@driftengine/core 4.4.0 → 4.4.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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
@@ -21,8 +21,10 @@
21
21
  * previous view depth in its third channel; otherwise it is the camera's, through the surface's
22
22
  * world position.
23
23
  * 4. Where the surface was is read from the history — its colour and the weight it had gathered — and
24
- * last frame's depth there says whether it is the same surface; the two frames' normals, from their
25
- * depths, catch thin geometry. The disocclusion scales the history's weight.
24
+ * last frame's depth says whether it is the same surface: the nearest of the nine texels around
25
+ * where the dilated texel was, forgiven its own slope across a texel. The two frames' normals, from
26
+ * their depths, catch thin geometry, each with the say its planarity gives it. The disocclusion
27
+ * scales the history's weight.
26
28
  * 5. The history is clipped to the box, its weight capped so a tenth of each frame is always new, and
27
29
  * the two are mixed by their weights. Where the pixel has gathered less than one sample's worth,
28
30
  * the render read bicubically fills the gap. The history keeps colour and weight; the picture shown
@@ -33,7 +35,13 @@
33
35
  * buffer before a sample reaches this arithmetic, as the temporal resolve already does.
34
36
  */
35
37
  import { clipToBox, rgbToYCoCg, varianceBox, yCoCgToRgb } from './clamp.ts';
36
- import { disocclusionWeight, normalFromPositions, worldPositionFromDepth } from './disocclusion.ts';
38
+ import {
39
+ disocclusionWeight,
40
+ normalFromPositions,
41
+ planarity,
42
+ surfaceSlope,
43
+ worldPositionFromDepth,
44
+ } from './disocclusion.ts';
37
45
  import type { DisocclusionParams } from './disocclusion.ts';
38
46
  import { sampleBilinear, sampleHistoryBicubic5 } from './reproject.ts';
39
47
 
@@ -209,6 +217,59 @@ function worldAt(
209
217
  return 1 / w;
210
218
  }
211
219
 
220
+ /**
221
+ * A texel's view depth at its unjittered uv, or 0 — `worldAt` without the position, which is all a
222
+ * search over depths needs: one row of the inverse rather than four. Zero off the picture, where
223
+ * `worldAt` would clamp, because a neighbour that is not there is not a step.
224
+ */
225
+ function viewDepthAt(
226
+ depths: ArrayLike<number>,
227
+ inverse: ArrayLike<number>,
228
+ jitter: ArrayLike<number>,
229
+ width: number,
230
+ height: number,
231
+ x: number,
232
+ y: number,
233
+ ): number {
234
+ if (x < 0 || y < 0 || x >= width || y >= height) return 0;
235
+ const u = (x + 0.5 - (jitter[0] as number)) / width;
236
+ const v = (y + 0.5 - (jitter[1] as number)) / height;
237
+ const m = inverse;
238
+ const w =
239
+ (m[3] as number) * (u * 2 - 1) +
240
+ (m[7] as number) * (v * 2 - 1) +
241
+ (m[11] as number) * (depths[y * width + x] as number) +
242
+ (m[15] as number);
243
+ return Math.abs(w) > 1e-12 ? 1 / w : 0;
244
+ }
245
+
246
+ /** What a texel's four neighbours say about its surface: see `planarity` and `surfaceSlope`. */
247
+ const SURFACE = { planar: 1, slope: 0 };
248
+
249
+ function surfaceAt(
250
+ depths: ArrayLike<number>,
251
+ inverse: ArrayLike<number>,
252
+ jitter: ArrayLike<number>,
253
+ width: number,
254
+ height: number,
255
+ x: number,
256
+ y: number,
257
+ centre: number,
258
+ ): void {
259
+ let planar = 1;
260
+ let slope = 0;
261
+ for (let axis = 0; axis < 2; axis += 1) {
262
+ const ax = 1 - axis;
263
+ const ay = axis;
264
+ const after = viewDepthAt(depths, inverse, jitter, width, height, x + ax, y + ay);
265
+ const before = viewDepthAt(depths, inverse, jitter, width, height, x - ax, y - ay);
266
+ planar *= planarity(before, centre, after);
267
+ slope = Math.max(slope, surfaceSlope(before, centre, after));
268
+ }
269
+ SURFACE.planar = planar;
270
+ SURFACE.slope = slope;
271
+ }
272
+
212
273
  /** The world normal at a texel, from its depth and its right and upper neighbours'. */
213
274
  function normalAt(
214
275
  depths: ArrayLike<number>,
@@ -282,20 +343,84 @@ function historyWeight(frame: ResolveFrame, u: number, v: number, dx: number, dy
282
343
  4,
283
344
  HISTORY,
284
345
  );
285
- const px = clampTexel(Math.round(pu * rw + (frame.previousJitter[0] as number) - 0.5), rw);
286
- const py = clampTexel(Math.round(pv * rh + (frame.previousJitter[1] as number) - 0.5), rh);
287
- const held = worldAt(
346
+ /*
347
+ * **Last frame's depth is searched for this surface, around where the dilated texel was.** The
348
+ * surface being judged is the dilated texel's, which beside an edge is a neighbour's, so judging
349
+ * it by the texel under the pixel compares two surfaces: the side of every silhouette away from the
350
+ * eye dropped its history on every frame of a still picture. And a new jitter samples a surface
351
+ * somewhere else, so the nearest of last frame's nine is taken rather than the one the rounding
352
+ * picks. What it gives up is a disocclusion narrower than a texel, which keeps a history that the
353
+ * neighbourhood clip then bounds.
354
+ */
355
+ const su = (dx + 0.5 - (frame.jitter[0] as number)) / rw + mu;
356
+ const sv = (dy + 0.5 - (frame.jitter[1] as number)) / rh + mv;
357
+ const cx = clampTexel(Math.round(su * rw + (frame.previousJitter[0] as number) - 0.5), rw);
358
+ const cy = clampTexel(Math.round(sv * rh + (frame.previousJitter[1] as number) - 0.5), rh);
359
+ /*
360
+ * The first texel looked at answers alone when it agrees within the tolerance, which it does
361
+ * everywhere but at an edge: the depth test trusts it fully whichever texel would have won, so
362
+ * only an edge pays for the other eight.
363
+ */
364
+ let held = viewDepthAt(
288
365
  frame.previousDepth,
289
366
  frame.previousInverseViewProj,
290
367
  frame.previousJitter,
291
368
  rw,
292
369
  rh,
293
- px,
294
- py,
295
- RIGHT,
370
+ cx,
371
+ cy,
296
372
  );
373
+ let px = cx;
374
+ let py = cy;
375
+ if (!(held > 0 && Math.abs(held - expected) <= frame.disocclusion.depthTolerance * expected)) {
376
+ held = 0;
377
+ let nearest = Number.POSITIVE_INFINITY;
378
+ for (let j = -1; j <= 1; j += 1) {
379
+ for (let i = -1; i <= 1; i += 1) {
380
+ const tx = clampTexel(cx + i, rw);
381
+ const ty = clampTexel(cy + j, rh);
382
+ const depth = viewDepthAt(
383
+ frame.previousDepth,
384
+ frame.previousInverseViewProj,
385
+ frame.previousJitter,
386
+ rw,
387
+ rh,
388
+ tx,
389
+ ty,
390
+ );
391
+ if (!(depth > 0)) continue;
392
+ const off = Math.abs(depth - expected);
393
+ if (off < nearest) {
394
+ nearest = off;
395
+ held = depth;
396
+ px = tx;
397
+ py = ty;
398
+ }
399
+ }
400
+ }
401
+ }
402
+
403
+ const here = viewDepthAt(frame.depth, frame.inverseViewProj, frame.jitter, rw, rh, dx, dy);
404
+ surfaceAt(frame.depth, frame.inverseViewProj, frame.jitter, rw, rh, dx, dy, here);
405
+ const slope = SURFACE.slope;
406
+ let planar = SURFACE.planar;
407
+ if (planar > 0) {
408
+ surfaceAt(
409
+ frame.previousDepth,
410
+ frame.previousInverseViewProj,
411
+ frame.previousJitter,
412
+ rw,
413
+ rh,
414
+ px,
415
+ py,
416
+ held,
417
+ );
418
+ planar *= SURFACE.planar;
419
+ }
420
+ /* A normal has the say its planarity gives it; at an edge or a sliver, none, and none is computed. */
297
421
  let normalDot = 1;
298
422
  if (
423
+ planar > 0 &&
299
424
  normalAt(frame.depth, frame.inverseViewProj, frame.jitter, frame.eye, rw, rh, dx, dy, NORMAL) &&
300
425
  normalAt(
301
426
  frame.previousDepth,
@@ -309,10 +434,11 @@ function historyWeight(frame: ResolveFrame, u: number, v: number, dx: number, dy
309
434
  PREVIOUS_NORMAL,
310
435
  )
311
436
  ) {
312
- normalDot =
437
+ const cosine =
313
438
  (NORMAL[0] as number) * (PREVIOUS_NORMAL[0] as number) +
314
439
  (NORMAL[1] as number) * (PREVIOUS_NORMAL[1] as number) +
315
440
  (NORMAL[2] as number) * (PREVIOUS_NORMAL[2] as number);
441
+ normalDot = 1 - planar * (1 - cosine);
316
442
  }
317
443
  const trust = disocclusionWeight(
318
444
  expected,
@@ -320,6 +446,7 @@ function historyWeight(frame: ResolveFrame, u: number, v: number, dx: number, dy
320
446
  Math.hypot(mu, mv),
321
447
  normalDot,
322
448
  frame.disocclusion,
449
+ slope,
323
450
  );
324
451
  return (HISTORY[3] as number) * trust;
325
452
  }
@@ -743,7 +743,12 @@ export class SceneTarget {
743
743
  * `veilColor` and `veilAlpha` are positional defaults and every existing caller passes them
744
744
  * by position.
745
745
  */
746
- temporal?: { readonly reprojection: Float32Array; readonly blend: number },
746
+ temporal?: {
747
+ readonly reprojection: Float32Array;
748
+ readonly blend: number;
749
+ readonly periodStart: boolean;
750
+ readonly depthToViewZ: Float32Array;
751
+ },
747
752
  ): void {
748
753
  const { gl } = this;
749
754
  this.depthWanted =
@@ -883,6 +888,8 @@ export class SceneTarget {
883
888
  this.width,
884
889
  this.height,
885
890
  temporal.blend,
891
+ temporal.periodStart,
892
+ temporal.depthToViewZ,
886
893
  );
887
894
  }
888
895
 
@@ -26,7 +26,8 @@ import { glslIsFarDepth, glslSceneDepthToNdc } from '../depthConvention.ts';
26
26
  */
27
27
 
28
28
  /**
29
- * The estimate. Writes one channel: 1 is open sky, 0 is fully enclosed.
29
+ * The estimate. Writes one channel at `AO_STORE`: that is open sky, 0 is fully enclosed, and the
30
+ * second axis of the blur decodes it.
30
31
  *
31
32
  * **Horizons, not neighbours: ground-truth ambient occlusion (Jimenez et al. 2016).** Each pixel
32
33
  * walks two lines across the screen, both ways, and keeps the highest thing it can see along each
@@ -118,6 +119,8 @@ const float AO_EDGE_RATIO = 8.0;
118
119
  * and far below the step at any edge worth shading — a kerb against a deck is metres of it.
119
120
  */
120
121
  const float AO_EDGE_FLOOR = 0.05;
122
+ /** Stored at half, so a turn the closed form credits past one reaches the blur whole. See AO_STORE in the module. */
123
+ const float AO_STORE = 0.5;
121
124
 
122
125
  /** View-space position of whatever is at this pixel, from its depth alone. */
123
126
  vec3 viewPosition(vec2 uv, float depth) {
@@ -305,7 +308,7 @@ void main() {
305
308
  visible += projectedLength * gtaoArc(h0, h1, normalAngle);
306
309
  }
307
310
 
308
- fragColor = clamp(visible / float(AO_SLICES), 0.0, 1.0);
311
+ fragColor = clamp(visible / float(AO_SLICES) * AO_STORE, 0.0, 1.0);
309
312
  }
310
313
  `;
311
314
 
@@ -335,12 +338,14 @@ uniform vec2 uStep;
335
338
  * asks that question five times per pixel.
336
339
  */
337
340
  uniform vec4 uDepthToViewZ;
341
+ /** One across, carrying the estimate's AO_STORE scale; its inverse down, decoding it. */
342
+ uniform float uAoScale;
338
343
 
339
344
  out float fragColor;
340
345
 
341
346
  /**
342
- * How far apart two pixels may be, as a fraction of their distance from the eye, before they
343
- * stop being the same surface.
347
+ * How far a neighbour may sit from the depth this pixel's own surface predicts there, as a
348
+ * fraction of that depth, before it stops being the same surface.
344
349
  *
345
350
  * Relative rather than absolute, because the same 5 cm step is a cliff on a dashboard and
346
351
  * nothing at all on a far wall.
@@ -353,8 +358,19 @@ float viewZ(float depth) {
353
358
  }
354
359
 
355
360
  void main() {
356
- float centre = viewZ(textureLod(uDepth, vUv, 0.0).r);
357
- float tolerance = AO_BLUR_DEPTH_TOLERANCE * abs(centre) + 1e-4;
361
+ float depth = textureLod(uDepth, vUv, 0.0).r;
362
+ float own = textureLod(uAo, vUv, 0.0).r;
363
+ /* Nothing to average over the sky, and no surface to predict one from. */
364
+ if (${glslIsFarDepth('depth')}) {
365
+ fragColor = min(own * uAoScale, 1.0);
366
+ return;
367
+ }
368
+ float centre = viewZ(depth);
369
+ /* Each tap is compared with this pixel's plane, not with its depth. See blurWeight in the module. */
370
+ float inverse = 1.0 / centre;
371
+ float stepAfter = 1.0 / viewZ(textureLod(uDepth, vUv + uStep, 0.0).r) - inverse;
372
+ float stepBefore = inverse - 1.0 / viewZ(textureLod(uDepth, vUv - uStep, 0.0).r);
373
+ float slope = abs(stepAfter) < abs(stepBefore) ? stepAfter : stepBefore;
358
374
  float sum = 0.0;
359
375
  float weight = 0.0;
360
376
  /*
@@ -382,14 +398,15 @@ void main() {
382
398
  for (int i = -3; i <= 4; i++) {
383
399
  vec2 uv = vUv + uStep * float(i);
384
400
  float z = viewZ(textureLod(uDepth, uv, 0.0).r);
385
- /* One if this neighbour is on the same surface, falling to zero across an edge. */
386
- float w = max(0.0, 1.0 - abs(z - centre) / tolerance);
401
+ /* One if this neighbour is on this pixel's surface, falling to zero as it leaves it. */
402
+ float w = max(0.0, 1.0 - abs(z * (inverse + slope * float(i)) - 1.0) / AO_BLUR_DEPTH_TOLERANCE);
387
403
  sum += textureLod(uAo, uv, 0.0).r * w;
388
404
  weight += w;
389
405
  }
390
406
  /* An isolated pixel — a thin rail against a far wall — keeps its own estimate rather than
391
407
  dividing by nothing. */
392
- fragColor = weight > 0.0 ? sum / weight : textureLod(uAo, vUv, 0.0).r;
408
+ float blurred = weight > 0.0 ? sum / weight : own;
409
+ fragColor = min(blurred * uAoScale, 1.0);
393
410
  }
394
411
  `;
395
412
 
@@ -414,3 +431,58 @@ export function nextHorizon(horizon: number, cosine: number): number {
414
431
 
415
432
  /** The shader's thickness heuristic. See `AO_THIN` inside `AO_FRAG`. */
416
433
  export const AO_THIN = 0.2;
434
+
435
+ /**
436
+ * What the estimate is multiplied by before it is stored, and divided by once the blur is done.
437
+ *
438
+ * **Half, because an unblurred estimate is allowed past one.** A pixel's two lines see a plane
439
+ * turned away from the eye from two directions, and the closed form credits one of them more than
440
+ * the whole sky and the other less: it is the average over every turn that is exactly one, and the
441
+ * average is what the blur is for. Stored as it came, an eight-bit target clipped every turn above
442
+ * one before the blur could average it, and every surface seen edge on came back a few percent
443
+ * shaded with nothing on it. A line reaches π/2 at most, so half fits the whole range.
444
+ *
445
+ * What it gives up is one bit of the intermediate: steps of 1/128 rather than 1/256 until the
446
+ * second axis decodes, which the eight taps a pixel averages carry below what a frame can show.
447
+ */
448
+ export const AO_STORE = 0.5;
449
+
450
+ /** How far a neighbour may sit from this pixel's surface, as a fraction of its distance. */
451
+ export const AO_BLUR_DEPTH_TOLERANCE = 0.02;
452
+
453
+ /**
454
+ * The blur's weight for a neighbour `offset` pixels along the axis, from view depths: this pixel's
455
+ * own, the two either side of it, and the neighbour's. The shader's lines written out again.
456
+ *
457
+ * **The neighbour is compared with this pixel's plane, not with this pixel's depth.** Comparing
458
+ * depths refused every neighbour of a surface seen edge on: a floor forty metres out changes its
459
+ * depth by four percent a row, twice the tolerance, so the pass down the frame kept the centre alone
460
+ * and left the rotation tile's rows standing — four-pixel stripes across every ramp and far floor,
461
+ * reported as strips on a track. On a plane 1/z is affine in the screen, so one step of it predicts
462
+ * the plane's depth at every tap exactly, and a tap is refused only for leaving the plane.
463
+ *
464
+ * The step is taken from whichever neighbour is closer to the centre in 1/z. At a silhouette that is
465
+ * the one on this pixel's own side, so the far surface cannot bend the prediction toward it; on a
466
+ * plane the two agree to a quantisation step, which moves a weight by nothing a frame shows. What it
467
+ * gives up is a crease: past the fold between a floor and a wall the prediction runs on along the
468
+ * floor, so the wall's taps fade out over the tolerance rather than being kept.
469
+ *
470
+ * **Written here rather than in the shader**, because a comment inside the GLSL is part of the string
471
+ * a consumer ships.
472
+ */
473
+ export function blurWeight(
474
+ centre: number,
475
+ before: number,
476
+ after: number,
477
+ neighbour: number,
478
+ offset: number,
479
+ ): number {
480
+ const inverse = 1 / centre;
481
+ const stepAfter = 1 / after - inverse;
482
+ const stepBefore = inverse - 1 / before;
483
+ const slope = Math.abs(stepAfter) < Math.abs(stepBefore) ? stepAfter : stepBefore;
484
+ return Math.max(
485
+ 0,
486
+ 1 - Math.abs(neighbour * (inverse + slope * offset) - 1) / AO_BLUR_DEPTH_TOLERANCE,
487
+ );
488
+ }
@@ -5,9 +5,9 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
 
8
- 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_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";
9
9
 
10
- 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";
10
+ 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";
11
11
 
12
12
  /**
13
13
  * What the transform assigned, so the renderer binds the same numbers.
@@ -17,7 +17,7 @@ export const AO_FRAG_WGSL = "struct Uniforms {\n uProjScale: vec2<f32>,\n
17
17
  export const AMBIENTOCCLUSION_BINDINGS = {
18
18
  "AO_BLUR_FRAG": {
19
19
  "uniforms": 1,
20
- "uniformSize": 32,
20
+ "uniformSize": 48,
21
21
  "fields": {
22
22
  "uStep": {
23
23
  "offset": 0,
@@ -28,6 +28,11 @@ export const AMBIENTOCCLUSION_BINDINGS = {
28
28
  "offset": 16,
29
29
  "size": 16,
30
30
  "type": "vec4"
31
+ },
32
+ "uAoScale": {
33
+ "offset": 32,
34
+ "size": 4,
35
+ "type": "float"
31
36
  }
32
37
  },
33
38
  "textures": {
@@ -5,7 +5,7 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
 
8
- export const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uReprojection: mat4x4<f32>,\n uTexel: vec2<f32>,\n uHistoryBlend: f32,\n}\n\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uHistory_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uHistory_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(36) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uDepth_s: sampler;\n\nfn clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b(history: ptr<function, vec3<f32>>, lo: ptr<function, vec3<f32>>, hi: ptr<function, vec3<f32>>) -> vec3<f32> {\n var centre: vec3<f32>;\n var extent: vec3<f32>;\n var offset: vec3<f32>;\n var ratios: vec3<f32>;\n var ratio: f32;\n\n let _e39 = (*lo);\n let _e40 = (*hi);\n centre = ((_e39 + _e40) * 0.5f);\n let _e43 = (*hi);\n let _e44 = (*lo);\n extent = ((_e43 - _e44) * 0.5f);\n let _e47 = (*history);\n let _e48 = centre;\n offset = (_e47 - _e48);\n let _e50 = offset;\n let _e52 = extent;\n ratios = (abs(_e50) / max(_e52, vec3<f32>(0.0000001f, 0.0000001f, 0.0000001f)));\n let _e56 = ratios[0u];\n let _e58 = ratios[1u];\n let _e60 = ratios[2u];\n ratio = max(_e56, max(_e58, _e60));\n let _e63 = ratio;\n if (_e63 <= 1f) {\n let _e65 = (*history);\n return _e65;\n }\n let _e66 = centre;\n let _e67 = offset;\n let _e68 = ratio;\n return (_e66 + (_e67 / vec3(_e68)));\n}\n\nfn historyCatmullRom_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n var size: vec2<f32>;\n var at: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var w0_: vec2<f32>;\n var w1_: vec2<f32>;\n var w2_: vec2<f32>;\n var w3_: vec2<f32>;\n var w12_: vec2<f32>;\n var at0_: vec2<f32>;\n var at3_: vec2<f32>;\n var at12_: vec2<f32>;\n var sum: vec3<f32>;\n var weight: f32;\n\n let _e47 = unnamed.uTexel;\n size = (vec2(1f) / _e47);\n let _e50 = (*uv);\n let _e51 = size;\n at = (_e50 * _e51);\n let _e53 = at;\n base = (floor((_e53 - vec2(0.5f))) + vec2(0.5f));\n let _e59 = at;\n let _e60 = base;\n f = (_e59 - _e60);\n let _e62 = f;\n let _e63 = f;\n let _e64 = f;\n w0_ = (_e62 * (vec2(-0.5f) + (_e63 * (vec2(1f) - (_e64 * 0.5f)))));\n let _e72 = f;\n let _e73 = f;\n let _e75 = f;\n w1_ = (vec2(1f) + ((_e72 * _e73) * (vec2(-2.5f) + (_e75 * 1.5f))));\n let _e82 = f;\n let _e83 = f;\n let _e84 = f;\n w2_ = (_e82 * (vec2(0.5f) + (_e83 * (vec2(2f) - (_e84 * 1.5f)))));\n let _e92 = f;\n let _e93 = f;\n let _e95 = f;\n w3_ = ((_e92 * _e93) * (vec2(-0.5f) + (_e95 * 0.5f)));\n let _e100 = w1_;\n let _e101 = w2_;\n w12_ = (_e100 + _e101);\n let _e103 = base;\n let _e107 = unnamed.uTexel;\n at0_ = ((_e103 - vec2(1f)) * _e107);\n let _e109 = base;\n let _e113 = unnamed.uTexel;\n at3_ = ((_e109 + vec2(2f)) * _e113);\n let _e115 = base;\n let _e116 = w2_;\n let _e117 = w12_;\n let _e121 = unnamed.uTexel;\n at12_ = ((_e115 + (_e116 / _e117)) * _e121);\n let _e124 = at12_[0u];\n let _e126 = at0_[1u];\n let _e128 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e124, _e126), 0f);\n let _e131 = w12_[0u];\n let _e133 = w0_[1u];\n let _e137 = at0_[0u];\n let _e139 = at12_[1u];\n let _e141 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e137, _e139), 0f);\n let _e144 = w0_[0u];\n let _e146 = w12_[1u];\n let _e150 = at12_;\n let _e151 = textureSampleLevel(uHistory_t, uHistory_s, _e150, 0f);\n let _e154 = w12_[0u];\n let _e156 = w12_[1u];\n let _e161 = at3_[0u];\n let _e163 = at12_[1u];\n let _e165 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e161, _e163), 0f);\n let _e168 = w3_[0u];\n let _e170 = w12_[1u];\n let _e175 = at12_[0u];\n let _e177 = at3_[1u];\n let _e179 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e175, _e177), 0f);\n let _e182 = w12_[0u];\n let _e184 = w3_[1u];\n sum = (((((_e128.xyz * (_e131 * _e133)) + (_e141.xyz * (_e144 * _e146))) + (_e151.xyz * (_e154 * _e156))) + (_e165.xyz * (_e168 * _e170))) + (_e179.xyz * (_e182 * _e184)));\n let _e189 = w12_[0u];\n let _e191 = w0_[1u];\n let _e194 = w0_[0u];\n let _e196 = w12_[1u];\n let _e200 = w12_[0u];\n let _e202 = w12_[1u];\n let _e206 = w3_[0u];\n let _e208 = w12_[1u];\n let _e212 = w12_[0u];\n let _e214 = w3_[1u];\n weight = (((((_e189 * _e191) + (_e194 * _e196)) + (_e200 * _e202)) + (_e206 * _e208)) + (_e212 * _e214));\n let _e217 = sum;\n let _e218 = weight;\n return max((_e217 / vec3(_e218)), vec3<f32>(0f, 0f, 0f));\n}\n\nfn neighbourhood_u0028_vf3_u003b_vf3_u003b(lo_1: ptr<function, vec3<f32>>, hi_1: ptr<function, vec3<f32>>) {\n var y: i32;\n var x: i32;\n var c: vec3<f32>;\n\n (*lo_1) = vec3<f32>(1000000000f, 1000000000f, 1000000000f);\n (*hi_1) = vec3<f32>(-1000000000f, -1000000000f, -1000000000f);\n y = -1i;\n loop {\n let _e36 = y;\n if (_e36 <= 1i) {\n x = -1i;\n loop {\n let _e38 = x;\n if (_e38 <= 1i) {\n let _e40 = vUv_1;\n let _e41 = x;\n let _e43 = y;\n let _e47 = unnamed.uTexel;\n let _e50 = textureSampleLevel(uScene_t, uScene_s, (_e40 + (vec2<f32>(f32(_e41), f32(_e43)) * _e47)), 0f);\n c = _e50.xyz;\n let _e52 = (*lo_1);\n let _e53 = c;\n (*lo_1) = min(_e52, _e53);\n let _e55 = (*hi_1);\n let _e56 = c;\n (*hi_1) = max(_e55, _e56);\n continue;\n } else {\n break;\n }\n continuing {\n let _e58 = x;\n x = (_e58 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e60 = y;\n y = (_e60 + 1i);\n }\n }\n return;\n}\n\nfn main_1() {\n var current: vec3<f32>;\n var depth: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var lo_2: vec3<f32>;\n var hi_2: vec3<f32>;\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n var history_1: vec3<f32>;\n var param_2: vec2<f32>;\n var bounded: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: vec3<f32>;\n var phi_440_: bool;\n var phi_447_: bool;\n var phi_454_: bool;\n\n let _e46 = vUv_1;\n let _e47 = textureSampleLevel(uScene_t, uScene_s, _e46, 0f);\n current = _e47.xyz;\n let _e50 = unnamed.uHistoryBlend;\n if (_e50 <= 0f) {\n let _e52 = current;\n fragColor = vec4<f32>(_e52.x, _e52.y, _e52.z, 1f);\n return;\n }\n let _e57 = vUv_1;\n let _e58 = textureSampleLevel(uDepth_t, uDepth_s, _e57, 0f);\n depth = _e58.x;\n let _e60 = vUv_1;\n let _e63 = ((_e60 * 2f) - vec2(1f));\n let _e64 = depth;\n clip = vec4<f32>(_e63.x, _e63.y, (1f - (_e64 * 2f)), 1f);\n let _e71 = unnamed.uReprojection;\n let _e72 = clip;\n previous = (_e71 * _e72);\n let _e75 = previous[3u];\n if (_e75 <= 0f) {\n let _e77 = current;\n fragColor = vec4<f32>(_e77.x, _e77.y, _e77.z, 1f);\n return;\n }\n let _e82 = previous;\n let _e85 = previous[3u];\n wasUv = (((_e82.xy / vec2(_e85)) * 0.5f) + vec2(0.5f));\n let _e92 = wasUv[0u];\n let _e93 = (_e92 < 0f);\n phi_440_ = _e93;\n if !(_e93) {\n let _e96 = wasUv[0u];\n phi_440_ = (_e96 > 1f);\n }\n let _e99 = phi_440_;\n phi_447_ = _e99;\n if !(_e99) {\n let _e102 = wasUv[1u];\n phi_447_ = (_e102 < 0f);\n }\n let _e105 = phi_447_;\n phi_454_ = _e105;\n if !(_e105) {\n let _e108 = wasUv[1u];\n phi_454_ = (_e108 > 1f);\n }\n let _e111 = phi_454_;\n if _e111 {\n let _e112 = current;\n fragColor = vec4<f32>(_e112.x, _e112.y, _e112.z, 1f);\n return;\n }\n neighbourhood_u0028_vf3_u003b_vf3_u003b((&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";
8
+ export const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uDepthToViewZ: vec4<f32>,\n uAntiFlicker: f32,\n uReprojection: mat4x4<f32>,\n uTexel: vec2<f32>,\n uPeriodStart: f32,\n uHistoryBlend: f32,\n}\n\nstruct FragmentOutput {\n @location(0) member: vec4<f32>,\n @location(1) member_1: vec4<f32>,\n @location(2) member_2: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(34) \nvar uHistory_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uHistory_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> flickerOut: vec4<f32>;\nvar<private> flickerMotionOut: vec4<f32>;\n@group(0) @binding(40) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(41) \nvar uDepth_s: sampler;\n@group(0) @binding(36) \nvar uFlicker_t: texture_2d<f32>;\n@group(0) @binding(38) \nvar uFlickerMotion_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uFlicker_s: sampler;\n@group(0) @binding(39) \nvar uFlickerMotion_s: sampler;\n\nfn repeats_u0028_f1_u003b_f1_u003b(mean: ptr<function, f32>, previous: ptr<function, f32>) -> f32 {\n var apart: f32;\n\n let _e63 = (*mean);\n let _e64 = (*previous);\n let _e67 = (*mean);\n let _e68 = (*previous);\n apart = (abs((_e63 - _e64)) / max(max(_e67, _e68), 0.003921569f));\n let _e72 = apart;\n return (1f - smoothstep(0.05f, 0.1f, _e72));\n}\n\nfn clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b(history: ptr<function, vec3<f32>>, lo: ptr<function, vec3<f32>>, hi: ptr<function, vec3<f32>>) -> vec3<f32> {\n var centre: vec3<f32>;\n var extent: vec3<f32>;\n var offset: vec3<f32>;\n var ratios: vec3<f32>;\n var ratio: f32;\n\n let _e68 = (*lo);\n let _e69 = (*hi);\n centre = ((_e68 + _e69) * 0.5f);\n let _e72 = (*hi);\n let _e73 = (*lo);\n extent = ((_e72 - _e73) * 0.5f);\n let _e76 = (*history);\n let _e77 = centre;\n offset = (_e76 - _e77);\n let _e79 = offset;\n let _e81 = extent;\n ratios = (abs(_e79) / max(_e81, vec3<f32>(0.0000001f, 0.0000001f, 0.0000001f)));\n let _e85 = ratios[0u];\n let _e87 = ratios[1u];\n let _e89 = ratios[2u];\n ratio = max(_e85, max(_e87, _e89));\n let _e92 = ratio;\n if (_e92 <= 1f) {\n let _e94 = (*history);\n return _e94;\n }\n let _e95 = centre;\n let _e96 = offset;\n let _e97 = ratio;\n return (_e95 + (_e96 / vec3(_e97)));\n}\n\nfn luma_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> f32 {\n let _e61 = (*c);\n return dot(_e61, vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n}\n\nfn historyCatmullRom_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n var size: vec2<f32>;\n var at: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var w0_: vec2<f32>;\n var w1_: vec2<f32>;\n var w2_: vec2<f32>;\n var w3_: vec2<f32>;\n var w12_: vec2<f32>;\n var at0_: vec2<f32>;\n var at3_: vec2<f32>;\n var at12_: vec2<f32>;\n var sum: vec3<f32>;\n var weight: f32;\n\n let _e76 = unnamed.uTexel;\n size = (vec2(1f) / _e76);\n let _e79 = (*uv);\n let _e80 = size;\n at = (_e79 * _e80);\n let _e82 = at;\n base = (floor((_e82 - vec2(0.5f))) + vec2(0.5f));\n let _e88 = at;\n let _e89 = base;\n f = (_e88 - _e89);\n let _e91 = f;\n let _e92 = f;\n let _e93 = f;\n w0_ = (_e91 * (vec2(-0.5f) + (_e92 * (vec2(1f) - (_e93 * 0.5f)))));\n let _e101 = f;\n let _e102 = f;\n let _e104 = f;\n w1_ = (vec2(1f) + ((_e101 * _e102) * (vec2(-2.5f) + (_e104 * 1.5f))));\n let _e111 = f;\n let _e112 = f;\n let _e113 = f;\n w2_ = (_e111 * (vec2(0.5f) + (_e112 * (vec2(2f) - (_e113 * 1.5f)))));\n let _e121 = f;\n let _e122 = f;\n let _e124 = f;\n w3_ = ((_e121 * _e122) * (vec2(-0.5f) + (_e124 * 0.5f)));\n let _e129 = w1_;\n let _e130 = w2_;\n w12_ = (_e129 + _e130);\n let _e132 = base;\n let _e136 = unnamed.uTexel;\n at0_ = ((_e132 - vec2(1f)) * _e136);\n let _e138 = base;\n let _e142 = unnamed.uTexel;\n at3_ = ((_e138 + vec2(2f)) * _e142);\n let _e144 = base;\n let _e145 = w2_;\n let _e146 = w12_;\n let _e150 = unnamed.uTexel;\n at12_ = ((_e144 + (_e145 / _e146)) * _e150);\n let _e153 = at12_[0u];\n let _e155 = at0_[1u];\n let _e157 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e153, _e155), 0f);\n let _e160 = w12_[0u];\n let _e162 = w0_[1u];\n let _e166 = at0_[0u];\n let _e168 = at12_[1u];\n let _e170 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e166, _e168), 0f);\n let _e173 = w0_[0u];\n let _e175 = w12_[1u];\n let _e179 = at12_;\n let _e180 = textureSampleLevel(uHistory_t, uHistory_s, _e179, 0f);\n let _e183 = w12_[0u];\n let _e185 = w12_[1u];\n let _e190 = at3_[0u];\n let _e192 = at12_[1u];\n let _e194 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e190, _e192), 0f);\n let _e197 = w3_[0u];\n let _e199 = w12_[1u];\n let _e204 = at12_[0u];\n let _e206 = at3_[1u];\n let _e208 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e204, _e206), 0f);\n let _e211 = w12_[0u];\n let _e213 = w3_[1u];\n sum = (((((_e157.xyz * (_e160 * _e162)) + (_e170.xyz * (_e173 * _e175))) + (_e180.xyz * (_e183 * _e185))) + (_e194.xyz * (_e197 * _e199))) + (_e208.xyz * (_e211 * _e213)));\n let _e218 = w12_[0u];\n let _e220 = w0_[1u];\n let _e223 = w0_[0u];\n let _e225 = w12_[1u];\n let _e229 = w12_[0u];\n let _e231 = w12_[1u];\n let _e235 = w3_[0u];\n let _e237 = w12_[1u];\n let _e241 = w12_[0u];\n let _e243 = w3_[1u];\n weight = (((((_e218 * _e220) + (_e223 * _e225)) + (_e229 * _e231)) + (_e235 * _e237)) + (_e241 * _e243));\n let _e246 = sum;\n let _e247 = weight;\n return max((_e246 / vec3(_e247)), vec3<f32>(0f, 0f, 0f));\n}\n\nfn neighbourhood_u0028_vf3_u003b_vf3_u003b(lo_1: ptr<function, vec3<f32>>, hi_1: ptr<function, vec3<f32>>) {\n var y: i32;\n var x: i32;\n var c_1: vec3<f32>;\n\n (*lo_1) = vec3<f32>(1000000000f, 1000000000f, 1000000000f);\n (*hi_1) = vec3<f32>(-1000000000f, -1000000000f, -1000000000f);\n y = -1i;\n loop {\n let _e65 = y;\n if (_e65 <= 1i) {\n x = -1i;\n loop {\n let _e67 = x;\n if (_e67 <= 1i) {\n let _e69 = vUv_1;\n let _e70 = x;\n let _e72 = y;\n let _e76 = unnamed.uTexel;\n let _e79 = textureSampleLevel(uScene_t, uScene_s, (_e69 + (vec2<f32>(f32(_e70), f32(_e72)) * _e76)), 0f);\n c_1 = _e79.xyz;\n let _e81 = (*lo_1);\n let _e82 = c_1;\n (*lo_1) = min(_e81, _e82);\n let _e84 = (*hi_1);\n let _e85 = c_1;\n (*hi_1) = max(_e84, _e85);\n continue;\n } else {\n break;\n }\n continuing {\n let _e87 = x;\n x = (_e87 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e89 = y;\n y = (_e89 + 1i);\n }\n }\n return;\n}\n\nfn viewDepthOf_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var z: f32;\n\n let _e62 = (*depth);\n z = (1f - (_e62 * 2f));\n let _e67 = unnamed.uDepthToViewZ[0u];\n let _e68 = z;\n let _e72 = unnamed.uDepthToViewZ[1u];\n let _e77 = unnamed.uDepthToViewZ[2u];\n let _e78 = z;\n let _e82 = unnamed.uDepthToViewZ[3u];\n return (-(((_e67 * _e68) + _e72)) / ((_e77 * _e78) + _e82));\n}\n\nfn freshRecord_u0028_vf3_u003b(current: ptr<function, vec3<f32>>) -> vec4<f32> {\n var seen: f32;\n var param: vec3<f32>;\n\n let _e63 = (*current);\n param = _e63;\n let _e64 = luma_u0028_vf3_u003b((&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";
9
9
 
10
10
  /**
11
11
  * What the transform assigned, so the renderer binds the same numbers.
@@ -15,20 +15,35 @@ export const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uReprojection:
15
15
  export const TEMPORALRESOLVE_BINDINGS = {
16
16
  "TEMPORAL_RESOLVE_FRAG": {
17
17
  "uniforms": 1,
18
- "uniformSize": 80,
18
+ "uniformSize": 112,
19
19
  "fields": {
20
- "uReprojection": {
20
+ "uDepthToViewZ": {
21
21
  "offset": 0,
22
+ "size": 16,
23
+ "type": "vec4"
24
+ },
25
+ "uAntiFlicker": {
26
+ "offset": 16,
27
+ "size": 4,
28
+ "type": "float"
29
+ },
30
+ "uReprojection": {
31
+ "offset": 32,
22
32
  "size": 64,
23
33
  "type": "mat4"
24
34
  },
25
35
  "uTexel": {
26
- "offset": 64,
36
+ "offset": 96,
27
37
  "size": 8,
28
38
  "type": "vec2"
29
39
  },
40
+ "uPeriodStart": {
41
+ "offset": 104,
42
+ "size": 4,
43
+ "type": "float"
44
+ },
30
45
  "uHistoryBlend": {
31
- "offset": 72,
46
+ "offset": 108,
32
47
  "size": 4,
33
48
  "type": "float"
34
49
  }
@@ -44,10 +59,20 @@ export const TEMPORALRESOLVE_BINDINGS = {
44
59
  "sampler": 35,
45
60
  "type": "sampler2D"
46
61
  },
47
- "uDepth": {
62
+ "uFlicker": {
48
63
  "texture": 36,
49
64
  "sampler": 37,
50
65
  "type": "sampler2D"
66
+ },
67
+ "uFlickerMotion": {
68
+ "texture": 38,
69
+ "sampler": 39,
70
+ "type": "sampler2D"
71
+ },
72
+ "uDepth": {
73
+ "texture": 40,
74
+ "sampler": 41,
75
+ "type": "sampler2D"
51
76
  }
52
77
  }
53
78
  }