@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 RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uAoStrength: f32,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uVignette: f32,\n uGrain: vec2<f32>,\n uAutoExposure: f32,\n uLocalExposure: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(40) \nvar uExposureHeld_t: texture_2d<f32>;\n@group(0) @binding(42) \nvar uExposureLocal_t: texture_2d<f32>;\n@group(0) @binding(43) \nvar uExposureLocal_s: sampler;\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 uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(38) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uBloom_s: sampler;\n@group(0) @binding(44) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(45) \nvar uGradeLut_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(36) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(41) \nvar uExposureHeld_s: sampler;\n\nfn grainNoise_u0028_vu2_u003b_u1_u003b(p: ptr<function, vec2<u32>>, seed: ptr<function, u32>) -> f32 {\n var h: u32;\n\n let _e152 = (*p)[0u];\n let _e155 = (*p)[1u];\n let _e158 = (*seed);\n h = (((_e152 * 1664525u) + (_e155 * 1013904223u)) + (_e158 * 2654435769u));\n let _e161 = h;\n let _e164 = h;\n h = (_e164 ^ (_e161 >> bitcast<u32>(16u)));\n let _e166 = h;\n h = (_e166 * 2246822519u);\n let _e168 = h;\n let _e171 = h;\n h = (_e171 ^ (_e168 >> bitcast<u32>(13u)));\n let _e173 = h;\n h = (_e173 * 3266489917u);\n let _e175 = h;\n let _e178 = h;\n h = (_e178 ^ (_e175 >> bitcast<u32>(16u)));\n let _e180 = h;\n return (f32(_e180) * 0.00000000023283064f);\n}\n\nfn withGrain_u0028_vf3_u003b_vf2_u003b(c: ptr<function, vec3<f32>>, fragCoord: ptr<function, vec2<f32>>) -> vec3<f32> {\n var luma: f32;\n var weight: f32;\n var n: f32;\n var param: vec2<u32>;\n var param_1: u32;\n\n let _e157 = unnamed.uGrain[0u];\n if (_e157 <= 0f) {\n let _e159 = (*c);\n return _e159;\n }\n let _e160 = (*c);\n luma = dot(clamp(_e160, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e165 = luma;\n let _e167 = luma;\n weight = (0.25f + ((3f * _e165) * (1f - _e167)));\n let _e171 = (*fragCoord);\n let _e175 = unnamed.uGrain[1u];\n param = vec2<u32>(_e171);\n param_1 = u32(_e175);\n let _e177 = grainNoise_u0028_vu2_u003b_u1_u003b((&param), (&param_1));\n n = (_e177 - 0.5f);\n let _e179 = (*c);\n let _e180 = n;\n let _e184 = unnamed.uGrain[0u];\n let _e186 = weight;\n return (_e179 + vec3((((2f * _e180) * _e184) * _e186)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e150 = unnamed.uVeilAlpha;\n if (_e150 <= 0f) {\n let _e152 = (*c_1);\n return _e152;\n }\n let _e153 = (*c_1);\n let _e155 = unnamed.uVeilColor;\n let _e157 = unnamed.uVeilAlpha;\n return mix(_e153, _e155, vec3(_e157));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e152 = unnamed.uGradeStrength;\n if (_e152 <= 0f) {\n let _e154 = (*c_2);\n return _e154;\n }\n let _e155 = (*c_2);\n clamped = clamp(_e155, vec3(0f), vec3(1f));\n let _e159 = clamped;\n let _e161 = unnamed.uGradeSize;\n let _e167 = unnamed.uGradeSize;\n uvw = (((_e159 * (_e161 - 1f)) + vec3(0.5f)) / vec3(_e167));\n let _e170 = (*c_2);\n let _e171 = uvw;\n let _e172 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e171, 0f);\n let _e175 = unnamed.uGradeStrength;\n return mix(_e170, _e172.xyz, vec3(_e175));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e151 = (*c_3);\n low = (_e151 * 12.92f);\n let _e153 = (*c_3);\n high = ((pow(max(_e153, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e159 = low;\n let _e160 = high;\n let _e161 = (*c_3);\n return mix(_e159, _e160, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e161));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e153 = unnamed.uOutputExposure;\n let _e154 = (*x);\n (*x) = (_e154 * _e153);\n let _e156 = (*x);\n v = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e156);\n let _e158 = v;\n let _e159 = v;\n a = ((_e158 * (_e159 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e165 = v;\n let _e166 = v;\n b = ((_e165 * ((_e166 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e173 = a;\n let _e174 = b;\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * (_e173 / _e174)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e152 = unnamed.uOutputTransform;\n if (_e152 == 0i) {\n let _e154 = (*c_4);\n return _e154;\n }\n let _e156 = unnamed.uOutputTransform;\n if (_e156 == 2i) {\n let _e158 = (*c_4);\n param_2 = _e158;\n let _e159 = acesFilmic_u0028_vf3_u003b((&param_2));\n (*c_4) = _e159;\n }\n let _e160 = (*c_4);\n param_3 = _e160;\n let _e161 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e161;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_5: ptr<function, vec3<f32>>, uv: ptr<function, vec2<f32>>, size: ptr<function, vec2<f32>>) -> vec3<f32> {\n var d: vec2<f32>;\n var corner: vec2<f32>;\n var r2_: f32;\n var falloff: f32;\n\n let _e156 = unnamed.uVignette;\n if (_e156 <= 0f) {\n let _e158 = (*c_5);\n return _e158;\n }\n let _e159 = (*uv);\n let _e162 = (*size);\n d = ((_e159 - vec2(0.5f)) * _e162);\n let _e164 = (*size);\n corner = (_e164 * 0.5f);\n let _e166 = d;\n let _e167 = d;\n let _e169 = corner;\n let _e170 = corner;\n r2_ = (dot(_e166, _e167) / dot(_e169, _e170));\n let _e174 = unnamed.uVignette;\n let _e175 = r2_;\n falloff = (1f + (_e174 * _e175));\n let _e178 = (*c_5);\n let _e179 = falloff;\n let _e180 = falloff;\n return (_e178 / vec3((_e179 * _e180)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e151 = unnamed.uAutoExposure;\n if (_e151 <= 0f) {\n return 1f;\n }\n let _e153 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e153.x;\n let _e156 = unnamed.uAutoExposure;\n let _e157 = held;\n stops = (_e156 * (-2.473931f - _e157));\n let _e160 = stops;\n return exp2(clamp(_e160, -6f, 6f));\n}\n\nfn localBlock_u0028_vf2_u003b_f1_u003b(uv_1: ptr<function, vec2<f32>>, block: ptr<function, f32>) -> vec2<f32> {\n var inside: vec2<f32>;\n\n let _e151 = (*uv_1);\n inside = clamp(_e151, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e153 = (*block);\n let _e155 = inside[0u];\n let _e159 = inside[1u];\n let _e161 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e153 + _e155) / 11f), _e159), 0f);\n return _e161.xy;\n}\n\nfn localExposureGain_u0028_vf2_u003b_vf3_u003b(uv_2: ptr<function, vec2<f32>>, light: ptr<function, vec3<f32>>) -> f32 {\n var held_1: f32;\n var pixel: f32;\n var b_1: f32;\n var lower: f32;\n var upper: f32;\n var banded: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var param_6: vec2<f32>;\n var param_7: f32;\n var tileMean: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var bilateral: f32;\n var local: f32;\n var local_1: f32;\n var stops_1: f32;\n\n let _e168 = unnamed.uLocalExposure;\n if (_e168 <= 0f) {\n return 1f;\n }\n let _e170 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e170.x;\n let _e172 = (*light);\n pixel = clamp(log2(max(dot(_e172, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e177 = pixel;\n b_1 = (((_e177 - -12f) / 2f) - 0.5f);\n let _e181 = b_1;\n lower = clamp(floor(_e181), 0f, 9f);\n let _e184 = lower;\n upper = min((_e184 + 1f), 9f);\n let _e187 = (*uv_2);\n param_4 = _e187;\n let _e188 = lower;\n param_5 = _e188;\n let _e189 = localBlock_u0028_vf2_u003b_f1_u003b((&param_4), (&param_5));\n let _e190 = (*uv_2);\n param_6 = _e190;\n let _e191 = upper;\n param_7 = _e191;\n let _e192 = localBlock_u0028_vf2_u003b_f1_u003b((&param_6), (&param_7));\n let _e193 = b_1;\n let _e194 = lower;\n banded = mix(_e189, _e192, vec2(clamp((_e193 - _e194), 0f, 1f)));\n let _e199 = (*uv_2);\n param_8 = _e199;\n param_9 = 10f;\n let _e200 = localBlock_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n tileMean = _e200.x;\n let _e203 = banded[1u];\n if (_e203 > 0.001f) {\n let _e206 = banded[0u];\n let _e208 = banded[1u];\n local = (_e206 / _e208);\n } else {\n let _e210 = tileMean;\n local = _e210;\n }\n let _e211 = local;\n bilateral = _e211;\n let _e212 = bilateral;\n let _e213 = tileMean;\n local_1 = mix(_e212, _e213, 0.4f);\n let _e216 = unnamed.uLocalExposure;\n let _e217 = held_1;\n let _e218 = local_1;\n stops_1 = (_e216 * (_e217 - _e218));\n let _e221 = stops_1;\n return exp2(clamp(_e221, -3f, 3f));\n}\n\nfn finish_u0028_vf3_u003b(light_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var local_2: f32;\n var param_10: vec2<f32>;\n var param_11: vec3<f32>;\n var lensed: vec3<f32>;\n var param_12: vec3<f32>;\n var param_13: vec2<f32>;\n var param_14: vec2<f32>;\n var param_15: vec3<f32>;\n var param_16: vec3<f32>;\n var param_17: vec3<f32>;\n var param_18: vec3<f32>;\n var param_19: vec2<f32>;\n\n let _e161 = vUv_1;\n param_10 = _e161;\n let _e162 = (*light_1);\n param_11 = _e162;\n let _e163 = localExposureGain_u0028_vf2_u003b_vf3_u003b((&param_10), (&param_11));\n local_2 = _e163;\n let _e164 = autoExposureGain_u0028_();\n let _e165 = local_2;\n let _e167 = (*light_1);\n (*light_1) = (_e167 * (_e164 * _e165));\n let _e169 = textureDimensions(uScene_t, 0i);\n let _e172 = (*light_1);\n param_12 = _e172;\n let _e173 = vUv_1;\n param_13 = _e173;\n param_14 = vec2<f32>(vec2<i32>(_e169));\n let _e174 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((&param_12), (&param_13), (&param_14));\n lensed = _e174;\n let _e175 = lensed;\n param_15 = _e175;\n let _e176 = grade_u0028_vf3_u003b((&param_15));\n param_16 = _e176;\n let _e177 = applyColourGrade_u0028_vf3_u003b((&param_16));\n param_17 = _e177;\n let _e178 = withVeil_u0028_vf3_u003b((&param_17));\n param_18 = _e178;\n let _e179 = gl_FragCoord_1;\n param_19 = _e179.xy;\n let _e181 = withGrain_u0028_vf3_u003b_vf2_u003b((&param_18), (&param_19));\n return _e181;\n}\n\nfn withBloom_u0028_vf3_u003b(c_6: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e150 = unnamed.uBloomStrength;\n if (_e150 <= 0f) {\n let _e152 = (*c_6);\n return _e152;\n }\n let _e153 = (*c_6);\n let _e154 = vUv_1;\n let _e155 = textureSampleLevel(uBloom_t, uBloom_s, _e154, 0f);\n let _e158 = unnamed.uBloomStrength;\n return (_e153 + (_e155.xyz * _e158));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e150 = (*viewDepth);\n let _e152 = unnamed.uFocusDistance;\n let _e156 = unnamed.uFocusRange;\n offPlane = (abs((_e150 - _e152)) - _e156);\n let _e158 = offPlane;\n let _e160 = unnamed.uFocusRange;\n return clamp((_e158 / _e160), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e150 = (*uv_3);\n let _e151 = textureSampleLevel(uDepth_t, uDepth_s, _e150, 0f);\n z = (1f - (_e151.x * 2f));\n let _e157 = unnamed.uDepthToView[0u];\n let _e158 = z;\n let _e162 = unnamed.uDepthToView[1u];\n let _e167 = unnamed.uDepthToView[2u];\n let _e168 = z;\n let _e172 = unnamed.uDepthToView[3u];\n return (-(((_e157 * _e158) + _e162)) / ((_e167 * _e168) + _e172));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_4: vec2<f32>;\n var depth: f32;\n var param_20: vec2<f32>;\n var weight_1: f32;\n var local_3: f32;\n var param_21: f32;\n\n let _e157 = vUv_1;\n let _e158 = (*direction);\n let _e159 = (*radius);\n let _e162 = unnamed.uDofAspect;\n uv_4 = (_e157 + ((_e158 * _e159) * _e162));\n let _e165 = uv_4;\n param_20 = _e165;\n let _e166 = viewDepthOf_u0028_vf2_u003b((&param_20));\n depth = _e166;\n let _e167 = depth;\n let _e168 = (*centreDepth);\n if (_e167 >= _e168) {\n local_3 = 1f;\n } else {\n let _e170 = depth;\n param_21 = _e170;\n let _e171 = circleOfConfusion_u0028_f1_u003b((&param_21));\n local_3 = _e171;\n }\n let _e172 = local_3;\n weight_1 = _e172;\n let _e173 = uv_4;\n let _e174 = textureSampleLevel(uScene_t, uScene_s, _e173, 0f);\n let _e176 = weight_1;\n let _e177 = (_e174.xyz * _e176);\n let _e178 = weight_1;\n return vec4<f32>(_e177.x, _e177.y, _e177.z, _e178);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_22: vec2<f32>;\n var coc: f32;\n var param_23: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_24: vec2<f32>;\n var param_25: f32;\n var param_26: f32;\n var param_27: vec2<f32>;\n var param_28: f32;\n var param_29: f32;\n var param_30: vec2<f32>;\n var param_31: f32;\n var param_32: f32;\n var param_33: vec2<f32>;\n var param_34: f32;\n var param_35: f32;\n var param_36: vec2<f32>;\n var param_37: f32;\n var param_38: f32;\n var param_39: vec2<f32>;\n var param_40: f32;\n var param_41: f32;\n var param_42: vec2<f32>;\n var param_43: f32;\n var param_44: f32;\n var param_45: vec2<f32>;\n var param_46: f32;\n var param_47: f32;\n\n let _e179 = vUv_1;\n param_22 = _e179;\n let _e180 = viewDepthOf_u0028_vf2_u003b((&param_22));\n depth_1 = _e180;\n let _e181 = depth_1;\n param_23 = _e181;\n let _e182 = circleOfConfusion_u0028_f1_u003b((&param_23));\n coc = _e182;\n let _e183 = coc;\n if (_e183 <= 0f) {\n let _e185 = (*centre);\n return _e185;\n }\n let _e186 = coc;\n let _e188 = unnamed.uDofStrength;\n radius_1 = (_e186 * _e188);\n let _e190 = (*centre);\n sum = vec4<f32>(_e190.x, _e190.y, _e190.z, 1f);\n param_24 = vec2<f32>(0.25f, 0f);\n let _e195 = radius_1;\n param_25 = _e195;\n let _e196 = depth_1;\n param_26 = _e196;\n let _e197 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_24), (&param_25), (&param_26));\n let _e198 = sum;\n sum = (_e198 + _e197);\n param_27 = vec2<f32>(-0.31929f, 0.292496f);\n let _e200 = radius_1;\n param_28 = _e200;\n let _e201 = depth_1;\n param_29 = _e201;\n let _e202 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_27), (&param_28), (&param_29));\n let _e203 = sum;\n sum = (_e203 + _e202);\n param_30 = vec2<f32>(0.048872f, -0.556877f);\n let _e205 = radius_1;\n param_31 = _e205;\n let _e206 = depth_1;\n param_32 = _e206;\n let _e207 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_30), (&param_31), (&param_32));\n let _e208 = sum;\n sum = (_e208 + _e207);\n param_33 = vec2<f32>(0.402444f, 0.524918f);\n let _e210 = radius_1;\n param_34 = _e210;\n let _e211 = depth_1;\n param_35 = _e211;\n let _e212 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_33), (&param_34), (&param_35));\n let _e213 = sum;\n sum = (_e213 + _e212);\n param_36 = vec2<f32>(-0.738535f, -0.130636f);\n let _e215 = radius_1;\n param_37 = _e215;\n let _e216 = depth_1;\n param_38 = _e216;\n let _e217 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_36), (&param_37), (&param_38));\n let _e218 = sum;\n sum = (_e218 + _e217);\n param_39 = vec2<f32>(0.699605f, -0.445031f);\n let _e220 = radius_1;\n param_40 = _e220;\n let _e221 = depth_1;\n param_41 = _e221;\n let _e222 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_39), (&param_40), (&param_41));\n let _e223 = sum;\n sum = (_e223 + _e222);\n param_42 = vec2<f32>(-0.234004f, 0.870484f);\n let _e225 = radius_1;\n param_43 = _e225;\n let _e226 = depth_1;\n param_44 = _e226;\n let _e227 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_42), (&param_43), (&param_44));\n let _e228 = sum;\n sum = (_e228 + _e227);\n param_45 = vec2<f32>(-0.446271f, -0.859268f);\n let _e230 = radius_1;\n param_46 = _e230;\n let _e231 = depth_1;\n param_47 = _e231;\n let _e232 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_45), (&param_46), (&param_47));\n let _e233 = sum;\n sum = (_e233 + _e232);\n let _e235 = sum;\n let _e238 = sum[3u];\n return (_e235.xyz / vec3(_e238));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var velocity: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t: f32;\n\n let _e158 = vUv_1;\n let _e159 = textureSampleLevel(uDepth_t, uDepth_s, _e158, 0f);\n depth_2 = _e159.x;\n let _e161 = vUv_1;\n let _e164 = ((_e161 * 2f) - vec2(1f));\n let _e165 = depth_2;\n clip = vec4<f32>(_e164.x, _e164.y, (1f - (_e165 * 2f)), 1f);\n let _e172 = unnamed.uReprojection;\n let _e173 = clip;\n previous = (_e172 * _e173);\n let _e176 = previous[3u];\n if (_e176 <= 0f) {\n let _e178 = (*scene);\n return _e178;\n }\n let _e179 = previous;\n let _e182 = previous[3u];\n wasUv = (((_e179.xy / vec2(_e182)) * 0.5f) + vec2(0.5f));\n let _e188 = vUv_1;\n let _e189 = wasUv;\n let _e192 = unnamed.uMotionStrength;\n velocity = ((_e188 - _e189) * _e192);\n let _e194 = velocity;\n distance_ = length(_e194);\n let _e196 = distance_;\n if (_e196 < 0.0001f) {\n let _e198 = (*scene);\n return _e198;\n }\n let _e199 = distance_;\n let _e201 = unnamed.uMotionMax;\n if (_e199 > _e201) {\n let _e204 = unnamed.uMotionMax;\n let _e205 = distance_;\n let _e207 = velocity;\n velocity = (_e207 * (_e204 / _e205));\n }\n let _e209 = (*scene);\n sum_1 = _e209;\n i = 1i;\n loop {\n let _e210 = i;\n if (_e210 <= 4i) {\n let _e212 = i;\n t = ((f32(_e212) / 4f) * 0.5f);\n let _e216 = vUv_1;\n let _e217 = velocity;\n let _e218 = t;\n let _e221 = textureSampleLevel(uScene_t, uScene_s, (_e216 + (_e217 * _e218)), 0f);\n let _e223 = sum_1;\n sum_1 = (_e223 + _e221.xyz);\n let _e225 = vUv_1;\n let _e226 = velocity;\n let _e227 = t;\n let _e230 = textureSampleLevel(uScene_t, uScene_s, (_e225 - (_e226 * _e227)), 0f);\n let _e232 = sum_1;\n sum_1 = (_e232 + _e230.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e234 = i;\n i = (_e234 + 1i);\n }\n }\n let _e236 = sum_1;\n return (_e236 / vec3(9f));\n}\n\nfn main_1() {\n var scene_1: vec3<f32>;\n var param_48: vec3<f32>;\n var param_49: vec3<f32>;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_50: vec3<f32>;\n var param_51: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_52: vec3<f32>;\n var param_53: vec3<f32>;\n\n let _e165 = vUv_1;\n let _e166 = textureSampleLevel(uScene_t, uScene_s, _e165, 0f);\n scene_1 = _e166.xyz;\n let _e169 = unnamed.uMotionStrength;\n if (_e169 > 0f) {\n let _e171 = scene_1;\n param_48 = _e171;\n let _e172 = cameraBlur_u0028_vf3_u003b((&param_48));\n scene_1 = _e172;\n }\n let _e174 = unnamed.uDofStrength;\n if (_e174 > 0f) {\n let _e176 = scene_1;\n param_49 = _e176;\n let _e177 = depthOfField_u0028_vf3_u003b((&param_49));\n scene_1 = _e177;\n }\n let _e178 = vUv_1;\n let _e179 = textureSampleLevel(uAo_t, uAo_s, _e178, 0f);\n let _e182 = unnamed.uAoStrength;\n ao = mix(1f, _e179.x, _e182);\n let _e184 = vUv_1;\n fromCentre = (_e184 - vec2(0.5f));\n let _e187 = fromCentre;\n radius_2 = (length((_e187 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e192 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e192);\n let _e194 = inner;\n let _e195 = radius_2;\n edge = smoothstep(_e194, 1f, _e195);\n let _e197 = edge;\n let _e199 = unnamed.uStrength;\n amount = (_e197 * _e199);\n let _e201 = amount;\n if (_e201 <= 0f) {\n let _e203 = scene_1;\n let _e204 = ao;\n param_50 = (_e203 * _e204);\n let _e206 = withBloom_u0028_vf3_u003b((&param_50));\n param_51 = _e206;\n let _e207 = finish_u0028_vf3_u003b((&param_51));\n fragColor = vec4<f32>(_e207.x, _e207.y, _e207.z, 1f);\n return;\n }\n let _e212 = fromCentre;\n let _e216 = unnamed.uReach;\n let _e218 = amount;\n step_ = ((normalize((_e212 + vec2<f32>(0.000001f, 0.000001f))) * _e216) * _e218);\n let _e220 = scene_1;\n sum_2 = _e220;\n i_1 = 1i;\n loop {\n let _e221 = i_1;\n if (_e221 <= 6i) {\n let _e223 = vUv_1;\n let _e224 = step_;\n let _e225 = i_1;\n let _e230 = textureSampleLevel(uScene_t, uScene_s, (_e223 + (_e224 * (f32(_e225) / 6f))), 0f);\n let _e232 = sum_2;\n sum_2 = (_e232 + _e230.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e234 = i_1;\n i_1 = (_e234 + 1i);\n }\n }\n let _e236 = sum_2;\n blurred = (_e236 / vec3(7f));\n let _e239 = scene_1;\n let _e240 = blurred;\n let _e241 = amount;\n let _e244 = ao;\n param_52 = (mix(_e239, _e240, vec3(_e241)) * _e244);\n let _e246 = withBloom_u0028_vf3_u003b((&param_52));\n param_53 = _e246;\n let _e247 = finish_u0028_vf3_u003b((&param_53));\n fragColor = vec4<f32>(_e247.x, _e247.y, _e247.z, 1f);\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 RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uAoStrength: f32,\n uAoOffset: vec2<f32>,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uVignette: f32,\n uGrain: vec2<f32>,\n uAutoExposure: f32,\n uLocalExposure: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(40) \nvar uExposureHeld_t: texture_2d<f32>;\n@group(0) @binding(42) \nvar uExposureLocal_t: texture_2d<f32>;\n@group(0) @binding(43) \nvar uExposureLocal_s: sampler;\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 uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(38) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uBloom_s: sampler;\n@group(0) @binding(44) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(45) \nvar uGradeLut_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(36) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(41) \nvar uExposureHeld_s: sampler;\n\nfn grainNoise_u0028_vu2_u003b_u1_u003b(p: ptr<function, vec2<u32>>, seed: ptr<function, u32>) -> f32 {\n var h: u32;\n\n let _e153 = (*p)[0u];\n let _e156 = (*p)[1u];\n let _e159 = (*seed);\n h = (((_e153 * 1664525u) + (_e156 * 1013904223u)) + (_e159 * 2654435769u));\n let _e162 = h;\n let _e165 = h;\n h = (_e165 ^ (_e162 >> bitcast<u32>(16u)));\n let _e167 = h;\n h = (_e167 * 2246822519u);\n let _e169 = h;\n let _e172 = h;\n h = (_e172 ^ (_e169 >> bitcast<u32>(13u)));\n let _e174 = h;\n h = (_e174 * 3266489917u);\n let _e176 = h;\n let _e179 = h;\n h = (_e179 ^ (_e176 >> bitcast<u32>(16u)));\n let _e181 = h;\n return (f32(_e181) * 0.00000000023283064f);\n}\n\nfn withGrain_u0028_vf3_u003b_vf2_u003b(c: ptr<function, vec3<f32>>, fragCoord: ptr<function, vec2<f32>>) -> vec3<f32> {\n var luma: f32;\n var weight: f32;\n var n: f32;\n var param: vec2<u32>;\n var param_1: u32;\n\n let _e158 = unnamed.uGrain[0u];\n if (_e158 <= 0f) {\n let _e160 = (*c);\n return _e160;\n }\n let _e161 = (*c);\n luma = dot(clamp(_e161, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e166 = luma;\n let _e168 = luma;\n weight = (0.25f + ((3f * _e166) * (1f - _e168)));\n let _e172 = (*fragCoord);\n let _e176 = unnamed.uGrain[1u];\n param = vec2<u32>(_e172);\n param_1 = u32(_e176);\n let _e178 = grainNoise_u0028_vu2_u003b_u1_u003b((&param), (&param_1));\n n = (_e178 - 0.5f);\n let _e180 = (*c);\n let _e181 = n;\n let _e185 = unnamed.uGrain[0u];\n let _e187 = weight;\n return (_e180 + vec3((((2f * _e181) * _e185) * _e187)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e151 = unnamed.uVeilAlpha;\n if (_e151 <= 0f) {\n let _e153 = (*c_1);\n return _e153;\n }\n let _e154 = (*c_1);\n let _e156 = unnamed.uVeilColor;\n let _e158 = unnamed.uVeilAlpha;\n return mix(_e154, _e156, vec3(_e158));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e153 = unnamed.uGradeStrength;\n if (_e153 <= 0f) {\n let _e155 = (*c_2);\n return _e155;\n }\n let _e156 = (*c_2);\n clamped = clamp(_e156, vec3(0f), vec3(1f));\n let _e160 = clamped;\n let _e162 = unnamed.uGradeSize;\n let _e168 = unnamed.uGradeSize;\n uvw = (((_e160 * (_e162 - 1f)) + vec3(0.5f)) / vec3(_e168));\n let _e171 = (*c_2);\n let _e172 = uvw;\n let _e173 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e172, 0f);\n let _e176 = unnamed.uGradeStrength;\n return mix(_e171, _e173.xyz, vec3(_e176));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e152 = (*c_3);\n low = (_e152 * 12.92f);\n let _e154 = (*c_3);\n high = ((pow(max(_e154, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e160 = low;\n let _e161 = high;\n let _e162 = (*c_3);\n return mix(_e160, _e161, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e162));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e154 = unnamed.uOutputExposure;\n let _e155 = (*x);\n (*x) = (_e155 * _e154);\n let _e157 = (*x);\n v = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e157);\n let _e159 = v;\n let _e160 = v;\n a = ((_e159 * (_e160 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e166 = v;\n let _e167 = v;\n b = ((_e166 * ((_e167 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e174 = a;\n let _e175 = b;\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * (_e174 / _e175)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e153 = unnamed.uOutputTransform;\n if (_e153 == 0i) {\n let _e155 = (*c_4);\n return _e155;\n }\n let _e157 = unnamed.uOutputTransform;\n if (_e157 == 2i) {\n let _e159 = (*c_4);\n param_2 = _e159;\n let _e160 = acesFilmic_u0028_vf3_u003b((&param_2));\n (*c_4) = _e160;\n }\n let _e161 = (*c_4);\n param_3 = _e161;\n let _e162 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e162;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_5: ptr<function, vec3<f32>>, uv: ptr<function, vec2<f32>>, size: ptr<function, vec2<f32>>) -> vec3<f32> {\n var d: vec2<f32>;\n var corner: vec2<f32>;\n var r2_: f32;\n var falloff: f32;\n\n let _e157 = unnamed.uVignette;\n if (_e157 <= 0f) {\n let _e159 = (*c_5);\n return _e159;\n }\n let _e160 = (*uv);\n let _e163 = (*size);\n d = ((_e160 - vec2(0.5f)) * _e163);\n let _e165 = (*size);\n corner = (_e165 * 0.5f);\n let _e167 = d;\n let _e168 = d;\n let _e170 = corner;\n let _e171 = corner;\n r2_ = (dot(_e167, _e168) / dot(_e170, _e171));\n let _e175 = unnamed.uVignette;\n let _e176 = r2_;\n falloff = (1f + (_e175 * _e176));\n let _e179 = (*c_5);\n let _e180 = falloff;\n let _e181 = falloff;\n return (_e179 / vec3((_e180 * _e181)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e152 = unnamed.uAutoExposure;\n if (_e152 <= 0f) {\n return 1f;\n }\n let _e154 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e154.x;\n let _e157 = unnamed.uAutoExposure;\n let _e158 = held;\n stops = (_e157 * (-2.473931f - _e158));\n let _e161 = stops;\n return exp2(clamp(_e161, -6f, 6f));\n}\n\nfn localBlock_u0028_vf2_u003b_f1_u003b(uv_1: ptr<function, vec2<f32>>, block: ptr<function, f32>) -> vec2<f32> {\n var inside: vec2<f32>;\n\n let _e152 = (*uv_1);\n inside = clamp(_e152, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e154 = (*block);\n let _e156 = inside[0u];\n let _e160 = inside[1u];\n let _e162 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e154 + _e156) / 11f), _e160), 0f);\n return _e162.xy;\n}\n\nfn localExposureGain_u0028_vf2_u003b_vf3_u003b(uv_2: ptr<function, vec2<f32>>, light: ptr<function, vec3<f32>>) -> f32 {\n var held_1: f32;\n var pixel: f32;\n var b_1: f32;\n var lower: f32;\n var upper: f32;\n var banded: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var param_6: vec2<f32>;\n var param_7: f32;\n var tileMean: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var bilateral: f32;\n var local: f32;\n var local_1: f32;\n var stops_1: f32;\n\n let _e169 = unnamed.uLocalExposure;\n if (_e169 <= 0f) {\n return 1f;\n }\n let _e171 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e171.x;\n let _e173 = (*light);\n pixel = clamp(log2(max(dot(_e173, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e178 = pixel;\n b_1 = (((_e178 - -12f) / 2f) - 0.5f);\n let _e182 = b_1;\n lower = clamp(floor(_e182), 0f, 9f);\n let _e185 = lower;\n upper = min((_e185 + 1f), 9f);\n let _e188 = (*uv_2);\n param_4 = _e188;\n let _e189 = lower;\n param_5 = _e189;\n let _e190 = localBlock_u0028_vf2_u003b_f1_u003b((&param_4), (&param_5));\n let _e191 = (*uv_2);\n param_6 = _e191;\n let _e192 = upper;\n param_7 = _e192;\n let _e193 = localBlock_u0028_vf2_u003b_f1_u003b((&param_6), (&param_7));\n let _e194 = b_1;\n let _e195 = lower;\n banded = mix(_e190, _e193, vec2(clamp((_e194 - _e195), 0f, 1f)));\n let _e200 = (*uv_2);\n param_8 = _e200;\n param_9 = 10f;\n let _e201 = localBlock_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n tileMean = _e201.x;\n let _e204 = banded[1u];\n if (_e204 > 0.001f) {\n let _e207 = banded[0u];\n let _e209 = banded[1u];\n local = (_e207 / _e209);\n } else {\n let _e211 = tileMean;\n local = _e211;\n }\n let _e212 = local;\n bilateral = _e212;\n let _e213 = bilateral;\n let _e214 = tileMean;\n local_1 = mix(_e213, _e214, 0.4f);\n let _e217 = unnamed.uLocalExposure;\n let _e218 = held_1;\n let _e219 = local_1;\n stops_1 = (_e217 * (_e218 - _e219));\n let _e222 = stops_1;\n return exp2(clamp(_e222, -3f, 3f));\n}\n\nfn finish_u0028_vf3_u003b(light_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var local_2: f32;\n var param_10: vec2<f32>;\n var param_11: vec3<f32>;\n var lensed: vec3<f32>;\n var param_12: vec3<f32>;\n var param_13: vec2<f32>;\n var param_14: vec2<f32>;\n var param_15: vec3<f32>;\n var param_16: vec3<f32>;\n var param_17: vec3<f32>;\n var param_18: vec3<f32>;\n var param_19: vec2<f32>;\n\n let _e162 = vUv_1;\n param_10 = _e162;\n let _e163 = (*light_1);\n param_11 = _e163;\n let _e164 = localExposureGain_u0028_vf2_u003b_vf3_u003b((&param_10), (&param_11));\n local_2 = _e164;\n let _e165 = autoExposureGain_u0028_();\n let _e166 = local_2;\n let _e168 = (*light_1);\n (*light_1) = (_e168 * (_e165 * _e166));\n let _e170 = textureDimensions(uScene_t, 0i);\n let _e173 = (*light_1);\n param_12 = _e173;\n let _e174 = vUv_1;\n param_13 = _e174;\n param_14 = vec2<f32>(vec2<i32>(_e170));\n let _e175 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((&param_12), (&param_13), (&param_14));\n lensed = _e175;\n let _e176 = lensed;\n param_15 = _e176;\n let _e177 = grade_u0028_vf3_u003b((&param_15));\n param_16 = _e177;\n let _e178 = applyColourGrade_u0028_vf3_u003b((&param_16));\n param_17 = _e178;\n let _e179 = withVeil_u0028_vf3_u003b((&param_17));\n param_18 = _e179;\n let _e180 = gl_FragCoord_1;\n param_19 = _e180.xy;\n let _e182 = withGrain_u0028_vf3_u003b_vf2_u003b((&param_18), (&param_19));\n return _e182;\n}\n\nfn withBloom_u0028_vf3_u003b(c_6: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e151 = unnamed.uBloomStrength;\n if (_e151 <= 0f) {\n let _e153 = (*c_6);\n return _e153;\n }\n let _e154 = (*c_6);\n let _e155 = vUv_1;\n let _e156 = textureSampleLevel(uBloom_t, uBloom_s, _e155, 0f);\n let _e159 = unnamed.uBloomStrength;\n return (_e154 + (_e156.xyz * _e159));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e151 = (*viewDepth);\n let _e153 = unnamed.uFocusDistance;\n let _e157 = unnamed.uFocusRange;\n offPlane = (abs((_e151 - _e153)) - _e157);\n let _e159 = offPlane;\n let _e161 = unnamed.uFocusRange;\n return clamp((_e159 / _e161), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e151 = (*uv_3);\n let _e152 = textureSampleLevel(uDepth_t, uDepth_s, _e151, 0f);\n z = (1f - (_e152.x * 2f));\n let _e158 = unnamed.uDepthToView[0u];\n let _e159 = z;\n let _e163 = unnamed.uDepthToView[1u];\n let _e168 = unnamed.uDepthToView[2u];\n let _e169 = z;\n let _e173 = unnamed.uDepthToView[3u];\n return (-(((_e158 * _e159) + _e163)) / ((_e168 * _e169) + _e173));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_4: vec2<f32>;\n var depth: f32;\n var param_20: vec2<f32>;\n var weight_1: f32;\n var local_3: f32;\n var param_21: f32;\n\n let _e158 = vUv_1;\n let _e159 = (*direction);\n let _e160 = (*radius);\n let _e163 = unnamed.uDofAspect;\n uv_4 = (_e158 + ((_e159 * _e160) * _e163));\n let _e166 = uv_4;\n param_20 = _e166;\n let _e167 = viewDepthOf_u0028_vf2_u003b((&param_20));\n depth = _e167;\n let _e168 = depth;\n let _e169 = (*centreDepth);\n if (_e168 >= _e169) {\n local_3 = 1f;\n } else {\n let _e171 = depth;\n param_21 = _e171;\n let _e172 = circleOfConfusion_u0028_f1_u003b((&param_21));\n local_3 = _e172;\n }\n let _e173 = local_3;\n weight_1 = _e173;\n let _e174 = uv_4;\n let _e175 = textureSampleLevel(uScene_t, uScene_s, _e174, 0f);\n let _e177 = weight_1;\n let _e178 = (_e175.xyz * _e177);\n let _e179 = weight_1;\n return vec4<f32>(_e178.x, _e178.y, _e178.z, _e179);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_22: vec2<f32>;\n var coc: f32;\n var param_23: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_24: vec2<f32>;\n var param_25: f32;\n var param_26: f32;\n var param_27: vec2<f32>;\n var param_28: f32;\n var param_29: f32;\n var param_30: vec2<f32>;\n var param_31: f32;\n var param_32: f32;\n var param_33: vec2<f32>;\n var param_34: f32;\n var param_35: f32;\n var param_36: vec2<f32>;\n var param_37: f32;\n var param_38: f32;\n var param_39: vec2<f32>;\n var param_40: f32;\n var param_41: f32;\n var param_42: vec2<f32>;\n var param_43: f32;\n var param_44: f32;\n var param_45: vec2<f32>;\n var param_46: f32;\n var param_47: f32;\n\n let _e180 = vUv_1;\n param_22 = _e180;\n let _e181 = viewDepthOf_u0028_vf2_u003b((&param_22));\n depth_1 = _e181;\n let _e182 = depth_1;\n param_23 = _e182;\n let _e183 = circleOfConfusion_u0028_f1_u003b((&param_23));\n coc = _e183;\n let _e184 = coc;\n if (_e184 <= 0f) {\n let _e186 = (*centre);\n return _e186;\n }\n let _e187 = coc;\n let _e189 = unnamed.uDofStrength;\n radius_1 = (_e187 * _e189);\n let _e191 = (*centre);\n sum = vec4<f32>(_e191.x, _e191.y, _e191.z, 1f);\n param_24 = vec2<f32>(0.25f, 0f);\n let _e196 = radius_1;\n param_25 = _e196;\n let _e197 = depth_1;\n param_26 = _e197;\n let _e198 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_24), (&param_25), (&param_26));\n let _e199 = sum;\n sum = (_e199 + _e198);\n param_27 = vec2<f32>(-0.31929f, 0.292496f);\n let _e201 = radius_1;\n param_28 = _e201;\n let _e202 = depth_1;\n param_29 = _e202;\n let _e203 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_27), (&param_28), (&param_29));\n let _e204 = sum;\n sum = (_e204 + _e203);\n param_30 = vec2<f32>(0.048872f, -0.556877f);\n let _e206 = radius_1;\n param_31 = _e206;\n let _e207 = depth_1;\n param_32 = _e207;\n let _e208 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_30), (&param_31), (&param_32));\n let _e209 = sum;\n sum = (_e209 + _e208);\n param_33 = vec2<f32>(0.402444f, 0.524918f);\n let _e211 = radius_1;\n param_34 = _e211;\n let _e212 = depth_1;\n param_35 = _e212;\n let _e213 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_33), (&param_34), (&param_35));\n let _e214 = sum;\n sum = (_e214 + _e213);\n param_36 = vec2<f32>(-0.738535f, -0.130636f);\n let _e216 = radius_1;\n param_37 = _e216;\n let _e217 = depth_1;\n param_38 = _e217;\n let _e218 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_36), (&param_37), (&param_38));\n let _e219 = sum;\n sum = (_e219 + _e218);\n param_39 = vec2<f32>(0.699605f, -0.445031f);\n let _e221 = radius_1;\n param_40 = _e221;\n let _e222 = depth_1;\n param_41 = _e222;\n let _e223 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_39), (&param_40), (&param_41));\n let _e224 = sum;\n sum = (_e224 + _e223);\n param_42 = vec2<f32>(-0.234004f, 0.870484f);\n let _e226 = radius_1;\n param_43 = _e226;\n let _e227 = depth_1;\n param_44 = _e227;\n let _e228 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_42), (&param_43), (&param_44));\n let _e229 = sum;\n sum = (_e229 + _e228);\n param_45 = vec2<f32>(-0.446271f, -0.859268f);\n let _e231 = radius_1;\n param_46 = _e231;\n let _e232 = depth_1;\n param_47 = _e232;\n let _e233 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_45), (&param_46), (&param_47));\n let _e234 = sum;\n sum = (_e234 + _e233);\n let _e236 = sum;\n let _e239 = sum[3u];\n return (_e236.xyz / vec3(_e239));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var velocity: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t: f32;\n\n let _e159 = vUv_1;\n let _e160 = textureSampleLevel(uDepth_t, uDepth_s, _e159, 0f);\n depth_2 = _e160.x;\n let _e162 = vUv_1;\n let _e165 = ((_e162 * 2f) - vec2(1f));\n let _e166 = depth_2;\n clip = vec4<f32>(_e165.x, _e165.y, (1f - (_e166 * 2f)), 1f);\n let _e173 = unnamed.uReprojection;\n let _e174 = clip;\n previous = (_e173 * _e174);\n let _e177 = previous[3u];\n if (_e177 <= 0f) {\n let _e179 = (*scene);\n return _e179;\n }\n let _e180 = previous;\n let _e183 = previous[3u];\n wasUv = (((_e180.xy / vec2(_e183)) * 0.5f) + vec2(0.5f));\n let _e189 = vUv_1;\n let _e190 = wasUv;\n let _e193 = unnamed.uMotionStrength;\n velocity = ((_e189 - _e190) * _e193);\n let _e195 = velocity;\n distance_ = length(_e195);\n let _e197 = distance_;\n if (_e197 < 0.0001f) {\n let _e199 = (*scene);\n return _e199;\n }\n let _e200 = distance_;\n let _e202 = unnamed.uMotionMax;\n if (_e200 > _e202) {\n let _e205 = unnamed.uMotionMax;\n let _e206 = distance_;\n let _e208 = velocity;\n velocity = (_e208 * (_e205 / _e206));\n }\n let _e210 = (*scene);\n sum_1 = _e210;\n i = 1i;\n loop {\n let _e211 = i;\n if (_e211 <= 4i) {\n let _e213 = i;\n t = ((f32(_e213) / 4f) * 0.5f);\n let _e217 = vUv_1;\n let _e218 = velocity;\n let _e219 = t;\n let _e222 = textureSampleLevel(uScene_t, uScene_s, (_e217 + (_e218 * _e219)), 0f);\n let _e224 = sum_1;\n sum_1 = (_e224 + _e222.xyz);\n let _e226 = vUv_1;\n let _e227 = velocity;\n let _e228 = t;\n let _e231 = textureSampleLevel(uScene_t, uScene_s, (_e226 - (_e227 * _e228)), 0f);\n let _e233 = sum_1;\n sum_1 = (_e233 + _e231.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e235 = i;\n i = (_e235 + 1i);\n }\n }\n let _e237 = sum_1;\n return (_e237 / vec3(9f));\n}\n\nfn main_1() {\n var scene_1: vec3<f32>;\n var param_48: vec3<f32>;\n var param_49: vec3<f32>;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_50: vec3<f32>;\n var param_51: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_52: vec3<f32>;\n var param_53: vec3<f32>;\n\n let _e166 = vUv_1;\n let _e167 = textureSampleLevel(uScene_t, uScene_s, _e166, 0f);\n scene_1 = _e167.xyz;\n let _e170 = unnamed.uMotionStrength;\n if (_e170 > 0f) {\n let _e172 = scene_1;\n param_48 = _e172;\n let _e173 = cameraBlur_u0028_vf3_u003b((&param_48));\n scene_1 = _e173;\n }\n let _e175 = unnamed.uDofStrength;\n if (_e175 > 0f) {\n let _e177 = scene_1;\n param_49 = _e177;\n let _e178 = depthOfField_u0028_vf3_u003b((&param_49));\n scene_1 = _e178;\n }\n let _e179 = vUv_1;\n let _e181 = unnamed.uAoOffset;\n let _e183 = textureSampleLevel(uAo_t, uAo_s, (_e179 + _e181), 0f);\n let _e186 = unnamed.uAoStrength;\n ao = mix(1f, _e183.x, _e186);\n let _e188 = vUv_1;\n fromCentre = (_e188 - vec2(0.5f));\n let _e191 = fromCentre;\n radius_2 = (length((_e191 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e196 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e196);\n let _e198 = inner;\n let _e199 = radius_2;\n edge = smoothstep(_e198, 1f, _e199);\n let _e201 = edge;\n let _e203 = unnamed.uStrength;\n amount = (_e201 * _e203);\n let _e205 = amount;\n if (_e205 <= 0f) {\n let _e207 = scene_1;\n let _e208 = ao;\n param_50 = (_e207 * _e208);\n let _e210 = withBloom_u0028_vf3_u003b((&param_50));\n param_51 = _e210;\n let _e211 = finish_u0028_vf3_u003b((&param_51));\n fragColor = vec4<f32>(_e211.x, _e211.y, _e211.z, 1f);\n return;\n }\n let _e216 = fromCentre;\n let _e220 = unnamed.uReach;\n let _e222 = amount;\n step_ = ((normalize((_e216 + vec2<f32>(0.000001f, 0.000001f))) * _e220) * _e222);\n let _e224 = scene_1;\n sum_2 = _e224;\n i_1 = 1i;\n loop {\n let _e225 = i_1;\n if (_e225 <= 6i) {\n let _e227 = vUv_1;\n let _e228 = step_;\n let _e229 = i_1;\n let _e234 = textureSampleLevel(uScene_t, uScene_s, (_e227 + (_e228 * (f32(_e229) / 6f))), 0f);\n let _e236 = sum_2;\n sum_2 = (_e236 + _e234.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e238 = i_1;\n i_1 = (_e238 + 1i);\n }\n }\n let _e240 = sum_2;\n blurred = (_e240 / vec3(7f));\n let _e243 = scene_1;\n let _e244 = blurred;\n let _e245 = amount;\n let _e248 = ao;\n param_52 = (mix(_e243, _e244, vec3(_e245)) * _e248);\n let _e250 = withBloom_u0028_vf3_u003b((&param_52));\n param_53 = _e250;\n let _e251 = finish_u0028_vf3_u003b((&param_53));\n fragColor = vec4<f32>(_e251.x, _e251.y, _e251.z, 1f);\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
  /**
3
3
  * What the transform assigned, so the renderer binds the same numbers.
4
4
  *
@@ -7,7 +7,7 @@ export declare const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n
7
7
  export declare const RUSH_BINDINGS: {
8
8
  readonly RUSH_FRAG: {
9
9
  readonly uniforms: 1;
10
- readonly uniformSize: 192;
10
+ readonly uniformSize: 208;
11
11
  readonly fields: {
12
12
  readonly uStrength: {
13
13
  readonly offset: 0;
@@ -49,73 +49,78 @@ export declare const RUSH_BINDINGS: {
49
49
  readonly size: 4;
50
50
  readonly type: "float";
51
51
  };
52
+ readonly uAoOffset: {
53
+ readonly offset: 96;
54
+ readonly size: 8;
55
+ readonly type: "vec2";
56
+ };
52
57
  readonly uBloomStrength: {
53
- readonly offset: 92;
58
+ readonly offset: 104;
54
59
  readonly size: 4;
55
60
  readonly type: "float";
56
61
  };
57
62
  readonly uVeilColor: {
58
- readonly offset: 96;
63
+ readonly offset: 112;
59
64
  readonly size: 12;
60
65
  readonly type: "vec3";
61
66
  };
62
67
  readonly uVeilAlpha: {
63
- readonly offset: 108;
68
+ readonly offset: 124;
64
69
  readonly size: 4;
65
70
  readonly type: "float";
66
71
  };
67
72
  readonly uVignette: {
68
- readonly offset: 112;
73
+ readonly offset: 128;
69
74
  readonly size: 4;
70
75
  readonly type: "float";
71
76
  };
72
77
  readonly uGrain: {
73
- readonly offset: 120;
78
+ readonly offset: 136;
74
79
  readonly size: 8;
75
80
  readonly type: "vec2";
76
81
  };
77
82
  readonly uAutoExposure: {
78
- readonly offset: 128;
83
+ readonly offset: 144;
79
84
  readonly size: 4;
80
85
  readonly type: "float";
81
86
  };
82
87
  readonly uLocalExposure: {
83
- readonly offset: 132;
88
+ readonly offset: 148;
84
89
  readonly size: 4;
85
90
  readonly type: "float";
86
91
  };
87
92
  readonly uGradeStrength: {
88
- readonly offset: 136;
93
+ readonly offset: 152;
89
94
  readonly size: 4;
90
95
  readonly type: "float";
91
96
  };
92
97
  readonly uGradeSize: {
93
- readonly offset: 140;
98
+ readonly offset: 156;
94
99
  readonly size: 4;
95
100
  readonly type: "float";
96
101
  };
97
102
  readonly uFocusDistance: {
98
- readonly offset: 144;
103
+ readonly offset: 160;
99
104
  readonly size: 4;
100
105
  readonly type: "float";
101
106
  };
102
107
  readonly uFocusRange: {
103
- readonly offset: 148;
108
+ readonly offset: 164;
104
109
  readonly size: 4;
105
110
  readonly type: "float";
106
111
  };
107
112
  readonly uDofStrength: {
108
- readonly offset: 152;
113
+ readonly offset: 168;
109
114
  readonly size: 4;
110
115
  readonly type: "float";
111
116
  };
112
117
  readonly uDofAspect: {
113
- readonly offset: 160;
118
+ readonly offset: 176;
114
119
  readonly size: 8;
115
120
  readonly type: "vec2";
116
121
  };
117
122
  readonly uDepthToView: {
118
- readonly offset: 176;
123
+ readonly offset: 192;
119
124
  readonly size: 16;
120
125
  readonly type: "vec4";
121
126
  };
@@ -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 RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uAoStrength: f32,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uVignette: f32,\n uGrain: vec2<f32>,\n uAutoExposure: f32,\n uLocalExposure: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(40) \nvar uExposureHeld_t: texture_2d<f32>;\n@group(0) @binding(42) \nvar uExposureLocal_t: texture_2d<f32>;\n@group(0) @binding(43) \nvar uExposureLocal_s: sampler;\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 uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(38) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uBloom_s: sampler;\n@group(0) @binding(44) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(45) \nvar uGradeLut_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(36) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(41) \nvar uExposureHeld_s: sampler;\n\nfn grainNoise_u0028_vu2_u003b_u1_u003b(p: ptr<function, vec2<u32>>, seed: ptr<function, u32>) -> f32 {\n var h: u32;\n\n let _e152 = (*p)[0u];\n let _e155 = (*p)[1u];\n let _e158 = (*seed);\n h = (((_e152 * 1664525u) + (_e155 * 1013904223u)) + (_e158 * 2654435769u));\n let _e161 = h;\n let _e164 = h;\n h = (_e164 ^ (_e161 >> bitcast<u32>(16u)));\n let _e166 = h;\n h = (_e166 * 2246822519u);\n let _e168 = h;\n let _e171 = h;\n h = (_e171 ^ (_e168 >> bitcast<u32>(13u)));\n let _e173 = h;\n h = (_e173 * 3266489917u);\n let _e175 = h;\n let _e178 = h;\n h = (_e178 ^ (_e175 >> bitcast<u32>(16u)));\n let _e180 = h;\n return (f32(_e180) * 0.00000000023283064f);\n}\n\nfn withGrain_u0028_vf3_u003b_vf2_u003b(c: ptr<function, vec3<f32>>, fragCoord: ptr<function, vec2<f32>>) -> vec3<f32> {\n var luma: f32;\n var weight: f32;\n var n: f32;\n var param: vec2<u32>;\n var param_1: u32;\n\n let _e157 = unnamed.uGrain[0u];\n if (_e157 <= 0f) {\n let _e159 = (*c);\n return _e159;\n }\n let _e160 = (*c);\n luma = dot(clamp(_e160, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e165 = luma;\n let _e167 = luma;\n weight = (0.25f + ((3f * _e165) * (1f - _e167)));\n let _e171 = (*fragCoord);\n let _e175 = unnamed.uGrain[1u];\n param = vec2<u32>(_e171);\n param_1 = u32(_e175);\n let _e177 = grainNoise_u0028_vu2_u003b_u1_u003b((&param), (&param_1));\n n = (_e177 - 0.5f);\n let _e179 = (*c);\n let _e180 = n;\n let _e184 = unnamed.uGrain[0u];\n let _e186 = weight;\n return (_e179 + vec3((((2f * _e180) * _e184) * _e186)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e150 = unnamed.uVeilAlpha;\n if (_e150 <= 0f) {\n let _e152 = (*c_1);\n return _e152;\n }\n let _e153 = (*c_1);\n let _e155 = unnamed.uVeilColor;\n let _e157 = unnamed.uVeilAlpha;\n return mix(_e153, _e155, vec3(_e157));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e152 = unnamed.uGradeStrength;\n if (_e152 <= 0f) {\n let _e154 = (*c_2);\n return _e154;\n }\n let _e155 = (*c_2);\n clamped = clamp(_e155, vec3(0f), vec3(1f));\n let _e159 = clamped;\n let _e161 = unnamed.uGradeSize;\n let _e167 = unnamed.uGradeSize;\n uvw = (((_e159 * (_e161 - 1f)) + vec3(0.5f)) / vec3(_e167));\n let _e170 = (*c_2);\n let _e171 = uvw;\n let _e172 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e171, 0f);\n let _e175 = unnamed.uGradeStrength;\n return mix(_e170, _e172.xyz, vec3(_e175));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e151 = (*c_3);\n low = (_e151 * 12.92f);\n let _e153 = (*c_3);\n high = ((pow(max(_e153, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e159 = low;\n let _e160 = high;\n let _e161 = (*c_3);\n return mix(_e159, _e160, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e161));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e153 = unnamed.uOutputExposure;\n let _e154 = (*x);\n (*x) = (_e154 * _e153);\n let _e156 = (*x);\n v = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e156);\n let _e158 = v;\n let _e159 = v;\n a = ((_e158 * (_e159 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e165 = v;\n let _e166 = v;\n b = ((_e165 * ((_e166 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e173 = a;\n let _e174 = b;\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * (_e173 / _e174)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e152 = unnamed.uOutputTransform;\n if (_e152 == 0i) {\n let _e154 = (*c_4);\n return _e154;\n }\n let _e156 = unnamed.uOutputTransform;\n if (_e156 == 2i) {\n let _e158 = (*c_4);\n param_2 = _e158;\n let _e159 = acesFilmic_u0028_vf3_u003b((&param_2));\n (*c_4) = _e159;\n }\n let _e160 = (*c_4);\n param_3 = _e160;\n let _e161 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e161;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_5: ptr<function, vec3<f32>>, uv: ptr<function, vec2<f32>>, size: ptr<function, vec2<f32>>) -> vec3<f32> {\n var d: vec2<f32>;\n var corner: vec2<f32>;\n var r2_: f32;\n var falloff: f32;\n\n let _e156 = unnamed.uVignette;\n if (_e156 <= 0f) {\n let _e158 = (*c_5);\n return _e158;\n }\n let _e159 = (*uv);\n let _e162 = (*size);\n d = ((_e159 - vec2(0.5f)) * _e162);\n let _e164 = (*size);\n corner = (_e164 * 0.5f);\n let _e166 = d;\n let _e167 = d;\n let _e169 = corner;\n let _e170 = corner;\n r2_ = (dot(_e166, _e167) / dot(_e169, _e170));\n let _e174 = unnamed.uVignette;\n let _e175 = r2_;\n falloff = (1f + (_e174 * _e175));\n let _e178 = (*c_5);\n let _e179 = falloff;\n let _e180 = falloff;\n return (_e178 / vec3((_e179 * _e180)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e151 = unnamed.uAutoExposure;\n if (_e151 <= 0f) {\n return 1f;\n }\n let _e153 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e153.x;\n let _e156 = unnamed.uAutoExposure;\n let _e157 = held;\n stops = (_e156 * (-2.473931f - _e157));\n let _e160 = stops;\n return exp2(clamp(_e160, -6f, 6f));\n}\n\nfn localBlock_u0028_vf2_u003b_f1_u003b(uv_1: ptr<function, vec2<f32>>, block: ptr<function, f32>) -> vec2<f32> {\n var inside: vec2<f32>;\n\n let _e151 = (*uv_1);\n inside = clamp(_e151, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e153 = (*block);\n let _e155 = inside[0u];\n let _e159 = inside[1u];\n let _e161 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e153 + _e155) / 11f), _e159), 0f);\n return _e161.xy;\n}\n\nfn localExposureGain_u0028_vf2_u003b_vf3_u003b(uv_2: ptr<function, vec2<f32>>, light: ptr<function, vec3<f32>>) -> f32 {\n var held_1: f32;\n var pixel: f32;\n var b_1: f32;\n var lower: f32;\n var upper: f32;\n var banded: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var param_6: vec2<f32>;\n var param_7: f32;\n var tileMean: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var bilateral: f32;\n var local: f32;\n var local_1: f32;\n var stops_1: f32;\n\n let _e168 = unnamed.uLocalExposure;\n if (_e168 <= 0f) {\n return 1f;\n }\n let _e170 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e170.x;\n let _e172 = (*light);\n pixel = clamp(log2(max(dot(_e172, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e177 = pixel;\n b_1 = (((_e177 - -12f) / 2f) - 0.5f);\n let _e181 = b_1;\n lower = clamp(floor(_e181), 0f, 9f);\n let _e184 = lower;\n upper = min((_e184 + 1f), 9f);\n let _e187 = (*uv_2);\n param_4 = _e187;\n let _e188 = lower;\n param_5 = _e188;\n let _e189 = localBlock_u0028_vf2_u003b_f1_u003b((&param_4), (&param_5));\n let _e190 = (*uv_2);\n param_6 = _e190;\n let _e191 = upper;\n param_7 = _e191;\n let _e192 = localBlock_u0028_vf2_u003b_f1_u003b((&param_6), (&param_7));\n let _e193 = b_1;\n let _e194 = lower;\n banded = mix(_e189, _e192, vec2(clamp((_e193 - _e194), 0f, 1f)));\n let _e199 = (*uv_2);\n param_8 = _e199;\n param_9 = 10f;\n let _e200 = localBlock_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n tileMean = _e200.x;\n let _e203 = banded[1u];\n if (_e203 > 0.001f) {\n let _e206 = banded[0u];\n let _e208 = banded[1u];\n local = (_e206 / _e208);\n } else {\n let _e210 = tileMean;\n local = _e210;\n }\n let _e211 = local;\n bilateral = _e211;\n let _e212 = bilateral;\n let _e213 = tileMean;\n local_1 = mix(_e212, _e213, 0.4f);\n let _e216 = unnamed.uLocalExposure;\n let _e217 = held_1;\n let _e218 = local_1;\n stops_1 = (_e216 * (_e217 - _e218));\n let _e221 = stops_1;\n return exp2(clamp(_e221, -3f, 3f));\n}\n\nfn finish_u0028_vf3_u003b(light_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var local_2: f32;\n var param_10: vec2<f32>;\n var param_11: vec3<f32>;\n var lensed: vec3<f32>;\n var param_12: vec3<f32>;\n var param_13: vec2<f32>;\n var param_14: vec2<f32>;\n var param_15: vec3<f32>;\n var param_16: vec3<f32>;\n var param_17: vec3<f32>;\n var param_18: vec3<f32>;\n var param_19: vec2<f32>;\n\n let _e161 = vUv_1;\n param_10 = _e161;\n let _e162 = (*light_1);\n param_11 = _e162;\n let _e163 = localExposureGain_u0028_vf2_u003b_vf3_u003b((&param_10), (&param_11));\n local_2 = _e163;\n let _e164 = autoExposureGain_u0028_();\n let _e165 = local_2;\n let _e167 = (*light_1);\n (*light_1) = (_e167 * (_e164 * _e165));\n let _e169 = textureDimensions(uScene_t, 0i);\n let _e172 = (*light_1);\n param_12 = _e172;\n let _e173 = vUv_1;\n param_13 = _e173;\n param_14 = vec2<f32>(vec2<i32>(_e169));\n let _e174 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((&param_12), (&param_13), (&param_14));\n lensed = _e174;\n let _e175 = lensed;\n param_15 = _e175;\n let _e176 = grade_u0028_vf3_u003b((&param_15));\n param_16 = _e176;\n let _e177 = applyColourGrade_u0028_vf3_u003b((&param_16));\n param_17 = _e177;\n let _e178 = withVeil_u0028_vf3_u003b((&param_17));\n param_18 = _e178;\n let _e179 = gl_FragCoord_1;\n param_19 = _e179.xy;\n let _e181 = withGrain_u0028_vf3_u003b_vf2_u003b((&param_18), (&param_19));\n return _e181;\n}\n\nfn withBloom_u0028_vf3_u003b(c_6: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e150 = unnamed.uBloomStrength;\n if (_e150 <= 0f) {\n let _e152 = (*c_6);\n return _e152;\n }\n let _e153 = (*c_6);\n let _e154 = vUv_1;\n let _e155 = textureSampleLevel(uBloom_t, uBloom_s, _e154, 0f);\n let _e158 = unnamed.uBloomStrength;\n return (_e153 + (_e155.xyz * _e158));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e150 = (*viewDepth);\n let _e152 = unnamed.uFocusDistance;\n let _e156 = unnamed.uFocusRange;\n offPlane = (abs((_e150 - _e152)) - _e156);\n let _e158 = offPlane;\n let _e160 = unnamed.uFocusRange;\n return clamp((_e158 / _e160), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e150 = (*uv_3);\n let _e151 = textureSampleLevel(uDepth_t, uDepth_s, _e150, 0f);\n z = (1f - (_e151.x * 2f));\n let _e157 = unnamed.uDepthToView[0u];\n let _e158 = z;\n let _e162 = unnamed.uDepthToView[1u];\n let _e167 = unnamed.uDepthToView[2u];\n let _e168 = z;\n let _e172 = unnamed.uDepthToView[3u];\n return (-(((_e157 * _e158) + _e162)) / ((_e167 * _e168) + _e172));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_4: vec2<f32>;\n var depth: f32;\n var param_20: vec2<f32>;\n var weight_1: f32;\n var local_3: f32;\n var param_21: f32;\n\n let _e157 = vUv_1;\n let _e158 = (*direction);\n let _e159 = (*radius);\n let _e162 = unnamed.uDofAspect;\n uv_4 = (_e157 + ((_e158 * _e159) * _e162));\n let _e165 = uv_4;\n param_20 = _e165;\n let _e166 = viewDepthOf_u0028_vf2_u003b((&param_20));\n depth = _e166;\n let _e167 = depth;\n let _e168 = (*centreDepth);\n if (_e167 >= _e168) {\n local_3 = 1f;\n } else {\n let _e170 = depth;\n param_21 = _e170;\n let _e171 = circleOfConfusion_u0028_f1_u003b((&param_21));\n local_3 = _e171;\n }\n let _e172 = local_3;\n weight_1 = _e172;\n let _e173 = uv_4;\n let _e174 = textureSampleLevel(uScene_t, uScene_s, _e173, 0f);\n let _e176 = weight_1;\n let _e177 = (_e174.xyz * _e176);\n let _e178 = weight_1;\n return vec4<f32>(_e177.x, _e177.y, _e177.z, _e178);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_22: vec2<f32>;\n var coc: f32;\n var param_23: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_24: vec2<f32>;\n var param_25: f32;\n var param_26: f32;\n var param_27: vec2<f32>;\n var param_28: f32;\n var param_29: f32;\n var param_30: vec2<f32>;\n var param_31: f32;\n var param_32: f32;\n var param_33: vec2<f32>;\n var param_34: f32;\n var param_35: f32;\n var param_36: vec2<f32>;\n var param_37: f32;\n var param_38: f32;\n var param_39: vec2<f32>;\n var param_40: f32;\n var param_41: f32;\n var param_42: vec2<f32>;\n var param_43: f32;\n var param_44: f32;\n var param_45: vec2<f32>;\n var param_46: f32;\n var param_47: f32;\n\n let _e179 = vUv_1;\n param_22 = _e179;\n let _e180 = viewDepthOf_u0028_vf2_u003b((&param_22));\n depth_1 = _e180;\n let _e181 = depth_1;\n param_23 = _e181;\n let _e182 = circleOfConfusion_u0028_f1_u003b((&param_23));\n coc = _e182;\n let _e183 = coc;\n if (_e183 <= 0f) {\n let _e185 = (*centre);\n return _e185;\n }\n let _e186 = coc;\n let _e188 = unnamed.uDofStrength;\n radius_1 = (_e186 * _e188);\n let _e190 = (*centre);\n sum = vec4<f32>(_e190.x, _e190.y, _e190.z, 1f);\n param_24 = vec2<f32>(0.25f, 0f);\n let _e195 = radius_1;\n param_25 = _e195;\n let _e196 = depth_1;\n param_26 = _e196;\n let _e197 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_24), (&param_25), (&param_26));\n let _e198 = sum;\n sum = (_e198 + _e197);\n param_27 = vec2<f32>(-0.31929f, 0.292496f);\n let _e200 = radius_1;\n param_28 = _e200;\n let _e201 = depth_1;\n param_29 = _e201;\n let _e202 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_27), (&param_28), (&param_29));\n let _e203 = sum;\n sum = (_e203 + _e202);\n param_30 = vec2<f32>(0.048872f, -0.556877f);\n let _e205 = radius_1;\n param_31 = _e205;\n let _e206 = depth_1;\n param_32 = _e206;\n let _e207 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_30), (&param_31), (&param_32));\n let _e208 = sum;\n sum = (_e208 + _e207);\n param_33 = vec2<f32>(0.402444f, 0.524918f);\n let _e210 = radius_1;\n param_34 = _e210;\n let _e211 = depth_1;\n param_35 = _e211;\n let _e212 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_33), (&param_34), (&param_35));\n let _e213 = sum;\n sum = (_e213 + _e212);\n param_36 = vec2<f32>(-0.738535f, -0.130636f);\n let _e215 = radius_1;\n param_37 = _e215;\n let _e216 = depth_1;\n param_38 = _e216;\n let _e217 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_36), (&param_37), (&param_38));\n let _e218 = sum;\n sum = (_e218 + _e217);\n param_39 = vec2<f32>(0.699605f, -0.445031f);\n let _e220 = radius_1;\n param_40 = _e220;\n let _e221 = depth_1;\n param_41 = _e221;\n let _e222 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_39), (&param_40), (&param_41));\n let _e223 = sum;\n sum = (_e223 + _e222);\n param_42 = vec2<f32>(-0.234004f, 0.870484f);\n let _e225 = radius_1;\n param_43 = _e225;\n let _e226 = depth_1;\n param_44 = _e226;\n let _e227 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_42), (&param_43), (&param_44));\n let _e228 = sum;\n sum = (_e228 + _e227);\n param_45 = vec2<f32>(-0.446271f, -0.859268f);\n let _e230 = radius_1;\n param_46 = _e230;\n let _e231 = depth_1;\n param_47 = _e231;\n let _e232 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_45), (&param_46), (&param_47));\n let _e233 = sum;\n sum = (_e233 + _e232);\n let _e235 = sum;\n let _e238 = sum[3u];\n return (_e235.xyz / vec3(_e238));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var velocity: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t: f32;\n\n let _e158 = vUv_1;\n let _e159 = textureSampleLevel(uDepth_t, uDepth_s, _e158, 0f);\n depth_2 = _e159.x;\n let _e161 = vUv_1;\n let _e164 = ((_e161 * 2f) - vec2(1f));\n let _e165 = depth_2;\n clip = vec4<f32>(_e164.x, _e164.y, (1f - (_e165 * 2f)), 1f);\n let _e172 = unnamed.uReprojection;\n let _e173 = clip;\n previous = (_e172 * _e173);\n let _e176 = previous[3u];\n if (_e176 <= 0f) {\n let _e178 = (*scene);\n return _e178;\n }\n let _e179 = previous;\n let _e182 = previous[3u];\n wasUv = (((_e179.xy / vec2(_e182)) * 0.5f) + vec2(0.5f));\n let _e188 = vUv_1;\n let _e189 = wasUv;\n let _e192 = unnamed.uMotionStrength;\n velocity = ((_e188 - _e189) * _e192);\n let _e194 = velocity;\n distance_ = length(_e194);\n let _e196 = distance_;\n if (_e196 < 0.0001f) {\n let _e198 = (*scene);\n return _e198;\n }\n let _e199 = distance_;\n let _e201 = unnamed.uMotionMax;\n if (_e199 > _e201) {\n let _e204 = unnamed.uMotionMax;\n let _e205 = distance_;\n let _e207 = velocity;\n velocity = (_e207 * (_e204 / _e205));\n }\n let _e209 = (*scene);\n sum_1 = _e209;\n i = 1i;\n loop {\n let _e210 = i;\n if (_e210 <= 4i) {\n let _e212 = i;\n t = ((f32(_e212) / 4f) * 0.5f);\n let _e216 = vUv_1;\n let _e217 = velocity;\n let _e218 = t;\n let _e221 = textureSampleLevel(uScene_t, uScene_s, (_e216 + (_e217 * _e218)), 0f);\n let _e223 = sum_1;\n sum_1 = (_e223 + _e221.xyz);\n let _e225 = vUv_1;\n let _e226 = velocity;\n let _e227 = t;\n let _e230 = textureSampleLevel(uScene_t, uScene_s, (_e225 - (_e226 * _e227)), 0f);\n let _e232 = sum_1;\n sum_1 = (_e232 + _e230.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e234 = i;\n i = (_e234 + 1i);\n }\n }\n let _e236 = sum_1;\n return (_e236 / vec3(9f));\n}\n\nfn main_1() {\n var scene_1: vec3<f32>;\n var param_48: vec3<f32>;\n var param_49: vec3<f32>;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_50: vec3<f32>;\n var param_51: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_52: vec3<f32>;\n var param_53: vec3<f32>;\n\n let _e165 = vUv_1;\n let _e166 = textureSampleLevel(uScene_t, uScene_s, _e165, 0f);\n scene_1 = _e166.xyz;\n let _e169 = unnamed.uMotionStrength;\n if (_e169 > 0f) {\n let _e171 = scene_1;\n param_48 = _e171;\n let _e172 = cameraBlur_u0028_vf3_u003b((&param_48));\n scene_1 = _e172;\n }\n let _e174 = unnamed.uDofStrength;\n if (_e174 > 0f) {\n let _e176 = scene_1;\n param_49 = _e176;\n let _e177 = depthOfField_u0028_vf3_u003b((&param_49));\n scene_1 = _e177;\n }\n let _e178 = vUv_1;\n let _e179 = textureSampleLevel(uAo_t, uAo_s, _e178, 0f);\n let _e182 = unnamed.uAoStrength;\n ao = mix(1f, _e179.x, _e182);\n let _e184 = vUv_1;\n fromCentre = (_e184 - vec2(0.5f));\n let _e187 = fromCentre;\n radius_2 = (length((_e187 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e192 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e192);\n let _e194 = inner;\n let _e195 = radius_2;\n edge = smoothstep(_e194, 1f, _e195);\n let _e197 = edge;\n let _e199 = unnamed.uStrength;\n amount = (_e197 * _e199);\n let _e201 = amount;\n if (_e201 <= 0f) {\n let _e203 = scene_1;\n let _e204 = ao;\n param_50 = (_e203 * _e204);\n let _e206 = withBloom_u0028_vf3_u003b((&param_50));\n param_51 = _e206;\n let _e207 = finish_u0028_vf3_u003b((&param_51));\n fragColor = vec4<f32>(_e207.x, _e207.y, _e207.z, 1f);\n return;\n }\n let _e212 = fromCentre;\n let _e216 = unnamed.uReach;\n let _e218 = amount;\n step_ = ((normalize((_e212 + vec2<f32>(0.000001f, 0.000001f))) * _e216) * _e218);\n let _e220 = scene_1;\n sum_2 = _e220;\n i_1 = 1i;\n loop {\n let _e221 = i_1;\n if (_e221 <= 6i) {\n let _e223 = vUv_1;\n let _e224 = step_;\n let _e225 = i_1;\n let _e230 = textureSampleLevel(uScene_t, uScene_s, (_e223 + (_e224 * (f32(_e225) / 6f))), 0f);\n let _e232 = sum_2;\n sum_2 = (_e232 + _e230.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e234 = i_1;\n i_1 = (_e234 + 1i);\n }\n }\n let _e236 = sum_2;\n blurred = (_e236 / vec3(7f));\n let _e239 = scene_1;\n let _e240 = blurred;\n let _e241 = amount;\n let _e244 = ao;\n param_52 = (mix(_e239, _e240, vec3(_e241)) * _e244);\n let _e246 = withBloom_u0028_vf3_u003b((&param_52));\n param_53 = _e246;\n let _e247 = finish_u0028_vf3_u003b((&param_53));\n fragColor = vec4<f32>(_e247.x, _e247.y, _e247.z, 1f);\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 RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uAoStrength: f32,\n uAoOffset: vec2<f32>,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uVignette: f32,\n uGrain: vec2<f32>,\n uAutoExposure: f32,\n uLocalExposure: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(40) \nvar uExposureHeld_t: texture_2d<f32>;\n@group(0) @binding(42) \nvar uExposureLocal_t: texture_2d<f32>;\n@group(0) @binding(43) \nvar uExposureLocal_s: sampler;\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 uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(38) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uBloom_s: sampler;\n@group(0) @binding(44) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(45) \nvar uGradeLut_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(36) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(41) \nvar uExposureHeld_s: sampler;\n\nfn grainNoise_u0028_vu2_u003b_u1_u003b(p: ptr<function, vec2<u32>>, seed: ptr<function, u32>) -> f32 {\n var h: u32;\n\n let _e153 = (*p)[0u];\n let _e156 = (*p)[1u];\n let _e159 = (*seed);\n h = (((_e153 * 1664525u) + (_e156 * 1013904223u)) + (_e159 * 2654435769u));\n let _e162 = h;\n let _e165 = h;\n h = (_e165 ^ (_e162 >> bitcast<u32>(16u)));\n let _e167 = h;\n h = (_e167 * 2246822519u);\n let _e169 = h;\n let _e172 = h;\n h = (_e172 ^ (_e169 >> bitcast<u32>(13u)));\n let _e174 = h;\n h = (_e174 * 3266489917u);\n let _e176 = h;\n let _e179 = h;\n h = (_e179 ^ (_e176 >> bitcast<u32>(16u)));\n let _e181 = h;\n return (f32(_e181) * 0.00000000023283064f);\n}\n\nfn withGrain_u0028_vf3_u003b_vf2_u003b(c: ptr<function, vec3<f32>>, fragCoord: ptr<function, vec2<f32>>) -> vec3<f32> {\n var luma: f32;\n var weight: f32;\n var n: f32;\n var param: vec2<u32>;\n var param_1: u32;\n\n let _e158 = unnamed.uGrain[0u];\n if (_e158 <= 0f) {\n let _e160 = (*c);\n return _e160;\n }\n let _e161 = (*c);\n luma = dot(clamp(_e161, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e166 = luma;\n let _e168 = luma;\n weight = (0.25f + ((3f * _e166) * (1f - _e168)));\n let _e172 = (*fragCoord);\n let _e176 = unnamed.uGrain[1u];\n param = vec2<u32>(_e172);\n param_1 = u32(_e176);\n let _e178 = grainNoise_u0028_vu2_u003b_u1_u003b((&param), (&param_1));\n n = (_e178 - 0.5f);\n let _e180 = (*c);\n let _e181 = n;\n let _e185 = unnamed.uGrain[0u];\n let _e187 = weight;\n return (_e180 + vec3((((2f * _e181) * _e185) * _e187)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e151 = unnamed.uVeilAlpha;\n if (_e151 <= 0f) {\n let _e153 = (*c_1);\n return _e153;\n }\n let _e154 = (*c_1);\n let _e156 = unnamed.uVeilColor;\n let _e158 = unnamed.uVeilAlpha;\n return mix(_e154, _e156, vec3(_e158));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e153 = unnamed.uGradeStrength;\n if (_e153 <= 0f) {\n let _e155 = (*c_2);\n return _e155;\n }\n let _e156 = (*c_2);\n clamped = clamp(_e156, vec3(0f), vec3(1f));\n let _e160 = clamped;\n let _e162 = unnamed.uGradeSize;\n let _e168 = unnamed.uGradeSize;\n uvw = (((_e160 * (_e162 - 1f)) + vec3(0.5f)) / vec3(_e168));\n let _e171 = (*c_2);\n let _e172 = uvw;\n let _e173 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e172, 0f);\n let _e176 = unnamed.uGradeStrength;\n return mix(_e171, _e173.xyz, vec3(_e176));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e152 = (*c_3);\n low = (_e152 * 12.92f);\n let _e154 = (*c_3);\n high = ((pow(max(_e154, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e160 = low;\n let _e161 = high;\n let _e162 = (*c_3);\n return mix(_e160, _e161, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e162));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e154 = unnamed.uOutputExposure;\n let _e155 = (*x);\n (*x) = (_e155 * _e154);\n let _e157 = (*x);\n v = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e157);\n let _e159 = v;\n let _e160 = v;\n a = ((_e159 * (_e160 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e166 = v;\n let _e167 = v;\n b = ((_e166 * ((_e167 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e174 = a;\n let _e175 = b;\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * (_e174 / _e175)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e153 = unnamed.uOutputTransform;\n if (_e153 == 0i) {\n let _e155 = (*c_4);\n return _e155;\n }\n let _e157 = unnamed.uOutputTransform;\n if (_e157 == 2i) {\n let _e159 = (*c_4);\n param_2 = _e159;\n let _e160 = acesFilmic_u0028_vf3_u003b((&param_2));\n (*c_4) = _e160;\n }\n let _e161 = (*c_4);\n param_3 = _e161;\n let _e162 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e162;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_5: ptr<function, vec3<f32>>, uv: ptr<function, vec2<f32>>, size: ptr<function, vec2<f32>>) -> vec3<f32> {\n var d: vec2<f32>;\n var corner: vec2<f32>;\n var r2_: f32;\n var falloff: f32;\n\n let _e157 = unnamed.uVignette;\n if (_e157 <= 0f) {\n let _e159 = (*c_5);\n return _e159;\n }\n let _e160 = (*uv);\n let _e163 = (*size);\n d = ((_e160 - vec2(0.5f)) * _e163);\n let _e165 = (*size);\n corner = (_e165 * 0.5f);\n let _e167 = d;\n let _e168 = d;\n let _e170 = corner;\n let _e171 = corner;\n r2_ = (dot(_e167, _e168) / dot(_e170, _e171));\n let _e175 = unnamed.uVignette;\n let _e176 = r2_;\n falloff = (1f + (_e175 * _e176));\n let _e179 = (*c_5);\n let _e180 = falloff;\n let _e181 = falloff;\n return (_e179 / vec3((_e180 * _e181)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e152 = unnamed.uAutoExposure;\n if (_e152 <= 0f) {\n return 1f;\n }\n let _e154 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e154.x;\n let _e157 = unnamed.uAutoExposure;\n let _e158 = held;\n stops = (_e157 * (-2.473931f - _e158));\n let _e161 = stops;\n return exp2(clamp(_e161, -6f, 6f));\n}\n\nfn localBlock_u0028_vf2_u003b_f1_u003b(uv_1: ptr<function, vec2<f32>>, block: ptr<function, f32>) -> vec2<f32> {\n var inside: vec2<f32>;\n\n let _e152 = (*uv_1);\n inside = clamp(_e152, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e154 = (*block);\n let _e156 = inside[0u];\n let _e160 = inside[1u];\n let _e162 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e154 + _e156) / 11f), _e160), 0f);\n return _e162.xy;\n}\n\nfn localExposureGain_u0028_vf2_u003b_vf3_u003b(uv_2: ptr<function, vec2<f32>>, light: ptr<function, vec3<f32>>) -> f32 {\n var held_1: f32;\n var pixel: f32;\n var b_1: f32;\n var lower: f32;\n var upper: f32;\n var banded: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var param_6: vec2<f32>;\n var param_7: f32;\n var tileMean: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var bilateral: f32;\n var local: f32;\n var local_1: f32;\n var stops_1: f32;\n\n let _e169 = unnamed.uLocalExposure;\n if (_e169 <= 0f) {\n return 1f;\n }\n let _e171 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e171.x;\n let _e173 = (*light);\n pixel = clamp(log2(max(dot(_e173, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e178 = pixel;\n b_1 = (((_e178 - -12f) / 2f) - 0.5f);\n let _e182 = b_1;\n lower = clamp(floor(_e182), 0f, 9f);\n let _e185 = lower;\n upper = min((_e185 + 1f), 9f);\n let _e188 = (*uv_2);\n param_4 = _e188;\n let _e189 = lower;\n param_5 = _e189;\n let _e190 = localBlock_u0028_vf2_u003b_f1_u003b((&param_4), (&param_5));\n let _e191 = (*uv_2);\n param_6 = _e191;\n let _e192 = upper;\n param_7 = _e192;\n let _e193 = localBlock_u0028_vf2_u003b_f1_u003b((&param_6), (&param_7));\n let _e194 = b_1;\n let _e195 = lower;\n banded = mix(_e190, _e193, vec2(clamp((_e194 - _e195), 0f, 1f)));\n let _e200 = (*uv_2);\n param_8 = _e200;\n param_9 = 10f;\n let _e201 = localBlock_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n tileMean = _e201.x;\n let _e204 = banded[1u];\n if (_e204 > 0.001f) {\n let _e207 = banded[0u];\n let _e209 = banded[1u];\n local = (_e207 / _e209);\n } else {\n let _e211 = tileMean;\n local = _e211;\n }\n let _e212 = local;\n bilateral = _e212;\n let _e213 = bilateral;\n let _e214 = tileMean;\n local_1 = mix(_e213, _e214, 0.4f);\n let _e217 = unnamed.uLocalExposure;\n let _e218 = held_1;\n let _e219 = local_1;\n stops_1 = (_e217 * (_e218 - _e219));\n let _e222 = stops_1;\n return exp2(clamp(_e222, -3f, 3f));\n}\n\nfn finish_u0028_vf3_u003b(light_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var local_2: f32;\n var param_10: vec2<f32>;\n var param_11: vec3<f32>;\n var lensed: vec3<f32>;\n var param_12: vec3<f32>;\n var param_13: vec2<f32>;\n var param_14: vec2<f32>;\n var param_15: vec3<f32>;\n var param_16: vec3<f32>;\n var param_17: vec3<f32>;\n var param_18: vec3<f32>;\n var param_19: vec2<f32>;\n\n let _e162 = vUv_1;\n param_10 = _e162;\n let _e163 = (*light_1);\n param_11 = _e163;\n let _e164 = localExposureGain_u0028_vf2_u003b_vf3_u003b((&param_10), (&param_11));\n local_2 = _e164;\n let _e165 = autoExposureGain_u0028_();\n let _e166 = local_2;\n let _e168 = (*light_1);\n (*light_1) = (_e168 * (_e165 * _e166));\n let _e170 = textureDimensions(uScene_t, 0i);\n let _e173 = (*light_1);\n param_12 = _e173;\n let _e174 = vUv_1;\n param_13 = _e174;\n param_14 = vec2<f32>(vec2<i32>(_e170));\n let _e175 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((&param_12), (&param_13), (&param_14));\n lensed = _e175;\n let _e176 = lensed;\n param_15 = _e176;\n let _e177 = grade_u0028_vf3_u003b((&param_15));\n param_16 = _e177;\n let _e178 = applyColourGrade_u0028_vf3_u003b((&param_16));\n param_17 = _e178;\n let _e179 = withVeil_u0028_vf3_u003b((&param_17));\n param_18 = _e179;\n let _e180 = gl_FragCoord_1;\n param_19 = _e180.xy;\n let _e182 = withGrain_u0028_vf3_u003b_vf2_u003b((&param_18), (&param_19));\n return _e182;\n}\n\nfn withBloom_u0028_vf3_u003b(c_6: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e151 = unnamed.uBloomStrength;\n if (_e151 <= 0f) {\n let _e153 = (*c_6);\n return _e153;\n }\n let _e154 = (*c_6);\n let _e155 = vUv_1;\n let _e156 = textureSampleLevel(uBloom_t, uBloom_s, _e155, 0f);\n let _e159 = unnamed.uBloomStrength;\n return (_e154 + (_e156.xyz * _e159));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e151 = (*viewDepth);\n let _e153 = unnamed.uFocusDistance;\n let _e157 = unnamed.uFocusRange;\n offPlane = (abs((_e151 - _e153)) - _e157);\n let _e159 = offPlane;\n let _e161 = unnamed.uFocusRange;\n return clamp((_e159 / _e161), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e151 = (*uv_3);\n let _e152 = textureSampleLevel(uDepth_t, uDepth_s, _e151, 0f);\n z = (1f - (_e152.x * 2f));\n let _e158 = unnamed.uDepthToView[0u];\n let _e159 = z;\n let _e163 = unnamed.uDepthToView[1u];\n let _e168 = unnamed.uDepthToView[2u];\n let _e169 = z;\n let _e173 = unnamed.uDepthToView[3u];\n return (-(((_e158 * _e159) + _e163)) / ((_e168 * _e169) + _e173));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_4: vec2<f32>;\n var depth: f32;\n var param_20: vec2<f32>;\n var weight_1: f32;\n var local_3: f32;\n var param_21: f32;\n\n let _e158 = vUv_1;\n let _e159 = (*direction);\n let _e160 = (*radius);\n let _e163 = unnamed.uDofAspect;\n uv_4 = (_e158 + ((_e159 * _e160) * _e163));\n let _e166 = uv_4;\n param_20 = _e166;\n let _e167 = viewDepthOf_u0028_vf2_u003b((&param_20));\n depth = _e167;\n let _e168 = depth;\n let _e169 = (*centreDepth);\n if (_e168 >= _e169) {\n local_3 = 1f;\n } else {\n let _e171 = depth;\n param_21 = _e171;\n let _e172 = circleOfConfusion_u0028_f1_u003b((&param_21));\n local_3 = _e172;\n }\n let _e173 = local_3;\n weight_1 = _e173;\n let _e174 = uv_4;\n let _e175 = textureSampleLevel(uScene_t, uScene_s, _e174, 0f);\n let _e177 = weight_1;\n let _e178 = (_e175.xyz * _e177);\n let _e179 = weight_1;\n return vec4<f32>(_e178.x, _e178.y, _e178.z, _e179);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_22: vec2<f32>;\n var coc: f32;\n var param_23: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_24: vec2<f32>;\n var param_25: f32;\n var param_26: f32;\n var param_27: vec2<f32>;\n var param_28: f32;\n var param_29: f32;\n var param_30: vec2<f32>;\n var param_31: f32;\n var param_32: f32;\n var param_33: vec2<f32>;\n var param_34: f32;\n var param_35: f32;\n var param_36: vec2<f32>;\n var param_37: f32;\n var param_38: f32;\n var param_39: vec2<f32>;\n var param_40: f32;\n var param_41: f32;\n var param_42: vec2<f32>;\n var param_43: f32;\n var param_44: f32;\n var param_45: vec2<f32>;\n var param_46: f32;\n var param_47: f32;\n\n let _e180 = vUv_1;\n param_22 = _e180;\n let _e181 = viewDepthOf_u0028_vf2_u003b((&param_22));\n depth_1 = _e181;\n let _e182 = depth_1;\n param_23 = _e182;\n let _e183 = circleOfConfusion_u0028_f1_u003b((&param_23));\n coc = _e183;\n let _e184 = coc;\n if (_e184 <= 0f) {\n let _e186 = (*centre);\n return _e186;\n }\n let _e187 = coc;\n let _e189 = unnamed.uDofStrength;\n radius_1 = (_e187 * _e189);\n let _e191 = (*centre);\n sum = vec4<f32>(_e191.x, _e191.y, _e191.z, 1f);\n param_24 = vec2<f32>(0.25f, 0f);\n let _e196 = radius_1;\n param_25 = _e196;\n let _e197 = depth_1;\n param_26 = _e197;\n let _e198 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_24), (&param_25), (&param_26));\n let _e199 = sum;\n sum = (_e199 + _e198);\n param_27 = vec2<f32>(-0.31929f, 0.292496f);\n let _e201 = radius_1;\n param_28 = _e201;\n let _e202 = depth_1;\n param_29 = _e202;\n let _e203 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_27), (&param_28), (&param_29));\n let _e204 = sum;\n sum = (_e204 + _e203);\n param_30 = vec2<f32>(0.048872f, -0.556877f);\n let _e206 = radius_1;\n param_31 = _e206;\n let _e207 = depth_1;\n param_32 = _e207;\n let _e208 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_30), (&param_31), (&param_32));\n let _e209 = sum;\n sum = (_e209 + _e208);\n param_33 = vec2<f32>(0.402444f, 0.524918f);\n let _e211 = radius_1;\n param_34 = _e211;\n let _e212 = depth_1;\n param_35 = _e212;\n let _e213 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_33), (&param_34), (&param_35));\n let _e214 = sum;\n sum = (_e214 + _e213);\n param_36 = vec2<f32>(-0.738535f, -0.130636f);\n let _e216 = radius_1;\n param_37 = _e216;\n let _e217 = depth_1;\n param_38 = _e217;\n let _e218 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_36), (&param_37), (&param_38));\n let _e219 = sum;\n sum = (_e219 + _e218);\n param_39 = vec2<f32>(0.699605f, -0.445031f);\n let _e221 = radius_1;\n param_40 = _e221;\n let _e222 = depth_1;\n param_41 = _e222;\n let _e223 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_39), (&param_40), (&param_41));\n let _e224 = sum;\n sum = (_e224 + _e223);\n param_42 = vec2<f32>(-0.234004f, 0.870484f);\n let _e226 = radius_1;\n param_43 = _e226;\n let _e227 = depth_1;\n param_44 = _e227;\n let _e228 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_42), (&param_43), (&param_44));\n let _e229 = sum;\n sum = (_e229 + _e228);\n param_45 = vec2<f32>(-0.446271f, -0.859268f);\n let _e231 = radius_1;\n param_46 = _e231;\n let _e232 = depth_1;\n param_47 = _e232;\n let _e233 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_45), (&param_46), (&param_47));\n let _e234 = sum;\n sum = (_e234 + _e233);\n let _e236 = sum;\n let _e239 = sum[3u];\n return (_e236.xyz / vec3(_e239));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var velocity: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t: f32;\n\n let _e159 = vUv_1;\n let _e160 = textureSampleLevel(uDepth_t, uDepth_s, _e159, 0f);\n depth_2 = _e160.x;\n let _e162 = vUv_1;\n let _e165 = ((_e162 * 2f) - vec2(1f));\n let _e166 = depth_2;\n clip = vec4<f32>(_e165.x, _e165.y, (1f - (_e166 * 2f)), 1f);\n let _e173 = unnamed.uReprojection;\n let _e174 = clip;\n previous = (_e173 * _e174);\n let _e177 = previous[3u];\n if (_e177 <= 0f) {\n let _e179 = (*scene);\n return _e179;\n }\n let _e180 = previous;\n let _e183 = previous[3u];\n wasUv = (((_e180.xy / vec2(_e183)) * 0.5f) + vec2(0.5f));\n let _e189 = vUv_1;\n let _e190 = wasUv;\n let _e193 = unnamed.uMotionStrength;\n velocity = ((_e189 - _e190) * _e193);\n let _e195 = velocity;\n distance_ = length(_e195);\n let _e197 = distance_;\n if (_e197 < 0.0001f) {\n let _e199 = (*scene);\n return _e199;\n }\n let _e200 = distance_;\n let _e202 = unnamed.uMotionMax;\n if (_e200 > _e202) {\n let _e205 = unnamed.uMotionMax;\n let _e206 = distance_;\n let _e208 = velocity;\n velocity = (_e208 * (_e205 / _e206));\n }\n let _e210 = (*scene);\n sum_1 = _e210;\n i = 1i;\n loop {\n let _e211 = i;\n if (_e211 <= 4i) {\n let _e213 = i;\n t = ((f32(_e213) / 4f) * 0.5f);\n let _e217 = vUv_1;\n let _e218 = velocity;\n let _e219 = t;\n let _e222 = textureSampleLevel(uScene_t, uScene_s, (_e217 + (_e218 * _e219)), 0f);\n let _e224 = sum_1;\n sum_1 = (_e224 + _e222.xyz);\n let _e226 = vUv_1;\n let _e227 = velocity;\n let _e228 = t;\n let _e231 = textureSampleLevel(uScene_t, uScene_s, (_e226 - (_e227 * _e228)), 0f);\n let _e233 = sum_1;\n sum_1 = (_e233 + _e231.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e235 = i;\n i = (_e235 + 1i);\n }\n }\n let _e237 = sum_1;\n return (_e237 / vec3(9f));\n}\n\nfn main_1() {\n var scene_1: vec3<f32>;\n var param_48: vec3<f32>;\n var param_49: vec3<f32>;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_50: vec3<f32>;\n var param_51: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_52: vec3<f32>;\n var param_53: vec3<f32>;\n\n let _e166 = vUv_1;\n let _e167 = textureSampleLevel(uScene_t, uScene_s, _e166, 0f);\n scene_1 = _e167.xyz;\n let _e170 = unnamed.uMotionStrength;\n if (_e170 > 0f) {\n let _e172 = scene_1;\n param_48 = _e172;\n let _e173 = cameraBlur_u0028_vf3_u003b((&param_48));\n scene_1 = _e173;\n }\n let _e175 = unnamed.uDofStrength;\n if (_e175 > 0f) {\n let _e177 = scene_1;\n param_49 = _e177;\n let _e178 = depthOfField_u0028_vf3_u003b((&param_49));\n scene_1 = _e178;\n }\n let _e179 = vUv_1;\n let _e181 = unnamed.uAoOffset;\n let _e183 = textureSampleLevel(uAo_t, uAo_s, (_e179 + _e181), 0f);\n let _e186 = unnamed.uAoStrength;\n ao = mix(1f, _e183.x, _e186);\n let _e188 = vUv_1;\n fromCentre = (_e188 - vec2(0.5f));\n let _e191 = fromCentre;\n radius_2 = (length((_e191 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e196 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e196);\n let _e198 = inner;\n let _e199 = radius_2;\n edge = smoothstep(_e198, 1f, _e199);\n let _e201 = edge;\n let _e203 = unnamed.uStrength;\n amount = (_e201 * _e203);\n let _e205 = amount;\n if (_e205 <= 0f) {\n let _e207 = scene_1;\n let _e208 = ao;\n param_50 = (_e207 * _e208);\n let _e210 = withBloom_u0028_vf3_u003b((&param_50));\n param_51 = _e210;\n let _e211 = finish_u0028_vf3_u003b((&param_51));\n fragColor = vec4<f32>(_e211.x, _e211.y, _e211.z, 1f);\n return;\n }\n let _e216 = fromCentre;\n let _e220 = unnamed.uReach;\n let _e222 = amount;\n step_ = ((normalize((_e216 + vec2<f32>(0.000001f, 0.000001f))) * _e220) * _e222);\n let _e224 = scene_1;\n sum_2 = _e224;\n i_1 = 1i;\n loop {\n let _e225 = i_1;\n if (_e225 <= 6i) {\n let _e227 = vUv_1;\n let _e228 = step_;\n let _e229 = i_1;\n let _e234 = textureSampleLevel(uScene_t, uScene_s, (_e227 + (_e228 * (f32(_e229) / 6f))), 0f);\n let _e236 = sum_2;\n sum_2 = (_e236 + _e234.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e238 = i_1;\n i_1 = (_e238 + 1i);\n }\n }\n let _e240 = sum_2;\n blurred = (_e240 / vec3(7f));\n let _e243 = scene_1;\n let _e244 = blurred;\n let _e245 = amount;\n let _e248 = ao;\n param_52 = (mix(_e243, _e244, vec3(_e245)) * _e248);\n let _e250 = withBloom_u0028_vf3_u003b((&param_52));\n param_53 = _e250;\n let _e251 = finish_u0028_vf3_u003b((&param_53));\n fragColor = vec4<f32>(_e251.x, _e251.y, _e251.z, 1f);\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
  /**
9
9
  * What the transform assigned, so the renderer binds the same numbers.
10
10
  *
@@ -13,7 +13,7 @@ export const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReac
13
13
  export const RUSH_BINDINGS = {
14
14
  "RUSH_FRAG": {
15
15
  "uniforms": 1,
16
- "uniformSize": 192,
16
+ "uniformSize": 208,
17
17
  "fields": {
18
18
  "uStrength": {
19
19
  "offset": 0,
@@ -55,73 +55,78 @@ export const RUSH_BINDINGS = {
55
55
  "size": 4,
56
56
  "type": "float"
57
57
  },
58
+ "uAoOffset": {
59
+ "offset": 96,
60
+ "size": 8,
61
+ "type": "vec2"
62
+ },
58
63
  "uBloomStrength": {
59
- "offset": 92,
64
+ "offset": 104,
60
65
  "size": 4,
61
66
  "type": "float"
62
67
  },
63
68
  "uVeilColor": {
64
- "offset": 96,
69
+ "offset": 112,
65
70
  "size": 12,
66
71
  "type": "vec3"
67
72
  },
68
73
  "uVeilAlpha": {
69
- "offset": 108,
74
+ "offset": 124,
70
75
  "size": 4,
71
76
  "type": "float"
72
77
  },
73
78
  "uVignette": {
74
- "offset": 112,
79
+ "offset": 128,
75
80
  "size": 4,
76
81
  "type": "float"
77
82
  },
78
83
  "uGrain": {
79
- "offset": 120,
84
+ "offset": 136,
80
85
  "size": 8,
81
86
  "type": "vec2"
82
87
  },
83
88
  "uAutoExposure": {
84
- "offset": 128,
89
+ "offset": 144,
85
90
  "size": 4,
86
91
  "type": "float"
87
92
  },
88
93
  "uLocalExposure": {
89
- "offset": 132,
94
+ "offset": 148,
90
95
  "size": 4,
91
96
  "type": "float"
92
97
  },
93
98
  "uGradeStrength": {
94
- "offset": 136,
99
+ "offset": 152,
95
100
  "size": 4,
96
101
  "type": "float"
97
102
  },
98
103
  "uGradeSize": {
99
- "offset": 140,
104
+ "offset": 156,
100
105
  "size": 4,
101
106
  "type": "float"
102
107
  },
103
108
  "uFocusDistance": {
104
- "offset": 144,
109
+ "offset": 160,
105
110
  "size": 4,
106
111
  "type": "float"
107
112
  },
108
113
  "uFocusRange": {
109
- "offset": 148,
114
+ "offset": 164,
110
115
  "size": 4,
111
116
  "type": "float"
112
117
  },
113
118
  "uDofStrength": {
114
- "offset": 152,
119
+ "offset": 168,
115
120
  "size": 4,
116
121
  "type": "float"
117
122
  },
118
123
  "uDofAspect": {
119
- "offset": 160,
124
+ "offset": 176,
120
125
  "size": 8,
121
126
  "type": "vec2"
122
127
  },
123
128
  "uDepthToView": {
124
- "offset": 176,
129
+ "offset": 192,
125
130
  "size": 16,
126
131
  "type": "vec4"
127
132
  }
@@ -1,4 +1,4 @@
1
- export declare const SDF_TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uDistanceRange: f32,\n uAtlasSize: vec2<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uAtlas_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uAtlas_s: sampler;\nvar<private> vUv_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e60 = (*c);\n low = (_e60 * 12.92f);\n let _e62 = (*c);\n high = ((pow(max(_e62, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e68 = high;\n let _e69 = low;\n let _e70 = (*c);\n return mix(_e68, _e69, step(_e70, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e60 = (*v);\n let _e61 = (*v);\n a = ((_e60 * (_e61 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e67 = (*v);\n let _e68 = (*v);\n b = ((_e67 * ((_e68 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e75 = a;\n let _e76 = b;\n return (_e75 / _e76);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e60 = unnamed.uOutputExposure;\n let _e61 = (*x);\n (*x) = (_e61 * _e60);\n let _e63 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e63);\n let _e65 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e65), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n\n let _e61 = unnamed.uOutputTransform;\n if (_e61 == 0i) {\n let _e63 = (*c_1);\n return _e63;\n }\n let _e65 = unnamed.uOutputTransform;\n if (_e65 == 2i) {\n let _e67 = (*c_1);\n param_1 = _e67;\n let _e68 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_1) = _e68;\n }\n let _e69 = (*c_1);\n param_2 = _e69;\n let _e70 = linearToSrgb_u0028_vf3_u003b((&param_2));\n return _e70;\n}\n\nfn median_u0028_vf3_u003b(rgb: ptr<function, vec3<f32>>) -> f32 {\n let _e59 = (*rgb)[0u];\n let _e61 = (*rgb)[1u];\n let _e64 = (*rgb)[0u];\n let _e66 = (*rgb)[1u];\n let _e69 = (*rgb)[2u];\n return max(min(_e59, _e61), min(max(_e64, _e66), _e69));\n}\n\nfn main_1() {\n var sampled: vec3<f32>;\n var distance_: f32;\n var param_3: vec3<f32>;\n var texelsPerPixel: vec2<f32>;\n var pixelRange: f32;\n var coverage: f32;\n var param_4: vec3<f32>;\n\n let _e64 = vUv_1;\n let _e65 = textureSampleLevel(uAtlas_t, uAtlas_s, _e64, 0f);\n sampled = _e65.xyz;\n let _e67 = sampled;\n param_3 = _e67;\n let _e68 = median_u0028_vf3_u003b((&param_3));\n distance_ = (_e68 - 0.5f);\n let _e70 = vUv_1;\n let _e71 = fwidth(_e70);\n let _e73 = unnamed.uAtlasSize;\n texelsPerPixel = (_e71 * _e73);\n let _e76 = texelsPerPixel[0u];\n let _e78 = texelsPerPixel[1u];\n pixelRange = max((0.5f * (_e76 + _e78)), 0.0001f);\n let _e82 = distance_;\n let _e84 = unnamed.uDistanceRange;\n let _e86 = pixelRange;\n coverage = clamp((((_e82 * _e84) / _e86) + 0.5f), 0f, 1f);\n let _e91 = unnamed.uColor;\n param_4 = _e91;\n let _e92 = applyOutputTransform_u0028_vf3_u003b((&param_4));\n let _e93 = coverage;\n let _e95 = unnamed.uOpacity;\n outColor = vec4<f32>(_e92.x, _e92.y, _e92.z, (_e93 * _e95));\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 = outColor;\n return _e3;\n}\n";
1
+ export declare const SDF_TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uDistanceRange: f32,\n uAtlasSize: vec2<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uAtlas_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uAtlas_s: sampler;\nvar<private> vUv_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e60 = (*c);\n low = (_e60 * 12.92f);\n let _e62 = (*c);\n high = ((pow(max(_e62, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e68 = high;\n let _e69 = low;\n let _e70 = (*c);\n return mix(_e68, _e69, step(_e70, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e60 = (*v);\n let _e61 = (*v);\n a = ((_e60 * (_e61 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e67 = (*v);\n let _e68 = (*v);\n b = ((_e67 * ((_e68 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e75 = a;\n let _e76 = b;\n return (_e75 / _e76);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e60 = unnamed.uOutputExposure;\n let _e61 = (*x);\n (*x) = (_e61 * _e60);\n let _e63 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e63);\n let _e65 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e65), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n\n let _e61 = unnamed.uOutputTransform;\n if (_e61 == 0i) {\n let _e63 = (*c_1);\n return _e63;\n }\n let _e65 = unnamed.uOutputTransform;\n if (_e65 == 2i) {\n let _e67 = (*c_1);\n param_1 = _e67;\n let _e68 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_1) = _e68;\n }\n let _e69 = (*c_1);\n param_2 = _e69;\n let _e70 = linearToSrgb_u0028_vf3_u003b((&param_2));\n return _e70;\n}\n\nfn median_u0028_vf3_u003b(rgb: ptr<function, vec3<f32>>) -> f32 {\n let _e59 = (*rgb)[0u];\n let _e61 = (*rgb)[1u];\n let _e64 = (*rgb)[0u];\n let _e66 = (*rgb)[1u];\n let _e69 = (*rgb)[2u];\n return max(min(_e59, _e61), min(max(_e64, _e66), _e69));\n}\n\nfn main_1() {\n var sampled: vec3<f32>;\n var distance_: f32;\n var param_3: vec3<f32>;\n var texelsPerPixel: vec2<f32>;\n var pixelRange: f32;\n var coverage: f32;\n var param_4: vec3<f32>;\n\n let _e64 = vUv_1;\n let _e67 = vec3<f32>(_e64.x, _e64.y, 0f);\n let _e73 = textureSampleLevel(uAtlas_t, uAtlas_s, vec2<f32>(_e67.x, _e67.y), i32(_e67.z), 0f);\n sampled = _e73.xyz;\n let _e75 = sampled;\n param_3 = _e75;\n let _e76 = median_u0028_vf3_u003b((&param_3));\n distance_ = (_e76 - 0.5f);\n let _e78 = vUv_1;\n let _e79 = fwidth(_e78);\n let _e81 = unnamed.uAtlasSize;\n texelsPerPixel = (_e79 * _e81);\n let _e84 = texelsPerPixel[0u];\n let _e86 = texelsPerPixel[1u];\n pixelRange = max((0.5f * (_e84 + _e86)), 0.0001f);\n let _e90 = distance_;\n let _e92 = unnamed.uDistanceRange;\n let _e94 = pixelRange;\n coverage = clamp((((_e90 * _e92) / _e94) + 0.5f), 0f, 1f);\n let _e99 = unnamed.uColor;\n param_4 = _e99;\n let _e100 = applyOutputTransform_u0028_vf3_u003b((&param_4));\n let _e101 = coverage;\n let _e103 = unnamed.uOpacity;\n outColor = vec4<f32>(_e100.x, _e100.y, _e100.z, (_e101 * _e103));\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 = outColor;\n return _e3;\n}\n";
2
2
  export declare const SDF_TEXT_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vUv: vec2<f32>;\nvar<private> aUv_1: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(0) \nvar<uniform> unnamed_1: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\n\nfn main_1() {\n let _e8 = aUv_1;\n vUv = _e8;\n let _e10 = unnamed_1.uViewProj;\n let _e12 = unnamed_1.uModel;\n let _e14 = aPosition_1;\n unnamed.gl_Position = ((_e10 * _e12) * vec4<f32>(_e14.x, _e14.y, _e14.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(1) aUv: vec2<f32>, @location(0) aPosition: vec3<f32>) -> VertexOutput {\n aUv_1 = aUv;\n aPosition_1 = aPosition;\n main_1();\n let _e8 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e8);\n let _e10 = vUv;\n let _e11 = unnamed.gl_Position;\n return VertexOutput(_e10, _e11);\n}\n";
3
3
  /**
4
4
  * What the transform assigned, so the renderer binds the same numbers.
@@ -45,7 +45,7 @@ export declare const SDFTEXT_BINDINGS: {
45
45
  readonly uAtlas: {
46
46
  readonly texture: 32;
47
47
  readonly sampler: 33;
48
- readonly type: "sampler2D";
48
+ readonly type: "sampler2DArray";
49
49
  };
50
50
  };
51
51
  };
@@ -4,7 +4,7 @@
4
4
  * The GLSL beside this file is the source of truth. A hand edit here is discarded by
5
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  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
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  */
7
- export const SDF_TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uDistanceRange: f32,\n uAtlasSize: vec2<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uAtlas_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uAtlas_s: sampler;\nvar<private> vUv_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e60 = (*c);\n low = (_e60 * 12.92f);\n let _e62 = (*c);\n high = ((pow(max(_e62, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e68 = high;\n let _e69 = low;\n let _e70 = (*c);\n return mix(_e68, _e69, step(_e70, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e60 = (*v);\n let _e61 = (*v);\n a = ((_e60 * (_e61 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e67 = (*v);\n let _e68 = (*v);\n b = ((_e67 * ((_e68 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e75 = a;\n let _e76 = b;\n return (_e75 / _e76);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e60 = unnamed.uOutputExposure;\n let _e61 = (*x);\n (*x) = (_e61 * _e60);\n let _e63 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e63);\n let _e65 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e65), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n\n let _e61 = unnamed.uOutputTransform;\n if (_e61 == 0i) {\n let _e63 = (*c_1);\n return _e63;\n }\n let _e65 = unnamed.uOutputTransform;\n if (_e65 == 2i) {\n let _e67 = (*c_1);\n param_1 = _e67;\n let _e68 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_1) = _e68;\n }\n let _e69 = (*c_1);\n param_2 = _e69;\n let _e70 = linearToSrgb_u0028_vf3_u003b((&param_2));\n return _e70;\n}\n\nfn median_u0028_vf3_u003b(rgb: ptr<function, vec3<f32>>) -> f32 {\n let _e59 = (*rgb)[0u];\n let _e61 = (*rgb)[1u];\n let _e64 = (*rgb)[0u];\n let _e66 = (*rgb)[1u];\n let _e69 = (*rgb)[2u];\n return max(min(_e59, _e61), min(max(_e64, _e66), _e69));\n}\n\nfn main_1() {\n var sampled: vec3<f32>;\n var distance_: f32;\n var param_3: vec3<f32>;\n var texelsPerPixel: vec2<f32>;\n var pixelRange: f32;\n var coverage: f32;\n var param_4: vec3<f32>;\n\n let _e64 = vUv_1;\n let _e65 = textureSampleLevel(uAtlas_t, uAtlas_s, _e64, 0f);\n sampled = _e65.xyz;\n let _e67 = sampled;\n param_3 = _e67;\n let _e68 = median_u0028_vf3_u003b((&param_3));\n distance_ = (_e68 - 0.5f);\n let _e70 = vUv_1;\n let _e71 = fwidth(_e70);\n let _e73 = unnamed.uAtlasSize;\n texelsPerPixel = (_e71 * _e73);\n let _e76 = texelsPerPixel[0u];\n let _e78 = texelsPerPixel[1u];\n pixelRange = max((0.5f * (_e76 + _e78)), 0.0001f);\n let _e82 = distance_;\n let _e84 = unnamed.uDistanceRange;\n let _e86 = pixelRange;\n coverage = clamp((((_e82 * _e84) / _e86) + 0.5f), 0f, 1f);\n let _e91 = unnamed.uColor;\n param_4 = _e91;\n let _e92 = applyOutputTransform_u0028_vf3_u003b((&param_4));\n let _e93 = coverage;\n let _e95 = unnamed.uOpacity;\n outColor = vec4<f32>(_e92.x, _e92.y, _e92.z, (_e93 * _e95));\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 = outColor;\n return _e3;\n}\n";
7
+ export const SDF_TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uDistanceRange: f32,\n uAtlasSize: vec2<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uAtlas_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uAtlas_s: sampler;\nvar<private> vUv_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e60 = (*c);\n low = (_e60 * 12.92f);\n let _e62 = (*c);\n high = ((pow(max(_e62, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e68 = high;\n let _e69 = low;\n let _e70 = (*c);\n return mix(_e68, _e69, step(_e70, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e60 = (*v);\n let _e61 = (*v);\n a = ((_e60 * (_e61 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e67 = (*v);\n let _e68 = (*v);\n b = ((_e67 * ((_e68 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e75 = a;\n let _e76 = b;\n return (_e75 / _e76);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e60 = unnamed.uOutputExposure;\n let _e61 = (*x);\n (*x) = (_e61 * _e60);\n let _e63 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e63);\n let _e65 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e65), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n\n let _e61 = unnamed.uOutputTransform;\n if (_e61 == 0i) {\n let _e63 = (*c_1);\n return _e63;\n }\n let _e65 = unnamed.uOutputTransform;\n if (_e65 == 2i) {\n let _e67 = (*c_1);\n param_1 = _e67;\n let _e68 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_1) = _e68;\n }\n let _e69 = (*c_1);\n param_2 = _e69;\n let _e70 = linearToSrgb_u0028_vf3_u003b((&param_2));\n return _e70;\n}\n\nfn median_u0028_vf3_u003b(rgb: ptr<function, vec3<f32>>) -> f32 {\n let _e59 = (*rgb)[0u];\n let _e61 = (*rgb)[1u];\n let _e64 = (*rgb)[0u];\n let _e66 = (*rgb)[1u];\n let _e69 = (*rgb)[2u];\n return max(min(_e59, _e61), min(max(_e64, _e66), _e69));\n}\n\nfn main_1() {\n var sampled: vec3<f32>;\n var distance_: f32;\n var param_3: vec3<f32>;\n var texelsPerPixel: vec2<f32>;\n var pixelRange: f32;\n var coverage: f32;\n var param_4: vec3<f32>;\n\n let _e64 = vUv_1;\n let _e67 = vec3<f32>(_e64.x, _e64.y, 0f);\n let _e73 = textureSampleLevel(uAtlas_t, uAtlas_s, vec2<f32>(_e67.x, _e67.y), i32(_e67.z), 0f);\n sampled = _e73.xyz;\n let _e75 = sampled;\n param_3 = _e75;\n let _e76 = median_u0028_vf3_u003b((&param_3));\n distance_ = (_e76 - 0.5f);\n let _e78 = vUv_1;\n let _e79 = fwidth(_e78);\n let _e81 = unnamed.uAtlasSize;\n texelsPerPixel = (_e79 * _e81);\n let _e84 = texelsPerPixel[0u];\n let _e86 = texelsPerPixel[1u];\n pixelRange = max((0.5f * (_e84 + _e86)), 0.0001f);\n let _e90 = distance_;\n let _e92 = unnamed.uDistanceRange;\n let _e94 = pixelRange;\n coverage = clamp((((_e90 * _e92) / _e94) + 0.5f), 0f, 1f);\n let _e99 = unnamed.uColor;\n param_4 = _e99;\n let _e100 = applyOutputTransform_u0028_vf3_u003b((&param_4));\n let _e101 = coverage;\n let _e103 = unnamed.uOpacity;\n outColor = vec4<f32>(_e100.x, _e100.y, _e100.z, (_e101 * _e103));\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 = outColor;\n return _e3;\n}\n";
8
8
  export const SDF_TEXT_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vUv: vec2<f32>;\nvar<private> aUv_1: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(0) \nvar<uniform> unnamed_1: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\n\nfn main_1() {\n let _e8 = aUv_1;\n vUv = _e8;\n let _e10 = unnamed_1.uViewProj;\n let _e12 = unnamed_1.uModel;\n let _e14 = aPosition_1;\n unnamed.gl_Position = ((_e10 * _e12) * vec4<f32>(_e14.x, _e14.y, _e14.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(1) aUv: vec2<f32>, @location(0) aPosition: vec3<f32>) -> VertexOutput {\n aUv_1 = aUv;\n aPosition_1 = aPosition;\n main_1();\n let _e8 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e8);\n let _e10 = vUv;\n let _e11 = unnamed.gl_Position;\n return VertexOutput(_e10, _e11);\n}\n";
9
9
  /**
10
10
  * What the transform assigned, so the renderer binds the same numbers.
@@ -51,7 +51,7 @@ export const SDFTEXT_BINDINGS = {
51
51
  "uAtlas": {
52
52
  "texture": 32,
53
53
  "sampler": 33,
54
- "type": "sampler2D"
54
+ "type": "sampler2DArray"
55
55
  }
56
56
  }
57
57
  },
@@ -1,5 +1,5 @@
1
1
  export declare const TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uGlow: f32,\n uAlpha: f32,\n}\n\nvar<private> vNormal_1: vec3<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vChar_1: f32;\nvar<private> fragColor: vec4<f32>;\nvar<private> vDepth_1: f32;\n\nfn main_1() {\n var key: vec3<f32>;\n var lambert: f32;\n var lit: vec3<f32>;\n var emissive: vec3<f32>;\n\n key = vec3<f32>(-0.3549141f, 0.7098282f, 0.6084241f);\n let _e19 = vNormal_1;\n let _e21 = key;\n lambert = (0.55f + (0.45f * max(dot(normalize(_e19), _e21), 0f)));\n let _e27 = unnamed.uColor;\n let _e28 = lambert;\n lit = (_e27 * _e28);\n let _e31 = unnamed.uColor;\n let _e33 = unnamed.uGlow;\n let _e35 = vChar_1;\n emissive = ((_e31 * _e33) * (0.45f + (0.55f * _e35)));\n let _e39 = lit;\n let _e40 = emissive;\n let _e41 = (_e39 + _e40);\n let _e43 = unnamed.uAlpha;\n fragColor = vec4<f32>(_e41.x, _e41.y, _e41.z, _e43);\n return;\n}\n\n@fragment \nfn main(@location(0) vNormal: vec3<f32>, @location(2) vChar: f32, @location(1) vDepth: f32) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vChar_1 = vChar;\n vDepth_1 = vDepth;\n main_1();\n let _e7 = fragColor;\n return _e7;\n}\n";
2
- export declare const TEXT_VERT_WGSL = "struct Uniforms {\n uViewport: vec2<f32>,\n uOrigin: vec2<f32>,\n uCellSize: f32,\n uDepth: f32,\n uReveal: f32,\n uCharCount: f32,\n uCharOffset: f32,\n uSpin: f32,\n uPunch: f32,\n uBob: f32,\n uTime: f32,\n uClipCorrection: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @builtin(position) gl_Position: vec4<f32>,\n @location(0) member: vec3<f32>,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCharIndex_1: f32;\nvar<private> aCorner_1: vec3<f32>;\nvar<private> aCell_1: vec2<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> vDepth: f32;\nvar<private> vChar: f32;\n\nfn rot_u0028_f1_u003b(a: ptr<function, f32>) -> mat2x2<f32> {\n var s: f32;\n var c: f32;\n\n let _e40 = (*a);\n s = sin(_e40);\n let _e42 = (*a);\n c = cos(_e42);\n let _e44 = c;\n let _e45 = s;\n let _e47 = s;\n let _e48 = c;\n return mat2x2<f32>(vec2<f32>(_e44, -(_e45)), vec2<f32>(_e47, _e48));\n}\n\nfn settle_u0028_f1_u003b(t: ptr<function, f32>) -> f32 {\n var d: f32;\n\n let _e39 = (*t);\n if (_e39 <= 0f) {\n return 0f;\n }\n let _e41 = (*t);\n if (_e41 >= 1f) {\n return 1f;\n }\n let _e43 = (*t);\n d = (1f - _e43);\n let _e45 = d;\n let _e46 = d;\n let _e48 = (*t);\n return (1f - ((_e45 * _e46) * cos((_e48 * 12f))));\n}\n\nfn main_1() {\n var span: f32;\n var start: f32;\n var local: f32;\n var eased: f32;\n var param: f32;\n var spin: f32;\n var rise: f32;\n var punch: f32;\n var local3_: vec3<f32>;\n var param_1: f32;\n var cell: vec2<f32>;\n var bob: f32;\n var screen: vec2<f32>;\n var view: vec3<f32>;\n var invDepth: f32;\n var ndc: vec2<f32>;\n var depth: f32;\n var n: vec3<f32>;\n var param_2: f32;\n\n let _e57 = unnamed.uCharCount;\n span = max(_e57, 1f);\n let _e59 = aCharIndex_1;\n let _e61 = unnamed.uCharOffset;\n let _e63 = span;\n start = (((_e59 + _e61) / _e63) * 0.55f);\n let _e67 = unnamed.uReveal;\n let _e68 = start;\n let _e70 = start;\n local = clamp(((_e67 - _e68) / max(0.45f, (1f - _e70))), 0f, 1f);\n let _e75 = local;\n param = _e75;\n let _e76 = settle_u0028_f1_u003b((&param));\n eased = _e76;\n let _e78 = unnamed.uSpin;\n let _e79 = eased;\n spin = (_e78 * (1f - _e79));\n let _e82 = eased;\n let _e85 = unnamed.uCellSize;\n rise = (((1f - _e82) * _e85) * 6f);\n let _e89 = unnamed.uPunch;\n let _e90 = eased;\n punch = (1f + (_e89 * (1f - abs(((_e90 * 2f) - 1f)))));\n let _e97 = aCorner_1;\n let _e99 = unnamed.uCellSize;\n let _e102 = punch;\n local3_ = (((_e97 * _e99) * 0.5f) * _e102);\n let _e104 = spin;\n param_1 = _e104;\n let _e105 = rot_u0028_f1_u003b((&param_1));\n let _e106 = local3_;\n let _e108 = (_e105 * _e106.yz);\n let _e109 = local3_;\n local3_ = vec3<f32>(_e109.x, _e108.x, _e108.y);\n let _e114 = aCell_1;\n let _e116 = unnamed.uCellSize;\n cell = (_e114 * _e116);\n let _e119 = unnamed.uTime;\n let _e121 = aCharIndex_1;\n let _e126 = unnamed.uBob;\n bob = (sin(((_e119 * 3.1f) + (_e121 * 0.7f))) * _e126);\n let _e129 = unnamed.uOrigin;\n let _e131 = cell[0u];\n let _e133 = cell[1u];\n let _e137 = rise;\n let _e138 = bob;\n screen = ((_e129 + vec2<f32>(_e131, -(_e133))) + vec2<f32>(0f, (_e137 - _e138)));\n let _e142 = screen;\n let _e143 = local3_;\n let _e145 = (_e142 + _e143.xy);\n let _e147 = unnamed.uDepth;\n let _e150 = local3_[2u];\n view = vec3<f32>(_e145.x, _e145.y, (-(_e147) + _e150));\n let _e156 = unnamed.uDepth;\n let _e158 = view[2u];\n invDepth = (_e156 / max(0.001f, -(_e158)));\n let _e162 = view;\n let _e164 = invDepth;\n let _e167 = unnamed.uViewport;\n ndc = ((((_e162.xy * _e164) / _e167) * 2f) - vec2(1f));\n let _e173 = local3_[2u];\n let _e176 = unnamed.uCellSize;\n depth = (clamp((-(_e173) / max(1f, (_e176 * 2f))), -1f, 1f) * 0.4f);\n let _e183 = unnamed.uClipCorrection;\n let _e185 = ndc[0u];\n let _e187 = ndc[1u];\n let _e189 = depth;\n unnamed_1.gl_Position = (_e183 * vec4<f32>(_e185, -(_e187), _e189, 1f));\n let _e193 = aNormal_1;\n n = _e193;\n let _e194 = spin;\n param_2 = _e194;\n let _e195 = rot_u0028_f1_u003b((&param_2));\n let _e196 = n;\n let _e198 = (_e195 * _e196.yz);\n let _e199 = n;\n n = vec3<f32>(_e199.x, _e198.x, _e198.y);\n let _e204 = n;\n vNormal = _e204;\n let _e206 = local3_[2u];\n vDepth = _e206;\n let _e207 = eased;\n vChar = _e207;\n return;\n}\n\n@vertex \nfn main(@location(3) aCharIndex: f32, @location(0) aCorner: vec3<f32>, @location(2) aCell: vec2<f32>, @location(1) aNormal: vec3<f32>) -> VertexOutput {\n aCharIndex_1 = aCharIndex;\n aCorner_1 = aCorner;\n aCell_1 = aCell;\n aNormal_1 = aNormal;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = unnamed_1.gl_Position;\n let _e17 = vNormal;\n let _e18 = vDepth;\n let _e19 = vChar;\n return VertexOutput(_e16, _e17, _e18, _e19);\n}\n";
2
+ export declare const TEXT_VERT_WGSL = "struct Uniforms {\n uViewport: vec2<f32>,\n uOrigin: vec2<f32>,\n uCellSize: f32,\n uDepth: f32,\n uReveal: f32,\n uCharCount: f32,\n uCharOffset: f32,\n uSpin: f32,\n uPunch: f32,\n uBob: f32,\n uTime: f32,\n uClipCorrection: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @builtin(position) gl_Position: vec4<f32>,\n @location(0) member: vec3<f32>,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCharIndex_1: f32;\nvar<private> aCorner_1: vec3<f32>;\nvar<private> aCell_1: vec2<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> vDepth: f32;\nvar<private> vChar: f32;\n\nfn rot_u0028_f1_u003b(a: ptr<function, f32>) -> mat2x2<f32> {\n var s: f32;\n var c: f32;\n\n let _e40 = (*a);\n s = sin(_e40);\n let _e42 = (*a);\n c = cos(_e42);\n let _e44 = c;\n let _e45 = s;\n let _e47 = s;\n let _e48 = c;\n return mat2x2<f32>(vec2<f32>(_e44, -(_e45)), vec2<f32>(_e47, _e48));\n}\n\nfn settle_u0028_f1_u003b(t: ptr<function, f32>) -> f32 {\n var d: f32;\n\n let _e39 = (*t);\n if (_e39 <= 0f) {\n return 0f;\n }\n let _e41 = (*t);\n if (_e41 >= 1f) {\n return 1f;\n }\n let _e43 = (*t);\n d = (1f - _e43);\n let _e45 = d;\n let _e46 = d;\n let _e48 = (*t);\n return (1f - ((_e45 * _e46) * cos((_e48 * 12f))));\n}\n\nfn main_1() {\n var span: f32;\n var start: f32;\n var local: f32;\n var eased: f32;\n var param: f32;\n var spin: f32;\n var rise: f32;\n var punch: f32;\n var local3_: vec3<f32>;\n var param_1: f32;\n var cell: vec2<f32>;\n var bob: f32;\n var centre: vec2<f32>;\n var invDepth: f32;\n var screen: vec2<f32>;\n var ndc: vec2<f32>;\n var depth: f32;\n var n: vec3<f32>;\n var param_2: f32;\n\n let _e57 = unnamed.uCharCount;\n span = max(_e57, 1f);\n let _e59 = aCharIndex_1;\n let _e61 = unnamed.uCharOffset;\n let _e63 = span;\n start = (((_e59 + _e61) / _e63) * 0.55f);\n let _e67 = unnamed.uReveal;\n let _e68 = start;\n let _e70 = start;\n local = clamp(((_e67 - _e68) / max(0.45f, (1f - _e70))), 0f, 1f);\n let _e75 = local;\n param = _e75;\n let _e76 = settle_u0028_f1_u003b((&param));\n eased = _e76;\n let _e78 = unnamed.uSpin;\n let _e79 = eased;\n spin = (_e78 * (1f - _e79));\n let _e82 = eased;\n let _e85 = unnamed.uCellSize;\n rise = (((1f - _e82) * _e85) * 6f);\n let _e89 = unnamed.uPunch;\n let _e90 = eased;\n punch = (1f + (_e89 * (1f - abs(((_e90 * 2f) - 1f)))));\n let _e97 = aCorner_1;\n let _e99 = unnamed.uCellSize;\n let _e102 = punch;\n local3_ = (((_e97 * _e99) * 0.5f) * _e102);\n let _e104 = spin;\n param_1 = _e104;\n let _e105 = rot_u0028_f1_u003b((&param_1));\n let _e106 = local3_;\n let _e108 = (_e105 * _e106.yz);\n let _e109 = local3_;\n local3_ = vec3<f32>(_e109.x, _e108.x, _e108.y);\n let _e114 = aCell_1;\n let _e116 = unnamed.uCellSize;\n cell = (_e114 * _e116);\n let _e119 = unnamed.uTime;\n let _e121 = aCharIndex_1;\n let _e126 = unnamed.uBob;\n bob = (sin(((_e119 * 3.1f) + (_e121 * 0.7f))) * _e126);\n let _e129 = unnamed.uOrigin;\n let _e131 = cell[0u];\n let _e133 = cell[1u];\n let _e137 = rise;\n let _e138 = bob;\n centre = ((_e129 + vec2<f32>(_e131, -(_e133))) + vec2<f32>(0f, (_e137 - _e138)));\n let _e143 = unnamed.uDepth;\n let _e145 = unnamed.uDepth;\n let _e147 = local3_[2u];\n invDepth = (_e143 / max(0.001f, (_e145 - _e147)));\n let _e151 = centre;\n let _e152 = local3_;\n let _e154 = invDepth;\n screen = (_e151 + (_e152.xy * _e154));\n let _e157 = screen;\n let _e159 = unnamed.uViewport;\n ndc = (((_e157 / _e159) * 2f) - vec2(1f));\n let _e165 = local3_[2u];\n let _e168 = unnamed.uCellSize;\n depth = (clamp((-(_e165) / max(1f, (_e168 * 2f))), -1f, 1f) * 0.4f);\n let _e175 = unnamed.uClipCorrection;\n let _e177 = ndc[0u];\n let _e179 = ndc[1u];\n let _e181 = depth;\n unnamed_1.gl_Position = (_e175 * vec4<f32>(_e177, -(_e179), _e181, 1f));\n let _e185 = aNormal_1;\n n = _e185;\n let _e186 = spin;\n param_2 = _e186;\n let _e187 = rot_u0028_f1_u003b((&param_2));\n let _e188 = n;\n let _e190 = (_e187 * _e188.yz);\n let _e191 = n;\n n = vec3<f32>(_e191.x, _e190.x, _e190.y);\n let _e196 = n;\n vNormal = _e196;\n let _e198 = local3_[2u];\n vDepth = _e198;\n let _e199 = eased;\n vChar = _e199;\n return;\n}\n\n@vertex \nfn main(@location(3) aCharIndex: f32, @location(0) aCorner: vec3<f32>, @location(2) aCell: vec2<f32>, @location(1) aNormal: vec3<f32>) -> VertexOutput {\n aCharIndex_1 = aCharIndex;\n aCorner_1 = aCorner;\n aCell_1 = aCell;\n aNormal_1 = aNormal;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = unnamed_1.gl_Position;\n let _e17 = vNormal;\n let _e18 = vDepth;\n let _e19 = vChar;\n return VertexOutput(_e16, _e17, _e18, _e19);\n}\n";
3
3
  /**
4
4
  * What the transform assigned, so the renderer binds the same numbers.
5
5
  *
@@ -5,7 +5,7 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
  export const TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uGlow: f32,\n uAlpha: f32,\n}\n\nvar<private> vNormal_1: vec3<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vChar_1: f32;\nvar<private> fragColor: vec4<f32>;\nvar<private> vDepth_1: f32;\n\nfn main_1() {\n var key: vec3<f32>;\n var lambert: f32;\n var lit: vec3<f32>;\n var emissive: vec3<f32>;\n\n key = vec3<f32>(-0.3549141f, 0.7098282f, 0.6084241f);\n let _e19 = vNormal_1;\n let _e21 = key;\n lambert = (0.55f + (0.45f * max(dot(normalize(_e19), _e21), 0f)));\n let _e27 = unnamed.uColor;\n let _e28 = lambert;\n lit = (_e27 * _e28);\n let _e31 = unnamed.uColor;\n let _e33 = unnamed.uGlow;\n let _e35 = vChar_1;\n emissive = ((_e31 * _e33) * (0.45f + (0.55f * _e35)));\n let _e39 = lit;\n let _e40 = emissive;\n let _e41 = (_e39 + _e40);\n let _e43 = unnamed.uAlpha;\n fragColor = vec4<f32>(_e41.x, _e41.y, _e41.z, _e43);\n return;\n}\n\n@fragment \nfn main(@location(0) vNormal: vec3<f32>, @location(2) vChar: f32, @location(1) vDepth: f32) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vChar_1 = vChar;\n vDepth_1 = vDepth;\n main_1();\n let _e7 = fragColor;\n return _e7;\n}\n";
8
- export const TEXT_VERT_WGSL = "struct Uniforms {\n uViewport: vec2<f32>,\n uOrigin: vec2<f32>,\n uCellSize: f32,\n uDepth: f32,\n uReveal: f32,\n uCharCount: f32,\n uCharOffset: f32,\n uSpin: f32,\n uPunch: f32,\n uBob: f32,\n uTime: f32,\n uClipCorrection: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @builtin(position) gl_Position: vec4<f32>,\n @location(0) member: vec3<f32>,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCharIndex_1: f32;\nvar<private> aCorner_1: vec3<f32>;\nvar<private> aCell_1: vec2<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> vDepth: f32;\nvar<private> vChar: f32;\n\nfn rot_u0028_f1_u003b(a: ptr<function, f32>) -> mat2x2<f32> {\n var s: f32;\n var c: f32;\n\n let _e40 = (*a);\n s = sin(_e40);\n let _e42 = (*a);\n c = cos(_e42);\n let _e44 = c;\n let _e45 = s;\n let _e47 = s;\n let _e48 = c;\n return mat2x2<f32>(vec2<f32>(_e44, -(_e45)), vec2<f32>(_e47, _e48));\n}\n\nfn settle_u0028_f1_u003b(t: ptr<function, f32>) -> f32 {\n var d: f32;\n\n let _e39 = (*t);\n if (_e39 <= 0f) {\n return 0f;\n }\n let _e41 = (*t);\n if (_e41 >= 1f) {\n return 1f;\n }\n let _e43 = (*t);\n d = (1f - _e43);\n let _e45 = d;\n let _e46 = d;\n let _e48 = (*t);\n return (1f - ((_e45 * _e46) * cos((_e48 * 12f))));\n}\n\nfn main_1() {\n var span: f32;\n var start: f32;\n var local: f32;\n var eased: f32;\n var param: f32;\n var spin: f32;\n var rise: f32;\n var punch: f32;\n var local3_: vec3<f32>;\n var param_1: f32;\n var cell: vec2<f32>;\n var bob: f32;\n var screen: vec2<f32>;\n var view: vec3<f32>;\n var invDepth: f32;\n var ndc: vec2<f32>;\n var depth: f32;\n var n: vec3<f32>;\n var param_2: f32;\n\n let _e57 = unnamed.uCharCount;\n span = max(_e57, 1f);\n let _e59 = aCharIndex_1;\n let _e61 = unnamed.uCharOffset;\n let _e63 = span;\n start = (((_e59 + _e61) / _e63) * 0.55f);\n let _e67 = unnamed.uReveal;\n let _e68 = start;\n let _e70 = start;\n local = clamp(((_e67 - _e68) / max(0.45f, (1f - _e70))), 0f, 1f);\n let _e75 = local;\n param = _e75;\n let _e76 = settle_u0028_f1_u003b((&param));\n eased = _e76;\n let _e78 = unnamed.uSpin;\n let _e79 = eased;\n spin = (_e78 * (1f - _e79));\n let _e82 = eased;\n let _e85 = unnamed.uCellSize;\n rise = (((1f - _e82) * _e85) * 6f);\n let _e89 = unnamed.uPunch;\n let _e90 = eased;\n punch = (1f + (_e89 * (1f - abs(((_e90 * 2f) - 1f)))));\n let _e97 = aCorner_1;\n let _e99 = unnamed.uCellSize;\n let _e102 = punch;\n local3_ = (((_e97 * _e99) * 0.5f) * _e102);\n let _e104 = spin;\n param_1 = _e104;\n let _e105 = rot_u0028_f1_u003b((&param_1));\n let _e106 = local3_;\n let _e108 = (_e105 * _e106.yz);\n let _e109 = local3_;\n local3_ = vec3<f32>(_e109.x, _e108.x, _e108.y);\n let _e114 = aCell_1;\n let _e116 = unnamed.uCellSize;\n cell = (_e114 * _e116);\n let _e119 = unnamed.uTime;\n let _e121 = aCharIndex_1;\n let _e126 = unnamed.uBob;\n bob = (sin(((_e119 * 3.1f) + (_e121 * 0.7f))) * _e126);\n let _e129 = unnamed.uOrigin;\n let _e131 = cell[0u];\n let _e133 = cell[1u];\n let _e137 = rise;\n let _e138 = bob;\n screen = ((_e129 + vec2<f32>(_e131, -(_e133))) + vec2<f32>(0f, (_e137 - _e138)));\n let _e142 = screen;\n let _e143 = local3_;\n let _e145 = (_e142 + _e143.xy);\n let _e147 = unnamed.uDepth;\n let _e150 = local3_[2u];\n view = vec3<f32>(_e145.x, _e145.y, (-(_e147) + _e150));\n let _e156 = unnamed.uDepth;\n let _e158 = view[2u];\n invDepth = (_e156 / max(0.001f, -(_e158)));\n let _e162 = view;\n let _e164 = invDepth;\n let _e167 = unnamed.uViewport;\n ndc = ((((_e162.xy * _e164) / _e167) * 2f) - vec2(1f));\n let _e173 = local3_[2u];\n let _e176 = unnamed.uCellSize;\n depth = (clamp((-(_e173) / max(1f, (_e176 * 2f))), -1f, 1f) * 0.4f);\n let _e183 = unnamed.uClipCorrection;\n let _e185 = ndc[0u];\n let _e187 = ndc[1u];\n let _e189 = depth;\n unnamed_1.gl_Position = (_e183 * vec4<f32>(_e185, -(_e187), _e189, 1f));\n let _e193 = aNormal_1;\n n = _e193;\n let _e194 = spin;\n param_2 = _e194;\n let _e195 = rot_u0028_f1_u003b((&param_2));\n let _e196 = n;\n let _e198 = (_e195 * _e196.yz);\n let _e199 = n;\n n = vec3<f32>(_e199.x, _e198.x, _e198.y);\n let _e204 = n;\n vNormal = _e204;\n let _e206 = local3_[2u];\n vDepth = _e206;\n let _e207 = eased;\n vChar = _e207;\n return;\n}\n\n@vertex \nfn main(@location(3) aCharIndex: f32, @location(0) aCorner: vec3<f32>, @location(2) aCell: vec2<f32>, @location(1) aNormal: vec3<f32>) -> VertexOutput {\n aCharIndex_1 = aCharIndex;\n aCorner_1 = aCorner;\n aCell_1 = aCell;\n aNormal_1 = aNormal;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = unnamed_1.gl_Position;\n let _e17 = vNormal;\n let _e18 = vDepth;\n let _e19 = vChar;\n return VertexOutput(_e16, _e17, _e18, _e19);\n}\n";
8
+ export const TEXT_VERT_WGSL = "struct Uniforms {\n uViewport: vec2<f32>,\n uOrigin: vec2<f32>,\n uCellSize: f32,\n uDepth: f32,\n uReveal: f32,\n uCharCount: f32,\n uCharOffset: f32,\n uSpin: f32,\n uPunch: f32,\n uBob: f32,\n uTime: f32,\n uClipCorrection: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @builtin(position) gl_Position: vec4<f32>,\n @location(0) member: vec3<f32>,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCharIndex_1: f32;\nvar<private> aCorner_1: vec3<f32>;\nvar<private> aCell_1: vec2<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> vDepth: f32;\nvar<private> vChar: f32;\n\nfn rot_u0028_f1_u003b(a: ptr<function, f32>) -> mat2x2<f32> {\n var s: f32;\n var c: f32;\n\n let _e40 = (*a);\n s = sin(_e40);\n let _e42 = (*a);\n c = cos(_e42);\n let _e44 = c;\n let _e45 = s;\n let _e47 = s;\n let _e48 = c;\n return mat2x2<f32>(vec2<f32>(_e44, -(_e45)), vec2<f32>(_e47, _e48));\n}\n\nfn settle_u0028_f1_u003b(t: ptr<function, f32>) -> f32 {\n var d: f32;\n\n let _e39 = (*t);\n if (_e39 <= 0f) {\n return 0f;\n }\n let _e41 = (*t);\n if (_e41 >= 1f) {\n return 1f;\n }\n let _e43 = (*t);\n d = (1f - _e43);\n let _e45 = d;\n let _e46 = d;\n let _e48 = (*t);\n return (1f - ((_e45 * _e46) * cos((_e48 * 12f))));\n}\n\nfn main_1() {\n var span: f32;\n var start: f32;\n var local: f32;\n var eased: f32;\n var param: f32;\n var spin: f32;\n var rise: f32;\n var punch: f32;\n var local3_: vec3<f32>;\n var param_1: f32;\n var cell: vec2<f32>;\n var bob: f32;\n var centre: vec2<f32>;\n var invDepth: f32;\n var screen: vec2<f32>;\n var ndc: vec2<f32>;\n var depth: f32;\n var n: vec3<f32>;\n var param_2: f32;\n\n let _e57 = unnamed.uCharCount;\n span = max(_e57, 1f);\n let _e59 = aCharIndex_1;\n let _e61 = unnamed.uCharOffset;\n let _e63 = span;\n start = (((_e59 + _e61) / _e63) * 0.55f);\n let _e67 = unnamed.uReveal;\n let _e68 = start;\n let _e70 = start;\n local = clamp(((_e67 - _e68) / max(0.45f, (1f - _e70))), 0f, 1f);\n let _e75 = local;\n param = _e75;\n let _e76 = settle_u0028_f1_u003b((&param));\n eased = _e76;\n let _e78 = unnamed.uSpin;\n let _e79 = eased;\n spin = (_e78 * (1f - _e79));\n let _e82 = eased;\n let _e85 = unnamed.uCellSize;\n rise = (((1f - _e82) * _e85) * 6f);\n let _e89 = unnamed.uPunch;\n let _e90 = eased;\n punch = (1f + (_e89 * (1f - abs(((_e90 * 2f) - 1f)))));\n let _e97 = aCorner_1;\n let _e99 = unnamed.uCellSize;\n let _e102 = punch;\n local3_ = (((_e97 * _e99) * 0.5f) * _e102);\n let _e104 = spin;\n param_1 = _e104;\n let _e105 = rot_u0028_f1_u003b((&param_1));\n let _e106 = local3_;\n let _e108 = (_e105 * _e106.yz);\n let _e109 = local3_;\n local3_ = vec3<f32>(_e109.x, _e108.x, _e108.y);\n let _e114 = aCell_1;\n let _e116 = unnamed.uCellSize;\n cell = (_e114 * _e116);\n let _e119 = unnamed.uTime;\n let _e121 = aCharIndex_1;\n let _e126 = unnamed.uBob;\n bob = (sin(((_e119 * 3.1f) + (_e121 * 0.7f))) * _e126);\n let _e129 = unnamed.uOrigin;\n let _e131 = cell[0u];\n let _e133 = cell[1u];\n let _e137 = rise;\n let _e138 = bob;\n centre = ((_e129 + vec2<f32>(_e131, -(_e133))) + vec2<f32>(0f, (_e137 - _e138)));\n let _e143 = unnamed.uDepth;\n let _e145 = unnamed.uDepth;\n let _e147 = local3_[2u];\n invDepth = (_e143 / max(0.001f, (_e145 - _e147)));\n let _e151 = centre;\n let _e152 = local3_;\n let _e154 = invDepth;\n screen = (_e151 + (_e152.xy * _e154));\n let _e157 = screen;\n let _e159 = unnamed.uViewport;\n ndc = (((_e157 / _e159) * 2f) - vec2(1f));\n let _e165 = local3_[2u];\n let _e168 = unnamed.uCellSize;\n depth = (clamp((-(_e165) / max(1f, (_e168 * 2f))), -1f, 1f) * 0.4f);\n let _e175 = unnamed.uClipCorrection;\n let _e177 = ndc[0u];\n let _e179 = ndc[1u];\n let _e181 = depth;\n unnamed_1.gl_Position = (_e175 * vec4<f32>(_e177, -(_e179), _e181, 1f));\n let _e185 = aNormal_1;\n n = _e185;\n let _e186 = spin;\n param_2 = _e186;\n let _e187 = rot_u0028_f1_u003b((&param_2));\n let _e188 = n;\n let _e190 = (_e187 * _e188.yz);\n let _e191 = n;\n n = vec3<f32>(_e191.x, _e190.x, _e190.y);\n let _e196 = n;\n vNormal = _e196;\n let _e198 = local3_[2u];\n vDepth = _e198;\n let _e199 = eased;\n vChar = _e199;\n return;\n}\n\n@vertex \nfn main(@location(3) aCharIndex: f32, @location(0) aCorner: vec3<f32>, @location(2) aCell: vec2<f32>, @location(1) aNormal: vec3<f32>) -> VertexOutput {\n aCharIndex_1 = aCharIndex;\n aCorner_1 = aCorner;\n aCell_1 = aCell;\n aNormal_1 = aNormal;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = unnamed_1.gl_Position;\n let _e17 = vNormal;\n let _e18 = vDepth;\n let _e19 = vChar;\n return VertexOutput(_e16, _e17, _e18, _e19);\n}\n";
9
9
  /**
10
10
  * What the transform assigned, so the renderer binds the same numbers.
11
11
  *