@driftengine/core 4.3.0 → 4.4.0
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 +261 -0
- package/README.md +1 -1
- package/dist/cinematic/cameraPath.d.ts +53 -0
- package/dist/cinematic/cameraPath.js +118 -0
- package/dist/environment/daylight.d.ts +77 -0
- package/dist/environment/daylight.js +77 -0
- package/dist/geometry/meshConcat.d.ts +9 -0
- package/dist/geometry/meshConcat.js +101 -0
- package/dist/index.d.ts +12 -2
- package/dist/index.js +14 -1
- package/dist/render/backend/createRenderer.d.ts +13 -1
- package/dist/render/backend/createRenderer.js +6 -5
- package/dist/render/backend/webgl2/renderer.d.ts +147 -1
- package/dist/render/backend/webgl2/renderer.js +402 -23
- package/dist/render/backend/webgpu/buffers.js +46 -8
- package/dist/render/backend/webgpu/depthPass.d.ts +81 -3
- package/dist/render/backend/webgpu/depthPass.js +75 -14
- package/dist/render/backend/webgpu/exposurePass.d.ts +39 -0
- package/dist/render/backend/webgpu/exposurePass.js +190 -0
- package/dist/render/backend/webgpu/fieldCompose.d.ts +11 -0
- package/dist/render/backend/webgpu/fieldCompose.js +13 -0
- package/dist/render/backend/webgpu/flatPass.d.ts +3 -1
- package/dist/render/backend/webgpu/flatPass.js +12 -5
- package/dist/render/backend/webgpu/particlePass.d.ts +8 -0
- package/dist/render/backend/webgpu/particlePass.js +1 -0
- package/dist/render/backend/webgpu/postPass.d.ts +12 -2
- package/dist/render/backend/webgpu/probeBake.d.ts +59 -3
- package/dist/render/backend/webgpu/probeBake.js +97 -7
- package/dist/render/backend/webgpu/probeTargets.d.ts +65 -0
- package/dist/render/backend/webgpu/probeTargets.js +180 -0
- package/dist/render/backend/webgpu/renderer.d.ts +174 -11
- package/dist/render/backend/webgpu/renderer.js +675 -249
- package/dist/render/backend/webgpu/scatterPass.js +7 -7
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +1 -1
- package/dist/render/backend/webgpu/skinPaletteRing.d.ts +4 -0
- package/dist/render/backend/webgpu/skinPaletteRing.js +9 -0
- package/dist/render/backend/webgpu/skyPass.js +5 -1
- package/dist/render/backend/webgpu/uniformRing.d.ts +31 -1
- package/dist/render/backend/webgpu/uniformRing.js +53 -3
- package/dist/render/bloomChain.d.ts +6 -0
- package/dist/render/bloomChain.js +8 -0
- package/dist/render/clusteredLights.d.ts +19 -11
- package/dist/render/clusteredLights.js +96 -45
- package/dist/render/cutoutCaster.d.ts +23 -0
- package/dist/render/cutoutCaster.js +20 -0
- package/dist/render/driftLight/bake.d.ts +34 -0
- package/dist/render/driftLight/bake.js +95 -0
- package/dist/render/driftLight/falloff.d.ts +16 -0
- package/dist/render/driftLight/falloff.js +23 -0
- package/dist/render/driftLight/layout.d.ts +59 -0
- package/dist/render/driftLight/layout.js +138 -0
- package/dist/render/driftLight/lightField.d.ts +108 -0
- package/dist/render/driftLight/lightField.js +179 -0
- package/dist/render/driftLight/uniforms.d.ts +28 -0
- package/dist/render/driftLight/uniforms.js +41 -0
- package/dist/render/driftLight/visibility.d.ts +18 -0
- package/dist/render/driftLight/visibility.js +47 -0
- package/dist/render/emptyTexture.d.ts +6 -0
- package/dist/render/emptyTexture.js +19 -0
- package/dist/render/exposurePass.d.ts +48 -0
- package/dist/render/exposurePass.js +172 -0
- package/dist/render/flameLight.d.ts +71 -0
- package/dist/render/flameLight.js +63 -0
- package/dist/render/gi/bounceLights.d.ts +34 -0
- package/dist/render/gi/bounceLights.js +66 -0
- package/dist/render/gi/fieldReach.d.ts +12 -0
- package/dist/render/gi/fieldReach.js +62 -0
- package/dist/render/gi/globalField.d.ts +8 -0
- package/dist/render/gi/globalField.js +31 -0
- package/dist/render/gi/probeTrace.d.ts +3 -1
- package/dist/render/gi/probeTrace.js +3 -1
- package/dist/render/gpuCapability.js +19 -4
- package/dist/render/lightBudget.d.ts +11 -0
- package/dist/render/lightBudget.js +11 -0
- package/dist/render/pointLightSelection.d.ts +16 -0
- package/dist/render/pointLightSelection.js +178 -83
- package/dist/render/probeGrid.d.ts +11 -1
- package/dist/render/probeGrid.js +5 -2
- package/dist/render/probeSweeps.d.ts +45 -0
- package/dist/render/probeSweeps.js +77 -0
- package/dist/render/reflectionProbe.d.ts +43 -1
- package/dist/render/reflectionProbe.js +17 -3
- package/dist/render/renderQuality.d.ts +3 -1
- package/dist/render/rendererHarness.d.ts +9 -0
- package/dist/render/rendererHarness.js +18 -3
- package/dist/render/sceneTarget.d.ts +20 -0
- package/dist/render/sceneTarget.js +62 -1
- package/dist/render/shaders/agx.d.ts +31 -0
- package/dist/render/shaders/agx.js +81 -0
- package/dist/render/shaders/ambientOcclusion.d.ts +24 -5
- package/dist/render/shaders/ambientOcclusion.js +120 -63
- package/dist/render/shaders/cutoutCoverage.d.ts +31 -0
- package/dist/render/shaders/cutoutCoverage.js +40 -0
- package/dist/render/shaders/depth.d.ts +25 -0
- package/dist/render/shaders/depth.js +69 -3
- package/dist/render/shaders/exposure.d.ts +52 -0
- package/dist/render/shaders/exposure.js +124 -0
- package/dist/render/shaders/filmLook.d.ts +47 -0
- package/dist/render/shaders/filmLook.js +98 -0
- package/dist/render/shaders/flat/directionalShadow.js +35 -4
- package/dist/render/shaders/flat/driftLight.d.ts +29 -0
- package/dist/render/shaders/flat/driftLight.js +75 -0
- package/dist/render/shaders/flat/index.js +5 -0
- package/dist/render/shaders/flat/lobes.js +13 -0
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +68 -9
- package/dist/render/shaders/flat/preamble.js +23 -5
- package/dist/render/shaders/flat/probeGrid.js +46 -3
- package/dist/render/shaders/generated/ambientOcclusion.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/ambientOcclusion.wgsl.js +1 -1
- package/dist/render/shaders/generated/depth.wgsl.d.ts +100 -0
- package/dist/render/shaders/generated/depth.wgsl.js +100 -0
- package/dist/render/shaders/generated/exposure.wgsl.d.ts +42 -0
- package/dist/render/shaders/generated/exposure.wgsl.js +48 -0
- package/dist/render/shaders/generated/flat.wgsl.d.ts +1800 -1344
- package/dist/render/shaders/generated/flat.wgsl.js +1816 -1360
- package/dist/render/shaders/generated/localExposure.wgsl.d.ts +18 -0
- package/dist/render/shaders/generated/localExposure.wgsl.js +24 -0
- package/dist/render/shaders/generated/rush.wgsl.d.ts +40 -10
- package/dist/render/shaders/generated/rush.wgsl.js +40 -10
- package/dist/render/shaders/generated/temporalResolve.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/temporalResolve.wgsl.js +1 -1
- package/dist/render/shaders/gi/driftLight.wgsl.d.ts +16 -0
- package/dist/render/shaders/gi/driftLight.wgsl.js +49 -0
- package/dist/render/shaders/gi/probeBake.wgsl.d.ts +29 -4
- package/dist/render/shaders/gi/probeBake.wgsl.js +190 -20
- package/dist/render/shaders/globalMedium.js +4 -0
- package/dist/render/shaders/localExposure.d.ts +35 -0
- package/dist/render/shaders/localExposure.js +138 -0
- package/dist/render/shaders/prefilter.d.ts +1 -1
- package/dist/render/shaders/prefilter.js +6 -0
- package/dist/render/shaders/rush.js +33 -5
- package/dist/render/shaders/tangentFrame.d.ts +1 -1
- package/dist/render/shaders/tangentFrame.js +15 -3
- package/dist/render/shaders/temporalResolve.js +39 -1
- package/dist/render/shadowCasters.d.ts +5 -3
- package/dist/render/shadowMap.js +13 -0
- package/dist/render/surfaceTexture.d.ts +5 -0
- package/package.json +6 -6
- package/scripts/gpuCompute.mjs +24 -3
- package/scripts/png.mjs +23 -12
- package/src/cinematic/cameraPath.ts +178 -0
- package/src/environment/daylight.ts +152 -0
- package/src/geometry/meshConcat.ts +100 -0
- package/src/index.ts +32 -0
- package/src/render/backend/createRenderer.ts +22 -6
- package/src/render/backend/webgl2/renderer.ts +439 -20
- package/src/render/backend/webgpu/buffers.ts +51 -8
- package/src/render/backend/webgpu/depthPass.ts +78 -10
- package/src/render/backend/webgpu/exposurePass.ts +234 -0
- package/src/render/backend/webgpu/fieldCompose.ts +15 -0
- package/src/render/backend/webgpu/flatPass.ts +10 -2
- package/src/render/backend/webgpu/particlePass.ts +9 -0
- package/src/render/backend/webgpu/probeBake.ts +143 -9
- package/src/render/backend/webgpu/probeTargets.ts +211 -0
- package/src/render/backend/webgpu/renderer.ts +801 -270
- package/src/render/backend/webgpu/scatterPass.ts +7 -7
- package/src/render/backend/webgpu/skinPaletteRing.ts +10 -0
- package/src/render/backend/webgpu/skyPass.ts +5 -1
- package/src/render/backend/webgpu/uniformRing.ts +49 -3
- package/src/render/bloomChain.ts +9 -0
- package/src/render/clusteredLights.ts +108 -63
- package/src/render/cutoutCaster.ts +44 -0
- package/src/render/driftLight/bake.ts +125 -0
- package/src/render/driftLight/falloff.ts +26 -0
- package/src/render/driftLight/layout.ts +177 -0
- package/src/render/driftLight/lightField.ts +227 -0
- package/src/render/driftLight/uniforms.ts +61 -0
- package/src/render/driftLight/visibility.ts +58 -0
- package/src/render/emptyTexture.ts +41 -0
- package/src/render/exposurePass.ts +186 -0
- package/src/render/flameLight.ts +135 -0
- package/src/render/gi/bounceLights.ts +68 -0
- package/src/render/gi/fieldReach.ts +74 -0
- package/src/render/gi/globalField.ts +39 -0
- package/src/render/gi/probeTrace.ts +3 -1
- package/src/render/gpuCapability.ts +18 -5
- package/src/render/lightBudget.ts +12 -0
- package/src/render/pointLightSelection.ts +191 -79
- package/src/render/probeGrid.ts +13 -2
- package/src/render/probeSweeps.ts +80 -0
- package/src/render/reflectionProbe.ts +54 -2
- package/src/render/renderQuality.ts +3 -1
- package/src/render/rendererHarness.ts +25 -3
- package/src/render/sceneTarget.ts +75 -1
- package/src/render/shaders/ambientOcclusion.ts +125 -63
- package/src/render/shaders/cutoutCoverage.ts +43 -0
- package/src/render/shaders/depth.ts +80 -3
- package/src/render/shaders/exposure.ts +128 -0
- package/src/render/shaders/filmLook.ts +111 -0
- package/src/render/shaders/flat/directionalShadow.ts +35 -4
- package/src/render/shaders/flat/driftLight.ts +75 -0
- package/src/render/shaders/flat/index.ts +5 -0
- package/src/render/shaders/flat/lobes.ts +13 -0
- package/src/render/shaders/flat/main.ts +68 -9
- package/src/render/shaders/flat/preamble.ts +23 -5
- package/src/render/shaders/flat/probeGrid.ts +46 -3
- package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +1 -1
- package/src/render/shaders/generated/depth.wgsl.ts +103 -0
- package/src/render/shaders/generated/exposure.wgsl.ts +51 -0
- package/src/render/shaders/generated/flat.wgsl.ts +1816 -1360
- package/src/render/shaders/generated/localExposure.wgsl.ts +26 -0
- package/src/render/shaders/generated/rush.wgsl.ts +40 -10
- package/src/render/shaders/generated/temporalResolve.wgsl.ts +1 -1
- package/src/render/shaders/gi/driftLight.wgsl.ts +49 -0
- package/src/render/shaders/gi/probeBake.wgsl.ts +191 -20
- package/src/render/shaders/globalMedium.ts +4 -0
- package/src/render/shaders/localExposure.ts +154 -0
- package/src/render/shaders/prefilter.ts +6 -0
- package/src/render/shaders/rush.ts +33 -5
- package/src/render/shaders/tangentFrame.ts +15 -3
- package/src/render/shaders/temporalResolve.ts +39 -1
- package/src/render/shadowCasters.ts +5 -3
- package/src/render/shadowMap.ts +14 -0
- package/src/render/surfaceTexture.ts +5 -0
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export declare const EXPOSURE_LOCAL_FRAG_WGSL = "var<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\nvar<private> fragColor: vec2<f32>;\n\nfn main_1() {\n var uvBlock: f32;\n var band: f32;\n var corner: vec2<f32>;\n var sum: f32;\n var count: f32;\n var y: i32;\n var x: i32;\n var uv: vec2<f32>;\n var c: vec3<f32>;\n var level: f32;\n var tapBand: f32;\n var kept: f32;\n\n let _e39 = vUv_1[0u];\n uvBlock = (_e39 * 11f);\n let _e41 = uvBlock;\n band = floor(_e41);\n let _e43 = uvBlock;\n let _e46 = vUv_1[1u];\n corner = (vec2<f32>(fract(_e43), _e46) - vec2<f32>(0.015625f, 0.015625f));\n sum = 0f;\n count = 0f;\n y = 0i;\n loop {\n let _e49 = y;\n if (_e49 < 8i) {\n x = 0i;\n loop {\n let _e51 = x;\n if (_e51 < 8i) {\n let _e53 = corner;\n let _e54 = x;\n let _e56 = y;\n uv = (_e53 + ((vec2<f32>(f32(_e54), f32(_e56)) + vec2(0.5f)) / vec2(256f)));\n let _e64 = uv;\n let _e65 = textureSampleLevel(uScene_t, uScene_s, _e64, 0f);\n c = _e65.xyz;\n let _e67 = c;\n level = clamp(log2(max(dot(_e67, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e72 = level;\n tapBand = floor(clamp(((_e72 - -12f) / 2f), 0f, 9f));\n let _e77 = band;\n let _e79 = tapBand;\n let _e80 = band;\n kept = select(0f, 1f, ((_e77 > 9f) || (_e79 == _e80)));\n let _e84 = level;\n let _e85 = kept;\n let _e87 = sum;\n sum = (_e87 + (_e84 * _e85));\n let _e89 = kept;\n let _e90 = count;\n count = (_e90 + _e89);\n continue;\n } else {\n break;\n }\n continuing {\n let _e92 = x;\n x = (_e92 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e94 = y;\n y = (_e94 + 1i);\n }\n }\n let _e96 = sum;\n let _e97 = count;\n fragColor = (vec2<f32>(_e96, _e97) / vec2(64f));\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec2<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
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* What the transform assigned, so the renderer binds the same numbers.
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export declare const LOCALEXPOSURE_BINDINGS: {
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readonly EXPOSURE_LOCAL_FRAG: {
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readonly uniforms: null;
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readonly textures: {
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readonly uScene: {
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readonly texture: 32;
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};
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};
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};
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/*
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* Generated from ../localExposure.ts by `npm run wgsl`. Do not edit.
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export const EXPOSURE_LOCAL_FRAG_WGSL = "var<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\nvar<private> fragColor: vec2<f32>;\n\nfn main_1() {\n var uvBlock: f32;\n var band: f32;\n var corner: vec2<f32>;\n var sum: f32;\n var count: f32;\n var y: i32;\n var x: i32;\n var uv: vec2<f32>;\n var c: vec3<f32>;\n var level: f32;\n var tapBand: f32;\n var kept: f32;\n\n let _e39 = vUv_1[0u];\n uvBlock = (_e39 * 11f);\n let _e41 = uvBlock;\n band = floor(_e41);\n let _e43 = uvBlock;\n let _e46 = vUv_1[1u];\n corner = (vec2<f32>(fract(_e43), _e46) - vec2<f32>(0.015625f, 0.015625f));\n sum = 0f;\n count = 0f;\n y = 0i;\n loop {\n let _e49 = y;\n if (_e49 < 8i) {\n x = 0i;\n loop {\n let _e51 = x;\n if (_e51 < 8i) {\n let _e53 = corner;\n let _e54 = x;\n let _e56 = y;\n uv = (_e53 + ((vec2<f32>(f32(_e54), f32(_e56)) + vec2(0.5f)) / vec2(256f)));\n let _e64 = uv;\n let _e65 = textureSampleLevel(uScene_t, uScene_s, _e64, 0f);\n c = _e65.xyz;\n let _e67 = c;\n level = clamp(log2(max(dot(_e67, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e72 = level;\n tapBand = floor(clamp(((_e72 - -12f) / 2f), 0f, 9f));\n let _e77 = band;\n let _e79 = tapBand;\n let _e80 = band;\n kept = select(0f, 1f, ((_e77 > 9f) || (_e79 == _e80)));\n let _e84 = level;\n let _e85 = kept;\n let _e87 = sum;\n sum = (_e87 + (_e84 * _e85));\n let _e89 = kept;\n let _e90 = count;\n count = (_e90 + _e89);\n continue;\n } else {\n break;\n }\n continuing {\n let _e92 = x;\n x = (_e92 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e94 = y;\n y = (_e94 + 1i);\n }\n }\n let _e96 = sum;\n let _e97 = count;\n fragColor = (vec2<f32>(_e96, _e97) / vec2(64f));\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec2<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
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export const LOCALEXPOSURE_BINDINGS = {
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"texture": 32,
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export declare const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uAoStrength: f32,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n}\n\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(38) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uBloom_s: sampler;\n@group(0) @binding(40) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(41) \nvar uGradeLut_s: sampler;\n@group(0) @binding(36) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn withVeil_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e113 = unnamed.uVeilAlpha;\n if (_e113 <= 0f) {\n let _e115 = (*c);\n return _e115;\n }\n let _e116 = (*c);\n let _e118 = unnamed.uVeilColor;\n let _e120 = unnamed.uVeilAlpha;\n return mix(_e116, _e118, vec3(_e120));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e115 = unnamed.uGradeStrength;\n if (_e115 <= 0f) {\n let _e117 = (*c_1);\n return _e117;\n }\n let _e118 = (*c_1);\n clamped = clamp(_e118, vec3(0f), vec3(1f));\n let _e122 = clamped;\n let _e124 = unnamed.uGradeSize;\n let _e130 = unnamed.uGradeSize;\n uvw = (((_e122 * (_e124 - 1f)) + vec3(0.5f)) / vec3(_e130));\n let _e133 = (*c_1);\n let _e134 = uvw;\n let _e135 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e134, 0f);\n let _e138 = unnamed.uGradeStrength;\n return mix(_e133, _e135.xyz, vec3(_e138));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e114 = (*c_2);\n low = (_e114 * 12.92f);\n let _e116 = (*c_2);\n high = ((pow(max(_e116, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e122 = low;\n let _e123 = high;\n let _e124 = (*c_2);\n return mix(_e122, _e123, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e124));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e116 = unnamed.uOutputExposure;\n let _e117 = (*x);\n (*x) = (_e117 * _e116);\n let _e119 = (*x);\n v = (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)) * _e119);\n let _e121 = v;\n let _e122 = v;\n a = ((_e121 * (_e122 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e128 = v;\n let _e129 = v;\n b = ((_e128 * ((_e129 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e136 = a;\n let _e137 = b;\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)) * (_e136 / _e137)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n\n let _e115 = unnamed.uOutputTransform;\n if (_e115 == 0i) {\n let _e117 = (*c_3);\n return _e117;\n }\n let _e119 = unnamed.uOutputTransform;\n if (_e119 == 2i) {\n let _e121 = (*c_3);\n param = _e121;\n let _e122 = acesFilmic_u0028_vf3_u003b((¶m));\n (*c_3) = _e122;\n }\n let _e123 = (*c_3);\n param_1 = _e123;\n let _e124 = linearToSrgb_u0028_vf3_u003b((¶m_1));\n return _e124;\n}\n\nfn withBloom_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e113 = unnamed.uBloomStrength;\n if (_e113 <= 0f) {\n let _e115 = (*c_4);\n return _e115;\n }\n let _e116 = (*c_4);\n let _e117 = vUv_1;\n let _e118 = textureSampleLevel(uBloom_t, uBloom_s, _e117, 0f);\n let _e121 = unnamed.uBloomStrength;\n return (_e116 + (_e118.xyz * _e121));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e113 = (*viewDepth);\n let _e115 = unnamed.uFocusDistance;\n let _e119 = unnamed.uFocusRange;\n offPlane = (abs((_e113 - _e115)) - _e119);\n let _e121 = offPlane;\n let _e123 = unnamed.uFocusRange;\n return clamp((_e121 / _e123), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e113 = (*uv);\n let _e114 = textureSampleLevel(uDepth_t, uDepth_s, _e113, 0f);\n z = (1f - (_e114.x * 2f));\n let _e120 = unnamed.uDepthToView[0u];\n let _e121 = z;\n let _e125 = unnamed.uDepthToView[1u];\n let _e130 = unnamed.uDepthToView[2u];\n let _e131 = z;\n let _e135 = unnamed.uDepthToView[3u];\n return (-(((_e120 * _e121) + _e125)) / ((_e130 * _e131) + _e135));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_1: vec2<f32>;\n var depth: f32;\n var param_2: vec2<f32>;\n var weight: f32;\n var local: f32;\n var param_3: f32;\n\n let _e120 = vUv_1;\n let _e121 = (*direction);\n let _e122 = (*radius);\n let _e125 = unnamed.uDofAspect;\n uv_1 = (_e120 + ((_e121 * _e122) * _e125));\n let _e128 = uv_1;\n param_2 = _e128;\n let _e129 = viewDepthOf_u0028_vf2_u003b((¶m_2));\n depth = _e129;\n let _e130 = depth;\n let _e131 = (*centreDepth);\n if (_e130 >= _e131) {\n local = 1f;\n } else {\n let _e133 = depth;\n param_3 = _e133;\n let _e134 = circleOfConfusion_u0028_f1_u003b((¶m_3));\n local = _e134;\n }\n let _e135 = local;\n weight = _e135;\n let _e136 = uv_1;\n let _e137 = textureSampleLevel(uScene_t, uScene_s, _e136, 0f);\n let _e139 = weight;\n let _e140 = (_e137.xyz * _e139);\n let _e141 = weight;\n return vec4<f32>(_e140.x, _e140.y, _e140.z, _e141);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_4: vec2<f32>;\n var coc: f32;\n var param_5: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_6: vec2<f32>;\n var param_7: f32;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var param_11: f32;\n var param_12: vec2<f32>;\n var param_13: f32;\n var param_14: f32;\n var param_15: vec2<f32>;\n var param_16: f32;\n var param_17: f32;\n var param_18: vec2<f32>;\n var param_19: f32;\n var param_20: f32;\n var param_21: vec2<f32>;\n var param_22: f32;\n var param_23: f32;\n var param_24: vec2<f32>;\n var param_25: f32;\n var param_26: f32;\n var param_27: vec2<f32>;\n var param_28: f32;\n var param_29: f32;\n\n let _e142 = vUv_1;\n param_4 = _e142;\n let _e143 = viewDepthOf_u0028_vf2_u003b((¶m_4));\n depth_1 = _e143;\n let _e144 = depth_1;\n param_5 = _e144;\n let _e145 = circleOfConfusion_u0028_f1_u003b((¶m_5));\n coc = _e145;\n let _e146 = coc;\n if (_e146 <= 0f) {\n let _e148 = (*centre);\n return _e148;\n }\n let _e149 = coc;\n let _e151 = unnamed.uDofStrength;\n radius_1 = (_e149 * _e151);\n let _e153 = (*centre);\n sum = vec4<f32>(_e153.x, _e153.y, _e153.z, 1f);\n param_6 = vec2<f32>(0.25f, 0f);\n let _e158 = radius_1;\n param_7 = _e158;\n let _e159 = depth_1;\n param_8 = _e159;\n let _e160 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_6), (¶m_7), (¶m_8));\n let _e161 = sum;\n sum = (_e161 + _e160);\n param_9 = vec2<f32>(-0.31929f, 0.292496f);\n let _e163 = radius_1;\n param_10 = _e163;\n let _e164 = depth_1;\n param_11 = _e164;\n let _e165 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_9), (¶m_10), (¶m_11));\n let _e166 = sum;\n sum = (_e166 + _e165);\n param_12 = vec2<f32>(0.048872f, -0.556877f);\n let _e168 = radius_1;\n param_13 = _e168;\n let _e169 = depth_1;\n param_14 = _e169;\n let _e170 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_12), (¶m_13), (¶m_14));\n let _e171 = sum;\n sum = (_e171 + _e170);\n param_15 = vec2<f32>(0.402444f, 0.524918f);\n let _e173 = radius_1;\n param_16 = _e173;\n let _e174 = depth_1;\n param_17 = _e174;\n let _e175 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_15), (¶m_16), (¶m_17));\n let _e176 = sum;\n sum = (_e176 + _e175);\n param_18 = vec2<f32>(-0.738535f, -0.130636f);\n let _e178 = radius_1;\n param_19 = _e178;\n let _e179 = depth_1;\n param_20 = _e179;\n let _e180 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_18), (¶m_19), (¶m_20));\n let _e181 = sum;\n sum = (_e181 + _e180);\n param_21 = vec2<f32>(0.699605f, -0.445031f);\n let _e183 = radius_1;\n param_22 = _e183;\n let _e184 = depth_1;\n param_23 = _e184;\n let _e185 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_21), (¶m_22), (¶m_23));\n let _e186 = sum;\n sum = (_e186 + _e185);\n param_24 = vec2<f32>(-0.234004f, 0.870484f);\n let _e188 = radius_1;\n param_25 = _e188;\n let _e189 = depth_1;\n param_26 = _e189;\n let _e190 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_24), (¶m_25), (¶m_26));\n let _e191 = sum;\n sum = (_e191 + _e190);\n param_27 = vec2<f32>(-0.446271f, -0.859268f);\n let _e193 = radius_1;\n param_28 = _e193;\n let _e194 = depth_1;\n param_29 = _e194;\n let _e195 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_27), (¶m_28), (¶m_29));\n let _e196 = sum;\n sum = (_e196 + _e195);\n let _e198 = sum;\n let _e201 = sum[3u];\n return (_e198.xyz / vec3(_e201));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var velocity: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t: f32;\n\n let _e121 = vUv_1;\n let _e122 = textureSampleLevel(uDepth_t, uDepth_s, _e121, 0f);\n depth_2 = _e122.x;\n let _e124 = vUv_1;\n let _e127 = ((_e124 * 2f) - vec2(1f));\n let _e128 = depth_2;\n clip = vec4<f32>(_e127.x, _e127.y, (1f - (_e128 * 2f)), 1f);\n let _e135 = unnamed.uReprojection;\n let _e136 = clip;\n previous = (_e135 * _e136);\n let _e139 = previous[3u];\n if (_e139 <= 0f) {\n let _e141 = (*scene);\n return _e141;\n }\n let _e142 = previous;\n let _e145 = previous[3u];\n wasUv = (((_e142.xy / vec2(_e145)) * 0.5f) + vec2(0.5f));\n let _e151 = vUv_1;\n let _e152 = wasUv;\n let _e155 = unnamed.uMotionStrength;\n velocity = ((_e151 - _e152) * _e155);\n let _e157 = velocity;\n distance_ = length(_e157);\n let _e159 = distance_;\n if (_e159 < 0.0001f) {\n let _e161 = (*scene);\n return _e161;\n }\n let _e162 = distance_;\n let _e164 = unnamed.uMotionMax;\n if (_e162 > _e164) {\n let _e167 = unnamed.uMotionMax;\n let _e168 = distance_;\n let _e170 = velocity;\n velocity = (_e170 * (_e167 / _e168));\n }\n let _e172 = (*scene);\n sum_1 = _e172;\n i = 1i;\n loop {\n let _e173 = i;\n if (_e173 <= 4i) {\n let _e175 = i;\n t = ((f32(_e175) / 4f) * 0.5f);\n let _e179 = vUv_1;\n let _e180 = velocity;\n let _e181 = t;\n let _e184 = textureSampleLevel(uScene_t, uScene_s, (_e179 + (_e180 * _e181)), 0f);\n let _e186 = sum_1;\n sum_1 = (_e186 + _e184.xyz);\n let _e188 = vUv_1;\n let _e189 = velocity;\n let _e190 = t;\n let _e193 = textureSampleLevel(uScene_t, uScene_s, (_e188 - (_e189 * _e190)), 0f);\n let _e195 = sum_1;\n sum_1 = (_e195 + _e193.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e197 = i;\n i = (_e197 + 1i);\n }\n }\n let _e199 = sum_1;\n return (_e199 / vec3(9f));\n}\n\nfn main_1() {\n var scene_1: vec3<f32>;\n var param_30: vec3<f32>;\n var param_31: vec3<f32>;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_32: vec3<f32>;\n var param_33: vec3<f32>;\n var param_34: vec3<f32>;\n var param_35: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_36: vec3<f32>;\n var param_37: vec3<f32>;\n var param_38: vec3<f32>;\n var param_39: vec3<f32>;\n\n let _e132 = vUv_1;\n let _e133 = textureSampleLevel(uScene_t, uScene_s, _e132, 0f);\n scene_1 = _e133.xyz;\n let _e136 = unnamed.uMotionStrength;\n if (_e136 > 0f) {\n let _e138 = scene_1;\n param_30 = _e138;\n let _e139 = cameraBlur_u0028_vf3_u003b((¶m_30));\n scene_1 = _e139;\n }\n let _e141 = unnamed.uDofStrength;\n if (_e141 > 0f) {\n let _e143 = scene_1;\n param_31 = _e143;\n let _e144 = depthOfField_u0028_vf3_u003b((¶m_31));\n scene_1 = _e144;\n }\n let _e145 = vUv_1;\n let _e146 = textureSampleLevel(uAo_t, uAo_s, _e145, 0f);\n let _e149 = unnamed.uAoStrength;\n ao = mix(1f, _e146.x, _e149);\n let _e151 = vUv_1;\n fromCentre = (_e151 - vec2(0.5f));\n let _e154 = fromCentre;\n radius_2 = (length((_e154 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e159 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e159);\n let _e161 = inner;\n let _e162 = radius_2;\n edge = smoothstep(_e161, 1f, _e162);\n let _e164 = edge;\n let _e166 = unnamed.uStrength;\n amount = (_e164 * _e166);\n let _e168 = amount;\n if (_e168 <= 0f) {\n let _e170 = scene_1;\n let _e171 = ao;\n param_32 = (_e170 * _e171);\n let _e173 = withBloom_u0028_vf3_u003b((¶m_32));\n param_33 = _e173;\n let _e174 = grade_u0028_vf3_u003b((¶m_33));\n param_34 = _e174;\n let _e175 = applyColourGrade_u0028_vf3_u003b((¶m_34));\n param_35 = _e175;\n let _e176 = withVeil_u0028_vf3_u003b((¶m_35));\n fragColor = vec4<f32>(_e176.x, _e176.y, _e176.z, 1f);\n return;\n }\n let _e181 = fromCentre;\n let _e185 = unnamed.uReach;\n let _e187 = amount;\n step_ = ((normalize((_e181 + vec2<f32>(0.000001f, 0.000001f))) * _e185) * _e187);\n let _e189 = scene_1;\n sum_2 = _e189;\n i_1 = 1i;\n loop {\n let _e190 = i_1;\n if (_e190 <= 6i) {\n let _e192 = vUv_1;\n let _e193 = step_;\n let _e194 = i_1;\n let _e199 = textureSampleLevel(uScene_t, uScene_s, (_e192 + (_e193 * (f32(_e194) / 6f))), 0f);\n let _e201 = sum_2;\n sum_2 = (_e201 + _e199.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e203 = i_1;\n i_1 = (_e203 + 1i);\n }\n }\n let _e205 = sum_2;\n blurred = (_e205 / vec3(7f));\n let _e208 = scene_1;\n let _e209 = blurred;\n let _e210 = amount;\n let _e213 = ao;\n param_36 = (mix(_e208, _e209, vec3(_e210)) * _e213);\n let _e215 = withBloom_u0028_vf3_u003b((¶m_36));\n param_37 = _e215;\n let _e216 = grade_u0028_vf3_u003b((¶m_37));\n param_38 = _e216;\n let _e217 = applyColourGrade_u0028_vf3_u003b((¶m_38));\n param_39 = _e217;\n let _e218 = withVeil_u0028_vf3_u003b((¶m_39));\n fragColor = vec4<f32>(_e218.x, _e218.y, _e218.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
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export declare const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uAoStrength: f32,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uVignette: f32,\n uGrain: vec2<f32>,\n uAutoExposure: f32,\n uLocalExposure: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(40) \nvar uExposureHeld_t: texture_2d<f32>;\n@group(0) @binding(42) \nvar uExposureLocal_t: texture_2d<f32>;\n@group(0) @binding(43) \nvar uExposureLocal_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(38) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uBloom_s: sampler;\n@group(0) @binding(44) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(45) \nvar uGradeLut_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(36) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(41) \nvar uExposureHeld_s: sampler;\n\nfn grainNoise_u0028_vu2_u003b_u1_u003b(p: ptr<function, vec2<u32>>, seed: ptr<function, u32>) -> f32 {\n var h: u32;\n\n let _e152 = (*p)[0u];\n let _e155 = (*p)[1u];\n let _e158 = (*seed);\n h = (((_e152 * 1664525u) + (_e155 * 1013904223u)) + (_e158 * 2654435769u));\n let _e161 = h;\n let _e164 = h;\n h = (_e164 ^ (_e161 >> bitcast<u32>(16u)));\n let _e166 = h;\n h = (_e166 * 2246822519u);\n let _e168 = h;\n let _e171 = h;\n h = (_e171 ^ (_e168 >> bitcast<u32>(13u)));\n let _e173 = h;\n h = (_e173 * 3266489917u);\n let _e175 = h;\n let _e178 = h;\n h = (_e178 ^ (_e175 >> bitcast<u32>(16u)));\n let _e180 = h;\n return (f32(_e180) * 0.00000000023283064f);\n}\n\nfn withGrain_u0028_vf3_u003b_vf2_u003b(c: ptr<function, vec3<f32>>, fragCoord: ptr<function, vec2<f32>>) -> vec3<f32> {\n var luma: f32;\n var weight: f32;\n var n: f32;\n var param: vec2<u32>;\n var param_1: u32;\n\n let _e157 = unnamed.uGrain[0u];\n if (_e157 <= 0f) {\n let _e159 = (*c);\n return _e159;\n }\n let _e160 = (*c);\n luma = dot(clamp(_e160, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e165 = luma;\n let _e167 = luma;\n weight = (0.25f + ((3f * _e165) * (1f - _e167)));\n let _e171 = (*fragCoord);\n let _e175 = unnamed.uGrain[1u];\n param = vec2<u32>(_e171);\n param_1 = u32(_e175);\n let _e177 = grainNoise_u0028_vu2_u003b_u1_u003b((¶m), (¶m_1));\n n = (_e177 - 0.5f);\n let _e179 = (*c);\n let _e180 = n;\n let _e184 = unnamed.uGrain[0u];\n let _e186 = weight;\n return (_e179 + vec3((((2f * _e180) * _e184) * _e186)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e150 = unnamed.uVeilAlpha;\n if (_e150 <= 0f) {\n let _e152 = (*c_1);\n return _e152;\n }\n let _e153 = (*c_1);\n let _e155 = unnamed.uVeilColor;\n let _e157 = unnamed.uVeilAlpha;\n return mix(_e153, _e155, vec3(_e157));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e152 = unnamed.uGradeStrength;\n if (_e152 <= 0f) {\n let _e154 = (*c_2);\n return _e154;\n }\n let _e155 = (*c_2);\n clamped = clamp(_e155, vec3(0f), vec3(1f));\n let _e159 = clamped;\n let _e161 = unnamed.uGradeSize;\n let _e167 = unnamed.uGradeSize;\n uvw = (((_e159 * (_e161 - 1f)) + vec3(0.5f)) / vec3(_e167));\n let _e170 = (*c_2);\n let _e171 = uvw;\n let _e172 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e171, 0f);\n let _e175 = unnamed.uGradeStrength;\n return mix(_e170, _e172.xyz, vec3(_e175));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e151 = (*c_3);\n low = (_e151 * 12.92f);\n let _e153 = (*c_3);\n high = ((pow(max(_e153, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e159 = low;\n let _e160 = high;\n let _e161 = (*c_3);\n return mix(_e159, _e160, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e161));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e153 = unnamed.uOutputExposure;\n let _e154 = (*x);\n (*x) = (_e154 * _e153);\n let _e156 = (*x);\n v = (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)) * _e156);\n let _e158 = v;\n let _e159 = v;\n a = ((_e158 * (_e159 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e165 = v;\n let _e166 = v;\n b = ((_e165 * ((_e166 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e173 = a;\n let _e174 = b;\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)) * (_e173 / _e174)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e152 = unnamed.uOutputTransform;\n if (_e152 == 0i) {\n let _e154 = (*c_4);\n return _e154;\n }\n let _e156 = unnamed.uOutputTransform;\n if (_e156 == 2i) {\n let _e158 = (*c_4);\n param_2 = _e158;\n let _e159 = acesFilmic_u0028_vf3_u003b((¶m_2));\n (*c_4) = _e159;\n }\n let _e160 = (*c_4);\n param_3 = _e160;\n let _e161 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e161;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_5: ptr<function, vec3<f32>>, uv: ptr<function, vec2<f32>>, size: ptr<function, vec2<f32>>) -> vec3<f32> {\n var d: vec2<f32>;\n var corner: vec2<f32>;\n var r2_: f32;\n var falloff: f32;\n\n let _e156 = unnamed.uVignette;\n if (_e156 <= 0f) {\n let _e158 = (*c_5);\n return _e158;\n }\n let _e159 = (*uv);\n let _e162 = (*size);\n d = ((_e159 - vec2(0.5f)) * _e162);\n let _e164 = (*size);\n corner = (_e164 * 0.5f);\n let _e166 = d;\n let _e167 = d;\n let _e169 = corner;\n let _e170 = corner;\n r2_ = (dot(_e166, _e167) / dot(_e169, _e170));\n let _e174 = unnamed.uVignette;\n let _e175 = r2_;\n falloff = (1f + (_e174 * _e175));\n let _e178 = (*c_5);\n let _e179 = falloff;\n let _e180 = falloff;\n return (_e178 / vec3((_e179 * _e180)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e151 = unnamed.uAutoExposure;\n if (_e151 <= 0f) {\n return 1f;\n }\n let _e153 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e153.x;\n let _e156 = unnamed.uAutoExposure;\n let _e157 = held;\n stops = (_e156 * (-2.473931f - _e157));\n let _e160 = stops;\n return exp2(clamp(_e160, -6f, 6f));\n}\n\nfn localBlock_u0028_vf2_u003b_f1_u003b(uv_1: ptr<function, vec2<f32>>, block: ptr<function, f32>) -> vec2<f32> {\n var inside: vec2<f32>;\n\n let _e151 = (*uv_1);\n inside = clamp(_e151, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e153 = (*block);\n let _e155 = inside[0u];\n let _e159 = inside[1u];\n let _e161 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e153 + _e155) / 11f), _e159), 0f);\n return _e161.xy;\n}\n\nfn localExposureGain_u0028_vf2_u003b_vf3_u003b(uv_2: ptr<function, vec2<f32>>, light: ptr<function, vec3<f32>>) -> f32 {\n var held_1: f32;\n var pixel: f32;\n var b_1: f32;\n var lower: f32;\n var upper: f32;\n var banded: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var param_6: vec2<f32>;\n var param_7: f32;\n var tileMean: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var bilateral: f32;\n var local: f32;\n var local_1: f32;\n var stops_1: f32;\n\n let _e168 = unnamed.uLocalExposure;\n if (_e168 <= 0f) {\n return 1f;\n }\n let _e170 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e170.x;\n let _e172 = (*light);\n pixel = clamp(log2(max(dot(_e172, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e177 = pixel;\n b_1 = (((_e177 - -12f) / 2f) - 0.5f);\n let _e181 = b_1;\n lower = clamp(floor(_e181), 0f, 9f);\n let _e184 = lower;\n upper = min((_e184 + 1f), 9f);\n let _e187 = (*uv_2);\n param_4 = _e187;\n let _e188 = lower;\n param_5 = _e188;\n let _e189 = localBlock_u0028_vf2_u003b_f1_u003b((¶m_4), (¶m_5));\n let _e190 = (*uv_2);\n param_6 = _e190;\n let _e191 = upper;\n param_7 = _e191;\n let _e192 = localBlock_u0028_vf2_u003b_f1_u003b((¶m_6), (¶m_7));\n let _e193 = b_1;\n let _e194 = lower;\n banded = mix(_e189, _e192, vec2(clamp((_e193 - _e194), 0f, 1f)));\n let _e199 = (*uv_2);\n param_8 = _e199;\n param_9 = 10f;\n let _e200 = localBlock_u0028_vf2_u003b_f1_u003b((¶m_8), (¶m_9));\n tileMean = _e200.x;\n let _e203 = banded[1u];\n if (_e203 > 0.001f) {\n let _e206 = banded[0u];\n let _e208 = banded[1u];\n local = (_e206 / _e208);\n } else {\n let _e210 = tileMean;\n local = _e210;\n }\n let _e211 = local;\n bilateral = _e211;\n let _e212 = bilateral;\n let _e213 = tileMean;\n local_1 = mix(_e212, _e213, 0.4f);\n let _e216 = unnamed.uLocalExposure;\n let _e217 = held_1;\n let _e218 = local_1;\n stops_1 = (_e216 * (_e217 - _e218));\n let _e221 = stops_1;\n return exp2(clamp(_e221, -3f, 3f));\n}\n\nfn finish_u0028_vf3_u003b(light_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var local_2: f32;\n var param_10: vec2<f32>;\n var param_11: vec3<f32>;\n var lensed: vec3<f32>;\n var param_12: vec3<f32>;\n var param_13: vec2<f32>;\n var param_14: vec2<f32>;\n var param_15: vec3<f32>;\n var param_16: vec3<f32>;\n var param_17: vec3<f32>;\n var param_18: vec3<f32>;\n var param_19: vec2<f32>;\n\n let _e161 = vUv_1;\n param_10 = _e161;\n let _e162 = (*light_1);\n param_11 = _e162;\n let _e163 = localExposureGain_u0028_vf2_u003b_vf3_u003b((¶m_10), (¶m_11));\n local_2 = _e163;\n let _e164 = autoExposureGain_u0028_();\n let _e165 = local_2;\n let _e167 = (*light_1);\n (*light_1) = (_e167 * (_e164 * _e165));\n let _e169 = textureDimensions(uScene_t, 0i);\n let _e172 = (*light_1);\n param_12 = _e172;\n let _e173 = vUv_1;\n param_13 = _e173;\n param_14 = vec2<f32>(vec2<i32>(_e169));\n let _e174 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((¶m_12), (¶m_13), (¶m_14));\n lensed = _e174;\n let _e175 = lensed;\n param_15 = _e175;\n let _e176 = grade_u0028_vf3_u003b((¶m_15));\n param_16 = _e176;\n let _e177 = applyColourGrade_u0028_vf3_u003b((¶m_16));\n param_17 = _e177;\n let _e178 = withVeil_u0028_vf3_u003b((¶m_17));\n param_18 = _e178;\n let _e179 = gl_FragCoord_1;\n param_19 = _e179.xy;\n let _e181 = withGrain_u0028_vf3_u003b_vf2_u003b((¶m_18), (¶m_19));\n return _e181;\n}\n\nfn withBloom_u0028_vf3_u003b(c_6: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e150 = unnamed.uBloomStrength;\n if (_e150 <= 0f) {\n let _e152 = (*c_6);\n return _e152;\n }\n let _e153 = (*c_6);\n let _e154 = vUv_1;\n let _e155 = textureSampleLevel(uBloom_t, uBloom_s, _e154, 0f);\n let _e158 = unnamed.uBloomStrength;\n return (_e153 + (_e155.xyz * _e158));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e150 = (*viewDepth);\n let _e152 = unnamed.uFocusDistance;\n let _e156 = unnamed.uFocusRange;\n offPlane = (abs((_e150 - _e152)) - _e156);\n let _e158 = offPlane;\n let _e160 = unnamed.uFocusRange;\n return clamp((_e158 / _e160), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e150 = (*uv_3);\n let _e151 = textureSampleLevel(uDepth_t, uDepth_s, _e150, 0f);\n z = (1f - (_e151.x * 2f));\n let _e157 = unnamed.uDepthToView[0u];\n let _e158 = z;\n let _e162 = unnamed.uDepthToView[1u];\n let _e167 = unnamed.uDepthToView[2u];\n let _e168 = z;\n let _e172 = unnamed.uDepthToView[3u];\n return (-(((_e157 * _e158) + _e162)) / ((_e167 * _e168) + _e172));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_4: vec2<f32>;\n var depth: f32;\n var param_20: vec2<f32>;\n var weight_1: f32;\n var local_3: f32;\n var param_21: f32;\n\n let _e157 = vUv_1;\n let _e158 = (*direction);\n let _e159 = (*radius);\n let _e162 = unnamed.uDofAspect;\n uv_4 = (_e157 + ((_e158 * _e159) * _e162));\n let _e165 = uv_4;\n param_20 = _e165;\n let _e166 = viewDepthOf_u0028_vf2_u003b((¶m_20));\n depth = _e166;\n let _e167 = depth;\n let _e168 = (*centreDepth);\n if (_e167 >= _e168) {\n local_3 = 1f;\n } else {\n let _e170 = depth;\n param_21 = _e170;\n let _e171 = circleOfConfusion_u0028_f1_u003b((¶m_21));\n local_3 = _e171;\n }\n let _e172 = local_3;\n weight_1 = _e172;\n let _e173 = uv_4;\n let _e174 = textureSampleLevel(uScene_t, uScene_s, _e173, 0f);\n let _e176 = weight_1;\n let _e177 = (_e174.xyz * _e176);\n let _e178 = weight_1;\n return vec4<f32>(_e177.x, _e177.y, _e177.z, _e178);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_22: vec2<f32>;\n var coc: f32;\n var param_23: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_24: vec2<f32>;\n var param_25: f32;\n var param_26: f32;\n var param_27: vec2<f32>;\n var param_28: f32;\n var param_29: f32;\n var param_30: vec2<f32>;\n var param_31: f32;\n var param_32: f32;\n var param_33: vec2<f32>;\n var param_34: f32;\n var param_35: f32;\n var param_36: vec2<f32>;\n var param_37: f32;\n var param_38: f32;\n var param_39: vec2<f32>;\n var param_40: f32;\n var param_41: f32;\n var param_42: vec2<f32>;\n var param_43: f32;\n var param_44: f32;\n var param_45: vec2<f32>;\n var param_46: f32;\n var param_47: f32;\n\n let _e179 = vUv_1;\n param_22 = _e179;\n let _e180 = viewDepthOf_u0028_vf2_u003b((¶m_22));\n depth_1 = _e180;\n let _e181 = depth_1;\n param_23 = _e181;\n let _e182 = circleOfConfusion_u0028_f1_u003b((¶m_23));\n coc = _e182;\n let _e183 = coc;\n if (_e183 <= 0f) {\n let _e185 = (*centre);\n return _e185;\n }\n let _e186 = coc;\n let _e188 = unnamed.uDofStrength;\n radius_1 = (_e186 * _e188);\n let _e190 = (*centre);\n sum = vec4<f32>(_e190.x, _e190.y, _e190.z, 1f);\n param_24 = vec2<f32>(0.25f, 0f);\n let _e195 = radius_1;\n param_25 = _e195;\n let _e196 = depth_1;\n param_26 = _e196;\n let _e197 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_24), (¶m_25), (¶m_26));\n let _e198 = sum;\n sum = (_e198 + _e197);\n param_27 = vec2<f32>(-0.31929f, 0.292496f);\n let _e200 = radius_1;\n param_28 = _e200;\n let _e201 = depth_1;\n param_29 = _e201;\n let _e202 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_27), (¶m_28), (¶m_29));\n let _e203 = sum;\n sum = (_e203 + _e202);\n param_30 = vec2<f32>(0.048872f, -0.556877f);\n let _e205 = radius_1;\n param_31 = _e205;\n let _e206 = depth_1;\n param_32 = _e206;\n let _e207 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_30), (¶m_31), (¶m_32));\n let _e208 = sum;\n sum = (_e208 + _e207);\n param_33 = vec2<f32>(0.402444f, 0.524918f);\n let _e210 = radius_1;\n param_34 = _e210;\n let _e211 = depth_1;\n param_35 = _e211;\n let _e212 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_33), (¶m_34), (¶m_35));\n let _e213 = sum;\n sum = (_e213 + _e212);\n param_36 = vec2<f32>(-0.738535f, -0.130636f);\n let _e215 = radius_1;\n param_37 = _e215;\n let _e216 = depth_1;\n param_38 = _e216;\n let _e217 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_36), (¶m_37), (¶m_38));\n let _e218 = sum;\n sum = (_e218 + _e217);\n param_39 = vec2<f32>(0.699605f, -0.445031f);\n let _e220 = radius_1;\n param_40 = _e220;\n let _e221 = depth_1;\n param_41 = _e221;\n let _e222 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_39), (¶m_40), (¶m_41));\n let _e223 = sum;\n sum = (_e223 + _e222);\n param_42 = vec2<f32>(-0.234004f, 0.870484f);\n let _e225 = radius_1;\n param_43 = _e225;\n let _e226 = depth_1;\n param_44 = _e226;\n let _e227 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_42), (¶m_43), (¶m_44));\n let _e228 = sum;\n sum = (_e228 + _e227);\n param_45 = vec2<f32>(-0.446271f, -0.859268f);\n let _e230 = radius_1;\n param_46 = _e230;\n let _e231 = depth_1;\n param_47 = _e231;\n let _e232 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_45), (¶m_46), (¶m_47));\n let _e233 = sum;\n sum = (_e233 + _e232);\n let _e235 = sum;\n let _e238 = sum[3u];\n return (_e235.xyz / vec3(_e238));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var velocity: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t: f32;\n\n let _e158 = vUv_1;\n let _e159 = textureSampleLevel(uDepth_t, uDepth_s, _e158, 0f);\n depth_2 = _e159.x;\n let _e161 = vUv_1;\n let _e164 = ((_e161 * 2f) - vec2(1f));\n let _e165 = depth_2;\n clip = vec4<f32>(_e164.x, _e164.y, (1f - (_e165 * 2f)), 1f);\n let _e172 = unnamed.uReprojection;\n let _e173 = clip;\n previous = (_e172 * _e173);\n let _e176 = previous[3u];\n if (_e176 <= 0f) {\n let _e178 = (*scene);\n return _e178;\n }\n let _e179 = previous;\n let _e182 = previous[3u];\n wasUv = (((_e179.xy / vec2(_e182)) * 0.5f) + vec2(0.5f));\n let _e188 = vUv_1;\n let _e189 = wasUv;\n let _e192 = unnamed.uMotionStrength;\n velocity = ((_e188 - _e189) * _e192);\n let _e194 = velocity;\n distance_ = length(_e194);\n let _e196 = distance_;\n if (_e196 < 0.0001f) {\n let _e198 = (*scene);\n return _e198;\n }\n let _e199 = distance_;\n let _e201 = unnamed.uMotionMax;\n if (_e199 > _e201) {\n let _e204 = unnamed.uMotionMax;\n let _e205 = distance_;\n let _e207 = velocity;\n velocity = (_e207 * (_e204 / _e205));\n }\n let _e209 = (*scene);\n sum_1 = _e209;\n i = 1i;\n loop {\n let _e210 = i;\n if (_e210 <= 4i) {\n let _e212 = i;\n t = ((f32(_e212) / 4f) * 0.5f);\n let _e216 = vUv_1;\n let _e217 = velocity;\n let _e218 = t;\n let _e221 = textureSampleLevel(uScene_t, uScene_s, (_e216 + (_e217 * _e218)), 0f);\n let _e223 = sum_1;\n sum_1 = (_e223 + _e221.xyz);\n let _e225 = vUv_1;\n let _e226 = velocity;\n let _e227 = t;\n let _e230 = textureSampleLevel(uScene_t, uScene_s, (_e225 - (_e226 * _e227)), 0f);\n let _e232 = sum_1;\n sum_1 = (_e232 + _e230.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e234 = i;\n i = (_e234 + 1i);\n }\n }\n let _e236 = sum_1;\n return (_e236 / vec3(9f));\n}\n\nfn main_1() {\n var scene_1: vec3<f32>;\n var param_48: vec3<f32>;\n var param_49: vec3<f32>;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_50: vec3<f32>;\n var param_51: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_52: vec3<f32>;\n var param_53: vec3<f32>;\n\n let _e165 = vUv_1;\n let _e166 = textureSampleLevel(uScene_t, uScene_s, _e165, 0f);\n scene_1 = _e166.xyz;\n let _e169 = unnamed.uMotionStrength;\n if (_e169 > 0f) {\n let _e171 = scene_1;\n param_48 = _e171;\n let _e172 = cameraBlur_u0028_vf3_u003b((¶m_48));\n scene_1 = _e172;\n }\n let _e174 = unnamed.uDofStrength;\n if (_e174 > 0f) {\n let _e176 = scene_1;\n param_49 = _e176;\n let _e177 = depthOfField_u0028_vf3_u003b((¶m_49));\n scene_1 = _e177;\n }\n let _e178 = vUv_1;\n let _e179 = textureSampleLevel(uAo_t, uAo_s, _e178, 0f);\n let _e182 = unnamed.uAoStrength;\n ao = mix(1f, _e179.x, _e182);\n let _e184 = vUv_1;\n fromCentre = (_e184 - vec2(0.5f));\n let _e187 = fromCentre;\n radius_2 = (length((_e187 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e192 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e192);\n let _e194 = inner;\n let _e195 = radius_2;\n edge = smoothstep(_e194, 1f, _e195);\n let _e197 = edge;\n let _e199 = unnamed.uStrength;\n amount = (_e197 * _e199);\n let _e201 = amount;\n if (_e201 <= 0f) {\n let _e203 = scene_1;\n let _e204 = ao;\n param_50 = (_e203 * _e204);\n let _e206 = withBloom_u0028_vf3_u003b((¶m_50));\n param_51 = _e206;\n let _e207 = finish_u0028_vf3_u003b((¶m_51));\n fragColor = vec4<f32>(_e207.x, _e207.y, _e207.z, 1f);\n return;\n }\n let _e212 = fromCentre;\n let _e216 = unnamed.uReach;\n let _e218 = amount;\n step_ = ((normalize((_e212 + vec2<f32>(0.000001f, 0.000001f))) * _e216) * _e218);\n let _e220 = scene_1;\n sum_2 = _e220;\n i_1 = 1i;\n loop {\n let _e221 = i_1;\n if (_e221 <= 6i) {\n let _e223 = vUv_1;\n let _e224 = step_;\n let _e225 = i_1;\n let _e230 = textureSampleLevel(uScene_t, uScene_s, (_e223 + (_e224 * (f32(_e225) / 6f))), 0f);\n let _e232 = sum_2;\n sum_2 = (_e232 + _e230.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e234 = i_1;\n i_1 = (_e234 + 1i);\n }\n }\n let _e236 = sum_2;\n blurred = (_e236 / vec3(7f));\n let _e239 = scene_1;\n let _e240 = blurred;\n let _e241 = amount;\n let _e244 = ao;\n param_52 = (mix(_e239, _e240, vec3(_e241)) * _e244);\n let _e246 = withBloom_u0028_vf3_u003b((¶m_52));\n param_53 = _e246;\n let _e247 = finish_u0028_vf3_u003b((¶m_53));\n fragColor = vec4<f32>(_e247.x, _e247.y, _e247.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\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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*
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@@ -7,7 +7,7 @@ export declare const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n
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export declare const RUSH_BINDINGS: {
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readonly RUSH_FRAG: {
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readonly uniforms: 1;
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readonly uniformSize:
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readonly uniformSize: 192;
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readonly fields: {
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readonly uStrength: {
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readonly offset: 0;
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@@ -64,38 +64,58 @@ export declare const RUSH_BINDINGS: {
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readonly size: 4;
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readonly type: "float";
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};
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readonly
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readonly uVignette: {
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readonly offset: 112;
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readonly size: 4;
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readonly type: "float";
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};
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readonly uGrain: {
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readonly offset: 120;
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readonly size: 8;
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readonly type: "vec2";
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};
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readonly uAutoExposure: {
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readonly offset: 128;
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readonly size: 4;
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readonly type: "float";
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};
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readonly uLocalExposure: {
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readonly offset: 132;
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readonly size: 4;
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readonly type: "float";
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};
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readonly uGradeStrength: {
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readonly offset: 136;
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readonly size: 4;
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readonly type: "float";
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};
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readonly uGradeSize: {
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readonly offset:
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readonly offset: 140;
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readonly size: 4;
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readonly type: "float";
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};
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readonly uFocusDistance: {
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readonly offset:
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readonly offset: 144;
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readonly size: 4;
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readonly type: "float";
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};
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readonly uFocusRange: {
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readonly offset:
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readonly offset: 148;
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readonly size: 4;
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readonly type: "float";
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};
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readonly uDofStrength: {
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readonly offset:
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readonly offset: 152;
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readonly size: 4;
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readonly type: "float";
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};
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readonly uDofAspect: {
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readonly offset:
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readonly offset: 160;
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readonly size: 8;
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readonly type: "vec2";
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};
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readonly uDepthToView: {
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readonly offset:
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readonly offset: 176;
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readonly size: 16;
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readonly type: "vec4";
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};
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@@ -121,9 +141,19 @@ export declare const RUSH_BINDINGS: {
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readonly sampler: 39;
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readonly type: "sampler2D";
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};
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readonly
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readonly uExposureHeld: {
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readonly texture: 40;
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readonly sampler: 41;
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readonly type: "sampler2D";
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};
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readonly uExposureLocal: {
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readonly texture: 42;
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readonly sampler: 43;
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readonly type: "sampler2D";
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};
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readonly uGradeLut: {
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readonly texture: 44;
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readonly sampler: 45;
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readonly type: "sampler3D";
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};
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};
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@@ -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 RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uAoStrength: f32,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n}\n\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(38) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uBloom_s: sampler;\n@group(0) @binding(40) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(41) \nvar uGradeLut_s: sampler;\n@group(0) @binding(36) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn withVeil_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e113 = unnamed.uVeilAlpha;\n if (_e113 <= 0f) {\n let _e115 = (*c);\n return _e115;\n }\n let _e116 = (*c);\n let _e118 = unnamed.uVeilColor;\n let _e120 = unnamed.uVeilAlpha;\n return mix(_e116, _e118, vec3(_e120));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e115 = unnamed.uGradeStrength;\n if (_e115 <= 0f) {\n let _e117 = (*c_1);\n return _e117;\n }\n let _e118 = (*c_1);\n clamped = clamp(_e118, vec3(0f), vec3(1f));\n let _e122 = clamped;\n let _e124 = unnamed.uGradeSize;\n let _e130 = unnamed.uGradeSize;\n uvw = (((_e122 * (_e124 - 1f)) + vec3(0.5f)) / vec3(_e130));\n let _e133 = (*c_1);\n let _e134 = uvw;\n let _e135 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e134, 0f);\n let _e138 = unnamed.uGradeStrength;\n return mix(_e133, _e135.xyz, vec3(_e138));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e114 = (*c_2);\n low = (_e114 * 12.92f);\n let _e116 = (*c_2);\n high = ((pow(max(_e116, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e122 = low;\n let _e123 = high;\n let _e124 = (*c_2);\n return mix(_e122, _e123, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e124));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e116 = unnamed.uOutputExposure;\n let _e117 = (*x);\n (*x) = (_e117 * _e116);\n let _e119 = (*x);\n v = (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)) * _e119);\n let _e121 = v;\n let _e122 = v;\n a = ((_e121 * (_e122 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e128 = v;\n let _e129 = v;\n b = ((_e128 * ((_e129 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e136 = a;\n let _e137 = b;\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)) * (_e136 / _e137)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n\n let _e115 = unnamed.uOutputTransform;\n if (_e115 == 0i) {\n let _e117 = (*c_3);\n return _e117;\n }\n let _e119 = unnamed.uOutputTransform;\n if (_e119 == 2i) {\n let _e121 = (*c_3);\n param = _e121;\n let _e122 = acesFilmic_u0028_vf3_u003b((¶m));\n (*c_3) = _e122;\n }\n let _e123 = (*c_3);\n param_1 = _e123;\n let _e124 = linearToSrgb_u0028_vf3_u003b((¶m_1));\n return _e124;\n}\n\nfn withBloom_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e113 = unnamed.uBloomStrength;\n if (_e113 <= 0f) {\n let _e115 = (*c_4);\n return _e115;\n }\n let _e116 = (*c_4);\n let _e117 = vUv_1;\n let _e118 = textureSampleLevel(uBloom_t, uBloom_s, _e117, 0f);\n let _e121 = unnamed.uBloomStrength;\n return (_e116 + (_e118.xyz * _e121));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e113 = (*viewDepth);\n let _e115 = unnamed.uFocusDistance;\n let _e119 = unnamed.uFocusRange;\n offPlane = (abs((_e113 - _e115)) - _e119);\n let _e121 = offPlane;\n let _e123 = unnamed.uFocusRange;\n return clamp((_e121 / _e123), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e113 = (*uv);\n let _e114 = textureSampleLevel(uDepth_t, uDepth_s, _e113, 0f);\n z = (1f - (_e114.x * 2f));\n let _e120 = unnamed.uDepthToView[0u];\n let _e121 = z;\n let _e125 = unnamed.uDepthToView[1u];\n let _e130 = unnamed.uDepthToView[2u];\n let _e131 = z;\n let _e135 = unnamed.uDepthToView[3u];\n return (-(((_e120 * _e121) + _e125)) / ((_e130 * _e131) + _e135));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_1: vec2<f32>;\n var depth: f32;\n var param_2: vec2<f32>;\n var weight: f32;\n var local: f32;\n var param_3: f32;\n\n let _e120 = vUv_1;\n let _e121 = (*direction);\n let _e122 = (*radius);\n let _e125 = unnamed.uDofAspect;\n uv_1 = (_e120 + ((_e121 * _e122) * _e125));\n let _e128 = uv_1;\n param_2 = _e128;\n let _e129 = viewDepthOf_u0028_vf2_u003b((¶m_2));\n depth = _e129;\n let _e130 = depth;\n let _e131 = (*centreDepth);\n if (_e130 >= _e131) {\n local = 1f;\n } else {\n let _e133 = depth;\n param_3 = _e133;\n let _e134 = circleOfConfusion_u0028_f1_u003b((¶m_3));\n local = _e134;\n }\n let _e135 = local;\n weight = _e135;\n let _e136 = uv_1;\n let _e137 = textureSampleLevel(uScene_t, uScene_s, _e136, 0f);\n let _e139 = weight;\n let _e140 = (_e137.xyz * _e139);\n let _e141 = weight;\n return vec4<f32>(_e140.x, _e140.y, _e140.z, _e141);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_4: vec2<f32>;\n var coc: f32;\n var param_5: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_6: vec2<f32>;\n var param_7: f32;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var param_11: f32;\n var param_12: vec2<f32>;\n var param_13: f32;\n var param_14: f32;\n var param_15: vec2<f32>;\n var param_16: f32;\n var param_17: f32;\n var param_18: vec2<f32>;\n var param_19: f32;\n var param_20: f32;\n var param_21: vec2<f32>;\n var param_22: f32;\n var param_23: f32;\n var param_24: vec2<f32>;\n var param_25: f32;\n var param_26: f32;\n var param_27: vec2<f32>;\n var param_28: f32;\n var param_29: f32;\n\n let _e142 = vUv_1;\n param_4 = _e142;\n let _e143 = viewDepthOf_u0028_vf2_u003b((¶m_4));\n depth_1 = _e143;\n let _e144 = depth_1;\n param_5 = _e144;\n let _e145 = circleOfConfusion_u0028_f1_u003b((¶m_5));\n coc = _e145;\n let _e146 = coc;\n if (_e146 <= 0f) {\n let _e148 = (*centre);\n return _e148;\n }\n let _e149 = coc;\n let _e151 = unnamed.uDofStrength;\n radius_1 = (_e149 * _e151);\n let _e153 = (*centre);\n sum = vec4<f32>(_e153.x, _e153.y, _e153.z, 1f);\n param_6 = vec2<f32>(0.25f, 0f);\n let _e158 = radius_1;\n param_7 = _e158;\n let _e159 = depth_1;\n param_8 = _e159;\n let _e160 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_6), (¶m_7), (¶m_8));\n let _e161 = sum;\n sum = (_e161 + _e160);\n param_9 = vec2<f32>(-0.31929f, 0.292496f);\n let _e163 = radius_1;\n param_10 = _e163;\n let _e164 = depth_1;\n param_11 = _e164;\n let _e165 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_9), (¶m_10), (¶m_11));\n let _e166 = sum;\n sum = (_e166 + _e165);\n param_12 = vec2<f32>(0.048872f, -0.556877f);\n let _e168 = radius_1;\n param_13 = _e168;\n let _e169 = depth_1;\n param_14 = _e169;\n let _e170 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_12), (¶m_13), (¶m_14));\n let _e171 = sum;\n sum = (_e171 + _e170);\n param_15 = vec2<f32>(0.402444f, 0.524918f);\n let _e173 = radius_1;\n param_16 = _e173;\n let _e174 = depth_1;\n param_17 = _e174;\n let _e175 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_15), (¶m_16), (¶m_17));\n let _e176 = sum;\n sum = (_e176 + _e175);\n param_18 = vec2<f32>(-0.738535f, -0.130636f);\n let _e178 = radius_1;\n param_19 = _e178;\n let _e179 = depth_1;\n param_20 = _e179;\n let _e180 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_18), (¶m_19), (¶m_20));\n let _e181 = sum;\n sum = (_e181 + _e180);\n param_21 = vec2<f32>(0.699605f, -0.445031f);\n let _e183 = radius_1;\n param_22 = _e183;\n let _e184 = depth_1;\n param_23 = _e184;\n let _e185 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_21), (¶m_22), (¶m_23));\n let _e186 = sum;\n sum = (_e186 + _e185);\n param_24 = vec2<f32>(-0.234004f, 0.870484f);\n let _e188 = radius_1;\n param_25 = _e188;\n let _e189 = depth_1;\n param_26 = _e189;\n let _e190 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_24), (¶m_25), (¶m_26));\n let _e191 = sum;\n sum = (_e191 + _e190);\n param_27 = vec2<f32>(-0.446271f, -0.859268f);\n let _e193 = radius_1;\n param_28 = _e193;\n let _e194 = depth_1;\n param_29 = _e194;\n let _e195 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_27), (¶m_28), (¶m_29));\n let _e196 = sum;\n sum = (_e196 + _e195);\n let _e198 = sum;\n let _e201 = sum[3u];\n return (_e198.xyz / vec3(_e201));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var velocity: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t: f32;\n\n let _e121 = vUv_1;\n let _e122 = textureSampleLevel(uDepth_t, uDepth_s, _e121, 0f);\n depth_2 = _e122.x;\n let _e124 = vUv_1;\n let _e127 = ((_e124 * 2f) - vec2(1f));\n let _e128 = depth_2;\n clip = vec4<f32>(_e127.x, _e127.y, (1f - (_e128 * 2f)), 1f);\n let _e135 = unnamed.uReprojection;\n let _e136 = clip;\n previous = (_e135 * _e136);\n let _e139 = previous[3u];\n if (_e139 <= 0f) {\n let _e141 = (*scene);\n return _e141;\n }\n let _e142 = previous;\n let _e145 = previous[3u];\n wasUv = (((_e142.xy / vec2(_e145)) * 0.5f) + vec2(0.5f));\n let _e151 = vUv_1;\n let _e152 = wasUv;\n let _e155 = unnamed.uMotionStrength;\n velocity = ((_e151 - _e152) * _e155);\n let _e157 = velocity;\n distance_ = length(_e157);\n let _e159 = distance_;\n if (_e159 < 0.0001f) {\n let _e161 = (*scene);\n return _e161;\n }\n let _e162 = distance_;\n let _e164 = unnamed.uMotionMax;\n if (_e162 > _e164) {\n let _e167 = unnamed.uMotionMax;\n let _e168 = distance_;\n let _e170 = velocity;\n velocity = (_e170 * (_e167 / _e168));\n }\n let _e172 = (*scene);\n sum_1 = _e172;\n i = 1i;\n loop {\n let _e173 = i;\n if (_e173 <= 4i) {\n let _e175 = i;\n t = ((f32(_e175) / 4f) * 0.5f);\n let _e179 = vUv_1;\n let _e180 = velocity;\n let _e181 = t;\n let _e184 = textureSampleLevel(uScene_t, uScene_s, (_e179 + (_e180 * _e181)), 0f);\n let _e186 = sum_1;\n sum_1 = (_e186 + _e184.xyz);\n let _e188 = vUv_1;\n let _e189 = velocity;\n let _e190 = t;\n let _e193 = textureSampleLevel(uScene_t, uScene_s, (_e188 - (_e189 * _e190)), 0f);\n let _e195 = sum_1;\n sum_1 = (_e195 + _e193.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e197 = i;\n i = (_e197 + 1i);\n }\n }\n let _e199 = sum_1;\n return (_e199 / vec3(9f));\n}\n\nfn main_1() {\n var scene_1: vec3<f32>;\n var param_30: vec3<f32>;\n var param_31: vec3<f32>;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_32: vec3<f32>;\n var param_33: vec3<f32>;\n var param_34: vec3<f32>;\n var param_35: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_36: vec3<f32>;\n var param_37: vec3<f32>;\n var param_38: vec3<f32>;\n var param_39: vec3<f32>;\n\n let _e132 = vUv_1;\n let _e133 = textureSampleLevel(uScene_t, uScene_s, _e132, 0f);\n scene_1 = _e133.xyz;\n let _e136 = unnamed.uMotionStrength;\n if (_e136 > 0f) {\n let _e138 = scene_1;\n param_30 = _e138;\n let _e139 = cameraBlur_u0028_vf3_u003b((¶m_30));\n scene_1 = _e139;\n }\n let _e141 = unnamed.uDofStrength;\n if (_e141 > 0f) {\n let _e143 = scene_1;\n param_31 = _e143;\n let _e144 = depthOfField_u0028_vf3_u003b((¶m_31));\n scene_1 = _e144;\n }\n let _e145 = vUv_1;\n let _e146 = textureSampleLevel(uAo_t, uAo_s, _e145, 0f);\n let _e149 = unnamed.uAoStrength;\n ao = mix(1f, _e146.x, _e149);\n let _e151 = vUv_1;\n fromCentre = (_e151 - vec2(0.5f));\n let _e154 = fromCentre;\n radius_2 = (length((_e154 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e159 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e159);\n let _e161 = inner;\n let _e162 = radius_2;\n edge = smoothstep(_e161, 1f, _e162);\n let _e164 = edge;\n let _e166 = unnamed.uStrength;\n amount = (_e164 * _e166);\n let _e168 = amount;\n if (_e168 <= 0f) {\n let _e170 = scene_1;\n let _e171 = ao;\n param_32 = (_e170 * _e171);\n let _e173 = withBloom_u0028_vf3_u003b((¶m_32));\n param_33 = _e173;\n let _e174 = grade_u0028_vf3_u003b((¶m_33));\n param_34 = _e174;\n let _e175 = applyColourGrade_u0028_vf3_u003b((¶m_34));\n param_35 = _e175;\n let _e176 = withVeil_u0028_vf3_u003b((¶m_35));\n fragColor = vec4<f32>(_e176.x, _e176.y, _e176.z, 1f);\n return;\n }\n let _e181 = fromCentre;\n let _e185 = unnamed.uReach;\n let _e187 = amount;\n step_ = ((normalize((_e181 + vec2<f32>(0.000001f, 0.000001f))) * _e185) * _e187);\n let _e189 = scene_1;\n sum_2 = _e189;\n i_1 = 1i;\n loop {\n let _e190 = i_1;\n if (_e190 <= 6i) {\n let _e192 = vUv_1;\n let _e193 = step_;\n let _e194 = i_1;\n let _e199 = textureSampleLevel(uScene_t, uScene_s, (_e192 + (_e193 * (f32(_e194) / 6f))), 0f);\n let _e201 = sum_2;\n sum_2 = (_e201 + _e199.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e203 = i_1;\n i_1 = (_e203 + 1i);\n }\n }\n let _e205 = sum_2;\n blurred = (_e205 / vec3(7f));\n let _e208 = scene_1;\n let _e209 = blurred;\n let _e210 = amount;\n let _e213 = ao;\n param_36 = (mix(_e208, _e209, vec3(_e210)) * _e213);\n let _e215 = withBloom_u0028_vf3_u003b((¶m_36));\n param_37 = _e215;\n let _e216 = grade_u0028_vf3_u003b((¶m_37));\n param_38 = _e216;\n let _e217 = applyColourGrade_u0028_vf3_u003b((¶m_38));\n param_39 = _e217;\n let _e218 = withVeil_u0028_vf3_u003b((¶m_39));\n fragColor = vec4<f32>(_e218.x, _e218.y, _e218.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
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export const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uAoStrength: f32,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uVignette: f32,\n uGrain: vec2<f32>,\n uAutoExposure: f32,\n uLocalExposure: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(40) \nvar uExposureHeld_t: texture_2d<f32>;\n@group(0) @binding(42) \nvar uExposureLocal_t: texture_2d<f32>;\n@group(0) @binding(43) \nvar uExposureLocal_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(38) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uBloom_s: sampler;\n@group(0) @binding(44) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(45) \nvar uGradeLut_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(36) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(41) \nvar uExposureHeld_s: sampler;\n\nfn grainNoise_u0028_vu2_u003b_u1_u003b(p: ptr<function, vec2<u32>>, seed: ptr<function, u32>) -> f32 {\n var h: u32;\n\n let _e152 = (*p)[0u];\n let _e155 = (*p)[1u];\n let _e158 = (*seed);\n h = (((_e152 * 1664525u) + (_e155 * 1013904223u)) + (_e158 * 2654435769u));\n let _e161 = h;\n let _e164 = h;\n h = (_e164 ^ (_e161 >> bitcast<u32>(16u)));\n let _e166 = h;\n h = (_e166 * 2246822519u);\n let _e168 = h;\n let _e171 = h;\n h = (_e171 ^ (_e168 >> bitcast<u32>(13u)));\n let _e173 = h;\n h = (_e173 * 3266489917u);\n let _e175 = h;\n let _e178 = h;\n h = (_e178 ^ (_e175 >> bitcast<u32>(16u)));\n let _e180 = h;\n return (f32(_e180) * 0.00000000023283064f);\n}\n\nfn withGrain_u0028_vf3_u003b_vf2_u003b(c: ptr<function, vec3<f32>>, fragCoord: ptr<function, vec2<f32>>) -> vec3<f32> {\n var luma: f32;\n var weight: f32;\n var n: f32;\n var param: vec2<u32>;\n var param_1: u32;\n\n let _e157 = unnamed.uGrain[0u];\n if (_e157 <= 0f) {\n let _e159 = (*c);\n return _e159;\n }\n let _e160 = (*c);\n luma = dot(clamp(_e160, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e165 = luma;\n let _e167 = luma;\n weight = (0.25f + ((3f * _e165) * (1f - _e167)));\n let _e171 = (*fragCoord);\n let _e175 = unnamed.uGrain[1u];\n param = vec2<u32>(_e171);\n param_1 = u32(_e175);\n let _e177 = grainNoise_u0028_vu2_u003b_u1_u003b((¶m), (¶m_1));\n n = (_e177 - 0.5f);\n let _e179 = (*c);\n let _e180 = n;\n let _e184 = unnamed.uGrain[0u];\n let _e186 = weight;\n return (_e179 + vec3((((2f * _e180) * _e184) * _e186)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e150 = unnamed.uVeilAlpha;\n if (_e150 <= 0f) {\n let _e152 = (*c_1);\n return _e152;\n }\n let _e153 = (*c_1);\n let _e155 = unnamed.uVeilColor;\n let _e157 = unnamed.uVeilAlpha;\n return mix(_e153, _e155, vec3(_e157));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e152 = unnamed.uGradeStrength;\n if (_e152 <= 0f) {\n let _e154 = (*c_2);\n return _e154;\n }\n let _e155 = (*c_2);\n clamped = clamp(_e155, vec3(0f), vec3(1f));\n let _e159 = clamped;\n let _e161 = unnamed.uGradeSize;\n let _e167 = unnamed.uGradeSize;\n uvw = (((_e159 * (_e161 - 1f)) + vec3(0.5f)) / vec3(_e167));\n let _e170 = (*c_2);\n let _e171 = uvw;\n let _e172 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e171, 0f);\n let _e175 = unnamed.uGradeStrength;\n return mix(_e170, _e172.xyz, vec3(_e175));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e151 = (*c_3);\n low = (_e151 * 12.92f);\n let _e153 = (*c_3);\n high = ((pow(max(_e153, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e159 = low;\n let _e160 = high;\n let _e161 = (*c_3);\n return mix(_e159, _e160, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e161));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e153 = unnamed.uOutputExposure;\n let _e154 = (*x);\n (*x) = (_e154 * _e153);\n let _e156 = (*x);\n v = (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)) * _e156);\n let _e158 = v;\n let _e159 = v;\n a = ((_e158 * (_e159 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e165 = v;\n let _e166 = v;\n b = ((_e165 * ((_e166 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e173 = a;\n let _e174 = b;\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)) * (_e173 / _e174)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e152 = unnamed.uOutputTransform;\n if (_e152 == 0i) {\n let _e154 = (*c_4);\n return _e154;\n }\n let _e156 = unnamed.uOutputTransform;\n if (_e156 == 2i) {\n let _e158 = (*c_4);\n param_2 = _e158;\n let _e159 = acesFilmic_u0028_vf3_u003b((¶m_2));\n (*c_4) = _e159;\n }\n let _e160 = (*c_4);\n param_3 = _e160;\n let _e161 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e161;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_5: ptr<function, vec3<f32>>, uv: ptr<function, vec2<f32>>, size: ptr<function, vec2<f32>>) -> vec3<f32> {\n var d: vec2<f32>;\n var corner: vec2<f32>;\n var r2_: f32;\n var falloff: f32;\n\n let _e156 = unnamed.uVignette;\n if (_e156 <= 0f) {\n let _e158 = (*c_5);\n return _e158;\n }\n let _e159 = (*uv);\n let _e162 = (*size);\n d = ((_e159 - vec2(0.5f)) * _e162);\n let _e164 = (*size);\n corner = (_e164 * 0.5f);\n let _e166 = d;\n let _e167 = d;\n let _e169 = corner;\n let _e170 = corner;\n r2_ = (dot(_e166, _e167) / dot(_e169, _e170));\n let _e174 = unnamed.uVignette;\n let _e175 = r2_;\n falloff = (1f + (_e174 * _e175));\n let _e178 = (*c_5);\n let _e179 = falloff;\n let _e180 = falloff;\n return (_e178 / vec3((_e179 * _e180)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e151 = unnamed.uAutoExposure;\n if (_e151 <= 0f) {\n return 1f;\n }\n let _e153 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e153.x;\n let _e156 = unnamed.uAutoExposure;\n let _e157 = held;\n stops = (_e156 * (-2.473931f - _e157));\n let _e160 = stops;\n return exp2(clamp(_e160, -6f, 6f));\n}\n\nfn localBlock_u0028_vf2_u003b_f1_u003b(uv_1: ptr<function, vec2<f32>>, block: ptr<function, f32>) -> vec2<f32> {\n var inside: vec2<f32>;\n\n let _e151 = (*uv_1);\n inside = clamp(_e151, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e153 = (*block);\n let _e155 = inside[0u];\n let _e159 = inside[1u];\n let _e161 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e153 + _e155) / 11f), _e159), 0f);\n return _e161.xy;\n}\n\nfn localExposureGain_u0028_vf2_u003b_vf3_u003b(uv_2: ptr<function, vec2<f32>>, light: ptr<function, vec3<f32>>) -> f32 {\n var held_1: f32;\n var pixel: f32;\n var b_1: f32;\n var lower: f32;\n var upper: f32;\n var banded: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var param_6: vec2<f32>;\n var param_7: f32;\n var tileMean: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var bilateral: f32;\n var local: f32;\n var local_1: f32;\n var stops_1: f32;\n\n let _e168 = unnamed.uLocalExposure;\n if (_e168 <= 0f) {\n return 1f;\n }\n let _e170 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e170.x;\n let _e172 = (*light);\n pixel = clamp(log2(max(dot(_e172, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e177 = pixel;\n b_1 = (((_e177 - -12f) / 2f) - 0.5f);\n let _e181 = b_1;\n lower = clamp(floor(_e181), 0f, 9f);\n let _e184 = lower;\n upper = min((_e184 + 1f), 9f);\n let _e187 = (*uv_2);\n param_4 = _e187;\n let _e188 = lower;\n param_5 = _e188;\n let _e189 = localBlock_u0028_vf2_u003b_f1_u003b((¶m_4), (¶m_5));\n let _e190 = (*uv_2);\n param_6 = _e190;\n let _e191 = upper;\n param_7 = _e191;\n let _e192 = localBlock_u0028_vf2_u003b_f1_u003b((¶m_6), (¶m_7));\n let _e193 = b_1;\n let _e194 = lower;\n banded = mix(_e189, _e192, vec2(clamp((_e193 - _e194), 0f, 1f)));\n let _e199 = (*uv_2);\n param_8 = _e199;\n param_9 = 10f;\n let _e200 = localBlock_u0028_vf2_u003b_f1_u003b((¶m_8), (¶m_9));\n tileMean = _e200.x;\n let _e203 = banded[1u];\n if (_e203 > 0.001f) {\n let _e206 = banded[0u];\n let _e208 = banded[1u];\n local = (_e206 / _e208);\n } else {\n let _e210 = tileMean;\n local = _e210;\n }\n let _e211 = local;\n bilateral = _e211;\n let _e212 = bilateral;\n let _e213 = tileMean;\n local_1 = mix(_e212, _e213, 0.4f);\n let _e216 = unnamed.uLocalExposure;\n let _e217 = held_1;\n let _e218 = local_1;\n stops_1 = (_e216 * (_e217 - _e218));\n let _e221 = stops_1;\n return exp2(clamp(_e221, -3f, 3f));\n}\n\nfn finish_u0028_vf3_u003b(light_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var local_2: f32;\n var param_10: vec2<f32>;\n var param_11: vec3<f32>;\n var lensed: vec3<f32>;\n var param_12: vec3<f32>;\n var param_13: vec2<f32>;\n var param_14: vec2<f32>;\n var param_15: vec3<f32>;\n var param_16: vec3<f32>;\n var param_17: vec3<f32>;\n var param_18: vec3<f32>;\n var param_19: vec2<f32>;\n\n let _e161 = vUv_1;\n param_10 = _e161;\n let _e162 = (*light_1);\n param_11 = _e162;\n let _e163 = localExposureGain_u0028_vf2_u003b_vf3_u003b((¶m_10), (¶m_11));\n local_2 = _e163;\n let _e164 = autoExposureGain_u0028_();\n let _e165 = local_2;\n let _e167 = (*light_1);\n (*light_1) = (_e167 * (_e164 * _e165));\n let _e169 = textureDimensions(uScene_t, 0i);\n let _e172 = (*light_1);\n param_12 = _e172;\n let _e173 = vUv_1;\n param_13 = _e173;\n param_14 = vec2<f32>(vec2<i32>(_e169));\n let _e174 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((¶m_12), (¶m_13), (¶m_14));\n lensed = _e174;\n let _e175 = lensed;\n param_15 = _e175;\n let _e176 = grade_u0028_vf3_u003b((¶m_15));\n param_16 = _e176;\n let _e177 = applyColourGrade_u0028_vf3_u003b((¶m_16));\n param_17 = _e177;\n let _e178 = withVeil_u0028_vf3_u003b((¶m_17));\n param_18 = _e178;\n let _e179 = gl_FragCoord_1;\n param_19 = _e179.xy;\n let _e181 = withGrain_u0028_vf3_u003b_vf2_u003b((¶m_18), (¶m_19));\n return _e181;\n}\n\nfn withBloom_u0028_vf3_u003b(c_6: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e150 = unnamed.uBloomStrength;\n if (_e150 <= 0f) {\n let _e152 = (*c_6);\n return _e152;\n }\n let _e153 = (*c_6);\n let _e154 = vUv_1;\n let _e155 = textureSampleLevel(uBloom_t, uBloom_s, _e154, 0f);\n let _e158 = unnamed.uBloomStrength;\n return (_e153 + (_e155.xyz * _e158));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e150 = (*viewDepth);\n let _e152 = unnamed.uFocusDistance;\n let _e156 = unnamed.uFocusRange;\n offPlane = (abs((_e150 - _e152)) - _e156);\n let _e158 = offPlane;\n let _e160 = unnamed.uFocusRange;\n return clamp((_e158 / _e160), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e150 = (*uv_3);\n let _e151 = textureSampleLevel(uDepth_t, uDepth_s, _e150, 0f);\n z = (1f - (_e151.x * 2f));\n let _e157 = unnamed.uDepthToView[0u];\n let _e158 = z;\n let _e162 = unnamed.uDepthToView[1u];\n let _e167 = unnamed.uDepthToView[2u];\n let _e168 = z;\n let _e172 = unnamed.uDepthToView[3u];\n return (-(((_e157 * _e158) + _e162)) / ((_e167 * _e168) + _e172));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_4: vec2<f32>;\n var depth: f32;\n var param_20: vec2<f32>;\n var weight_1: f32;\n var local_3: f32;\n var param_21: f32;\n\n let _e157 = vUv_1;\n let _e158 = (*direction);\n let _e159 = (*radius);\n let _e162 = unnamed.uDofAspect;\n uv_4 = (_e157 + ((_e158 * _e159) * _e162));\n let _e165 = uv_4;\n param_20 = _e165;\n let _e166 = viewDepthOf_u0028_vf2_u003b((¶m_20));\n depth = _e166;\n let _e167 = depth;\n let _e168 = (*centreDepth);\n if (_e167 >= _e168) {\n local_3 = 1f;\n } else {\n let _e170 = depth;\n param_21 = _e170;\n let _e171 = circleOfConfusion_u0028_f1_u003b((¶m_21));\n local_3 = _e171;\n }\n let _e172 = local_3;\n weight_1 = _e172;\n let _e173 = uv_4;\n let _e174 = textureSampleLevel(uScene_t, uScene_s, _e173, 0f);\n let _e176 = weight_1;\n let _e177 = (_e174.xyz * _e176);\n let _e178 = weight_1;\n return vec4<f32>(_e177.x, _e177.y, _e177.z, _e178);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_22: vec2<f32>;\n var coc: f32;\n var param_23: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_24: vec2<f32>;\n var param_25: f32;\n var param_26: f32;\n var param_27: vec2<f32>;\n var param_28: f32;\n var param_29: f32;\n var param_30: vec2<f32>;\n var param_31: f32;\n var param_32: f32;\n var param_33: vec2<f32>;\n var param_34: f32;\n var param_35: f32;\n var param_36: vec2<f32>;\n var param_37: f32;\n var param_38: f32;\n var param_39: vec2<f32>;\n var param_40: f32;\n var param_41: f32;\n var param_42: vec2<f32>;\n var param_43: f32;\n var param_44: f32;\n var param_45: vec2<f32>;\n var param_46: f32;\n var param_47: f32;\n\n let _e179 = vUv_1;\n param_22 = _e179;\n let _e180 = viewDepthOf_u0028_vf2_u003b((¶m_22));\n depth_1 = _e180;\n let _e181 = depth_1;\n param_23 = _e181;\n let _e182 = circleOfConfusion_u0028_f1_u003b((¶m_23));\n coc = _e182;\n let _e183 = coc;\n if (_e183 <= 0f) {\n let _e185 = (*centre);\n return _e185;\n }\n let _e186 = coc;\n let _e188 = unnamed.uDofStrength;\n radius_1 = (_e186 * _e188);\n let _e190 = (*centre);\n sum = vec4<f32>(_e190.x, _e190.y, _e190.z, 1f);\n param_24 = vec2<f32>(0.25f, 0f);\n let _e195 = radius_1;\n param_25 = _e195;\n let _e196 = depth_1;\n param_26 = _e196;\n let _e197 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_24), (¶m_25), (¶m_26));\n let _e198 = sum;\n sum = (_e198 + _e197);\n param_27 = vec2<f32>(-0.31929f, 0.292496f);\n let _e200 = radius_1;\n param_28 = _e200;\n let _e201 = depth_1;\n param_29 = _e201;\n let _e202 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_27), (¶m_28), (¶m_29));\n let _e203 = sum;\n sum = (_e203 + _e202);\n param_30 = vec2<f32>(0.048872f, -0.556877f);\n let _e205 = radius_1;\n param_31 = _e205;\n let _e206 = depth_1;\n param_32 = _e206;\n let _e207 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_30), (¶m_31), (¶m_32));\n let _e208 = sum;\n sum = (_e208 + _e207);\n param_33 = vec2<f32>(0.402444f, 0.524918f);\n let _e210 = radius_1;\n param_34 = _e210;\n let _e211 = depth_1;\n param_35 = _e211;\n let _e212 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_33), (¶m_34), (¶m_35));\n let _e213 = sum;\n sum = (_e213 + _e212);\n param_36 = vec2<f32>(-0.738535f, -0.130636f);\n let _e215 = radius_1;\n param_37 = _e215;\n let _e216 = depth_1;\n param_38 = _e216;\n let _e217 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_36), (¶m_37), (¶m_38));\n let _e218 = sum;\n sum = (_e218 + _e217);\n param_39 = vec2<f32>(0.699605f, -0.445031f);\n let _e220 = radius_1;\n param_40 = _e220;\n let _e221 = depth_1;\n param_41 = _e221;\n let _e222 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_39), (¶m_40), (¶m_41));\n let _e223 = sum;\n sum = (_e223 + _e222);\n param_42 = vec2<f32>(-0.234004f, 0.870484f);\n let _e225 = radius_1;\n param_43 = _e225;\n let _e226 = depth_1;\n param_44 = _e226;\n let _e227 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_42), (¶m_43), (¶m_44));\n let _e228 = sum;\n sum = (_e228 + _e227);\n param_45 = vec2<f32>(-0.446271f, -0.859268f);\n let _e230 = radius_1;\n param_46 = _e230;\n let _e231 = depth_1;\n param_47 = _e231;\n let _e232 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((¶m_45), (¶m_46), (¶m_47));\n let _e233 = sum;\n sum = (_e233 + _e232);\n let _e235 = sum;\n let _e238 = sum[3u];\n return (_e235.xyz / vec3(_e238));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var velocity: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t: f32;\n\n let _e158 = vUv_1;\n let _e159 = textureSampleLevel(uDepth_t, uDepth_s, _e158, 0f);\n depth_2 = _e159.x;\n let _e161 = vUv_1;\n let _e164 = ((_e161 * 2f) - vec2(1f));\n let _e165 = depth_2;\n clip = vec4<f32>(_e164.x, _e164.y, (1f - (_e165 * 2f)), 1f);\n let _e172 = unnamed.uReprojection;\n let _e173 = clip;\n previous = (_e172 * _e173);\n let _e176 = previous[3u];\n if (_e176 <= 0f) {\n let _e178 = (*scene);\n return _e178;\n }\n let _e179 = previous;\n let _e182 = previous[3u];\n wasUv = (((_e179.xy / vec2(_e182)) * 0.5f) + vec2(0.5f));\n let _e188 = vUv_1;\n let _e189 = wasUv;\n let _e192 = unnamed.uMotionStrength;\n velocity = ((_e188 - _e189) * _e192);\n let _e194 = velocity;\n distance_ = length(_e194);\n let _e196 = distance_;\n if (_e196 < 0.0001f) {\n let _e198 = (*scene);\n return _e198;\n }\n let _e199 = distance_;\n let _e201 = unnamed.uMotionMax;\n if (_e199 > _e201) {\n let _e204 = unnamed.uMotionMax;\n let _e205 = distance_;\n let _e207 = velocity;\n velocity = (_e207 * (_e204 / _e205));\n }\n let _e209 = (*scene);\n sum_1 = _e209;\n i = 1i;\n loop {\n let _e210 = i;\n if (_e210 <= 4i) {\n let _e212 = i;\n t = ((f32(_e212) / 4f) * 0.5f);\n let _e216 = vUv_1;\n let _e217 = velocity;\n let _e218 = t;\n let _e221 = textureSampleLevel(uScene_t, uScene_s, (_e216 + (_e217 * _e218)), 0f);\n let _e223 = sum_1;\n sum_1 = (_e223 + _e221.xyz);\n let _e225 = vUv_1;\n let _e226 = velocity;\n let _e227 = t;\n let _e230 = textureSampleLevel(uScene_t, uScene_s, (_e225 - (_e226 * _e227)), 0f);\n let _e232 = sum_1;\n sum_1 = (_e232 + _e230.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e234 = i;\n i = (_e234 + 1i);\n }\n }\n let _e236 = sum_1;\n return (_e236 / vec3(9f));\n}\n\nfn main_1() {\n var scene_1: vec3<f32>;\n var param_48: vec3<f32>;\n var param_49: vec3<f32>;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_50: vec3<f32>;\n var param_51: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_52: vec3<f32>;\n var param_53: vec3<f32>;\n\n let _e165 = vUv_1;\n let _e166 = textureSampleLevel(uScene_t, uScene_s, _e165, 0f);\n scene_1 = _e166.xyz;\n let _e169 = unnamed.uMotionStrength;\n if (_e169 > 0f) {\n let _e171 = scene_1;\n param_48 = _e171;\n let _e172 = cameraBlur_u0028_vf3_u003b((¶m_48));\n scene_1 = _e172;\n }\n let _e174 = unnamed.uDofStrength;\n if (_e174 > 0f) {\n let _e176 = scene_1;\n param_49 = _e176;\n let _e177 = depthOfField_u0028_vf3_u003b((¶m_49));\n scene_1 = _e177;\n }\n let _e178 = vUv_1;\n let _e179 = textureSampleLevel(uAo_t, uAo_s, _e178, 0f);\n let _e182 = unnamed.uAoStrength;\n ao = mix(1f, _e179.x, _e182);\n let _e184 = vUv_1;\n fromCentre = (_e184 - vec2(0.5f));\n let _e187 = fromCentre;\n radius_2 = (length((_e187 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e192 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e192);\n let _e194 = inner;\n let _e195 = radius_2;\n edge = smoothstep(_e194, 1f, _e195);\n let _e197 = edge;\n let _e199 = unnamed.uStrength;\n amount = (_e197 * _e199);\n let _e201 = amount;\n if (_e201 <= 0f) {\n let _e203 = scene_1;\n let _e204 = ao;\n param_50 = (_e203 * _e204);\n let _e206 = withBloom_u0028_vf3_u003b((¶m_50));\n param_51 = _e206;\n let _e207 = finish_u0028_vf3_u003b((¶m_51));\n fragColor = vec4<f32>(_e207.x, _e207.y, _e207.z, 1f);\n return;\n }\n let _e212 = fromCentre;\n let _e216 = unnamed.uReach;\n let _e218 = amount;\n step_ = ((normalize((_e212 + vec2<f32>(0.000001f, 0.000001f))) * _e216) * _e218);\n let _e220 = scene_1;\n sum_2 = _e220;\n i_1 = 1i;\n loop {\n let _e221 = i_1;\n if (_e221 <= 6i) {\n let _e223 = vUv_1;\n let _e224 = step_;\n let _e225 = i_1;\n let _e230 = textureSampleLevel(uScene_t, uScene_s, (_e223 + (_e224 * (f32(_e225) / 6f))), 0f);\n let _e232 = sum_2;\n sum_2 = (_e232 + _e230.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e234 = i_1;\n i_1 = (_e234 + 1i);\n }\n }\n let _e236 = sum_2;\n blurred = (_e236 / vec3(7f));\n let _e239 = scene_1;\n let _e240 = blurred;\n let _e241 = amount;\n let _e244 = ao;\n param_52 = (mix(_e239, _e240, vec3(_e241)) * _e244);\n let _e246 = withBloom_u0028_vf3_u003b((¶m_52));\n param_53 = _e246;\n let _e247 = finish_u0028_vf3_u003b((¶m_53));\n fragColor = vec4<f32>(_e247.x, _e247.y, _e247.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
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export declare const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uReprojection: mat4x4<f32>,\n uTexel: vec2<f32>,\n uHistoryBlend: f32,\n}\n\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(1) \nvar<uniform> unnamed: Uniforms;\
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export declare const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uReprojection: mat4x4<f32>,\n uTexel: vec2<f32>,\n uHistoryBlend: f32,\n}\n\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(1) \nvar<uniform> unnamed: Uniforms;\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>;\n@group(0) @binding(36) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uDepth_s: sampler;\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 _e39 = (*lo);\n let _e40 = (*hi);\n centre = ((_e39 + _e40) * 0.5f);\n let _e43 = (*hi);\n let _e44 = (*lo);\n extent = ((_e43 - _e44) * 0.5f);\n let _e47 = (*history);\n let _e48 = centre;\n offset = (_e47 - _e48);\n let _e50 = offset;\n let _e52 = extent;\n ratios = (abs(_e50) / max(_e52, vec3<f32>(0.0000001f, 0.0000001f, 0.0000001f)));\n let _e56 = ratios[0u];\n let _e58 = ratios[1u];\n let _e60 = ratios[2u];\n ratio = max(_e56, max(_e58, _e60));\n let _e63 = ratio;\n if (_e63 <= 1f) {\n let _e65 = (*history);\n return _e65;\n }\n let _e66 = centre;\n let _e67 = offset;\n let _e68 = ratio;\n return (_e66 + (_e67 / vec3(_e68)));\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 _e47 = unnamed.uTexel;\n size = (vec2(1f) / _e47);\n let _e50 = (*uv);\n let _e51 = size;\n at = (_e50 * _e51);\n let _e53 = at;\n base = (floor((_e53 - vec2(0.5f))) + vec2(0.5f));\n let _e59 = at;\n let _e60 = base;\n f = (_e59 - _e60);\n let _e62 = f;\n let _e63 = f;\n let _e64 = f;\n w0_ = (_e62 * (vec2(-0.5f) + (_e63 * (vec2(1f) - (_e64 * 0.5f)))));\n let _e72 = f;\n let _e73 = f;\n let _e75 = f;\n w1_ = (vec2(1f) + ((_e72 * _e73) * (vec2(-2.5f) + (_e75 * 1.5f))));\n let _e82 = f;\n let _e83 = f;\n let _e84 = f;\n w2_ = (_e82 * (vec2(0.5f) + (_e83 * (vec2(2f) - (_e84 * 1.5f)))));\n let _e92 = f;\n let _e93 = f;\n let _e95 = f;\n w3_ = ((_e92 * _e93) * (vec2(-0.5f) + (_e95 * 0.5f)));\n let _e100 = w1_;\n let _e101 = w2_;\n w12_ = (_e100 + _e101);\n let _e103 = base;\n let _e107 = unnamed.uTexel;\n at0_ = ((_e103 - vec2(1f)) * _e107);\n let _e109 = base;\n let _e113 = unnamed.uTexel;\n at3_ = ((_e109 + vec2(2f)) * _e113);\n let _e115 = base;\n let _e116 = w2_;\n let _e117 = w12_;\n let _e121 = unnamed.uTexel;\n at12_ = ((_e115 + (_e116 / _e117)) * _e121);\n let _e124 = at12_[0u];\n let _e126 = at0_[1u];\n let _e128 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e124, _e126), 0f);\n let _e131 = w12_[0u];\n let _e133 = w0_[1u];\n let _e137 = at0_[0u];\n let _e139 = at12_[1u];\n let _e141 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e137, _e139), 0f);\n let _e144 = w0_[0u];\n let _e146 = w12_[1u];\n let _e150 = at12_;\n let _e151 = textureSampleLevel(uHistory_t, uHistory_s, _e150, 0f);\n let _e154 = w12_[0u];\n let _e156 = w12_[1u];\n let _e161 = at3_[0u];\n let _e163 = at12_[1u];\n let _e165 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e161, _e163), 0f);\n let _e168 = w3_[0u];\n let _e170 = w12_[1u];\n let _e175 = at12_[0u];\n let _e177 = at3_[1u];\n let _e179 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e175, _e177), 0f);\n let _e182 = w12_[0u];\n let _e184 = w3_[1u];\n sum = (((((_e128.xyz * (_e131 * _e133)) + (_e141.xyz * (_e144 * _e146))) + (_e151.xyz * (_e154 * _e156))) + (_e165.xyz * (_e168 * _e170))) + (_e179.xyz * (_e182 * _e184)));\n let _e189 = w12_[0u];\n let _e191 = w0_[1u];\n let _e194 = w0_[0u];\n let _e196 = w12_[1u];\n let _e200 = w12_[0u];\n let _e202 = w12_[1u];\n let _e206 = w3_[0u];\n let _e208 = w12_[1u];\n let _e212 = w12_[0u];\n let _e214 = w3_[1u];\n weight = (((((_e189 * _e191) + (_e194 * _e196)) + (_e200 * _e202)) + (_e206 * _e208)) + (_e212 * _e214));\n let _e217 = sum;\n let _e218 = weight;\n return max((_e217 / vec3(_e218)), 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: 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 _e36 = y;\n if (_e36 <= 1i) {\n x = -1i;\n loop {\n let _e38 = x;\n if (_e38 <= 1i) {\n let _e40 = vUv_1;\n let _e41 = x;\n let _e43 = y;\n let _e47 = unnamed.uTexel;\n let _e50 = textureSampleLevel(uScene_t, uScene_s, (_e40 + (vec2<f32>(f32(_e41), f32(_e43)) * _e47)), 0f);\n c = _e50.xyz;\n let _e52 = (*lo_1);\n let _e53 = c;\n (*lo_1) = min(_e52, _e53);\n let _e55 = (*hi_1);\n let _e56 = c;\n (*hi_1) = max(_e55, _e56);\n continue;\n } else {\n break;\n }\n continuing {\n let _e58 = x;\n x = (_e58 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e60 = y;\n y = (_e60 + 1i);\n }\n }\n return;\n}\n\nfn main_1() {\n var current: vec3<f32>;\n var depth: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var lo_2: vec3<f32>;\n var hi_2: vec3<f32>;\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n var history_1: vec3<f32>;\n var param_2: vec2<f32>;\n var bounded: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: vec3<f32>;\n var phi_440_: bool;\n var phi_447_: bool;\n var phi_454_: bool;\n\n let _e46 = vUv_1;\n let _e47 = textureSampleLevel(uScene_t, uScene_s, _e46, 0f);\n current = _e47.xyz;\n let _e50 = unnamed.uHistoryBlend;\n if (_e50 <= 0f) {\n let _e52 = current;\n fragColor = vec4<f32>(_e52.x, _e52.y, _e52.z, 1f);\n return;\n }\n let _e57 = vUv_1;\n let _e58 = textureSampleLevel(uDepth_t, uDepth_s, _e57, 0f);\n depth = _e58.x;\n let _e60 = vUv_1;\n let _e63 = ((_e60 * 2f) - vec2(1f));\n let _e64 = depth;\n clip = vec4<f32>(_e63.x, _e63.y, (1f - (_e64 * 2f)), 1f);\n let _e71 = unnamed.uReprojection;\n let _e72 = clip;\n previous = (_e71 * _e72);\n let _e75 = previous[3u];\n if (_e75 <= 0f) {\n let _e77 = current;\n fragColor = vec4<f32>(_e77.x, _e77.y, _e77.z, 1f);\n return;\n }\n let _e82 = previous;\n let _e85 = previous[3u];\n wasUv = (((_e82.xy / vec2(_e85)) * 0.5f) + vec2(0.5f));\n let _e92 = wasUv[0u];\n let _e93 = (_e92 < 0f);\n phi_440_ = _e93;\n if !(_e93) {\n let _e96 = wasUv[0u];\n phi_440_ = (_e96 > 1f);\n }\n let _e99 = phi_440_;\n phi_447_ = _e99;\n if !(_e99) {\n let _e102 = wasUv[1u];\n phi_447_ = (_e102 < 0f);\n }\n let _e105 = phi_447_;\n phi_454_ = _e105;\n if !(_e105) {\n let _e108 = wasUv[1u];\n phi_454_ = (_e108 > 1f);\n }\n let _e111 = phi_454_;\n if _e111 {\n let _e112 = current;\n fragColor = vec4<f32>(_e112.x, _e112.y, _e112.z, 1f);\n return;\n }\n neighbourhood_u0028_vf3_u003b_vf3_u003b((¶m), (¶m_1));\n let _e117 = param;\n lo_2 = _e117;\n let _e118 = param_1;\n hi_2 = _e118;\n let _e119 = wasUv;\n param_2 = _e119;\n let _e120 = historyCatmullRom_u0028_vf2_u003b((¶m_2));\n history_1 = _e120;\n let _e121 = history_1;\n param_3 = _e121;\n let _e122 = lo_2;\n param_4 = _e122;\n let _e123 = hi_2;\n param_5 = _e123;\n let _e124 = clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b((¶m_3), (¶m_4), (¶m_5));\n bounded = _e124;\n let _e125 = current;\n let _e126 = bounded;\n let _e128 = unnamed.uHistoryBlend;\n let _e130 = mix(_e125, _e126, vec3(_e128));\n fragColor = vec4<f32>(_e130.x, _e130.y, _e130.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
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export const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uReprojection: mat4x4<f32>,\n uTexel: vec2<f32>,\n uHistoryBlend: f32,\n}\n\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(1) \nvar<uniform> unnamed: Uniforms;\
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export const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uReprojection: mat4x4<f32>,\n uTexel: vec2<f32>,\n uHistoryBlend: f32,\n}\n\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(1) \nvar<uniform> unnamed: Uniforms;\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>;\n@group(0) @binding(36) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uDepth_s: sampler;\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 _e39 = (*lo);\n let _e40 = (*hi);\n centre = ((_e39 + _e40) * 0.5f);\n let _e43 = (*hi);\n let _e44 = (*lo);\n extent = ((_e43 - _e44) * 0.5f);\n let _e47 = (*history);\n let _e48 = centre;\n offset = (_e47 - _e48);\n let _e50 = offset;\n let _e52 = extent;\n ratios = (abs(_e50) / max(_e52, vec3<f32>(0.0000001f, 0.0000001f, 0.0000001f)));\n let _e56 = ratios[0u];\n let _e58 = ratios[1u];\n let _e60 = ratios[2u];\n ratio = max(_e56, max(_e58, _e60));\n let _e63 = ratio;\n if (_e63 <= 1f) {\n let _e65 = (*history);\n return _e65;\n }\n let _e66 = centre;\n let _e67 = offset;\n let _e68 = ratio;\n return (_e66 + (_e67 / vec3(_e68)));\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 _e47 = unnamed.uTexel;\n size = (vec2(1f) / _e47);\n let _e50 = (*uv);\n let _e51 = size;\n at = (_e50 * _e51);\n let _e53 = at;\n base = (floor((_e53 - vec2(0.5f))) + vec2(0.5f));\n let _e59 = at;\n let _e60 = base;\n f = (_e59 - _e60);\n let _e62 = f;\n let _e63 = f;\n let _e64 = f;\n w0_ = (_e62 * (vec2(-0.5f) + (_e63 * (vec2(1f) - (_e64 * 0.5f)))));\n let _e72 = f;\n let _e73 = f;\n let _e75 = f;\n w1_ = (vec2(1f) + ((_e72 * _e73) * (vec2(-2.5f) + (_e75 * 1.5f))));\n let _e82 = f;\n let _e83 = f;\n let _e84 = f;\n w2_ = (_e82 * (vec2(0.5f) + (_e83 * (vec2(2f) - (_e84 * 1.5f)))));\n let _e92 = f;\n let _e93 = f;\n let _e95 = f;\n w3_ = ((_e92 * _e93) * (vec2(-0.5f) + (_e95 * 0.5f)));\n let _e100 = w1_;\n let _e101 = w2_;\n w12_ = (_e100 + _e101);\n let _e103 = base;\n let _e107 = unnamed.uTexel;\n at0_ = ((_e103 - vec2(1f)) * _e107);\n let _e109 = base;\n let _e113 = unnamed.uTexel;\n at3_ = ((_e109 + vec2(2f)) * _e113);\n let _e115 = base;\n let _e116 = w2_;\n let _e117 = w12_;\n let _e121 = unnamed.uTexel;\n at12_ = ((_e115 + (_e116 / _e117)) * _e121);\n let _e124 = at12_[0u];\n let _e126 = at0_[1u];\n let _e128 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e124, _e126), 0f);\n let _e131 = w12_[0u];\n let _e133 = w0_[1u];\n let _e137 = at0_[0u];\n let _e139 = at12_[1u];\n let _e141 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e137, _e139), 0f);\n let _e144 = w0_[0u];\n let _e146 = w12_[1u];\n let _e150 = at12_;\n let _e151 = textureSampleLevel(uHistory_t, uHistory_s, _e150, 0f);\n let _e154 = w12_[0u];\n let _e156 = w12_[1u];\n let _e161 = at3_[0u];\n let _e163 = at12_[1u];\n let _e165 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e161, _e163), 0f);\n let _e168 = w3_[0u];\n let _e170 = w12_[1u];\n let _e175 = at12_[0u];\n let _e177 = at3_[1u];\n let _e179 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e175, _e177), 0f);\n let _e182 = w12_[0u];\n let _e184 = w3_[1u];\n sum = (((((_e128.xyz * (_e131 * _e133)) + (_e141.xyz * (_e144 * _e146))) + (_e151.xyz * (_e154 * _e156))) + (_e165.xyz * (_e168 * _e170))) + (_e179.xyz * (_e182 * _e184)));\n let _e189 = w12_[0u];\n let _e191 = w0_[1u];\n let _e194 = w0_[0u];\n let _e196 = w12_[1u];\n let _e200 = w12_[0u];\n let _e202 = w12_[1u];\n let _e206 = w3_[0u];\n let _e208 = w12_[1u];\n let _e212 = w12_[0u];\n let _e214 = w3_[1u];\n weight = (((((_e189 * _e191) + (_e194 * _e196)) + (_e200 * _e202)) + (_e206 * _e208)) + (_e212 * _e214));\n let _e217 = sum;\n let _e218 = weight;\n return max((_e217 / vec3(_e218)), 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: 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 _e36 = y;\n if (_e36 <= 1i) {\n x = -1i;\n loop {\n let _e38 = x;\n if (_e38 <= 1i) {\n let _e40 = vUv_1;\n let _e41 = x;\n let _e43 = y;\n let _e47 = unnamed.uTexel;\n let _e50 = textureSampleLevel(uScene_t, uScene_s, (_e40 + (vec2<f32>(f32(_e41), f32(_e43)) * _e47)), 0f);\n c = _e50.xyz;\n let _e52 = (*lo_1);\n let _e53 = c;\n (*lo_1) = min(_e52, _e53);\n let _e55 = (*hi_1);\n let _e56 = c;\n (*hi_1) = max(_e55, _e56);\n continue;\n } else {\n break;\n }\n continuing {\n let _e58 = x;\n x = (_e58 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e60 = y;\n y = (_e60 + 1i);\n }\n }\n return;\n}\n\nfn main_1() {\n var current: vec3<f32>;\n var depth: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var lo_2: vec3<f32>;\n var hi_2: vec3<f32>;\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n var history_1: vec3<f32>;\n var param_2: vec2<f32>;\n var bounded: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: vec3<f32>;\n var phi_440_: bool;\n var phi_447_: bool;\n var phi_454_: bool;\n\n let _e46 = vUv_1;\n let _e47 = textureSampleLevel(uScene_t, uScene_s, _e46, 0f);\n current = _e47.xyz;\n let _e50 = unnamed.uHistoryBlend;\n if (_e50 <= 0f) {\n let _e52 = current;\n fragColor = vec4<f32>(_e52.x, _e52.y, _e52.z, 1f);\n return;\n }\n let _e57 = vUv_1;\n let _e58 = textureSampleLevel(uDepth_t, uDepth_s, _e57, 0f);\n depth = _e58.x;\n let _e60 = vUv_1;\n let _e63 = ((_e60 * 2f) - vec2(1f));\n let _e64 = depth;\n clip = vec4<f32>(_e63.x, _e63.y, (1f - (_e64 * 2f)), 1f);\n let _e71 = unnamed.uReprojection;\n let _e72 = clip;\n previous = (_e71 * _e72);\n let _e75 = previous[3u];\n if (_e75 <= 0f) {\n let _e77 = current;\n fragColor = vec4<f32>(_e77.x, _e77.y, _e77.z, 1f);\n return;\n }\n let _e82 = previous;\n let _e85 = previous[3u];\n wasUv = (((_e82.xy / vec2(_e85)) * 0.5f) + vec2(0.5f));\n let _e92 = wasUv[0u];\n let _e93 = (_e92 < 0f);\n phi_440_ = _e93;\n if !(_e93) {\n let _e96 = wasUv[0u];\n phi_440_ = (_e96 > 1f);\n }\n let _e99 = phi_440_;\n phi_447_ = _e99;\n if !(_e99) {\n let _e102 = wasUv[1u];\n phi_447_ = (_e102 < 0f);\n }\n let _e105 = phi_447_;\n phi_454_ = _e105;\n if !(_e105) {\n let _e108 = wasUv[1u];\n phi_454_ = (_e108 > 1f);\n }\n let _e111 = phi_454_;\n if _e111 {\n let _e112 = current;\n fragColor = vec4<f32>(_e112.x, _e112.y, _e112.z, 1f);\n return;\n }\n neighbourhood_u0028_vf3_u003b_vf3_u003b((¶m), (¶m_1));\n let _e117 = param;\n lo_2 = _e117;\n let _e118 = param_1;\n hi_2 = _e118;\n let _e119 = wasUv;\n param_2 = _e119;\n let _e120 = historyCatmullRom_u0028_vf2_u003b((¶m_2));\n history_1 = _e120;\n let _e121 = history_1;\n param_3 = _e121;\n let _e122 = lo_2;\n param_4 = _e122;\n let _e123 = hi_2;\n param_5 = _e123;\n let _e124 = clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b((¶m_3), (¶m_4), (¶m_5));\n bounded = _e124;\n let _e125 = current;\n let _e126 = bounded;\n let _e128 = unnamed.uHistoryBlend;\n let _e130 = mix(_e125, _e126, vec3(_e128));\n fragColor = vec4<f32>(_e130.x, _e130.y, _e130.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\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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/**
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* DriftLight's lookup in hand-written WGSL, for the traced probe bake: the summed light arriving on
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* a surface a probe's ray struck, which is how candles past the frame's choice reach the bounce.
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* **A transcription of `flat/driftLight.ts`, line for line**, because a compute shader cannot
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* include the generated WGSL of a fragment stage. Two spellings of one lookup is the hazard the
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* 2026-08-13 rule is about, and `driftLight.test.ts` beside this holds them together by reading
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* both: change one and it names the line of the other.
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* **Integer arithmetic for the brick's corner**, by the 2026-09-20 rule: a device divides a float by
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* multiplying by its reciprocal, and a brick number off by one is a brick from somewhere else.
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* The including module declares `driftIndex: texture_3d<u32>`, `driftAtlas: texture_3d<f32>` and a
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* filtering `driftSampler`; `origin` is the field's first sample and, in `w`, the spacing.
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export declare const DRIFT_LIGHT_WGSL = "\nfn driftLightIrradiance(world: vec3<f32>, n: vec3<f32>, origin: vec4<f32>) -> vec3<f32> {\n let spacing = origin.w;\n let at = (world + n * (0.5 * spacing) - origin.xyz) / (3.0 * spacing);\n let cell = vec3<i32>(floor(at));\n if (any(cell < vec3<i32>(0)) || any(cell >= vec3<i32>(textureDimensions(driftIndex, 0)))) {\n return vec3<f32>(0.0);\n }\n let id = textureLoad(driftIndex, cell, 0).r;\n if (id == 0u) {\n return vec3<f32>(0.0);\n }\n let size = vec3<i32>(textureDimensions(driftAtlas, 0));\n let brick = i32(id) - 1;\n let across = size.x / 8;\n let down = size.y / 4;\n let corner = vec3<f32>(\n f32((brick % across) * 8),\n f32(((brick / across) % down) * 4),\n f32((brick / (across * down)) * 4)\n );\n let texel = 1.0 / vec3<f32>(size);\n let inside = (at - vec3<f32>(cell)) * 3.0 + 0.5;\n let light = textureSampleLevel(driftAtlas, driftSampler, (corner + inside) * texel, 0.0);\n if (light.a < 1e-3) {\n return vec3<f32>(0.0);\n }\n let toward = textureSampleLevel(driftAtlas, driftSampler, (corner + vec3<f32>(4.0, 0.0, 0.0) + inside) * texel, 0.0);\n let arriving = light.rgb / light.a;\n let towardLight = toward.xyz / light.a;\n let facing = max(dot(n, towardLight), 0.0) + (1.0 - min(length(towardLight), 1.0)) * 0.25;\n return arriving * facing;\n}\n";
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