@driftengine/core 4.4.2 → 4.5.0

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Files changed (193) hide show
  1. package/CHANGELOG.json +46 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +5 -1
  4. package/dist/index.js +7 -0
  5. package/dist/render/backend/api.d.ts +17 -11
  6. package/dist/render/backend/webgl2/glassTintPrograms.d.ts +13 -0
  7. package/dist/render/backend/webgl2/glassTintPrograms.js +38 -0
  8. package/dist/render/backend/webgl2/renderer.d.ts +79 -8
  9. package/dist/render/backend/webgl2/renderer.js +360 -105
  10. package/dist/render/backend/webgpu/buffers.d.ts +19 -1
  11. package/dist/render/backend/webgpu/buffers.js +27 -1
  12. package/dist/render/backend/webgpu/depthPass.d.ts +1 -1
  13. package/dist/render/backend/webgpu/depthPass.js +2 -1
  14. package/dist/render/backend/webgpu/flatPass.d.ts +2 -0
  15. package/dist/render/backend/webgpu/flatPass.js +20 -1
  16. package/dist/render/backend/webgpu/glassTintPass.d.ts +28 -0
  17. package/dist/render/backend/webgpu/glassTintPass.js +205 -0
  18. package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +60 -1
  19. package/dist/render/backend/webgpu/gpuDrivenPass.js +305 -5
  20. package/dist/render/backend/webgpu/instanced.d.ts +12 -1
  21. package/dist/render/backend/webgpu/instanced.js +20 -1
  22. package/dist/render/backend/webgpu/latePass.d.ts +26 -0
  23. package/dist/render/backend/webgpu/latePass.js +133 -0
  24. package/dist/render/backend/webgpu/lightVolumePass.js +5 -1
  25. package/dist/render/backend/webgpu/motionPass.d.ts +95 -0
  26. package/dist/render/backend/webgpu/motionPass.js +491 -0
  27. package/dist/render/backend/webgpu/pipelineCache.d.ts +10 -1
  28. package/dist/render/backend/webgpu/pipelineCache.js +11 -1
  29. package/dist/render/backend/webgpu/pointGlassTintPass.d.ts +32 -0
  30. package/dist/render/backend/webgpu/pointGlassTintPass.js +193 -0
  31. package/dist/render/backend/webgpu/pointShadowPass.d.ts +35 -6
  32. package/dist/render/backend/webgpu/pointShadowPass.js +105 -20
  33. package/dist/render/backend/webgpu/postPass.d.ts +2 -12
  34. package/dist/render/backend/webgpu/renderer.d.ts +171 -54
  35. package/dist/render/backend/webgpu/renderer.js +944 -390
  36. package/dist/render/backend/webgpu/scatterPass.js +2 -1
  37. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +4 -0
  38. package/dist/render/backend/webgpu/skinPaletteRing.js +4 -0
  39. package/dist/render/backend/webgpu/snapshotMips.d.ts +29 -0
  40. package/dist/render/backend/webgpu/snapshotMips.js +52 -0
  41. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +5 -0
  42. package/dist/render/backend/webgpu/surfaceTexturePass.js +1 -1
  43. package/dist/render/glass.d.ts +45 -0
  44. package/dist/render/glass.js +39 -0
  45. package/dist/render/glassCasters.d.ts +40 -0
  46. package/dist/render/glassCasters.js +84 -0
  47. package/dist/render/glassShadow.d.ts +78 -0
  48. package/dist/render/glassShadow.js +125 -0
  49. package/dist/render/globalMediumPass.d.ts +2 -3
  50. package/dist/render/globalMediumPass.js +2 -8
  51. package/dist/render/gpudriven/lit.d.ts +12 -0
  52. package/dist/render/gpudriven/lit.js +23 -0
  53. package/dist/render/gpudriven/materialTable.d.ts +15 -5
  54. package/dist/render/gpudriven/materialTable.js +26 -6
  55. package/dist/render/gpudriven/pipeline.d.ts +1 -1
  56. package/dist/render/gpudriven/pipeline.js +4 -3
  57. package/dist/render/gpudriven/sunGlass.d.ts +35 -0
  58. package/dist/render/gpudriven/sunGlass.js +89 -0
  59. package/dist/render/lightBudget.d.ts +17 -5
  60. package/dist/render/lightBudget.js +17 -5
  61. package/dist/render/pointGlassTint.d.ts +59 -0
  62. package/dist/render/pointGlassTint.js +198 -0
  63. package/dist/render/pointShadowArray.d.ts +56 -3
  64. package/dist/render/pointShadowArray.js +127 -16
  65. package/dist/render/pointShadowMap.d.ts +23 -1
  66. package/dist/render/pointShadowMap.js +27 -1
  67. package/dist/render/recon/changeFrames.d.ts +15 -0
  68. package/dist/render/recon/changeFrames.js +21 -0
  69. package/dist/render/recon/lateRouting.d.ts +14 -0
  70. package/dist/render/recon/lateRouting.js +18 -0
  71. package/dist/render/recon/mover.d.ts +57 -0
  72. package/dist/render/recon/mover.js +86 -0
  73. package/dist/render/renderQuality.d.ts +35 -0
  74. package/dist/render/renderQuality.js +7 -0
  75. package/dist/render/rendererHarness.js +12 -0
  76. package/dist/render/sceneTarget.d.ts +7 -1
  77. package/dist/render/sceneTarget.js +58 -12
  78. package/dist/render/shaders/depth.d.ts +16 -1
  79. package/dist/render/shaders/depth.js +85 -9
  80. package/dist/render/shaders/flat/directionalShadow.js +91 -6
  81. package/dist/render/shaders/flat/glassTint.d.ts +6 -0
  82. package/dist/render/shaders/flat/glassTint.js +25 -0
  83. package/dist/render/shaders/flat/index.d.ts +13 -0
  84. package/dist/render/shaders/flat/index.js +4 -0
  85. package/dist/render/shaders/flat/lampGlass.d.ts +1 -0
  86. package/dist/render/shaders/flat/lampGlass.js +183 -0
  87. package/dist/render/shaders/flat/main.d.ts +1 -1
  88. package/dist/render/shaders/flat/main.js +115 -15
  89. package/dist/render/shaders/flat/pointShadow.d.ts +1 -1
  90. package/dist/render/shaders/flat/pointShadow.js +2 -0
  91. package/dist/render/shaders/flat/preamble.js +21 -6
  92. package/dist/render/shaders/generated/depth.wgsl.d.ts +227 -4
  93. package/dist/render/shaders/generated/depth.wgsl.js +227 -4
  94. package/dist/render/shaders/generated/flat.wgsl.d.ts +360 -312
  95. package/dist/render/shaders/generated/flat.wgsl.js +376 -328
  96. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +3 -13
  97. package/dist/render/shaders/generated/globalMedium.wgsl.js +3 -13
  98. package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +3 -13
  99. package/dist/render/shaders/generated/lightVolume.wgsl.js +4 -14
  100. package/dist/render/shaders/generated/octahedralResolve.wgsl.d.ts +29 -0
  101. package/dist/render/shaders/generated/octahedralResolve.wgsl.js +29 -0
  102. package/dist/render/shaders/globalMedium.js +6 -6
  103. package/dist/render/shaders/gpudriven/blendRaster.wgsl.d.ts +7 -0
  104. package/dist/render/shaders/gpudriven/blendRaster.wgsl.js +86 -1
  105. package/dist/render/shaders/gpudriven/cull.wgsl.d.ts +1 -1
  106. package/dist/render/shaders/gpudriven/cull.wgsl.js +11 -2
  107. package/dist/render/shaders/gpudriven/materialTable.wgsl.d.ts +1 -1
  108. package/dist/render/shaders/gpudriven/materialTable.wgsl.js +3 -1
  109. package/dist/render/shaders/gpudriven/shade.wgsl.js +50 -1
  110. package/dist/render/shaders/gpudriven/sunGlass.wgsl.d.ts +9 -0
  111. package/dist/render/shaders/gpudriven/sunGlass.wgsl.js +133 -0
  112. package/dist/render/shaders/lightVolume.js +6 -6
  113. package/dist/render/shaders/octahedralResolve.d.ts +8 -0
  114. package/dist/render/shaders/octahedralResolve.js +48 -17
  115. package/dist/render/shaders/recon/lateDepth.wgsl.d.ts +1 -0
  116. package/dist/render/shaders/recon/lateDepth.wgsl.js +44 -0
  117. package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
  118. package/dist/render/shaders/recon/motion.wgsl.js +84 -0
  119. package/dist/render/shadowCasters.d.ts +20 -1
  120. package/dist/render/shadowCasters.js +15 -1
  121. package/dist/render/shadowMap.d.ts +54 -5
  122. package/dist/render/shadowMap.js +190 -36
  123. package/dist/render/sunGlassTint.d.ts +25 -0
  124. package/dist/render/sunGlassTint.js +79 -0
  125. package/dist/render/translucentQueue.d.ts +6 -0
  126. package/dist/render/translucentQueue.js +15 -1
  127. package/package.json +6 -6
  128. package/src/index.ts +10 -0
  129. package/src/render/backend/api.ts +15 -9
  130. package/src/render/backend/webgl2/glassTintPrograms.ts +58 -0
  131. package/src/render/backend/webgl2/renderer.ts +401 -108
  132. package/src/render/backend/webgpu/buffers.ts +50 -2
  133. package/src/render/backend/webgpu/depthPass.ts +2 -1
  134. package/src/render/backend/webgpu/flatPass.ts +22 -1
  135. package/src/render/backend/webgpu/glassTintPass.ts +244 -0
  136. package/src/render/backend/webgpu/gpuDrivenPass.ts +349 -5
  137. package/src/render/backend/webgpu/instanced.ts +21 -1
  138. package/src/render/backend/webgpu/latePass.ts +152 -0
  139. package/src/render/backend/webgpu/lightVolumePass.ts +5 -1
  140. package/src/render/backend/webgpu/motionPass.ts +535 -0
  141. package/src/render/backend/webgpu/pipelineCache.ts +12 -1
  142. package/src/render/backend/webgpu/pointGlassTintPass.ts +233 -0
  143. package/src/render/backend/webgpu/pointShadowPass.ts +158 -26
  144. package/src/render/backend/webgpu/renderer.ts +1108 -421
  145. package/src/render/backend/webgpu/scatterPass.ts +2 -1
  146. package/src/render/backend/webgpu/skinPaletteRing.ts +4 -0
  147. package/src/render/backend/webgpu/snapshotMips.ts +80 -0
  148. package/src/render/backend/webgpu/surfaceTexturePass.ts +1 -1
  149. package/src/render/glass.ts +74 -0
  150. package/src/render/glassCasters.ts +164 -0
  151. package/src/render/glassShadow.ts +153 -0
  152. package/src/render/globalMediumPass.ts +4 -11
  153. package/src/render/gpudriven/lit.ts +31 -0
  154. package/src/render/gpudriven/materialTable.ts +28 -6
  155. package/src/render/gpudriven/pipeline.ts +4 -3
  156. package/src/render/gpudriven/sunGlass.ts +117 -0
  157. package/src/render/lightBudget.ts +19 -5
  158. package/src/render/pointGlassTint.ts +250 -0
  159. package/src/render/pointShadowArray.ts +188 -22
  160. package/src/render/pointShadowMap.ts +41 -0
  161. package/src/render/recon/changeFrames.ts +24 -0
  162. package/src/render/recon/lateRouting.ts +29 -0
  163. package/src/render/recon/mover.ts +118 -0
  164. package/src/render/renderQuality.ts +47 -0
  165. package/src/render/rendererHarness.ts +12 -0
  166. package/src/render/sceneTarget.ts +58 -11
  167. package/src/render/shaders/depth.ts +109 -9
  168. package/src/render/shaders/flat/directionalShadow.ts +97 -6
  169. package/src/render/shaders/flat/glassTint.ts +25 -0
  170. package/src/render/shaders/flat/index.ts +17 -0
  171. package/src/render/shaders/flat/lampGlass.ts +185 -0
  172. package/src/render/shaders/flat/main.ts +115 -15
  173. package/src/render/shaders/flat/pointShadow.ts +2 -0
  174. package/src/render/shaders/flat/preamble.ts +21 -6
  175. package/src/render/shaders/generated/depth.wgsl.ts +234 -4
  176. package/src/render/shaders/generated/flat.wgsl.ts +376 -328
  177. package/src/render/shaders/generated/globalMedium.wgsl.ts +3 -13
  178. package/src/render/shaders/generated/lightVolume.wgsl.ts +4 -14
  179. package/src/render/shaders/generated/octahedralResolve.wgsl.ts +30 -0
  180. package/src/render/shaders/globalMedium.ts +6 -6
  181. package/src/render/shaders/gpudriven/blendRaster.wgsl.ts +88 -1
  182. package/src/render/shaders/gpudriven/cull.wgsl.ts +11 -2
  183. package/src/render/shaders/gpudriven/materialTable.wgsl.ts +3 -1
  184. package/src/render/shaders/gpudriven/shade.wgsl.ts +50 -1
  185. package/src/render/shaders/gpudriven/sunGlass.wgsl.ts +139 -0
  186. package/src/render/shaders/lightVolume.ts +6 -6
  187. package/src/render/shaders/octahedralResolve.ts +50 -17
  188. package/src/render/shaders/recon/lateDepth.wgsl.ts +47 -0
  189. package/src/render/shaders/recon/motion.wgsl.ts +84 -0
  190. package/src/render/shadowCasters.ts +28 -1
  191. package/src/render/shadowMap.ts +231 -37
  192. package/src/render/sunGlassTint.ts +86 -0
  193. package/src/render/translucentQueue.ts +20 -1
@@ -108,13 +108,20 @@ in float vThickness;
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  * paid by every consumer whether or not they refract, against 19.8 KB for a branch -- which is the
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  * price table Track D's three shipped rows measured.
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  *
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- * uRefractStrength at 0 is every draw that shipped before this existed, and it is the default, so
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+ * uSeeThrough.x, the strength, at 0 is every draw that shipped before this existed, and it is the default, so
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  * the sampler is bound to an empty texture and read nowhere on a frame that refracts nothing.
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  */
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  uniform sampler2D uRefractScene;
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- uniform float uRefractStrength;
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+ /*
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+ * **Four numbers in one vector: refraction's strength and path thickness, glass's transmission and
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+ * frost** (x, y, z, w). One vector rather than four, and that is the whole reason: on a device at the
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+ * WebGL2 floor of 256 fragment uniform vectors, every loose float is a vector the light budget
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+ * gives up, and four separate floats cost half the shadowed lights such a device can have. The tints
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+ * stay colours of their own. Zero transmission is not glass — see glass.ts.
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+ */
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+ uniform vec4 uSeeThrough;
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  uniform vec3 uRefractTint;
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- uniform float uRefractThickness;
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+ uniform vec3 uGlassTint;
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  flat in int vHasTangents;
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  /**
@@ -268,9 +275,13 @@ uniform vec3 uEmissiveScale;
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  * half of the file, because a test asserts that a profile without a probe mentions them
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  * nowhere — a comment is source too, and it failed that test first.
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  */
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- uniform highp sampler2D uStaticShadowMap; // wgsl:share shadow
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- uniform highp sampler2D uPeeledShadowMap; // wgsl:share shadow
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- uniform highp sampler2D uDynamicShadowMap; // wgsl:share shadow
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+ /* The sun's static, moving and peeled maps, as layers of one array: see shadowMap.ts. Where glass
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+ has cast, the last two layers are the nearest pane's depth, static then moving. */
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+ uniform highp sampler2DArray uSunShadows; // wgsl:share shadow
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+ /* What the sun keeps through glass, static then moving: colour times colour, and clarity (see
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+ glassShadow.ts). A one-texel stand-in where no glass has cast, which the lookup reads as none.
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+ Mipmapped and filtered, unlike the depths: frost reads the level its spread asks for. */
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+ uniform highp sampler2DArray uSunGlassTints; // wgsl:share tint
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  /** 0 disables directional shadows when their source is not emitting. */
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  uniform float uShadowStrength;
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  uniform float uShadowMapSize;
@@ -866,6 +877,10 @@ uniform float uPointShadowWeight[MAX_LIGHTS];
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  * it exists.
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  */
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  uniform highp sampler2DArray uPointShadows; // wgsl:share shadow
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+ /* What each light keeps through glass: one layer a light, colour times colour and clarity, beside
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+ the array above — whose light L then keeps its depth at 2L and its nearest pane at 2L + 1 (see
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+ pointShadowArray.ts). A one-texel stand-in where no lamp has met glass, read as none. */
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+ uniform highp sampler2DArray uPointGlassTints; // wgsl:share tint
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  /**
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  * Moving casters are separate from persistent world maps. Two live maps exist
@@ -5,11 +5,11 @@
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  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
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  */
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- export const DEPTH_CUTOUT_FRAG_WGSL = "struct Uniforms {\n uPeelShadowLayer: i32,\n}\n\n@group(0) @binding(34) \nvar uCutoutMap_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uCutoutMap_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLightPosition_1: vec4<f32>;\n@group(0) @binding(32) \nvar uPreviousShadowMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uPreviousShadowMap_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\nvar<private> vAlphaCutout_1: f32;\n\nfn cutoutAlpha_u0028_f1_u003b_vf2_u003b(alpha: ptr<function, f32>, texels: ptr<function, vec2<f32>>) -> f32 {\n var dx: vec2<f32>;\n var dy: vec2<f32>;\n var level: f32;\n\n let _e23 = (*texels);\n let _e24 = dpdx(_e23);\n dx = _e24;\n let _e25 = (*texels);\n let _e26 = dpdy(_e25);\n dy = _e26;\n let _e27 = dx;\n let _e28 = dx;\n let _e30 = dy;\n let _e31 = dy;\n level = max(0f, (0.5f * log2(max(dot(_e27, _e28), dot(_e30, _e31)))));\n let _e37 = (*alpha);\n let _e38 = level;\n return (_e37 * (1f + (_e38 * 0.25f)));\n}\n\nfn main_1() {\n var alpha_1: f32;\n var param: f32;\n var param_1: vec2<f32>;\n var p: vec3<f32>;\n var uv: vec2<f32>;\n var previousDepth: f32;\n\n let _e24 = vUv_1;\n let _e25 = textureSample(uCutoutMap_t, uCutoutMap_s, _e24);\n let _e26 = vUv_1;\n let _e27 = textureDimensions(uCutoutMap_t, 0i);\n param = _e25.w;\n param_1 = (_e26 * vec2<f32>(vec2<i32>(_e27)));\n let _e32 = cutoutAlpha_u0028_f1_u003b_vf2_u003b((&param), (&param_1));\n alpha_1 = _e32;\n let _e34 = unnamed.uPeelShadowLayer;\n if (_e34 != 0i) {\n let _e36 = vLightPosition_1;\n let _e39 = vLightPosition_1[3u];\n p = (_e36.xyz / vec3(_e39));\n let _e42 = p;\n uv = ((_e42.xy * 0.5f) + vec2(0.5f));\n let _e47 = uv;\n let _e48 = textureSampleLevel(uPreviousShadowMap_t, uPreviousShadowMap_s, _e47, 0f);\n previousDepth = _e48.x;\n let _e51 = gl_FragCoord_1[2u];\n let _e52 = previousDepth;\n if (_e51 <= (_e52 + 0.00001f)) {\n discard;\n }\n }\n let _e55 = alpha_1;\n let _e56 = vAlphaCutout_1;\n if (_e55 < _e56) {\n discard;\n }\n return;\n}\n\n@fragment \nfn main(@location(1) vUv: vec2<f32>, @location(0) vLightPosition: vec4<f32>, @builtin(position) gl_FragCoord: vec4<f32>, @location(2) @interpolate(flat) vAlphaCutout: f32) {\n vUv_1 = vUv;\n vLightPosition_1 = vLightPosition;\n gl_FragCoord_1 = gl_FragCoord;\n vAlphaCutout_1 = vAlphaCutout;\n main_1();\n}\n";
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+ export const DEPTH_CUTOUT_FRAG_WGSL = "struct Uniforms {\n uPeelShadowLayer: i32,\n}\n\n@group(0) @binding(34) \nvar uCutoutMap_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uCutoutMap_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLightPosition_1: vec4<f32>;\n@group(0) @binding(32) \nvar uPreviousShadowMap_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uPreviousShadowMap_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\nvar<private> vAlphaCutout_1: f32;\n\nfn cutoutAlpha_u0028_f1_u003b_vf2_u003b(alpha: ptr<function, f32>, texels: ptr<function, vec2<f32>>) -> f32 {\n var dx: vec2<f32>;\n var dy: vec2<f32>;\n var level: f32;\n\n let _e23 = (*texels);\n let _e24 = dpdx(_e23);\n dx = _e24;\n let _e25 = (*texels);\n let _e26 = dpdy(_e25);\n dy = _e26;\n let _e27 = dx;\n let _e28 = dx;\n let _e30 = dy;\n let _e31 = dy;\n level = max(0f, (0.5f * log2(max(dot(_e27, _e28), dot(_e30, _e31)))));\n let _e37 = (*alpha);\n let _e38 = level;\n return (_e37 * (1f + (_e38 * 0.25f)));\n}\n\nfn main_1() {\n var alpha_1: f32;\n var param: f32;\n var param_1: vec2<f32>;\n var p: vec3<f32>;\n var uv: vec2<f32>;\n var previousDepth: f32;\n\n let _e24 = vUv_1;\n let _e25 = textureSample(uCutoutMap_t, uCutoutMap_s, _e24);\n let _e26 = vUv_1;\n let _e27 = textureDimensions(uCutoutMap_t, 0i);\n param = _e25.w;\n param_1 = (_e26 * vec2<f32>(vec2<i32>(_e27)));\n let _e32 = cutoutAlpha_u0028_f1_u003b_vf2_u003b((&param), (&param_1));\n alpha_1 = _e32;\n let _e34 = unnamed.uPeelShadowLayer;\n if (_e34 != 0i) {\n let _e36 = vLightPosition_1;\n let _e39 = vLightPosition_1[3u];\n p = (_e36.xyz / vec3(_e39));\n let _e42 = p;\n uv = ((_e42.xy * 0.5f) + vec2(0.5f));\n let _e47 = uv;\n let _e50 = vec3<f32>(_e47.x, _e47.y, 0f);\n let _e56 = textureSampleLevel(uPreviousShadowMap_t, uPreviousShadowMap_s, vec2<f32>(_e50.x, _e50.y), i32(_e50.z), 0f);\n previousDepth = _e56.x;\n let _e59 = gl_FragCoord_1[2u];\n let _e60 = previousDepth;\n if (_e59 <= (_e60 + 0.00001f)) {\n discard;\n }\n }\n let _e63 = alpha_1;\n let _e64 = vAlphaCutout_1;\n if (_e63 < _e64) {\n discard;\n }\n return;\n}\n\n@fragment \nfn main(@location(1) vUv: vec2<f32>, @location(0) vLightPosition: vec4<f32>, @builtin(position) gl_FragCoord: vec4<f32>, @location(2) @interpolate(flat) vAlphaCutout: f32) {\n vUv_1 = vUv;\n vLightPosition_1 = vLightPosition;\n gl_FragCoord_1 = gl_FragCoord;\n vAlphaCutout_1 = vAlphaCutout;\n main_1();\n}\n";
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10
  export const DEPTH_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uUvScale: vec2<f32>,\n uAlphaCutout: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec2<f32>,\n @location(2) @interpolate(flat) member_2: f32,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec2<f32>;\nvar<private> aUv_1: vec2<f32>;\nvar<private> vAlphaCutout: f32;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e27 = (*sway);\n if (_e27 <= 0f) {\n let _e29 = (*worldPos);\n return _e29;\n }\n let _e30 = (*worldPos);\n let _e33 = unnamed.uWindSpatialPhase;\n let _e36 = unnamed.uWindTime;\n phase = (dot(_e30.xz, _e33) + _e36);\n let _e39 = unnamed.uWindSpeed;\n let _e41 = unnamed.uWindGust;\n let _e43 = phase;\n let _e46 = (*sway);\n bend = (((_e39 + _e41) * sin(_e43)) * _e46);\n let _e49 = (*worldPos)[0u];\n let _e52 = unnamed.uWindDirection[0u];\n let _e53 = bend;\n let _e57 = (*worldPos)[1u];\n let _e59 = (*worldPos)[2u];\n let _e62 = unnamed.uWindDirection[1u];\n let _e63 = bend;\n return vec3<f32>((_e49 + (_e52 * _e53)), _e57, (_e59 + (_e62 * _e63)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e29 = aPosition_1;\n local = vec4<f32>(_e29.x, _e29.y, _e29.z, 1f);\n let _e35 = unnamed.uModel;\n model = _e35;\n let _e36 = model;\n let _e37 = local;\n world = (_e36 * _e37);\n let _e39 = world;\n param = _e39.xyz;\n let _e42 = aChannel_1[0u];\n param_1 = _e42;\n let _e43 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e43;\n let _e45 = unnamed.uLightViewProj;\n let _e46 = bent;\n let _e48 = world[3u];\n vLightPosition = (_e45 * vec4<f32>(_e46.x, _e46.y, _e46.z, _e48));\n let _e54 = vLightPosition;\n unnamed_1.gl_Position = _e54;\n let _e56 = aUv_1;\n let _e58 = unnamed.uUvScale;\n vUv = (_e56 * _e58);\n let _e61 = unnamed.uAlphaCutout;\n vAlphaCutout = _e61;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>, @location(5) aUv: vec2<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n aUv_1 = aUv;\n main_1();\n let _e12 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e12);\n let _e14 = vLightPosition;\n let _e15 = unnamed_1.gl_Position;\n let _e16 = vUv;\n let _e17 = vAlphaCutout;\n return VertexOutput(_e14, _e15, _e16, _e17);\n}\n";
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12
- export const DEPTH_FRAG_WGSL = "struct Uniforms {\n uPeelShadowLayer: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLightPosition_1: vec4<f32>;\n@group(0) @binding(32) \nvar uPreviousShadowMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uPreviousShadowMap_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn main_1() {\n var p: vec3<f32>;\n var uv: vec2<f32>;\n var previousDepth: f32;\n\n let _e15 = unnamed.uPeelShadowLayer;\n if (_e15 != 0i) {\n let _e17 = vLightPosition_1;\n let _e20 = vLightPosition_1[3u];\n p = (_e17.xyz / vec3(_e20));\n let _e23 = p;\n uv = ((_e23.xy * 0.5f) + vec2(0.5f));\n let _e28 = uv;\n let _e29 = textureSample(uPreviousShadowMap_t, uPreviousShadowMap_s, _e28);\n previousDepth = _e29.x;\n let _e32 = gl_FragCoord_1[2u];\n let _e33 = previousDepth;\n if (_e32 <= (_e33 + 0.00001f)) {\n discard;\n }\n }\n return;\n}\n\n@fragment \nfn main(@location(0) vLightPosition: vec4<f32>, @builtin(position) gl_FragCoord: vec4<f32>) {\n vLightPosition_1 = vLightPosition;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n}\n";
12
+ export const DEPTH_FRAG_WGSL = "struct Uniforms {\n uPeelShadowLayer: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLightPosition_1: vec4<f32>;\n@group(0) @binding(32) \nvar uPreviousShadowMap_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uPreviousShadowMap_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn main_1() {\n var p: vec3<f32>;\n var uv: vec2<f32>;\n var previousDepth: f32;\n\n let _e16 = unnamed.uPeelShadowLayer;\n if (_e16 != 0i) {\n let _e18 = vLightPosition_1;\n let _e21 = vLightPosition_1[3u];\n p = (_e18.xyz / vec3(_e21));\n let _e24 = p;\n uv = ((_e24.xy * 0.5f) + vec2(0.5f));\n let _e29 = uv;\n let _e32 = vec3<f32>(_e29.x, _e29.y, 0f);\n let _e38 = textureSample(uPreviousShadowMap_t, uPreviousShadowMap_s, vec2<f32>(_e32.x, _e32.y), i32(_e32.z));\n previousDepth = _e38.x;\n let _e41 = gl_FragCoord_1[2u];\n let _e42 = previousDepth;\n if (_e41 <= (_e42 + 0.00001f)) {\n discard;\n }\n }\n return;\n}\n\n@fragment \nfn main(@location(0) vLightPosition: vec4<f32>, @builtin(position) gl_FragCoord: vec4<f32>) {\n vLightPosition_1 = vLightPosition;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n}\n";
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  export const DEPTH_INSTANCED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uAlphaCutout: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec2<f32>,\n @location(2) @interpolate(flat) member_2: f32,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec2<f32>;\nvar<private> aUv_1: vec2<f32>;\nvar<private> vAlphaCutout: f32;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e21 = aPosition_1;\n local = vec4<f32>(_e21.x, _e21.y, _e21.z, 1f);\n let _e26 = aInstanceModel0_1;\n let _e27 = aInstanceModel1_1;\n let _e28 = aInstanceModel2_1;\n let _e29 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e26.x, _e26.y, _e26.z, _e26.w), vec4<f32>(_e27.x, _e27.y, _e27.z, _e27.w), vec4<f32>(_e28.x, _e28.y, _e28.z, _e28.w), vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w));\n let _e51 = model;\n let _e52 = local;\n world = (_e51 * _e52);\n let _e54 = world;\n bent = _e54.xyz;\n let _e57 = unnamed.uLightViewProj;\n let _e58 = bent;\n let _e60 = world[3u];\n vLightPosition = (_e57 * vec4<f32>(_e58.x, _e58.y, _e58.z, _e60));\n let _e66 = vLightPosition;\n unnamed_1.gl_Position = _e66;\n let _e68 = aUv_1;\n let _e70 = unnamed.uUvScale;\n vUv = (_e68 * _e70);\n let _e73 = unnamed.uAlphaCutout;\n vAlphaCutout = _e73;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec2<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e18 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e18);\n let _e20 = vLightPosition;\n let _e21 = unnamed_1.gl_Position;\n let _e22 = vUv;\n let _e23 = vAlphaCutout;\n return VertexOutput(_e20, _e21, _e22, _e23);\n}\n";
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15
 
@@ -19,6 +19,20 @@ export const DEPTH_SKINNED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: m
19
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  export const DEPTH_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e22 = (*sway);\n if (_e22 <= 0f) {\n let _e24 = (*worldPos);\n return _e24;\n }\n let _e25 = (*worldPos);\n let _e28 = unnamed.uWindSpatialPhase;\n let _e31 = unnamed.uWindTime;\n phase = (dot(_e25.xz, _e28) + _e31);\n let _e34 = unnamed.uWindSpeed;\n let _e36 = unnamed.uWindGust;\n let _e38 = phase;\n let _e41 = (*sway);\n bend = (((_e34 + _e36) * sin(_e38)) * _e41);\n let _e44 = (*worldPos)[0u];\n let _e47 = unnamed.uWindDirection[0u];\n let _e48 = bend;\n let _e52 = (*worldPos)[1u];\n let _e54 = (*worldPos)[2u];\n let _e57 = unnamed.uWindDirection[1u];\n let _e58 = bend;\n return vec3<f32>((_e44 + (_e47 * _e48)), _e52, (_e54 + (_e57 * _e58)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e24 = aPosition_1;\n local = vec4<f32>(_e24.x, _e24.y, _e24.z, 1f);\n let _e30 = unnamed.uModel;\n model = _e30;\n let _e31 = model;\n let _e32 = local;\n world = (_e31 * _e32);\n let _e34 = world;\n param = _e34.xyz;\n let _e37 = aChannel_1[0u];\n param_1 = _e37;\n let _e38 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e38;\n let _e40 = unnamed.uLightViewProj;\n let _e41 = bent;\n let _e43 = world[3u];\n vLightPosition = (_e40 * vec4<f32>(_e41.x, _e41.y, _e41.z, _e43));\n let _e49 = vLightPosition;\n unnamed_1.gl_Position = _e49;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e8 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e8);\n let _e10 = vLightPosition;\n let _e11 = unnamed_1.gl_Position;\n return VertexOutput(_e10, _e11);\n}\n";
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+ export const GLASS_TINT_CUTOUT_FRAG_WGSL = "struct Uniforms {\n uGlassPane: vec4<f32>,\n uGlassLight: vec4<f32>,\n}\n\n@group(0) @binding(32) \nvar uCutoutMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uCutoutMap_s: sampler;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vGlassWorld_1: vec3<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> outTint: vec4<f32>;\nvar<private> vAlphaCutout_1: f32;\nvar<private> vLightPosition_1: vec4<f32>;\n\nfn cutoutAlpha_u0028_f1_u003b_vf2_u003b(alpha: ptr<function, f32>, texels: ptr<function, vec2<f32>>) -> f32 {\n var dx: vec2<f32>;\n var dy: vec2<f32>;\n var level: f32;\n\n let _e23 = (*texels);\n let _e24 = dpdx(_e23);\n dx = _e24;\n let _e25 = (*texels);\n let _e26 = dpdy(_e25);\n dy = _e26;\n let _e27 = dx;\n let _e28 = dx;\n let _e30 = dy;\n let _e31 = dy;\n level = max(0f, (0.5f * log2(max(dot(_e27, _e28), dot(_e30, _e31)))));\n let _e37 = (*alpha);\n let _e38 = level;\n return (_e37 * (1f + (_e38 * 0.25f)));\n}\n\nfn main_1() {\n var alpha_1: f32;\n var param: f32;\n var param_1: vec2<f32>;\n var n: vec3<f32>;\n var toLight: vec3<f32>;\n var local: vec3<f32>;\n var cosLight: f32;\n var reflected: f32;\n\n let _e26 = vUv_1;\n let _e27 = textureSample(uCutoutMap_t, uCutoutMap_s, _e26);\n let _e28 = vUv_1;\n let _e29 = textureDimensions(uCutoutMap_t, 0i);\n param = _e27.w;\n param_1 = (_e28 * vec2<f32>(vec2<i32>(_e29)));\n let _e34 = cutoutAlpha_u0028_f1_u003b_vf2_u003b((&param), (&param_1));\n alpha_1 = _e34;\n let _e35 = vGlassWorld_1;\n let _e36 = dpdx(_e35);\n let _e37 = vGlassWorld_1;\n let _e38 = dpdy(_e37);\n n = normalize(cross(_e36, _e38));\n let _e43 = unnamed.uGlassLight[3u];\n if (_e43 > 0.5f) {\n let _e46 = unnamed.uGlassLight;\n let _e48 = vGlassWorld_1;\n local = normalize((_e46.xyz - _e48));\n } else {\n let _e52 = unnamed.uGlassLight;\n local = _e52.xyz;\n }\n let _e54 = local;\n toLight = _e54;\n let _e55 = n;\n let _e56 = toLight;\n cosLight = abs(dot(_e55, _e56));\n let _e59 = cosLight;\n reflected = (0.04f + (0.96f * pow((1f - _e59), 5f)));\n let _e65 = unnamed.uGlassPane;\n let _e67 = reflected;\n let _e69 = (_e65.xyz * (1f - _e67));\n let _e72 = unnamed.uGlassPane[3u];\n outTint = vec4<f32>(_e69.x, _e69.y, _e69.z, _e72);\n let _e77 = alpha_1;\n let _e78 = vAlphaCutout_1;\n if (_e77 < _e78) {\n discard;\n }\n return;\n}\n\n@fragment \nfn main(@location(1) vUv: vec2<f32>, @location(3) vGlassWorld: vec3<f32>, @location(2) @interpolate(flat) vAlphaCutout: f32, @location(0) vLightPosition: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vGlassWorld_1 = vGlassWorld;\n vAlphaCutout_1 = vAlphaCutout;\n vLightPosition_1 = vLightPosition;\n main_1();\n let _e9 = outTint;\n return _e9;\n}\n";
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+
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+ export const GLASS_TINT_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uUvScale: vec2<f32>,\n uAlphaCutout: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec2<f32>,\n @location(2) @interpolate(flat) member_2: f32,\n @location(3) member_3: vec3<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec2<f32>;\nvar<private> aUv_1: vec2<f32>;\nvar<private> vAlphaCutout: f32;\nvar<private> vGlassWorld: vec3<f32>;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e28 = (*sway);\n if (_e28 <= 0f) {\n let _e30 = (*worldPos);\n return _e30;\n }\n let _e31 = (*worldPos);\n let _e34 = unnamed.uWindSpatialPhase;\n let _e37 = unnamed.uWindTime;\n phase = (dot(_e31.xz, _e34) + _e37);\n let _e40 = unnamed.uWindSpeed;\n let _e42 = unnamed.uWindGust;\n let _e44 = phase;\n let _e47 = (*sway);\n bend = (((_e40 + _e42) * sin(_e44)) * _e47);\n let _e50 = (*worldPos)[0u];\n let _e53 = unnamed.uWindDirection[0u];\n let _e54 = bend;\n let _e58 = (*worldPos)[1u];\n let _e60 = (*worldPos)[2u];\n let _e63 = unnamed.uWindDirection[1u];\n let _e64 = bend;\n return vec3<f32>((_e50 + (_e53 * _e54)), _e58, (_e60 + (_e63 * _e64)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e30 = aPosition_1;\n local = vec4<f32>(_e30.x, _e30.y, _e30.z, 1f);\n let _e36 = unnamed.uModel;\n model = _e36;\n let _e37 = model;\n let _e38 = local;\n world = (_e37 * _e38);\n let _e40 = world;\n param = _e40.xyz;\n let _e43 = aChannel_1[0u];\n param_1 = _e43;\n let _e44 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e44;\n let _e46 = unnamed.uLightViewProj;\n let _e47 = bent;\n let _e49 = world[3u];\n vLightPosition = (_e46 * vec4<f32>(_e47.x, _e47.y, _e47.z, _e49));\n let _e55 = vLightPosition;\n unnamed_1.gl_Position = _e55;\n let _e57 = aUv_1;\n let _e59 = unnamed.uUvScale;\n vUv = (_e57 * _e59);\n let _e62 = unnamed.uAlphaCutout;\n vAlphaCutout = _e62;\n let _e63 = bent;\n vGlassWorld = _e63;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>, @location(5) aUv: vec2<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n aUv_1 = aUv;\n main_1();\n let _e13 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e13);\n let _e15 = vLightPosition;\n let _e16 = unnamed_1.gl_Position;\n let _e17 = vUv;\n let _e18 = vAlphaCutout;\n let _e19 = vGlassWorld;\n return VertexOutput(_e15, _e16, _e17, _e18, _e19);\n}\n";
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+
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+ export const GLASS_TINT_FRAG_WGSL = "struct Uniforms {\n uGlassPane: vec4<f32>,\n uGlassLight: vec4<f32>,\n}\n\nvar<private> vGlassWorld_1: vec3<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> outTint: vec4<f32>;\nvar<private> vLightPosition_1: vec4<f32>;\n\nfn main_1() {\n var n: vec3<f32>;\n var toLight: vec3<f32>;\n var local: vec3<f32>;\n var cosLight: f32;\n var reflected: f32;\n\n let _e17 = vGlassWorld_1;\n let _e18 = dpdx(_e17);\n let _e19 = vGlassWorld_1;\n let _e20 = dpdy(_e19);\n n = normalize(cross(_e18, _e20));\n let _e25 = unnamed.uGlassLight[3u];\n if (_e25 > 0.5f) {\n let _e28 = unnamed.uGlassLight;\n let _e30 = vGlassWorld_1;\n local = normalize((_e28.xyz - _e30));\n } else {\n let _e34 = unnamed.uGlassLight;\n local = _e34.xyz;\n }\n let _e36 = local;\n toLight = _e36;\n let _e37 = n;\n let _e38 = toLight;\n cosLight = abs(dot(_e37, _e38));\n let _e41 = cosLight;\n reflected = (0.04f + (0.96f * pow((1f - _e41), 5f)));\n let _e47 = unnamed.uGlassPane;\n let _e49 = reflected;\n let _e51 = (_e47.xyz * (1f - _e49));\n let _e54 = unnamed.uGlassPane[3u];\n outTint = vec4<f32>(_e51.x, _e51.y, _e51.z, _e54);\n return;\n}\n\n@fragment \nfn main(@location(1) vGlassWorld: vec3<f32>, @location(0) vLightPosition: vec4<f32>) -> @location(0) vec4<f32> {\n vGlassWorld_1 = vGlassWorld;\n vLightPosition_1 = vLightPosition;\n main_1();\n let _e5 = outTint;\n return _e5;\n}\n";
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+
28
+ export const GLASS_TINT_INSTANCED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uAlphaCutout: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec2<f32>,\n @location(2) @interpolate(flat) member_2: f32,\n @location(3) member_3: vec3<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec2<f32>;\nvar<private> aUv_1: vec2<f32>;\nvar<private> vAlphaCutout: f32;\nvar<private> vGlassWorld: vec3<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e22 = aPosition_1;\n local = vec4<f32>(_e22.x, _e22.y, _e22.z, 1f);\n let _e27 = aInstanceModel0_1;\n let _e28 = aInstanceModel1_1;\n let _e29 = aInstanceModel2_1;\n let _e30 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e27.x, _e27.y, _e27.z, _e27.w), vec4<f32>(_e28.x, _e28.y, _e28.z, _e28.w), vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w), vec4<f32>(_e30.x, _e30.y, _e30.z, _e30.w));\n let _e52 = model;\n let _e53 = local;\n world = (_e52 * _e53);\n let _e55 = world;\n bent = _e55.xyz;\n let _e58 = unnamed.uLightViewProj;\n let _e59 = bent;\n let _e61 = world[3u];\n vLightPosition = (_e58 * vec4<f32>(_e59.x, _e59.y, _e59.z, _e61));\n let _e67 = vLightPosition;\n unnamed_1.gl_Position = _e67;\n let _e69 = aUv_1;\n let _e71 = unnamed.uUvScale;\n vUv = (_e69 * _e71);\n let _e74 = unnamed.uAlphaCutout;\n vAlphaCutout = _e74;\n let _e75 = bent;\n vGlassWorld = _e75;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec2<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e19 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e19);\n let _e21 = vLightPosition;\n let _e22 = unnamed_1.gl_Position;\n let _e23 = vUv;\n let _e24 = vAlphaCutout;\n let _e25 = vGlassWorld;\n return VertexOutput(_e21, _e22, _e23, _e24, _e25);\n}\n";
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+
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+ export const GLASS_TINT_INSTANCED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vGlassWorld: vec3<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e17 = aPosition_1;\n local = vec4<f32>(_e17.x, _e17.y, _e17.z, 1f);\n let _e22 = aInstanceModel0_1;\n let _e23 = aInstanceModel1_1;\n let _e24 = aInstanceModel2_1;\n let _e25 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e22.x, _e22.y, _e22.z, _e22.w), vec4<f32>(_e23.x, _e23.y, _e23.z, _e23.w), vec4<f32>(_e24.x, _e24.y, _e24.z, _e24.w), vec4<f32>(_e25.x, _e25.y, _e25.z, _e25.w));\n let _e47 = model;\n let _e48 = local;\n world = (_e47 * _e48);\n let _e50 = world;\n bent = _e50.xyz;\n let _e53 = unnamed.uLightViewProj;\n let _e54 = bent;\n let _e56 = world[3u];\n vLightPosition = (_e53 * vec4<f32>(_e54.x, _e54.y, _e54.z, _e56));\n let _e62 = vLightPosition;\n unnamed_1.gl_Position = _e62;\n let _e64 = bent;\n vGlassWorld = _e64;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e15 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e15);\n let _e17 = vLightPosition;\n let _e18 = unnamed_1.gl_Position;\n let _e19 = vGlassWorld;\n return VertexOutput(_e17, _e18, _e19);\n}\n";
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+
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+ export const GLASS_TINT_SKINNED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n}\n\n@group(0) @binding(16) \nvar uJointPalette_t: texture_2d<f32>;\nvar<private> aJoints_1: vec4<f32>;\nvar<private> aWeights_1: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vGlassWorld: vec3<f32>;\n@group(0) @binding(17) \nvar uJointPalette_s: sampler;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e27 = (*sway);\n if (_e27 <= 0f) {\n let _e29 = (*worldPos);\n return _e29;\n }\n let _e30 = (*worldPos);\n let _e33 = unnamed.uWindSpatialPhase;\n let _e36 = unnamed.uWindTime;\n phase = (dot(_e30.xz, _e33) + _e36);\n let _e39 = unnamed.uWindSpeed;\n let _e41 = unnamed.uWindGust;\n let _e43 = phase;\n let _e46 = (*sway);\n bend = (((_e39 + _e41) * sin(_e43)) * _e46);\n let _e49 = (*worldPos)[0u];\n let _e52 = unnamed.uWindDirection[0u];\n let _e53 = bend;\n let _e57 = (*worldPos)[1u];\n let _e59 = (*worldPos)[2u];\n let _e62 = unnamed.uWindDirection[1u];\n let _e63 = bend;\n return vec3<f32>((_e49 + (_e52 * _e53)), _e57, (_e59 + (_e62 * _e63)));\n}\n\nfn jointMatrix_u0028_i1_u003b(index: ptr<function, i32>) -> mat4x4<f32> {\n var x: i32;\n\n let _e25 = (*index);\n x = (_e25 * 4i);\n let _e27 = x;\n let _e29 = textureLoad(uJointPalette_t, vec2<i32>(_e27, 0i), 0i);\n let _e30 = x;\n let _e33 = textureLoad(uJointPalette_t, vec2<i32>((_e30 + 1i), 0i), 0i);\n let _e34 = x;\n let _e37 = textureLoad(uJointPalette_t, vec2<i32>((_e34 + 2i), 0i), 0i);\n let _e38 = x;\n let _e41 = textureLoad(uJointPalette_t, vec2<i32>((_e38 + 3i), 0i), 0i);\n return mat4x4<f32>(vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w), vec4<f32>(_e33.x, _e33.y, _e33.z, _e33.w), vec4<f32>(_e37.x, _e37.y, _e37.z, _e37.w), vec4<f32>(_e41.x, _e41.y, _e41.z, _e41.w));\n}\n\nfn skinMatrix_u0028_() -> mat4x4<f32> {\n var param: i32;\n var param_1: i32;\n var param_2: i32;\n var param_3: i32;\n\n let _e28 = aJoints_1[0u];\n param = i32(_e28);\n let _e30 = jointMatrix_u0028_i1_u003b((&param));\n let _e32 = aWeights_1[0u];\n let _e33 = (_e30 * _e32);\n let _e35 = aJoints_1[1u];\n param_1 = i32(_e35);\n let _e37 = jointMatrix_u0028_i1_u003b((&param_1));\n let _e39 = aWeights_1[1u];\n let _e40 = (_e37 * _e39);\n let _e53 = mat4x4<f32>((_e33[0] + _e40[0]), (_e33[1] + _e40[1]), (_e33[2] + _e40[2]), (_e33[3] + _e40[3]));\n let _e55 = aJoints_1[2u];\n param_2 = i32(_e55);\n let _e57 = jointMatrix_u0028_i1_u003b((&param_2));\n let _e59 = aWeights_1[2u];\n let _e60 = (_e57 * _e59);\n let _e73 = mat4x4<f32>((_e53[0] + _e60[0]), (_e53[1] + _e60[1]), (_e53[2] + _e60[2]), (_e53[3] + _e60[3]));\n let _e75 = aJoints_1[3u];\n param_3 = i32(_e75);\n let _e77 = jointMatrix_u0028_i1_u003b((&param_3));\n let _e79 = aWeights_1[3u];\n let _e80 = (_e77 * _e79);\n return mat4x4<f32>((_e73[0] + _e80[0]), (_e73[1] + _e80[1]), (_e73[2] + _e80[2]), (_e73[3] + _e80[3]));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: f32;\n\n let _e29 = skinMatrix_u0028_();\n let _e30 = aPosition_1;\n local = (_e29 * vec4<f32>(_e30.x, _e30.y, _e30.z, 1f));\n let _e37 = unnamed.uModel;\n model = _e37;\n let _e38 = model;\n let _e39 = local;\n world = (_e38 * _e39);\n let _e41 = world;\n param_4 = _e41.xyz;\n let _e44 = aChannel_1[0u];\n param_5 = _e44;\n let _e45 = channelBend_u0028_vf3_u003b_f1_u003b((&param_4), (&param_5));\n bent = _e45;\n let _e47 = unnamed.uLightViewProj;\n let _e48 = bent;\n let _e50 = world[3u];\n vLightPosition = (_e47 * vec4<f32>(_e48.x, _e48.y, _e48.z, _e50));\n let _e56 = vLightPosition;\n unnamed_1.gl_Position = _e56;\n let _e58 = bent;\n vGlassWorld = _e58;\n return;\n}\n\n@vertex \nfn main(@location(11) aJoints: vec4<f32>, @location(12) aWeights: vec4<f32>, @location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aJoints_1 = aJoints;\n aWeights_1 = aWeights;\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e13 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e13);\n let _e15 = vLightPosition;\n let _e16 = unnamed_1.gl_Position;\n let _e17 = vGlassWorld;\n return VertexOutput(_e15, _e16, _e17);\n}\n";
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+
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+ export const GLASS_TINT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vGlassWorld: vec3<f32>;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e23 = (*sway);\n if (_e23 <= 0f) {\n let _e25 = (*worldPos);\n return _e25;\n }\n let _e26 = (*worldPos);\n let _e29 = unnamed.uWindSpatialPhase;\n let _e32 = unnamed.uWindTime;\n phase = (dot(_e26.xz, _e29) + _e32);\n let _e35 = unnamed.uWindSpeed;\n let _e37 = unnamed.uWindGust;\n let _e39 = phase;\n let _e42 = (*sway);\n bend = (((_e35 + _e37) * sin(_e39)) * _e42);\n let _e45 = (*worldPos)[0u];\n let _e48 = unnamed.uWindDirection[0u];\n let _e49 = bend;\n let _e53 = (*worldPos)[1u];\n let _e55 = (*worldPos)[2u];\n let _e58 = unnamed.uWindDirection[1u];\n let _e59 = bend;\n return vec3<f32>((_e45 + (_e48 * _e49)), _e53, (_e55 + (_e58 * _e59)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e25 = aPosition_1;\n local = vec4<f32>(_e25.x, _e25.y, _e25.z, 1f);\n let _e31 = unnamed.uModel;\n model = _e31;\n let _e32 = model;\n let _e33 = local;\n world = (_e32 * _e33);\n let _e35 = world;\n param = _e35.xyz;\n let _e38 = aChannel_1[0u];\n param_1 = _e38;\n let _e39 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e39;\n let _e41 = unnamed.uLightViewProj;\n let _e42 = bent;\n let _e44 = world[3u];\n vLightPosition = (_e41 * vec4<f32>(_e42.x, _e42.y, _e42.z, _e44));\n let _e50 = vLightPosition;\n unnamed_1.gl_Position = _e50;\n let _e52 = bent;\n vGlassWorld = _e52;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e9 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e9);\n let _e11 = vLightPosition;\n let _e12 = unnamed_1.gl_Position;\n let _e13 = vGlassWorld;\n return VertexOutput(_e11, _e12, _e13);\n}\n";
35
+
22
36
  /**
23
37
  * What the transform assigned, so the renderer binds the same numbers.
24
38
  *
@@ -39,7 +53,7 @@ export const DEPTH_BINDINGS = {
39
53
  "uPreviousShadowMap": {
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  "texture": 32,
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  "sampler": 33,
42
- "type": "sampler2D"
56
+ "type": "sampler2DArray"
43
57
  },
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  "uCutoutMap": {
45
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  "texture": 34,
@@ -114,7 +128,7 @@ export const DEPTH_BINDINGS = {
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  "uPreviousShadowMap": {
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  "texture": 32,
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  "sampler": 33,
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- "type": "sampler2D"
131
+ "type": "sampler2DArray"
118
132
  }
119
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  }
120
134
  },
@@ -241,5 +255,221 @@ export const DEPTH_BINDINGS = {
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  }
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  },
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  "textures": {}
258
+ },
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+ "GLASS_TINT_CUTOUT_FRAG": {
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+ "uniforms": 1,
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+ "uniformSize": 32,
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+ "fields": {
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+ "uGlassPane": {
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+ "offset": 0,
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+ "size": 16,
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+ "type": "vec4"
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+ },
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+ "uGlassLight": {
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+ "offset": 16,
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+ "size": 16,
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+ "type": "vec4"
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+ }
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+ },
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+ "textures": {
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+ "uCutoutMap": {
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+ "texture": 32,
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+ "sampler": 33,
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+ "type": "sampler2D"
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+ }
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+ }
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+ },
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+ "GLASS_TINT_CUTOUT_VERT": {
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+ "uniforms": 0,
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+ "uniformSize": 176,
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+ "fields": {
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+ "uLightViewProj": {
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+ "offset": 0,
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+ "size": 64,
289
+ "type": "mat4"
290
+ },
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+ "uModel": {
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+ "offset": 64,
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+ "size": 64,
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+ "type": "mat4"
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+ },
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+ "uWindDirection": {
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+ "offset": 128,
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+ "size": 8,
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+ "type": "vec2"
300
+ },
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+ "uWindSpeed": {
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+ "offset": 136,
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+ "size": 4,
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+ "type": "float"
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+ },
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+ "uWindGust": {
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+ "offset": 140,
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+ "size": 4,
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+ "type": "float"
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+ },
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+ "uWindTime": {
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+ "offset": 144,
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+ "size": 4,
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+ "type": "float"
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+ },
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+ "uWindSpatialPhase": {
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+ "offset": 152,
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+ "size": 8,
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+ "type": "vec2"
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+ },
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+ "uUvScale": {
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+ "offset": 160,
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+ "size": 8,
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+ "type": "vec2"
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+ },
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+ "uAlphaCutout": {
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+ "offset": 168,
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+ "size": 4,
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+ "type": "float"
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+ }
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+ },
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+ "textures": {}
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+ },
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+ "GLASS_TINT_FRAG": {
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+ "uniforms": 1,
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+ "uniformSize": 32,
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+ "fields": {
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+ "uGlassPane": {
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+ "offset": 0,
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+ "size": 16,
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+ "type": "vec4"
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+ },
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+ "uGlassLight": {
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+ "offset": 16,
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+ "size": 16,
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+ "type": "vec4"
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+ }
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+ },
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+ "textures": {}
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+ },
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+ "GLASS_TINT_INSTANCED_CUTOUT_VERT": {
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+ "uniforms": 0,
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+ "uniformSize": 80,
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+ "fields": {
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+ "uLightViewProj": {
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+ "offset": 0,
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+ "size": 64,
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+ "type": "mat4"
359
+ },
360
+ "uUvScale": {
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+ "offset": 64,
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+ "size": 8,
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+ "type": "vec2"
364
+ },
365
+ "uAlphaCutout": {
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+ "offset": 72,
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+ "size": 4,
368
+ "type": "float"
369
+ }
370
+ },
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+ "textures": {}
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+ },
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+ "GLASS_TINT_INSTANCED_VERT": {
374
+ "uniforms": 0,
375
+ "uniformSize": 64,
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+ "fields": {
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+ "uLightViewProj": {
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+ "offset": 0,
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+ "size": 64,
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+ "type": "mat4"
381
+ }
382
+ },
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+ "textures": {}
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+ },
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+ "GLASS_TINT_SKINNED_VERT": {
386
+ "uniforms": 0,
387
+ "uniformSize": 160,
388
+ "fields": {
389
+ "uLightViewProj": {
390
+ "offset": 0,
391
+ "size": 64,
392
+ "type": "mat4"
393
+ },
394
+ "uModel": {
395
+ "offset": 64,
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+ "size": 64,
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+ "type": "mat4"
398
+ },
399
+ "uWindDirection": {
400
+ "offset": 128,
401
+ "size": 8,
402
+ "type": "vec2"
403
+ },
404
+ "uWindSpeed": {
405
+ "offset": 136,
406
+ "size": 4,
407
+ "type": "float"
408
+ },
409
+ "uWindGust": {
410
+ "offset": 140,
411
+ "size": 4,
412
+ "type": "float"
413
+ },
414
+ "uWindTime": {
415
+ "offset": 144,
416
+ "size": 4,
417
+ "type": "float"
418
+ },
419
+ "uWindSpatialPhase": {
420
+ "offset": 152,
421
+ "size": 8,
422
+ "type": "vec2"
423
+ }
424
+ },
425
+ "textures": {
426
+ "uJointPalette": {
427
+ "texture": 16,
428
+ "sampler": 17,
429
+ "type": "sampler2D"
430
+ }
431
+ }
432
+ },
433
+ "GLASS_TINT_VERT": {
434
+ "uniforms": 0,
435
+ "uniformSize": 160,
436
+ "fields": {
437
+ "uLightViewProj": {
438
+ "offset": 0,
439
+ "size": 64,
440
+ "type": "mat4"
441
+ },
442
+ "uModel": {
443
+ "offset": 64,
444
+ "size": 64,
445
+ "type": "mat4"
446
+ },
447
+ "uWindDirection": {
448
+ "offset": 128,
449
+ "size": 8,
450
+ "type": "vec2"
451
+ },
452
+ "uWindSpeed": {
453
+ "offset": 136,
454
+ "size": 4,
455
+ "type": "float"
456
+ },
457
+ "uWindGust": {
458
+ "offset": 140,
459
+ "size": 4,
460
+ "type": "float"
461
+ },
462
+ "uWindTime": {
463
+ "offset": 144,
464
+ "size": 4,
465
+ "type": "float"
466
+ },
467
+ "uWindSpatialPhase": {
468
+ "offset": 152,
469
+ "size": 8,
470
+ "type": "vec2"
471
+ }
472
+ },
473
+ "textures": {}
244
474
  }
245
475
  } as const;