@driftengine/core 4.4.2 → 4.6.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (339) hide show
  1. package/CHANGELOG.json +97 -0
  2. package/README.md +1 -1
  3. package/dist/geometry/boxCsg.d.ts +28 -0
  4. package/dist/geometry/boxCsg.js +139 -0
  5. package/dist/geometry/csg.d.ts +36 -0
  6. package/dist/geometry/csg.js +329 -0
  7. package/dist/geometry/meshBuilder.js +13 -0
  8. package/dist/geometry/meshConcat.js +1 -0
  9. package/dist/geometry/pixelFont.js +2 -0
  10. package/dist/geometry/solid.d.ts +61 -0
  11. package/dist/geometry/solid.js +152 -0
  12. package/dist/geometry/solidFlat.d.ts +35 -0
  13. package/dist/geometry/solidFlat.js +428 -0
  14. package/dist/geometry/solidHarness.d.ts +19 -0
  15. package/dist/geometry/solidHarness.js +66 -0
  16. package/dist/geometry/solidNormals.d.ts +17 -0
  17. package/dist/geometry/solidNormals.js +86 -0
  18. package/dist/geometry/solidRound.d.ts +41 -0
  19. package/dist/geometry/solidRound.js +323 -0
  20. package/dist/geometry/solidWriter.d.ts +16 -0
  21. package/dist/geometry/solidWriter.js +42 -0
  22. package/dist/index.d.ts +28 -3
  23. package/dist/index.js +20 -1
  24. package/dist/render/backend/api.d.ts +34 -14
  25. package/dist/render/backend/drawFog.d.ts +26 -0
  26. package/dist/render/backend/drawFog.js +30 -0
  27. package/dist/render/backend/materialChanges.d.ts +2 -1
  28. package/dist/render/backend/materialChanges.js +6 -1
  29. package/dist/render/backend/webgl2/glassTintPrograms.d.ts +13 -0
  30. package/dist/render/backend/webgl2/glassTintPrograms.js +38 -0
  31. package/dist/render/backend/webgl2/instanced.d.ts +24 -5
  32. package/dist/render/backend/webgl2/instanced.js +72 -15
  33. package/dist/render/backend/webgl2/renderer.d.ts +201 -16
  34. package/dist/render/backend/webgl2/renderer.js +596 -224
  35. package/dist/render/backend/webgpu/buffers.d.ts +29 -1
  36. package/dist/render/backend/webgpu/buffers.js +61 -4
  37. package/dist/render/backend/webgpu/depthPass.d.ts +1 -1
  38. package/dist/render/backend/webgpu/depthPass.js +7 -2
  39. package/dist/render/backend/webgpu/drawCommand.d.ts +5 -0
  40. package/dist/render/backend/webgpu/drawCommand.js +1 -0
  41. package/dist/render/backend/webgpu/flatPass.d.ts +6 -1
  42. package/dist/render/backend/webgpu/flatPass.js +57 -9
  43. package/dist/render/backend/webgpu/glassTintPass.d.ts +28 -0
  44. package/dist/render/backend/webgpu/glassTintPass.js +206 -0
  45. package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +60 -1
  46. package/dist/render/backend/webgpu/gpuDrivenPass.js +305 -5
  47. package/dist/render/backend/webgpu/instanceCullPass.d.ts +34 -0
  48. package/dist/render/backend/webgpu/instanceCullPass.js +144 -0
  49. package/dist/render/backend/webgpu/instanced.d.ts +23 -2
  50. package/dist/render/backend/webgpu/instanced.js +41 -4
  51. package/dist/render/backend/webgpu/latePass.d.ts +30 -0
  52. package/dist/render/backend/webgpu/latePass.js +140 -0
  53. package/dist/render/backend/webgpu/lightVolumePass.js +5 -1
  54. package/dist/render/backend/webgpu/motionPass.d.ts +95 -0
  55. package/dist/render/backend/webgpu/motionPass.js +491 -0
  56. package/dist/render/backend/webgpu/pipelineCache.d.ts +10 -1
  57. package/dist/render/backend/webgpu/pipelineCache.js +11 -1
  58. package/dist/render/backend/webgpu/pointGlassTintPass.d.ts +32 -0
  59. package/dist/render/backend/webgpu/pointGlassTintPass.js +193 -0
  60. package/dist/render/backend/webgpu/pointShadowPass.d.ts +35 -6
  61. package/dist/render/backend/webgpu/pointShadowPass.js +105 -20
  62. package/dist/render/backend/webgpu/postPass.d.ts +3 -13
  63. package/dist/render/backend/webgpu/renderer.d.ts +271 -64
  64. package/dist/render/backend/webgpu/renderer.js +1395 -580
  65. package/dist/render/backend/webgpu/scatterPass.js +2 -1
  66. package/dist/render/backend/webgpu/sdfTextPass.js +6 -1
  67. package/dist/render/backend/webgpu/shaders/instanceCull.wgsl.d.ts +18 -0
  68. package/dist/render/backend/webgpu/shaders/instanceCull.wgsl.js +59 -0
  69. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +4 -0
  70. package/dist/render/backend/webgpu/skinPaletteRing.js +4 -0
  71. package/dist/render/backend/webgpu/snapshotMips.d.ts +29 -0
  72. package/dist/render/backend/webgpu/snapshotMips.js +52 -0
  73. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +22 -3
  74. package/dist/render/backend/webgpu/surfaceTexturePass.js +78 -39
  75. package/dist/render/driftLight/bake.d.ts +7 -0
  76. package/dist/render/driftLight/bake.js +61 -56
  77. package/dist/render/driftLight/denseField.d.ts +46 -0
  78. package/dist/render/driftLight/denseField.js +109 -0
  79. package/dist/render/driftLight/lightField.d.ts +10 -5
  80. package/dist/render/driftLight/lightField.js +25 -19
  81. package/dist/render/driftLight/presence.d.ts +50 -0
  82. package/dist/render/driftLight/presence.js +43 -0
  83. package/dist/render/driftLight/uniforms.d.ts +3 -3
  84. package/dist/render/driftLight/uniforms.js +5 -6
  85. package/dist/render/driftLight/worldLightField.d.ts +41 -0
  86. package/dist/render/driftLight/worldLightField.js +66 -0
  87. package/dist/render/fixtureAtlas.d.ts +20 -0
  88. package/dist/render/fixtureAtlas.js +49 -0
  89. package/dist/render/glass.d.ts +45 -0
  90. package/dist/render/glass.js +39 -0
  91. package/dist/render/glassCasters.d.ts +40 -0
  92. package/dist/render/glassCasters.js +84 -0
  93. package/dist/render/glassShadow.d.ts +78 -0
  94. package/dist/render/glassShadow.js +125 -0
  95. package/dist/render/globalMediumPass.d.ts +2 -3
  96. package/dist/render/globalMediumPass.js +2 -8
  97. package/dist/render/gpudriven/lit.d.ts +12 -0
  98. package/dist/render/gpudriven/lit.js +23 -0
  99. package/dist/render/gpudriven/materialTable.d.ts +15 -5
  100. package/dist/render/gpudriven/materialTable.js +26 -6
  101. package/dist/render/gpudriven/pipeline.d.ts +1 -1
  102. package/dist/render/gpudriven/pipeline.js +4 -3
  103. package/dist/render/gpudriven/sunGlass.d.ts +35 -0
  104. package/dist/render/gpudriven/sunGlass.js +89 -0
  105. package/dist/render/instanceCull.d.ts +63 -0
  106. package/dist/render/instanceCull.js +160 -0
  107. package/dist/render/instances.d.ts +15 -0
  108. package/dist/render/lightBudget.d.ts +36 -35
  109. package/dist/render/lightBudget.js +38 -37
  110. package/dist/render/lightGrid.d.ts +42 -0
  111. package/dist/render/lightGrid.js +87 -0
  112. package/dist/render/mesh.d.ts +18 -24
  113. package/dist/render/mesh.js +51 -68
  114. package/dist/render/occlusion.d.ts +10 -0
  115. package/dist/render/occlusion.js +36 -7
  116. package/dist/render/pointGlassTint.d.ts +59 -0
  117. package/dist/render/pointGlassTint.js +198 -0
  118. package/dist/render/pointLightSelection.d.ts +7 -0
  119. package/dist/render/pointLightSelection.js +29 -4
  120. package/dist/render/pointShadowArray.d.ts +56 -3
  121. package/dist/render/pointShadowArray.js +127 -16
  122. package/dist/render/pointShadowMap.d.ts +23 -1
  123. package/dist/render/pointShadowMap.js +27 -1
  124. package/dist/render/rainField.d.ts +13 -0
  125. package/dist/render/rainField.js +27 -5
  126. package/dist/render/recon/changeFrames.d.ts +15 -0
  127. package/dist/render/recon/changeFrames.js +21 -0
  128. package/dist/render/recon/lateDepth.d.ts +11 -0
  129. package/dist/render/recon/lateDepth.js +70 -0
  130. package/dist/render/recon/lateRouting.d.ts +14 -0
  131. package/dist/render/recon/lateRouting.js +18 -0
  132. package/dist/render/recon/mover.d.ts +57 -0
  133. package/dist/render/recon/mover.js +86 -0
  134. package/dist/render/recon/resolve.d.ts +34 -4
  135. package/dist/render/recon/resolve.js +161 -20
  136. package/dist/render/renderQuality.d.ts +35 -0
  137. package/dist/render/renderQuality.js +7 -0
  138. package/dist/render/rendererHarness.js +16 -0
  139. package/dist/render/sceneTarget.d.ts +9 -1
  140. package/dist/render/sceneTarget.js +60 -12
  141. package/dist/render/shaders/depth.d.ts +16 -1
  142. package/dist/render/shaders/depth.js +94 -15
  143. package/dist/render/shaders/flat/directionalShadow.js +91 -6
  144. package/dist/render/shaders/flat/driftLight.d.ts +1 -1
  145. package/dist/render/shaders/flat/driftLight.js +32 -7
  146. package/dist/render/shaders/flat/glassTint.d.ts +6 -0
  147. package/dist/render/shaders/flat/glassTint.js +25 -0
  148. package/dist/render/shaders/flat/index.d.ts +13 -0
  149. package/dist/render/shaders/flat/index.js +9 -3
  150. package/dist/render/shaders/flat/lampGlass.d.ts +1 -0
  151. package/dist/render/shaders/flat/lampGlass.js +183 -0
  152. package/dist/render/shaders/flat/main.d.ts +1 -1
  153. package/dist/render/shaders/flat/main.js +190 -38
  154. package/dist/render/shaders/flat/pointShadow.d.ts +1 -1
  155. package/dist/render/shaders/flat/pointShadow.js +2 -0
  156. package/dist/render/shaders/flat/preamble.js +96 -26
  157. package/dist/render/shaders/flat/surfaceEffects.d.ts +29 -0
  158. package/dist/render/shaders/flat/surfaceEffects.js +152 -0
  159. package/dist/render/shaders/generated/depth.wgsl.d.ts +230 -7
  160. package/dist/render/shaders/generated/depth.wgsl.js +230 -7
  161. package/dist/render/shaders/generated/flat.wgsl.d.ts +1644 -1596
  162. package/dist/render/shaders/generated/flat.wgsl.js +1683 -1621
  163. package/dist/render/shaders/generated/globalMedium.wgsl.d.ts +3 -13
  164. package/dist/render/shaders/generated/globalMedium.wgsl.js +3 -13
  165. package/dist/render/shaders/generated/lightVolume.wgsl.d.ts +3 -13
  166. package/dist/render/shaders/generated/lightVolume.wgsl.js +21 -17
  167. package/dist/render/shaders/generated/octahedralResolve.wgsl.d.ts +29 -0
  168. package/dist/render/shaders/generated/octahedralResolve.wgsl.js +29 -0
  169. package/dist/render/shaders/generated/rush.wgsl.d.ts +21 -16
  170. package/dist/render/shaders/generated/rush.wgsl.js +21 -16
  171. package/dist/render/shaders/generated/sdfText.wgsl.d.ts +2 -2
  172. package/dist/render/shaders/generated/sdfText.wgsl.js +2 -2
  173. package/dist/render/shaders/generated/text.wgsl.d.ts +1 -1
  174. package/dist/render/shaders/generated/text.wgsl.js +1 -1
  175. package/dist/render/shaders/gi/driftLight.wgsl.d.ts +1 -1
  176. package/dist/render/shaders/gi/driftLight.wgsl.js +27 -4
  177. package/dist/render/shaders/globalMedium.js +6 -6
  178. package/dist/render/shaders/gpudriven/blendRaster.wgsl.d.ts +7 -0
  179. package/dist/render/shaders/gpudriven/blendRaster.wgsl.js +86 -1
  180. package/dist/render/shaders/gpudriven/cull.wgsl.d.ts +1 -1
  181. package/dist/render/shaders/gpudriven/cull.wgsl.js +11 -2
  182. package/dist/render/shaders/gpudriven/materialTable.wgsl.d.ts +1 -1
  183. package/dist/render/shaders/gpudriven/materialTable.wgsl.js +3 -1
  184. package/dist/render/shaders/gpudriven/shade.wgsl.js +50 -1
  185. package/dist/render/shaders/gpudriven/sunGlass.wgsl.d.ts +9 -0
  186. package/dist/render/shaders/gpudriven/sunGlass.wgsl.js +133 -0
  187. package/dist/render/shaders/lightVolume.js +6 -6
  188. package/dist/render/shaders/octahedralResolve.d.ts +8 -0
  189. package/dist/render/shaders/octahedralResolve.js +48 -17
  190. package/dist/render/shaders/recon/lateDepth.wgsl.d.ts +1 -0
  191. package/dist/render/shaders/recon/lateDepth.wgsl.js +69 -0
  192. package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
  193. package/dist/render/shaders/recon/motion.wgsl.js +84 -0
  194. package/dist/render/shaders/recon/resolve.wgsl.d.ts +8 -7
  195. package/dist/render/shaders/recon/resolve.wgsl.js +161 -27
  196. package/dist/render/shaders/rush.js +11 -1
  197. package/dist/render/shaders/sdfText.d.ts +1 -1
  198. package/dist/render/shaders/sdfText.js +3 -2
  199. package/dist/render/shaders/text.d.ts +1 -1
  200. package/dist/render/shaders/text.js +18 -9
  201. package/dist/render/shadowCasters.d.ts +20 -1
  202. package/dist/render/shadowCasters.js +15 -1
  203. package/dist/render/shadowMap.d.ts +54 -5
  204. package/dist/render/shadowMap.js +190 -36
  205. package/dist/render/sunGlassTint.d.ts +25 -0
  206. package/dist/render/sunGlassTint.js +79 -0
  207. package/dist/render/surfaceEffects.d.ts +83 -0
  208. package/dist/render/surfaceEffects.js +75 -0
  209. package/dist/render/surfaceScene.d.ts +8 -0
  210. package/dist/render/surfaceScene.js +8 -0
  211. package/dist/render/surfaceTexture.d.ts +18 -2
  212. package/dist/render/surfaceTexture.js +68 -15
  213. package/dist/render/temporalAa.d.ts +25 -6
  214. package/dist/render/temporalAa.js +45 -15
  215. package/dist/render/textureSource.d.ts +30 -0
  216. package/dist/render/textureSource.js +53 -0
  217. package/dist/render/translucentQueue.d.ts +6 -0
  218. package/dist/render/translucentQueue.js +15 -1
  219. package/dist/render/vertexDefaults.js +2 -0
  220. package/dist/world/hlod.d.ts +104 -0
  221. package/dist/world/hlod.js +214 -0
  222. package/package.json +6 -6
  223. package/src/geometry/boxCsg.ts +186 -0
  224. package/src/geometry/csg.ts +384 -0
  225. package/src/geometry/meshBuilder.ts +15 -0
  226. package/src/geometry/meshConcat.ts +1 -0
  227. package/src/geometry/pixelFont.ts +2 -0
  228. package/src/geometry/solid.ts +189 -0
  229. package/src/geometry/solidFlat.ts +522 -0
  230. package/src/geometry/solidHarness.ts +83 -0
  231. package/src/geometry/solidNormals.ts +103 -0
  232. package/src/geometry/solidRound.ts +443 -0
  233. package/src/geometry/solidWriter.ts +58 -0
  234. package/src/index.ts +61 -1
  235. package/src/render/backend/api.ts +36 -11
  236. package/src/render/backend/drawFog.ts +31 -0
  237. package/src/render/backend/materialChanges.ts +9 -2
  238. package/src/render/backend/webgl2/glassTintPrograms.ts +58 -0
  239. package/src/render/backend/webgl2/instanced.ts +80 -14
  240. package/src/render/backend/webgl2/renderer.ts +700 -250
  241. package/src/render/backend/webgpu/buffers.ts +92 -5
  242. package/src/render/backend/webgpu/depthPass.ts +7 -2
  243. package/src/render/backend/webgpu/drawCommand.ts +6 -0
  244. package/src/render/backend/webgpu/flatPass.ts +62 -11
  245. package/src/render/backend/webgpu/glassTintPass.ts +245 -0
  246. package/src/render/backend/webgpu/gpuDrivenPass.ts +349 -5
  247. package/src/render/backend/webgpu/instanceCullPass.ts +165 -0
  248. package/src/render/backend/webgpu/instanced.ts +42 -4
  249. package/src/render/backend/webgpu/latePass.ts +161 -0
  250. package/src/render/backend/webgpu/lightVolumePass.ts +5 -1
  251. package/src/render/backend/webgpu/motionPass.ts +535 -0
  252. package/src/render/backend/webgpu/pipelineCache.ts +12 -1
  253. package/src/render/backend/webgpu/pointGlassTintPass.ts +233 -0
  254. package/src/render/backend/webgpu/pointShadowPass.ts +158 -26
  255. package/src/render/backend/webgpu/renderer.ts +1671 -670
  256. package/src/render/backend/webgpu/scatterPass.ts +2 -1
  257. package/src/render/backend/webgpu/sdfTextPass.ts +6 -1
  258. package/src/render/backend/webgpu/shaders/instanceCull.wgsl.ts +61 -0
  259. package/src/render/backend/webgpu/skinPaletteRing.ts +4 -0
  260. package/src/render/backend/webgpu/snapshotMips.ts +80 -0
  261. package/src/render/backend/webgpu/surfaceTexturePass.ts +91 -51
  262. package/src/render/driftLight/bake.ts +85 -62
  263. package/src/render/driftLight/denseField.ts +149 -0
  264. package/src/render/driftLight/lightField.ts +33 -18
  265. package/src/render/driftLight/presence.ts +69 -0
  266. package/src/render/driftLight/uniforms.ts +8 -9
  267. package/src/render/driftLight/worldLightField.ts +83 -0
  268. package/src/render/fixtureAtlas.ts +63 -0
  269. package/src/render/glass.ts +74 -0
  270. package/src/render/glassCasters.ts +164 -0
  271. package/src/render/glassShadow.ts +153 -0
  272. package/src/render/globalMediumPass.ts +4 -11
  273. package/src/render/gpudriven/lit.ts +31 -0
  274. package/src/render/gpudriven/materialTable.ts +28 -6
  275. package/src/render/gpudriven/pipeline.ts +4 -3
  276. package/src/render/gpudriven/sunGlass.ts +117 -0
  277. package/src/render/instanceCull.ts +205 -0
  278. package/src/render/instances.ts +16 -0
  279. package/src/render/lightBudget.ts +41 -38
  280. package/src/render/lightGrid.ts +130 -0
  281. package/src/render/mesh.ts +59 -72
  282. package/src/render/occlusion.ts +51 -7
  283. package/src/render/pointGlassTint.ts +250 -0
  284. package/src/render/pointLightSelection.ts +72 -4
  285. package/src/render/pointShadowArray.ts +188 -22
  286. package/src/render/pointShadowMap.ts +41 -0
  287. package/src/render/rainField.ts +39 -5
  288. package/src/render/recon/changeFrames.ts +24 -0
  289. package/src/render/recon/lateDepth.ts +83 -0
  290. package/src/render/recon/lateRouting.ts +29 -0
  291. package/src/render/recon/mover.ts +118 -0
  292. package/src/render/recon/resolve.ts +206 -20
  293. package/src/render/renderQuality.ts +47 -0
  294. package/src/render/rendererHarness.ts +16 -0
  295. package/src/render/sceneTarget.ts +62 -11
  296. package/src/render/shaders/depth.ts +118 -15
  297. package/src/render/shaders/flat/directionalShadow.ts +97 -6
  298. package/src/render/shaders/flat/driftLight.ts +32 -7
  299. package/src/render/shaders/flat/glassTint.ts +25 -0
  300. package/src/render/shaders/flat/index.ts +22 -3
  301. package/src/render/shaders/flat/lampGlass.ts +185 -0
  302. package/src/render/shaders/flat/main.ts +190 -38
  303. package/src/render/shaders/flat/pointShadow.ts +2 -0
  304. package/src/render/shaders/flat/preamble.ts +96 -26
  305. package/src/render/shaders/flat/surfaceEffects.ts +152 -0
  306. package/src/render/shaders/generated/depth.wgsl.ts +237 -7
  307. package/src/render/shaders/generated/flat.wgsl.ts +1685 -1621
  308. package/src/render/shaders/generated/globalMedium.wgsl.ts +3 -13
  309. package/src/render/shaders/generated/lightVolume.wgsl.ts +23 -17
  310. package/src/render/shaders/generated/octahedralResolve.wgsl.ts +30 -0
  311. package/src/render/shaders/generated/rush.wgsl.ts +21 -16
  312. package/src/render/shaders/generated/sdfText.wgsl.ts +2 -2
  313. package/src/render/shaders/generated/text.wgsl.ts +1 -1
  314. package/src/render/shaders/gi/driftLight.wgsl.ts +27 -4
  315. package/src/render/shaders/globalMedium.ts +6 -6
  316. package/src/render/shaders/gpudriven/blendRaster.wgsl.ts +88 -1
  317. package/src/render/shaders/gpudriven/cull.wgsl.ts +11 -2
  318. package/src/render/shaders/gpudriven/materialTable.wgsl.ts +3 -1
  319. package/src/render/shaders/gpudriven/shade.wgsl.ts +50 -1
  320. package/src/render/shaders/gpudriven/sunGlass.wgsl.ts +139 -0
  321. package/src/render/shaders/lightVolume.ts +6 -6
  322. package/src/render/shaders/octahedralResolve.ts +50 -17
  323. package/src/render/shaders/recon/lateDepth.wgsl.ts +72 -0
  324. package/src/render/shaders/recon/motion.wgsl.ts +84 -0
  325. package/src/render/shaders/recon/resolve.wgsl.ts +161 -27
  326. package/src/render/shaders/rush.ts +11 -1
  327. package/src/render/shaders/sdfText.ts +3 -2
  328. package/src/render/shaders/text.ts +18 -9
  329. package/src/render/shadowCasters.ts +28 -1
  330. package/src/render/shadowMap.ts +231 -37
  331. package/src/render/sunGlassTint.ts +86 -0
  332. package/src/render/surfaceEffects.ts +132 -0
  333. package/src/render/surfaceScene.ts +16 -0
  334. package/src/render/surfaceTexture.ts +110 -19
  335. package/src/render/temporalAa.ts +78 -14
  336. package/src/render/textureSource.ts +72 -0
  337. package/src/render/translucentQueue.ts +20 -1
  338. package/src/render/vertexDefaults.ts +2 -0
  339. package/src/world/hlod.ts +290 -0
@@ -1,4 +1,4 @@
1
- export declare 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";
1
+ export declare 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";
2
2
  export declare 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";
3
3
  /**
4
4
  * What the transform assigned, so the renderer binds the same numbers.
@@ -82,20 +82,10 @@ export declare const GLOBALMEDIUM_BINDINGS: {
82
82
  readonly sampler: 33;
83
83
  readonly type: "sampler2D";
84
84
  };
85
- readonly uStaticShadowMap: {
85
+ readonly uSunShadows: {
86
86
  readonly texture: 34;
87
87
  readonly sampler: 35;
88
- readonly type: "sampler2D";
89
- };
90
- readonly uPeeledShadowMap: {
91
- readonly texture: 36;
92
- readonly sampler: 37;
93
- readonly type: "sampler2D";
94
- };
95
- readonly uDynamicShadowMap: {
96
- readonly texture: 38;
97
- readonly sampler: 39;
98
- readonly type: "sampler2D";
88
+ readonly type: "sampler2DArray";
99
89
  };
100
90
  };
101
91
  };
@@ -4,7 +4,7 @@
4
4
  * The GLSL beside this file is the source of truth. A hand edit here is discarded by
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
- export const 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";
7
+ 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";
8
8
  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";
9
9
  /**
10
10
  * What the transform assigned, so the renderer binds the same numbers.
@@ -88,20 +88,10 @@ export const GLOBALMEDIUM_BINDINGS = {
88
88
  "sampler": 33,
89
89
  "type": "sampler2D"
90
90
  },
91
- "uStaticShadowMap": {
91
+ "uSunShadows": {
92
92
  "texture": 34,
93
93
  "sampler": 35,
94
- "type": "sampler2D"
95
- },
96
- "uPeeledShadowMap": {
97
- "texture": 36,
98
- "sampler": 37,
99
- "type": "sampler2D"
100
- },
101
- "uDynamicShadowMap": {
102
- "texture": 38,
103
- "sampler": 39,
104
- "type": "sampler2D"
94
+ "type": "sampler2DArray"
105
95
  }
106
96
  }
107
97
  },
@@ -204,26 +204,16 @@ export declare const LIGHTVOLUME_BINDINGS: {
204
204
  };
205
205
  };
206
206
  readonly textures: {
207
- readonly uStaticShadowMap: {
207
+ readonly uSunShadows: {
208
208
  readonly texture: 32;
209
209
  readonly sampler: 33;
210
- readonly type: "sampler2D";
210
+ readonly type: "sampler2DArray";
211
211
  };
212
- readonly uPeeledShadowMap: {
212
+ readonly uSceneDepth: {
213
213
  readonly texture: 34;
214
214
  readonly sampler: 35;
215
215
  readonly type: "sampler2D";
216
216
  };
217
- readonly uDynamicShadowMap: {
218
- readonly texture: 36;
219
- readonly sampler: 37;
220
- readonly type: "sampler2D";
221
- };
222
- readonly uSceneDepth: {
223
- readonly texture: 38;
224
- readonly sampler: 39;
225
- readonly type: "sampler2D";
226
- };
227
217
  };
228
218
  };
229
219
  };
@@ -5,11 +5,25 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
  export const LIGHT_VOLUME_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(3) member: vec3<f32>,\n @location(4) member_1: vec3<f32>,\n @location(2) member_2: vec3<f32>,\n @location(0) member_3: vec3<f32>,\n @location(1) member_4: f32,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vLocal: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vColor: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> vEnergy: f32;\nvar<private> aEmissive_1: f32;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var world: vec4<f32>;\n\n let _e16 = unnamed.uModel;\n let _e17 = aPosition_1;\n world = (_e16 * vec4<f32>(_e17.x, _e17.y, _e17.z, 1f));\n let _e23 = world;\n vWorldPos = _e23.xyz;\n let _e25 = aPosition_1;\n vLocal = _e25;\n let _e27 = unnamed.uModel;\n let _e35 = aNormal_1;\n vNormal = (mat3x3<f32>(_e27[0].xyz, _e27[1].xyz, _e27[2].xyz) * _e35);\n let _e37 = aColor_1;\n vColor = _e37;\n let _e38 = aEmissive_1;\n vEnergy = _e38;\n let _e40 = unnamed.uViewProj;\n let _e41 = world;\n unnamed_1.gl_Position = (_e40 * _e41);\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(1) aNormal: vec3<f32>, @location(2) aColor: vec3<f32>, @location(3) aEmissive: f32) -> VertexOutput {\n aPosition_1 = aPosition;\n aNormal_1 = aNormal;\n aColor_1 = aColor;\n aEmissive_1 = aEmissive;\n main_1();\n let _e16 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e16);\n let _e18 = vWorldPos;\n let _e19 = vLocal;\n let _e20 = vNormal;\n let _e21 = vColor;\n let _e22 = vEnergy;\n let _e23 = unnamed_1.gl_Position;\n return VertexOutput(_e18, _e19, _e20, _e21, _e22, _e23);\n}\n";
8
+ /** Every distinct top-level item of the permutations below, once. See `wgsl/share.mjs`. */
9
+ const PARTS = ["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}", "@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>;", "fn hash31_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> f32 {\n let _e0 = (*_l0);\n return fract((sin(dot(_e0, vec3<f32>(127.1f, 311.7f, 74.7f))) * 43758.547f));\n}", "fn volumeNoise_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> f32 {\n var _l1: vec3<f32>;\n var _l2: vec3<f32>;\n var _l3: vec3<f32>;\n var _l4: f32;\n var _l5: vec3<f32>;\n var _l6: vec3<f32>;\n var _l7: f32;\n var _l8: vec3<f32>;\n var _l9: vec3<f32>;\n var _l10: f32;\n var _l11: vec3<f32>;\n var _l12: vec3<f32>;\n var _l13: f32;\n var _l14: vec3<f32>;\n var _l15: vec3<f32>;\n\n let _e0 = (*_l0);\n _l1 = floor(_e0);\n let _e1 = (*_l0);\n _l2 = fract(_e1);\n let _e2 = _l2;\n let _e3 = _l2;\n let _e4 = _l2;\n _l3 = ((_e2 * _e3) * (vec3(3f) - (_e4 * 2f)));\n let _e5 = _l1;\n _l5 = (_e5 + vec3<f32>(0f, 0f, 0f));\n let _e6 = hash31_u0028_vf3_u003b((&_l5));\n let _e7 = _l1;\n _l6 = (_e7 + vec3<f32>(1f, 0f, 0f));\n let _e8 = hash31_u0028_vf3_u003b((&_l6));\n let _e9 = _l3[0u];\n _l4 = mix(_e6, _e8, _e9);\n let _e10 = _l1;\n _l8 = (_e10 + vec3<f32>(0f, 1f, 0f));\n let _e11 = hash31_u0028_vf3_u003b((&_l8));\n let _e12 = _l1;\n _l9 = (_e12 + vec3<f32>(1f, 1f, 0f));\n let _e13 = hash31_u0028_vf3_u003b((&_l9));\n let _e14 = _l3[0u];\n _l7 = mix(_e11, _e13, _e14);\n let _e15 = _l1;\n _l11 = (_e15 + vec3<f32>(0f, 0f, 1f));\n let _e16 = hash31_u0028_vf3_u003b((&_l11));\n let _e17 = _l1;\n _l12 = (_e17 + vec3<f32>(1f, 0f, 1f));\n let _e18 = hash31_u0028_vf3_u003b((&_l12));\n let _e19 = _l3[0u];\n _l10 = mix(_e16, _e18, _e19);\n let _e20 = _l1;\n _l14 = (_e20 + vec3<f32>(0f, 1f, 1f));\n let _e21 = hash31_u0028_vf3_u003b((&_l14));\n let _e22 = _l1;\n _l15 = (_e22 + vec3<f32>(1f, 1f, 1f));\n let _e23 = hash31_u0028_vf3_u003b((&_l15));\n let _e24 = _l3[0u];\n _l13 = mix(_e21, _e23, _e24);\n let _e25 = _l4;\n let _e26 = _l7;\n let _e27 = _l3[1u];\n let _e28 = _l10;\n let _e29 = _l13;\n let _e30 = _l3[1u];\n let _e31 = _l3[2u];\n return mix(mix(_e25, _e26, _e27), mix(_e28, _e29, _e30), _e31);\n}", "fn dustField_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> f32 {\n var _l1: vec3<f32>;\n var _l2: vec3<f32>;\n\n let _e0 = (*_l0);\n _l1 = _e0;\n let _e1 = volumeNoise_u0028_vf3_u003b((&_l1));\n let _e2 = (*_l0);\n _l2 = ((_e2 * 2.17f) + vec3(19.3f));\n let _e3 = volumeNoise_u0028_vf3_u003b((&_l2));\n return ((_e1 * 0.65f) + (_e3 * 0.35f));\n}", "fn densityAt_u0028_vf3_u003b_f1_u003b(_l0: ptr<function, vec3<f32>>, _l1: ptr<function, f32>) -> f32 {\n var _l2: f32;\n var _l3: f32;\n var _l4: f32;\n var _l5: f32;\n\n let _e0 = unnamed.uLength;\n let _e1 = (*_l1);\n _l2 = max((_e0 - _e1), 0.0001f);\n let _e2 = (*_l0)[2u];\n let _e3 = (*_l1);\n let _e4 = _l2;\n _l3 = clamp(((_e2 - _e3) / _e4), 0f, 1f);\n let _e5 = (*_l0);\n let _e6 = (*_l0)[2u];\n _l4 = (length(_e5.xy) / max(_e6, 0.001f));\n let _e7 = _l4;\n let _e8 = unnamed.uSpread;\n _l5 = clamp((_e7 / max(_e8, 0.0001f)), 0f, 1f);\n let _e9 = _l3;\n let _e10 = _l5;\n return (pow((1f - _e9), 1.3f) * pow((1f - _e10), 2f));\n}", "fn main_1() {\n var _l0: vec3<f32>;\n var _l1: vec3<f32>;\n var _l2: f32;\n var _l3: vec3<f32>;\n var _l4: vec3<f32>;\n var _l5: f32;\n var _l6: f32;\n var _l7: f32;\n var _l8: f32;\n var _l9: f32;\n var _l10: f32;\n var _l11: f32;\n var _l12: f32;\n var _l13: f32;\n var _l14: f32;\n var _l15: f32;\n var _l16: vec2<f32>;\n var _l17: f32;\n var _l18: vec4<f32>;\n var _l19: i32;\n var _l20: f32;\n var _l21: i32;\n var _l22: f32;\n var _l23: array<f32, 16>;\n var _l24: vec3<f32>;\n var _l25: f32;\n var _l26: i32;\n var _l27: f32;\n var _l28: vec3<f32>;\n var _l29: f32;\n var _l30: vec3<f32>;\n var _l31: f32;\n var _l32: vec3<f32>;\n var _l33: vec3<f32>;\n var _l34: f32;\n var _l35: f32;\n var _l36: bool;\n\n let _e0 = unnamed.uCameraLocal;\n _l0 = _e0;\n let _e1 = vLocal_1;\n let _e2 = _l0;\n _l1 = (_e1 - _e2);\n let _e3 = _l1;\n _l2 = length(_e3);\n let _e4 = _l2;\n if (_e4 > 0.00001f) {\n let _e5 = _l1;\n let _e6 = _l2;\n _l4 = (_e5 / vec3(_e6));\n } else {\n _l4 = vec3<f32>(0f, 0f, 1f);\n }\n let _e7 = _l4;\n _l3 = _e7;\n let _e8 = unnamed.uNear;\n let _e9 = unnamed.uLength;\n _l5 = min(_e8, _e9);\n _l6 = 0f;\n let _e10 = unnamed.uLength;\n _l7 = (_e10 * 2f);\n let _e11 = _l3[2u];\n if (abs(_e11) > 0.00001f) {\n let _e12 = _l5;\n let _e13 = _l0[2u];\n let _e14 = _l3[2u];\n _l8 = ((_e12 - _e13) / _e14);\n let _e15 = unnamed.uLength;\n let _e16 = _l0[2u];\n let _e17 = _l3[2u];\n _l9 = ((_e15 - _e16) / _e17);\n let _e18 = _l8;\n let _e19 = _l9;\n _l6 = min(_e18, _e19);\n let _e20 = _l8;\n let _e21 = _l9;\n _l7 = max(_e20, _e21);\n } else {\n let _e22 = _l0[2u];\n let _e23 = _l5;\n let _e24 = (_e22 < _e23);\n _l36 = _e24;\n if !(_e24) {\n let _e25 = _l0[2u];\n let _e26 = unnamed.uLength;\n _l36 = (_e25 > _e26);\n }\n let _e27 = _l36;\n if _e27 {\n discard;\n }\n }\n let _e28 = unnamed.uSpread;\n let _e29 = unnamed.uLength;\n _l10 = ((_e28 * _e29) * 1.05f);\n let _e30 = _l3;\n let _e31 = _l3;\n _l11 = dot(_e30.xy, _e31.xy);\n let _e32 = _l0;\n let _e33 = _l3;\n _l12 = (2f * dot(_e32.xy, _e33.xy));\n let _e34 = _l0;\n let _e35 = _l0;\n let _e36 = _l10;\n let _e37 = _l10;\n _l13 = (dot(_e34.xy, _e35.xy) - (_e36 * _e37));\n let _e38 = _l11;\n if (_e38 > 0.00000001f) {\n let _e39 = _l12;\n let _e40 = _l12;\n let _e41 = _l11;\n let _e42 = _l13;\n _l14 = ((_e39 * _e40) - ((4f * _e41) * _e42));\n let _e43 = _l14;\n if (_e43 <= 0f) {\n discard;\n }\n let _e44 = _l14;\n _l15 = sqrt(_e44);\n let _e45 = _l6;\n let _e46 = _l12;\n let _e47 = _l15;\n let _e48 = _l11;\n _l6 = max(_e45, ((-(_e46) - _e47) / (2f * _e48)));\n let _e49 = _l7;\n let _e50 = _l12;\n let _e51 = _l15;\n let _e52 = _l11;\n _l7 = min(_e49, ((-(_e50) + _e51) / (2f * _e52)));\n } else {\n let _e53 = _l13;\n if (_e53 > 0f) {\n discard;\n }\n }\n let _e54 = _l6;\n _l6 = max(_e54, 0f);\n let _e55 = _l7;\n let _e56 = _l6;\n let _e57 = unnamed.uLength;\n _l7 = min(_e55, (_e56 + (_e57 * 2f)));\n let _e58 = unnamed.uSceneDepthEnabled;\n if (_e58 != 0i) {\n let _e59 = gl_FragCoord_1;\n let _e60 = unnamed.uInvViewport;\n _l16 = (_e59.xy * _e60);\n let _e61 = _l16;\n let _e62 = textureSampleLevel(uSceneDepth_t, uSceneDepth_s, _e61, 0f);\n _l17 = _e62.x;\n let _e63 = unnamed.uDepthToLocal;\n let _e64 = _l16;\n let _e65 = ((_e64 * 2f) - vec2(1f));\n let _e66 = _l17;\n _l18 = (_e63 * vec4<f32>(_e65.x, _e65.y, _e66, 1f));\n let _e67 = _l18[3u];\n if (_e67 > 0.000001f) {\n let _e68 = _l7;\n let _e69 = _l18;\n let _e70 = _l18[3u];\n let _e71 = _l0;\n let _e72 = _l3;\n _l7 = min(_e68, dot(((_e69.xyz / vec3(_e70)) - _e71), _e72));\n }\n }\n let _e73 = _l7;\n let _e74 = _l6;\n if (_e73 <= _e74) {\n discard;\n }\n let _e75 = unnamed.uSamples;\n _l19 = clamp(_e75, 2i, 64i);\n let _e76 = _l7;\n let _e77 = _l6;\n let _e78 = _l19;\n _l20 = ((_e76 - _e77) / f32(_e78));\n let _e79 = gl_FragCoord_1[1u];\n let _e80 = gl_FragCoord_1[0u];\n _l21 = ((i32((_e79 - (floor((_e79 / 4f)) * 4f))) * 4i) + i32((_e80 - (floor((_e80 / 4f)) * 4f))));\n let _e81 = _l21;\n _l23 = array<f32, 16>(0f, 8f, 2f, 10f, 12f, 4f, 14f, 6f, 3f, 11f, 1f, 9f, 15f, 7f, 13f, 5f);\n let _e82 = _l23[_e81];\n let _e83 = gl_FragCoord_1;\n let _e84 = _e83.xy;\n _l24 = vec3<f32>(_e84.x, _e84.y, 3.7f);\n let _e85 = hash31_u0028_vf3_u003b((&_l24));\n let _e86 = _l20;\n _l22 = ((((_e82 + _e85) / 16f) - 0.5f) * _e86);\n _l25 = 0f;\n _l26 = 0i;\n loop {\n let _e87 = _l26;\n if (_e87 < 64i) {\n let _e88 = _l26;\n let _e89 = _l19;\n if (_e88 >= _e89) {\n break;\n }\n let _e90 = _l6;\n let _e91 = _l26;\n let _e92 = _l20;\n _l27 = (_e90 + ((f32(_e91) + 0.5f) * _e92));\n let _e93 = _l0;\n let _e94 = _l3;\n let _e95 = _l27;\n _l28 = (_e93 + (_e94 * _e95));\n let _e96 = _l28;\n _l30 = _e96;\n let _e97 = _l5;\n _l31 = _e97;\n let _e98 = densityAt_u0028_vf3_u003b_f1_u003b((&_l30), (&_l31));\n _l29 = _e98;\n let _e99 = _l29;\n if (_e99 <= 0f) {\n continue;\n }\n let _e100 = unnamed.uModelWorld;\n let _e101 = _l28;\n _l32 = (_e100 * vec4<f32>(_e101.x, _e101.y, _e101.z, 1f)).xyz;\n let _e102 = unnamed.uDust;\n if (_e102 > 0f) {\n let _e103 = _l32;\n let _e104 = unnamed.uDustOffset;\n let _e105 = unnamed.uDustScale;\n _l33 = ((_e103 + _e104) / vec3(max(_e105, 0.001f)));\n let _e106 = dustField_u0028_vf3_u003b((&_l33));\n let _e107 = unnamed.uDust;\n let _e108 = _l29;\n _l29 = (_e108 * mix(1f, _e106, _e107));\n }\n let _e109 = _l29;\n let _e110 = _l25;\n _l25 = (_e110 + _e109);\n continue;\n } else {\n break;\n }\n continuing {\n let _e111 = _l26;\n _l26 = (_e111 + 1i);\n }\n }\n let _e112 = unnamed.uSpread;\n let _e113 = unnamed.uLength;\n _l34 = max((_e112 * _e113), 0.0001f);\n let _e114 = _l25;\n let _e115 = _l20;\n let _e116 = _l34;\n _l35 = (1f - exp((((-(_e114) * _e115) / _e116) * 3f)));\n let _e117 = vColor_1;\n let _e118 = vEnergy_1;\n let _e119 = _l35;\n let _e120 = unnamed.uStrength;\n let _e121 = (_e117 * ((_e118 * _e119) * _e120));\n fragColor = vec4<f32>(_e121.x, _e121.y, _e121.z, 1f);\n return;\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 _e0 = fragColor;\n return _e0;\n}\n", "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}", "@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>;", "fn occlusion_u0028_f1_u003b_f1_u003b(_l0: ptr<function, f32>, _l1: ptr<function, f32>) -> f32 {\n let _e0 = (*_l1);\n let _e1 = (*_l0);\n return smoothstep(-0.0025f, 0.0025f, (_e0 - _e1));\n}", "fn sunReach_u0028_vf3_u003b(_l0: ptr<function, vec3<f32>>) -> f32 {\n var _l1: vec4<f32>;\n var _l2: vec3<f32>;\n var _l3: vec2<f32>;\n var _l4: f32;\n var _l5: f32;\n var _l6: f32;\n var _l7: f32;\n var _l8: f32;\n var _l9: f32;\n var _l10: f32;\n var _l11: f32;\n var _l12: f32;\n var _l13: bool;\n var _l14: bool;\n var _l15: bool;\n var _l16: bool;\n\n let _e0 = unnamed.uLightViewProj;\n let _e1 = (*_l0);\n _l1 = (_e0 * vec4<f32>(_e1.x, _e1.y, _e1.z, 1f));\n let _e2 = _l1[3u];\n if (_e2 <= 0f) {\n return 1f;\n }\n let _e3 = _l1;\n let _e4 = _l1[3u];\n _l2 = (((_e3.xyz / vec3(_e4)) * 0.5f) + vec3(0.5f));\n let _e5 = _l2[2u];\n let _e6 = (_e5 > 1f);\n _l13 = _e6;\n if !(_e6) {\n let _e7 = _l2[0u];\n _l13 = (_e7 < 0f);\n }\n let _e8 = _l13;\n _l14 = _e8;\n if !(_e8) {\n let _e9 = _l2[0u];\n _l14 = (_e9 > 1f);\n }\n let _e10 = _l14;\n _l15 = _e10;\n if !(_e10) {\n let _e11 = _l2[1u];\n _l15 = (_e11 < 0f);\n }\n let _e12 = _l15;\n _l16 = _e12;\n if !(_e12) {\n let _e13 = _l2[1u];\n _l16 = (_e13 > 1f);\n }\n let _e14 = _l16;\n if _e14 {\n return 1f;\n }\n let _e15 = _l2;\n _l3 = (abs((_e15.xy - vec2(0.5f))) * 2f);\n let _e16 = _l3[0u];\n let _e17 = _l3[1u];\n _l4 = (1f - smoothstep(0.72f, 0.98f, max(_e16, _e17)));\n let _e18 = _l2[2u];\n let _e19 = _l4;\n _l4 = (_e19 * (1f - smoothstep(0.9f, 1f, _e18)));\n let _e20 = _l4;\n if (_e20 <= 0f) {\n return 1f;\n }\n let _e21 = _l2[2u];\n _l5 = (_e21 - 0.0015f);\n let _e22 = _l2;\n let _e23 = _e22.xy;\n let _e24 = vec3<f32>(_e23.x, _e23.y, 0f);\n let _e25 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e24.x, _e24.y), i32(_e24.z), 0f);\n _l7 = _e25.x;\n let _e26 = _l5;\n _l8 = _e26;\n let _e27 = occlusion_u0028_f1_u003b_f1_u003b((&_l7), (&_l8));\n _l6 = _e27;\n let _e28 = unnamed.uPeeledShadowEnabled;\n if (_e28 != 0i) {\n let _e29 = _l6;\n let _e30 = _l2;\n let _e31 = _e30.xy;\n let _e32 = vec3<f32>(_e31.x, _e31.y, 2f);\n let _e33 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e32.x, _e32.y), i32(_e32.z), 0f);\n _l9 = _e33.x;\n let _e34 = _l5;\n _l10 = _e34;\n let _e35 = occlusion_u0028_f1_u003b_f1_u003b((&_l9), (&_l10));\n _l6 = max(_e29, _e35);\n }\n let _e36 = _l6;\n let _e37 = _l2;\n let _e38 = _e37.xy;\n let _e39 = vec3<f32>(_e38.x, _e38.y, 1f);\n let _e40 = textureSampleLevel(uSunShadows_t, uSunShadows_s, vec2<f32>(_e39.x, _e39.y), i32(_e39.z), 0f);\n _l11 = _e40.x;\n let _e41 = _l5;\n _l12 = _e41;\n let _e42 = occlusion_u0028_f1_u003b_f1_u003b((&_l11), (&_l12));\n _l6 = max(_e36, _e42);\n let _e43 = _l6;\n let _e44 = unnamed.uSunShadow;\n let _e45 = _l4;\n return mix(1f, (1f - _e43), (_e44 * _e45));\n}", "fn main_1() {\n var _l0: vec3<f32>;\n var _l1: vec3<f32>;\n var _l2: f32;\n var _l3: vec3<f32>;\n var _l4: vec3<f32>;\n var _l5: f32;\n var _l6: f32;\n var _l7: f32;\n var _l8: f32;\n var _l9: f32;\n var _l10: f32;\n var _l11: f32;\n var _l12: f32;\n var _l13: f32;\n var _l14: f32;\n var _l15: f32;\n var _l16: vec2<f32>;\n var _l17: f32;\n var _l18: vec4<f32>;\n var _l19: i32;\n var _l20: f32;\n var _l21: i32;\n var _l22: f32;\n var _l23: array<f32, 16>;\n var _l24: vec3<f32>;\n var _l25: f32;\n var _l26: i32;\n var _l27: f32;\n var _l28: vec3<f32>;\n var _l29: f32;\n var _l30: vec3<f32>;\n var _l31: f32;\n var _l32: vec3<f32>;\n var _l33: vec3<f32>;\n var _l34: vec3<f32>;\n var _l35: vec3<f32>;\n var _l36: f32;\n var _l37: f32;\n var _l38: bool;\n\n let _e0 = unnamed.uCameraLocal;\n _l0 = _e0;\n let _e1 = vLocal_1;\n let _e2 = _l0;\n _l1 = (_e1 - _e2);\n let _e3 = _l1;\n _l2 = length(_e3);\n let _e4 = _l2;\n if (_e4 > 0.00001f) {\n let _e5 = _l1;\n let _e6 = _l2;\n _l4 = (_e5 / vec3(_e6));\n } else {\n _l4 = vec3<f32>(0f, 0f, 1f);\n }\n let _e7 = _l4;\n _l3 = _e7;\n let _e8 = unnamed.uNear;\n let _e9 = unnamed.uLength;\n _l5 = min(_e8, _e9);\n _l6 = 0f;\n let _e10 = unnamed.uLength;\n _l7 = (_e10 * 2f);\n let _e11 = _l3[2u];\n if (abs(_e11) > 0.00001f) {\n let _e12 = _l5;\n let _e13 = _l0[2u];\n let _e14 = _l3[2u];\n _l8 = ((_e12 - _e13) / _e14);\n let _e15 = unnamed.uLength;\n let _e16 = _l0[2u];\n let _e17 = _l3[2u];\n _l9 = ((_e15 - _e16) / _e17);\n let _e18 = _l8;\n let _e19 = _l9;\n _l6 = min(_e18, _e19);\n let _e20 = _l8;\n let _e21 = _l9;\n _l7 = max(_e20, _e21);\n } else {\n let _e22 = _l0[2u];\n let _e23 = _l5;\n let _e24 = (_e22 < _e23);\n _l38 = _e24;\n if !(_e24) {\n let _e25 = _l0[2u];\n let _e26 = unnamed.uLength;\n _l38 = (_e25 > _e26);\n }\n let _e27 = _l38;\n if _e27 {\n discard;\n }\n }\n let _e28 = unnamed.uSpread;\n let _e29 = unnamed.uLength;\n _l10 = ((_e28 * _e29) * 1.05f);\n let _e30 = _l3;\n let _e31 = _l3;\n _l11 = dot(_e30.xy, _e31.xy);\n let _e32 = _l0;\n let _e33 = _l3;\n _l12 = (2f * dot(_e32.xy, _e33.xy));\n let _e34 = _l0;\n let _e35 = _l0;\n let _e36 = _l10;\n let _e37 = _l10;\n _l13 = (dot(_e34.xy, _e35.xy) - (_e36 * _e37));\n let _e38 = _l11;\n if (_e38 > 0.00000001f) {\n let _e39 = _l12;\n let _e40 = _l12;\n let _e41 = _l11;\n let _e42 = _l13;\n _l14 = ((_e39 * _e40) - ((4f * _e41) * _e42));\n let _e43 = _l14;\n if (_e43 <= 0f) {\n discard;\n }\n let _e44 = _l14;\n _l15 = sqrt(_e44);\n let _e45 = _l6;\n let _e46 = _l12;\n let _e47 = _l15;\n let _e48 = _l11;\n _l6 = max(_e45, ((-(_e46) - _e47) / (2f * _e48)));\n let _e49 = _l7;\n let _e50 = _l12;\n let _e51 = _l15;\n let _e52 = _l11;\n _l7 = min(_e49, ((-(_e50) + _e51) / (2f * _e52)));\n } else {\n let _e53 = _l13;\n if (_e53 > 0f) {\n discard;\n }\n }\n let _e54 = _l6;\n _l6 = max(_e54, 0f);\n let _e55 = _l7;\n let _e56 = _l6;\n let _e57 = unnamed.uLength;\n _l7 = min(_e55, (_e56 + (_e57 * 2f)));\n let _e58 = unnamed.uSceneDepthEnabled;\n if (_e58 != 0i) {\n let _e59 = gl_FragCoord_1;\n let _e60 = unnamed.uInvViewport;\n _l16 = (_e59.xy * _e60);\n let _e61 = _l16;\n let _e62 = textureSampleLevel(uSceneDepth_t, uSceneDepth_s, _e61, 0f);\n _l17 = _e62.x;\n let _e63 = unnamed.uDepthToLocal;\n let _e64 = _l16;\n let _e65 = ((_e64 * 2f) - vec2(1f));\n let _e66 = _l17;\n _l18 = (_e63 * vec4<f32>(_e65.x, _e65.y, _e66, 1f));\n let _e67 = _l18[3u];\n if (_e67 > 0.000001f) {\n let _e68 = _l7;\n let _e69 = _l18;\n let _e70 = _l18[3u];\n let _e71 = _l0;\n let _e72 = _l3;\n _l7 = min(_e68, dot(((_e69.xyz / vec3(_e70)) - _e71), _e72));\n }\n }\n let _e73 = _l7;\n let _e74 = _l6;\n if (_e73 <= _e74) {\n discard;\n }\n let _e75 = unnamed.uSamples;\n _l19 = clamp(_e75, 2i, 64i);\n let _e76 = _l7;\n let _e77 = _l6;\n let _e78 = _l19;\n _l20 = ((_e76 - _e77) / f32(_e78));\n let _e79 = gl_FragCoord_1[1u];\n let _e80 = gl_FragCoord_1[0u];\n _l21 = ((i32((_e79 - (floor((_e79 / 4f)) * 4f))) * 4i) + i32((_e80 - (floor((_e80 / 4f)) * 4f))));\n let _e81 = _l21;\n _l23 = array<f32, 16>(0f, 8f, 2f, 10f, 12f, 4f, 14f, 6f, 3f, 11f, 1f, 9f, 15f, 7f, 13f, 5f);\n let _e82 = _l23[_e81];\n let _e83 = gl_FragCoord_1;\n let _e84 = _e83.xy;\n _l24 = vec3<f32>(_e84.x, _e84.y, 3.7f);\n let _e85 = hash31_u0028_vf3_u003b((&_l24));\n let _e86 = _l20;\n _l22 = ((((_e82 + _e85) / 16f) - 0.5f) * _e86);\n _l25 = 0f;\n _l26 = 0i;\n loop {\n let _e87 = _l26;\n if (_e87 < 64i) {\n let _e88 = _l26;\n let _e89 = _l19;\n if (_e88 >= _e89) {\n break;\n }\n let _e90 = _l6;\n let _e91 = _l26;\n let _e92 = _l20;\n _l27 = (_e90 + ((f32(_e91) + 0.5f) * _e92));\n let _e93 = _l0;\n let _e94 = _l3;\n let _e95 = _l27;\n _l28 = (_e93 + (_e94 * _e95));\n let _e96 = _l28;\n _l30 = _e96;\n let _e97 = _l5;\n _l31 = _e97;\n let _e98 = densityAt_u0028_vf3_u003b_f1_u003b((&_l30), (&_l31));\n _l29 = _e98;\n let _e99 = _l29;\n if (_e99 <= 0f) {\n continue;\n }\n let _e100 = unnamed.uModelWorld;\n let _e101 = _l28;\n _l32 = (_e100 * vec4<f32>(_e101.x, _e101.y, _e101.z, 1f)).xyz;\n let _e102 = unnamed.uDust;\n if (_e102 > 0f) {\n let _e103 = _l32;\n let _e104 = unnamed.uDustOffset;\n let _e105 = unnamed.uDustScale;\n _l33 = ((_e103 + _e104) / vec3(max(_e105, 0.001f)));\n let _e106 = dustField_u0028_vf3_u003b((&_l33));\n let _e107 = unnamed.uDust;\n let _e108 = _l29;\n _l29 = (_e108 * mix(1f, _e106, _e107));\n }\n let _e109 = unnamed.uSunShadow;\n if (_e109 > 0f) {\n let _e110 = unnamed.uModelWorld;\n let _e111 = _l0;\n let _e112 = _l3;\n let _e113 = _l27;\n let _e114 = _l22;\n let _e115 = (_e111 + (_e112 * (_e113 + _e114)));\n _l34 = (_e110 * vec4<f32>(_e115.x, _e115.y, _e115.z, 1f)).xyz;\n let _e116 = _l34;\n _l35 = _e116;\n let _e117 = sunReach_u0028_vf3_u003b((&_l35));\n let _e118 = _l29;\n _l29 = (_e118 * _e117);\n }\n let _e119 = _l29;\n let _e120 = _l25;\n _l25 = (_e120 + _e119);\n continue;\n } else {\n break;\n }\n continuing {\n let _e121 = _l26;\n _l26 = (_e121 + 1i);\n }\n }\n let _e122 = unnamed.uSpread;\n let _e123 = unnamed.uLength;\n _l36 = max((_e122 * _e123), 0.0001f);\n let _e124 = _l25;\n let _e125 = _l20;\n let _e126 = _l36;\n _l37 = (1f - exp((((-(_e124) * _e125) / _e126) * 3f)));\n let _e127 = vColor_1;\n let _e128 = vEnergy_1;\n let _e129 = _l37;\n let _e130 = unnamed.uStrength;\n let _e131 = (_e127 * ((_e128 * _e129) * _e130));\n fragColor = vec4<f32>(_e131.x, _e131.y, _e131.z, 1f);\n return;\n}"];
10
+ /** A permutation from its items, joined the first time it is asked for and kept. */
11
+ function permutations(table) {
12
+ const out = {};
13
+ for (const [key, at] of Object.entries(table)) {
14
+ let text = null;
15
+ Object.defineProperty(out, key, {
16
+ enumerable: true,
17
+ get: () => (text ??= at.map((i) => PARTS[i]).join('\n\n')),
18
+ });
19
+ }
20
+ return out;
21
+ }
8
22
  /** One entry per permutation, keyed by the flags that are on. See `variantKey`. */
9
- export const LIGHT_VOLUME_FRAG_WGSL = {
10
- "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",
11
- "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",
12
- };
23
+ export const LIGHT_VOLUME_FRAG_WGSL = permutations({
24
+ "none": [0, 1, 2, 3, 4, 5, 6, 7],
25
+ "directionalShadows": [8, 9, 10, 11, 2, 3, 4, 5, 12, 7],
26
+ });
13
27
  /**
14
28
  * What the transform assigned, so the renderer binds the same numbers.
15
29
  *
@@ -213,25 +227,15 @@ export const LIGHTVOLUME_BINDINGS = {
213
227
  }
214
228
  },
215
229
  "textures": {
216
- "uStaticShadowMap": {
230
+ "uSunShadows": {
217
231
  "texture": 32,
218
232
  "sampler": 33,
219
- "type": "sampler2D"
233
+ "type": "sampler2DArray"
220
234
  },
221
- "uPeeledShadowMap": {
235
+ "uSceneDepth": {
222
236
  "texture": 34,
223
237
  "sampler": 35,
224
238
  "type": "sampler2D"
225
- },
226
- "uDynamicShadowMap": {
227
- "texture": 36,
228
- "sampler": 37,
229
- "type": "sampler2D"
230
- },
231
- "uSceneDepth": {
232
- "texture": 38,
233
- "sampler": 39,
234
- "type": "sampler2D"
235
239
  }
236
240
  }
237
241
  }
@@ -1,4 +1,5 @@
1
1
  export declare 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";
2
+ export declare 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";
2
3
  export declare 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";
3
4
  /**
4
5
  * What the transform assigned, so the renderer binds the same numbers.
@@ -44,6 +45,34 @@ export declare const OCTAHEDRALRESOLVE_BINDINGS: {
44
45
  };
45
46
  };
46
47
  };
48
+ readonly OCTAHEDRAL_RESOLVE_TINT_FRAG: {
49
+ readonly uniforms: 1;
50
+ readonly uniformSize: 64;
51
+ readonly fields: {
52
+ readonly uFaceRotation: {
53
+ readonly offset: 0;
54
+ readonly size: 48;
55
+ readonly type: "mat3";
56
+ };
57
+ readonly uFaceIndex: {
58
+ readonly offset: 48;
59
+ readonly size: 4;
60
+ readonly type: "int";
61
+ };
62
+ readonly uEdge: {
63
+ readonly offset: 52;
64
+ readonly size: 4;
65
+ readonly type: "float";
66
+ };
67
+ };
68
+ readonly textures: {
69
+ readonly uFace: {
70
+ readonly texture: 32;
71
+ readonly sampler: 33;
72
+ readonly type: "sampler2D";
73
+ };
74
+ };
75
+ };
47
76
  readonly OCTAHEDRAL_RESOLVE_VERT: {
48
77
  readonly uniforms: null;
49
78
  readonly textures: {};
@@ -5,6 +5,7 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
  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";
8
+ 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";
8
9
  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";
9
10
  /**
10
11
  * What the transform assigned, so the renderer binds the same numbers.
@@ -50,6 +51,34 @@ export const OCTAHEDRALRESOLVE_BINDINGS = {
50
51
  }
51
52
  }
52
53
  },
54
+ "OCTAHEDRAL_RESOLVE_TINT_FRAG": {
55
+ "uniforms": 1,
56
+ "uniformSize": 64,
57
+ "fields": {
58
+ "uFaceRotation": {
59
+ "offset": 0,
60
+ "size": 48,
61
+ "type": "mat3"
62
+ },
63
+ "uFaceIndex": {
64
+ "offset": 48,
65
+ "size": 4,
66
+ "type": "int"
67
+ },
68
+ "uEdge": {
69
+ "offset": 52,
70
+ "size": 4,
71
+ "type": "float"
72
+ }
73
+ },
74
+ "textures": {
75
+ "uFace": {
76
+ "texture": 32,
77
+ "sampler": 33,
78
+ "type": "sampler2D"
79
+ }
80
+ }
81
+ },
53
82
  "OCTAHEDRAL_RESOLVE_VERT": {
54
83
  "uniforms": null,
55
84
  "textures": {}