@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
@@ -5,7 +5,7 @@
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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 MEDIUM_FRAG_WGSL = "struct Uniforms {\n uDepthToWorld: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uSunDir: vec3<f32>,\n uSunColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uDensity: f32,\n uAlbedo: f32,\n uAnisotropy: f32,\n uMaxDistance: f32,\n uSteps: i32,\n uSunShadow: f32,\n uLightViewProj: mat4x4<f32>,\n uPeeledShadowEnabled: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uStaticShadowMap_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uStaticShadowMap_s: sampler;\n@group(0) @binding(36) \nvar uPeeledShadowMap_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uPeeledShadowMap_s: sampler;\n@group(0) @binding(38) \nvar uDynamicShadowMap_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uDynamicShadowMap_s: sampler;\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: vec4<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn occlusion_u0028_f1_u003b_f1_u003b(stored: ptr<function, f32>, compare: ptr<function, f32>) -> f32 {\n let _e52 = (*compare);\n let _e53 = (*stored);\n return smoothstep(-0.0025f, 0.0025f, (_e52 - _e53));\n}\n\nfn sunReach_u0028_vf3_u003b(worldPos: ptr<function, vec3<f32>>) -> f32 {\n var lightPos: vec4<f32>;\n var p: vec3<f32>;\n var fromCentre: vec2<f32>;\n var edgeFade: f32;\n var compare_1: f32;\n var blocked: f32;\n var param: f32;\n var param_1: f32;\n var param_2: f32;\n var param_3: f32;\n var param_4: f32;\n var param_5: f32;\n var phi_99_: bool;\n var phi_106_: bool;\n var phi_114_: bool;\n var phi_121_: bool;\n\n let _e64 = unnamed.uLightViewProj;\n let _e65 = (*worldPos);\n lightPos = (_e64 * vec4<f32>(_e65.x, _e65.y, _e65.z, 1f));\n let _e72 = lightPos[3u];\n if (_e72 <= 0f) {\n return 1f;\n }\n let _e74 = lightPos;\n let _e77 = lightPos[3u];\n p = (((_e74.xyz / vec3(_e77)) * 0.5f) + vec3(0.5f));\n let _e84 = p[2u];\n let _e85 = (_e84 > 1f);\n phi_99_ = _e85;\n if !(_e85) {\n let _e88 = p[0u];\n phi_99_ = (_e88 < 0f);\n }\n let _e91 = phi_99_;\n phi_106_ = _e91;\n if !(_e91) {\n let _e94 = p[0u];\n phi_106_ = (_e94 > 1f);\n }\n let _e97 = phi_106_;\n phi_114_ = _e97;\n if !(_e97) {\n let _e100 = p[1u];\n phi_114_ = (_e100 < 0f);\n }\n let _e103 = phi_114_;\n phi_121_ = _e103;\n if !(_e103) {\n let _e106 = p[1u];\n phi_121_ = (_e106 > 1f);\n }\n let _e109 = phi_121_;\n if _e109 {\n return 1f;\n }\n let _e110 = p;\n fromCentre = (abs((_e110.xy - vec2(0.5f))) * 2f);\n let _e117 = fromCentre[0u];\n let _e119 = fromCentre[1u];\n edgeFade = (1f - smoothstep(0.72f, 0.98f, max(_e117, _e119)));\n let _e124 = p[2u];\n let _e127 = edgeFade;\n edgeFade = (_e127 * (1f - smoothstep(0.9f, 1f, _e124)));\n let _e129 = edgeFade;\n if (_e129 <= 0f) {\n return 1f;\n }\n let _e132 = p[2u];\n compare_1 = (_e132 - 0.0015f);\n let _e134 = p;\n let _e136 = textureSampleLevel(uStaticShadowMap_t, uStaticShadowMap_s, _e134.xy, 0f);\n param = _e136.x;\n let _e138 = compare_1;\n param_1 = _e138;\n let _e139 = occlusion_u0028_f1_u003b_f1_u003b((&param), (&param_1));\n blocked = _e139;\n let _e141 = unnamed.uPeeledShadowEnabled;\n if (_e141 != 0i) {\n let _e143 = blocked;\n let _e144 = p;\n let _e146 = textureSampleLevel(uPeeledShadowMap_t, uPeeledShadowMap_s, _e144.xy, 0f);\n param_2 = _e146.x;\n let _e148 = compare_1;\n param_3 = _e148;\n let _e149 = occlusion_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n blocked = max(_e143, _e149);\n }\n let _e151 = blocked;\n let _e152 = p;\n let _e154 = textureSampleLevel(uDynamicShadowMap_t, uDynamicShadowMap_s, _e152.xy, 0f);\n param_4 = _e154.x;\n let _e156 = compare_1;\n param_5 = _e156;\n let _e157 = occlusion_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n blocked = max(_e151, _e157);\n let _e159 = blocked;\n let _e162 = unnamed.uSunShadow;\n let _e163 = edgeFade;\n return mix(1f, (1f - _e159), (_e162 * _e163));\n}\n\nfn phase_u0028_f1_u003b_f1_u003b(cosTheta: ptr<function, f32>, g: ptr<function, f32>) -> f32 {\n var g2_: f32;\n var d: f32;\n\n let _e54 = (*g);\n let _e55 = (*g);\n g2_ = (_e54 * _e55);\n let _e57 = g2_;\n let _e59 = (*g);\n let _e61 = (*cosTheta);\n d = max(((1f + _e57) - ((2f * _e59) * _e61)), 0.0001f);\n let _e65 = g2_;\n let _e67 = d;\n let _e69 = d;\n return ((1f - _e65) / ((12.566371f * _e67) * sqrt(_e69)));\n}\n\nfn hash21_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n let _e51 = (*p_1);\n return fract((sin(dot(_e51, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn main_1() {\n var ndc: vec2<f32>;\n var probe: vec4<f32>;\n var dir: vec3<f32>;\n var stored_1: f32;\n var far: f32;\n var hit: vec4<f32>;\n var steps: i32;\n var dither: f32;\n var param_6: vec2<f32>;\n var scatter: f32;\n var param_7: f32;\n var param_8: f32;\n var sunLit: vec3<f32>;\n var skyLit: vec3<f32>;\n var inscatter: vec3<f32>;\n var transmittance: f32;\n var previous: f32;\n var i: i32;\n var u: f32;\n var next: f32;\n var segment: f32;\n var travelled: f32;\n var segmentTransmittance: f32;\n var scattered: f32;\n var lit: f32;\n var param_9: vec3<f32>;\n\n let _e76 = vUv_1;\n ndc = ((_e76 * 2f) - vec2(1f));\n let _e81 = unnamed.uDepthToWorld;\n let _e82 = ndc;\n probe = (_e81 * vec4<f32>(_e82.x, _e82.y, 0.5f, 1f));\n let _e87 = probe;\n let _e90 = probe[3u];\n let _e94 = unnamed.uCameraPos;\n dir = normalize(((_e87.xyz / vec3(_e90)) - _e94));\n let _e97 = vUv_1;\n let _e98 = textureSampleLevel(uDepth_t, uDepth_s, _e97, 0f);\n stored_1 = _e98.x;\n let _e101 = unnamed.uMaxDistance;\n far = _e101;\n let _e102 = stored_1;\n if !((_e102 <= 0f)) {\n let _e106 = unnamed.uDepthToWorld;\n let _e107 = ndc;\n let _e108 = stored_1;\n hit = (_e106 * vec4<f32>(_e107.x, _e107.y, _e108, 1f));\n let _e114 = hit[3u];\n if (_e114 > 0.000001f) {\n let _e116 = far;\n let _e117 = hit;\n let _e120 = hit[3u];\n let _e124 = unnamed.uCameraPos;\n let _e126 = dir;\n far = min(_e116, dot(((_e117.xyz / vec3(_e120)) - _e124), _e126));\n }\n }\n let _e129 = far;\n if (_e129 <= 0f) {\n fragColor = vec4<f32>(0f, 0f, 0f, 1f);\n return;\n }\n let _e132 = unnamed.uSteps;\n steps = clamp(_e132, 1i, 64i);\n let _e134 = gl_FragCoord_1;\n param_6 = _e134.xy;\n let _e136 = hash21_u0028_vf2_u003b((&param_6));\n dither = (_e136 - 0.5f);\n let _e139 = unnamed.uAlbedo;\n let _e140 = dir;\n let _e142 = unnamed.uSunDir;\n param_7 = dot(_e140, _e142);\n let _e145 = unnamed.uAnisotropy;\n param_8 = _e145;\n let _e146 = phase_u0028_f1_u003b_f1_u003b((&param_7), (&param_8));\n scatter = (_e139 * _e146);\n let _e149 = unnamed.uSunColor;\n let _e150 = scatter;\n sunLit = (_e149 * _e150);\n let _e153 = unnamed.uAmbient;\n let _e155 = unnamed.uAlbedo;\n skyLit = ((_e153 * _e155) * 0.07957747f);\n inscatter = vec3<f32>(0f, 0f, 0f);\n transmittance = 1f;\n previous = 0f;\n i = 0i;\n loop {\n let _e158 = i;\n if (_e158 < 64i) {\n let _e160 = i;\n let _e161 = steps;\n if (_e160 >= _e161) {\n break;\n }\n let _e163 = i;\n let _e166 = steps;\n u = (f32((_e163 + 1i)) / f32(_e166));\n let _e169 = far;\n let _e170 = u;\n next = (_e169 * pow(_e170, 2f));\n let _e173 = next;\n let _e174 = previous;\n segment = (_e173 - _e174);\n let _e176 = previous;\n let _e177 = next;\n travelled = (0.5f * (_e176 + _e177));\n let _e180 = next;\n previous = _e180;\n let _e182 = unnamed.uDensity;\n let _e184 = segment;\n segmentTransmittance = exp((-(_e182) * _e184));\n let _e187 = segmentTransmittance;\n scattered = (1f - _e187);\n lit = 1f;\n let _e190 = unnamed.uSunShadow;\n if (_e190 > 0f) {\n let _e193 = unnamed.uCameraPos;\n let _e194 = dir;\n let _e195 = travelled;\n let _e196 = dither;\n let _e197 = segment;\n param_9 = (_e193 + (_e194 * (_e195 + (_e196 * _e197))));\n let _e202 = sunReach_u0028_vf3_u003b((&param_9));\n lit = _e202;\n }\n let _e203 = transmittance;\n let _e204 = scattered;\n let _e206 = sunLit;\n let _e207 = lit;\n let _e209 = skyLit;\n let _e212 = inscatter;\n inscatter = (_e212 + (((_e206 * _e207) + _e209) * (_e203 * _e204)));\n let _e214 = segmentTransmittance;\n let _e215 = transmittance;\n transmittance = (_e215 * _e214);\n continue;\n } else {\n break;\n }\n continuing {\n let _e217 = i;\n i = (_e217 + 1i);\n }\n }\n let _e219 = inscatter;\n let _e220 = (_e219 * 12.566371f);\n let _e221 = transmittance;\n fragColor = vec4<f32>(_e220.x, _e220.y, _e220.z, _e221);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
8
+ export const MEDIUM_FRAG_WGSL = "struct Uniforms {\n uDepthToWorld: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uSunDir: vec3<f32>,\n uSunColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uDensity: f32,\n uAlbedo: f32,\n uAnisotropy: f32,\n uMaxDistance: f32,\n uSteps: i32,\n uSunShadow: f32,\n uLightViewProj: mat4x4<f32>,\n uPeeledShadowEnabled: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(34) \nvar uSunShadows_t: texture_2d_array<f32>;\n@group(0) @binding(35) \nvar uSunShadows_s: sampler;\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: vec4<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn occlusion_u0028_f1_u003b_f1_u003b(stored: ptr<function, f32>, compare: ptr<function, f32>) -> f32 {\n let _e48 = (*compare);\n let _e49 = (*stored);\n return smoothstep(-0.0025f, 0.0025f, (_e48 - _e49));\n}\n\nfn sunReach_u0028_vf3_u003b(worldPos: ptr<function, vec3<f32>>) -> f32 {\n var lightPos: vec4<f32>;\n var p: vec3<f32>;\n var fromCentre: vec2<f32>;\n var edgeFade: f32;\n var compare_1: f32;\n var blocked: f32;\n var param: f32;\n var param_1: f32;\n var param_2: f32;\n var param_3: f32;\n var param_4: f32;\n var param_5: f32;\n var phi_99_: bool;\n var phi_106_: bool;\n var phi_114_: bool;\n var phi_121_: bool;\n\n let _e60 = unnamed.uLightViewProj;\n let _e61 = (*worldPos);\n lightPos = (_e60 * vec4<f32>(_e61.x, _e61.y, _e61.z, 1f));\n let _e68 = lightPos[3u];\n if (_e68 <= 0f) {\n return 1f;\n }\n let _e70 = lightPos;\n let _e73 = lightPos[3u];\n p = (((_e70.xyz / vec3(_e73)) * 0.5f) + vec3(0.5f));\n let _e80 = p[2u];\n let _e81 = (_e80 > 1f);\n phi_99_ = _e81;\n if !(_e81) {\n let _e84 = p[0u];\n phi_99_ = (_e84 < 0f);\n }\n let _e87 = phi_99_;\n phi_106_ = _e87;\n if !(_e87) {\n let _e90 = p[0u];\n phi_106_ = (_e90 > 1f);\n }\n let _e93 = phi_106_;\n phi_114_ = _e93;\n if !(_e93) {\n let _e96 = p[1u];\n phi_114_ = (_e96 < 0f);\n }\n let _e99 = phi_114_;\n phi_121_ = _e99;\n if !(_e99) {\n let _e102 = p[1u];\n phi_121_ = (_e102 > 1f);\n }\n let _e105 = phi_121_;\n if _e105 {\n return 1f;\n }\n let _e106 = p;\n fromCentre = (abs((_e106.xy - vec2(0.5f))) * 2f);\n let _e113 = fromCentre[0u];\n let _e115 = fromCentre[1u];\n edgeFade = (1f - smoothstep(0.72f, 0.98f, max(_e113, _e115)));\n let _e120 = p[2u];\n let _e123 = edgeFade;\n edgeFade = (_e123 * (1f - smoothstep(0.9f, 1f, _e120)));\n let _e125 = edgeFade;\n if (_e125 <= 0f) {\n return 1f;\n }\n let _e128 = p[2u];\n compare_1 = (_e128 - 0.0015f);\n let _e130 = p;\n let _e131 = _e130.xy;\n let _e134 = vec3<f32>(_e131.x, _e131.y, 0f);\n let _e140 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e134.x, _e134.y), i32(_e134.z), 0f);\n param = _e140.x;\n let _e142 = compare_1;\n param_1 = _e142;\n let _e143 = occlusion_u0028_f1_u003b_f1_u003b((&param), (&param_1));\n blocked = _e143;\n let _e145 = unnamed.uPeeledShadowEnabled;\n if (_e145 != 0i) {\n let _e147 = blocked;\n let _e148 = p;\n let _e149 = _e148.xy;\n let _e152 = vec3<f32>(_e149.x, _e149.y, 2f);\n let _e158 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e152.x, _e152.y), i32(_e152.z), 0f);\n param_2 = _e158.x;\n let _e160 = compare_1;\n param_3 = _e160;\n let _e161 = occlusion_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n blocked = max(_e147, _e161);\n }\n let _e163 = blocked;\n let _e164 = p;\n let _e165 = _e164.xy;\n let _e168 = vec3<f32>(_e165.x, _e165.y, 1f);\n let _e174 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e168.x, _e168.y), i32(_e168.z), 0f);\n param_4 = _e174.x;\n let _e176 = compare_1;\n param_5 = _e176;\n let _e177 = occlusion_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n blocked = max(_e163, _e177);\n let _e179 = blocked;\n let _e182 = unnamed.uSunShadow;\n let _e183 = edgeFade;\n return mix(1f, (1f - _e179), (_e182 * _e183));\n}\n\nfn phase_u0028_f1_u003b_f1_u003b(cosTheta: ptr<function, f32>, g: ptr<function, f32>) -> f32 {\n var g2_: f32;\n var d: f32;\n\n let _e50 = (*g);\n let _e51 = (*g);\n g2_ = (_e50 * _e51);\n let _e53 = g2_;\n let _e55 = (*g);\n let _e57 = (*cosTheta);\n d = max(((1f + _e53) - ((2f * _e55) * _e57)), 0.0001f);\n let _e61 = g2_;\n let _e63 = d;\n let _e65 = d;\n return ((1f - _e61) / ((12.566371f * _e63) * sqrt(_e65)));\n}\n\nfn hash21_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n let _e47 = (*p_1);\n return fract((sin(dot(_e47, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn main_1() {\n var ndc: vec2<f32>;\n var probe: vec4<f32>;\n var dir: vec3<f32>;\n var stored_1: f32;\n var far: f32;\n var hit: vec4<f32>;\n var steps: i32;\n var dither: f32;\n var param_6: vec2<f32>;\n var scatter: f32;\n var param_7: f32;\n var param_8: f32;\n var sunLit: vec3<f32>;\n var skyLit: vec3<f32>;\n var inscatter: vec3<f32>;\n var transmittance: f32;\n var previous: f32;\n var i: i32;\n var u: f32;\n var next: f32;\n var segment: f32;\n var travelled: f32;\n var segmentTransmittance: f32;\n var scattered: f32;\n var lit: f32;\n var param_9: vec3<f32>;\n\n let _e72 = vUv_1;\n ndc = ((_e72 * 2f) - vec2(1f));\n let _e77 = unnamed.uDepthToWorld;\n let _e78 = ndc;\n probe = (_e77 * vec4<f32>(_e78.x, _e78.y, 0.5f, 1f));\n let _e83 = probe;\n let _e86 = probe[3u];\n let _e90 = unnamed.uCameraPos;\n dir = normalize(((_e83.xyz / vec3(_e86)) - _e90));\n let _e93 = vUv_1;\n let _e94 = textureSampleLevel(uDepth_t, uDepth_s, _e93, 0f);\n stored_1 = _e94.x;\n let _e97 = unnamed.uMaxDistance;\n far = _e97;\n let _e98 = stored_1;\n if !((_e98 <= 0f)) {\n let _e102 = unnamed.uDepthToWorld;\n let _e103 = ndc;\n let _e104 = stored_1;\n hit = (_e102 * vec4<f32>(_e103.x, _e103.y, _e104, 1f));\n let _e110 = hit[3u];\n if (_e110 > 0.000001f) {\n let _e112 = far;\n let _e113 = hit;\n let _e116 = hit[3u];\n let _e120 = unnamed.uCameraPos;\n let _e122 = dir;\n far = min(_e112, dot(((_e113.xyz / vec3(_e116)) - _e120), _e122));\n }\n }\n let _e125 = far;\n if (_e125 <= 0f) {\n fragColor = vec4<f32>(0f, 0f, 0f, 1f);\n return;\n }\n let _e128 = unnamed.uSteps;\n steps = clamp(_e128, 1i, 64i);\n let _e130 = gl_FragCoord_1;\n param_6 = _e130.xy;\n let _e132 = hash21_u0028_vf2_u003b((&param_6));\n dither = (_e132 - 0.5f);\n let _e135 = unnamed.uAlbedo;\n let _e136 = dir;\n let _e138 = unnamed.uSunDir;\n param_7 = dot(_e136, _e138);\n let _e141 = unnamed.uAnisotropy;\n param_8 = _e141;\n let _e142 = phase_u0028_f1_u003b_f1_u003b((&param_7), (&param_8));\n scatter = (_e135 * _e142);\n let _e145 = unnamed.uSunColor;\n let _e146 = scatter;\n sunLit = (_e145 * _e146);\n let _e149 = unnamed.uAmbient;\n let _e151 = unnamed.uAlbedo;\n skyLit = ((_e149 * _e151) * 0.07957747f);\n inscatter = vec3<f32>(0f, 0f, 0f);\n transmittance = 1f;\n previous = 0f;\n i = 0i;\n loop {\n let _e154 = i;\n if (_e154 < 64i) {\n let _e156 = i;\n let _e157 = steps;\n if (_e156 >= _e157) {\n break;\n }\n let _e159 = i;\n let _e162 = steps;\n u = (f32((_e159 + 1i)) / f32(_e162));\n let _e165 = far;\n let _e166 = u;\n next = (_e165 * pow(_e166, 2f));\n let _e169 = next;\n let _e170 = previous;\n segment = (_e169 - _e170);\n let _e172 = previous;\n let _e173 = next;\n travelled = (0.5f * (_e172 + _e173));\n let _e176 = next;\n previous = _e176;\n let _e178 = unnamed.uDensity;\n let _e180 = segment;\n segmentTransmittance = exp((-(_e178) * _e180));\n let _e183 = segmentTransmittance;\n scattered = (1f - _e183);\n lit = 1f;\n let _e186 = unnamed.uSunShadow;\n if (_e186 > 0f) {\n let _e189 = unnamed.uCameraPos;\n let _e190 = dir;\n let _e191 = travelled;\n let _e192 = dither;\n let _e193 = segment;\n param_9 = (_e189 + (_e190 * (_e191 + (_e192 * _e193))));\n let _e198 = sunReach_u0028_vf3_u003b((&param_9));\n lit = _e198;\n }\n let _e199 = transmittance;\n let _e200 = scattered;\n let _e202 = sunLit;\n let _e203 = lit;\n let _e205 = skyLit;\n let _e208 = inscatter;\n inscatter = (_e208 + (((_e202 * _e203) + _e205) * (_e199 * _e200)));\n let _e210 = segmentTransmittance;\n let _e211 = transmittance;\n transmittance = (_e211 * _e210);\n continue;\n } else {\n break;\n }\n continuing {\n let _e213 = i;\n i = (_e213 + 1i);\n }\n }\n let _e215 = inscatter;\n let _e216 = (_e215 * 12.566371f);\n let _e217 = transmittance;\n fragColor = vec4<f32>(_e216.x, _e216.y, _e216.z, _e217);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
9
9
 
10
10
  export const MEDIUM_UPSAMPLE_FRAG_WGSL = "struct Uniforms {\n uMediumTexel: 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 uMedium_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uMedium_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn viewDistance_u0028_f1_u003b(stored: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e27 = (*stored);\n ndc = (1f - (_e27 * 2f));\n let _e32 = unnamed.uDepthToViewZ[0u];\n let _e33 = ndc;\n let _e37 = unnamed.uDepthToViewZ[1u];\n let _e41 = unnamed.uDepthToViewZ[2u];\n let _e42 = ndc;\n let _e46 = unnamed.uDepthToViewZ[3u];\n return abs((((_e32 * _e33) + _e37) / ((_e41 * _e42) + _e46)));\n}\n\nfn main_1() {\n var here: f32;\n var param: f32;\n var coord: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var total: vec4<f32>;\n var weight: f32;\n var nearest: vec4<f32>;\n var nearestGap: f32;\n var i: i32;\n var offset: vec2<f32>;\n var uv: vec2<f32>;\n var bilinear: f32;\n var there: f32;\n var param_1: f32;\n var gap: f32;\n var sampled: vec4<f32>;\n var depthWeight: f32;\n var local: vec4<f32>;\n\n let _e44 = vUv_1;\n let _e45 = textureSampleLevel(uDepth_t, uDepth_s, _e44, 0f);\n param = _e45.x;\n let _e47 = viewDistance_u0028_f1_u003b((&param));\n here = _e47;\n let _e48 = vUv_1;\n let _e50 = unnamed.uMediumTexel;\n coord = ((_e48 / _e50) - vec2(0.5f));\n let _e54 = coord;\n base = floor(_e54);\n let _e56 = coord;\n let _e57 = base;\n f = (_e56 - _e57);\n total = vec4<f32>(0f, 0f, 0f, 0f);\n weight = 0f;\n nearest = vec4<f32>(0f, 0f, 0f, 1f);\n nearestGap = 1000000000000000000000000000000f;\n i = 0i;\n loop {\n let _e59 = i;\n if (_e59 < 4i) {\n let _e61 = i;\n let _e64 = i;\n offset = vec2<f32>(f32((_e61 & 1i)), f32(((_e64 >> bitcast<u32>(1i)) & 1i)));\n let _e70 = base;\n let _e71 = offset;\n let _e76 = unnamed.uMediumTexel;\n uv = (((_e70 + _e71) + vec2(0.5f)) * _e76);\n let _e79 = f[0u];\n let _e82 = f[0u];\n let _e84 = offset[0u];\n let _e87 = f[1u];\n let _e90 = f[1u];\n let _e92 = offset[1u];\n bilinear = (mix((1f - _e79), _e82, _e84) * mix((1f - _e87), _e90, _e92));\n let _e95 = uv;\n let _e96 = textureSampleLevel(uDepth_t, uDepth_s, _e95, 0f);\n param_1 = _e96.x;\n let _e98 = viewDistance_u0028_f1_u003b((&param_1));\n there = _e98;\n let _e99 = there;\n let _e100 = here;\n let _e103 = there;\n let _e104 = here;\n gap = (abs((_e99 - _e100)) / max(min(_e103, _e104), 0.001f));\n let _e108 = uv;\n let _e109 = textureSampleLevel(uMedium_t, uMedium_s, _e108, 0f);\n sampled = _e109;\n let _e110 = gap;\n let _e111 = nearestGap;\n if (_e110 < _e111) {\n let _e113 = gap;\n nearestGap = _e113;\n let _e114 = sampled;\n nearest = _e114;\n }\n let _e115 = gap;\n depthWeight = (1f - smoothstep(0.04f, 0.05f, _e115));\n let _e118 = sampled;\n let _e119 = bilinear;\n let _e121 = depthWeight;\n let _e123 = total;\n total = (_e123 + ((_e118 * _e119) * _e121));\n let _e125 = bilinear;\n let _e126 = depthWeight;\n let _e128 = weight;\n weight = (_e128 + (_e125 * _e126));\n continue;\n } else {\n break;\n }\n continuing {\n let _e130 = i;\n i = (_e130 + 1i);\n }\n }\n let _e132 = weight;\n if (_e132 > 0.0001f) {\n let _e134 = total;\n let _e135 = weight;\n local = (_e134 / vec4(_e135));\n } else {\n let _e138 = nearest;\n local = _e138;\n }\n let _e139 = local;\n fragColor = _e139;\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";
11
11
 
@@ -91,20 +91,10 @@ export const GLOBALMEDIUM_BINDINGS = {
91
91
  "sampler": 33,
92
92
  "type": "sampler2D"
93
93
  },
94
- "uStaticShadowMap": {
94
+ "uSunShadows": {
95
95
  "texture": 34,
96
96
  "sampler": 35,
97
- "type": "sampler2D"
98
- },
99
- "uPeeledShadowMap": {
100
- "texture": 36,
101
- "sampler": 37,
102
- "type": "sampler2D"
103
- },
104
- "uDynamicShadowMap": {
105
- "texture": 38,
106
- "sampler": 39,
107
- "type": "sampler2D"
97
+ "type": "sampler2DArray"
108
98
  }
109
99
  }
110
100
  },
@@ -10,7 +10,7 @@ export const LIGHT_VOLUME_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<
10
10
  /** One entry per permutation, keyed by the flags that are on. See `variantKey`. */
11
11
  export const LIGHT_VOLUME_FRAG_WGSL: Readonly<Record<string, string>> = {
12
12
  "none": "struct Uniforms {\n uCameraPos: vec3<f32>,\n uStrength: f32,\n uLength: f32,\n uSpread: f32,\n uDust: f32,\n uDustScale: f32,\n uDustOffset: vec3<f32>,\n uNear: f32,\n uCameraLocal: vec3<f32>,\n uModelWorld: mat4x4<f32>,\n uSamples: i32,\n uSceneDepthEnabled: i32,\n uInvViewport: vec2<f32>,\n uDepthToLocal: mat4x4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLocal_1: vec3<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(32) \nvar uSceneDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSceneDepth_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vEnergy_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\n\nfn hash31_u0028_vf3_u003b(p: ptr<function, vec3<f32>>) -> f32 {\n let _e77 = (*p);\n return fract((sin(dot(_e77, vec3<f32>(127.1f, 311.7f, 74.7f))) * 43758.547f));\n}\n\nfn volumeNoise_u0028_vf3_u003b(p_1: ptr<function, vec3<f32>>) -> f32 {\n var i: vec3<f32>;\n var f: vec3<f32>;\n var u: vec3<f32>;\n var x00_: f32;\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n var x10_: f32;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var x01_: f32;\n var param_4: vec3<f32>;\n var param_5: vec3<f32>;\n var x11_: f32;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n\n let _e92 = (*p_1);\n i = floor(_e92);\n let _e94 = (*p_1);\n f = fract(_e94);\n let _e96 = f;\n let _e97 = f;\n let _e99 = f;\n u = ((_e96 * _e97) * (vec3(3f) - (_e99 * 2f)));\n let _e104 = i;\n param = (_e104 + vec3<f32>(0f, 0f, 0f));\n let _e106 = hash31_u0028_vf3_u003b((&param));\n let _e107 = i;\n param_1 = (_e107 + vec3<f32>(1f, 0f, 0f));\n let _e109 = hash31_u0028_vf3_u003b((&param_1));\n let _e111 = u[0u];\n x00_ = mix(_e106, _e109, _e111);\n let _e113 = i;\n param_2 = (_e113 + vec3<f32>(0f, 1f, 0f));\n let _e115 = hash31_u0028_vf3_u003b((&param_2));\n let _e116 = i;\n param_3 = (_e116 + vec3<f32>(1f, 1f, 0f));\n let _e118 = hash31_u0028_vf3_u003b((&param_3));\n let _e120 = u[0u];\n x10_ = mix(_e115, _e118, _e120);\n let _e122 = i;\n param_4 = (_e122 + vec3<f32>(0f, 0f, 1f));\n let _e124 = hash31_u0028_vf3_u003b((&param_4));\n let _e125 = i;\n param_5 = (_e125 + vec3<f32>(1f, 0f, 1f));\n let _e127 = hash31_u0028_vf3_u003b((&param_5));\n let _e129 = u[0u];\n x01_ = mix(_e124, _e127, _e129);\n let _e131 = i;\n param_6 = (_e131 + vec3<f32>(0f, 1f, 1f));\n let _e133 = hash31_u0028_vf3_u003b((&param_6));\n let _e134 = i;\n param_7 = (_e134 + vec3<f32>(1f, 1f, 1f));\n let _e136 = hash31_u0028_vf3_u003b((&param_7));\n let _e138 = u[0u];\n x11_ = mix(_e133, _e136, _e138);\n let _e140 = x00_;\n let _e141 = x10_;\n let _e143 = u[1u];\n let _e145 = x01_;\n let _e146 = x11_;\n let _e148 = u[1u];\n let _e151 = u[2u];\n return mix(mix(_e140, _e141, _e143), mix(_e145, _e146, _e148), _e151);\n}\n\nfn dustField_u0028_vf3_u003b(p_2: ptr<function, vec3<f32>>) -> f32 {\n var param_8: vec3<f32>;\n var param_9: vec3<f32>;\n\n let _e79 = (*p_2);\n param_8 = _e79;\n let _e80 = volumeNoise_u0028_vf3_u003b((&param_8));\n let _e82 = (*p_2);\n param_9 = ((_e82 * 2.17f) + vec3(19.3f));\n let _e86 = volumeNoise_u0028_vf3_u003b((&param_9));\n return ((_e80 * 0.65f) + (_e86 * 0.35f));\n}\n\nfn densityAt_u0028_vf3_u003b_f1_u003b(local: ptr<function, vec3<f32>>, near: ptr<function, f32>) -> f32 {\n var drawn: f32;\n var along: f32;\n var openness: f32;\n var across: f32;\n\n let _e83 = unnamed.uLength;\n let _e84 = (*near);\n drawn = max((_e83 - _e84), 0.0001f);\n let _e88 = (*local)[2u];\n let _e89 = (*near);\n let _e91 = drawn;\n along = clamp(((_e88 - _e89) / _e91), 0f, 1f);\n let _e94 = (*local);\n let _e98 = (*local)[2u];\n openness = (length(_e94.xy) / max(_e98, 0.001f));\n let _e101 = openness;\n let _e103 = unnamed.uSpread;\n across = clamp((_e101 / max(_e103, 0.0001f)), 0f, 1f);\n let _e107 = along;\n let _e110 = across;\n return (pow((1f - _e107), 1.3f) * pow((1f - _e110), 2f));\n}\n\nfn main_1() {\n var origin: vec3<f32>;\n var toFragment: vec3<f32>;\n var span: f32;\n var dir: vec3<f32>;\n var local_1: vec3<f32>;\n var near_1: f32;\n var enter: f32;\n var leave: f32;\n var toNear: f32;\n var toFar: f32;\n var reach: f32;\n var ca: f32;\n var cb: f32;\n var cc: f32;\n var disc: f32;\n var root: f32;\n var uv: vec2<f32>;\n var stored: f32;\n var hit: vec4<f32>;\n var samples: i32;\n var step_: f32;\n var cell: i32;\n var shadowOffset: f32;\n var indexable: array<f32, 16>;\n var param_10: vec3<f32>;\n var total: f32;\n var i_1: i32;\n var travelled: f32;\n var local_2: vec3<f32>;\n var density: f32;\n var param_11: vec3<f32>;\n var param_12: f32;\n var world: vec3<f32>;\n var param_13: vec3<f32>;\n var reference: f32;\n var lit: f32;\n var phi_282_: bool;\n\n let _e113 = unnamed.uCameraLocal;\n origin = _e113;\n let _e114 = vLocal_1;\n let _e115 = origin;\n toFragment = (_e114 - _e115);\n let _e117 = toFragment;\n span = length(_e117);\n let _e119 = span;\n if (_e119 > 0.00001f) {\n let _e121 = toFragment;\n let _e122 = span;\n local_1 = (_e121 / vec3(_e122));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e125 = local_1;\n dir = _e125;\n let _e127 = unnamed.uNear;\n let _e129 = unnamed.uLength;\n near_1 = min(_e127, _e129);\n enter = 0f;\n let _e132 = unnamed.uLength;\n leave = (_e132 * 2f);\n let _e135 = dir[2u];\n if (abs(_e135) > 0.00001f) {\n let _e138 = near_1;\n let _e140 = origin[2u];\n let _e143 = dir[2u];\n toNear = ((_e138 - _e140) / _e143);\n let _e146 = unnamed.uLength;\n let _e148 = origin[2u];\n let _e151 = dir[2u];\n toFar = ((_e146 - _e148) / _e151);\n let _e153 = toNear;\n let _e154 = toFar;\n enter = min(_e153, _e154);\n let _e156 = toNear;\n let _e157 = toFar;\n leave = max(_e156, _e157);\n } else {\n let _e160 = origin[2u];\n let _e161 = near_1;\n let _e162 = (_e160 < _e161);\n phi_282_ = _e162;\n if !(_e162) {\n let _e165 = origin[2u];\n let _e167 = unnamed.uLength;\n phi_282_ = (_e165 > _e167);\n }\n let _e170 = phi_282_;\n if _e170 {\n discard;\n }\n }\n let _e172 = unnamed.uSpread;\n let _e174 = unnamed.uLength;\n reach = ((_e172 * _e174) * 1.05f);\n let _e177 = dir;\n let _e179 = dir;\n ca = dot(_e177.xy, _e179.xy);\n let _e182 = origin;\n let _e184 = dir;\n cb = (2f * dot(_e182.xy, _e184.xy));\n let _e188 = origin;\n let _e190 = origin;\n let _e193 = reach;\n let _e194 = reach;\n cc = (dot(_e188.xy, _e190.xy) - (_e193 * _e194));\n let _e197 = ca;\n if (_e197 > 0.00000001f) {\n let _e199 = cb;\n let _e200 = cb;\n let _e202 = ca;\n let _e204 = cc;\n disc = ((_e199 * _e200) - ((4f * _e202) * _e204));\n let _e207 = disc;\n if (_e207 <= 0f) {\n discard;\n }\n let _e209 = disc;\n root = sqrt(_e209);\n let _e211 = enter;\n let _e212 = cb;\n let _e214 = root;\n let _e216 = ca;\n enter = max(_e211, ((-(_e212) - _e214) / (2f * _e216)));\n let _e220 = leave;\n let _e221 = cb;\n let _e223 = root;\n let _e225 = ca;\n leave = min(_e220, ((-(_e221) + _e223) / (2f * _e225)));\n } else {\n let _e229 = cc;\n if (_e229 > 0f) {\n discard;\n }\n }\n let _e231 = enter;\n enter = max(_e231, 0f);\n let _e233 = leave;\n let _e234 = enter;\n let _e236 = unnamed.uLength;\n leave = min(_e233, (_e234 + (_e236 * 2f)));\n let _e241 = unnamed.uSceneDepthEnabled;\n if (_e241 != 0i) {\n let _e243 = gl_FragCoord_1;\n let _e246 = unnamed.uInvViewport;\n uv = (_e243.xy * _e246);\n let _e248 = uv;\n let _e249 = textureSampleLevel(uSceneDepth_t, uSceneDepth_s, _e248, 0f);\n stored = _e249.x;\n let _e252 = unnamed.uDepthToLocal;\n let _e253 = uv;\n let _e256 = ((_e253 * 2f) - vec2(1f));\n let _e257 = stored;\n hit = (_e252 * vec4<f32>(_e256.x, _e256.y, _e257, 1f));\n let _e263 = hit[3u];\n if (_e263 > 0.000001f) {\n let _e265 = leave;\n let _e266 = hit;\n let _e269 = hit[3u];\n let _e272 = origin;\n let _e274 = dir;\n leave = min(_e265, dot(((_e266.xyz / vec3(_e269)) - _e272), _e274));\n }\n }\n let _e277 = leave;\n let _e278 = enter;\n if (_e277 <= _e278) {\n discard;\n }\n let _e281 = unnamed.uSamples;\n samples = clamp(_e281, 2i, 64i);\n let _e283 = leave;\n let _e284 = enter;\n let _e286 = samples;\n step_ = ((_e283 - _e284) / f32(_e286));\n let _e290 = gl_FragCoord_1[1u];\n let _e298 = gl_FragCoord_1[0u];\n cell = ((i32((_e290 - (floor((_e290 / 4f)) * 4f))) * 4i) + i32((_e298 - (floor((_e298 / 4f)) * 4f))));\n let _e305 = cell;\n indexable = array<f32, 16>(0f, 8f, 2f, 10f, 12f, 4f, 14f, 6f, 3f, 11f, 1f, 9f, 15f, 7f, 13f, 5f);\n let _e307 = indexable[_e305];\n let _e308 = gl_FragCoord_1;\n let _e309 = _e308.xy;\n param_10 = vec3<f32>(_e309.x, _e309.y, 3.7f);\n let _e313 = hash31_u0028_vf3_u003b((&param_10));\n let _e317 = step_;\n shadowOffset = ((((_e307 + _e313) / 16f) - 0.5f) * _e317);\n total = 0f;\n i_1 = 0i;\n loop {\n let _e319 = i_1;\n if (_e319 < 64i) {\n let _e321 = i_1;\n let _e322 = samples;\n if (_e321 >= _e322) {\n break;\n }\n let _e324 = enter;\n let _e325 = i_1;\n let _e328 = step_;\n travelled = (_e324 + ((f32(_e325) + 0.5f) * _e328));\n let _e331 = origin;\n let _e332 = dir;\n let _e333 = travelled;\n local_2 = (_e331 + (_e332 * _e333));\n let _e336 = local_2;\n param_11 = _e336;\n let _e337 = near_1;\n param_12 = _e337;\n let _e338 = densityAt_u0028_vf3_u003b_f1_u003b((&param_11), (&param_12));\n density = _e338;\n let _e339 = density;\n if (_e339 <= 0f) {\n continue;\n }\n let _e342 = unnamed.uModelWorld;\n let _e343 = local_2;\n world = (_e342 * vec4<f32>(_e343.x, _e343.y, _e343.z, 1f)).xyz;\n let _e351 = unnamed.uDust;\n if (_e351 > 0f) {\n let _e353 = world;\n let _e355 = unnamed.uDustOffset;\n let _e358 = unnamed.uDustScale;\n param_13 = ((_e353 + _e355) / vec3(max(_e358, 0.001f)));\n let _e362 = dustField_u0028_vf3_u003b((&param_13));\n let _e364 = unnamed.uDust;\n let _e366 = density;\n density = (_e366 * mix(1f, _e362, _e364));\n }\n let _e368 = density;\n let _e369 = total;\n total = (_e369 + _e368);\n continue;\n } else {\n break;\n }\n continuing {\n let _e371 = i_1;\n i_1 = (_e371 + 1i);\n }\n }\n let _e374 = unnamed.uSpread;\n let _e376 = unnamed.uLength;\n reference = max((_e374 * _e376), 0.0001f);\n let _e379 = total;\n let _e381 = step_;\n let _e383 = reference;\n lit = (1f - exp((((-(_e379) * _e381) / _e383) * 3f)));\n let _e388 = vColor_1;\n let _e389 = vEnergy_1;\n let _e390 = lit;\n let _e393 = unnamed.uStrength;\n let _e395 = (_e388 * ((_e389 * _e390) * _e393));\n fragColor = vec4<f32>(_e395.x, _e395.y, _e395.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(4) vLocal: vec3<f32>, @builtin(position) gl_FragCoord: vec4<f32>, @location(0) vColor: vec3<f32>, @location(1) vEnergy: f32, @location(2) vNormal: vec3<f32>, @location(3) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vLocal_1 = vLocal;\n gl_FragCoord_1 = gl_FragCoord;\n vColor_1 = vColor;\n vEnergy_1 = vEnergy;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = fragColor;\n return _e13;\n}\n",
13
- "directionalShadows": "struct Uniforms {\n uCameraPos: vec3<f32>,\n uStrength: f32,\n uLength: f32,\n uSpread: f32,\n uDust: f32,\n uDustScale: f32,\n uDustOffset: vec3<f32>,\n uSunShadow: f32,\n uLightViewProj: mat4x4<f32>,\n uShadowMapSize: f32,\n uPeeledShadowEnabled: i32,\n uNear: f32,\n uCameraLocal: vec3<f32>,\n uModelWorld: mat4x4<f32>,\n uSamples: i32,\n uSceneDepthEnabled: i32,\n uInvViewport: vec2<f32>,\n uDepthToLocal: mat4x4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uStaticShadowMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uStaticShadowMap_s: sampler;\n@group(0) @binding(34) \nvar uPeeledShadowMap_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uPeeledShadowMap_s: sampler;\n@group(0) @binding(36) \nvar uDynamicShadowMap_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uDynamicShadowMap_s: sampler;\nvar<private> vLocal_1: vec3<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(38) \nvar uSceneDepth_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uSceneDepth_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vEnergy_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\n\nfn occlusion_u0028_f1_u003b_f1_u003b(stored: ptr<function, f32>, compare: ptr<function, f32>) -> f32 {\n let _e91 = (*compare);\n let _e92 = (*stored);\n return smoothstep(-0.0025f, 0.0025f, (_e91 - _e92));\n}\n\nfn sunReach_u0028_vf3_u003b(worldPos: ptr<function, vec3<f32>>) -> f32 {\n var lightPos: vec4<f32>;\n var p: vec3<f32>;\n var fromCentre: vec2<f32>;\n var edgeFade: f32;\n var compare_1: f32;\n var blocked: f32;\n var param: f32;\n var param_1: f32;\n var param_2: f32;\n var param_3: f32;\n var param_4: f32;\n var param_5: f32;\n var phi_212_: bool;\n var phi_219_: bool;\n var phi_226_: bool;\n var phi_233_: bool;\n\n let _e103 = unnamed.uLightViewProj;\n let _e104 = (*worldPos);\n lightPos = (_e103 * vec4<f32>(_e104.x, _e104.y, _e104.z, 1f));\n let _e111 = lightPos[3u];\n if (_e111 <= 0f) {\n return 1f;\n }\n let _e113 = lightPos;\n let _e116 = lightPos[3u];\n p = (((_e113.xyz / vec3(_e116)) * 0.5f) + vec3(0.5f));\n let _e123 = p[2u];\n let _e124 = (_e123 > 1f);\n phi_212_ = _e124;\n if !(_e124) {\n let _e127 = p[0u];\n phi_212_ = (_e127 < 0f);\n }\n let _e130 = phi_212_;\n phi_219_ = _e130;\n if !(_e130) {\n let _e133 = p[0u];\n phi_219_ = (_e133 > 1f);\n }\n let _e136 = phi_219_;\n phi_226_ = _e136;\n if !(_e136) {\n let _e139 = p[1u];\n phi_226_ = (_e139 < 0f);\n }\n let _e142 = phi_226_;\n phi_233_ = _e142;\n if !(_e142) {\n let _e145 = p[1u];\n phi_233_ = (_e145 > 1f);\n }\n let _e148 = phi_233_;\n if _e148 {\n return 1f;\n }\n let _e149 = p;\n fromCentre = (abs((_e149.xy - vec2(0.5f))) * 2f);\n let _e156 = fromCentre[0u];\n let _e158 = fromCentre[1u];\n edgeFade = (1f - smoothstep(0.72f, 0.98f, max(_e156, _e158)));\n let _e163 = p[2u];\n let _e166 = edgeFade;\n edgeFade = (_e166 * (1f - smoothstep(0.9f, 1f, _e163)));\n let _e168 = edgeFade;\n if (_e168 <= 0f) {\n return 1f;\n }\n let _e171 = p[2u];\n compare_1 = (_e171 - 0.0015f);\n let _e173 = p;\n let _e175 = textureSampleLevel(uStaticShadowMap_t, uStaticShadowMap_s, _e173.xy, 0f);\n param = _e175.x;\n let _e177 = compare_1;\n param_1 = _e177;\n let _e178 = occlusion_u0028_f1_u003b_f1_u003b((&param), (&param_1));\n blocked = _e178;\n let _e180 = unnamed.uPeeledShadowEnabled;\n if (_e180 != 0i) {\n let _e182 = blocked;\n let _e183 = p;\n let _e185 = textureSampleLevel(uPeeledShadowMap_t, uPeeledShadowMap_s, _e183.xy, 0f);\n param_2 = _e185.x;\n let _e187 = compare_1;\n param_3 = _e187;\n let _e188 = occlusion_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n blocked = max(_e182, _e188);\n }\n let _e190 = blocked;\n let _e191 = p;\n let _e193 = textureSampleLevel(uDynamicShadowMap_t, uDynamicShadowMap_s, _e191.xy, 0f);\n param_4 = _e193.x;\n let _e195 = compare_1;\n param_5 = _e195;\n let _e196 = occlusion_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n blocked = max(_e190, _e196);\n let _e198 = blocked;\n let _e201 = unnamed.uSunShadow;\n let _e202 = edgeFade;\n return mix(1f, (1f - _e198), (_e201 * _e202));\n}\n\nfn hash31_u0028_vf3_u003b(p_1: ptr<function, vec3<f32>>) -> f32 {\n let _e90 = (*p_1);\n return fract((sin(dot(_e90, vec3<f32>(127.1f, 311.7f, 74.7f))) * 43758.547f));\n}\n\nfn volumeNoise_u0028_vf3_u003b(p_2: ptr<function, vec3<f32>>) -> f32 {\n var i: vec3<f32>;\n var f: vec3<f32>;\n var u: vec3<f32>;\n var x00_: f32;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n var x10_: f32;\n var param_8: vec3<f32>;\n var param_9: vec3<f32>;\n var x01_: f32;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var x11_: f32;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n\n let _e105 = (*p_2);\n i = floor(_e105);\n let _e107 = (*p_2);\n f = fract(_e107);\n let _e109 = f;\n let _e110 = f;\n let _e112 = f;\n u = ((_e109 * _e110) * (vec3(3f) - (_e112 * 2f)));\n let _e117 = i;\n param_6 = (_e117 + vec3<f32>(0f, 0f, 0f));\n let _e119 = hash31_u0028_vf3_u003b((&param_6));\n let _e120 = i;\n param_7 = (_e120 + vec3<f32>(1f, 0f, 0f));\n let _e122 = hash31_u0028_vf3_u003b((&param_7));\n let _e124 = u[0u];\n x00_ = mix(_e119, _e122, _e124);\n let _e126 = i;\n param_8 = (_e126 + vec3<f32>(0f, 1f, 0f));\n let _e128 = hash31_u0028_vf3_u003b((&param_8));\n let _e129 = i;\n param_9 = (_e129 + vec3<f32>(1f, 1f, 0f));\n let _e131 = hash31_u0028_vf3_u003b((&param_9));\n let _e133 = u[0u];\n x10_ = mix(_e128, _e131, _e133);\n let _e135 = i;\n param_10 = (_e135 + vec3<f32>(0f, 0f, 1f));\n let _e137 = hash31_u0028_vf3_u003b((&param_10));\n let _e138 = i;\n param_11 = (_e138 + vec3<f32>(1f, 0f, 1f));\n let _e140 = hash31_u0028_vf3_u003b((&param_11));\n let _e142 = u[0u];\n x01_ = mix(_e137, _e140, _e142);\n let _e144 = i;\n param_12 = (_e144 + vec3<f32>(0f, 1f, 1f));\n let _e146 = hash31_u0028_vf3_u003b((&param_12));\n let _e147 = i;\n param_13 = (_e147 + vec3<f32>(1f, 1f, 1f));\n let _e149 = hash31_u0028_vf3_u003b((&param_13));\n let _e151 = u[0u];\n x11_ = mix(_e146, _e149, _e151);\n let _e153 = x00_;\n let _e154 = x10_;\n let _e156 = u[1u];\n let _e158 = x01_;\n let _e159 = x11_;\n let _e161 = u[1u];\n let _e164 = u[2u];\n return mix(mix(_e153, _e154, _e156), mix(_e158, _e159, _e161), _e164);\n}\n\nfn dustField_u0028_vf3_u003b(p_3: ptr<function, vec3<f32>>) -> f32 {\n var param_14: vec3<f32>;\n var param_15: vec3<f32>;\n\n let _e92 = (*p_3);\n param_14 = _e92;\n let _e93 = volumeNoise_u0028_vf3_u003b((&param_14));\n let _e95 = (*p_3);\n param_15 = ((_e95 * 2.17f) + vec3(19.3f));\n let _e99 = volumeNoise_u0028_vf3_u003b((&param_15));\n return ((_e93 * 0.65f) + (_e99 * 0.35f));\n}\n\nfn densityAt_u0028_vf3_u003b_f1_u003b(local: ptr<function, vec3<f32>>, near: ptr<function, f32>) -> f32 {\n var drawn: f32;\n var along: f32;\n var openness: f32;\n var across: f32;\n\n let _e96 = unnamed.uLength;\n let _e97 = (*near);\n drawn = max((_e96 - _e97), 0.0001f);\n let _e101 = (*local)[2u];\n let _e102 = (*near);\n let _e104 = drawn;\n along = clamp(((_e101 - _e102) / _e104), 0f, 1f);\n let _e107 = (*local);\n let _e111 = (*local)[2u];\n openness = (length(_e107.xy) / max(_e111, 0.001f));\n let _e114 = openness;\n let _e116 = unnamed.uSpread;\n across = clamp((_e114 / max(_e116, 0.0001f)), 0f, 1f);\n let _e120 = along;\n let _e123 = across;\n return (pow((1f - _e120), 1.3f) * pow((1f - _e123), 2f));\n}\n\nfn main_1() {\n var origin: vec3<f32>;\n var toFragment: vec3<f32>;\n var span: f32;\n var dir: vec3<f32>;\n var local_1: vec3<f32>;\n var near_1: f32;\n var enter: f32;\n var leave: f32;\n var toNear: f32;\n var toFar: f32;\n var reach: f32;\n var ca: f32;\n var cb: f32;\n var cc: f32;\n var disc: f32;\n var root: f32;\n var uv: vec2<f32>;\n var stored_1: f32;\n var hit: vec4<f32>;\n var samples: i32;\n var step_: f32;\n var cell: i32;\n var shadowOffset: f32;\n var indexable: array<f32, 16>;\n var param_16: vec3<f32>;\n var total: f32;\n var i_1: i32;\n var travelled: f32;\n var local_2: vec3<f32>;\n var density: f32;\n var param_17: vec3<f32>;\n var param_18: f32;\n var world: vec3<f32>;\n var param_19: vec3<f32>;\n var dithered: vec3<f32>;\n var param_20: vec3<f32>;\n var reference: f32;\n var lit: f32;\n var phi_464_: bool;\n\n let _e128 = unnamed.uCameraLocal;\n origin = _e128;\n let _e129 = vLocal_1;\n let _e130 = origin;\n toFragment = (_e129 - _e130);\n let _e132 = toFragment;\n span = length(_e132);\n let _e134 = span;\n if (_e134 > 0.00001f) {\n let _e136 = toFragment;\n let _e137 = span;\n local_1 = (_e136 / vec3(_e137));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e140 = local_1;\n dir = _e140;\n let _e142 = unnamed.uNear;\n let _e144 = unnamed.uLength;\n near_1 = min(_e142, _e144);\n enter = 0f;\n let _e147 = unnamed.uLength;\n leave = (_e147 * 2f);\n let _e150 = dir[2u];\n if (abs(_e150) > 0.00001f) {\n let _e153 = near_1;\n let _e155 = origin[2u];\n let _e158 = dir[2u];\n toNear = ((_e153 - _e155) / _e158);\n let _e161 = unnamed.uLength;\n let _e163 = origin[2u];\n let _e166 = dir[2u];\n toFar = ((_e161 - _e163) / _e166);\n let _e168 = toNear;\n let _e169 = toFar;\n enter = min(_e168, _e169);\n let _e171 = toNear;\n let _e172 = toFar;\n leave = max(_e171, _e172);\n } else {\n let _e175 = origin[2u];\n let _e176 = near_1;\n let _e177 = (_e175 < _e176);\n phi_464_ = _e177;\n if !(_e177) {\n let _e180 = origin[2u];\n let _e182 = unnamed.uLength;\n phi_464_ = (_e180 > _e182);\n }\n let _e185 = phi_464_;\n if _e185 {\n discard;\n }\n }\n let _e187 = unnamed.uSpread;\n let _e189 = unnamed.uLength;\n reach = ((_e187 * _e189) * 1.05f);\n let _e192 = dir;\n let _e194 = dir;\n ca = dot(_e192.xy, _e194.xy);\n let _e197 = origin;\n let _e199 = dir;\n cb = (2f * dot(_e197.xy, _e199.xy));\n let _e203 = origin;\n let _e205 = origin;\n let _e208 = reach;\n let _e209 = reach;\n cc = (dot(_e203.xy, _e205.xy) - (_e208 * _e209));\n let _e212 = ca;\n if (_e212 > 0.00000001f) {\n let _e214 = cb;\n let _e215 = cb;\n let _e217 = ca;\n let _e219 = cc;\n disc = ((_e214 * _e215) - ((4f * _e217) * _e219));\n let _e222 = disc;\n if (_e222 <= 0f) {\n discard;\n }\n let _e224 = disc;\n root = sqrt(_e224);\n let _e226 = enter;\n let _e227 = cb;\n let _e229 = root;\n let _e231 = ca;\n enter = max(_e226, ((-(_e227) - _e229) / (2f * _e231)));\n let _e235 = leave;\n let _e236 = cb;\n let _e238 = root;\n let _e240 = ca;\n leave = min(_e235, ((-(_e236) + _e238) / (2f * _e240)));\n } else {\n let _e244 = cc;\n if (_e244 > 0f) {\n discard;\n }\n }\n let _e246 = enter;\n enter = max(_e246, 0f);\n let _e248 = leave;\n let _e249 = enter;\n let _e251 = unnamed.uLength;\n leave = min(_e248, (_e249 + (_e251 * 2f)));\n let _e256 = unnamed.uSceneDepthEnabled;\n if (_e256 != 0i) {\n let _e258 = gl_FragCoord_1;\n let _e261 = unnamed.uInvViewport;\n uv = (_e258.xy * _e261);\n let _e263 = uv;\n let _e264 = textureSampleLevel(uSceneDepth_t, uSceneDepth_s, _e263, 0f);\n stored_1 = _e264.x;\n let _e267 = unnamed.uDepthToLocal;\n let _e268 = uv;\n let _e271 = ((_e268 * 2f) - vec2(1f));\n let _e272 = stored_1;\n hit = (_e267 * vec4<f32>(_e271.x, _e271.y, _e272, 1f));\n let _e278 = hit[3u];\n if (_e278 > 0.000001f) {\n let _e280 = leave;\n let _e281 = hit;\n let _e284 = hit[3u];\n let _e287 = origin;\n let _e289 = dir;\n leave = min(_e280, dot(((_e281.xyz / vec3(_e284)) - _e287), _e289));\n }\n }\n let _e292 = leave;\n let _e293 = enter;\n if (_e292 <= _e293) {\n discard;\n }\n let _e296 = unnamed.uSamples;\n samples = clamp(_e296, 2i, 64i);\n let _e298 = leave;\n let _e299 = enter;\n let _e301 = samples;\n step_ = ((_e298 - _e299) / f32(_e301));\n let _e305 = gl_FragCoord_1[1u];\n let _e313 = gl_FragCoord_1[0u];\n cell = ((i32((_e305 - (floor((_e305 / 4f)) * 4f))) * 4i) + i32((_e313 - (floor((_e313 / 4f)) * 4f))));\n let _e320 = cell;\n indexable = array<f32, 16>(0f, 8f, 2f, 10f, 12f, 4f, 14f, 6f, 3f, 11f, 1f, 9f, 15f, 7f, 13f, 5f);\n let _e322 = indexable[_e320];\n let _e323 = gl_FragCoord_1;\n let _e324 = _e323.xy;\n param_16 = vec3<f32>(_e324.x, _e324.y, 3.7f);\n let _e328 = hash31_u0028_vf3_u003b((&param_16));\n let _e332 = step_;\n shadowOffset = ((((_e322 + _e328) / 16f) - 0.5f) * _e332);\n total = 0f;\n i_1 = 0i;\n loop {\n let _e334 = i_1;\n if (_e334 < 64i) {\n let _e336 = i_1;\n let _e337 = samples;\n if (_e336 >= _e337) {\n break;\n }\n let _e339 = enter;\n let _e340 = i_1;\n let _e343 = step_;\n travelled = (_e339 + ((f32(_e340) + 0.5f) * _e343));\n let _e346 = origin;\n let _e347 = dir;\n let _e348 = travelled;\n local_2 = (_e346 + (_e347 * _e348));\n let _e351 = local_2;\n param_17 = _e351;\n let _e352 = near_1;\n param_18 = _e352;\n let _e353 = densityAt_u0028_vf3_u003b_f1_u003b((&param_17), (&param_18));\n density = _e353;\n let _e354 = density;\n if (_e354 <= 0f) {\n continue;\n }\n let _e357 = unnamed.uModelWorld;\n let _e358 = local_2;\n world = (_e357 * vec4<f32>(_e358.x, _e358.y, _e358.z, 1f)).xyz;\n let _e366 = unnamed.uDust;\n if (_e366 > 0f) {\n let _e368 = world;\n let _e370 = unnamed.uDustOffset;\n let _e373 = unnamed.uDustScale;\n param_19 = ((_e368 + _e370) / vec3(max(_e373, 0.001f)));\n let _e377 = dustField_u0028_vf3_u003b((&param_19));\n let _e379 = unnamed.uDust;\n let _e381 = density;\n density = (_e381 * mix(1f, _e377, _e379));\n }\n let _e384 = unnamed.uSunShadow;\n if (_e384 > 0f) {\n let _e387 = unnamed.uModelWorld;\n let _e388 = origin;\n let _e389 = dir;\n let _e390 = travelled;\n let _e391 = shadowOffset;\n let _e394 = (_e388 + (_e389 * (_e390 + _e391)));\n dithered = (_e387 * vec4<f32>(_e394.x, _e394.y, _e394.z, 1f)).xyz;\n let _e401 = dithered;\n param_20 = _e401;\n let _e402 = sunReach_u0028_vf3_u003b((&param_20));\n let _e403 = density;\n density = (_e403 * _e402);\n }\n let _e405 = density;\n let _e406 = total;\n total = (_e406 + _e405);\n continue;\n } else {\n break;\n }\n continuing {\n let _e408 = i_1;\n i_1 = (_e408 + 1i);\n }\n }\n let _e411 = unnamed.uSpread;\n let _e413 = unnamed.uLength;\n reference = max((_e411 * _e413), 0.0001f);\n let _e416 = total;\n let _e418 = step_;\n let _e420 = reference;\n lit = (1f - exp((((-(_e416) * _e418) / _e420) * 3f)));\n let _e425 = vColor_1;\n let _e426 = vEnergy_1;\n let _e427 = lit;\n let _e430 = unnamed.uStrength;\n let _e432 = (_e425 * ((_e426 * _e427) * _e430));\n fragColor = vec4<f32>(_e432.x, _e432.y, _e432.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(4) vLocal: vec3<f32>, @builtin(position) gl_FragCoord: vec4<f32>, @location(0) vColor: vec3<f32>, @location(1) vEnergy: f32, @location(2) vNormal: vec3<f32>, @location(3) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vLocal_1 = vLocal;\n gl_FragCoord_1 = gl_FragCoord;\n vColor_1 = vColor;\n vEnergy_1 = vEnergy;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = fragColor;\n return _e13;\n}\n",
13
+ "directionalShadows": "struct Uniforms {\n uCameraPos: vec3<f32>,\n uStrength: f32,\n uLength: f32,\n uSpread: f32,\n uDust: f32,\n uDustScale: f32,\n uDustOffset: vec3<f32>,\n uSunShadow: f32,\n uLightViewProj: mat4x4<f32>,\n uShadowMapSize: f32,\n uPeeledShadowEnabled: i32,\n uNear: f32,\n uCameraLocal: vec3<f32>,\n uModelWorld: mat4x4<f32>,\n uSamples: i32,\n uSceneDepthEnabled: i32,\n uInvViewport: vec2<f32>,\n uDepthToLocal: mat4x4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uSunShadows_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uSunShadows_s: sampler;\nvar<private> vLocal_1: vec3<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(34) \nvar uSceneDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uSceneDepth_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vEnergy_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\n\nfn occlusion_u0028_f1_u003b_f1_u003b(stored: ptr<function, f32>, compare: ptr<function, f32>) -> f32 {\n let _e87 = (*compare);\n let _e88 = (*stored);\n return smoothstep(-0.0025f, 0.0025f, (_e87 - _e88));\n}\n\nfn sunReach_u0028_vf3_u003b(worldPos: ptr<function, vec3<f32>>) -> f32 {\n var lightPos: vec4<f32>;\n var p: vec3<f32>;\n var fromCentre: vec2<f32>;\n var edgeFade: f32;\n var compare_1: f32;\n var blocked: f32;\n var param: f32;\n var param_1: f32;\n var param_2: f32;\n var param_3: f32;\n var param_4: f32;\n var param_5: f32;\n var phi_212_: bool;\n var phi_219_: bool;\n var phi_226_: bool;\n var phi_233_: bool;\n\n let _e99 = unnamed.uLightViewProj;\n let _e100 = (*worldPos);\n lightPos = (_e99 * vec4<f32>(_e100.x, _e100.y, _e100.z, 1f));\n let _e107 = lightPos[3u];\n if (_e107 <= 0f) {\n return 1f;\n }\n let _e109 = lightPos;\n let _e112 = lightPos[3u];\n p = (((_e109.xyz / vec3(_e112)) * 0.5f) + vec3(0.5f));\n let _e119 = p[2u];\n let _e120 = (_e119 > 1f);\n phi_212_ = _e120;\n if !(_e120) {\n let _e123 = p[0u];\n phi_212_ = (_e123 < 0f);\n }\n let _e126 = phi_212_;\n phi_219_ = _e126;\n if !(_e126) {\n let _e129 = p[0u];\n phi_219_ = (_e129 > 1f);\n }\n let _e132 = phi_219_;\n phi_226_ = _e132;\n if !(_e132) {\n let _e135 = p[1u];\n phi_226_ = (_e135 < 0f);\n }\n let _e138 = phi_226_;\n phi_233_ = _e138;\n if !(_e138) {\n let _e141 = p[1u];\n phi_233_ = (_e141 > 1f);\n }\n let _e144 = phi_233_;\n if _e144 {\n return 1f;\n }\n let _e145 = p;\n fromCentre = (abs((_e145.xy - vec2(0.5f))) * 2f);\n let _e152 = fromCentre[0u];\n let _e154 = fromCentre[1u];\n edgeFade = (1f - smoothstep(0.72f, 0.98f, max(_e152, _e154)));\n let _e159 = p[2u];\n let _e162 = edgeFade;\n edgeFade = (_e162 * (1f - smoothstep(0.9f, 1f, _e159)));\n let _e164 = edgeFade;\n if (_e164 <= 0f) {\n return 1f;\n }\n let _e167 = p[2u];\n compare_1 = (_e167 - 0.0015f);\n let _e169 = p;\n let _e170 = _e169.xy;\n let _e173 = vec3<f32>(_e170.x, _e170.y, 0f);\n let _e179 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e173.x, _e173.y), i32(_e173.z), 0f);\n param = _e179.x;\n let _e181 = compare_1;\n param_1 = _e181;\n let _e182 = occlusion_u0028_f1_u003b_f1_u003b((&param), (&param_1));\n blocked = _e182;\n let _e184 = unnamed.uPeeledShadowEnabled;\n if (_e184 != 0i) {\n let _e186 = blocked;\n let _e187 = p;\n let _e188 = _e187.xy;\n let _e191 = vec3<f32>(_e188.x, _e188.y, 2f);\n let _e197 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e191.x, _e191.y), i32(_e191.z), 0f);\n param_2 = _e197.x;\n let _e199 = compare_1;\n param_3 = _e199;\n let _e200 = occlusion_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n blocked = max(_e186, _e200);\n }\n let _e202 = blocked;\n let _e203 = p;\n let _e204 = _e203.xy;\n let _e207 = vec3<f32>(_e204.x, _e204.y, 1f);\n let _e213 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e207.x, _e207.y), i32(_e207.z), 0f);\n param_4 = _e213.x;\n let _e215 = compare_1;\n param_5 = _e215;\n let _e216 = occlusion_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n blocked = max(_e202, _e216);\n let _e218 = blocked;\n let _e221 = unnamed.uSunShadow;\n let _e222 = edgeFade;\n return mix(1f, (1f - _e218), (_e221 * _e222));\n}\n\nfn hash31_u0028_vf3_u003b(p_1: ptr<function, vec3<f32>>) -> f32 {\n let _e86 = (*p_1);\n return fract((sin(dot(_e86, vec3<f32>(127.1f, 311.7f, 74.7f))) * 43758.547f));\n}\n\nfn volumeNoise_u0028_vf3_u003b(p_2: ptr<function, vec3<f32>>) -> f32 {\n var i: vec3<f32>;\n var f: vec3<f32>;\n var u: vec3<f32>;\n var x00_: f32;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n var x10_: f32;\n var param_8: vec3<f32>;\n var param_9: vec3<f32>;\n var x01_: f32;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var x11_: f32;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n\n let _e101 = (*p_2);\n i = floor(_e101);\n let _e103 = (*p_2);\n f = fract(_e103);\n let _e105 = f;\n let _e106 = f;\n let _e108 = f;\n u = ((_e105 * _e106) * (vec3(3f) - (_e108 * 2f)));\n let _e113 = i;\n param_6 = (_e113 + vec3<f32>(0f, 0f, 0f));\n let _e115 = hash31_u0028_vf3_u003b((&param_6));\n let _e116 = i;\n param_7 = (_e116 + vec3<f32>(1f, 0f, 0f));\n let _e118 = hash31_u0028_vf3_u003b((&param_7));\n let _e120 = u[0u];\n x00_ = mix(_e115, _e118, _e120);\n let _e122 = i;\n param_8 = (_e122 + vec3<f32>(0f, 1f, 0f));\n let _e124 = hash31_u0028_vf3_u003b((&param_8));\n let _e125 = i;\n param_9 = (_e125 + vec3<f32>(1f, 1f, 0f));\n let _e127 = hash31_u0028_vf3_u003b((&param_9));\n let _e129 = u[0u];\n x10_ = mix(_e124, _e127, _e129);\n let _e131 = i;\n param_10 = (_e131 + vec3<f32>(0f, 0f, 1f));\n let _e133 = hash31_u0028_vf3_u003b((&param_10));\n let _e134 = i;\n param_11 = (_e134 + vec3<f32>(1f, 0f, 1f));\n let _e136 = hash31_u0028_vf3_u003b((&param_11));\n let _e138 = u[0u];\n x01_ = mix(_e133, _e136, _e138);\n let _e140 = i;\n param_12 = (_e140 + vec3<f32>(0f, 1f, 1f));\n let _e142 = hash31_u0028_vf3_u003b((&param_12));\n let _e143 = i;\n param_13 = (_e143 + vec3<f32>(1f, 1f, 1f));\n let _e145 = hash31_u0028_vf3_u003b((&param_13));\n let _e147 = u[0u];\n x11_ = mix(_e142, _e145, _e147);\n let _e149 = x00_;\n let _e150 = x10_;\n let _e152 = u[1u];\n let _e154 = x01_;\n let _e155 = x11_;\n let _e157 = u[1u];\n let _e160 = u[2u];\n return mix(mix(_e149, _e150, _e152), mix(_e154, _e155, _e157), _e160);\n}\n\nfn dustField_u0028_vf3_u003b(p_3: ptr<function, vec3<f32>>) -> f32 {\n var param_14: vec3<f32>;\n var param_15: vec3<f32>;\n\n let _e88 = (*p_3);\n param_14 = _e88;\n let _e89 = volumeNoise_u0028_vf3_u003b((&param_14));\n let _e91 = (*p_3);\n param_15 = ((_e91 * 2.17f) + vec3(19.3f));\n let _e95 = volumeNoise_u0028_vf3_u003b((&param_15));\n return ((_e89 * 0.65f) + (_e95 * 0.35f));\n}\n\nfn densityAt_u0028_vf3_u003b_f1_u003b(local: ptr<function, vec3<f32>>, near: ptr<function, f32>) -> f32 {\n var drawn: f32;\n var along: f32;\n var openness: f32;\n var across: f32;\n\n let _e92 = unnamed.uLength;\n let _e93 = (*near);\n drawn = max((_e92 - _e93), 0.0001f);\n let _e97 = (*local)[2u];\n let _e98 = (*near);\n let _e100 = drawn;\n along = clamp(((_e97 - _e98) / _e100), 0f, 1f);\n let _e103 = (*local);\n let _e107 = (*local)[2u];\n openness = (length(_e103.xy) / max(_e107, 0.001f));\n let _e110 = openness;\n let _e112 = unnamed.uSpread;\n across = clamp((_e110 / max(_e112, 0.0001f)), 0f, 1f);\n let _e116 = along;\n let _e119 = across;\n return (pow((1f - _e116), 1.3f) * pow((1f - _e119), 2f));\n}\n\nfn main_1() {\n var origin: vec3<f32>;\n var toFragment: vec3<f32>;\n var span: f32;\n var dir: vec3<f32>;\n var local_1: vec3<f32>;\n var near_1: f32;\n var enter: f32;\n var leave: f32;\n var toNear: f32;\n var toFar: f32;\n var reach: f32;\n var ca: f32;\n var cb: f32;\n var cc: f32;\n var disc: f32;\n var root: f32;\n var uv: vec2<f32>;\n var stored_1: f32;\n var hit: vec4<f32>;\n var samples: i32;\n var step_: f32;\n var cell: i32;\n var shadowOffset: f32;\n var indexable: array<f32, 16>;\n var param_16: vec3<f32>;\n var total: f32;\n var i_1: i32;\n var travelled: f32;\n var local_2: vec3<f32>;\n var density: f32;\n var param_17: vec3<f32>;\n var param_18: f32;\n var world: vec3<f32>;\n var param_19: vec3<f32>;\n var dithered: vec3<f32>;\n var param_20: vec3<f32>;\n var reference: f32;\n var lit: f32;\n var phi_469_: bool;\n\n let _e124 = unnamed.uCameraLocal;\n origin = _e124;\n let _e125 = vLocal_1;\n let _e126 = origin;\n toFragment = (_e125 - _e126);\n let _e128 = toFragment;\n span = length(_e128);\n let _e130 = span;\n if (_e130 > 0.00001f) {\n let _e132 = toFragment;\n let _e133 = span;\n local_1 = (_e132 / vec3(_e133));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e136 = local_1;\n dir = _e136;\n let _e138 = unnamed.uNear;\n let _e140 = unnamed.uLength;\n near_1 = min(_e138, _e140);\n enter = 0f;\n let _e143 = unnamed.uLength;\n leave = (_e143 * 2f);\n let _e146 = dir[2u];\n if (abs(_e146) > 0.00001f) {\n let _e149 = near_1;\n let _e151 = origin[2u];\n let _e154 = dir[2u];\n toNear = ((_e149 - _e151) / _e154);\n let _e157 = unnamed.uLength;\n let _e159 = origin[2u];\n let _e162 = dir[2u];\n toFar = ((_e157 - _e159) / _e162);\n let _e164 = toNear;\n let _e165 = toFar;\n enter = min(_e164, _e165);\n let _e167 = toNear;\n let _e168 = toFar;\n leave = max(_e167, _e168);\n } else {\n let _e171 = origin[2u];\n let _e172 = near_1;\n let _e173 = (_e171 < _e172);\n phi_469_ = _e173;\n if !(_e173) {\n let _e176 = origin[2u];\n let _e178 = unnamed.uLength;\n phi_469_ = (_e176 > _e178);\n }\n let _e181 = phi_469_;\n if _e181 {\n discard;\n }\n }\n let _e183 = unnamed.uSpread;\n let _e185 = unnamed.uLength;\n reach = ((_e183 * _e185) * 1.05f);\n let _e188 = dir;\n let _e190 = dir;\n ca = dot(_e188.xy, _e190.xy);\n let _e193 = origin;\n let _e195 = dir;\n cb = (2f * dot(_e193.xy, _e195.xy));\n let _e199 = origin;\n let _e201 = origin;\n let _e204 = reach;\n let _e205 = reach;\n cc = (dot(_e199.xy, _e201.xy) - (_e204 * _e205));\n let _e208 = ca;\n if (_e208 > 0.00000001f) {\n let _e210 = cb;\n let _e211 = cb;\n let _e213 = ca;\n let _e215 = cc;\n disc = ((_e210 * _e211) - ((4f * _e213) * _e215));\n let _e218 = disc;\n if (_e218 <= 0f) {\n discard;\n }\n let _e220 = disc;\n root = sqrt(_e220);\n let _e222 = enter;\n let _e223 = cb;\n let _e225 = root;\n let _e227 = ca;\n enter = max(_e222, ((-(_e223) - _e225) / (2f * _e227)));\n let _e231 = leave;\n let _e232 = cb;\n let _e234 = root;\n let _e236 = ca;\n leave = min(_e231, ((-(_e232) + _e234) / (2f * _e236)));\n } else {\n let _e240 = cc;\n if (_e240 > 0f) {\n discard;\n }\n }\n let _e242 = enter;\n enter = max(_e242, 0f);\n let _e244 = leave;\n let _e245 = enter;\n let _e247 = unnamed.uLength;\n leave = min(_e244, (_e245 + (_e247 * 2f)));\n let _e252 = unnamed.uSceneDepthEnabled;\n if (_e252 != 0i) {\n let _e254 = gl_FragCoord_1;\n let _e257 = unnamed.uInvViewport;\n uv = (_e254.xy * _e257);\n let _e259 = uv;\n let _e260 = textureSampleLevel(uSceneDepth_t, uSceneDepth_s, _e259, 0f);\n stored_1 = _e260.x;\n let _e263 = unnamed.uDepthToLocal;\n let _e264 = uv;\n let _e267 = ((_e264 * 2f) - vec2(1f));\n let _e268 = stored_1;\n hit = (_e263 * vec4<f32>(_e267.x, _e267.y, _e268, 1f));\n let _e274 = hit[3u];\n if (_e274 > 0.000001f) {\n let _e276 = leave;\n let _e277 = hit;\n let _e280 = hit[3u];\n let _e283 = origin;\n let _e285 = dir;\n leave = min(_e276, dot(((_e277.xyz / vec3(_e280)) - _e283), _e285));\n }\n }\n let _e288 = leave;\n let _e289 = enter;\n if (_e288 <= _e289) {\n discard;\n }\n let _e292 = unnamed.uSamples;\n samples = clamp(_e292, 2i, 64i);\n let _e294 = leave;\n let _e295 = enter;\n let _e297 = samples;\n step_ = ((_e294 - _e295) / f32(_e297));\n let _e301 = gl_FragCoord_1[1u];\n let _e309 = gl_FragCoord_1[0u];\n cell = ((i32((_e301 - (floor((_e301 / 4f)) * 4f))) * 4i) + i32((_e309 - (floor((_e309 / 4f)) * 4f))));\n let _e316 = cell;\n indexable = array<f32, 16>(0f, 8f, 2f, 10f, 12f, 4f, 14f, 6f, 3f, 11f, 1f, 9f, 15f, 7f, 13f, 5f);\n let _e318 = indexable[_e316];\n let _e319 = gl_FragCoord_1;\n let _e320 = _e319.xy;\n param_16 = vec3<f32>(_e320.x, _e320.y, 3.7f);\n let _e324 = hash31_u0028_vf3_u003b((&param_16));\n let _e328 = step_;\n shadowOffset = ((((_e318 + _e324) / 16f) - 0.5f) * _e328);\n total = 0f;\n i_1 = 0i;\n loop {\n let _e330 = i_1;\n if (_e330 < 64i) {\n let _e332 = i_1;\n let _e333 = samples;\n if (_e332 >= _e333) {\n break;\n }\n let _e335 = enter;\n let _e336 = i_1;\n let _e339 = step_;\n travelled = (_e335 + ((f32(_e336) + 0.5f) * _e339));\n let _e342 = origin;\n let _e343 = dir;\n let _e344 = travelled;\n local_2 = (_e342 + (_e343 * _e344));\n let _e347 = local_2;\n param_17 = _e347;\n let _e348 = near_1;\n param_18 = _e348;\n let _e349 = densityAt_u0028_vf3_u003b_f1_u003b((&param_17), (&param_18));\n density = _e349;\n let _e350 = density;\n if (_e350 <= 0f) {\n continue;\n }\n let _e353 = unnamed.uModelWorld;\n let _e354 = local_2;\n world = (_e353 * vec4<f32>(_e354.x, _e354.y, _e354.z, 1f)).xyz;\n let _e362 = unnamed.uDust;\n if (_e362 > 0f) {\n let _e364 = world;\n let _e366 = unnamed.uDustOffset;\n let _e369 = unnamed.uDustScale;\n param_19 = ((_e364 + _e366) / vec3(max(_e369, 0.001f)));\n let _e373 = dustField_u0028_vf3_u003b((&param_19));\n let _e375 = unnamed.uDust;\n let _e377 = density;\n density = (_e377 * mix(1f, _e373, _e375));\n }\n let _e380 = unnamed.uSunShadow;\n if (_e380 > 0f) {\n let _e383 = unnamed.uModelWorld;\n let _e384 = origin;\n let _e385 = dir;\n let _e386 = travelled;\n let _e387 = shadowOffset;\n let _e390 = (_e384 + (_e385 * (_e386 + _e387)));\n dithered = (_e383 * vec4<f32>(_e390.x, _e390.y, _e390.z, 1f)).xyz;\n let _e397 = dithered;\n param_20 = _e397;\n let _e398 = sunReach_u0028_vf3_u003b((&param_20));\n let _e399 = density;\n density = (_e399 * _e398);\n }\n let _e401 = density;\n let _e402 = total;\n total = (_e402 + _e401);\n continue;\n } else {\n break;\n }\n continuing {\n let _e404 = i_1;\n i_1 = (_e404 + 1i);\n }\n }\n let _e407 = unnamed.uSpread;\n let _e409 = unnamed.uLength;\n reference = max((_e407 * _e409), 0.0001f);\n let _e412 = total;\n let _e414 = step_;\n let _e416 = reference;\n lit = (1f - exp((((-(_e412) * _e414) / _e416) * 3f)));\n let _e421 = vColor_1;\n let _e422 = vEnergy_1;\n let _e423 = lit;\n let _e426 = unnamed.uStrength;\n let _e428 = (_e421 * ((_e422 * _e423) * _e426));\n fragColor = vec4<f32>(_e428.x, _e428.y, _e428.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(4) vLocal: vec3<f32>, @builtin(position) gl_FragCoord: vec4<f32>, @location(0) vColor: vec3<f32>, @location(1) vEnergy: f32, @location(2) vNormal: vec3<f32>, @location(3) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vLocal_1 = vLocal;\n gl_FragCoord_1 = gl_FragCoord;\n vColor_1 = vColor;\n vEnergy_1 = vEnergy;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = fragColor;\n return _e13;\n}\n",
14
14
  };
15
15
 
16
16
  /**
@@ -216,25 +216,15 @@ export const LIGHTVOLUME_BINDINGS = {
216
216
  }
217
217
  },
218
218
  "textures": {
219
- "uStaticShadowMap": {
219
+ "uSunShadows": {
220
220
  "texture": 32,
221
221
  "sampler": 33,
222
- "type": "sampler2D"
222
+ "type": "sampler2DArray"
223
223
  },
224
- "uPeeledShadowMap": {
224
+ "uSceneDepth": {
225
225
  "texture": 34,
226
226
  "sampler": 35,
227
227
  "type": "sampler2D"
228
- },
229
- "uDynamicShadowMap": {
230
- "texture": 36,
231
- "sampler": 37,
232
- "type": "sampler2D"
233
- },
234
- "uSceneDepth": {
235
- "texture": 38,
236
- "sampler": 39,
237
- "type": "sampler2D"
238
228
  }
239
229
  }
240
230
  }
@@ -7,6 +7,8 @@
7
7
 
8
8
  export const OCTAHEDRAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uFaceRotation: mat3x3<f32>,\n uFaceIndex: i32,\n uFar: f32,\n uNear: f32,\n uEdge: f32,\n}\n\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uFace_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uFace_s: sampler;\nvar<private> gl_FragDepth: f32 = 0f;\n\nfn octDecode_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n var f: vec2<f32>;\n var n: vec3<f32>;\n var t: f32;\n var local: f32;\n var local_1: f32;\n\n let _e25 = (*uv);\n f = ((_e25 * 2f) - vec2(1f));\n let _e30 = f[0u];\n let _e32 = f[1u];\n let _e34 = f[0u];\n let _e38 = f[1u];\n n = vec3<f32>(_e30, _e32, ((1f - abs(_e34)) - abs(_e38)));\n let _e43 = n[2u];\n t = max(-(_e43), 0f);\n let _e47 = n[0u];\n if (_e47 >= 0f) {\n let _e49 = t;\n local = -(_e49);\n } else {\n let _e51 = t;\n local = _e51;\n }\n let _e52 = local;\n let _e54 = n[0u];\n n[0u] = (_e54 + _e52);\n let _e58 = n[1u];\n if (_e58 >= 0f) {\n let _e60 = t;\n local_1 = -(_e60);\n } else {\n let _e62 = t;\n local_1 = _e62;\n }\n let _e63 = local_1;\n let _e65 = n[1u];\n n[1u] = (_e65 + _e63);\n let _e68 = n;\n return normalize(_e68);\n}\n\nfn main_1() {\n var d: vec3<f32>;\n var param: vec2<f32>;\n var a: vec3<f32>;\n var face: i32;\n var v: vec3<f32>;\n var forward: f32;\n var faceUv: vec2<f32>;\n var stored: f32;\n var ndc: f32;\n var faceLocalZ: f32;\n var phi_116_: bool;\n\n let _e29 = gl_FragCoord_1;\n let _e32 = unnamed.uEdge;\n param = (_e29.xy / vec2(_e32));\n let _e35 = octDecode_u0028_vf2_u003b((&param));\n d = _e35;\n let _e36 = d;\n a = abs(_e36);\n let _e39 = a[0u];\n let _e41 = a[1u];\n let _e42 = (_e39 >= _e41);\n phi_116_ = _e42;\n if _e42 {\n let _e44 = a[0u];\n let _e46 = a[2u];\n phi_116_ = (_e44 >= _e46);\n }\n let _e49 = phi_116_;\n if _e49 {\n let _e51 = d[0u];\n face = select(1i, 0i, (_e51 >= 0f));\n } else {\n let _e55 = a[1u];\n let _e57 = a[2u];\n if (_e55 >= _e57) {\n let _e60 = d[1u];\n face = select(3i, 2i, (_e60 >= 0f));\n } else {\n let _e64 = d[2u];\n face = select(5i, 4i, (_e64 >= 0f));\n }\n }\n let _e67 = face;\n let _e69 = unnamed.uFaceIndex;\n if (_e67 != _e69) {\n discard;\n }\n let _e72 = unnamed.uFaceRotation;\n let _e73 = d;\n v = (_e72 * _e73);\n let _e76 = v[2u];\n forward = -(_e76);\n let _e78 = v;\n let _e80 = forward;\n faceUv = (((_e78.xy / vec2(_e80)) * 0.5f) + vec2(0.5f));\n let _e86 = faceUv;\n let _e87 = textureSampleLevel(uFace_t, uFace_s, _e86, 0f);\n stored = _e87.x;\n let _e89 = stored;\n if (_e89 >= 0.9999f) {\n gl_FragDepth = 1f;\n return;\n }\n let _e91 = stored;\n ndc = ((_e91 * 2f) - 1f);\n let _e95 = unnamed.uFar;\n let _e98 = unnamed.uNear;\n let _e101 = unnamed.uFar;\n let _e103 = unnamed.uNear;\n let _e105 = ndc;\n let _e107 = unnamed.uFar;\n let _e109 = unnamed.uNear;\n faceLocalZ = (((2f * _e95) * _e98) / ((_e101 + _e103) - (_e105 * (_e107 - _e109))));\n let _e114 = faceLocalZ;\n let _e115 = forward;\n let _e118 = unnamed.uFar;\n gl_FragDepth = clamp(((_e114 / _e115) / _e118), 0f, 1f);\n return;\n}\n\n@fragment \nfn main(@builtin(position) gl_FragCoord: vec4<f32>) -> @builtin(frag_depth) f32 {\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e3 = gl_FragDepth;\n return _e3;\n}\n";
9
9
 
10
+ export const OCTAHEDRAL_RESOLVE_TINT_FRAG_WGSL = "struct Uniforms {\n uFaceRotation: mat3x3<f32>,\n uFaceIndex: i32,\n uEdge: f32,\n}\n\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> outTint: vec4<f32>;\n@group(0) @binding(32) \nvar uFace_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uFace_s: sampler;\n\nfn octDecode_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n var f: vec2<f32>;\n var n: vec3<f32>;\n var t: f32;\n var local: f32;\n var local_1: f32;\n\n let _e24 = (*uv);\n f = ((_e24 * 2f) - vec2(1f));\n let _e29 = f[0u];\n let _e31 = f[1u];\n let _e33 = f[0u];\n let _e37 = f[1u];\n n = vec3<f32>(_e29, _e31, ((1f - abs(_e33)) - abs(_e37)));\n let _e42 = n[2u];\n t = max(-(_e42), 0f);\n let _e46 = n[0u];\n if (_e46 >= 0f) {\n let _e48 = t;\n local = -(_e48);\n } else {\n let _e50 = t;\n local = _e50;\n }\n let _e51 = local;\n let _e53 = n[0u];\n n[0u] = (_e53 + _e51);\n let _e57 = n[1u];\n if (_e57 >= 0f) {\n let _e59 = t;\n local_1 = -(_e59);\n } else {\n let _e61 = t;\n local_1 = _e61;\n }\n let _e62 = local_1;\n let _e64 = n[1u];\n n[1u] = (_e64 + _e62);\n let _e67 = n;\n return normalize(_e67);\n}\n\nfn main_1() {\n var d: vec3<f32>;\n var param: vec2<f32>;\n var a: vec3<f32>;\n var face: i32;\n var v: vec3<f32>;\n var forward: f32;\n var faceUv: vec2<f32>;\n var phi_116_: bool;\n\n let _e25 = gl_FragCoord_1;\n let _e28 = unnamed.uEdge;\n param = (_e25.xy / vec2(_e28));\n let _e31 = octDecode_u0028_vf2_u003b((&param));\n d = _e31;\n let _e32 = d;\n a = abs(_e32);\n let _e35 = a[0u];\n let _e37 = a[1u];\n let _e38 = (_e35 >= _e37);\n phi_116_ = _e38;\n if _e38 {\n let _e40 = a[0u];\n let _e42 = a[2u];\n phi_116_ = (_e40 >= _e42);\n }\n let _e45 = phi_116_;\n if _e45 {\n let _e47 = d[0u];\n face = select(1i, 0i, (_e47 >= 0f));\n } else {\n let _e51 = a[1u];\n let _e53 = a[2u];\n if (_e51 >= _e53) {\n let _e56 = d[1u];\n face = select(3i, 2i, (_e56 >= 0f));\n } else {\n let _e60 = d[2u];\n face = select(5i, 4i, (_e60 >= 0f));\n }\n }\n let _e63 = face;\n let _e65 = unnamed.uFaceIndex;\n if (_e63 != _e65) {\n discard;\n }\n let _e68 = unnamed.uFaceRotation;\n let _e69 = d;\n v = (_e68 * _e69);\n let _e72 = v[2u];\n forward = -(_e72);\n let _e74 = v;\n let _e76 = forward;\n faceUv = (((_e74.xy / vec2(_e76)) * 0.5f) + vec2(0.5f));\n let _e82 = faceUv;\n let _e83 = textureSampleLevel(uFace_t, uFace_s, _e82, 0f);\n outTint = _e83;\n return;\n}\n\n@fragment \nfn main(@builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e3 = outTint;\n return _e3;\n}\n";
11
+
10
12
  export const OCTAHEDRAL_RESOLVE_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nvar<private> gl_VertexIndex_1: i32;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var p: vec2<f32>;\n\n let _e9 = gl_VertexIndex_1;\n let _e14 = gl_VertexIndex_1;\n p = vec2<f32>(f32(((_e9 << bitcast<u32>(1i)) & 2i)), f32((_e14 & 2i)));\n let _e18 = p;\n let _e21 = ((_e18 * 2f) - vec2(1f));\n unnamed.gl_Position = vec4<f32>(_e21.x, _e21.y, 0f, 1f);\n return;\n}\n\n@vertex \nfn main(@builtin(vertex_index) gl_VertexIndex: u32) -> @builtin(position) vec4<f32> {\n gl_VertexIndex_1 = i32(gl_VertexIndex);\n main_1();\n let _e6 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e6);\n let _e8 = unnamed.gl_Position;\n return _e8;\n}\n";
11
13
 
12
14
  /**
@@ -53,6 +55,34 @@ export const OCTAHEDRALRESOLVE_BINDINGS = {
53
55
  }
54
56
  }
55
57
  },
58
+ "OCTAHEDRAL_RESOLVE_TINT_FRAG": {
59
+ "uniforms": 1,
60
+ "uniformSize": 64,
61
+ "fields": {
62
+ "uFaceRotation": {
63
+ "offset": 0,
64
+ "size": 48,
65
+ "type": "mat3"
66
+ },
67
+ "uFaceIndex": {
68
+ "offset": 48,
69
+ "size": 4,
70
+ "type": "int"
71
+ },
72
+ "uEdge": {
73
+ "offset": 52,
74
+ "size": 4,
75
+ "type": "float"
76
+ }
77
+ },
78
+ "textures": {
79
+ "uFace": {
80
+ "texture": 32,
81
+ "sampler": 33,
82
+ "type": "sampler2D"
83
+ }
84
+ }
85
+ },
56
86
  "OCTAHEDRAL_RESOLVE_VERT": {
57
87
  "uniforms": null,
58
88
  "textures": {}
@@ -1,3 +1,4 @@
1
+ import { SUN_DYNAMIC_LAYER, SUN_PEELED_LAYER, SUN_STATIC_LAYER } from '../shadowMap.ts';
1
2
  import { glslIsFarDepth, glslSceneDepthToNdc } from '../depthConvention.ts';
2
3
  import { MAX_GLOBAL_MEDIUM_STEPS } from '../globalMedium.ts';
3
4
 
@@ -79,9 +80,8 @@ uniform int uSteps;
79
80
  /** How much of the medium the sun's own shadow map removes, 0 to 1. At 0 nothing is sampled. */
80
81
  uniform float uSunShadow;
81
82
  uniform mat4 uLightViewProj;
82
- uniform sampler2D uStaticShadowMap;
83
- uniform sampler2D uPeeledShadowMap;
84
- uniform sampler2D uDynamicShadowMap;
83
+ /* The sun's static, moving and peeled maps, as layers of one array: see shadowMap.ts. */
84
+ uniform highp sampler2DArray uSunShadows;
85
85
  uniform int uPeeledShadowEnabled;
86
86
 
87
87
  out vec4 fragColor;
@@ -150,11 +150,11 @@ float sunReach(vec3 worldPos) {
150
150
  if (edgeFade <= 0.0) return 1.0;
151
151
 
152
152
  float compare = p.z - SHADOW_BIAS;
153
- float blocked = occlusion(textureLod(uStaticShadowMap, p.xy, 0.0).r, compare);
153
+ float blocked = occlusion(textureLod(uSunShadows, vec3(p.xy, ${SUN_STATIC_LAYER}.0), 0.0).r, compare);
154
154
  if (uPeeledShadowEnabled != 0) {
155
- blocked = max(blocked, occlusion(textureLod(uPeeledShadowMap, p.xy, 0.0).r, compare));
155
+ blocked = max(blocked, occlusion(textureLod(uSunShadows, vec3(p.xy, ${SUN_PEELED_LAYER}.0), 0.0).r, compare));
156
156
  }
157
- blocked = max(blocked, occlusion(textureLod(uDynamicShadowMap, p.xy, 0.0).r, compare));
157
+ blocked = max(blocked, occlusion(textureLod(uSunShadows, vec3(p.xy, ${SUN_DYNAMIC_LAYER}.0), 0.0).r, compare));
158
158
  return mix(1.0, 1.0 - blocked, uSunShadow * edgeFade);
159
159
  }
160
160
 
@@ -82,6 +82,28 @@ fn oitResolved(accum: vec4<f32>, reveal: f32) -> vec4<f32> {
82
82
  }
83
83
  `;
84
84
 
85
+ /**
86
+ * Glass over its own shading, as the forward path draws it: `gpudriven/lit.ts`'s `glassShade`,
87
+ * which `scripts/gpu-parity.mjs` holds this to. Schlick at 0.04 with the angle unsigned — a pane
88
+ * passes the same light seen from either side — and floored at the forward path's grazing 0.05.
89
+ */
90
+ const GLASS_SHADE_WGSL = /* wgsl */ `
91
+ fn glassShade(
92
+ own: vec3<f32>,
93
+ seen: vec3<f32>,
94
+ transmission: f32,
95
+ frost: f32,
96
+ tint: vec3<f32>,
97
+ cosView: f32,
98
+ sunGlow: vec3<f32>,
99
+ ) -> vec3<f32> {
100
+ let c = clamp(abs(cosView), 0.05, 1.0);
101
+ let fresnel = 0.04 + 0.96 * pow(1.0 - c, 5.0);
102
+ let shown = transmission * (1.0 - fresnel);
103
+ return own + (seen * tint - own) * shown + sunGlow * tint * (frost * transmission);
104
+ }
105
+ `;
106
+
85
107
  export const BLEND_RASTER_WGSL = /* wgsl */ `
86
108
  struct BlendVarying {
87
109
  @builtin(position) position: vec4<f32>,
@@ -108,6 +130,12 @@ ${FRAME_BLOCK_WGSL}
108
130
  @group(0) @binding(9) var environmentMap: texture_2d_array<f32>;
109
131
  @group(0) @binding(10) var environmentSampler: sampler;
110
132
  ${decodeResourcesWgsl({ group: 0, latents: 11, clampSampler: 12, repeatSampler: 13, nodes: 14, weights: 15 })}
133
+ /**
134
+ * What the opaque half drew, with a mip chain on a frame whose scene holds glass: a pane shows it,
135
+ * a frosted one a coarser level of it. Read only by a material whose transmission is not zero.
136
+ */
137
+ @group(0) @binding(16) var opaqueColour: texture_2d<f32>;
138
+ @group(0) @binding(17) var opaqueSampler: sampler;
111
139
  fn decodeLatentSize() -> f32 {
112
140
  return frame.size.w;
113
141
  }
@@ -126,6 +154,7 @@ ${MESH_TRANSFORM_WGSL}
126
154
  ${SHADE_LIGHTING_WGSL}
127
155
  ${FOG_WGSL}
128
156
  ${OIT_WGSL}
157
+ ${GLASS_SHADE_WGSL}
129
158
 
130
159
  const NO_PROGRAM_HERE: u32 = ${0xffffffff}u;
131
160
 
@@ -241,7 +270,25 @@ fn blendFrag(in: BlendVarying) -> BlendTargets {
241
270
  * distance — which is the whole reason this pipeline gained a fog.
242
271
  */
243
272
  let toward = distance(in.world, frame.eye.xyz);
244
- let colour = mix(litColour(surface, room), mediumColour(), mediumFog(toward, in.world.y));
273
+ let fog = mediumFog(toward, in.world.y);
274
+ var colour = mix(litColour(surface, room), mediumColour(), fog);
275
+ /*
276
+ * **Glass shows what is behind it**, as the forward path's glass branch does: the opaque half's
277
+ * picture at this pixel, at the level frost picks, two short of the chain's end so a fully frosted
278
+ * pane keeps the large light and dark behind it. The sun glows through from the pane's far side,
279
+ * after the haze as the forward path adds it. A pane is seen from both sides, so its facing is
280
+ * the side toward the eye.
281
+ */
282
+ let transmission = entry.extra.y;
283
+ if (transmission > 0.0) {
284
+ let size = vec2<f32>(textureDimensions(opaqueColour, 0));
285
+ let levels = max(floor(log2(max(size.x, size.y))) - 2.0, 0.0);
286
+ let seen = textureSampleLevel(opaqueColour, opaqueSampler, in.position.xy / size, entry.extra.z * levels).xyz;
287
+ let cosView = dot(surface.normal, toEye);
288
+ let facing = select(surface.normal, -surface.normal, cosView < 0.0);
289
+ let sunGlow = frame.lightColour.xyz * max(-dot(facing, frame.lightDir.xyz), 0.0) * (1.0 - fog);
290
+ colour = glassShade(colour, seen, transmission, entry.extra.z, entry.glassTint.xyz, cosView, sunGlow);
291
+ }
245
292
 
246
293
  /*
247
294
  * **The distance to the eye, not the clip-space depth**, because that is what oitWeight's falloff
@@ -255,6 +302,20 @@ fn blendFrag(in: BlendVarying) -> BlendTargets {
255
302
  out.reveal = vec4<f32>(alpha, 0.0, 0.0, alpha);
256
303
  return out;
257
304
  }
305
+
306
+ /*
307
+ * **What a pane lets through, drawn from the sun into the tint map**: \`blendVert\` again, handed
308
+ * the light's raster matrix and the glass list, and this for the colour — \`glassShadow.ts\`'s
309
+ * paneTexel, the forward path's GLASS_TINT_FRAG in this language. Written against a white target
310
+ * with a multiplying blend and no depth, so every pane on a ray counts in any order.
311
+ */
312
+ @fragment
313
+ fn glassTintFrag(in: BlendVarying) -> @location(0) vec4<f32> {
314
+ let entry = materials[min(in.material, ${MATERIAL_SLOTS - 1}u)];
315
+ let c = clamp(abs(dot(normalize(in.normal), frame.lightDir.xyz)), 0.05, 1.0);
316
+ let passes = entry.extra.y * (1.0 - (0.04 + 0.96 * pow(1.0 - c, 5.0)));
317
+ return vec4<f32>(passes * entry.glassTint.xyz, 1.0 - entry.extra.z);
318
+ }
258
319
  `;
259
320
 
260
321
  /**
@@ -341,3 +402,29 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
341
402
  results[out + 3u] = resolved.z;
342
403
  }
343
404
  `;
405
+
406
+ /**
407
+ * `glassShade` alone, as a dispatch, so it can be checked against `gpudriven/lit.ts`.
408
+ *
409
+ * Sixteen floats a case — own, seen, transmission, frost, tint, the view cosine, the glow, one
410
+ * spare — and four out, the colour and one spare.
411
+ */
412
+ export const GLASS_SHADE_PARITY_WGSL = /* wgsl */ `
413
+ @group(0) @binding(0) var<storage, read> cases: array<f32>;
414
+ @group(0) @binding(1) var<storage, read_write> results: array<f32>;
415
+ ${GLASS_SHADE_WGSL}
416
+ @compute @workgroup_size(64)
417
+ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
418
+ if (id.x * 16u + 15u >= arrayLength(&cases)) { return; }
419
+ let at = id.x * 16u;
420
+ let own = vec3<f32>(cases[at], cases[at + 1u], cases[at + 2u]);
421
+ let seen = vec3<f32>(cases[at + 3u], cases[at + 4u], cases[at + 5u]);
422
+ let tint = vec3<f32>(cases[at + 8u], cases[at + 9u], cases[at + 10u]);
423
+ let glow = vec3<f32>(cases[at + 12u], cases[at + 13u], cases[at + 14u]);
424
+ let shaded = glassShade(own, seen, cases[at + 6u], cases[at + 7u], tint, cases[at + 11u], glow);
425
+ let out = id.x * 4u;
426
+ results[out] = shaded.x;
427
+ results[out + 1u] = shaded.y;
428
+ results[out + 2u] = shaded.z;
429
+ }
430
+ `;
@@ -104,9 +104,11 @@ struct Params {
104
104
  eyeZ: f32,
105
105
  /** Non-zero to select the blended clusters, zero to select everything else. */
106
106
  wantBlend: f32,
107
+ /** Non-zero to keep, of those, only glass: what the light's glass pass draws. */
108
+ wantGlass: f32,
107
109
  };
108
110
  ${MATERIAL_TABLE_WGSL}
109
- @group(0) @binding(0) var<storage, read> params: array<f32, 7>;
111
+ @group(0) @binding(0) var<storage, read> params: array<f32, 8>;
110
112
  /** Six floats a cluster: centre, radius, own error, parent error. */
111
113
  @group(0) @binding(1) var<storage, read> clusters: array<f32>;
112
114
  @group(0) @binding(2) var<storage, read_write> selected: array<u32>;
@@ -139,11 +141,18 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
139
141
  * neither is drawn twice and neither is dropped. The flag is read through a uniform by an index
140
142
  * that is the same for every cluster of a mesh, so the branch is as coherent as this shader gets.
141
143
  */
142
- let blended = materials[min(materialOf[i], ${MATERIAL_SLOTS - 1}u)].orm.w != 0.0;
144
+ let material = materials[min(materialOf[i], ${MATERIAL_SLOTS - 1}u)];
145
+ let blended = material.orm.w != 0.0;
143
146
  if (blended != (params[6] != 0.0)) {
144
147
  selected[i] = 0u;
145
148
  return;
146
149
  }
150
+ /* The light's glass pass: a blended surface that is not glass casts nothing, as on the forward
151
+ path, so only a material letting light through is kept. */
152
+ if (params[7] != 0.0 && material.extra.y <= 0.0) {
153
+ selected[i] = 0u;
154
+ return;
155
+ }
147
156
  let screenHeight = params[0];
148
157
  let fovY = params[1];
149
158
  let threshold = params[2];
@@ -38,8 +38,10 @@ struct Material {
38
38
  maps: vec4<f32>,
39
39
  /** Roughness scale, metallic scale, the alpha cutoff, and non-zero where this one blends. */
40
40
  orm: vec4<f32>,
41
- /** The blended opacity, and three spare. */
41
+ /** The blended opacity, the glass's transmission and frost, and one spare. */
42
42
  extra: vec4<f32>,
43
+ /** The glass's tint, white where the material is not glass, and one spare. */
44
+ glassTint: vec4<f32>,
43
45
  }
44
46
 
45
47
  const NO_PROGRAM: u32 = ${DECODE_NO_PROGRAM}u;
@@ -8,6 +8,7 @@ import { MATERIAL_SLOTS, MATERIAL_TABLE_WGSL } from './materialTable.wgsl.ts';
8
8
  import { MESH_TRANSFORM_WGSL } from './meshTransform.wgsl.ts';
9
9
  import { ENVIRONMENT_WGSL } from './environment.wgsl.ts';
10
10
  import { SHADE_SHADOW_WGSL } from './shadow.wgsl.ts';
11
+ import { SUN_GLASS_WGSL } from './sunGlass.wgsl.ts';
11
12
 
12
13
  /**
13
14
  * Rebuilding a pixel's surface from the triangle it recorded, on the device.
@@ -514,6 +515,14 @@ struct Job {
514
515
  @group(0) @binding(12) var environmentMap: texture_2d_array<f32>;
515
516
  @group(0) @binding(13) var environmentSampler: sampler;
516
517
  ${decodeResourcesWgsl({ group: 0, latents: 14, clampSampler: 15, repeatSampler: 16, nodes: 17, weights: 18 })}
518
+ /*
519
+ * **What the sun keeps through glass: the nearest pane's depth and what the panes let through**,
520
+ * which the pass draws from the sun after its opaque map. Where no material is glass the depth is
521
+ * the opaque map again and the tint a single white texel, which sunGlassAt reads as none.
522
+ */
523
+ @group(0) @binding(19) var glassDepthMap: texture_depth_2d;
524
+ @group(0) @binding(20) var glassTints: texture_2d<f32>;
525
+ @group(0) @binding(21) var glassSampler: sampler;
517
526
 
518
527
  fn decodeLatentSize() -> f32 {
519
528
  return frame.size.w;
@@ -545,6 +554,45 @@ fn shadowDepthAt(u: f32, v: f32) -> f32 {
545
554
  return textureLoad(shadowMap, vec2<i32>(x, y), 0);
546
555
  }
547
556
  ${SHADE_SHADOW_WGSL}
557
+
558
+ /* sunGlass.wgsl.ts's three reads, as the opaque map is read: nearest by integer coordinate. */
559
+ fn glassDepthAt(u: f32, v: f32) -> f32 {
560
+ let size = frame.shadow.y;
561
+ let x = i32(clamp(floor(u * size), 0.0, size - 1.0));
562
+ let y = i32(clamp(floor(v * size), 0.0, size - 1.0));
563
+ return textureLoad(glassDepthMap, vec2<i32>(x, y), 0);
564
+ }
565
+
566
+ fn glassTintTexel(u: f32, v: f32) -> vec4<f32> {
567
+ let size = f32(textureDimensions(glassTints, 0).x);
568
+ let x = i32(clamp(floor(u * size), 0.0, size - 1.0));
569
+ let y = i32(clamp(floor(v * size), 0.0, size - 1.0));
570
+ return textureLoad(glassTints, vec2<i32>(x, y), 0);
571
+ }
572
+
573
+ /* The tint over a spread, from the chain: the level whose texel is the spread's width. */
574
+ fn glassTintAround(u: f32, v: f32, radius: f32) -> vec4<f32> {
575
+ let size = f32(textureDimensions(glassTints, 0).x);
576
+ return textureSampleLevel(glassTints, glassSampler, vec2<f32>(u, v), log2(max(radius * size, 1.0)));
577
+ }
578
+ ${SUN_GLASS_WGSL}
579
+
580
+ /*
581
+ * The sun's colour at this receiver after the panes between it and the sun: white where no glass
582
+ * cast, and faded with the opaque shadow's own strength. The map's scale in metres comes off the
583
+ * light's matrix, which is orthographic: a compute invocation has no derivatives to take it from.
584
+ */
585
+ fn sunGlassAt(lightPos: vec3<f32>) -> vec3<f32> {
586
+ if (textureDimensions(glassTints, 0).x <= 1u || frame.shadow.x <= 0.0) { return vec3<f32>(1.0); }
587
+ let m = frame.lightViewProj;
588
+ var settings: SunGlassSettings;
589
+ settings.mapSize = frame.shadow.y;
590
+ settings.depthSpan = frame.shadow.z;
591
+ settings.uvPerMetre = 0.5 * length(vec3<f32>(m[0][0], m[1][0], m[2][0]));
592
+ settings.taps = frame.shadowLimits.y;
593
+ let tint = sunGlass(lightPos.x * 0.5 + 0.5, lightPos.y * 0.5 + 0.5, lightPos.z, settings);
594
+ return mix(vec3<f32>(1.0), tint, frame.shadow.x);
595
+ }
548
596
  ${ENVIRONMENT_WGSL}
549
597
  ${FOG_WGSL}
550
598
 
@@ -737,7 +785,8 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
737
785
 
738
786
  var room: LitEnvironment;
739
787
  room.lightDir = frame.lightDir.xyz;
740
- room.lightColour = frame.lightColour.xyz;
788
+ /* The sun's colour through whatever glass stands between it and here, as flat/main.ts's is. */
789
+ room.lightColour = frame.lightColour.xyz * sunGlassAt(lightPos);
741
790
  room.sky = frame.sky.xyz;
742
791
  room.ground = frame.ground.xyz;
743
792
  /*