@driftengine/core 4.4.0 → 4.4.2

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Files changed (49) hide show
  1. package/CHANGELOG.json +47 -0
  2. package/README.md +1 -1
  3. package/dist/render/ambientOcclusionPass.js +5 -1
  4. package/dist/render/backend/webgl2/renderer.d.ts +3 -0
  5. package/dist/render/backend/webgl2/renderer.js +13 -0
  6. package/dist/render/backend/webgpu/postPass.d.ts +20 -4
  7. package/dist/render/backend/webgpu/postPass.js +17 -4
  8. package/dist/render/backend/webgpu/renderer.d.ts +10 -0
  9. package/dist/render/backend/webgpu/renderer.js +74 -7
  10. package/dist/render/flameLight.js +15 -2
  11. package/dist/render/pointShadowBudget.d.ts +12 -2
  12. package/dist/render/pointShadowBudget.js +67 -51
  13. package/dist/render/recon/disocclusion.d.ts +36 -3
  14. package/dist/render/recon/disocclusion.js +56 -4
  15. package/dist/render/recon/resolve.js +95 -12
  16. package/dist/render/sceneTarget.d.ts +2 -0
  17. package/dist/render/sceneTarget.js +1 -1
  18. package/dist/render/shaders/ambientOcclusion.d.ts +39 -1
  19. package/dist/render/shaders/ambientOcclusion.js +69 -9
  20. package/dist/render/shaders/generated/ambientOcclusion.wgsl.d.ts +8 -3
  21. package/dist/render/shaders/generated/ambientOcclusion.wgsl.js +8 -3
  22. package/dist/render/shaders/generated/temporalResolve.wgsl.d.ts +31 -6
  23. package/dist/render/shaders/generated/temporalResolve.wgsl.js +31 -6
  24. package/dist/render/shaders/recon/resolve.wgsl.d.ts +1 -1
  25. package/dist/render/shaders/recon/resolve.wgsl.js +112 -8
  26. package/dist/render/shaders/temporalResolve.js +133 -5
  27. package/dist/render/temporalAa.d.ts +145 -0
  28. package/dist/render/temporalAa.js +190 -0
  29. package/dist/render/temporalPass.d.ts +16 -14
  30. package/dist/render/temporalPass.js +59 -14
  31. package/package.json +6 -6
  32. package/src/render/ambientOcclusionPass.ts +5 -1
  33. package/src/render/backend/webgl2/renderer.ts +21 -1
  34. package/src/render/backend/webgpu/postPass.ts +34 -4
  35. package/src/render/backend/webgpu/renderer.ts +77 -7
  36. package/src/render/flameLight.ts +15 -2
  37. package/src/render/pointShadowBudget.ts +65 -47
  38. package/src/render/recon/disocclusion.ts +54 -3
  39. package/src/render/recon/resolve.ts +137 -10
  40. package/src/render/sceneTarget.ts +8 -1
  41. package/src/render/shaders/ambientOcclusion.ts +81 -9
  42. package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +8 -3
  43. package/src/render/shaders/generated/temporalResolve.wgsl.ts +31 -6
  44. package/src/render/shaders/recon/resolve.wgsl.ts +112 -8
  45. package/src/render/shaders/temporalResolve.ts +141 -5
  46. package/src/render/temporalAa.ts +227 -0
  47. package/src/render/temporalPass.ts +88 -12
  48. package/dist/render/shaders/agx.d.ts +0 -31
  49. package/dist/render/shaders/agx.js +0 -81
@@ -25,7 +25,8 @@ import { glslIsFarDepth, glslSceneDepthToNdc } from '../depthConvention.js';
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  * wherever the depth test cuts the window short, as a dotted line along every edge.
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  */
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  /**
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- * The estimate. Writes one channel: 1 is open sky, 0 is fully enclosed.
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+ * The estimate. Writes one channel at `AO_STORE`: that is open sky, 0 is fully enclosed, and the
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+ * second axis of the blur decodes it.
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  *
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  * **Horizons, not neighbours: ground-truth ambient occlusion (Jimenez et al. 2016).** Each pixel
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  * walks two lines across the screen, both ways, and keeps the highest thing it can see along each
@@ -117,6 +118,8 @@ const float AO_EDGE_RATIO = 8.0;
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  * and far below the step at any edge worth shading — a kerb against a deck is metres of it.
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  */
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  const float AO_EDGE_FLOOR = 0.05;
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+ /** Stored at half, so a turn the closed form credits past one reaches the blur whole. See AO_STORE in the module. */
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+ const float AO_STORE = 0.5;
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  /** View-space position of whatever is at this pixel, from its depth alone. */
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  vec3 viewPosition(vec2 uv, float depth) {
@@ -304,7 +307,7 @@ void main() {
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  visible += projectedLength * gtaoArc(h0, h1, normalAngle);
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  }
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- fragColor = clamp(visible / float(AO_SLICES), 0.0, 1.0);
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+ fragColor = clamp(visible / float(AO_SLICES) * AO_STORE, 0.0, 1.0);
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  }
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  `;
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  /**
@@ -333,12 +336,14 @@ uniform vec2 uStep;
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  * asks that question five times per pixel.
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  */
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  uniform vec4 uDepthToViewZ;
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+ /** One across, carrying the estimate's AO_STORE scale; its inverse down, decoding it. */
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+ uniform float uAoScale;
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  out float fragColor;
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  /**
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- * How far apart two pixels may be, as a fraction of their distance from the eye, before they
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- * stop being the same surface.
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+ * How far a neighbour may sit from the depth this pixel's own surface predicts there, as a
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+ * fraction of that depth, before it stops being the same surface.
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  *
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  * Relative rather than absolute, because the same 5 cm step is a cliff on a dashboard and
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  * nothing at all on a far wall.
@@ -351,8 +356,19 @@ float viewZ(float depth) {
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  }
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  void main() {
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- float centre = viewZ(textureLod(uDepth, vUv, 0.0).r);
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- float tolerance = AO_BLUR_DEPTH_TOLERANCE * abs(centre) + 1e-4;
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+ float depth = textureLod(uDepth, vUv, 0.0).r;
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+ float own = textureLod(uAo, vUv, 0.0).r;
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+ /* Nothing to average over the sky, and no surface to predict one from. */
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+ if (${glslIsFarDepth('depth')}) {
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+ fragColor = min(own * uAoScale, 1.0);
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+ return;
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+ }
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+ float centre = viewZ(depth);
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+ /* Each tap is compared with this pixel's plane, not with its depth. See blurWeight in the module. */
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+ float inverse = 1.0 / centre;
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+ float stepAfter = 1.0 / viewZ(textureLod(uDepth, vUv + uStep, 0.0).r) - inverse;
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+ float stepBefore = inverse - 1.0 / viewZ(textureLod(uDepth, vUv - uStep, 0.0).r);
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+ float slope = abs(stepAfter) < abs(stepBefore) ? stepAfter : stepBefore;
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  float sum = 0.0;
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  float weight = 0.0;
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  /*
@@ -380,14 +396,15 @@ void main() {
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  for (int i = -3; i <= 4; i++) {
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  vec2 uv = vUv + uStep * float(i);
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  float z = viewZ(textureLod(uDepth, uv, 0.0).r);
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- /* One if this neighbour is on the same surface, falling to zero across an edge. */
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- float w = max(0.0, 1.0 - abs(z - centre) / tolerance);
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+ /* One if this neighbour is on this pixel's surface, falling to zero as it leaves it. */
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+ float w = max(0.0, 1.0 - abs(z * (inverse + slope * float(i)) - 1.0) / AO_BLUR_DEPTH_TOLERANCE);
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  sum += textureLod(uAo, uv, 0.0).r * w;
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  weight += w;
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  }
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  /* An isolated pixel — a thin rail against a far wall — keeps its own estimate rather than
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  dividing by nothing. */
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- fragColor = weight > 0.0 ? sum / weight : textureLod(uAo, vUv, 0.0).r;
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+ float blurred = weight > 0.0 ? sum / weight : own;
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+ fragColor = min(blurred * uAoScale, 1.0);
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  }
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  `;
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  /**
@@ -407,3 +424,46 @@ export function nextHorizon(horizon, cosine) {
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  }
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  /** The shader's thickness heuristic. See `AO_THIN` inside `AO_FRAG`. */
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  export const AO_THIN = 0.2;
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+ /**
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+ * What the estimate is multiplied by before it is stored, and divided by once the blur is done.
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+ *
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+ * **Half, because an unblurred estimate is allowed past one.** A pixel's two lines see a plane
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+ * turned away from the eye from two directions, and the closed form credits one of them more than
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+ * the whole sky and the other less: it is the average over every turn that is exactly one, and the
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+ * average is what the blur is for. Stored as it came, an eight-bit target clipped every turn above
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+ * one before the blur could average it, and every surface seen edge on came back a few percent
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+ * shaded with nothing on it. A line reaches π/2 at most, so half fits the whole range.
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+ *
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+ * What it gives up is one bit of the intermediate: steps of 1/128 rather than 1/256 until the
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+ * second axis decodes, which the eight taps a pixel averages carry below what a frame can show.
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+ */
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+ export const AO_STORE = 0.5;
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+ /** How far a neighbour may sit from this pixel's surface, as a fraction of its distance. */
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+ export const AO_BLUR_DEPTH_TOLERANCE = 0.02;
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+ /**
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+ * The blur's weight for a neighbour `offset` pixels along the axis, from view depths: this pixel's
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+ * own, the two either side of it, and the neighbour's. The shader's lines written out again.
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+ *
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+ * **The neighbour is compared with this pixel's plane, not with this pixel's depth.** Comparing
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+ * depths refused every neighbour of a surface seen edge on: a floor forty metres out changes its
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+ * depth by four percent a row, twice the tolerance, so the pass down the frame kept the centre alone
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+ * and left the rotation tile's rows standing — four-pixel stripes across every ramp and far floor,
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+ * reported as strips on a track. On a plane 1/z is affine in the screen, so one step of it predicts
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+ * the plane's depth at every tap exactly, and a tap is refused only for leaving the plane.
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+ *
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+ * The step is taken from whichever neighbour is closer to the centre in 1/z. At a silhouette that is
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+ * the one on this pixel's own side, so the far surface cannot bend the prediction toward it; on a
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+ * plane the two agree to a quantisation step, which moves a weight by nothing a frame shows. What it
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+ * gives up is a crease: past the fold between a floor and a wall the prediction runs on along the
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+ * floor, so the wall's taps fade out over the tolerance rather than being kept.
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+ *
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+ * **Written here rather than in the shader**, because a comment inside the GLSL is part of the string
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+ * a consumer ships.
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+ */
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+ export function blurWeight(centre, before, after, neighbour, offset) {
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+ const inverse = 1 / centre;
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+ const stepAfter = 1 / after - inverse;
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+ const stepBefore = inverse - 1 / before;
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+ const slope = Math.abs(stepAfter) < Math.abs(stepBefore) ? stepAfter : stepBefore;
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+ return Math.max(0, 1 - Math.abs(neighbour * (inverse + slope * offset) - 1) / AO_BLUR_DEPTH_TOLERANCE);
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+ }
@@ -1,5 +1,5 @@
1
- export declare const AO_BLUR_FRAG_WGSL = "struct Uniforms {\n uStep: vec2<f32>,\n uDepthToViewZ: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\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 uAo_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uAo_s: sampler;\nvar<private> fragColor: f32;\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e22 = (*depth);\n ndc = (1f - (_e22 * 2f));\n let _e27 = unnamed.uDepthToViewZ[0u];\n let _e28 = ndc;\n let _e32 = unnamed.uDepthToViewZ[1u];\n let _e36 = unnamed.uDepthToViewZ[2u];\n let _e37 = ndc;\n let _e41 = unnamed.uDepthToViewZ[3u];\n return (((_e27 * _e28) + _e32) / ((_e36 * _e37) + _e41));\n}\n\nfn main_1() {\n var centre: f32;\n var param: f32;\n var tolerance: f32;\n var sum: f32;\n var weight: f32;\n var i: i32;\n var uv: vec2<f32>;\n var z: f32;\n var param_1: f32;\n var w: f32;\n var local: f32;\n\n let _e31 = vUv_1;\n let _e32 = textureSampleLevel(uDepth_t, uDepth_s, _e31, 0f);\n param = _e32.x;\n let _e34 = viewZ_u0028_f1_u003b((&param));\n centre = _e34;\n let _e35 = centre;\n tolerance = ((0.02f * abs(_e35)) + 0.0001f);\n sum = 0f;\n weight = 0f;\n i = -3i;\n loop {\n let _e39 = i;\n if (_e39 <= 4i) {\n let _e41 = vUv_1;\n let _e43 = unnamed.uStep;\n let _e44 = i;\n uv = (_e41 + (_e43 * f32(_e44)));\n let _e48 = uv;\n let _e49 = textureSampleLevel(uDepth_t, uDepth_s, _e48, 0f);\n param_1 = _e49.x;\n let _e51 = viewZ_u0028_f1_u003b((&param_1));\n z = _e51;\n let _e52 = z;\n let _e53 = centre;\n let _e56 = tolerance;\n w = max(0f, (1f - (abs((_e52 - _e53)) / _e56)));\n let _e60 = uv;\n let _e61 = textureSampleLevel(uAo_t, uAo_s, _e60, 0f);\n let _e63 = w;\n let _e65 = sum;\n sum = (_e65 + (_e61.x * _e63));\n let _e67 = w;\n let _e68 = weight;\n weight = (_e68 + _e67);\n continue;\n } else {\n break;\n }\n continuing {\n let _e70 = i;\n i = (_e70 + 1i);\n }\n }\n let _e72 = weight;\n if (_e72 > 0f) {\n let _e74 = sum;\n let _e75 = weight;\n local = (_e74 / _e75);\n } else {\n let _e77 = vUv_1;\n let _e78 = textureSampleLevel(uAo_t, uAo_s, _e77, 0f);\n local = _e78.x;\n }\n let _e80 = local;\n fragColor = _e80;\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
2
- export declare const AO_FRAG_WGSL = "struct Uniforms {\n uProjScale: vec2<f32>,\n uInvProjection: mat4x4<f32>,\n uRadius: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDepth_s: sampler;\nvar<private> fragColor: f32;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b(h0_: ptr<function, f32>, h1_: ptr<function, f32>, normal: ptr<function, f32>) -> f32 {\n var c: f32;\n var s2_: f32;\n\n let _e40 = (*normal);\n c = cos(_e40);\n let _e42 = (*normal);\n s2_ = (2f * sin(_e42));\n let _e45 = (*h0_);\n let _e47 = (*normal);\n let _e51 = c;\n let _e53 = (*h0_);\n let _e54 = s2_;\n let _e58 = (*h1_);\n let _e60 = (*normal);\n let _e64 = c;\n let _e66 = (*h1_);\n let _e67 = s2_;\n return ((0.25f * ((-(cos(((2f * _e45) - _e47))) + _e51) + (_e53 * _e54))) + (0.25f * ((-(cos(((2f * _e58) - _e60))) + _e64) + (_e66 * _e67))));\n}\n\nfn viewPosition_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, depth: ptr<function, f32>) -> vec3<f32> {\n var clip: vec4<f32>;\n var view: vec4<f32>;\n\n let _e39 = (*uv);\n let _e42 = ((_e39 * 2f) - vec2(1f));\n let _e43 = (*depth);\n clip = vec4<f32>(_e42.x, _e42.y, (1f - (_e43 * 2f)), 1f);\n let _e50 = unnamed.uInvProjection;\n let _e51 = clip;\n view = (_e50 * _e51);\n let _e53 = view;\n let _e56 = view[3u];\n return (_e53.xyz / vec3(_e56));\n}\n\nfn main_1() {\n var stepX: vec2<f32>;\n var stepY: vec2<f32>;\n var depth_1: f32;\n var p: vec3<f32>;\n var param: vec2<f32>;\n var param_1: f32;\n var dpdx_: vec3<f32>;\n var dpdy_: vec3<f32>;\n var right: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var left: vec3<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var down: vec3<f32>;\n var param_6: vec2<f32>;\n var param_7: f32;\n var up: vec3<f32>;\n var param_8: vec2<f32>;\n var param_9: f32;\n var here: f32;\n var edgeFloor: f32;\n var rightGap: f32;\n var leftGap: f32;\n var downGap: f32;\n var upGap: f32;\n var n: vec3<f32>;\n var toEye: vec3<f32>;\n var reach: vec2<f32>;\n var tile: f32;\n var turn: f32;\n var stagger: f32;\n var pixel: vec2<f32>;\n var visible: f32;\n var slice: i32;\n var angle: f32;\n var screen: vec2<f32>;\n var along: vec3<f32>;\n var param_10: vec2<f32>;\n var param_11: f32;\n var across: vec3<f32>;\n var axis: vec3<f32>;\n var projected: vec3<f32>;\n var projectedLength: f32;\n var normalAngle: f32;\n var horizon0_: f32;\n var horizon1_: f32;\n var k: i32;\n var t: f32;\n var stride: vec2<f32>;\n var side: i32;\n var uv_1: vec2<f32>;\n var local: vec2<f32>;\n var sampled: f32;\n var v: vec3<f32>;\n var param_12: vec2<f32>;\n var param_13: f32;\n var distance2_: f32;\n var cosine: f32;\n var fade: f32;\n var local_1: f32;\n var local_2: f32;\n var h0_1: f32;\n var h1_1: f32;\n var param_14: f32;\n var param_15: f32;\n var param_16: f32;\n\n let _e102 = vUv_1;\n let _e103 = dpdx(_e102);\n stepX = _e103;\n let _e104 = vUv_1;\n let _e105 = dpdy(_e104);\n stepY = _e105;\n let _e106 = vUv_1;\n let _e107 = textureSampleLevel(uDepth_t, uDepth_s, _e106, 0f);\n depth_1 = _e107.x;\n let _e109 = vUv_1;\n param = _e109;\n let _e110 = depth_1;\n param_1 = _e110;\n let _e111 = viewPosition_u0028_vf2_u003b_f1_u003b((&param), (&param_1));\n p = _e111;\n let _e112 = p;\n let _e113 = dpdx(_e112);\n dpdx_ = _e113;\n let _e114 = p;\n let _e115 = dpdy(_e114);\n dpdy_ = _e115;\n let _e116 = depth_1;\n if (_e116 <= 0f) {\n fragColor = 1f;\n return;\n }\n let _e118 = vUv_1;\n let _e119 = stepX;\n let _e121 = vUv_1;\n let _e122 = stepX;\n let _e124 = textureSampleLevel(uDepth_t, uDepth_s, (_e121 + _e122), 0f);\n param_2 = (_e118 + _e119);\n param_3 = _e124.x;\n let _e126 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_2), (&param_3));\n right = _e126;\n let _e127 = vUv_1;\n let _e128 = stepX;\n let _e130 = vUv_1;\n let _e131 = stepX;\n let _e133 = textureSampleLevel(uDepth_t, uDepth_s, (_e130 - _e131), 0f);\n param_4 = (_e127 - _e128);\n param_5 = _e133.x;\n let _e135 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_4), (&param_5));\n left = _e135;\n let _e136 = vUv_1;\n let _e137 = stepY;\n let _e139 = vUv_1;\n let _e140 = stepY;\n let _e142 = textureSampleLevel(uDepth_t, uDepth_s, (_e139 + _e140), 0f);\n param_6 = (_e136 + _e137);\n param_7 = _e142.x;\n let _e144 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_6), (&param_7));\n down = _e144;\n let _e145 = vUv_1;\n let _e146 = stepY;\n let _e148 = vUv_1;\n let _e149 = stepY;\n let _e151 = textureSampleLevel(uDepth_t, uDepth_s, (_e148 - _e149), 0f);\n param_8 = (_e145 - _e146);\n param_9 = _e151.x;\n let _e153 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n up = _e153;\n let _e155 = p[2u];\n here = -(_e155);\n let _e157 = here;\n edgeFloor = (0.05f * _e157);\n let _e160 = right[2u];\n let _e162 = here;\n rightGap = abs((-(_e160) - _e162));\n let _e166 = left[2u];\n let _e168 = here;\n leftGap = abs((-(_e166) - _e168));\n let _e172 = down[2u];\n let _e174 = here;\n downGap = abs((-(_e172) - _e174));\n let _e178 = up[2u];\n let _e180 = here;\n upGap = abs((-(_e178) - _e180));\n let _e183 = rightGap;\n let _e184 = leftGap;\n let _e186 = edgeFloor;\n if (_e183 > ((_e184 * 8f) + _e186)) {\n let _e189 = p;\n let _e190 = left;\n dpdx_ = (_e189 - _e190);\n } else {\n let _e192 = leftGap;\n let _e193 = rightGap;\n let _e195 = edgeFloor;\n if (_e192 > ((_e193 * 8f) + _e195)) {\n let _e198 = right;\n let _e199 = p;\n dpdx_ = (_e198 - _e199);\n }\n }\n let _e201 = downGap;\n let _e202 = upGap;\n let _e204 = edgeFloor;\n if (_e201 > ((_e202 * 8f) + _e204)) {\n let _e207 = p;\n let _e208 = up;\n dpdy_ = (_e207 - _e208);\n } else {\n let _e210 = upGap;\n let _e211 = downGap;\n let _e213 = edgeFloor;\n if (_e210 > ((_e211 * 8f) + _e213)) {\n let _e216 = down;\n let _e217 = p;\n dpdy_ = (_e216 - _e217);\n }\n }\n let _e219 = dpdx_;\n let _e220 = dpdy_;\n n = normalize(cross(_e219, _e220));\n let _e223 = n;\n let _e224 = p;\n if (dot(_e223, _e224) > 0f) {\n let _e227 = n;\n n = -(_e227);\n }\n let _e229 = p;\n toEye = normalize(-(_e229));\n let _e233 = unnamed.uRadius;\n let _e235 = unnamed.uProjScale;\n let _e239 = p[2u];\n reach = min((((_e235 * _e233) * 0.5f) / vec2(max(-(_e239), 0.001f))), vec2<f32>(0.06f, 0.06f));\n let _e246 = gl_FragCoord_1[0u];\n let _e252 = gl_FragCoord_1[1u];\n tile = ((_e246 - (floor((_e246 / 4f)) * 4f)) + (4f * (_e252 - (floor((_e252 / 4f)) * 4f))));\n let _e259 = tile;\n turn = (_e259 * 0.098174766f);\n let _e261 = tile;\n stagger = fract((_e261 * 0.618034f));\n let _e264 = stepX;\n let _e266 = stepY;\n pixel = vec2<f32>(length(_e264), length(_e266));\n visible = 0f;\n slice = 0i;\n loop {\n let _e269 = slice;\n if (_e269 < 2i) {\n let _e271 = turn;\n let _e272 = slice;\n angle = (_e271 + (f32(_e272) * 1.5707964f));\n let _e276 = angle;\n let _e279 = pixel[0u];\n let _e282 = pixel[1u];\n let _e284 = angle;\n screen = vec2<f32>(((cos(_e276) * _e279) / _e282), sin(_e284));\n let _e287 = vUv_1;\n let _e288 = screen;\n param_10 = (_e287 + (_e288 * 0.001f));\n let _e291 = depth_1;\n param_11 = _e291;\n let _e292 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_10), (&param_11));\n let _e293 = p;\n along = normalize((_e292 - _e293));\n let _e296 = along;\n let _e297 = toEye;\n let _e298 = along;\n let _e299 = toEye;\n across = normalize((_e296 - (_e297 * dot(_e298, _e299))));\n let _e304 = across;\n let _e305 = toEye;\n axis = cross(_e304, _e305);\n let _e307 = n;\n let _e308 = axis;\n let _e309 = n;\n let _e310 = axis;\n projected = (_e307 - (_e308 * dot(_e309, _e310)));\n let _e314 = projected;\n projectedLength = length(_e314);\n let _e316 = projectedLength;\n if (_e316 < 0.0001f) {\n continue;\n }\n let _e318 = projected;\n let _e319 = across;\n let _e321 = projected;\n let _e322 = toEye;\n normalAngle = atan2(dot(_e318, _e319), dot(_e321, _e322));\n horizon0_ = -1f;\n horizon1_ = -1f;\n k = 0i;\n loop {\n let _e325 = k;\n if (_e325 < 6i) {\n let _e327 = k;\n let _e329 = stagger;\n t = ((f32(_e327) + _e329) / 6f);\n let _e332 = screen;\n let _e334 = reach[1u];\n let _e336 = t;\n let _e337 = t;\n stride = ((_e332 * _e334) * ((_e336 * _e337) + 0.013888889f));\n side = 0i;\n loop {\n let _e341 = side;\n if (_e341 < 2i) {\n let _e343 = side;\n if (_e343 == 0i) {\n let _e345 = vUv_1;\n let _e346 = stride;\n local = (_e345 - _e346);\n } else {\n let _e348 = vUv_1;\n let _e349 = stride;\n local = (_e348 + _e349);\n }\n let _e351 = local;\n uv_1 = _e351;\n let _e352 = uv_1;\n let _e353 = textureSampleLevel(uDepth_t, uDepth_s, _e352, 0f);\n sampled = _e353.x;\n let _e355 = sampled;\n if (_e355 <= 0f) {\n continue;\n }\n let _e357 = uv_1;\n param_12 = _e357;\n let _e358 = sampled;\n param_13 = _e358;\n let _e359 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_12), (&param_13));\n let _e360 = p;\n v = (_e359 - _e360);\n let _e362 = v;\n let _e363 = v;\n distance2_ = dot(_e362, _e363);\n let _e365 = distance2_;\n if (_e365 < 0.00000001f) {\n continue;\n }\n let _e367 = v;\n let _e368 = toEye;\n let _e370 = distance2_;\n cosine = (dot(_e367, _e368) * inverseSqrt(_e370));\n let _e373 = distance2_;\n let _e375 = unnamed.uRadius;\n let _e377 = unnamed.uRadius;\n fade = clamp((1f - (_e373 / (_e375 * _e377))), 0f, 1f);\n let _e382 = cosine;\n let _e383 = fade;\n cosine = mix(-1f, _e382, _e383);\n let _e385 = side;\n if (_e385 == 0i) {\n let _e387 = cosine;\n let _e388 = horizon0_;\n if (_e387 > _e388) {\n let _e390 = cosine;\n local_1 = _e390;\n } else {\n let _e391 = horizon0_;\n let _e392 = cosine;\n local_1 = mix(_e391, _e392, 0.2f);\n }\n let _e394 = local_1;\n horizon0_ = _e394;\n } else {\n let _e395 = cosine;\n let _e396 = horizon1_;\n if (_e395 > _e396) {\n let _e398 = cosine;\n local_2 = _e398;\n } else {\n let _e399 = horizon1_;\n let _e400 = cosine;\n local_2 = mix(_e399, _e400, 0.2f);\n }\n let _e402 = local_2;\n horizon1_ = _e402;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e403 = side;\n side = (_e403 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e405 = k;\n k = (_e405 + 1i);\n }\n }\n let _e407 = horizon0_;\n let _e411 = normalAngle;\n h0_1 = max(-(acos(clamp(_e407, -1f, 1f))), (_e411 - 1.5707963f));\n let _e414 = horizon1_;\n let _e417 = normalAngle;\n h1_1 = min(acos(clamp(_e414, -1f, 1f)), (_e417 + 1.5707963f));\n let _e420 = projectedLength;\n let _e421 = h0_1;\n param_14 = _e421;\n let _e422 = h1_1;\n param_15 = _e422;\n let _e423 = normalAngle;\n param_16 = _e423;\n let _e424 = gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b((&param_14), (&param_15), (&param_16));\n let _e426 = visible;\n visible = (_e426 + (_e420 * _e424));\n continue;\n } else {\n break;\n }\n continuing {\n let _e428 = slice;\n slice = (_e428 + 1i);\n }\n }\n let _e430 = visible;\n fragColor = clamp((_e430 / 2f), 0f, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
1
+ export declare const AO_BLUR_FRAG_WGSL = "struct Uniforms {\n uStep: vec2<f32>,\n uDepthToViewZ: vec4<f32>,\n uAoScale: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\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 uAo_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uAo_s: sampler;\nvar<private> fragColor: f32;\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e22 = (*depth);\n ndc = (1f - (_e22 * 2f));\n let _e27 = unnamed.uDepthToViewZ[0u];\n let _e28 = ndc;\n let _e32 = unnamed.uDepthToViewZ[1u];\n let _e36 = unnamed.uDepthToViewZ[2u];\n let _e37 = ndc;\n let _e41 = unnamed.uDepthToViewZ[3u];\n return (((_e27 * _e28) + _e32) / ((_e36 * _e37) + _e41));\n}\n\nfn main_1() {\n var depth_1: f32;\n var own: f32;\n var centre: f32;\n var param: f32;\n var inverse: f32;\n var stepAfter: f32;\n var param_1: f32;\n var stepBefore: f32;\n var param_2: f32;\n var slope: f32;\n var sum: f32;\n var weight: f32;\n var i: i32;\n var uv: vec2<f32>;\n var z: f32;\n var param_3: f32;\n var w: f32;\n var blurred: f32;\n var local: f32;\n\n let _e39 = vUv_1;\n let _e40 = textureSampleLevel(uDepth_t, uDepth_s, _e39, 0f);\n depth_1 = _e40.x;\n let _e42 = vUv_1;\n let _e43 = textureSampleLevel(uAo_t, uAo_s, _e42, 0f);\n own = _e43.x;\n let _e45 = depth_1;\n if (_e45 <= 0f) {\n let _e47 = own;\n let _e49 = unnamed.uAoScale;\n fragColor = min((_e47 * _e49), 1f);\n return;\n }\n let _e52 = depth_1;\n param = _e52;\n let _e53 = viewZ_u0028_f1_u003b((&param));\n centre = _e53;\n let _e54 = centre;\n inverse = (1f / _e54);\n let _e56 = vUv_1;\n let _e58 = unnamed.uStep;\n let _e60 = textureSampleLevel(uDepth_t, uDepth_s, (_e56 + _e58), 0f);\n param_1 = _e60.x;\n let _e62 = viewZ_u0028_f1_u003b((&param_1));\n let _e64 = inverse;\n stepAfter = ((1f / _e62) - _e64);\n let _e66 = inverse;\n let _e67 = vUv_1;\n let _e69 = unnamed.uStep;\n let _e71 = textureSampleLevel(uDepth_t, uDepth_s, (_e67 - _e69), 0f);\n param_2 = _e71.x;\n let _e73 = viewZ_u0028_f1_u003b((&param_2));\n stepBefore = (_e66 - (1f / _e73));\n let _e76 = stepAfter;\n let _e78 = stepBefore;\n let _e81 = stepAfter;\n let _e82 = stepBefore;\n slope = select(_e82, _e81, (abs(_e76) < abs(_e78)));\n sum = 0f;\n weight = 0f;\n i = -3i;\n loop {\n let _e84 = i;\n if (_e84 <= 4i) {\n let _e86 = vUv_1;\n let _e88 = unnamed.uStep;\n let _e89 = i;\n uv = (_e86 + (_e88 * f32(_e89)));\n let _e93 = uv;\n let _e94 = textureSampleLevel(uDepth_t, uDepth_s, _e93, 0f);\n param_3 = _e94.x;\n let _e96 = viewZ_u0028_f1_u003b((&param_3));\n z = _e96;\n let _e97 = z;\n let _e98 = inverse;\n let _e99 = slope;\n let _e100 = i;\n w = max(0f, (1f - (abs(((_e97 * (_e98 + (_e99 * f32(_e100)))) - 1f)) / 0.02f)));\n let _e110 = uv;\n let _e111 = textureSampleLevel(uAo_t, uAo_s, _e110, 0f);\n let _e113 = w;\n let _e115 = sum;\n sum = (_e115 + (_e111.x * _e113));\n let _e117 = w;\n let _e118 = weight;\n weight = (_e118 + _e117);\n continue;\n } else {\n break;\n }\n continuing {\n let _e120 = i;\n i = (_e120 + 1i);\n }\n }\n let _e122 = weight;\n if (_e122 > 0f) {\n let _e124 = sum;\n let _e125 = weight;\n local = (_e124 / _e125);\n } else {\n let _e127 = own;\n local = _e127;\n }\n let _e128 = local;\n blurred = _e128;\n let _e129 = blurred;\n let _e131 = unnamed.uAoScale;\n fragColor = min((_e129 * _e131), 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
2
+ export declare const AO_FRAG_WGSL = "struct Uniforms {\n uProjScale: vec2<f32>,\n uInvProjection: mat4x4<f32>,\n uRadius: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDepth_s: sampler;\nvar<private> fragColor: f32;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b(h0_: ptr<function, f32>, h1_: ptr<function, f32>, normal: ptr<function, f32>) -> f32 {\n var c: f32;\n var s2_: f32;\n\n let _e40 = (*normal);\n c = cos(_e40);\n let _e42 = (*normal);\n s2_ = (2f * sin(_e42));\n let _e45 = (*h0_);\n let _e47 = (*normal);\n let _e51 = c;\n let _e53 = (*h0_);\n let _e54 = s2_;\n let _e58 = (*h1_);\n let _e60 = (*normal);\n let _e64 = c;\n let _e66 = (*h1_);\n let _e67 = s2_;\n return ((0.25f * ((-(cos(((2f * _e45) - _e47))) + _e51) + (_e53 * _e54))) + (0.25f * ((-(cos(((2f * _e58) - _e60))) + _e64) + (_e66 * _e67))));\n}\n\nfn viewPosition_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, depth: ptr<function, f32>) -> vec3<f32> {\n var clip: vec4<f32>;\n var view: vec4<f32>;\n\n let _e39 = (*uv);\n let _e42 = ((_e39 * 2f) - vec2(1f));\n let _e43 = (*depth);\n clip = vec4<f32>(_e42.x, _e42.y, (1f - (_e43 * 2f)), 1f);\n let _e50 = unnamed.uInvProjection;\n let _e51 = clip;\n view = (_e50 * _e51);\n let _e53 = view;\n let _e56 = view[3u];\n return (_e53.xyz / vec3(_e56));\n}\n\nfn main_1() {\n var stepX: vec2<f32>;\n var stepY: vec2<f32>;\n var depth_1: f32;\n var p: vec3<f32>;\n var param: vec2<f32>;\n var param_1: f32;\n var dpdx_: vec3<f32>;\n var dpdy_: vec3<f32>;\n var right: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var left: vec3<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var down: vec3<f32>;\n var param_6: vec2<f32>;\n var param_7: f32;\n var up: vec3<f32>;\n var param_8: vec2<f32>;\n var param_9: f32;\n var here: f32;\n var edgeFloor: f32;\n var rightGap: f32;\n var leftGap: f32;\n var downGap: f32;\n var upGap: f32;\n var n: vec3<f32>;\n var toEye: vec3<f32>;\n var reach: vec2<f32>;\n var tile: f32;\n var turn: f32;\n var stagger: f32;\n var pixel: vec2<f32>;\n var visible: f32;\n var slice: i32;\n var angle: f32;\n var screen: vec2<f32>;\n var along: vec3<f32>;\n var param_10: vec2<f32>;\n var param_11: f32;\n var across: vec3<f32>;\n var axis: vec3<f32>;\n var projected: vec3<f32>;\n var projectedLength: f32;\n var normalAngle: f32;\n var horizon0_: f32;\n var horizon1_: f32;\n var k: i32;\n var t: f32;\n var stride: vec2<f32>;\n var side: i32;\n var uv_1: vec2<f32>;\n var local: vec2<f32>;\n var sampled: f32;\n var v: vec3<f32>;\n var param_12: vec2<f32>;\n var param_13: f32;\n var distance2_: f32;\n var cosine: f32;\n var fade: f32;\n var local_1: f32;\n var local_2: f32;\n var h0_1: f32;\n var h1_1: f32;\n var param_14: f32;\n var param_15: f32;\n var param_16: f32;\n\n let _e102 = vUv_1;\n let _e103 = dpdx(_e102);\n stepX = _e103;\n let _e104 = vUv_1;\n let _e105 = dpdy(_e104);\n stepY = _e105;\n let _e106 = vUv_1;\n let _e107 = textureSampleLevel(uDepth_t, uDepth_s, _e106, 0f);\n depth_1 = _e107.x;\n let _e109 = vUv_1;\n param = _e109;\n let _e110 = depth_1;\n param_1 = _e110;\n let _e111 = viewPosition_u0028_vf2_u003b_f1_u003b((&param), (&param_1));\n p = _e111;\n let _e112 = p;\n let _e113 = dpdx(_e112);\n dpdx_ = _e113;\n let _e114 = p;\n let _e115 = dpdy(_e114);\n dpdy_ = _e115;\n let _e116 = depth_1;\n if (_e116 <= 0f) {\n fragColor = 1f;\n return;\n }\n let _e118 = vUv_1;\n let _e119 = stepX;\n let _e121 = vUv_1;\n let _e122 = stepX;\n let _e124 = textureSampleLevel(uDepth_t, uDepth_s, (_e121 + _e122), 0f);\n param_2 = (_e118 + _e119);\n param_3 = _e124.x;\n let _e126 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_2), (&param_3));\n right = _e126;\n let _e127 = vUv_1;\n let _e128 = stepX;\n let _e130 = vUv_1;\n let _e131 = stepX;\n let _e133 = textureSampleLevel(uDepth_t, uDepth_s, (_e130 - _e131), 0f);\n param_4 = (_e127 - _e128);\n param_5 = _e133.x;\n let _e135 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_4), (&param_5));\n left = _e135;\n let _e136 = vUv_1;\n let _e137 = stepY;\n let _e139 = vUv_1;\n let _e140 = stepY;\n let _e142 = textureSampleLevel(uDepth_t, uDepth_s, (_e139 + _e140), 0f);\n param_6 = (_e136 + _e137);\n param_7 = _e142.x;\n let _e144 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_6), (&param_7));\n down = _e144;\n let _e145 = vUv_1;\n let _e146 = stepY;\n let _e148 = vUv_1;\n let _e149 = stepY;\n let _e151 = textureSampleLevel(uDepth_t, uDepth_s, (_e148 - _e149), 0f);\n param_8 = (_e145 - _e146);\n param_9 = _e151.x;\n let _e153 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n up = _e153;\n let _e155 = p[2u];\n here = -(_e155);\n let _e157 = here;\n edgeFloor = (0.05f * _e157);\n let _e160 = right[2u];\n let _e162 = here;\n rightGap = abs((-(_e160) - _e162));\n let _e166 = left[2u];\n let _e168 = here;\n leftGap = abs((-(_e166) - _e168));\n let _e172 = down[2u];\n let _e174 = here;\n downGap = abs((-(_e172) - _e174));\n let _e178 = up[2u];\n let _e180 = here;\n upGap = abs((-(_e178) - _e180));\n let _e183 = rightGap;\n let _e184 = leftGap;\n let _e186 = edgeFloor;\n if (_e183 > ((_e184 * 8f) + _e186)) {\n let _e189 = p;\n let _e190 = left;\n dpdx_ = (_e189 - _e190);\n } else {\n let _e192 = leftGap;\n let _e193 = rightGap;\n let _e195 = edgeFloor;\n if (_e192 > ((_e193 * 8f) + _e195)) {\n let _e198 = right;\n let _e199 = p;\n dpdx_ = (_e198 - _e199);\n }\n }\n let _e201 = downGap;\n let _e202 = upGap;\n let _e204 = edgeFloor;\n if (_e201 > ((_e202 * 8f) + _e204)) {\n let _e207 = p;\n let _e208 = up;\n dpdy_ = (_e207 - _e208);\n } else {\n let _e210 = upGap;\n let _e211 = downGap;\n let _e213 = edgeFloor;\n if (_e210 > ((_e211 * 8f) + _e213)) {\n let _e216 = down;\n let _e217 = p;\n dpdy_ = (_e216 - _e217);\n }\n }\n let _e219 = dpdx_;\n let _e220 = dpdy_;\n n = normalize(cross(_e219, _e220));\n let _e223 = n;\n let _e224 = p;\n if (dot(_e223, _e224) > 0f) {\n let _e227 = n;\n n = -(_e227);\n }\n let _e229 = p;\n toEye = normalize(-(_e229));\n let _e233 = unnamed.uRadius;\n let _e235 = unnamed.uProjScale;\n let _e239 = p[2u];\n reach = min((((_e235 * _e233) * 0.5f) / vec2(max(-(_e239), 0.001f))), vec2<f32>(0.06f, 0.06f));\n let _e246 = gl_FragCoord_1[0u];\n let _e252 = gl_FragCoord_1[1u];\n tile = ((_e246 - (floor((_e246 / 4f)) * 4f)) + (4f * (_e252 - (floor((_e252 / 4f)) * 4f))));\n let _e259 = tile;\n turn = (_e259 * 0.098174766f);\n let _e261 = tile;\n stagger = fract((_e261 * 0.618034f));\n let _e264 = stepX;\n let _e266 = stepY;\n pixel = vec2<f32>(length(_e264), length(_e266));\n visible = 0f;\n slice = 0i;\n loop {\n let _e269 = slice;\n if (_e269 < 2i) {\n let _e271 = turn;\n let _e272 = slice;\n angle = (_e271 + (f32(_e272) * 1.5707964f));\n let _e276 = angle;\n let _e279 = pixel[0u];\n let _e282 = pixel[1u];\n let _e284 = angle;\n screen = vec2<f32>(((cos(_e276) * _e279) / _e282), sin(_e284));\n let _e287 = vUv_1;\n let _e288 = screen;\n param_10 = (_e287 + (_e288 * 0.001f));\n let _e291 = depth_1;\n param_11 = _e291;\n let _e292 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_10), (&param_11));\n let _e293 = p;\n along = normalize((_e292 - _e293));\n let _e296 = along;\n let _e297 = toEye;\n let _e298 = along;\n let _e299 = toEye;\n across = normalize((_e296 - (_e297 * dot(_e298, _e299))));\n let _e304 = across;\n let _e305 = toEye;\n axis = cross(_e304, _e305);\n let _e307 = n;\n let _e308 = axis;\n let _e309 = n;\n let _e310 = axis;\n projected = (_e307 - (_e308 * dot(_e309, _e310)));\n let _e314 = projected;\n projectedLength = length(_e314);\n let _e316 = projectedLength;\n if (_e316 < 0.0001f) {\n continue;\n }\n let _e318 = projected;\n let _e319 = across;\n let _e321 = projected;\n let _e322 = toEye;\n normalAngle = atan2(dot(_e318, _e319), dot(_e321, _e322));\n horizon0_ = -1f;\n horizon1_ = -1f;\n k = 0i;\n loop {\n let _e325 = k;\n if (_e325 < 6i) {\n let _e327 = k;\n let _e329 = stagger;\n t = ((f32(_e327) + _e329) / 6f);\n let _e332 = screen;\n let _e334 = reach[1u];\n let _e336 = t;\n let _e337 = t;\n stride = ((_e332 * _e334) * ((_e336 * _e337) + 0.013888889f));\n side = 0i;\n loop {\n let _e341 = side;\n if (_e341 < 2i) {\n let _e343 = side;\n if (_e343 == 0i) {\n let _e345 = vUv_1;\n let _e346 = stride;\n local = (_e345 - _e346);\n } else {\n let _e348 = vUv_1;\n let _e349 = stride;\n local = (_e348 + _e349);\n }\n let _e351 = local;\n uv_1 = _e351;\n let _e352 = uv_1;\n let _e353 = textureSampleLevel(uDepth_t, uDepth_s, _e352, 0f);\n sampled = _e353.x;\n let _e355 = sampled;\n if (_e355 <= 0f) {\n continue;\n }\n let _e357 = uv_1;\n param_12 = _e357;\n let _e358 = sampled;\n param_13 = _e358;\n let _e359 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_12), (&param_13));\n let _e360 = p;\n v = (_e359 - _e360);\n let _e362 = v;\n let _e363 = v;\n distance2_ = dot(_e362, _e363);\n let _e365 = distance2_;\n if (_e365 < 0.00000001f) {\n continue;\n }\n let _e367 = v;\n let _e368 = toEye;\n let _e370 = distance2_;\n cosine = (dot(_e367, _e368) * inverseSqrt(_e370));\n let _e373 = distance2_;\n let _e375 = unnamed.uRadius;\n let _e377 = unnamed.uRadius;\n fade = clamp((1f - (_e373 / (_e375 * _e377))), 0f, 1f);\n let _e382 = cosine;\n let _e383 = fade;\n cosine = mix(-1f, _e382, _e383);\n let _e385 = side;\n if (_e385 == 0i) {\n let _e387 = cosine;\n let _e388 = horizon0_;\n if (_e387 > _e388) {\n let _e390 = cosine;\n local_1 = _e390;\n } else {\n let _e391 = horizon0_;\n let _e392 = cosine;\n local_1 = mix(_e391, _e392, 0.2f);\n }\n let _e394 = local_1;\n horizon0_ = _e394;\n } else {\n let _e395 = cosine;\n let _e396 = horizon1_;\n if (_e395 > _e396) {\n let _e398 = cosine;\n local_2 = _e398;\n } else {\n let _e399 = horizon1_;\n let _e400 = cosine;\n local_2 = mix(_e399, _e400, 0.2f);\n }\n let _e402 = local_2;\n horizon1_ = _e402;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e403 = side;\n side = (_e403 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e405 = k;\n k = (_e405 + 1i);\n }\n }\n let _e407 = horizon0_;\n let _e411 = normalAngle;\n h0_1 = max(-(acos(clamp(_e407, -1f, 1f))), (_e411 - 1.5707963f));\n let _e414 = horizon1_;\n let _e417 = normalAngle;\n h1_1 = min(acos(clamp(_e414, -1f, 1f)), (_e417 + 1.5707963f));\n let _e420 = projectedLength;\n let _e421 = h0_1;\n param_14 = _e421;\n let _e422 = h1_1;\n param_15 = _e422;\n let _e423 = normalAngle;\n param_16 = _e423;\n let _e424 = gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b((&param_14), (&param_15), (&param_16));\n let _e426 = visible;\n visible = (_e426 + (_e420 * _e424));\n continue;\n } else {\n break;\n }\n continuing {\n let _e428 = slice;\n slice = (_e428 + 1i);\n }\n }\n let _e430 = visible;\n fragColor = clamp(((_e430 / 2f) * 0.5f), 0f, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
3
3
  /**
4
4
  * What the transform assigned, so the renderer binds the same numbers.
5
5
  *
@@ -8,7 +8,7 @@ export declare const AO_FRAG_WGSL = "struct Uniforms {\n uProjScale: vec2<f32
8
8
  export declare const AMBIENTOCCLUSION_BINDINGS: {
9
9
  readonly AO_BLUR_FRAG: {
10
10
  readonly uniforms: 1;
11
- readonly uniformSize: 32;
11
+ readonly uniformSize: 48;
12
12
  readonly fields: {
13
13
  readonly uStep: {
14
14
  readonly offset: 0;
@@ -20,6 +20,11 @@ export declare const AMBIENTOCCLUSION_BINDINGS: {
20
20
  readonly size: 16;
21
21
  readonly type: "vec4";
22
22
  };
23
+ readonly uAoScale: {
24
+ readonly offset: 32;
25
+ readonly size: 4;
26
+ readonly type: "float";
27
+ };
23
28
  };
24
29
  readonly textures: {
25
30
  readonly uAo: {
@@ -4,8 +4,8 @@
4
4
  * The GLSL beside this file is the source of truth. A hand edit here is discarded by
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
- export const AO_BLUR_FRAG_WGSL = "struct Uniforms {\n uStep: vec2<f32>,\n uDepthToViewZ: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\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 uAo_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uAo_s: sampler;\nvar<private> fragColor: f32;\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e22 = (*depth);\n ndc = (1f - (_e22 * 2f));\n let _e27 = unnamed.uDepthToViewZ[0u];\n let _e28 = ndc;\n let _e32 = unnamed.uDepthToViewZ[1u];\n let _e36 = unnamed.uDepthToViewZ[2u];\n let _e37 = ndc;\n let _e41 = unnamed.uDepthToViewZ[3u];\n return (((_e27 * _e28) + _e32) / ((_e36 * _e37) + _e41));\n}\n\nfn main_1() {\n var centre: f32;\n var param: f32;\n var tolerance: f32;\n var sum: f32;\n var weight: f32;\n var i: i32;\n var uv: vec2<f32>;\n var z: f32;\n var param_1: f32;\n var w: f32;\n var local: f32;\n\n let _e31 = vUv_1;\n let _e32 = textureSampleLevel(uDepth_t, uDepth_s, _e31, 0f);\n param = _e32.x;\n let _e34 = viewZ_u0028_f1_u003b((&param));\n centre = _e34;\n let _e35 = centre;\n tolerance = ((0.02f * abs(_e35)) + 0.0001f);\n sum = 0f;\n weight = 0f;\n i = -3i;\n loop {\n let _e39 = i;\n if (_e39 <= 4i) {\n let _e41 = vUv_1;\n let _e43 = unnamed.uStep;\n let _e44 = i;\n uv = (_e41 + (_e43 * f32(_e44)));\n let _e48 = uv;\n let _e49 = textureSampleLevel(uDepth_t, uDepth_s, _e48, 0f);\n param_1 = _e49.x;\n let _e51 = viewZ_u0028_f1_u003b((&param_1));\n z = _e51;\n let _e52 = z;\n let _e53 = centre;\n let _e56 = tolerance;\n w = max(0f, (1f - (abs((_e52 - _e53)) / _e56)));\n let _e60 = uv;\n let _e61 = textureSampleLevel(uAo_t, uAo_s, _e60, 0f);\n let _e63 = w;\n let _e65 = sum;\n sum = (_e65 + (_e61.x * _e63));\n let _e67 = w;\n let _e68 = weight;\n weight = (_e68 + _e67);\n continue;\n } else {\n break;\n }\n continuing {\n let _e70 = i;\n i = (_e70 + 1i);\n }\n }\n let _e72 = weight;\n if (_e72 > 0f) {\n let _e74 = sum;\n let _e75 = weight;\n local = (_e74 / _e75);\n } else {\n let _e77 = vUv_1;\n let _e78 = textureSampleLevel(uAo_t, uAo_s, _e77, 0f);\n local = _e78.x;\n }\n let _e80 = local;\n fragColor = _e80;\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
8
- export const AO_FRAG_WGSL = "struct Uniforms {\n uProjScale: vec2<f32>,\n uInvProjection: mat4x4<f32>,\n uRadius: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDepth_s: sampler;\nvar<private> fragColor: f32;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b(h0_: ptr<function, f32>, h1_: ptr<function, f32>, normal: ptr<function, f32>) -> f32 {\n var c: f32;\n var s2_: f32;\n\n let _e40 = (*normal);\n c = cos(_e40);\n let _e42 = (*normal);\n s2_ = (2f * sin(_e42));\n let _e45 = (*h0_);\n let _e47 = (*normal);\n let _e51 = c;\n let _e53 = (*h0_);\n let _e54 = s2_;\n let _e58 = (*h1_);\n let _e60 = (*normal);\n let _e64 = c;\n let _e66 = (*h1_);\n let _e67 = s2_;\n return ((0.25f * ((-(cos(((2f * _e45) - _e47))) + _e51) + (_e53 * _e54))) + (0.25f * ((-(cos(((2f * _e58) - _e60))) + _e64) + (_e66 * _e67))));\n}\n\nfn viewPosition_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, depth: ptr<function, f32>) -> vec3<f32> {\n var clip: vec4<f32>;\n var view: vec4<f32>;\n\n let _e39 = (*uv);\n let _e42 = ((_e39 * 2f) - vec2(1f));\n let _e43 = (*depth);\n clip = vec4<f32>(_e42.x, _e42.y, (1f - (_e43 * 2f)), 1f);\n let _e50 = unnamed.uInvProjection;\n let _e51 = clip;\n view = (_e50 * _e51);\n let _e53 = view;\n let _e56 = view[3u];\n return (_e53.xyz / vec3(_e56));\n}\n\nfn main_1() {\n var stepX: vec2<f32>;\n var stepY: vec2<f32>;\n var depth_1: f32;\n var p: vec3<f32>;\n var param: vec2<f32>;\n var param_1: f32;\n var dpdx_: vec3<f32>;\n var dpdy_: vec3<f32>;\n var right: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var left: vec3<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var down: vec3<f32>;\n var param_6: vec2<f32>;\n var param_7: f32;\n var up: vec3<f32>;\n var param_8: vec2<f32>;\n var param_9: f32;\n var here: f32;\n var edgeFloor: f32;\n var rightGap: f32;\n var leftGap: f32;\n var downGap: f32;\n var upGap: f32;\n var n: vec3<f32>;\n var toEye: vec3<f32>;\n var reach: vec2<f32>;\n var tile: f32;\n var turn: f32;\n var stagger: f32;\n var pixel: vec2<f32>;\n var visible: f32;\n var slice: i32;\n var angle: f32;\n var screen: vec2<f32>;\n var along: vec3<f32>;\n var param_10: vec2<f32>;\n var param_11: f32;\n var across: vec3<f32>;\n var axis: vec3<f32>;\n var projected: vec3<f32>;\n var projectedLength: f32;\n var normalAngle: f32;\n var horizon0_: f32;\n var horizon1_: f32;\n var k: i32;\n var t: f32;\n var stride: vec2<f32>;\n var side: i32;\n var uv_1: vec2<f32>;\n var local: vec2<f32>;\n var sampled: f32;\n var v: vec3<f32>;\n var param_12: vec2<f32>;\n var param_13: f32;\n var distance2_: f32;\n var cosine: f32;\n var fade: f32;\n var local_1: f32;\n var local_2: f32;\n var h0_1: f32;\n var h1_1: f32;\n var param_14: f32;\n var param_15: f32;\n var param_16: f32;\n\n let _e102 = vUv_1;\n let _e103 = dpdx(_e102);\n stepX = _e103;\n let _e104 = vUv_1;\n let _e105 = dpdy(_e104);\n stepY = _e105;\n let _e106 = vUv_1;\n let _e107 = textureSampleLevel(uDepth_t, uDepth_s, _e106, 0f);\n depth_1 = _e107.x;\n let _e109 = vUv_1;\n param = _e109;\n let _e110 = depth_1;\n param_1 = _e110;\n let _e111 = viewPosition_u0028_vf2_u003b_f1_u003b((&param), (&param_1));\n p = _e111;\n let _e112 = p;\n let _e113 = dpdx(_e112);\n dpdx_ = _e113;\n let _e114 = p;\n let _e115 = dpdy(_e114);\n dpdy_ = _e115;\n let _e116 = depth_1;\n if (_e116 <= 0f) {\n fragColor = 1f;\n return;\n }\n let _e118 = vUv_1;\n let _e119 = stepX;\n let _e121 = vUv_1;\n let _e122 = stepX;\n let _e124 = textureSampleLevel(uDepth_t, uDepth_s, (_e121 + _e122), 0f);\n param_2 = (_e118 + _e119);\n param_3 = _e124.x;\n let _e126 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_2), (&param_3));\n right = _e126;\n let _e127 = vUv_1;\n let _e128 = stepX;\n let _e130 = vUv_1;\n let _e131 = stepX;\n let _e133 = textureSampleLevel(uDepth_t, uDepth_s, (_e130 - _e131), 0f);\n param_4 = (_e127 - _e128);\n param_5 = _e133.x;\n let _e135 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_4), (&param_5));\n left = _e135;\n let _e136 = vUv_1;\n let _e137 = stepY;\n let _e139 = vUv_1;\n let _e140 = stepY;\n let _e142 = textureSampleLevel(uDepth_t, uDepth_s, (_e139 + _e140), 0f);\n param_6 = (_e136 + _e137);\n param_7 = _e142.x;\n let _e144 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_6), (&param_7));\n down = _e144;\n let _e145 = vUv_1;\n let _e146 = stepY;\n let _e148 = vUv_1;\n let _e149 = stepY;\n let _e151 = textureSampleLevel(uDepth_t, uDepth_s, (_e148 - _e149), 0f);\n param_8 = (_e145 - _e146);\n param_9 = _e151.x;\n let _e153 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n up = _e153;\n let _e155 = p[2u];\n here = -(_e155);\n let _e157 = here;\n edgeFloor = (0.05f * _e157);\n let _e160 = right[2u];\n let _e162 = here;\n rightGap = abs((-(_e160) - _e162));\n let _e166 = left[2u];\n let _e168 = here;\n leftGap = abs((-(_e166) - _e168));\n let _e172 = down[2u];\n let _e174 = here;\n downGap = abs((-(_e172) - _e174));\n let _e178 = up[2u];\n let _e180 = here;\n upGap = abs((-(_e178) - _e180));\n let _e183 = rightGap;\n let _e184 = leftGap;\n let _e186 = edgeFloor;\n if (_e183 > ((_e184 * 8f) + _e186)) {\n let _e189 = p;\n let _e190 = left;\n dpdx_ = (_e189 - _e190);\n } else {\n let _e192 = leftGap;\n let _e193 = rightGap;\n let _e195 = edgeFloor;\n if (_e192 > ((_e193 * 8f) + _e195)) {\n let _e198 = right;\n let _e199 = p;\n dpdx_ = (_e198 - _e199);\n }\n }\n let _e201 = downGap;\n let _e202 = upGap;\n let _e204 = edgeFloor;\n if (_e201 > ((_e202 * 8f) + _e204)) {\n let _e207 = p;\n let _e208 = up;\n dpdy_ = (_e207 - _e208);\n } else {\n let _e210 = upGap;\n let _e211 = downGap;\n let _e213 = edgeFloor;\n if (_e210 > ((_e211 * 8f) + _e213)) {\n let _e216 = down;\n let _e217 = p;\n dpdy_ = (_e216 - _e217);\n }\n }\n let _e219 = dpdx_;\n let _e220 = dpdy_;\n n = normalize(cross(_e219, _e220));\n let _e223 = n;\n let _e224 = p;\n if (dot(_e223, _e224) > 0f) {\n let _e227 = n;\n n = -(_e227);\n }\n let _e229 = p;\n toEye = normalize(-(_e229));\n let _e233 = unnamed.uRadius;\n let _e235 = unnamed.uProjScale;\n let _e239 = p[2u];\n reach = min((((_e235 * _e233) * 0.5f) / vec2(max(-(_e239), 0.001f))), vec2<f32>(0.06f, 0.06f));\n let _e246 = gl_FragCoord_1[0u];\n let _e252 = gl_FragCoord_1[1u];\n tile = ((_e246 - (floor((_e246 / 4f)) * 4f)) + (4f * (_e252 - (floor((_e252 / 4f)) * 4f))));\n let _e259 = tile;\n turn = (_e259 * 0.098174766f);\n let _e261 = tile;\n stagger = fract((_e261 * 0.618034f));\n let _e264 = stepX;\n let _e266 = stepY;\n pixel = vec2<f32>(length(_e264), length(_e266));\n visible = 0f;\n slice = 0i;\n loop {\n let _e269 = slice;\n if (_e269 < 2i) {\n let _e271 = turn;\n let _e272 = slice;\n angle = (_e271 + (f32(_e272) * 1.5707964f));\n let _e276 = angle;\n let _e279 = pixel[0u];\n let _e282 = pixel[1u];\n let _e284 = angle;\n screen = vec2<f32>(((cos(_e276) * _e279) / _e282), sin(_e284));\n let _e287 = vUv_1;\n let _e288 = screen;\n param_10 = (_e287 + (_e288 * 0.001f));\n let _e291 = depth_1;\n param_11 = _e291;\n let _e292 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_10), (&param_11));\n let _e293 = p;\n along = normalize((_e292 - _e293));\n let _e296 = along;\n let _e297 = toEye;\n let _e298 = along;\n let _e299 = toEye;\n across = normalize((_e296 - (_e297 * dot(_e298, _e299))));\n let _e304 = across;\n let _e305 = toEye;\n axis = cross(_e304, _e305);\n let _e307 = n;\n let _e308 = axis;\n let _e309 = n;\n let _e310 = axis;\n projected = (_e307 - (_e308 * dot(_e309, _e310)));\n let _e314 = projected;\n projectedLength = length(_e314);\n let _e316 = projectedLength;\n if (_e316 < 0.0001f) {\n continue;\n }\n let _e318 = projected;\n let _e319 = across;\n let _e321 = projected;\n let _e322 = toEye;\n normalAngle = atan2(dot(_e318, _e319), dot(_e321, _e322));\n horizon0_ = -1f;\n horizon1_ = -1f;\n k = 0i;\n loop {\n let _e325 = k;\n if (_e325 < 6i) {\n let _e327 = k;\n let _e329 = stagger;\n t = ((f32(_e327) + _e329) / 6f);\n let _e332 = screen;\n let _e334 = reach[1u];\n let _e336 = t;\n let _e337 = t;\n stride = ((_e332 * _e334) * ((_e336 * _e337) + 0.013888889f));\n side = 0i;\n loop {\n let _e341 = side;\n if (_e341 < 2i) {\n let _e343 = side;\n if (_e343 == 0i) {\n let _e345 = vUv_1;\n let _e346 = stride;\n local = (_e345 - _e346);\n } else {\n let _e348 = vUv_1;\n let _e349 = stride;\n local = (_e348 + _e349);\n }\n let _e351 = local;\n uv_1 = _e351;\n let _e352 = uv_1;\n let _e353 = textureSampleLevel(uDepth_t, uDepth_s, _e352, 0f);\n sampled = _e353.x;\n let _e355 = sampled;\n if (_e355 <= 0f) {\n continue;\n }\n let _e357 = uv_1;\n param_12 = _e357;\n let _e358 = sampled;\n param_13 = _e358;\n let _e359 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_12), (&param_13));\n let _e360 = p;\n v = (_e359 - _e360);\n let _e362 = v;\n let _e363 = v;\n distance2_ = dot(_e362, _e363);\n let _e365 = distance2_;\n if (_e365 < 0.00000001f) {\n continue;\n }\n let _e367 = v;\n let _e368 = toEye;\n let _e370 = distance2_;\n cosine = (dot(_e367, _e368) * inverseSqrt(_e370));\n let _e373 = distance2_;\n let _e375 = unnamed.uRadius;\n let _e377 = unnamed.uRadius;\n fade = clamp((1f - (_e373 / (_e375 * _e377))), 0f, 1f);\n let _e382 = cosine;\n let _e383 = fade;\n cosine = mix(-1f, _e382, _e383);\n let _e385 = side;\n if (_e385 == 0i) {\n let _e387 = cosine;\n let _e388 = horizon0_;\n if (_e387 > _e388) {\n let _e390 = cosine;\n local_1 = _e390;\n } else {\n let _e391 = horizon0_;\n let _e392 = cosine;\n local_1 = mix(_e391, _e392, 0.2f);\n }\n let _e394 = local_1;\n horizon0_ = _e394;\n } else {\n let _e395 = cosine;\n let _e396 = horizon1_;\n if (_e395 > _e396) {\n let _e398 = cosine;\n local_2 = _e398;\n } else {\n let _e399 = horizon1_;\n let _e400 = cosine;\n local_2 = mix(_e399, _e400, 0.2f);\n }\n let _e402 = local_2;\n horizon1_ = _e402;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e403 = side;\n side = (_e403 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e405 = k;\n k = (_e405 + 1i);\n }\n }\n let _e407 = horizon0_;\n let _e411 = normalAngle;\n h0_1 = max(-(acos(clamp(_e407, -1f, 1f))), (_e411 - 1.5707963f));\n let _e414 = horizon1_;\n let _e417 = normalAngle;\n h1_1 = min(acos(clamp(_e414, -1f, 1f)), (_e417 + 1.5707963f));\n let _e420 = projectedLength;\n let _e421 = h0_1;\n param_14 = _e421;\n let _e422 = h1_1;\n param_15 = _e422;\n let _e423 = normalAngle;\n param_16 = _e423;\n let _e424 = gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b((&param_14), (&param_15), (&param_16));\n let _e426 = visible;\n visible = (_e426 + (_e420 * _e424));\n continue;\n } else {\n break;\n }\n continuing {\n let _e428 = slice;\n slice = (_e428 + 1i);\n }\n }\n let _e430 = visible;\n fragColor = clamp((_e430 / 2f), 0f, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
7
+ export const AO_BLUR_FRAG_WGSL = "struct Uniforms {\n uStep: vec2<f32>,\n uDepthToViewZ: vec4<f32>,\n uAoScale: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\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 uAo_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uAo_s: sampler;\nvar<private> fragColor: f32;\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e22 = (*depth);\n ndc = (1f - (_e22 * 2f));\n let _e27 = unnamed.uDepthToViewZ[0u];\n let _e28 = ndc;\n let _e32 = unnamed.uDepthToViewZ[1u];\n let _e36 = unnamed.uDepthToViewZ[2u];\n let _e37 = ndc;\n let _e41 = unnamed.uDepthToViewZ[3u];\n return (((_e27 * _e28) + _e32) / ((_e36 * _e37) + _e41));\n}\n\nfn main_1() {\n var depth_1: f32;\n var own: f32;\n var centre: f32;\n var param: f32;\n var inverse: f32;\n var stepAfter: f32;\n var param_1: f32;\n var stepBefore: f32;\n var param_2: f32;\n var slope: f32;\n var sum: f32;\n var weight: f32;\n var i: i32;\n var uv: vec2<f32>;\n var z: f32;\n var param_3: f32;\n var w: f32;\n var blurred: f32;\n var local: f32;\n\n let _e39 = vUv_1;\n let _e40 = textureSampleLevel(uDepth_t, uDepth_s, _e39, 0f);\n depth_1 = _e40.x;\n let _e42 = vUv_1;\n let _e43 = textureSampleLevel(uAo_t, uAo_s, _e42, 0f);\n own = _e43.x;\n let _e45 = depth_1;\n if (_e45 <= 0f) {\n let _e47 = own;\n let _e49 = unnamed.uAoScale;\n fragColor = min((_e47 * _e49), 1f);\n return;\n }\n let _e52 = depth_1;\n param = _e52;\n let _e53 = viewZ_u0028_f1_u003b((&param));\n centre = _e53;\n let _e54 = centre;\n inverse = (1f / _e54);\n let _e56 = vUv_1;\n let _e58 = unnamed.uStep;\n let _e60 = textureSampleLevel(uDepth_t, uDepth_s, (_e56 + _e58), 0f);\n param_1 = _e60.x;\n let _e62 = viewZ_u0028_f1_u003b((&param_1));\n let _e64 = inverse;\n stepAfter = ((1f / _e62) - _e64);\n let _e66 = inverse;\n let _e67 = vUv_1;\n let _e69 = unnamed.uStep;\n let _e71 = textureSampleLevel(uDepth_t, uDepth_s, (_e67 - _e69), 0f);\n param_2 = _e71.x;\n let _e73 = viewZ_u0028_f1_u003b((&param_2));\n stepBefore = (_e66 - (1f / _e73));\n let _e76 = stepAfter;\n let _e78 = stepBefore;\n let _e81 = stepAfter;\n let _e82 = stepBefore;\n slope = select(_e82, _e81, (abs(_e76) < abs(_e78)));\n sum = 0f;\n weight = 0f;\n i = -3i;\n loop {\n let _e84 = i;\n if (_e84 <= 4i) {\n let _e86 = vUv_1;\n let _e88 = unnamed.uStep;\n let _e89 = i;\n uv = (_e86 + (_e88 * f32(_e89)));\n let _e93 = uv;\n let _e94 = textureSampleLevel(uDepth_t, uDepth_s, _e93, 0f);\n param_3 = _e94.x;\n let _e96 = viewZ_u0028_f1_u003b((&param_3));\n z = _e96;\n let _e97 = z;\n let _e98 = inverse;\n let _e99 = slope;\n let _e100 = i;\n w = max(0f, (1f - (abs(((_e97 * (_e98 + (_e99 * f32(_e100)))) - 1f)) / 0.02f)));\n let _e110 = uv;\n let _e111 = textureSampleLevel(uAo_t, uAo_s, _e110, 0f);\n let _e113 = w;\n let _e115 = sum;\n sum = (_e115 + (_e111.x * _e113));\n let _e117 = w;\n let _e118 = weight;\n weight = (_e118 + _e117);\n continue;\n } else {\n break;\n }\n continuing {\n let _e120 = i;\n i = (_e120 + 1i);\n }\n }\n let _e122 = weight;\n if (_e122 > 0f) {\n let _e124 = sum;\n let _e125 = weight;\n local = (_e124 / _e125);\n } else {\n let _e127 = own;\n local = _e127;\n }\n let _e128 = local;\n blurred = _e128;\n let _e129 = blurred;\n let _e131 = unnamed.uAoScale;\n fragColor = min((_e129 * _e131), 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
8
+ export const AO_FRAG_WGSL = "struct Uniforms {\n uProjScale: vec2<f32>,\n uInvProjection: mat4x4<f32>,\n uRadius: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uDepth_s: sampler;\nvar<private> fragColor: f32;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b(h0_: ptr<function, f32>, h1_: ptr<function, f32>, normal: ptr<function, f32>) -> f32 {\n var c: f32;\n var s2_: f32;\n\n let _e40 = (*normal);\n c = cos(_e40);\n let _e42 = (*normal);\n s2_ = (2f * sin(_e42));\n let _e45 = (*h0_);\n let _e47 = (*normal);\n let _e51 = c;\n let _e53 = (*h0_);\n let _e54 = s2_;\n let _e58 = (*h1_);\n let _e60 = (*normal);\n let _e64 = c;\n let _e66 = (*h1_);\n let _e67 = s2_;\n return ((0.25f * ((-(cos(((2f * _e45) - _e47))) + _e51) + (_e53 * _e54))) + (0.25f * ((-(cos(((2f * _e58) - _e60))) + _e64) + (_e66 * _e67))));\n}\n\nfn viewPosition_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, depth: ptr<function, f32>) -> vec3<f32> {\n var clip: vec4<f32>;\n var view: vec4<f32>;\n\n let _e39 = (*uv);\n let _e42 = ((_e39 * 2f) - vec2(1f));\n let _e43 = (*depth);\n clip = vec4<f32>(_e42.x, _e42.y, (1f - (_e43 * 2f)), 1f);\n let _e50 = unnamed.uInvProjection;\n let _e51 = clip;\n view = (_e50 * _e51);\n let _e53 = view;\n let _e56 = view[3u];\n return (_e53.xyz / vec3(_e56));\n}\n\nfn main_1() {\n var stepX: vec2<f32>;\n var stepY: vec2<f32>;\n var depth_1: f32;\n var p: vec3<f32>;\n var param: vec2<f32>;\n var param_1: f32;\n var dpdx_: vec3<f32>;\n var dpdy_: vec3<f32>;\n var right: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var left: vec3<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var down: vec3<f32>;\n var param_6: vec2<f32>;\n var param_7: f32;\n var up: vec3<f32>;\n var param_8: vec2<f32>;\n var param_9: f32;\n var here: f32;\n var edgeFloor: f32;\n var rightGap: f32;\n var leftGap: f32;\n var downGap: f32;\n var upGap: f32;\n var n: vec3<f32>;\n var toEye: vec3<f32>;\n var reach: vec2<f32>;\n var tile: f32;\n var turn: f32;\n var stagger: f32;\n var pixel: vec2<f32>;\n var visible: f32;\n var slice: i32;\n var angle: f32;\n var screen: vec2<f32>;\n var along: vec3<f32>;\n var param_10: vec2<f32>;\n var param_11: f32;\n var across: vec3<f32>;\n var axis: vec3<f32>;\n var projected: vec3<f32>;\n var projectedLength: f32;\n var normalAngle: f32;\n var horizon0_: f32;\n var horizon1_: f32;\n var k: i32;\n var t: f32;\n var stride: vec2<f32>;\n var side: i32;\n var uv_1: vec2<f32>;\n var local: vec2<f32>;\n var sampled: f32;\n var v: vec3<f32>;\n var param_12: vec2<f32>;\n var param_13: f32;\n var distance2_: f32;\n var cosine: f32;\n var fade: f32;\n var local_1: f32;\n var local_2: f32;\n var h0_1: f32;\n var h1_1: f32;\n var param_14: f32;\n var param_15: f32;\n var param_16: f32;\n\n let _e102 = vUv_1;\n let _e103 = dpdx(_e102);\n stepX = _e103;\n let _e104 = vUv_1;\n let _e105 = dpdy(_e104);\n stepY = _e105;\n let _e106 = vUv_1;\n let _e107 = textureSampleLevel(uDepth_t, uDepth_s, _e106, 0f);\n depth_1 = _e107.x;\n let _e109 = vUv_1;\n param = _e109;\n let _e110 = depth_1;\n param_1 = _e110;\n let _e111 = viewPosition_u0028_vf2_u003b_f1_u003b((&param), (&param_1));\n p = _e111;\n let _e112 = p;\n let _e113 = dpdx(_e112);\n dpdx_ = _e113;\n let _e114 = p;\n let _e115 = dpdy(_e114);\n dpdy_ = _e115;\n let _e116 = depth_1;\n if (_e116 <= 0f) {\n fragColor = 1f;\n return;\n }\n let _e118 = vUv_1;\n let _e119 = stepX;\n let _e121 = vUv_1;\n let _e122 = stepX;\n let _e124 = textureSampleLevel(uDepth_t, uDepth_s, (_e121 + _e122), 0f);\n param_2 = (_e118 + _e119);\n param_3 = _e124.x;\n let _e126 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_2), (&param_3));\n right = _e126;\n let _e127 = vUv_1;\n let _e128 = stepX;\n let _e130 = vUv_1;\n let _e131 = stepX;\n let _e133 = textureSampleLevel(uDepth_t, uDepth_s, (_e130 - _e131), 0f);\n param_4 = (_e127 - _e128);\n param_5 = _e133.x;\n let _e135 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_4), (&param_5));\n left = _e135;\n let _e136 = vUv_1;\n let _e137 = stepY;\n let _e139 = vUv_1;\n let _e140 = stepY;\n let _e142 = textureSampleLevel(uDepth_t, uDepth_s, (_e139 + _e140), 0f);\n param_6 = (_e136 + _e137);\n param_7 = _e142.x;\n let _e144 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_6), (&param_7));\n down = _e144;\n let _e145 = vUv_1;\n let _e146 = stepY;\n let _e148 = vUv_1;\n let _e149 = stepY;\n let _e151 = textureSampleLevel(uDepth_t, uDepth_s, (_e148 - _e149), 0f);\n param_8 = (_e145 - _e146);\n param_9 = _e151.x;\n let _e153 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n up = _e153;\n let _e155 = p[2u];\n here = -(_e155);\n let _e157 = here;\n edgeFloor = (0.05f * _e157);\n let _e160 = right[2u];\n let _e162 = here;\n rightGap = abs((-(_e160) - _e162));\n let _e166 = left[2u];\n let _e168 = here;\n leftGap = abs((-(_e166) - _e168));\n let _e172 = down[2u];\n let _e174 = here;\n downGap = abs((-(_e172) - _e174));\n let _e178 = up[2u];\n let _e180 = here;\n upGap = abs((-(_e178) - _e180));\n let _e183 = rightGap;\n let _e184 = leftGap;\n let _e186 = edgeFloor;\n if (_e183 > ((_e184 * 8f) + _e186)) {\n let _e189 = p;\n let _e190 = left;\n dpdx_ = (_e189 - _e190);\n } else {\n let _e192 = leftGap;\n let _e193 = rightGap;\n let _e195 = edgeFloor;\n if (_e192 > ((_e193 * 8f) + _e195)) {\n let _e198 = right;\n let _e199 = p;\n dpdx_ = (_e198 - _e199);\n }\n }\n let _e201 = downGap;\n let _e202 = upGap;\n let _e204 = edgeFloor;\n if (_e201 > ((_e202 * 8f) + _e204)) {\n let _e207 = p;\n let _e208 = up;\n dpdy_ = (_e207 - _e208);\n } else {\n let _e210 = upGap;\n let _e211 = downGap;\n let _e213 = edgeFloor;\n if (_e210 > ((_e211 * 8f) + _e213)) {\n let _e216 = down;\n let _e217 = p;\n dpdy_ = (_e216 - _e217);\n }\n }\n let _e219 = dpdx_;\n let _e220 = dpdy_;\n n = normalize(cross(_e219, _e220));\n let _e223 = n;\n let _e224 = p;\n if (dot(_e223, _e224) > 0f) {\n let _e227 = n;\n n = -(_e227);\n }\n let _e229 = p;\n toEye = normalize(-(_e229));\n let _e233 = unnamed.uRadius;\n let _e235 = unnamed.uProjScale;\n let _e239 = p[2u];\n reach = min((((_e235 * _e233) * 0.5f) / vec2(max(-(_e239), 0.001f))), vec2<f32>(0.06f, 0.06f));\n let _e246 = gl_FragCoord_1[0u];\n let _e252 = gl_FragCoord_1[1u];\n tile = ((_e246 - (floor((_e246 / 4f)) * 4f)) + (4f * (_e252 - (floor((_e252 / 4f)) * 4f))));\n let _e259 = tile;\n turn = (_e259 * 0.098174766f);\n let _e261 = tile;\n stagger = fract((_e261 * 0.618034f));\n let _e264 = stepX;\n let _e266 = stepY;\n pixel = vec2<f32>(length(_e264), length(_e266));\n visible = 0f;\n slice = 0i;\n loop {\n let _e269 = slice;\n if (_e269 < 2i) {\n let _e271 = turn;\n let _e272 = slice;\n angle = (_e271 + (f32(_e272) * 1.5707964f));\n let _e276 = angle;\n let _e279 = pixel[0u];\n let _e282 = pixel[1u];\n let _e284 = angle;\n screen = vec2<f32>(((cos(_e276) * _e279) / _e282), sin(_e284));\n let _e287 = vUv_1;\n let _e288 = screen;\n param_10 = (_e287 + (_e288 * 0.001f));\n let _e291 = depth_1;\n param_11 = _e291;\n let _e292 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_10), (&param_11));\n let _e293 = p;\n along = normalize((_e292 - _e293));\n let _e296 = along;\n let _e297 = toEye;\n let _e298 = along;\n let _e299 = toEye;\n across = normalize((_e296 - (_e297 * dot(_e298, _e299))));\n let _e304 = across;\n let _e305 = toEye;\n axis = cross(_e304, _e305);\n let _e307 = n;\n let _e308 = axis;\n let _e309 = n;\n let _e310 = axis;\n projected = (_e307 - (_e308 * dot(_e309, _e310)));\n let _e314 = projected;\n projectedLength = length(_e314);\n let _e316 = projectedLength;\n if (_e316 < 0.0001f) {\n continue;\n }\n let _e318 = projected;\n let _e319 = across;\n let _e321 = projected;\n let _e322 = toEye;\n normalAngle = atan2(dot(_e318, _e319), dot(_e321, _e322));\n horizon0_ = -1f;\n horizon1_ = -1f;\n k = 0i;\n loop {\n let _e325 = k;\n if (_e325 < 6i) {\n let _e327 = k;\n let _e329 = stagger;\n t = ((f32(_e327) + _e329) / 6f);\n let _e332 = screen;\n let _e334 = reach[1u];\n let _e336 = t;\n let _e337 = t;\n stride = ((_e332 * _e334) * ((_e336 * _e337) + 0.013888889f));\n side = 0i;\n loop {\n let _e341 = side;\n if (_e341 < 2i) {\n let _e343 = side;\n if (_e343 == 0i) {\n let _e345 = vUv_1;\n let _e346 = stride;\n local = (_e345 - _e346);\n } else {\n let _e348 = vUv_1;\n let _e349 = stride;\n local = (_e348 + _e349);\n }\n let _e351 = local;\n uv_1 = _e351;\n let _e352 = uv_1;\n let _e353 = textureSampleLevel(uDepth_t, uDepth_s, _e352, 0f);\n sampled = _e353.x;\n let _e355 = sampled;\n if (_e355 <= 0f) {\n continue;\n }\n let _e357 = uv_1;\n param_12 = _e357;\n let _e358 = sampled;\n param_13 = _e358;\n let _e359 = viewPosition_u0028_vf2_u003b_f1_u003b((&param_12), (&param_13));\n let _e360 = p;\n v = (_e359 - _e360);\n let _e362 = v;\n let _e363 = v;\n distance2_ = dot(_e362, _e363);\n let _e365 = distance2_;\n if (_e365 < 0.00000001f) {\n continue;\n }\n let _e367 = v;\n let _e368 = toEye;\n let _e370 = distance2_;\n cosine = (dot(_e367, _e368) * inverseSqrt(_e370));\n let _e373 = distance2_;\n let _e375 = unnamed.uRadius;\n let _e377 = unnamed.uRadius;\n fade = clamp((1f - (_e373 / (_e375 * _e377))), 0f, 1f);\n let _e382 = cosine;\n let _e383 = fade;\n cosine = mix(-1f, _e382, _e383);\n let _e385 = side;\n if (_e385 == 0i) {\n let _e387 = cosine;\n let _e388 = horizon0_;\n if (_e387 > _e388) {\n let _e390 = cosine;\n local_1 = _e390;\n } else {\n let _e391 = horizon0_;\n let _e392 = cosine;\n local_1 = mix(_e391, _e392, 0.2f);\n }\n let _e394 = local_1;\n horizon0_ = _e394;\n } else {\n let _e395 = cosine;\n let _e396 = horizon1_;\n if (_e395 > _e396) {\n let _e398 = cosine;\n local_2 = _e398;\n } else {\n let _e399 = horizon1_;\n let _e400 = cosine;\n local_2 = mix(_e399, _e400, 0.2f);\n }\n let _e402 = local_2;\n horizon1_ = _e402;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e403 = side;\n side = (_e403 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e405 = k;\n k = (_e405 + 1i);\n }\n }\n let _e407 = horizon0_;\n let _e411 = normalAngle;\n h0_1 = max(-(acos(clamp(_e407, -1f, 1f))), (_e411 - 1.5707963f));\n let _e414 = horizon1_;\n let _e417 = normalAngle;\n h1_1 = min(acos(clamp(_e414, -1f, 1f)), (_e417 + 1.5707963f));\n let _e420 = projectedLength;\n let _e421 = h0_1;\n param_14 = _e421;\n let _e422 = h1_1;\n param_15 = _e422;\n let _e423 = normalAngle;\n param_16 = _e423;\n let _e424 = gtaoArc_u0028_f1_u003b_f1_u003b_f1_u003b((&param_14), (&param_15), (&param_16));\n let _e426 = visible;\n visible = (_e426 + (_e420 * _e424));\n continue;\n } else {\n break;\n }\n continuing {\n let _e428 = slice;\n slice = (_e428 + 1i);\n }\n }\n let _e430 = visible;\n fragColor = clamp(((_e430 / 2f) * 0.5f), 0f, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) f32 {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
9
9
  /**
10
10
  * What the transform assigned, so the renderer binds the same numbers.
11
11
  *
@@ -14,7 +14,7 @@ export const AO_FRAG_WGSL = "struct Uniforms {\n uProjScale: vec2<f32>,\n
14
14
  export const AMBIENTOCCLUSION_BINDINGS = {
15
15
  "AO_BLUR_FRAG": {
16
16
  "uniforms": 1,
17
- "uniformSize": 32,
17
+ "uniformSize": 48,
18
18
  "fields": {
19
19
  "uStep": {
20
20
  "offset": 0,
@@ -25,6 +25,11 @@ export const AMBIENTOCCLUSION_BINDINGS = {
25
25
  "offset": 16,
26
26
  "size": 16,
27
27
  "type": "vec4"
28
+ },
29
+ "uAoScale": {
30
+ "offset": 32,
31
+ "size": 4,
32
+ "type": "float"
28
33
  }
29
34
  },
30
35
  "textures": {
@@ -1,4 +1,4 @@
1
- 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((&param), (&param_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((&param_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((&param_3), (&param_4), (&param_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";
1
+ export declare const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uDepthToViewZ: vec4<f32>,\n uAntiFlicker: f32,\n uReprojection: mat4x4<f32>,\n uTexel: vec2<f32>,\n uPeriodStart: f32,\n uHistoryBlend: f32,\n}\n\nstruct FragmentOutput {\n @location(0) member: vec4<f32>,\n @location(1) member_1: vec4<f32>,\n @location(2) member_2: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(34) \nvar uHistory_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uHistory_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> flickerOut: vec4<f32>;\nvar<private> flickerMotionOut: vec4<f32>;\n@group(0) @binding(40) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(41) \nvar uDepth_s: sampler;\n@group(0) @binding(36) \nvar uFlicker_t: texture_2d<f32>;\n@group(0) @binding(38) \nvar uFlickerMotion_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uFlicker_s: sampler;\n@group(0) @binding(39) \nvar uFlickerMotion_s: sampler;\n\nfn repeats_u0028_f1_u003b_f1_u003b(mean: ptr<function, f32>, previous: ptr<function, f32>) -> f32 {\n var apart: f32;\n\n let _e63 = (*mean);\n let _e64 = (*previous);\n let _e67 = (*mean);\n let _e68 = (*previous);\n apart = (abs((_e63 - _e64)) / max(max(_e67, _e68), 0.003921569f));\n let _e72 = apart;\n return (1f - smoothstep(0.05f, 0.1f, _e72));\n}\n\nfn clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b(history: ptr<function, vec3<f32>>, lo: ptr<function, vec3<f32>>, hi: ptr<function, vec3<f32>>) -> vec3<f32> {\n var centre: vec3<f32>;\n var extent: vec3<f32>;\n var offset: vec3<f32>;\n var ratios: vec3<f32>;\n var ratio: f32;\n\n let _e68 = (*lo);\n let _e69 = (*hi);\n centre = ((_e68 + _e69) * 0.5f);\n let _e72 = (*hi);\n let _e73 = (*lo);\n extent = ((_e72 - _e73) * 0.5f);\n let _e76 = (*history);\n let _e77 = centre;\n offset = (_e76 - _e77);\n let _e79 = offset;\n let _e81 = extent;\n ratios = (abs(_e79) / max(_e81, vec3<f32>(0.0000001f, 0.0000001f, 0.0000001f)));\n let _e85 = ratios[0u];\n let _e87 = ratios[1u];\n let _e89 = ratios[2u];\n ratio = max(_e85, max(_e87, _e89));\n let _e92 = ratio;\n if (_e92 <= 1f) {\n let _e94 = (*history);\n return _e94;\n }\n let _e95 = centre;\n let _e96 = offset;\n let _e97 = ratio;\n return (_e95 + (_e96 / vec3(_e97)));\n}\n\nfn luma_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> f32 {\n let _e61 = (*c);\n return dot(_e61, vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n}\n\nfn historyCatmullRom_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n var size: vec2<f32>;\n var at: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var w0_: vec2<f32>;\n var w1_: vec2<f32>;\n var w2_: vec2<f32>;\n var w3_: vec2<f32>;\n var w12_: vec2<f32>;\n var at0_: vec2<f32>;\n var at3_: vec2<f32>;\n var at12_: vec2<f32>;\n var sum: vec3<f32>;\n var weight: f32;\n\n let _e76 = unnamed.uTexel;\n size = (vec2(1f) / _e76);\n let _e79 = (*uv);\n let _e80 = size;\n at = (_e79 * _e80);\n let _e82 = at;\n base = (floor((_e82 - vec2(0.5f))) + vec2(0.5f));\n let _e88 = at;\n let _e89 = base;\n f = (_e88 - _e89);\n let _e91 = f;\n let _e92 = f;\n let _e93 = f;\n w0_ = (_e91 * (vec2(-0.5f) + (_e92 * (vec2(1f) - (_e93 * 0.5f)))));\n let _e101 = f;\n let _e102 = f;\n let _e104 = f;\n w1_ = (vec2(1f) + ((_e101 * _e102) * (vec2(-2.5f) + (_e104 * 1.5f))));\n let _e111 = f;\n let _e112 = f;\n let _e113 = f;\n w2_ = (_e111 * (vec2(0.5f) + (_e112 * (vec2(2f) - (_e113 * 1.5f)))));\n let _e121 = f;\n let _e122 = f;\n let _e124 = f;\n w3_ = ((_e121 * _e122) * (vec2(-0.5f) + (_e124 * 0.5f)));\n let _e129 = w1_;\n let _e130 = w2_;\n w12_ = (_e129 + _e130);\n let _e132 = base;\n let _e136 = unnamed.uTexel;\n at0_ = ((_e132 - vec2(1f)) * _e136);\n let _e138 = base;\n let _e142 = unnamed.uTexel;\n at3_ = ((_e138 + vec2(2f)) * _e142);\n let _e144 = base;\n let _e145 = w2_;\n let _e146 = w12_;\n let _e150 = unnamed.uTexel;\n at12_ = ((_e144 + (_e145 / _e146)) * _e150);\n let _e153 = at12_[0u];\n let _e155 = at0_[1u];\n let _e157 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e153, _e155), 0f);\n let _e160 = w12_[0u];\n let _e162 = w0_[1u];\n let _e166 = at0_[0u];\n let _e168 = at12_[1u];\n let _e170 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e166, _e168), 0f);\n let _e173 = w0_[0u];\n let _e175 = w12_[1u];\n let _e179 = at12_;\n let _e180 = textureSampleLevel(uHistory_t, uHistory_s, _e179, 0f);\n let _e183 = w12_[0u];\n let _e185 = w12_[1u];\n let _e190 = at3_[0u];\n let _e192 = at12_[1u];\n let _e194 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e190, _e192), 0f);\n let _e197 = w3_[0u];\n let _e199 = w12_[1u];\n let _e204 = at12_[0u];\n let _e206 = at3_[1u];\n let _e208 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e204, _e206), 0f);\n let _e211 = w12_[0u];\n let _e213 = w3_[1u];\n sum = (((((_e157.xyz * (_e160 * _e162)) + (_e170.xyz * (_e173 * _e175))) + (_e180.xyz * (_e183 * _e185))) + (_e194.xyz * (_e197 * _e199))) + (_e208.xyz * (_e211 * _e213)));\n let _e218 = w12_[0u];\n let _e220 = w0_[1u];\n let _e223 = w0_[0u];\n let _e225 = w12_[1u];\n let _e229 = w12_[0u];\n let _e231 = w12_[1u];\n let _e235 = w3_[0u];\n let _e237 = w12_[1u];\n let _e241 = w12_[0u];\n let _e243 = w3_[1u];\n weight = (((((_e218 * _e220) + (_e223 * _e225)) + (_e229 * _e231)) + (_e235 * _e237)) + (_e241 * _e243));\n let _e246 = sum;\n let _e247 = weight;\n return max((_e246 / vec3(_e247)), vec3<f32>(0f, 0f, 0f));\n}\n\nfn neighbourhood_u0028_vf3_u003b_vf3_u003b(lo_1: ptr<function, vec3<f32>>, hi_1: ptr<function, vec3<f32>>) {\n var y: i32;\n var x: i32;\n var c_1: vec3<f32>;\n\n (*lo_1) = vec3<f32>(1000000000f, 1000000000f, 1000000000f);\n (*hi_1) = vec3<f32>(-1000000000f, -1000000000f, -1000000000f);\n y = -1i;\n loop {\n let _e65 = y;\n if (_e65 <= 1i) {\n x = -1i;\n loop {\n let _e67 = x;\n if (_e67 <= 1i) {\n let _e69 = vUv_1;\n let _e70 = x;\n let _e72 = y;\n let _e76 = unnamed.uTexel;\n let _e79 = textureSampleLevel(uScene_t, uScene_s, (_e69 + (vec2<f32>(f32(_e70), f32(_e72)) * _e76)), 0f);\n c_1 = _e79.xyz;\n let _e81 = (*lo_1);\n let _e82 = c_1;\n (*lo_1) = min(_e81, _e82);\n let _e84 = (*hi_1);\n let _e85 = c_1;\n (*hi_1) = max(_e84, _e85);\n continue;\n } else {\n break;\n }\n continuing {\n let _e87 = x;\n x = (_e87 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e89 = y;\n y = (_e89 + 1i);\n }\n }\n return;\n}\n\nfn viewDepthOf_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var z: f32;\n\n let _e62 = (*depth);\n z = (1f - (_e62 * 2f));\n let _e67 = unnamed.uDepthToViewZ[0u];\n let _e68 = z;\n let _e72 = unnamed.uDepthToViewZ[1u];\n let _e77 = unnamed.uDepthToViewZ[2u];\n let _e78 = z;\n let _e82 = unnamed.uDepthToViewZ[3u];\n return (-(((_e67 * _e68) + _e72)) / ((_e77 * _e78) + _e82));\n}\n\nfn freshRecord_u0028_vf3_u003b(current: ptr<function, vec3<f32>>) -> vec4<f32> {\n var seen: f32;\n var param: vec3<f32>;\n\n let _e63 = (*current);\n param = _e63;\n let _e64 = luma_u0028_vf3_u003b((&param));\n seen = _e64;\n let _e65 = seen;\n let _e67 = seen;\n return vec4<f32>(0f, (_e65 * 0.125f), _e67, 0f);\n}\n\nfn main_1() {\n var current_1: vec3<f32>;\n var param_1: vec3<f32>;\n var nearestAt: vec2<f32>;\n var depth_1: f32;\n var metres: f32;\n var param_2: f32;\n var y_1: i32;\n var x_1: i32;\n var at_1: vec2<f32>;\n var tap: f32;\n var tapMetres: f32;\n var param_3: f32;\n var clip: vec4<f32>;\n var previous_1: vec4<f32>;\n var param_4: vec3<f32>;\n var wasUv: vec2<f32>;\n var param_5: vec3<f32>;\n var lo_2: vec3<f32>;\n var hi_2: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n var history_1: vec3<f32>;\n var param_8: vec2<f32>;\n var size_1: vec2<i32>;\n var was: vec2<i32>;\n var nearest: f32;\n var n: i32;\n var at_2: vec2<i32>;\n var local: vec2<i32>;\n var local_1: vec2<i32>;\n var local_2: vec2<i32>;\n var stood: f32;\n var motionThere: vec4<f32>;\n var missedAll: bool;\n var same: bool;\n var swingOut: f32;\n var local_3: f32;\n var seen_1: f32;\n var param_9: vec3<f32>;\n var held: vec4<f32>;\n var local_4: vec4<f32>;\n var param_10: vec3<f32>;\n var still: f32;\n var apart_1: f32;\n var reach: f32;\n var within: bool;\n var proven: bool;\n var widen: f32;\n var local_5: f32;\n var blend: f32;\n var local_6: f32;\n var bounded: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n var sum_1: f32;\n var mean_1: f32;\n var repeated: f32;\n var local_7: f32;\n var param_14: f32;\n var param_15: f32;\n var local_8: f32;\n var phi_589_: bool;\n var phi_596_: bool;\n var phi_603_: bool;\n var phi_740_: bool;\n\n let _e122 = vUv_1;\n let _e123 = textureSampleLevel(uScene_t, uScene_s, _e122, 0f);\n current_1 = _e123.xyz;\n let _e126 = unnamed.uHistoryBlend;\n if (_e126 <= 0f) {\n let _e128 = current_1;\n fragColor = vec4<f32>(_e128.x, _e128.y, _e128.z, 1f);\n let _e133 = current_1;\n param_1 = _e133;\n let _e134 = freshRecord_u0028_vf3_u003b((&param_1));\n flickerOut = _e134;\n flickerMotionOut = vec4<f32>(0f, 0f, 0f, 0f);\n return;\n }\n let _e135 = vUv_1;\n nearestAt = _e135;\n let _e136 = vUv_1;\n let _e137 = textureSampleLevel(uDepth_t, uDepth_s, _e136, 0f);\n depth_1 = _e137.x;\n let _e139 = depth_1;\n param_2 = _e139;\n let _e140 = viewDepthOf_u0028_f1_u003b((&param_2));\n metres = _e140;\n y_1 = -1i;\n loop {\n let _e141 = y_1;\n if (_e141 <= 1i) {\n x_1 = -1i;\n loop {\n let _e143 = x_1;\n if (_e143 <= 1i) {\n let _e145 = vUv_1;\n let _e146 = x_1;\n let _e148 = y_1;\n let _e152 = unnamed.uTexel;\n at_1 = (_e145 + (vec2<f32>(f32(_e146), f32(_e148)) * _e152));\n let _e155 = at_1;\n let _e156 = textureSampleLevel(uDepth_t, uDepth_s, _e155, 0f);\n tap = _e156.x;\n let _e158 = tap;\n param_3 = _e158;\n let _e159 = viewDepthOf_u0028_f1_u003b((&param_3));\n tapMetres = _e159;\n let _e160 = tapMetres;\n let _e161 = metres;\n if (_e160 < _e161) {\n let _e163 = tapMetres;\n metres = _e163;\n let _e164 = tap;\n depth_1 = _e164;\n let _e165 = at_1;\n nearestAt = _e165;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e166 = x_1;\n x_1 = (_e166 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e168 = y_1;\n y_1 = (_e168 + 1i);\n }\n }\n let _e170 = nearestAt;\n let _e173 = ((_e170 * 2f) - vec2(1f));\n let _e174 = depth_1;\n clip = vec4<f32>(_e173.x, _e173.y, (1f - (_e174 * 2f)), 1f);\n let _e181 = unnamed.uReprojection;\n let _e182 = clip;\n previous_1 = (_e181 * _e182);\n let _e185 = previous_1[3u];\n if (_e185 <= 0f) {\n let _e187 = current_1;\n fragColor = vec4<f32>(_e187.x, _e187.y, _e187.z, 1f);\n let _e192 = current_1;\n param_4 = _e192;\n let _e193 = freshRecord_u0028_vf3_u003b((&param_4));\n flickerOut = _e193;\n let _e194 = metres;\n flickerMotionOut = vec4<f32>(_e194, 0f, 0f, 0f);\n return;\n }\n let _e196 = vUv_1;\n let _e197 = previous_1;\n let _e200 = previous_1[3u];\n let _e206 = nearestAt;\n wasUv = (_e196 + ((((_e197.xy / vec2(_e200)) * 0.5f) + vec2(0.5f)) - _e206));\n let _e210 = wasUv[0u];\n let _e211 = (_e210 < 0f);\n phi_589_ = _e211;\n if !(_e211) {\n let _e214 = wasUv[0u];\n phi_589_ = (_e214 > 1f);\n }\n let _e217 = phi_589_;\n phi_596_ = _e217;\n if !(_e217) {\n let _e220 = wasUv[1u];\n phi_596_ = (_e220 < 0f);\n }\n let _e223 = phi_596_;\n phi_603_ = _e223;\n if !(_e223) {\n let _e226 = wasUv[1u];\n phi_603_ = (_e226 > 1f);\n }\n let _e229 = phi_603_;\n if _e229 {\n let _e230 = current_1;\n fragColor = vec4<f32>(_e230.x, _e230.y, _e230.z, 1f);\n let _e235 = current_1;\n param_5 = _e235;\n let _e236 = freshRecord_u0028_vf3_u003b((&param_5));\n flickerOut = _e236;\n let _e237 = metres;\n flickerMotionOut = vec4<f32>(_e237, 0f, 0f, 0f);\n return;\n }\n neighbourhood_u0028_vf3_u003b_vf3_u003b((&param_6), (&param_7));\n let _e239 = param_6;\n lo_2 = _e239;\n let _e240 = param_7;\n hi_2 = _e240;\n let _e241 = wasUv;\n param_8 = _e241;\n let _e242 = historyCatmullRom_u0028_vf2_u003b((&param_8));\n history_1 = _e242;\n let _e243 = textureDimensions(uFlicker_t, 0i);\n size_1 = vec2<i32>(_e243);\n let _e245 = wasUv;\n let _e246 = size_1;\n let _e250 = size_1;\n was = clamp(vec2<i32>((_e245 * vec2<f32>(_e246))), vec2<i32>(0i, 0i), (_e250 - vec2(1i)));\n nearest = 1000000000f;\n n = 0i;\n loop {\n let _e254 = n;\n if (_e254 < 5i) {\n let _e256 = was;\n let _e257 = n;\n if (_e257 == 1i) {\n local = vec2<i32>(1i, 0i);\n } else {\n let _e259 = n;\n if (_e259 == 2i) {\n local_1 = vec2<i32>(-1i, 0i);\n } else {\n let _e261 = n;\n if (_e261 == 3i) {\n local_2 = vec2<i32>(0i, 1i);\n } else {\n let _e263 = n;\n local_2 = select(vec2<i32>(0i, 0i), vec2<i32>(0i, -1i), vec2((_e263 == 4i)));\n }\n let _e267 = local_2;\n local_1 = _e267;\n }\n let _e268 = local_1;\n local = _e268;\n }\n let _e269 = local;\n at_2 = (_e256 + _e269);\n let _e271 = at_2;\n let _e272 = size_1;\n let _e276 = textureLoad(uFlickerMotion_t, clamp(_e271, vec2<i32>(0i, 0i), (_e272 - vec2(1i))), 0i);\n stood = _e276.x;\n let _e278 = stood;\n if (_e278 > 0f) {\n let _e280 = nearest;\n let _e281 = stood;\n let _e283 = previous_1[3u];\n nearest = min(_e280, abs((_e281 - _e283)));\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e287 = n;\n n = (_e287 + 1i);\n }\n }\n let _e289 = was;\n let _e290 = textureLoad(uFlickerMotion_t, _e289, 0i);\n motionThere = _e290;\n let _e291 = nearest;\n missedAll = (_e291 > 100000000f);\n let _e294 = unnamed.uAntiFlicker;\n let _e296 = missedAll;\n let _e298 = ((_e294 > 0.5f) && !(_e296));\n phi_740_ = _e298;\n if _e298 {\n let _e299 = nearest;\n let _e301 = motionThere[1u];\n let _e304 = previous_1[3u];\n phi_740_ = (_e299 <= ((6f * _e301) + (0.02f * _e304)));\n }\n let _e309 = phi_740_;\n same = _e309;\n let _e310 = missedAll;\n if _e310 {\n local_3 = 0f;\n } else {\n let _e312 = motionThere[1u];\n let _e313 = nearest;\n let _e315 = motionThere[1u];\n local_3 = (_e312 + ((_e313 - _e315) * 0.125f));\n }\n let _e319 = local_3;\n swingOut = _e319;\n let _e320 = current_1;\n param_9 = _e320;\n let _e321 = luma_u0028_vf3_u003b((&param_9));\n seen_1 = _e321;\n let _e322 = same;\n if _e322 {\n let _e323 = was;\n let _e324 = textureLoad(uFlicker_t, _e323, 0i);\n local_4 = _e324;\n } else {\n let _e325 = current_1;\n param_10 = _e325;\n let _e326 = freshRecord_u0028_vf3_u003b((&param_10));\n local_4 = _e326;\n }\n let _e327 = local_4;\n held = _e327;\n let _e328 = wasUv;\n let _e329 = vUv_1;\n let _e332 = unnamed.uTexel;\n still = (1f - smoothstep(0.01f, 0.05f, length(((_e328 - _e329) / _e332))));\n let _e337 = seen_1;\n let _e339 = held[2u];\n apart_1 = abs((_e337 - _e339));\n let _e343 = held[0u];\n reach = ((6f * _e343) + 0.003921569f);\n let _e346 = apart_1;\n let _e347 = reach;\n within = (_e346 <= _e347);\n let _e350 = held[3u];\n let _e352 = within;\n proven = ((_e350 > 0.75f) && _e352);\n let _e354 = proven;\n if _e354 {\n let _e356 = held[0u];\n let _e358 = still;\n local_5 = ((6f * _e356) * _e358);\n } else {\n local_5 = 0f;\n }\n let _e360 = local_5;\n widen = _e360;\n let _e361 = proven;\n if _e361 {\n let _e363 = unnamed.uHistoryBlend;\n let _e364 = still;\n local_6 = mix(_e363, 0.97f, _e364);\n } else {\n let _e367 = unnamed.uHistoryBlend;\n local_6 = _e367;\n }\n let _e368 = local_6;\n blend = _e368;\n let _e369 = lo_2;\n let _e370 = widen;\n let _e373 = hi_2;\n let _e374 = widen;\n let _e377 = history_1;\n param_11 = _e377;\n param_12 = (_e369 - vec3(_e370));\n param_13 = (_e373 + vec3(_e374));\n let _e378 = clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_11), (&param_12), (&param_13));\n bounded = _e378;\n let _e380 = held[1u];\n sum_1 = _e380;\n let _e382 = held[2u];\n mean_1 = _e382;\n let _e383 = within;\n if _e383 {\n let _e385 = held[3u];\n local_7 = _e385;\n } else {\n local_7 = 0f;\n }\n let _e386 = local_7;\n repeated = _e386;\n let _e388 = unnamed.uPeriodStart;\n if (_e388 > 0.5f) {\n let _e390 = sum_1;\n param_14 = _e390;\n let _e391 = mean_1;\n param_15 = _e391;\n let _e392 = repeats_u0028_f1_u003b_f1_u003b((&param_14), (&param_15));\n if (_e392 > 0.5f) {\n let _e394 = repeated;\n local_8 = min(1f, (_e394 + 0.5f));\n } else {\n local_8 = 0f;\n }\n let _e397 = local_8;\n repeated = _e397;\n let _e398 = sum_1;\n mean_1 = _e398;\n sum_1 = 0f;\n }\n let _e400 = held[0u];\n let _e401 = apart_1;\n let _e403 = held[0u];\n let _e407 = sum_1;\n let _e408 = seen_1;\n let _e411 = mean_1;\n let _e412 = repeated;\n let _e413 = still;\n flickerOut = vec4<f32>((_e400 + ((_e401 - _e403) * 0.125f)), (_e407 + (_e408 * 0.125f)), _e411, (_e412 * _e413));\n let _e416 = metres;\n let _e417 = swingOut;\n flickerMotionOut = vec4<f32>(_e416, _e417, 0f, 0f);\n let _e419 = current_1;\n let _e420 = bounded;\n let _e421 = blend;\n let _e423 = mix(_e419, _e420, vec3(_e421));\n fragColor = vec4<f32>(_e423.x, _e423.y, _e423.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> FragmentOutput {\n vUv_1 = vUv;\n main_1();\n let _e5 = fragColor;\n let _e6 = flickerOut;\n let _e7 = flickerMotionOut;\n return FragmentOutput(_e5, _e6, _e7);\n}\n";
2
2
  /**
3
3
  * What the transform assigned, so the renderer binds the same numbers.
4
4
  *
@@ -7,20 +7,35 @@ export declare const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uRepro
7
7
  export declare const TEMPORALRESOLVE_BINDINGS: {
8
8
  readonly TEMPORAL_RESOLVE_FRAG: {
9
9
  readonly uniforms: 1;
10
- readonly uniformSize: 80;
10
+ readonly uniformSize: 112;
11
11
  readonly fields: {
12
- readonly uReprojection: {
12
+ readonly uDepthToViewZ: {
13
13
  readonly offset: 0;
14
+ readonly size: 16;
15
+ readonly type: "vec4";
16
+ };
17
+ readonly uAntiFlicker: {
18
+ readonly offset: 16;
19
+ readonly size: 4;
20
+ readonly type: "float";
21
+ };
22
+ readonly uReprojection: {
23
+ readonly offset: 32;
14
24
  readonly size: 64;
15
25
  readonly type: "mat4";
16
26
  };
17
27
  readonly uTexel: {
18
- readonly offset: 64;
28
+ readonly offset: 96;
19
29
  readonly size: 8;
20
30
  readonly type: "vec2";
21
31
  };
32
+ readonly uPeriodStart: {
33
+ readonly offset: 104;
34
+ readonly size: 4;
35
+ readonly type: "float";
36
+ };
22
37
  readonly uHistoryBlend: {
23
- readonly offset: 72;
38
+ readonly offset: 108;
24
39
  readonly size: 4;
25
40
  readonly type: "float";
26
41
  };
@@ -36,11 +51,21 @@ export declare const TEMPORALRESOLVE_BINDINGS: {
36
51
  readonly sampler: 35;
37
52
  readonly type: "sampler2D";
38
53
  };
39
- readonly uDepth: {
54
+ readonly uFlicker: {
40
55
  readonly texture: 36;
41
56
  readonly sampler: 37;
42
57
  readonly type: "sampler2D";
43
58
  };
59
+ readonly uFlickerMotion: {
60
+ readonly texture: 38;
61
+ readonly sampler: 39;
62
+ readonly type: "sampler2D";
63
+ };
64
+ readonly uDepth: {
65
+ readonly texture: 40;
66
+ readonly sampler: 41;
67
+ readonly type: "sampler2D";
68
+ };
44
69
  };
45
70
  };
46
71
  };