);\n let _e77 = centre;\n offset = (_e76 - _e77);\n let _e79 = offset;\n let _e81 = extent;\n ratios = (abs(_e79) / max(_e81, vec3<f32>(0.0000001f, 0.0000001f, 0.0000001f)));\n let _e85 = ratios[0u];\n let _e87 = ratios[1u];\n let _e89 = ratios[2u];\n ratio = max(_e85, max(_e87, _e89));\n let _e92 = ratio;\n if (_e92 <= 1f) {\n let _e94 = (*history);\n return _e94;\n }\n let _e95 = centre;\n let _e96 = offset;\n let _e97 = ratio;\n return (_e95 + (_e96 / vec3(_e97)));\n}\n\nfn luma_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> f32 {\n let _e61 = (*c);\n return dot(_e61, vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n}\n\nfn historyCatmullRom_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n var size: vec2<f32>;\n var at: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var w0_: vec2<f32>;\n var w1_: vec2<f32>;\n var w2_: vec2<f32>;\n var w3_: vec2<f32>;\n var w12_: vec2<f32>;\n var at0_: vec2<f32>;\n var at3_: vec2<f32>;\n var at12_: vec2<f32>;\n var sum: vec3<f32>;\n var weight: f32;\n\n let _e76 = unnamed.uTexel;\n size = (vec2(1f) / _e76);\n let _e79 = (*uv);\n let _e80 = size;\n at = (_e79 * _e80);\n let _e82 = at;\n base = (floor((_e82 - vec2(0.5f))) + vec2(0.5f));\n let _e88 = at;\n let _e89 = base;\n f = (_e88 - _e89);\n let _e91 = f;\n let _e92 = f;\n let _e93 = f;\n w0_ = (_e91 * (vec2(-0.5f) + (_e92 * (vec2(1f) - (_e93 * 0.5f)))));\n let _e101 = f;\n let _e102 = f;\n let _e104 = f;\n w1_ = (vec2(1f) + ((_e101 * _e102) * (vec2(-2.5f) + (_e104 * 1.5f))));\n let _e111 = f;\n let _e112 = f;\n let _e113 = f;\n w2_ = (_e111 * (vec2(0.5f) + (_e112 * (vec2(2f) - (_e113 * 1.5f)))));\n let _e121 = f;\n let _e122 = f;\n let _e124 = f;\n w3_ = ((_e121 * _e122) * (vec2(-0.5f) + (_e124 * 0.5f)));\n let _e129 = w1_;\n let _e130 = w2_;\n w12_ = (_e129 + _e130);\n let _e132 = base;\n let _e136 = unnamed.uTexel;\n at0_ = ((_e132 - vec2(1f)) * _e136);\n let _e138 = base;\n let _e142 = unnamed.uTexel;\n at3_ = ((_e138 + vec2(2f)) * _e142);\n let _e144 = base;\n let _e145 = w2_;\n let _e146 = w12_;\n let _e150 = unnamed.uTexel;\n at12_ = ((_e144 + (_e145 / _e146)) * _e150);\n let _e153 = at12_[0u];\n let _e155 = at0_[1u];\n let _e157 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e153, _e155), 0f);\n let _e160 = w12_[0u];\n let _e162 = w0_[1u];\n let _e166 = at0_[0u];\n let _e168 = at12_[1u];\n let _e170 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e166, _e168), 0f);\n let _e173 = w0_[0u];\n let _e175 = w12_[1u];\n let _e179 = at12_;\n let _e180 = textureSampleLevel(uHistory_t, uHistory_s, _e179, 0f);\n let _e183 = w12_[0u];\n let _e185 = w12_[1u];\n let _e190 = at3_[0u];\n let _e192 = at12_[1u];\n let _e194 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e190, _e192), 0f);\n let _e197 = w3_[0u];\n let _e199 = w12_[1u];\n let _e204 = at12_[0u];\n let _e206 = at3_[1u];\n let _e208 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e204, _e206), 0f);\n let _e211 = w12_[0u];\n let _e213 = w3_[1u];\n sum = (((((_e157.xyz * (_e160 * _e162)) + (_e170.xyz * (_e173 * _e175))) + (_e180.xyz * (_e183 * _e185))) + (_e194.xyz * (_e197 * _e199))) + (_e208.xyz * (_e211 * _e213)));\n let _e218 = w12_[0u];\n let _e220 = w0_[1u];\n let _e223 = w0_[0u];\n let _e225 = w12_[1u];\n let _e229 = w12_[0u];\n let _e231 = w12_[1u];\n let _e235 = w3_[0u];\n let _e237 = w12_[1u];\n let _e241 = w12_[0u];\n let _e243 = w3_[1u];\n weight = (((((_e218 * _e220) + (_e223 * _e225)) + (_e229 * _e231)) + (_e235 * _e237)) + (_e241 * _e243));\n let _e246 = sum;\n let _e247 = weight;\n return max((_e246 / vec3(_e247)), vec3<f32>(0f, 0f, 0f));\n}\n\nfn neighbourhood_u0028_vf3_u003b_vf3_u003b(lo_1: ptr<function, vec3<f32>>, hi_1: ptr<function, vec3<f32>>) {\n var y: i32;\n var x: i32;\n var c_1: vec3<f32>;\n\n (*lo_1) = vec3<f32>(1000000000f, 1000000000f, 1000000000f);\n (*hi_1) = vec3<f32>(-1000000000f, -1000000000f, -1000000000f);\n y = -1i;\n loop {\n let _e65 = y;\n if (_e65 <= 1i) {\n x = -1i;\n loop {\n let _e67 = x;\n if (_e67 <= 1i) {\n let _e69 = vUv_1;\n let _e70 = x;\n let _e72 = y;\n let _e76 = unnamed.uTexel;\n let _e79 = textureSampleLevel(uScene_t, uScene_s, (_e69 + (vec2<f32>(f32(_e70), f32(_e72)) * _e76)), 0f);\n c_1 = _e79.xyz;\n let _e81 = (*lo_1);\n let _e82 = c_1;\n (*lo_1) = min(_e81, _e82);\n let _e84 = (*hi_1);\n let _e85 = c_1;\n (*hi_1) = max(_e84, _e85);\n continue;\n } else {\n break;\n }\n continuing {\n let _e87 = x;\n x = (_e87 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e89 = y;\n y = (_e89 + 1i);\n }\n }\n return;\n}\n\nfn viewDepthOf_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var z: f32;\n\n let _e62 = (*depth);\n z = (1f - (_e62 * 2f));\n let _e67 = unnamed.uDepthToViewZ[0u];\n let _e68 = z;\n let _e72 = unnamed.uDepthToViewZ[1u];\n let _e77 = unnamed.uDepthToViewZ[2u];\n let _e78 = z;\n let _e82 = unnamed.uDepthToViewZ[3u];\n return (-(((_e67 * _e68) + _e72)) / ((_e77 * _e78) + _e82));\n}\n\nfn freshRecord_u0028_vf3_u003b(current: ptr<function, vec3<f32>>) -> vec4<f32> {\n var seen: f32;\n var param: vec3<f32>;\n\n let _e63 = (*current);\n param = _e63;\n let _e64 = luma_u0028_vf3_u003b((¶m));\n seen = _e64;\n let _e65 = seen;\n let _e67 = seen;\n return vec4<f32>(0f, (_e65 * 0.125f), _e67, 0f);\n}\n\nfn main_1() {\n var sampled: vec4<f32>;\n var current_1: vec3<f32>;\n var share: f32;\n var param_1: vec3<f32>;\n var nearestAt: vec2<f32>;\n var depth_1: f32;\n var metres: f32;\n var param_2: f32;\n var y_1: i32;\n var x_1: i32;\n var at_1: vec2<f32>;\n var tap: f32;\n var tapMetres: f32;\n var param_3: f32;\n var clip: vec4<f32>;\n var previous_1: vec4<f32>;\n var param_4: vec3<f32>;\n var wasUv: vec2<f32>;\n var param_5: vec3<f32>;\n var lo_2: vec3<f32>;\n var hi_2: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n var history_1: vec3<f32>;\n var param_8: vec2<f32>;\n var size_1: vec2<i32>;\n var was: vec2<i32>;\n var nearest: f32;\n var n: i32;\n var at_2: vec2<i32>;\n var local: vec2<i32>;\n var local_1: vec2<i32>;\n var local_2: vec2<i32>;\n var stood: f32;\n var motionThere: vec4<f32>;\n var missedAll: bool;\n var same: bool;\n var swingOut: f32;\n var local_3: f32;\n var seen_1: f32;\n var param_9: vec3<f32>;\n var held: vec4<f32>;\n var local_4: vec4<f32>;\n var param_10: vec3<f32>;\n var still: f32;\n var apart_1: f32;\n var reach: f32;\n var within: bool;\n var proven: bool;\n var widen: f32;\n var local_5: f32;\n var blend: f32;\n var local_6: f32;\n var bounded: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n var sum_1: f32;\n var mean_1: f32;\n var repeated: f32;\n var local_7: f32;\n var param_14: f32;\n var param_15: f32;\n var local_8: f32;\n var phi_596_: bool;\n var phi_603_: bool;\n var phi_610_: bool;\n var phi_748_: bool;\n\n let _e124 = vUv_1;\n let _e125 = textureSampleLevel(uScene_t, uScene_s, _e124, 0f);\n sampled = _e125;\n let _e126 = sampled;\n current_1 = _e126.xyz;\n let _e129 = sampled[3u];\n share = _e129;\n let _e131 = unnamed.uHistoryBlend;\n if (_e131 <= 0f) {\n let _e133 = current_1;\n let _e134 = share;\n fragColor = vec4<f32>(_e133.x, _e133.y, _e133.z, _e134);\n let _e139 = current_1;\n param_1 = _e139;\n let _e140 = freshRecord_u0028_vf3_u003b((¶m_1));\n flickerOut = _e140;\n flickerMotionOut = vec4<f32>(0f, 0f, 0f, 0f);\n return;\n }\n let _e141 = vUv_1;\n nearestAt = _e141;\n let _e142 = vUv_1;\n let _e143 = textureSampleLevel(uDepth_t, uDepth_s, _e142, 0f);\n depth_1 = _e143.x;\n let _e145 = depth_1;\n param_2 = _e145;\n let _e146 = viewDepthOf_u0028_f1_u003b((¶m_2));\n metres = _e146;\n y_1 = -1i;\n loop {\n let _e147 = y_1;\n if (_e147 <= 1i) {\n x_1 = -1i;\n loop {\n let _e149 = x_1;\n if (_e149 <= 1i) {\n let _e151 = vUv_1;\n let _e152 = x_1;\n let _e154 = y_1;\n let _e158 = unnamed.uTexel;\n at_1 = (_e151 + (vec2<f32>(f32(_e152), f32(_e154)) * _e158));\n let _e161 = at_1;\n let _e162 = textureSampleLevel(uDepth_t, uDepth_s, _e161, 0f);\n tap = _e162.x;\n let _e164 = tap;\n param_3 = _e164;\n let _e165 = viewDepthOf_u0028_f1_u003b((¶m_3));\n tapMetres = _e165;\n let _e166 = tapMetres;\n let _e167 = metres;\n if (_e166 < _e167) {\n let _e169 = tapMetres;\n metres = _e169;\n let _e170 = tap;\n depth_1 = _e170;\n let _e171 = at_1;\n nearestAt = _e171;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e172 = x_1;\n x_1 = (_e172 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e174 = y_1;\n y_1 = (_e174 + 1i);\n }\n }\n let _e176 = nearestAt;\n let _e179 = ((_e176 * 2f) - vec2(1f));\n let _e180 = depth_1;\n clip = vec4<f32>(_e179.x, _e179.y, (1f - (_e180 * 2f)), 1f);\n let _e187 = unnamed.uReprojection;\n let _e188 = clip;\n previous_1 = (_e187 * _e188);\n let _e191 = previous_1[3u];\n if (_e191 <= 0f) {\n let _e193 = current_1;\n let _e194 = share;\n fragColor = vec4<f32>(_e193.x, _e193.y, _e193.z, _e194);\n let _e199 = current_1;\n param_4 = _e199;\n let _e200 = freshRecord_u0028_vf3_u003b((¶m_4));\n flickerOut = _e200;\n let _e201 = metres;\n flickerMotionOut = vec4<f32>(_e201, 0f, 0f, 0f);\n return;\n }\n let _e203 = vUv_1;\n let _e204 = previous_1;\n let _e207 = previous_1[3u];\n let _e213 = nearestAt;\n wasUv = (_e203 + ((((_e204.xy / vec2(_e207)) * 0.5f) + vec2(0.5f)) - _e213));\n let _e217 = wasUv[0u];\n let _e218 = (_e217 < 0f);\n phi_596_ = _e218;\n if !(_e218) {\n let _e221 = wasUv[0u];\n phi_596_ = (_e221 > 1f);\n }\n let _e224 = phi_596_;\n phi_603_ = _e224;\n if !(_e224) {\n let _e227 = wasUv[1u];\n phi_603_ = (_e227 < 0f);\n }\n let _e230 = phi_603_;\n phi_610_ = _e230;\n if !(_e230) {\n let _e233 = wasUv[1u];\n phi_610_ = (_e233 > 1f);\n }\n let _e236 = phi_610_;\n if _e236 {\n let _e237 = current_1;\n let _e238 = share;\n fragColor = vec4<f32>(_e237.x, _e237.y, _e237.z, _e238);\n let _e243 = current_1;\n param_5 = _e243;\n let _e244 = freshRecord_u0028_vf3_u003b((¶m_5));\n flickerOut = _e244;\n let _e245 = metres;\n flickerMotionOut = vec4<f32>(_e245, 0f, 0f, 0f);\n return;\n }\n neighbourhood_u0028_vf3_u003b_vf3_u003b((¶m_6), (¶m_7));\n let _e247 = param_6;\n lo_2 = _e247;\n let _e248 = param_7;\n hi_2 = _e248;\n let _e249 = wasUv;\n param_8 = _e249;\n let _e250 = historyCatmullRom_u0028_vf2_u003b((¶m_8));\n history_1 = _e250;\n let _e251 = textureDimensions(uFlicker_t, 0i);\n size_1 = vec2<i32>(_e251);\n let _e253 = wasUv;\n let _e254 = size_1;\n let _e258 = size_1;\n was = clamp(vec2<i32>((_e253 * vec2<f32>(_e254))), vec2<i32>(0i, 0i), (_e258 - vec2(1i)));\n nearest = 1000000000f;\n n = 0i;\n loop {\n let _e262 = n;\n if (_e262 < 5i) {\n let _e264 = was;\n let _e265 = n;\n if (_e265 == 1i) {\n local = vec2<i32>(1i, 0i);\n } else {\n let _e267 = n;\n if (_e267 == 2i) {\n local_1 = vec2<i32>(-1i, 0i);\n } else {\n let _e269 = n;\n if (_e269 == 3i) {\n local_2 = vec2<i32>(0i, 1i);\n } else {\n let _e271 = n;\n local_2 = select(vec2<i32>(0i, 0i), vec2<i32>(0i, -1i), vec2((_e271 == 4i)));\n }\n let _e275 = local_2;\n local_1 = _e275;\n }\n let _e276 = local_1;\n local = _e276;\n }\n let _e277 = local;\n at_2 = (_e264 + _e277);\n let _e279 = at_2;\n let _e280 = size_1;\n let _e284 = textureLoad(uFlickerMotion_t, clamp(_e279, vec2<i32>(0i, 0i), (_e280 - vec2(1i))), 0i);\n stood = _e284.x;\n let _e286 = stood;\n if (_e286 > 0f) {\n let _e288 = nearest;\n let _e289 = stood;\n let _e291 = previous_1[3u];\n nearest = min(_e288, abs((_e289 - _e291)));\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e295 = n;\n n = (_e295 + 1i);\n }\n }\n let _e297 = was;\n let _e298 = textureLoad(uFlickerMotion_t, _e297, 0i);\n motionThere = _e298;\n let _e299 = nearest;\n missedAll = (_e299 > 100000000f);\n let _e302 = unnamed.uAntiFlicker;\n let _e304 = missedAll;\n let _e306 = ((_e302 > 0.5f) && !(_e304));\n phi_748_ = _e306;\n if _e306 {\n let _e307 = nearest;\n let _e309 = motionThere[1u];\n let _e312 = previous_1[3u];\n phi_748_ = (_e307 <= ((6f * _e309) + (0.02f * _e312)));\n }\n let _e317 = phi_748_;\n same = _e317;\n let _e318 = missedAll;\n if _e318 {\n local_3 = 0f;\n } else {\n let _e320 = motionThere[1u];\n let _e321 = nearest;\n let _e323 = motionThere[1u];\n local_3 = (_e320 + ((_e321 - _e323) * 0.125f));\n }\n let _e327 = local_3;\n swingOut = _e327;\n let _e328 = current_1;\n param_9 = _e328;\n let _e329 = luma_u0028_vf3_u003b((¶m_9));\n seen_1 = _e329;\n let _e330 = same;\n if _e330 {\n let _e331 = was;\n let _e332 = textureLoad(uFlicker_t, _e331, 0i);\n local_4 = _e332;\n } else {\n let _e333 = current_1;\n param_10 = _e333;\n let _e334 = freshRecord_u0028_vf3_u003b((¶m_10));\n local_4 = _e334;\n }\n let _e335 = local_4;\n held = _e335;\n let _e336 = wasUv;\n let _e337 = vUv_1;\n let _e340 = unnamed.uTexel;\n still = (1f - smoothstep(0.01f, 0.05f, length(((_e336 - _e337) / _e340))));\n let _e345 = seen_1;\n let _e347 = held[2u];\n apart_1 = abs((_e345 - _e347));\n let _e351 = held[0u];\n reach = ((6f * _e351) + 0.003921569f);\n let _e354 = apart_1;\n let _e355 = reach;\n within = (_e354 <= _e355);\n let _e358 = held[3u];\n let _e360 = within;\n proven = ((_e358 > 0.75f) && _e360);\n let _e362 = proven;\n if _e362 {\n let _e364 = held[0u];\n let _e366 = still;\n local_5 = ((6f * _e364) * _e366);\n } else {\n local_5 = 0f;\n }\n let _e368 = local_5;\n widen = _e368;\n let _e369 = proven;\n if _e369 {\n let _e371 = unnamed.uHistoryBlend;\n let _e372 = still;\n local_6 = mix(_e371, 0.97f, _e372);\n } else {\n let _e375 = unnamed.uHistoryBlend;\n local_6 = _e375;\n }\n let _e376 = local_6;\n blend = _e376;\n let _e377 = lo_2;\n let _e378 = widen;\n let _e381 = hi_2;\n let _e382 = widen;\n let _e385 = history_1;\n param_11 = _e385;\n param_12 = (_e377 - vec3(_e378));\n param_13 = (_e381 + vec3(_e382));\n let _e386 = clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b((¶m_11), (¶m_12), (¶m_13));\n bounded = _e386;\n let _e388 = held[1u];\n sum_1 = _e388;\n let _e390 = held[2u];\n mean_1 = _e390;\n let _e391 = within;\n if _e391 {\n let _e393 = held[3u];\n local_7 = _e393;\n } else {\n local_7 = 0f;\n }\n let _e394 = local_7;\n repeated = _e394;\n let _e396 = unnamed.uPeriodStart;\n if (_e396 > 0.5f) {\n let _e398 = sum_1;\n param_14 = _e398;\n let _e399 = mean_1;\n param_15 = _e399;\n let _e400 = repeats_u0028_f1_u003b_f1_u003b((¶m_14), (¶m_15));\n if (_e400 > 0.5f) {\n let _e402 = repeated;\n local_8 = min(1f, (_e402 + 0.5f));\n } else {\n local_8 = 0f;\n }\n let _e405 = local_8;\n repeated = _e405;\n let _e406 = sum_1;\n mean_1 = _e406;\n sum_1 = 0f;\n }\n let _e408 = held[0u];\n let _e409 = apart_1;\n let _e411 = held[0u];\n let _e415 = sum_1;\n let _e416 = seen_1;\n let _e419 = mean_1;\n let _e420 = repeated;\n let _e421 = still;\n flickerOut = vec4<f32>((_e408 + ((_e409 - _e411) * 0.125f)), (_e415 + (_e416 * 0.125f)), _e419, (_e420 * _e421));\n let _e424 = metres;\n let _e425 = swingOut;\n flickerMotionOut = vec4<f32>(_e424, _e425, 0f, 0f);\n let _e427 = current_1;\n let _e428 = bounded;\n let _e429 = blend;\n let _e431 = mix(_e427, _e428, vec3(_e429));\n let _e432 = share;\n fragColor = vec4<f32>(_e431.x, _e431.y, _e431.z, _e432);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> FragmentOutput {\n vUv_1 = vUv;\n main_1();\n let _e5 = fragColor;\n let _e6 = flickerOut;\n let _e7 = flickerMotionOut;\n return FragmentOutput(_e5, _e6, _e7);\n}\n";
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export const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uDepthToViewZ: vec4<f32>,\n uAntiFlicker: f32,\n uReprojection: mat4x4<f32>,\n uMotionOn: f32,\n uTexel: vec2<f32>,\n uPeriodStart: f32,\n uHistoryBlend: f32,\n}\n\nstruct FragmentOutput {\n @location(0) member: vec4<f32>,\n @location(1) member_1: vec4<f32>,\n @location(2) member_2: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(34) \nvar uHistory_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uHistory_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> flickerOut: vec4<f32>;\nvar<private> flickerMotionOut: vec4<f32>;\n@group(0) @binding(40) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(41) \nvar uDepth_s: sampler;\n@group(0) @binding(42) \nvar uMotion_t: texture_2d<f32>;\n@group(0) @binding(36) \nvar uFlicker_t: texture_2d<f32>;\n@group(0) @binding(38) \nvar uFlickerMotion_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uFlicker_s: sampler;\n@group(0) @binding(39) \nvar uFlickerMotion_s: sampler;\n@group(0) @binding(43) \nvar uMotion_s: sampler;\n\nfn repeats_u0028_f1_u003b_f1_u003b(mean: ptr<function, f32>, previous: ptr<function, f32>) -> f32 {\n var apart: f32;\n\n let _e66 = (*mean);\n let _e67 = (*previous);\n let _e70 = (*mean);\n let _e71 = (*previous);\n apart = (abs((_e66 - _e67)) / max(max(_e70, _e71), 0.003921569f));\n let _e75 = apart;\n return (1f - smoothstep(0.05f, 0.1f, _e75));\n}\n\nfn clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b(history: ptr<function, vec3<f32>>, lo: ptr<function, vec3<f32>>, hi: ptr<function, vec3<f32>>) -> vec3<f32> {\n var centre: vec3<f32>;\n var extent: vec3<f32>;\n var offset: vec3<f32>;\n var ratios: vec3<f32>;\n var ratio: f32;\n\n let _e71 = (*lo);\n let _e72 = (*hi);\n centre = ((_e71 + _e72) * 0.5f);\n let _e75 = (*hi);\n let _e76 = (*lo);\n extent = ((_e75 - _e76) * 0.5f);\n let _e79 = (*history);\n let _e80 = centre;\n offset = (_e79 - _e80);\n let _e82 = offset;\n let _e84 = extent;\n ratios = (abs(_e82) / max(_e84, vec3<f32>(0.0000001f, 0.0000001f, 0.0000001f)));\n let _e88 = ratios[0u];\n let _e90 = ratios[1u];\n let _e92 = ratios[2u];\n ratio = max(_e88, max(_e90, _e92));\n let _e95 = ratio;\n if (_e95 <= 1f) {\n let _e97 = (*history);\n return _e97;\n }\n let _e98 = centre;\n let _e99 = offset;\n let _e100 = ratio;\n return (_e98 + (_e99 / vec3(_e100)));\n}\n\nfn luma_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> f32 {\n let _e64 = (*c);\n return dot(_e64, vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n}\n\nfn historyCatmullRom_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n var size: vec2<f32>;\n var at: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var w0_: vec2<f32>;\n var w1_: vec2<f32>;\n var w2_: vec2<f32>;\n var w3_: vec2<f32>;\n var w12_: vec2<f32>;\n var at0_: vec2<f32>;\n var at3_: vec2<f32>;\n var at12_: vec2<f32>;\n var sum: vec3<f32>;\n var weight: f32;\n\n let _e79 = unnamed.uTexel;\n size = (vec2(1f) / _e79);\n let _e82 = (*uv);\n let _e83 = size;\n at = (_e82 * _e83);\n let _e85 = at;\n base = (floor((_e85 - vec2(0.5f))) + vec2(0.5f));\n let _e91 = at;\n let _e92 = base;\n f = (_e91 - _e92);\n let _e94 = f;\n let _e95 = f;\n let _e96 = f;\n w0_ = (_e94 * (vec2(-0.5f) + (_e95 * (vec2(1f) - (_e96 * 0.5f)))));\n let _e104 = f;\n let _e105 = f;\n let _e107 = f;\n w1_ = (vec2(1f) + ((_e104 * _e105) * (vec2(-2.5f) + (_e107 * 1.5f))));\n let _e114 = f;\n let _e115 = f;\n let _e116 = f;\n w2_ = (_e114 * (vec2(0.5f) + (_e115 * (vec2(2f) - (_e116 * 1.5f)))));\n let _e124 = f;\n let _e125 = f;\n let _e127 = f;\n w3_ = ((_e124 * _e125) * (vec2(-0.5f) + (_e127 * 0.5f)));\n let _e132 = w1_;\n let _e133 = w2_;\n w12_ = (_e132 + _e133);\n let _e135 = base;\n let _e139 = unnamed.uTexel;\n at0_ = ((_e135 - vec2(1f)) * _e139);\n let _e141 = base;\n let _e145 = unnamed.uTexel;\n at3_ = ((_e141 + vec2(2f)) * _e145);\n let _e147 = base;\n let _e148 = w2_;\n let _e149 = w12_;\n let _e153 = unnamed.uTexel;\n at12_ = ((_e147 + (_e148 / _e149)) * _e153);\n let _e156 = at12_[0u];\n let _e158 = at0_[1u];\n let _e160 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e156, _e158), 0f);\n let _e163 = w12_[0u];\n let _e165 = w0_[1u];\n let _e169 = at0_[0u];\n let _e171 = at12_[1u];\n let _e173 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e169, _e171), 0f);\n let _e176 = w0_[0u];\n let _e178 = w12_[1u];\n let _e182 = at12_;\n let _e183 = textureSampleLevel(uHistory_t, uHistory_s, _e182, 0f);\n let _e186 = w12_[0u];\n let _e188 = w12_[1u];\n let _e193 = at3_[0u];\n let _e195 = at12_[1u];\n let _e197 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e193, _e195), 0f);\n let _e200 = w3_[0u];\n let _e202 = w12_[1u];\n let _e207 = at12_[0u];\n let _e209 = at3_[1u];\n let _e211 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e207, _e209), 0f);\n let _e214 = w12_[0u];\n let _e216 = w3_[1u];\n sum = (((((_e160.xyz * (_e163 * _e165)) + (_e173.xyz * (_e176 * _e178))) + (_e183.xyz * (_e186 * _e188))) + (_e197.xyz * (_e200 * _e202))) + (_e211.xyz * (_e214 * _e216)));\n let _e221 = w12_[0u];\n let _e223 = w0_[1u];\n let _e226 = w0_[0u];\n let _e228 = w12_[1u];\n let _e232 = w12_[0u];\n let _e234 = w12_[1u];\n let _e238 = w3_[0u];\n let _e240 = w12_[1u];\n let _e244 = w12_[0u];\n let _e246 = w3_[1u];\n weight = (((((_e221 * _e223) + (_e226 * _e228)) + (_e232 * _e234)) + (_e238 * _e240)) + (_e244 * _e246));\n let _e249 = sum;\n let _e250 = weight;\n return max((_e249 / vec3(_e250)), vec3<f32>(0f, 0f, 0f));\n}\n\nfn neighbourhood_u0028_vf3_u003b_vf3_u003b(lo_1: ptr<function, vec3<f32>>, hi_1: ptr<function, vec3<f32>>) {\n var y: i32;\n var x: i32;\n var c_1: vec3<f32>;\n\n (*lo_1) = vec3<f32>(1000000000f, 1000000000f, 1000000000f);\n (*hi_1) = vec3<f32>(-1000000000f, -1000000000f, -1000000000f);\n y = -1i;\n loop {\n let _e68 = y;\n if (_e68 <= 1i) {\n x = -1i;\n loop {\n let _e70 = x;\n if (_e70 <= 1i) {\n let _e72 = vUv_1;\n let _e73 = x;\n let _e75 = y;\n let _e79 = unnamed.uTexel;\n let _e82 = textureSampleLevel(uScene_t, uScene_s, (_e72 + (vec2<f32>(f32(_e73), f32(_e75)) * _e79)), 0f);\n c_1 = _e82.xyz;\n let _e84 = (*lo_1);\n let _e85 = c_1;\n (*lo_1) = min(_e84, _e85);\n let _e87 = (*hi_1);\n let _e88 = c_1;\n (*hi_1) = max(_e87, _e88);\n continue;\n } else {\n break;\n }\n continuing {\n let _e90 = x;\n x = (_e90 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e92 = y;\n y = (_e92 + 1i);\n }\n }\n return;\n}\n\nfn viewDepthOf_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var z: f32;\n\n let _e65 = (*depth);\n z = (1f - (_e65 * 2f));\n let _e70 = unnamed.uDepthToViewZ[0u];\n let _e71 = z;\n let _e75 = unnamed.uDepthToViewZ[1u];\n let _e80 = unnamed.uDepthToViewZ[2u];\n let _e81 = z;\n let _e85 = unnamed.uDepthToViewZ[3u];\n return (-(((_e70 * _e71) + _e75)) / ((_e80 * _e81) + _e85));\n}\n\nfn freshRecord_u0028_vf3_u003b(current: ptr<function, vec3<f32>>) -> vec4<f32> {\n var seen: f32;\n var param: vec3<f32>;\n\n let _e66 = (*current);\n param = _e66;\n let _e67 = luma_u0028_vf3_u003b((¶m));\n seen = _e67;\n let _e68 = seen;\n let _e70 = seen;\n return vec4<f32>(0f, (_e68 * 0.125f), _e70, 0f);\n}\n\nfn main_1() {\n var sampled: vec4<f32>;\n var current_1: vec3<f32>;\n var share: f32;\n var param_1: vec3<f32>;\n var nearestAt: vec2<f32>;\n var depth_1: f32;\n var metres: f32;\n var param_2: f32;\n var y_1: i32;\n var x_1: i32;\n var at_1: vec2<f32>;\n var tap: f32;\n var tapMetres: f32;\n var param_3: f32;\n var clip: vec4<f32>;\n var previous_1: vec4<f32>;\n var moved: vec4<f32>;\n var motionSize: vec2<i32>;\n var motionAt: vec2<i32>;\n var param_4: vec3<f32>;\n var wasUv: vec2<f32>;\n var local: vec2<f32>;\n var param_5: vec3<f32>;\n var lo_2: vec3<f32>;\n var hi_2: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n var history_1: vec3<f32>;\n var param_8: vec2<f32>;\n var size_1: vec2<i32>;\n var was: vec2<i32>;\n var nearest: f32;\n var n: i32;\n var at_2: vec2<i32>;\n var local_1: vec2<i32>;\n var local_2: vec2<i32>;\n var local_3: vec2<i32>;\n var stood: f32;\n var motionThere: vec4<f32>;\n var missedAll: bool;\n var same: bool;\n var swingOut: f32;\n var local_4: f32;\n var seen_1: f32;\n var param_9: vec3<f32>;\n var held: vec4<f32>;\n var local_5: vec4<f32>;\n var param_10: vec3<f32>;\n var still: f32;\n var apart_1: f32;\n var reach: f32;\n var within: bool;\n var proven: bool;\n var widen: f32;\n var local_6: f32;\n var blend: f32;\n var local_7: f32;\n var bounded: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n var sum_1: f32;\n var mean_1: f32;\n var repeated: f32;\n var local_8: f32;\n var param_14: f32;\n var param_15: f32;\n var local_9: f32;\n var phi_643_: bool;\n var phi_650_: bool;\n var phi_657_: bool;\n var phi_792_: bool;\n\n let _e131 = vUv_1;\n let _e132 = textureSampleLevel(uScene_t, uScene_s, _e131, 0f);\n sampled = _e132;\n let _e133 = sampled;\n current_1 = _e133.xyz;\n let _e136 = sampled[3u];\n share = _e136;\n let _e138 = unnamed.uHistoryBlend;\n if (_e138 <= 0f) {\n let _e140 = current_1;\n let _e141 = share;\n fragColor = vec4<f32>(_e140.x, _e140.y, _e140.z, _e141);\n let _e146 = current_1;\n param_1 = _e146;\n let _e147 = freshRecord_u0028_vf3_u003b((¶m_1));\n flickerOut = _e147;\n flickerMotionOut = vec4<f32>(0f, 0f, 0f, 0f);\n return;\n }\n let _e148 = vUv_1;\n nearestAt = _e148;\n let _e149 = vUv_1;\n let _e150 = textureSampleLevel(uDepth_t, uDepth_s, _e149, 0f);\n depth_1 = _e150.x;\n let _e152 = depth_1;\n param_2 = _e152;\n let _e153 = viewDepthOf_u0028_f1_u003b((¶m_2));\n metres = _e153;\n y_1 = -1i;\n loop {\n let _e154 = y_1;\n if (_e154 <= 1i) {\n x_1 = -1i;\n loop {\n let _e156 = x_1;\n if (_e156 <= 1i) {\n let _e158 = vUv_1;\n let _e159 = x_1;\n let _e161 = y_1;\n let _e165 = unnamed.uTexel;\n at_1 = (_e158 + (vec2<f32>(f32(_e159), f32(_e161)) * _e165));\n let _e168 = at_1;\n let _e169 = textureSampleLevel(uDepth_t, uDepth_s, _e168, 0f);\n tap = _e169.x;\n let _e171 = tap;\n param_3 = _e171;\n let _e172 = viewDepthOf_u0028_f1_u003b((¶m_3));\n tapMetres = _e172;\n let _e173 = tapMetres;\n let _e174 = metres;\n if (_e173 < _e174) {\n let _e176 = tapMetres;\n metres = _e176;\n let _e177 = tap;\n depth_1 = _e177;\n let _e178 = at_1;\n nearestAt = _e178;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e179 = x_1;\n x_1 = (_e179 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e181 = y_1;\n y_1 = (_e181 + 1i);\n }\n }\n let _e183 = nearestAt;\n let _e186 = ((_e183 * 2f) - vec2(1f));\n let _e187 = depth_1;\n clip = vec4<f32>(_e186.x, _e186.y, (1f - (_e187 * 2f)), 1f);\n let _e194 = unnamed.uReprojection;\n let _e195 = clip;\n previous_1 = (_e194 * _e195);\n moved = vec4<f32>(0f, 0f, 0f, 0f);\n let _e198 = unnamed.uMotionOn;\n if (_e198 > 0.5f) {\n let _e200 = textureDimensions(uMotion_t, 0i);\n motionSize = vec2<i32>(_e200);\n let _e202 = nearestAt;\n let _e203 = motionSize;\n let _e207 = motionSize;\n motionAt = clamp(vec2<i32>((_e202 * vec2<f32>(_e203))), vec2<i32>(0i, 0i), (_e207 - vec2(1i)));\n let _e211 = motionAt;\n let _e212 = textureLoad(uMotion_t, _e211, 0i);\n moved = _e212;\n }\n let _e214 = moved[3u];\n if (_e214 > 0.5f) {\n let _e217 = moved[2u];\n previous_1[3u] = _e217;\n }\n let _e220 = previous_1[3u];\n if (_e220 <= 0f) {\n let _e222 = current_1;\n let _e223 = share;\n fragColor = vec4<f32>(_e222.x, _e222.y, _e222.z, _e223);\n let _e228 = current_1;\n param_4 = _e228;\n let _e229 = freshRecord_u0028_vf3_u003b((¶m_4));\n flickerOut = _e229;\n let _e230 = metres;\n flickerMotionOut = vec4<f32>(_e230, 0f, 0f, 0f);\n return;\n }\n let _e233 = moved[3u];\n if (_e233 > 0.5f) {\n let _e235 = vUv_1;\n let _e236 = moved;\n local = (_e235 + _e236.xy);\n } else {\n let _e239 = vUv_1;\n let _e240 = previous_1;\n let _e243 = previous_1[3u];\n let _e249 = nearestAt;\n local = (_e239 + ((((_e240.xy / vec2(_e243)) * 0.5f) + vec2(0.5f)) - _e249));\n }\n let _e252 = local;\n wasUv = _e252;\n let _e254 = wasUv[0u];\n let _e255 = (_e254 < 0f);\n phi_643_ = _e255;\n if !(_e255) {\n let _e258 = wasUv[0u];\n phi_643_ = (_e258 > 1f);\n }\n let _e261 = phi_643_;\n phi_650_ = _e261;\n if !(_e261) {\n let _e264 = wasUv[1u];\n phi_650_ = (_e264 < 0f);\n }\n let _e267 = phi_650_;\n phi_657_ = _e267;\n if !(_e267) {\n let _e270 = wasUv[1u];\n phi_657_ = (_e270 > 1f);\n }\n let _e273 = phi_657_;\n if _e273 {\n let _e274 = current_1;\n let _e275 = share;\n fragColor = vec4<f32>(_e274.x, _e274.y, _e274.z, _e275);\n let _e280 = current_1;\n param_5 = _e280;\n let _e281 = freshRecord_u0028_vf3_u003b((¶m_5));\n flickerOut = _e281;\n let _e282 = metres;\n flickerMotionOut = vec4<f32>(_e282, 0f, 0f, 0f);\n return;\n }\n neighbourhood_u0028_vf3_u003b_vf3_u003b((¶m_6), (¶m_7));\n let _e284 = param_6;\n lo_2 = _e284;\n let _e285 = param_7;\n hi_2 = _e285;\n let _e286 = wasUv;\n param_8 = _e286;\n let _e287 = historyCatmullRom_u0028_vf2_u003b((¶m_8));\n history_1 = _e287;\n let _e288 = textureDimensions(uFlicker_t, 0i);\n size_1 = vec2<i32>(_e288);\n let _e290 = wasUv;\n let _e291 = size_1;\n let _e295 = size_1;\n was = clamp(vec2<i32>((_e290 * vec2<f32>(_e291))), vec2<i32>(0i, 0i), (_e295 - vec2(1i)));\n nearest = 1000000000f;\n n = 0i;\n loop {\n let _e299 = n;\n if (_e299 < 5i) {\n let _e301 = was;\n let _e302 = n;\n if (_e302 == 1i) {\n local_1 = vec2<i32>(1i, 0i);\n } else {\n let _e304 = n;\n if (_e304 == 2i) {\n local_2 = vec2<i32>(-1i, 0i);\n } else {\n let _e306 = n;\n if (_e306 == 3i) {\n local_3 = vec2<i32>(0i, 1i);\n } else {\n let _e308 = n;\n local_3 = select(vec2<i32>(0i, 0i), vec2<i32>(0i, -1i), vec2((_e308 == 4i)));\n }\n let _e312 = local_3;\n local_2 = _e312;\n }\n let _e313 = local_2;\n local_1 = _e313;\n }\n let _e314 = local_1;\n at_2 = (_e301 + _e314);\n let _e316 = at_2;\n let _e317 = size_1;\n let _e321 = textureLoad(uFlickerMotion_t, clamp(_e316, vec2<i32>(0i, 0i), (_e317 - vec2(1i))), 0i);\n stood = _e321.x;\n let _e323 = stood;\n if (_e323 > 0f) {\n let _e325 = nearest;\n let _e326 = stood;\n let _e328 = previous_1[3u];\n nearest = min(_e325, abs((_e326 - _e328)));\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e332 = n;\n n = (_e332 + 1i);\n }\n }\n let _e334 = was;\n let _e335 = textureLoad(uFlickerMotion_t, _e334, 0i);\n motionThere = _e335;\n let _e336 = nearest;\n missedAll = (_e336 > 100000000f);\n let _e339 = unnamed.uAntiFlicker;\n let _e341 = missedAll;\n let _e343 = ((_e339 > 0.5f) && !(_e341));\n phi_792_ = _e343;\n if _e343 {\n let _e344 = nearest;\n let _e346 = motionThere[1u];\n let _e349 = previous_1[3u];\n phi_792_ = (_e344 <= ((6f * _e346) + (0.02f * _e349)));\n }\n let _e354 = phi_792_;\n same = _e354;\n let _e355 = missedAll;\n if _e355 {\n local_4 = 0f;\n } else {\n let _e357 = motionThere[1u];\n let _e358 = nearest;\n let _e360 = motionThere[1u];\n local_4 = (_e357 + ((_e358 - _e360) * 0.125f));\n }\n let _e364 = local_4;\n swingOut = _e364;\n let _e365 = current_1;\n param_9 = _e365;\n let _e366 = luma_u0028_vf3_u003b((¶m_9));\n seen_1 = _e366;\n let _e367 = same;\n if _e367 {\n let _e368 = was;\n let _e369 = textureLoad(uFlicker_t, _e368, 0i);\n local_5 = _e369;\n } else {\n let _e370 = current_1;\n param_10 = _e370;\n let _e371 = freshRecord_u0028_vf3_u003b((¶m_10));\n local_5 = _e371;\n }\n let _e372 = local_5;\n held = _e372;\n let _e373 = wasUv;\n let _e374 = vUv_1;\n let _e377 = unnamed.uTexel;\n still = (1f - smoothstep(0.01f, 0.05f, length(((_e373 - _e374) / _e377))));\n let _e382 = seen_1;\n let _e384 = held[2u];\n apart_1 = abs((_e382 - _e384));\n let _e388 = held[0u];\n reach = ((6f * _e388) + 0.003921569f);\n let _e391 = apart_1;\n let _e392 = reach;\n within = (_e391 <= _e392);\n let _e395 = held[3u];\n let _e397 = within;\n proven = ((_e395 > 0.75f) && _e397);\n let _e399 = proven;\n if _e399 {\n let _e401 = held[0u];\n let _e403 = still;\n local_6 = ((6f * _e401) * _e403);\n } else {\n local_6 = 0f;\n }\n let _e405 = local_6;\n widen = _e405;\n let _e406 = proven;\n if _e406 {\n let _e408 = unnamed.uHistoryBlend;\n let _e409 = still;\n local_7 = mix(_e408, 0.97f, _e409);\n } else {\n let _e412 = unnamed.uHistoryBlend;\n local_7 = _e412;\n }\n let _e413 = local_7;\n blend = _e413;\n let _e414 = lo_2;\n let _e415 = widen;\n let _e418 = hi_2;\n let _e419 = widen;\n let _e422 = history_1;\n param_11 = _e422;\n param_12 = (_e414 - vec3(_e415));\n param_13 = (_e418 + vec3(_e419));\n let _e423 = clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b((¶m_11), (¶m_12), (¶m_13));\n bounded = _e423;\n let _e425 = held[1u];\n sum_1 = _e425;\n let _e427 = held[2u];\n mean_1 = _e427;\n let _e428 = within;\n if _e428 {\n let _e430 = held[3u];\n local_8 = _e430;\n } else {\n local_8 = 0f;\n }\n let _e431 = local_8;\n repeated = _e431;\n let _e433 = unnamed.uPeriodStart;\n if (_e433 > 0.5f) {\n let _e435 = sum_1;\n param_14 = _e435;\n let _e436 = mean_1;\n param_15 = _e436;\n let _e437 = repeats_u0028_f1_u003b_f1_u003b((¶m_14), (¶m_15));\n if (_e437 > 0.5f) {\n let _e439 = repeated;\n local_9 = min(1f, (_e439 + 0.5f));\n } else {\n local_9 = 0f;\n }\n let _e442 = local_9;\n repeated = _e442;\n let _e443 = sum_1;\n mean_1 = _e443;\n sum_1 = 0f;\n }\n let _e445 = held[0u];\n let _e446 = apart_1;\n let _e448 = held[0u];\n let _e452 = sum_1;\n let _e453 = seen_1;\n let _e456 = mean_1;\n let _e457 = repeated;\n let _e458 = still;\n flickerOut = vec4<f32>((_e445 + ((_e446 - _e448) * 0.125f)), (_e452 + (_e453 * 0.125f)), _e456, (_e457 * _e458));\n let _e461 = metres;\n let _e462 = swingOut;\n flickerMotionOut = vec4<f32>(_e461, _e462, 0f, 0f);\n let _e464 = current_1;\n let _e465 = bounded;\n let _e466 = blend;\n let _e468 = mix(_e464, _e465, vec3(_e466));\n let _e469 = share;\n fragColor = vec4<f32>(_e468.x, _e468.y, _e468.z, _e469);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> FragmentOutput {\n vUv_1 = vUv;\n main_1();\n let _e5 = fragColor;\n let _e6 = flickerOut;\n let _e7 = flickerMotionOut;\n return FragmentOutput(_e5, _e6, _e7);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -15,7 +15,7 @@ export const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uDepthToViewZ:
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export const TEMPORALRESOLVE_BINDINGS = {
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"TEMPORAL_RESOLVE_FRAG": {
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"uniformSize":
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"fields": {
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"uDepthToViewZ": {
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"offset": 0,
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@@ -32,18 +32,23 @@ export const TEMPORALRESOLVE_BINDINGS = {
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"size": 64,
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"type": "mat4"
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"
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"uMotionOn": {
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},
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"uTexel": {
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"offset": 112,
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"offset": 116,
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"texture": 40,
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"sampler": 41,
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},
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"uMotion": {
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"texture": 42,
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"sampler": 43,
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"type": "sampler2D"
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@@ -8,14 +8,12 @@
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* which is the trade a browser target wants, where MSAA on a float target is not free and on
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* WebGL2 is not always available at all.
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*
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* **The motion is the camera's
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*
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*
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*
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*
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*
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* that covers a moving object crossing a background of a different colour, and does not cover one
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* crossing a background of its own.
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* **The motion is the camera's except where a mover says otherwise.** The reprojection matrix
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* carries a pixel back through the previous view, which is exact for a static world under a moving
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* camera and wrong for a moving object under a still one; a mover drawn with its `Mover` writes
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* where it stood into `uMotion` (`backend/webgl2/motionTarget.ts`), and its pixels take that
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* instead. The neighbourhood clip below stays for what neither says: a mover the motion pass does
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* not follow, crossing a background of a different colour.
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*
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*/
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uniform mat4 uReprojection;
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* Where each mover's surface stood last frame, from the motion pass: the offset to it on screen in
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* xy, its distance from last frame's eye in z, and 1 in w where a mover wrote it. Read where
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* \`uMotionOn\` is 1, exactly, never filtered: an offset blended with its neighbour's is a place
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* neither stood.
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*/
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uniform highp sampler2D uMotion;
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uniform float uMotionOn;
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/** One texel of the target, for walking the neighbourhood. */
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uniform vec2 uTexel;
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@@ -253,6 +259,14 @@ void main() {
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}
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vec4 clip = vec4(nearestAt * 2.0 - 1.0, ${glslSceneDepthToNdc('depth')}, 1.0);
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vec4 previous = uReprojection * clip;
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/* A mover's own motion where it wrote one, at the same nearest surface the camera's is read at. */
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vec4 moved = vec4(0.0);
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if (uMotionOn > 0.5) {
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ivec2 motionSize = textureSize(uMotion, 0);
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ivec2 motionAt = clamp(ivec2(nearestAt * vec2(motionSize)), ivec2(0), motionSize - 1);
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moved = texelFetch(uMotion, motionAt, 0);
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}
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if (moved.a > 0.5) previous.w = moved.z;
|
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|
/* Behind the previous eye: there is no last-frame position to sample. */
|
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if (previous.w <= 0.0) {
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fragColor = vec4(current, share);
|
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@@ -261,7 +275,9 @@ void main() {
|
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return;
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}
|
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277
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|
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vec2 wasUv =
|
|
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+
vec2 wasUv = moved.a > 0.5
|
|
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|
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? vUv + moved.xy
|
|
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|
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: vUv + ((previous.xy / previous.w) * 0.5 + 0.5 - nearestAt);
|
|
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|
/*
|
|
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* **Off the edge of the last frame is a disocclusion**, and the honest answer is this frame's
|
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|
* colour rather than a clamped sample of the border, which would drag one row of pixels inward
|
|
@@ -12,6 +12,7 @@ import type { SurfaceDetail } from './surfaceDetail.ts';
|
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12
12
|
import type { SurfaceLayers } from './surfaceLayers.ts';
|
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13
13
|
import type { SurfaceProjection } from './surfaceProjection.ts';
|
|
14
14
|
import type { SurfaceModel } from './surfaceModel.ts';
|
|
15
|
+
import type { IridescentOverlay } from './iridescentOverlay.ts';
|
|
15
16
|
import { layerSize, refuseArrayUpdate, sourceSize } from './textureSource.ts';
|
|
16
17
|
import {
|
|
17
18
|
compressedLayers,
|
|
@@ -185,6 +186,37 @@ export interface SurfaceMaterial<Texture = SurfaceTexture> {
|
|
|
185
186
|
* consumer who wants a bound map twice as bright asks here rather than rebuilding the mesh.
|
|
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|
*/
|
|
187
188
|
emissiveScale?: readonly [number, number, number];
|
|
189
|
+
/**
|
|
190
|
+
* How far the emissive map moves a second, in its own repeats on u and v, by
|
|
191
|
+
* `Environment.surfaceTime`: lava drifting through a rock's cracks, a band of light running along a
|
|
192
|
+
* sign. The emissive map alone moves; the albedo and the rest stay where they are. Absent, still.
|
|
193
|
+
* **A lit switch**, `EMISSIVE_FLOW`, compiled in the first time a material asks. See
|
|
194
|
+
* `emissiveFlow.ts`.
|
|
195
|
+
*/
|
|
196
|
+
emissiveScroll?: readonly [number, number] | null;
|
|
197
|
+
/**
|
|
198
|
+
* Where a glow is kept: the layer of the `emissive` array whose **alpha** multiplies the emission,
|
|
199
|
+
* read at the mesh's own first coordinates, before `uScale`, `uOffset`, the layers or a
|
|
200
|
+
* projection, so a glow repeated eight times across a rock is held to cracks a map spanning the
|
|
201
|
+
* rock once draws. Alpha is never decoded as sRGB, so the mask is the number it was written as.
|
|
202
|
+
* A layer of the array is the array's size. Absent, the whole surface glows as it did. Read only
|
|
203
|
+
* where an `emissive` map is bound. The same switch as `emissiveScroll`.
|
|
204
|
+
*/
|
|
205
|
+
emissiveMaskLayer?: number | null;
|
|
206
|
+
/**
|
|
207
|
+
* A hue that shifts with the view laid over the base colour before it is lit: a coat's sheen
|
|
208
|
+
* running through a spectrum as it turns, from a ramp of colours, a fixed direction the sheen
|
|
209
|
+
* turns toward, four numbers and a mask. Absent, the base colour as it is. **A lit switch**,
|
|
210
|
+
* `IRIDESCENT_OVERLAY`, compiled in the first time a material asks; thirty-six vectors, so WebGL2
|
|
211
|
+
* refuses it, said once, on a part whose lit stage has no room. See `iridescentOverlay.ts`.
|
|
212
|
+
*/
|
|
213
|
+
iridescentOverlay?: IridescentOverlay | null;
|
|
214
|
+
/**
|
|
215
|
+
* Whether the frame's base decals mark this surface (`setBaseDecals`). **True by default**, every
|
|
216
|
+
* surface in a decal's box; false for one that stands in a decal's box and is not what it lands
|
|
217
|
+
* on, a body over the shadow it throws. Read only where a frame lays decals.
|
|
218
|
+
*/
|
|
219
|
+
receivesDecals?: boolean;
|
|
188
220
|
/**
|
|
189
221
|
* How the surface answers light, when the standard model is not what it is made of: brushed
|
|
190
222
|
* metal, hair, skin, an eye — `anisotropicModel`, `hairModel`, `skinModel`, `eyeModel`. Null or
|
|
@@ -159,6 +159,8 @@ export class TemporalPass {
|
|
|
159
159
|
blend: number,
|
|
160
160
|
periodStart: boolean,
|
|
161
161
|
depthToViewZ: Float32Array,
|
|
162
|
+
/** Where the frame's movers stood last frame (`motionTarget.ts`), or null for the camera's alone. */
|
|
163
|
+
motion: WebGLTexture | null = null,
|
|
162
164
|
): WebGLTexture {
|
|
163
165
|
const { gl } = this;
|
|
164
166
|
this.ensureSize(width, height);
|
|
@@ -189,6 +191,12 @@ export class TemporalPass {
|
|
|
189
191
|
gl.activeTexture(gl.TEXTURE4);
|
|
190
192
|
gl.bindTexture(gl.TEXTURE_2D, this.motions[history]);
|
|
191
193
|
gl.uniform1i(this.uniforms['uFlickerMotion'] ?? null, 4);
|
|
194
|
+
/* The depth stands in where no mover wrote, so the unit holds a complete texture either way;
|
|
195
|
+
the shader reads it only where `uMotionOn` is 1. */
|
|
196
|
+
gl.activeTexture(gl.TEXTURE5);
|
|
197
|
+
gl.bindTexture(gl.TEXTURE_2D, motion ?? depth);
|
|
198
|
+
gl.uniform1i(this.uniforms['uMotion'] ?? null, 5);
|
|
199
|
+
gl.uniform1f(this.uniforms['uMotionOn'] ?? null, motion === null ? 0 : 1);
|
|
192
200
|
gl.uniform4fv(this.uniforms['uDepthToViewZ'] ?? null, depthToViewZ);
|
|
193
201
|
gl.uniform1f(this.uniforms['uAntiFlicker'] ?? null, this.recordFloat ? 1 : 0);
|
|
194
202
|
|