@driftengine/core 4.8.1 → 4.8.3

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Files changed (159) hide show
  1. package/CHANGELOG.json +142 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +3 -1
  4. package/dist/index.js +8 -0
  5. package/dist/input/actionMap.d.ts +6 -1
  6. package/dist/input/actionMap.js +20 -7
  7. package/dist/input/input.d.ts +28 -0
  8. package/dist/input/input.js +71 -9
  9. package/dist/input/inputHarness.d.ts +9 -0
  10. package/dist/input/inputHarness.js +34 -2
  11. package/dist/render/backend/materialChanges.d.ts +7 -2
  12. package/dist/render/backend/materialChanges.js +8 -3
  13. package/dist/render/backend/webgl2/renderer.d.ts +75 -3
  14. package/dist/render/backend/webgl2/renderer.js +209 -22
  15. package/dist/render/backend/webgpu/buffers.d.ts +2 -0
  16. package/dist/render/backend/webgpu/buffers.js +2 -0
  17. package/dist/render/backend/webgpu/causticsPass.js +2 -1
  18. package/dist/render/backend/webgpu/depthPass.d.ts +13 -3
  19. package/dist/render/backend/webgpu/depthPass.js +4 -3
  20. package/dist/render/backend/webgpu/filmPass.js +2 -1
  21. package/dist/render/backend/webgpu/flatPass.d.ts +5 -0
  22. package/dist/render/backend/webgpu/flatPass.js +18 -8
  23. package/dist/render/backend/webgpu/linePass.js +2 -1
  24. package/dist/render/backend/webgpu/panelPass.js +2 -1
  25. package/dist/render/backend/webgpu/particlePass.js +2 -1
  26. package/dist/render/backend/webgpu/pipelineCache.d.ts +40 -8
  27. package/dist/render/backend/webgpu/pipelineCache.js +76 -9
  28. package/dist/render/backend/webgpu/plumePass.js +2 -1
  29. package/dist/render/backend/webgpu/postPass.d.ts +12 -2
  30. package/dist/render/backend/webgpu/postPass.js +19 -5
  31. package/dist/render/backend/webgpu/renderer.d.ts +66 -2
  32. package/dist/render/backend/webgpu/renderer.js +189 -38
  33. package/dist/render/backend/webgpu/sdfTextPass.js +2 -1
  34. package/dist/render/backend/webgpu/textPass.js +2 -1
  35. package/dist/render/backend/webgpu/waterPass.js +2 -1
  36. package/dist/render/backend/webgpu/windStreakPass.js +2 -1
  37. package/dist/render/boltBatch.js +2 -1
  38. package/dist/render/causticsRenderer.js +2 -1
  39. package/dist/render/cutoutCaster.d.ts +3 -1
  40. package/dist/render/cutoutCaster.js +4 -0
  41. package/dist/render/decalPass.js +2 -1
  42. package/dist/render/globalMediumPass.js +3 -2
  43. package/dist/render/lineBatch.js +5 -1
  44. package/dist/render/mapsWithoutUvs.d.ts +24 -0
  45. package/dist/render/mapsWithoutUvs.js +24 -0
  46. package/dist/render/mesh.d.ts +2 -0
  47. package/dist/render/mesh.js +3 -0
  48. package/dist/render/oitPass.js +2 -1
  49. package/dist/render/particleBatch.js +3 -2
  50. package/dist/render/particlePool.d.ts +21 -2
  51. package/dist/render/particlePool.js +72 -37
  52. package/dist/render/pass.d.ts +12 -0
  53. package/dist/render/plumeRenderer.js +3 -2
  54. package/dist/render/renderQuality.d.ts +16 -8
  55. package/dist/render/sceneCoverage.d.ts +54 -0
  56. package/dist/render/sceneCoverage.js +72 -0
  57. package/dist/render/sdfTextRenderer.js +2 -1
  58. package/dist/render/shaders/depth.js +3 -2
  59. package/dist/render/shaders/flat/glassTint.d.ts +28 -0
  60. package/dist/render/shaders/flat/glassTint.js +31 -0
  61. package/dist/render/shaders/flat/index.d.ts +12 -0
  62. package/dist/render/shaders/flat/index.js +13 -2
  63. package/dist/render/shaders/flat/main.d.ts +1 -1
  64. package/dist/render/shaders/flat/main.js +60 -25
  65. package/dist/render/shaders/flat/surfaceEffects.d.ts +1 -1
  66. package/dist/render/shaders/flat/surfaceEffects.js +6 -2
  67. package/dist/render/shaders/generated/depth.wgsl.d.ts +32 -12
  68. package/dist/render/shaders/generated/depth.wgsl.js +32 -12
  69. package/dist/render/shaders/generated/flat.wgsl.d.ts +89 -0
  70. package/dist/render/shaders/generated/flat.wgsl.js +127 -38
  71. package/dist/render/shaders/generated/line.wgsl.d.ts +1 -1
  72. package/dist/render/shaders/generated/line.wgsl.js +1 -1
  73. package/dist/render/shaders/generated/particle.wgsl.d.ts +3 -3
  74. package/dist/render/shaders/generated/particle.wgsl.js +3 -3
  75. package/dist/render/shaders/generated/rush.wgsl.d.ts +1 -1
  76. package/dist/render/shaders/generated/rush.wgsl.js +1 -1
  77. package/dist/render/shaders/generated/sdfText.wgsl.d.ts +1 -1
  78. package/dist/render/shaders/generated/sdfText.wgsl.js +1 -1
  79. package/dist/render/shaders/generated/temporalResolve.wgsl.d.ts +1 -1
  80. package/dist/render/shaders/generated/temporalResolve.wgsl.js +1 -1
  81. package/dist/render/shaders/line.d.ts +1 -1
  82. package/dist/render/shaders/outputTransform.d.ts +14 -1
  83. package/dist/render/shaders/outputTransform.js +23 -1
  84. package/dist/render/shaders/particle.d.ts +3 -3
  85. package/dist/render/shaders/recon/resolve.wgsl.js +15 -1
  86. package/dist/render/shaders/rush.js +13 -2
  87. package/dist/render/shaders/sdfText.d.ts +1 -1
  88. package/dist/render/shaders/temporalResolve.js +12 -5
  89. package/dist/render/ssrPass.js +2 -1
  90. package/dist/render/surfaceTexture.d.ts +13 -0
  91. package/dist/render/surfaceTexture.js +4 -0
  92. package/dist/render/textRenderer.js +2 -1
  93. package/dist/render/vertexDefaults.js +1 -0
  94. package/dist/render/viewModel.d.ts +29 -0
  95. package/dist/render/viewModel.js +35 -0
  96. package/dist/render/waterRenderer.js +2 -1
  97. package/dist/render/windStreakRenderer.js +2 -1
  98. package/package.json +6 -6
  99. package/src/index.ts +22 -1
  100. package/src/input/actionMap.ts +23 -8
  101. package/src/input/input.ts +79 -9
  102. package/src/input/inputHarness.ts +27 -2
  103. package/src/render/backend/materialChanges.ts +8 -3
  104. package/src/render/backend/webgl2/renderer.ts +223 -29
  105. package/src/render/backend/webgpu/buffers.ts +5 -0
  106. package/src/render/backend/webgpu/causticsPass.ts +2 -1
  107. package/src/render/backend/webgpu/depthPass.ts +4 -3
  108. package/src/render/backend/webgpu/filmPass.ts +2 -1
  109. package/src/render/backend/webgpu/flatPass.ts +43 -26
  110. package/src/render/backend/webgpu/linePass.ts +2 -1
  111. package/src/render/backend/webgpu/panelPass.ts +2 -1
  112. package/src/render/backend/webgpu/particlePass.ts +2 -1
  113. package/src/render/backend/webgpu/pipelineCache.ts +82 -8
  114. package/src/render/backend/webgpu/plumePass.ts +2 -1
  115. package/src/render/backend/webgpu/postPass.ts +20 -5
  116. package/src/render/backend/webgpu/renderer.ts +191 -37
  117. package/src/render/backend/webgpu/sdfTextPass.ts +2 -1
  118. package/src/render/backend/webgpu/textPass.ts +2 -1
  119. package/src/render/backend/webgpu/waterPass.ts +2 -1
  120. package/src/render/backend/webgpu/windStreakPass.ts +2 -1
  121. package/src/render/boltBatch.ts +2 -1
  122. package/src/render/causticsRenderer.ts +2 -1
  123. package/src/render/cutoutCaster.ts +15 -2
  124. package/src/render/decalPass.ts +2 -1
  125. package/src/render/globalMediumPass.ts +3 -2
  126. package/src/render/lineBatch.ts +3 -1
  127. package/src/render/mapsWithoutUvs.ts +43 -0
  128. package/src/render/mesh.ts +3 -0
  129. package/src/render/oitPass.ts +2 -1
  130. package/src/render/particleBatch.ts +3 -2
  131. package/src/render/particlePool.ts +107 -56
  132. package/src/render/pass.ts +12 -0
  133. package/src/render/plumeRenderer.ts +3 -2
  134. package/src/render/renderQuality.ts +16 -8
  135. package/src/render/sceneCoverage.ts +78 -0
  136. package/src/render/sdfTextRenderer.ts +2 -1
  137. package/src/render/shaders/depth.ts +3 -2
  138. package/src/render/shaders/flat/glassTint.ts +48 -0
  139. package/src/render/shaders/flat/index.ts +25 -2
  140. package/src/render/shaders/flat/main.ts +60 -25
  141. package/src/render/shaders/flat/surfaceEffects.ts +6 -2
  142. package/src/render/shaders/generated/depth.wgsl.ts +32 -12
  143. package/src/render/shaders/generated/flat.wgsl.ts +127 -38
  144. package/src/render/shaders/generated/line.wgsl.ts +1 -1
  145. package/src/render/shaders/generated/particle.wgsl.ts +3 -3
  146. package/src/render/shaders/generated/rush.wgsl.ts +1 -1
  147. package/src/render/shaders/generated/sdfText.wgsl.ts +1 -1
  148. package/src/render/shaders/generated/temporalResolve.wgsl.ts +1 -1
  149. package/src/render/shaders/outputTransform.ts +24 -1
  150. package/src/render/shaders/recon/resolve.wgsl.ts +15 -1
  151. package/src/render/shaders/rush.ts +13 -2
  152. package/src/render/shaders/temporalResolve.ts +12 -5
  153. package/src/render/ssrPass.ts +2 -1
  154. package/src/render/surfaceTexture.ts +16 -0
  155. package/src/render/textRenderer.ts +2 -1
  156. package/src/render/vertexDefaults.ts +1 -0
  157. package/src/render/viewModel.ts +41 -0
  158. package/src/render/waterRenderer.ts +2 -1
  159. package/src/render/windStreakRenderer.ts +2 -1
@@ -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 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";
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 _e155 = (*p)[0u];\n let _e158 = (*p)[1u];\n let _e161 = (*seed);\n h = (((_e155 * 1664525u) + (_e158 * 1013904223u)) + (_e161 * 2654435769u));\n let _e164 = h;\n let _e167 = h;\n h = (_e167 ^ (_e164 >> bitcast<u32>(16u)));\n let _e169 = h;\n h = (_e169 * 2246822519u);\n let _e171 = h;\n let _e174 = h;\n h = (_e174 ^ (_e171 >> bitcast<u32>(13u)));\n let _e176 = h;\n h = (_e176 * 3266489917u);\n let _e178 = h;\n let _e181 = h;\n h = (_e181 ^ (_e178 >> bitcast<u32>(16u)));\n let _e183 = h;\n return (f32(_e183) * 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 _e160 = unnamed.uGrain[0u];\n if (_e160 <= 0f) {\n let _e162 = (*c);\n return _e162;\n }\n let _e163 = (*c);\n luma = dot(clamp(_e163, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e168 = luma;\n let _e170 = luma;\n weight = (0.25f + ((3f * _e168) * (1f - _e170)));\n let _e174 = (*fragCoord);\n let _e178 = unnamed.uGrain[1u];\n param = vec2<u32>(_e174);\n param_1 = u32(_e178);\n let _e180 = grainNoise_u0028_vu2_u003b_u1_u003b((&param), (&param_1));\n n = (_e180 - 0.5f);\n let _e182 = (*c);\n let _e183 = n;\n let _e187 = unnamed.uGrain[0u];\n let _e189 = weight;\n return (_e182 + vec3((((2f * _e183) * _e187) * _e189)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e153 = unnamed.uVeilAlpha;\n if (_e153 <= 0f) {\n let _e155 = (*c_1);\n return _e155;\n }\n let _e156 = (*c_1);\n let _e158 = unnamed.uVeilColor;\n let _e160 = unnamed.uVeilAlpha;\n return mix(_e156, _e158, vec3(_e160));\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 _e155 = unnamed.uGradeStrength;\n if (_e155 <= 0f) {\n let _e157 = (*c_2);\n return _e157;\n }\n let _e158 = (*c_2);\n clamped = clamp(_e158, vec3(0f), vec3(1f));\n let _e162 = clamped;\n let _e164 = unnamed.uGradeSize;\n let _e170 = unnamed.uGradeSize;\n uvw = (((_e162 * (_e164 - 1f)) + vec3(0.5f)) / vec3(_e170));\n let _e173 = (*c_2);\n let _e174 = uvw;\n let _e175 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e174, 0f);\n let _e178 = unnamed.uGradeStrength;\n return mix(_e173, _e175.xyz, vec3(_e178));\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 _e154 = (*c_3);\n low = (_e154 * 12.92f);\n let _e156 = (*c_3);\n high = ((pow(max(_e156, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e162 = low;\n let _e163 = high;\n let _e164 = (*c_3);\n return mix(_e162, _e163, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e164));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e155 = (*c_4)[0u];\n let _e157 = (*c_4)[1u];\n let _e159 = (*c_4)[2u];\n m = max(_e155, max(_e157, _e159));\n let _e162 = m;\n if (_e162 <= 0.8f) {\n let _e164 = (*c_4);\n return _e164;\n }\n let _e165 = m;\n e = (_e165 - 0.8f);\n let _e167 = (*c_4);\n let _e168 = e;\n let _e170 = e;\n let _e174 = m;\n return (_e167 * ((0.8f + ((0.2f * _e168) / (_e170 + 0.2f))) / _e174));\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 _e156 = unnamed.uOutputExposure;\n let _e157 = (*x);\n (*x) = (_e157 * _e156);\n let _e159 = (*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)) * _e159);\n let _e161 = v;\n let _e162 = v;\n a = ((_e161 * (_e162 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e168 = v;\n let _e169 = v;\n b = ((_e168 * ((_e169 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e176 = a;\n let _e177 = 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)) * (_e176 / _e177)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_5: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n\n let _e156 = unnamed.uOutputTransform;\n if (_e156 == 0i) {\n let _e158 = (*c_5);\n return _e158;\n }\n let _e160 = unnamed.uOutputTransform;\n if (_e160 == 2i) {\n let _e162 = (*c_5);\n param_2 = _e162;\n let _e163 = acesFilmic_u0028_vf3_u003b((&param_2));\n (*c_5) = _e163;\n }\n let _e165 = unnamed.uOutputTransform;\n if (_e165 == 3i) {\n let _e167 = (*c_5);\n let _e169 = unnamed.uOutputExposure;\n param_3 = (_e167 * _e169);\n let _e171 = highlightShoulder_u0028_vf3_u003b((&param_3));\n (*c_5) = _e171;\n }\n let _e172 = (*c_5);\n param_4 = _e172;\n let _e173 = linearToSrgb_u0028_vf3_u003b((&param_4));\n return _e173;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_6: 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 _e159 = unnamed.uVignette;\n if (_e159 <= 0f) {\n let _e161 = (*c_6);\n return _e161;\n }\n let _e162 = (*uv);\n let _e165 = (*size);\n d = ((_e162 - vec2(0.5f)) * _e165);\n let _e167 = (*size);\n corner = (_e167 * 0.5f);\n let _e169 = d;\n let _e170 = d;\n let _e172 = corner;\n let _e173 = corner;\n r2_ = (dot(_e169, _e170) / dot(_e172, _e173));\n let _e177 = unnamed.uVignette;\n let _e178 = r2_;\n falloff = (1f + (_e177 * _e178));\n let _e181 = (*c_6);\n let _e182 = falloff;\n let _e183 = falloff;\n return (_e181 / vec3((_e182 * _e183)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e154 = unnamed.uAutoExposure;\n if (_e154 <= 0f) {\n return 1f;\n }\n let _e156 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e156.x;\n let _e159 = unnamed.uAutoExposure;\n let _e160 = held;\n stops = (_e159 * (-2.473931f - _e160));\n let _e163 = stops;\n return exp2(clamp(_e163, -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 _e154 = (*uv_1);\n inside = clamp(_e154, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e156 = (*block);\n let _e158 = inside[0u];\n let _e162 = inside[1u];\n let _e164 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e156 + _e158) / 11f), _e162), 0f);\n return _e164.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_5: vec2<f32>;\n var param_6: f32;\n var param_7: vec2<f32>;\n var param_8: f32;\n var tileMean: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var bilateral: f32;\n var local: f32;\n var local_1: f32;\n var stops_1: f32;\n\n let _e171 = unnamed.uLocalExposure;\n if (_e171 <= 0f) {\n return 1f;\n }\n let _e173 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e173.x;\n let _e175 = (*light);\n pixel = clamp(log2(max(dot(_e175, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e180 = pixel;\n b_1 = (((_e180 - -12f) / 2f) - 0.5f);\n let _e184 = b_1;\n lower = clamp(floor(_e184), 0f, 9f);\n let _e187 = lower;\n upper = min((_e187 + 1f), 9f);\n let _e190 = (*uv_2);\n param_5 = _e190;\n let _e191 = lower;\n param_6 = _e191;\n let _e192 = localBlock_u0028_vf2_u003b_f1_u003b((&param_5), (&param_6));\n let _e193 = (*uv_2);\n param_7 = _e193;\n let _e194 = upper;\n param_8 = _e194;\n let _e195 = localBlock_u0028_vf2_u003b_f1_u003b((&param_7), (&param_8));\n let _e196 = b_1;\n let _e197 = lower;\n banded = mix(_e192, _e195, vec2(clamp((_e196 - _e197), 0f, 1f)));\n let _e202 = (*uv_2);\n param_9 = _e202;\n param_10 = 10f;\n let _e203 = localBlock_u0028_vf2_u003b_f1_u003b((&param_9), (&param_10));\n tileMean = _e203.x;\n let _e206 = banded[1u];\n if (_e206 > 0.001f) {\n let _e209 = banded[0u];\n let _e211 = banded[1u];\n local = (_e209 / _e211);\n } else {\n let _e213 = tileMean;\n local = _e213;\n }\n let _e214 = local;\n bilateral = _e214;\n let _e215 = bilateral;\n let _e216 = tileMean;\n local_1 = mix(_e215, _e216, 0.4f);\n let _e219 = unnamed.uLocalExposure;\n let _e220 = held_1;\n let _e221 = local_1;\n stops_1 = (_e219 * (_e220 - _e221));\n let _e224 = stops_1;\n return exp2(clamp(_e224, -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_11: vec2<f32>;\n var param_12: vec3<f32>;\n var lensed: vec3<f32>;\n var param_13: vec3<f32>;\n var param_14: vec2<f32>;\n var param_15: vec2<f32>;\n var param_16: vec3<f32>;\n var param_17: vec3<f32>;\n var param_18: vec3<f32>;\n var param_19: vec3<f32>;\n var param_20: vec2<f32>;\n\n let _e164 = vUv_1;\n param_11 = _e164;\n let _e165 = (*light_1);\n param_12 = _e165;\n let _e166 = localExposureGain_u0028_vf2_u003b_vf3_u003b((&param_11), (&param_12));\n local_2 = _e166;\n let _e167 = autoExposureGain_u0028_();\n let _e168 = local_2;\n let _e170 = (*light_1);\n (*light_1) = (_e170 * (_e167 * _e168));\n let _e172 = textureDimensions(uScene_t, 0i);\n let _e175 = (*light_1);\n param_13 = _e175;\n let _e176 = vUv_1;\n param_14 = _e176;\n param_15 = vec2<f32>(vec2<i32>(_e172));\n let _e177 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((&param_13), (&param_14), (&param_15));\n lensed = _e177;\n let _e178 = lensed;\n param_16 = _e178;\n let _e179 = grade_u0028_vf3_u003b((&param_16));\n param_17 = _e179;\n let _e180 = applyColourGrade_u0028_vf3_u003b((&param_17));\n param_18 = _e180;\n let _e181 = withVeil_u0028_vf3_u003b((&param_18));\n param_19 = _e181;\n let _e182 = gl_FragCoord_1;\n param_20 = _e182.xy;\n let _e184 = withGrain_u0028_vf3_u003b_vf2_u003b((&param_19), (&param_20));\n return _e184;\n}\n\nfn withBloom_u0028_vf3_u003b(c_7: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e153 = unnamed.uBloomStrength;\n if (_e153 <= 0f) {\n let _e155 = (*c_7);\n return _e155;\n }\n let _e156 = (*c_7);\n let _e157 = vUv_1;\n let _e158 = textureSampleLevel(uBloom_t, uBloom_s, _e157, 0f);\n let _e161 = unnamed.uBloomStrength;\n return (_e156 + (_e158.xyz * _e161));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e153 = (*viewDepth);\n let _e155 = unnamed.uFocusDistance;\n let _e159 = unnamed.uFocusRange;\n offPlane = (abs((_e153 - _e155)) - _e159);\n let _e161 = offPlane;\n let _e163 = unnamed.uFocusRange;\n return clamp((_e161 / _e163), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e153 = (*uv_3);\n let _e154 = textureSampleLevel(uDepth_t, uDepth_s, _e153, 0f);\n z = (1f - (_e154.x * 2f));\n let _e160 = unnamed.uDepthToView[0u];\n let _e161 = z;\n let _e165 = unnamed.uDepthToView[1u];\n let _e170 = unnamed.uDepthToView[2u];\n let _e171 = z;\n let _e175 = unnamed.uDepthToView[3u];\n return (-(((_e160 * _e161) + _e165)) / ((_e170 * _e171) + _e175));\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_21: vec2<f32>;\n var weight_1: f32;\n var local_3: f32;\n var param_22: f32;\n\n let _e160 = vUv_1;\n let _e161 = (*direction);\n let _e162 = (*radius);\n let _e165 = unnamed.uDofAspect;\n uv_4 = (_e160 + ((_e161 * _e162) * _e165));\n let _e168 = uv_4;\n param_21 = _e168;\n let _e169 = viewDepthOf_u0028_vf2_u003b((&param_21));\n depth = _e169;\n let _e170 = depth;\n let _e171 = (*centreDepth);\n if (_e170 >= _e171) {\n local_3 = 1f;\n } else {\n let _e173 = depth;\n param_22 = _e173;\n let _e174 = circleOfConfusion_u0028_f1_u003b((&param_22));\n local_3 = _e174;\n }\n let _e175 = local_3;\n weight_1 = _e175;\n let _e176 = uv_4;\n let _e177 = textureSampleLevel(uScene_t, uScene_s, _e176, 0f);\n let _e179 = weight_1;\n let _e180 = (_e177.xyz * _e179);\n let _e181 = weight_1;\n return vec4<f32>(_e180.x, _e180.y, _e180.z, _e181);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_23: vec2<f32>;\n var coc: f32;\n var param_24: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_25: vec2<f32>;\n var param_26: f32;\n var param_27: f32;\n var param_28: vec2<f32>;\n var param_29: f32;\n var param_30: f32;\n var param_31: vec2<f32>;\n var param_32: f32;\n var param_33: f32;\n var param_34: vec2<f32>;\n var param_35: f32;\n var param_36: f32;\n var param_37: vec2<f32>;\n var param_38: f32;\n var param_39: f32;\n var param_40: vec2<f32>;\n var param_41: f32;\n var param_42: f32;\n var param_43: vec2<f32>;\n var param_44: f32;\n var param_45: f32;\n var param_46: vec2<f32>;\n var param_47: f32;\n var param_48: f32;\n\n let _e182 = vUv_1;\n param_23 = _e182;\n let _e183 = viewDepthOf_u0028_vf2_u003b((&param_23));\n depth_1 = _e183;\n let _e184 = depth_1;\n param_24 = _e184;\n let _e185 = circleOfConfusion_u0028_f1_u003b((&param_24));\n coc = _e185;\n let _e186 = coc;\n if (_e186 <= 0f) {\n let _e188 = (*centre);\n return _e188;\n }\n let _e189 = coc;\n let _e191 = unnamed.uDofStrength;\n radius_1 = (_e189 * _e191);\n let _e193 = (*centre);\n sum = vec4<f32>(_e193.x, _e193.y, _e193.z, 1f);\n param_25 = vec2<f32>(0.25f, 0f);\n let _e198 = radius_1;\n param_26 = _e198;\n let _e199 = depth_1;\n param_27 = _e199;\n let _e200 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_25), (&param_26), (&param_27));\n let _e201 = sum;\n sum = (_e201 + _e200);\n param_28 = vec2<f32>(-0.31929f, 0.292496f);\n let _e203 = radius_1;\n param_29 = _e203;\n let _e204 = depth_1;\n param_30 = _e204;\n let _e205 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_28), (&param_29), (&param_30));\n let _e206 = sum;\n sum = (_e206 + _e205);\n param_31 = vec2<f32>(0.048872f, -0.556877f);\n let _e208 = radius_1;\n param_32 = _e208;\n let _e209 = depth_1;\n param_33 = _e209;\n let _e210 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_31), (&param_32), (&param_33));\n let _e211 = sum;\n sum = (_e211 + _e210);\n param_34 = vec2<f32>(0.402444f, 0.524918f);\n let _e213 = radius_1;\n param_35 = _e213;\n let _e214 = depth_1;\n param_36 = _e214;\n let _e215 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_34), (&param_35), (&param_36));\n let _e216 = sum;\n sum = (_e216 + _e215);\n param_37 = vec2<f32>(-0.738535f, -0.130636f);\n let _e218 = radius_1;\n param_38 = _e218;\n let _e219 = depth_1;\n param_39 = _e219;\n let _e220 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_37), (&param_38), (&param_39));\n let _e221 = sum;\n sum = (_e221 + _e220);\n param_40 = vec2<f32>(0.699605f, -0.445031f);\n let _e223 = radius_1;\n param_41 = _e223;\n let _e224 = depth_1;\n param_42 = _e224;\n let _e225 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_40), (&param_41), (&param_42));\n let _e226 = sum;\n sum = (_e226 + _e225);\n param_43 = vec2<f32>(-0.234004f, 0.870484f);\n let _e228 = radius_1;\n param_44 = _e228;\n let _e229 = depth_1;\n param_45 = _e229;\n let _e230 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_43), (&param_44), (&param_45));\n let _e231 = sum;\n sum = (_e231 + _e230);\n param_46 = vec2<f32>(-0.446271f, -0.859268f);\n let _e233 = radius_1;\n param_47 = _e233;\n let _e234 = depth_1;\n param_48 = _e234;\n let _e235 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_46), (&param_47), (&param_48));\n let _e236 = sum;\n sum = (_e236 + _e235);\n let _e238 = sum;\n let _e241 = sum[3u];\n return (_e238.xyz / vec3(_e241));\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 _e161 = vUv_1;\n let _e162 = textureSampleLevel(uDepth_t, uDepth_s, _e161, 0f);\n depth_2 = _e162.x;\n let _e164 = vUv_1;\n let _e167 = ((_e164 * 2f) - vec2(1f));\n let _e168 = depth_2;\n clip = vec4<f32>(_e167.x, _e167.y, (1f - (_e168 * 2f)), 1f);\n let _e175 = unnamed.uReprojection;\n let _e176 = clip;\n previous = (_e175 * _e176);\n let _e179 = previous[3u];\n if (_e179 <= 0f) {\n let _e181 = (*scene);\n return _e181;\n }\n let _e182 = previous;\n let _e185 = previous[3u];\n wasUv = (((_e182.xy / vec2(_e185)) * 0.5f) + vec2(0.5f));\n let _e191 = vUv_1;\n let _e192 = wasUv;\n let _e195 = unnamed.uMotionStrength;\n velocity = ((_e191 - _e192) * _e195);\n let _e197 = velocity;\n distance_ = length(_e197);\n let _e199 = distance_;\n if (_e199 < 0.0001f) {\n let _e201 = (*scene);\n return _e201;\n }\n let _e202 = distance_;\n let _e204 = unnamed.uMotionMax;\n if (_e202 > _e204) {\n let _e207 = unnamed.uMotionMax;\n let _e208 = distance_;\n let _e210 = velocity;\n velocity = (_e210 * (_e207 / _e208));\n }\n let _e212 = (*scene);\n sum_1 = _e212;\n i = 1i;\n loop {\n let _e213 = i;\n if (_e213 <= 4i) {\n let _e215 = i;\n t = ((f32(_e215) / 4f) * 0.5f);\n let _e219 = vUv_1;\n let _e220 = velocity;\n let _e221 = t;\n let _e224 = textureSampleLevel(uScene_t, uScene_s, (_e219 + (_e220 * _e221)), 0f);\n let _e226 = sum_1;\n sum_1 = (_e226 + _e224.xyz);\n let _e228 = vUv_1;\n let _e229 = velocity;\n let _e230 = t;\n let _e233 = textureSampleLevel(uScene_t, uScene_s, (_e228 - (_e229 * _e230)), 0f);\n let _e235 = sum_1;\n sum_1 = (_e235 + _e233.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e237 = i;\n i = (_e237 + 1i);\n }\n }\n let _e239 = sum_1;\n return (_e239 / vec3(9f));\n}\n\nfn main_1() {\n var sampled: vec4<f32>;\n var scene_1: vec3<f32>;\n var param_49: vec3<f32>;\n var param_50: vec3<f32>;\n var share: 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_51: vec3<f32>;\n var param_52: 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_53: vec3<f32>;\n var param_54: vec3<f32>;\n\n let _e170 = vUv_1;\n let _e171 = textureSampleLevel(uScene_t, uScene_s, _e170, 0f);\n sampled = _e171;\n let _e172 = sampled;\n scene_1 = _e172.xyz;\n let _e175 = unnamed.uMotionStrength;\n if (_e175 > 0f) {\n let _e177 = scene_1;\n param_49 = _e177;\n let _e178 = cameraBlur_u0028_vf3_u003b((&param_49));\n scene_1 = _e178;\n }\n let _e180 = unnamed.uDofStrength;\n if (_e180 > 0f) {\n let _e182 = scene_1;\n param_50 = _e182;\n let _e183 = depthOfField_u0028_vf3_u003b((&param_50));\n scene_1 = _e183;\n }\n let _e185 = sampled[3u];\n share = clamp(_e185, 0f, 1f);\n let _e187 = vUv_1;\n let _e189 = unnamed.uAoOffset;\n let _e191 = textureSampleLevel(uAo_t, uAo_s, (_e187 + _e189), 0f);\n let _e194 = unnamed.uAoStrength;\n let _e195 = share;\n ao = mix(1f, _e191.x, (_e194 * _e195));\n let _e198 = vUv_1;\n fromCentre = (_e198 - vec2(0.5f));\n let _e201 = fromCentre;\n radius_2 = (length((_e201 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e206 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e206);\n let _e208 = inner;\n let _e209 = radius_2;\n edge = smoothstep(_e208, 1f, _e209);\n let _e211 = edge;\n let _e213 = unnamed.uStrength;\n amount = (_e211 * _e213);\n let _e215 = amount;\n if (_e215 <= 0f) {\n let _e217 = scene_1;\n let _e218 = ao;\n param_51 = (_e217 * _e218);\n let _e220 = withBloom_u0028_vf3_u003b((&param_51));\n param_52 = _e220;\n let _e221 = finish_u0028_vf3_u003b((&param_52));\n fragColor = vec4<f32>(_e221.x, _e221.y, _e221.z, 1f);\n return;\n }\n let _e226 = fromCentre;\n let _e230 = unnamed.uReach;\n let _e232 = amount;\n step_ = ((normalize((_e226 + vec2<f32>(0.000001f, 0.000001f))) * _e230) * _e232);\n let _e234 = scene_1;\n sum_2 = _e234;\n i_1 = 1i;\n loop {\n let _e235 = i_1;\n if (_e235 <= 6i) {\n let _e237 = vUv_1;\n let _e238 = step_;\n let _e239 = i_1;\n let _e244 = textureSampleLevel(uScene_t, uScene_s, (_e237 + (_e238 * (f32(_e239) / 6f))), 0f);\n let _e246 = sum_2;\n sum_2 = (_e246 + _e244.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e248 = i_1;\n i_1 = (_e248 + 1i);\n }\n }\n let _e250 = sum_2;\n blurred = (_e250 / vec3(7f));\n let _e253 = scene_1;\n let _e254 = blurred;\n let _e255 = amount;\n let _e258 = ao;\n param_53 = (mix(_e253, _e254, vec3(_e255)) * _e258);\n let _e260 = withBloom_u0028_vf3_u003b((&param_53));\n param_54 = _e260;\n let _e261 = finish_u0028_vf3_u003b((&param_54));\n fragColor = vec4<f32>(_e261.x, _e261.y, _e261.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";
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  /**
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  * What the transform assigned, so the renderer binds the same numbers.
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  *
@@ -4,7 +4,7 @@
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  * The GLSL beside this file is the source of truth. A hand edit here is discarded by
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  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
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  */
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- export const 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";
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 _e155 = (*p)[0u];\n let _e158 = (*p)[1u];\n let _e161 = (*seed);\n h = (((_e155 * 1664525u) + (_e158 * 1013904223u)) + (_e161 * 2654435769u));\n let _e164 = h;\n let _e167 = h;\n h = (_e167 ^ (_e164 >> bitcast<u32>(16u)));\n let _e169 = h;\n h = (_e169 * 2246822519u);\n let _e171 = h;\n let _e174 = h;\n h = (_e174 ^ (_e171 >> bitcast<u32>(13u)));\n let _e176 = h;\n h = (_e176 * 3266489917u);\n let _e178 = h;\n let _e181 = h;\n h = (_e181 ^ (_e178 >> bitcast<u32>(16u)));\n let _e183 = h;\n return (f32(_e183) * 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 _e160 = unnamed.uGrain[0u];\n if (_e160 <= 0f) {\n let _e162 = (*c);\n return _e162;\n }\n let _e163 = (*c);\n luma = dot(clamp(_e163, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e168 = luma;\n let _e170 = luma;\n weight = (0.25f + ((3f * _e168) * (1f - _e170)));\n let _e174 = (*fragCoord);\n let _e178 = unnamed.uGrain[1u];\n param = vec2<u32>(_e174);\n param_1 = u32(_e178);\n let _e180 = grainNoise_u0028_vu2_u003b_u1_u003b((&param), (&param_1));\n n = (_e180 - 0.5f);\n let _e182 = (*c);\n let _e183 = n;\n let _e187 = unnamed.uGrain[0u];\n let _e189 = weight;\n return (_e182 + vec3((((2f * _e183) * _e187) * _e189)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e153 = unnamed.uVeilAlpha;\n if (_e153 <= 0f) {\n let _e155 = (*c_1);\n return _e155;\n }\n let _e156 = (*c_1);\n let _e158 = unnamed.uVeilColor;\n let _e160 = unnamed.uVeilAlpha;\n return mix(_e156, _e158, vec3(_e160));\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 _e155 = unnamed.uGradeStrength;\n if (_e155 <= 0f) {\n let _e157 = (*c_2);\n return _e157;\n }\n let _e158 = (*c_2);\n clamped = clamp(_e158, vec3(0f), vec3(1f));\n let _e162 = clamped;\n let _e164 = unnamed.uGradeSize;\n let _e170 = unnamed.uGradeSize;\n uvw = (((_e162 * (_e164 - 1f)) + vec3(0.5f)) / vec3(_e170));\n let _e173 = (*c_2);\n let _e174 = uvw;\n let _e175 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e174, 0f);\n let _e178 = unnamed.uGradeStrength;\n return mix(_e173, _e175.xyz, vec3(_e178));\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 _e154 = (*c_3);\n low = (_e154 * 12.92f);\n let _e156 = (*c_3);\n high = ((pow(max(_e156, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e162 = low;\n let _e163 = high;\n let _e164 = (*c_3);\n return mix(_e162, _e163, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e164));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e155 = (*c_4)[0u];\n let _e157 = (*c_4)[1u];\n let _e159 = (*c_4)[2u];\n m = max(_e155, max(_e157, _e159));\n let _e162 = m;\n if (_e162 <= 0.8f) {\n let _e164 = (*c_4);\n return _e164;\n }\n let _e165 = m;\n e = (_e165 - 0.8f);\n let _e167 = (*c_4);\n let _e168 = e;\n let _e170 = e;\n let _e174 = m;\n return (_e167 * ((0.8f + ((0.2f * _e168) / (_e170 + 0.2f))) / _e174));\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 _e156 = unnamed.uOutputExposure;\n let _e157 = (*x);\n (*x) = (_e157 * _e156);\n let _e159 = (*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)) * _e159);\n let _e161 = v;\n let _e162 = v;\n a = ((_e161 * (_e162 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e168 = v;\n let _e169 = v;\n b = ((_e168 * ((_e169 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e176 = a;\n let _e177 = 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)) * (_e176 / _e177)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_5: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n\n let _e156 = unnamed.uOutputTransform;\n if (_e156 == 0i) {\n let _e158 = (*c_5);\n return _e158;\n }\n let _e160 = unnamed.uOutputTransform;\n if (_e160 == 2i) {\n let _e162 = (*c_5);\n param_2 = _e162;\n let _e163 = acesFilmic_u0028_vf3_u003b((&param_2));\n (*c_5) = _e163;\n }\n let _e165 = unnamed.uOutputTransform;\n if (_e165 == 3i) {\n let _e167 = (*c_5);\n let _e169 = unnamed.uOutputExposure;\n param_3 = (_e167 * _e169);\n let _e171 = highlightShoulder_u0028_vf3_u003b((&param_3));\n (*c_5) = _e171;\n }\n let _e172 = (*c_5);\n param_4 = _e172;\n let _e173 = linearToSrgb_u0028_vf3_u003b((&param_4));\n return _e173;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_6: 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 _e159 = unnamed.uVignette;\n if (_e159 <= 0f) {\n let _e161 = (*c_6);\n return _e161;\n }\n let _e162 = (*uv);\n let _e165 = (*size);\n d = ((_e162 - vec2(0.5f)) * _e165);\n let _e167 = (*size);\n corner = (_e167 * 0.5f);\n let _e169 = d;\n let _e170 = d;\n let _e172 = corner;\n let _e173 = corner;\n r2_ = (dot(_e169, _e170) / dot(_e172, _e173));\n let _e177 = unnamed.uVignette;\n let _e178 = r2_;\n falloff = (1f + (_e177 * _e178));\n let _e181 = (*c_6);\n let _e182 = falloff;\n let _e183 = falloff;\n return (_e181 / vec3((_e182 * _e183)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e154 = unnamed.uAutoExposure;\n if (_e154 <= 0f) {\n return 1f;\n }\n let _e156 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e156.x;\n let _e159 = unnamed.uAutoExposure;\n let _e160 = held;\n stops = (_e159 * (-2.473931f - _e160));\n let _e163 = stops;\n return exp2(clamp(_e163, -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 _e154 = (*uv_1);\n inside = clamp(_e154, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e156 = (*block);\n let _e158 = inside[0u];\n let _e162 = inside[1u];\n let _e164 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e156 + _e158) / 11f), _e162), 0f);\n return _e164.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_5: vec2<f32>;\n var param_6: f32;\n var param_7: vec2<f32>;\n var param_8: f32;\n var tileMean: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var bilateral: f32;\n var local: f32;\n var local_1: f32;\n var stops_1: f32;\n\n let _e171 = unnamed.uLocalExposure;\n if (_e171 <= 0f) {\n return 1f;\n }\n let _e173 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e173.x;\n let _e175 = (*light);\n pixel = clamp(log2(max(dot(_e175, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e180 = pixel;\n b_1 = (((_e180 - -12f) / 2f) - 0.5f);\n let _e184 = b_1;\n lower = clamp(floor(_e184), 0f, 9f);\n let _e187 = lower;\n upper = min((_e187 + 1f), 9f);\n let _e190 = (*uv_2);\n param_5 = _e190;\n let _e191 = lower;\n param_6 = _e191;\n let _e192 = localBlock_u0028_vf2_u003b_f1_u003b((&param_5), (&param_6));\n let _e193 = (*uv_2);\n param_7 = _e193;\n let _e194 = upper;\n param_8 = _e194;\n let _e195 = localBlock_u0028_vf2_u003b_f1_u003b((&param_7), (&param_8));\n let _e196 = b_1;\n let _e197 = lower;\n banded = mix(_e192, _e195, vec2(clamp((_e196 - _e197), 0f, 1f)));\n let _e202 = (*uv_2);\n param_9 = _e202;\n param_10 = 10f;\n let _e203 = localBlock_u0028_vf2_u003b_f1_u003b((&param_9), (&param_10));\n tileMean = _e203.x;\n let _e206 = banded[1u];\n if (_e206 > 0.001f) {\n let _e209 = banded[0u];\n let _e211 = banded[1u];\n local = (_e209 / _e211);\n } else {\n let _e213 = tileMean;\n local = _e213;\n }\n let _e214 = local;\n bilateral = _e214;\n let _e215 = bilateral;\n let _e216 = tileMean;\n local_1 = mix(_e215, _e216, 0.4f);\n let _e219 = unnamed.uLocalExposure;\n let _e220 = held_1;\n let _e221 = local_1;\n stops_1 = (_e219 * (_e220 - _e221));\n let _e224 = stops_1;\n return exp2(clamp(_e224, -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_11: vec2<f32>;\n var param_12: vec3<f32>;\n var lensed: vec3<f32>;\n var param_13: vec3<f32>;\n var param_14: vec2<f32>;\n var param_15: vec2<f32>;\n var param_16: vec3<f32>;\n var param_17: vec3<f32>;\n var param_18: vec3<f32>;\n var param_19: vec3<f32>;\n var param_20: vec2<f32>;\n\n let _e164 = vUv_1;\n param_11 = _e164;\n let _e165 = (*light_1);\n param_12 = _e165;\n let _e166 = localExposureGain_u0028_vf2_u003b_vf3_u003b((&param_11), (&param_12));\n local_2 = _e166;\n let _e167 = autoExposureGain_u0028_();\n let _e168 = local_2;\n let _e170 = (*light_1);\n (*light_1) = (_e170 * (_e167 * _e168));\n let _e172 = textureDimensions(uScene_t, 0i);\n let _e175 = (*light_1);\n param_13 = _e175;\n let _e176 = vUv_1;\n param_14 = _e176;\n param_15 = vec2<f32>(vec2<i32>(_e172));\n let _e177 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((&param_13), (&param_14), (&param_15));\n lensed = _e177;\n let _e178 = lensed;\n param_16 = _e178;\n let _e179 = grade_u0028_vf3_u003b((&param_16));\n param_17 = _e179;\n let _e180 = applyColourGrade_u0028_vf3_u003b((&param_17));\n param_18 = _e180;\n let _e181 = withVeil_u0028_vf3_u003b((&param_18));\n param_19 = _e181;\n let _e182 = gl_FragCoord_1;\n param_20 = _e182.xy;\n let _e184 = withGrain_u0028_vf3_u003b_vf2_u003b((&param_19), (&param_20));\n return _e184;\n}\n\nfn withBloom_u0028_vf3_u003b(c_7: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e153 = unnamed.uBloomStrength;\n if (_e153 <= 0f) {\n let _e155 = (*c_7);\n return _e155;\n }\n let _e156 = (*c_7);\n let _e157 = vUv_1;\n let _e158 = textureSampleLevel(uBloom_t, uBloom_s, _e157, 0f);\n let _e161 = unnamed.uBloomStrength;\n return (_e156 + (_e158.xyz * _e161));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e153 = (*viewDepth);\n let _e155 = unnamed.uFocusDistance;\n let _e159 = unnamed.uFocusRange;\n offPlane = (abs((_e153 - _e155)) - _e159);\n let _e161 = offPlane;\n let _e163 = unnamed.uFocusRange;\n return clamp((_e161 / _e163), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e153 = (*uv_3);\n let _e154 = textureSampleLevel(uDepth_t, uDepth_s, _e153, 0f);\n z = (1f - (_e154.x * 2f));\n let _e160 = unnamed.uDepthToView[0u];\n let _e161 = z;\n let _e165 = unnamed.uDepthToView[1u];\n let _e170 = unnamed.uDepthToView[2u];\n let _e171 = z;\n let _e175 = unnamed.uDepthToView[3u];\n return (-(((_e160 * _e161) + _e165)) / ((_e170 * _e171) + _e175));\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_21: vec2<f32>;\n var weight_1: f32;\n var local_3: f32;\n var param_22: f32;\n\n let _e160 = vUv_1;\n let _e161 = (*direction);\n let _e162 = (*radius);\n let _e165 = unnamed.uDofAspect;\n uv_4 = (_e160 + ((_e161 * _e162) * _e165));\n let _e168 = uv_4;\n param_21 = _e168;\n let _e169 = viewDepthOf_u0028_vf2_u003b((&param_21));\n depth = _e169;\n let _e170 = depth;\n let _e171 = (*centreDepth);\n if (_e170 >= _e171) {\n local_3 = 1f;\n } else {\n let _e173 = depth;\n param_22 = _e173;\n let _e174 = circleOfConfusion_u0028_f1_u003b((&param_22));\n local_3 = _e174;\n }\n let _e175 = local_3;\n weight_1 = _e175;\n let _e176 = uv_4;\n let _e177 = textureSampleLevel(uScene_t, uScene_s, _e176, 0f);\n let _e179 = weight_1;\n let _e180 = (_e177.xyz * _e179);\n let _e181 = weight_1;\n return vec4<f32>(_e180.x, _e180.y, _e180.z, _e181);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_23: vec2<f32>;\n var coc: f32;\n var param_24: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_25: vec2<f32>;\n var param_26: f32;\n var param_27: f32;\n var param_28: vec2<f32>;\n var param_29: f32;\n var param_30: f32;\n var param_31: vec2<f32>;\n var param_32: f32;\n var param_33: f32;\n var param_34: vec2<f32>;\n var param_35: f32;\n var param_36: f32;\n var param_37: vec2<f32>;\n var param_38: f32;\n var param_39: f32;\n var param_40: vec2<f32>;\n var param_41: f32;\n var param_42: f32;\n var param_43: vec2<f32>;\n var param_44: f32;\n var param_45: f32;\n var param_46: vec2<f32>;\n var param_47: f32;\n var param_48: f32;\n\n let _e182 = vUv_1;\n param_23 = _e182;\n let _e183 = viewDepthOf_u0028_vf2_u003b((&param_23));\n depth_1 = _e183;\n let _e184 = depth_1;\n param_24 = _e184;\n let _e185 = circleOfConfusion_u0028_f1_u003b((&param_24));\n coc = _e185;\n let _e186 = coc;\n if (_e186 <= 0f) {\n let _e188 = (*centre);\n return _e188;\n }\n let _e189 = coc;\n let _e191 = unnamed.uDofStrength;\n radius_1 = (_e189 * _e191);\n let _e193 = (*centre);\n sum = vec4<f32>(_e193.x, _e193.y, _e193.z, 1f);\n param_25 = vec2<f32>(0.25f, 0f);\n let _e198 = radius_1;\n param_26 = _e198;\n let _e199 = depth_1;\n param_27 = _e199;\n let _e200 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_25), (&param_26), (&param_27));\n let _e201 = sum;\n sum = (_e201 + _e200);\n param_28 = vec2<f32>(-0.31929f, 0.292496f);\n let _e203 = radius_1;\n param_29 = _e203;\n let _e204 = depth_1;\n param_30 = _e204;\n let _e205 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_28), (&param_29), (&param_30));\n let _e206 = sum;\n sum = (_e206 + _e205);\n param_31 = vec2<f32>(0.048872f, -0.556877f);\n let _e208 = radius_1;\n param_32 = _e208;\n let _e209 = depth_1;\n param_33 = _e209;\n let _e210 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_31), (&param_32), (&param_33));\n let _e211 = sum;\n sum = (_e211 + _e210);\n param_34 = vec2<f32>(0.402444f, 0.524918f);\n let _e213 = radius_1;\n param_35 = _e213;\n let _e214 = depth_1;\n param_36 = _e214;\n let _e215 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_34), (&param_35), (&param_36));\n let _e216 = sum;\n sum = (_e216 + _e215);\n param_37 = vec2<f32>(-0.738535f, -0.130636f);\n let _e218 = radius_1;\n param_38 = _e218;\n let _e219 = depth_1;\n param_39 = _e219;\n let _e220 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_37), (&param_38), (&param_39));\n let _e221 = sum;\n sum = (_e221 + _e220);\n param_40 = vec2<f32>(0.699605f, -0.445031f);\n let _e223 = radius_1;\n param_41 = _e223;\n let _e224 = depth_1;\n param_42 = _e224;\n let _e225 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_40), (&param_41), (&param_42));\n let _e226 = sum;\n sum = (_e226 + _e225);\n param_43 = vec2<f32>(-0.234004f, 0.870484f);\n let _e228 = radius_1;\n param_44 = _e228;\n let _e229 = depth_1;\n param_45 = _e229;\n let _e230 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_43), (&param_44), (&param_45));\n let _e231 = sum;\n sum = (_e231 + _e230);\n param_46 = vec2<f32>(-0.446271f, -0.859268f);\n let _e233 = radius_1;\n param_47 = _e233;\n let _e234 = depth_1;\n param_48 = _e234;\n let _e235 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_46), (&param_47), (&param_48));\n let _e236 = sum;\n sum = (_e236 + _e235);\n let _e238 = sum;\n let _e241 = sum[3u];\n return (_e238.xyz / vec3(_e241));\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 _e161 = vUv_1;\n let _e162 = textureSampleLevel(uDepth_t, uDepth_s, _e161, 0f);\n depth_2 = _e162.x;\n let _e164 = vUv_1;\n let _e167 = ((_e164 * 2f) - vec2(1f));\n let _e168 = depth_2;\n clip = vec4<f32>(_e167.x, _e167.y, (1f - (_e168 * 2f)), 1f);\n let _e175 = unnamed.uReprojection;\n let _e176 = clip;\n previous = (_e175 * _e176);\n let _e179 = previous[3u];\n if (_e179 <= 0f) {\n let _e181 = (*scene);\n return _e181;\n }\n let _e182 = previous;\n let _e185 = previous[3u];\n wasUv = (((_e182.xy / vec2(_e185)) * 0.5f) + vec2(0.5f));\n let _e191 = vUv_1;\n let _e192 = wasUv;\n let _e195 = unnamed.uMotionStrength;\n velocity = ((_e191 - _e192) * _e195);\n let _e197 = velocity;\n distance_ = length(_e197);\n let _e199 = distance_;\n if (_e199 < 0.0001f) {\n let _e201 = (*scene);\n return _e201;\n }\n let _e202 = distance_;\n let _e204 = unnamed.uMotionMax;\n if (_e202 > _e204) {\n let _e207 = unnamed.uMotionMax;\n let _e208 = distance_;\n let _e210 = velocity;\n velocity = (_e210 * (_e207 / _e208));\n }\n let _e212 = (*scene);\n sum_1 = _e212;\n i = 1i;\n loop {\n let _e213 = i;\n if (_e213 <= 4i) {\n let _e215 = i;\n t = ((f32(_e215) / 4f) * 0.5f);\n let _e219 = vUv_1;\n let _e220 = velocity;\n let _e221 = t;\n let _e224 = textureSampleLevel(uScene_t, uScene_s, (_e219 + (_e220 * _e221)), 0f);\n let _e226 = sum_1;\n sum_1 = (_e226 + _e224.xyz);\n let _e228 = vUv_1;\n let _e229 = velocity;\n let _e230 = t;\n let _e233 = textureSampleLevel(uScene_t, uScene_s, (_e228 - (_e229 * _e230)), 0f);\n let _e235 = sum_1;\n sum_1 = (_e235 + _e233.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e237 = i;\n i = (_e237 + 1i);\n }\n }\n let _e239 = sum_1;\n return (_e239 / vec3(9f));\n}\n\nfn main_1() {\n var sampled: vec4<f32>;\n var scene_1: vec3<f32>;\n var param_49: vec3<f32>;\n var param_50: vec3<f32>;\n var share: 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_51: vec3<f32>;\n var param_52: 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_53: vec3<f32>;\n var param_54: vec3<f32>;\n\n let _e170 = vUv_1;\n let _e171 = textureSampleLevel(uScene_t, uScene_s, _e170, 0f);\n sampled = _e171;\n let _e172 = sampled;\n scene_1 = _e172.xyz;\n let _e175 = unnamed.uMotionStrength;\n if (_e175 > 0f) {\n let _e177 = scene_1;\n param_49 = _e177;\n let _e178 = cameraBlur_u0028_vf3_u003b((&param_49));\n scene_1 = _e178;\n }\n let _e180 = unnamed.uDofStrength;\n if (_e180 > 0f) {\n let _e182 = scene_1;\n param_50 = _e182;\n let _e183 = depthOfField_u0028_vf3_u003b((&param_50));\n scene_1 = _e183;\n }\n let _e185 = sampled[3u];\n share = clamp(_e185, 0f, 1f);\n let _e187 = vUv_1;\n let _e189 = unnamed.uAoOffset;\n let _e191 = textureSampleLevel(uAo_t, uAo_s, (_e187 + _e189), 0f);\n let _e194 = unnamed.uAoStrength;\n let _e195 = share;\n ao = mix(1f, _e191.x, (_e194 * _e195));\n let _e198 = vUv_1;\n fromCentre = (_e198 - vec2(0.5f));\n let _e201 = fromCentre;\n radius_2 = (length((_e201 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e206 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e206);\n let _e208 = inner;\n let _e209 = radius_2;\n edge = smoothstep(_e208, 1f, _e209);\n let _e211 = edge;\n let _e213 = unnamed.uStrength;\n amount = (_e211 * _e213);\n let _e215 = amount;\n if (_e215 <= 0f) {\n let _e217 = scene_1;\n let _e218 = ao;\n param_51 = (_e217 * _e218);\n let _e220 = withBloom_u0028_vf3_u003b((&param_51));\n param_52 = _e220;\n let _e221 = finish_u0028_vf3_u003b((&param_52));\n fragColor = vec4<f32>(_e221.x, _e221.y, _e221.z, 1f);\n return;\n }\n let _e226 = fromCentre;\n let _e230 = unnamed.uReach;\n let _e232 = amount;\n step_ = ((normalize((_e226 + vec2<f32>(0.000001f, 0.000001f))) * _e230) * _e232);\n let _e234 = scene_1;\n sum_2 = _e234;\n i_1 = 1i;\n loop {\n let _e235 = i_1;\n if (_e235 <= 6i) {\n let _e237 = vUv_1;\n let _e238 = step_;\n let _e239 = i_1;\n let _e244 = textureSampleLevel(uScene_t, uScene_s, (_e237 + (_e238 * (f32(_e239) / 6f))), 0f);\n let _e246 = sum_2;\n sum_2 = (_e246 + _e244.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e248 = i_1;\n i_1 = (_e248 + 1i);\n }\n }\n let _e250 = sum_2;\n blurred = (_e250 / vec3(7f));\n let _e253 = scene_1;\n let _e254 = blurred;\n let _e255 = amount;\n let _e258 = ao;\n param_53 = (mix(_e253, _e254, vec3(_e255)) * _e258);\n let _e260 = withBloom_u0028_vf3_u003b((&param_53));\n param_54 = _e260;\n let _e261 = finish_u0028_vf3_u003b((&param_54));\n fragColor = vec4<f32>(_e261.x, _e261.y, _e261.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
  *
@@ -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_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";
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 _e62 = (*c);\n low = (_e62 * 12.92f);\n let _e64 = (*c);\n high = ((pow(max(_e64, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e70 = high;\n let _e71 = low;\n let _e72 = (*c);\n return mix(_e70, _e71, step(_e72, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e63 = (*c_1)[0u];\n let _e65 = (*c_1)[1u];\n let _e67 = (*c_1)[2u];\n m = max(_e63, max(_e65, _e67));\n let _e70 = m;\n if (_e70 <= 0.8f) {\n let _e72 = (*c_1);\n return _e72;\n }\n let _e73 = m;\n e = (_e73 - 0.8f);\n let _e75 = (*c_1);\n let _e76 = e;\n let _e78 = e;\n let _e82 = m;\n return (_e75 * ((0.8f + ((0.2f * _e76) / (_e78 + 0.2f))) / _e82));\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 _e62 = (*v);\n let _e63 = (*v);\n a = ((_e62 * (_e63 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e69 = (*v);\n let _e70 = (*v);\n b = ((_e69 * ((_e70 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e77 = a;\n let _e78 = b;\n return (_e77 / _e78);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e62 = unnamed.uOutputExposure;\n let _e63 = (*x);\n (*x) = (_e63 * _e62);\n let _e65 = (*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)) * _e65);\n let _e67 = 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)) * _e67), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e64 = unnamed.uOutputTransform;\n if (_e64 == 0i) {\n let _e66 = (*c_2);\n return _e66;\n }\n let _e68 = unnamed.uOutputTransform;\n if (_e68 == 2i) {\n let _e70 = (*c_2);\n param_1 = _e70;\n let _e71 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e71;\n }\n let _e73 = unnamed.uOutputTransform;\n if (_e73 == 3i) {\n let _e75 = (*c_2);\n let _e77 = unnamed.uOutputExposure;\n param_2 = (_e75 * _e77);\n let _e79 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e79;\n }\n let _e80 = (*c_2);\n param_3 = _e80;\n let _e81 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e81;\n}\n\nfn median_u0028_vf3_u003b(rgb: ptr<function, vec3<f32>>) -> f32 {\n let _e61 = (*rgb)[0u];\n let _e63 = (*rgb)[1u];\n let _e66 = (*rgb)[0u];\n let _e68 = (*rgb)[1u];\n let _e71 = (*rgb)[2u];\n return max(min(_e61, _e63), min(max(_e66, _e68), _e71));\n}\n\nfn main_1() {\n var sampled: vec3<f32>;\n var distance_: f32;\n var param_4: vec3<f32>;\n var texelsPerPixel: vec2<f32>;\n var pixelRange: f32;\n var coverage: f32;\n var param_5: vec3<f32>;\n\n let _e66 = vUv_1;\n let _e69 = vec3<f32>(_e66.x, _e66.y, 0f);\n let _e75 = textureSampleLevel(uAtlas_t, uAtlas_s, vec2<f32>(_e69.x, _e69.y), i32(_e69.z), 0f);\n sampled = _e75.xyz;\n let _e77 = sampled;\n param_4 = _e77;\n let _e78 = median_u0028_vf3_u003b((&param_4));\n distance_ = (_e78 - 0.5f);\n let _e80 = vUv_1;\n let _e81 = fwidth(_e80);\n let _e83 = unnamed.uAtlasSize;\n texelsPerPixel = (_e81 * _e83);\n let _e86 = texelsPerPixel[0u];\n let _e88 = texelsPerPixel[1u];\n pixelRange = max((0.5f * (_e86 + _e88)), 0.0001f);\n let _e92 = distance_;\n let _e94 = unnamed.uDistanceRange;\n let _e96 = pixelRange;\n coverage = clamp((((_e92 * _e94) / _e96) + 0.5f), 0f, 1f);\n let _e101 = unnamed.uColor;\n param_5 = _e101;\n let _e102 = applyOutputTransform_u0028_vf3_u003b((&param_5));\n let _e103 = coverage;\n let _e105 = unnamed.uOpacity;\n outColor = vec4<f32>(_e102.x, _e102.y, _e102.z, (_e103 * _e105));\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
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  * What the transform assigned, so the renderer binds the same numbers.
@@ -4,7 +4,7 @@
4
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  * 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_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";
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 _e62 = (*c);\n low = (_e62 * 12.92f);\n let _e64 = (*c);\n high = ((pow(max(_e64, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e70 = high;\n let _e71 = low;\n let _e72 = (*c);\n return mix(_e70, _e71, step(_e72, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e63 = (*c_1)[0u];\n let _e65 = (*c_1)[1u];\n let _e67 = (*c_1)[2u];\n m = max(_e63, max(_e65, _e67));\n let _e70 = m;\n if (_e70 <= 0.8f) {\n let _e72 = (*c_1);\n return _e72;\n }\n let _e73 = m;\n e = (_e73 - 0.8f);\n let _e75 = (*c_1);\n let _e76 = e;\n let _e78 = e;\n let _e82 = m;\n return (_e75 * ((0.8f + ((0.2f * _e76) / (_e78 + 0.2f))) / _e82));\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 _e62 = (*v);\n let _e63 = (*v);\n a = ((_e62 * (_e63 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e69 = (*v);\n let _e70 = (*v);\n b = ((_e69 * ((_e70 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e77 = a;\n let _e78 = b;\n return (_e77 / _e78);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e62 = unnamed.uOutputExposure;\n let _e63 = (*x);\n (*x) = (_e63 * _e62);\n let _e65 = (*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)) * _e65);\n let _e67 = 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)) * _e67), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e64 = unnamed.uOutputTransform;\n if (_e64 == 0i) {\n let _e66 = (*c_2);\n return _e66;\n }\n let _e68 = unnamed.uOutputTransform;\n if (_e68 == 2i) {\n let _e70 = (*c_2);\n param_1 = _e70;\n let _e71 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e71;\n }\n let _e73 = unnamed.uOutputTransform;\n if (_e73 == 3i) {\n let _e75 = (*c_2);\n let _e77 = unnamed.uOutputExposure;\n param_2 = (_e75 * _e77);\n let _e79 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e79;\n }\n let _e80 = (*c_2);\n param_3 = _e80;\n let _e81 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e81;\n}\n\nfn median_u0028_vf3_u003b(rgb: ptr<function, vec3<f32>>) -> f32 {\n let _e61 = (*rgb)[0u];\n let _e63 = (*rgb)[1u];\n let _e66 = (*rgb)[0u];\n let _e68 = (*rgb)[1u];\n let _e71 = (*rgb)[2u];\n return max(min(_e61, _e63), min(max(_e66, _e68), _e71));\n}\n\nfn main_1() {\n var sampled: vec3<f32>;\n var distance_: f32;\n var param_4: vec3<f32>;\n var texelsPerPixel: vec2<f32>;\n var pixelRange: f32;\n var coverage: f32;\n var param_5: vec3<f32>;\n\n let _e66 = vUv_1;\n let _e69 = vec3<f32>(_e66.x, _e66.y, 0f);\n let _e75 = textureSampleLevel(uAtlas_t, uAtlas_s, vec2<f32>(_e69.x, _e69.y), i32(_e69.z), 0f);\n sampled = _e75.xyz;\n let _e77 = sampled;\n param_4 = _e77;\n let _e78 = median_u0028_vf3_u003b((&param_4));\n distance_ = (_e78 - 0.5f);\n let _e80 = vUv_1;\n let _e81 = fwidth(_e80);\n let _e83 = unnamed.uAtlasSize;\n texelsPerPixel = (_e81 * _e83);\n let _e86 = texelsPerPixel[0u];\n let _e88 = texelsPerPixel[1u];\n pixelRange = max((0.5f * (_e86 + _e88)), 0.0001f);\n let _e92 = distance_;\n let _e94 = unnamed.uDistanceRange;\n let _e96 = pixelRange;\n coverage = clamp((((_e92 * _e94) / _e96) + 0.5f), 0f, 1f);\n let _e101 = unnamed.uColor;\n param_5 = _e101;\n let _e102 = applyOutputTransform_u0028_vf3_u003b((&param_5));\n let _e103 = coverage;\n let _e105 = unnamed.uOpacity;\n outColor = vec4<f32>(_e102.x, _e102.y, _e102.z, (_e103 * _e105));\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.
@@ -1,4 +1,4 @@
1
- export declare const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uDepthToViewZ: vec4<f32>,\n uAntiFlicker: f32,\n uReprojection: mat4x4<f32>,\n uTexel: vec2<f32>,\n uPeriodStart: f32,\n uHistoryBlend: f32,\n}\n\nstruct FragmentOutput {\n @location(0) member: vec4<f32>,\n @location(1) member_1: vec4<f32>,\n @location(2) member_2: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(34) \nvar uHistory_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uHistory_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> flickerOut: vec4<f32>;\nvar<private> flickerMotionOut: vec4<f32>;\n@group(0) @binding(40) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(41) \nvar uDepth_s: sampler;\n@group(0) @binding(36) \nvar uFlicker_t: texture_2d<f32>;\n@group(0) @binding(38) \nvar uFlickerMotion_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uFlicker_s: sampler;\n@group(0) @binding(39) \nvar uFlickerMotion_s: sampler;\n\nfn repeats_u0028_f1_u003b_f1_u003b(mean: ptr<function, f32>, previous: ptr<function, f32>) -> f32 {\n var apart: f32;\n\n let _e63 = (*mean);\n let _e64 = (*previous);\n let _e67 = (*mean);\n let _e68 = (*previous);\n apart = (abs((_e63 - _e64)) / max(max(_e67, _e68), 0.003921569f));\n let _e72 = apart;\n return (1f - smoothstep(0.05f, 0.1f, _e72));\n}\n\nfn clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b(history: ptr<function, vec3<f32>>, lo: ptr<function, vec3<f32>>, hi: ptr<function, vec3<f32>>) -> vec3<f32> {\n var centre: vec3<f32>;\n var extent: vec3<f32>;\n var offset: vec3<f32>;\n var ratios: vec3<f32>;\n var ratio: f32;\n\n let _e68 = (*lo);\n let _e69 = (*hi);\n centre = ((_e68 + _e69) * 0.5f);\n let _e72 = (*hi);\n let _e73 = (*lo);\n extent = ((_e72 - _e73) * 0.5f);\n let _e76 = (*history);\n let _e77 = centre;\n offset = (_e76 - _e77);\n let _e79 = offset;\n let _e81 = extent;\n ratios = (abs(_e79) / max(_e81, vec3<f32>(0.0000001f, 0.0000001f, 0.0000001f)));\n let _e85 = ratios[0u];\n let _e87 = ratios[1u];\n let _e89 = ratios[2u];\n ratio = max(_e85, max(_e87, _e89));\n let _e92 = ratio;\n if (_e92 <= 1f) {\n let _e94 = (*history);\n return _e94;\n }\n let _e95 = centre;\n let _e96 = offset;\n let _e97 = ratio;\n return (_e95 + (_e96 / vec3(_e97)));\n}\n\nfn luma_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> f32 {\n let _e61 = (*c);\n return dot(_e61, vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n}\n\nfn historyCatmullRom_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n var size: vec2<f32>;\n var at: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var w0_: vec2<f32>;\n var w1_: vec2<f32>;\n var w2_: vec2<f32>;\n var w3_: vec2<f32>;\n var w12_: vec2<f32>;\n var at0_: vec2<f32>;\n var at3_: vec2<f32>;\n var at12_: vec2<f32>;\n var sum: vec3<f32>;\n var weight: f32;\n\n let _e76 = unnamed.uTexel;\n size = (vec2(1f) / _e76);\n let _e79 = (*uv);\n let _e80 = size;\n at = (_e79 * _e80);\n let _e82 = at;\n base = (floor((_e82 - vec2(0.5f))) + vec2(0.5f));\n let _e88 = at;\n let _e89 = base;\n f = (_e88 - _e89);\n let _e91 = f;\n let _e92 = f;\n let _e93 = f;\n w0_ = (_e91 * (vec2(-0.5f) + (_e92 * (vec2(1f) - (_e93 * 0.5f)))));\n let _e101 = f;\n let _e102 = f;\n let _e104 = f;\n w1_ = (vec2(1f) + ((_e101 * _e102) * (vec2(-2.5f) + (_e104 * 1.5f))));\n let _e111 = f;\n let _e112 = f;\n let _e113 = f;\n w2_ = (_e111 * (vec2(0.5f) + (_e112 * (vec2(2f) - (_e113 * 1.5f)))));\n let _e121 = f;\n let _e122 = f;\n let _e124 = f;\n w3_ = ((_e121 * _e122) * (vec2(-0.5f) + (_e124 * 0.5f)));\n let _e129 = w1_;\n let _e130 = w2_;\n w12_ = (_e129 + _e130);\n let _e132 = base;\n let _e136 = unnamed.uTexel;\n at0_ = ((_e132 - vec2(1f)) * _e136);\n let _e138 = base;\n let _e142 = unnamed.uTexel;\n at3_ = ((_e138 + vec2(2f)) * _e142);\n let _e144 = base;\n let _e145 = w2_;\n let _e146 = w12_;\n let _e150 = unnamed.uTexel;\n at12_ = ((_e144 + (_e145 / _e146)) * _e150);\n let _e153 = at12_[0u];\n let _e155 = at0_[1u];\n let _e157 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e153, _e155), 0f);\n let _e160 = w12_[0u];\n let _e162 = w0_[1u];\n let _e166 = at0_[0u];\n let _e168 = at12_[1u];\n let _e170 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e166, _e168), 0f);\n let _e173 = w0_[0u];\n let _e175 = w12_[1u];\n let _e179 = at12_;\n let _e180 = textureSampleLevel(uHistory_t, uHistory_s, _e179, 0f);\n let _e183 = w12_[0u];\n let _e185 = w12_[1u];\n let _e190 = at3_[0u];\n let _e192 = at12_[1u];\n let _e194 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e190, _e192), 0f);\n let _e197 = w3_[0u];\n let _e199 = w12_[1u];\n let _e204 = at12_[0u];\n let _e206 = at3_[1u];\n let _e208 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e204, _e206), 0f);\n let _e211 = w12_[0u];\n let _e213 = w3_[1u];\n sum = (((((_e157.xyz * (_e160 * _e162)) + (_e170.xyz * (_e173 * _e175))) + (_e180.xyz * (_e183 * _e185))) + (_e194.xyz * (_e197 * _e199))) + (_e208.xyz * (_e211 * _e213)));\n let _e218 = w12_[0u];\n let _e220 = w0_[1u];\n let _e223 = w0_[0u];\n let _e225 = w12_[1u];\n let _e229 = w12_[0u];\n let _e231 = w12_[1u];\n let _e235 = w3_[0u];\n let _e237 = w12_[1u];\n let _e241 = w12_[0u];\n let _e243 = w3_[1u];\n weight = (((((_e218 * _e220) + (_e223 * _e225)) + (_e229 * _e231)) + (_e235 * _e237)) + (_e241 * _e243));\n let _e246 = sum;\n let _e247 = weight;\n return max((_e246 / vec3(_e247)), vec3<f32>(0f, 0f, 0f));\n}\n\nfn neighbourhood_u0028_vf3_u003b_vf3_u003b(lo_1: ptr<function, vec3<f32>>, hi_1: ptr<function, vec3<f32>>) {\n var y: i32;\n var x: i32;\n var c_1: vec3<f32>;\n\n (*lo_1) = vec3<f32>(1000000000f, 1000000000f, 1000000000f);\n (*hi_1) = vec3<f32>(-1000000000f, -1000000000f, -1000000000f);\n y = -1i;\n loop {\n let _e65 = y;\n if (_e65 <= 1i) {\n x = -1i;\n loop {\n let _e67 = x;\n if (_e67 <= 1i) {\n let _e69 = vUv_1;\n let _e70 = x;\n let _e72 = y;\n let _e76 = unnamed.uTexel;\n let _e79 = textureSampleLevel(uScene_t, uScene_s, (_e69 + (vec2<f32>(f32(_e70), f32(_e72)) * _e76)), 0f);\n c_1 = _e79.xyz;\n let _e81 = (*lo_1);\n let _e82 = c_1;\n (*lo_1) = min(_e81, _e82);\n let _e84 = (*hi_1);\n let _e85 = c_1;\n (*hi_1) = max(_e84, _e85);\n continue;\n } else {\n break;\n }\n continuing {\n let _e87 = x;\n x = (_e87 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e89 = y;\n y = (_e89 + 1i);\n }\n }\n return;\n}\n\nfn viewDepthOf_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var z: f32;\n\n let _e62 = (*depth);\n z = (1f - (_e62 * 2f));\n let _e67 = unnamed.uDepthToViewZ[0u];\n let _e68 = z;\n let _e72 = unnamed.uDepthToViewZ[1u];\n let _e77 = unnamed.uDepthToViewZ[2u];\n let _e78 = z;\n let _e82 = unnamed.uDepthToViewZ[3u];\n return (-(((_e67 * _e68) + _e72)) / ((_e77 * _e78) + _e82));\n}\n\nfn freshRecord_u0028_vf3_u003b(current: ptr<function, vec3<f32>>) -> vec4<f32> {\n var seen: f32;\n var param: vec3<f32>;\n\n let _e63 = (*current);\n param = _e63;\n let _e64 = luma_u0028_vf3_u003b((&param));\n seen = _e64;\n let _e65 = seen;\n let _e67 = seen;\n return vec4<f32>(0f, (_e65 * 0.125f), _e67, 0f);\n}\n\nfn main_1() {\n var current_1: vec3<f32>;\n var param_1: vec3<f32>;\n var nearestAt: vec2<f32>;\n var depth_1: f32;\n var metres: f32;\n var param_2: f32;\n var y_1: i32;\n var x_1: i32;\n var at_1: vec2<f32>;\n var tap: f32;\n var tapMetres: f32;\n var param_3: f32;\n var clip: vec4<f32>;\n var previous_1: vec4<f32>;\n var param_4: vec3<f32>;\n var wasUv: vec2<f32>;\n var param_5: vec3<f32>;\n var lo_2: vec3<f32>;\n var hi_2: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n var history_1: vec3<f32>;\n var param_8: vec2<f32>;\n var size_1: vec2<i32>;\n var was: vec2<i32>;\n var nearest: f32;\n var n: i32;\n var at_2: vec2<i32>;\n var local: vec2<i32>;\n var local_1: vec2<i32>;\n var local_2: vec2<i32>;\n var stood: f32;\n var motionThere: vec4<f32>;\n var missedAll: bool;\n var same: bool;\n var swingOut: f32;\n var local_3: f32;\n var seen_1: f32;\n var param_9: vec3<f32>;\n var held: vec4<f32>;\n var local_4: vec4<f32>;\n var param_10: vec3<f32>;\n var still: f32;\n var apart_1: f32;\n var reach: f32;\n var within: bool;\n var proven: bool;\n var widen: f32;\n var local_5: f32;\n var blend: f32;\n var local_6: f32;\n var bounded: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n var sum_1: f32;\n var mean_1: f32;\n var repeated: f32;\n var local_7: f32;\n var param_14: f32;\n var param_15: f32;\n var local_8: f32;\n var phi_589_: bool;\n var phi_596_: bool;\n var phi_603_: bool;\n var phi_740_: bool;\n\n let _e122 = vUv_1;\n let _e123 = textureSampleLevel(uScene_t, uScene_s, _e122, 0f);\n current_1 = _e123.xyz;\n let _e126 = unnamed.uHistoryBlend;\n if (_e126 <= 0f) {\n let _e128 = current_1;\n fragColor = vec4<f32>(_e128.x, _e128.y, _e128.z, 1f);\n let _e133 = current_1;\n param_1 = _e133;\n let _e134 = freshRecord_u0028_vf3_u003b((&param_1));\n flickerOut = _e134;\n flickerMotionOut = vec4<f32>(0f, 0f, 0f, 0f);\n return;\n }\n let _e135 = vUv_1;\n nearestAt = _e135;\n let _e136 = vUv_1;\n let _e137 = textureSampleLevel(uDepth_t, uDepth_s, _e136, 0f);\n depth_1 = _e137.x;\n let _e139 = depth_1;\n param_2 = _e139;\n let _e140 = viewDepthOf_u0028_f1_u003b((&param_2));\n metres = _e140;\n y_1 = -1i;\n loop {\n let _e141 = y_1;\n if (_e141 <= 1i) {\n x_1 = -1i;\n loop {\n let _e143 = x_1;\n if (_e143 <= 1i) {\n let _e145 = vUv_1;\n let _e146 = x_1;\n let _e148 = y_1;\n let _e152 = unnamed.uTexel;\n at_1 = (_e145 + (vec2<f32>(f32(_e146), f32(_e148)) * _e152));\n let _e155 = at_1;\n let _e156 = textureSampleLevel(uDepth_t, uDepth_s, _e155, 0f);\n tap = _e156.x;\n let _e158 = tap;\n param_3 = _e158;\n let _e159 = viewDepthOf_u0028_f1_u003b((&param_3));\n tapMetres = _e159;\n let _e160 = tapMetres;\n let _e161 = metres;\n if (_e160 < _e161) {\n let _e163 = tapMetres;\n metres = _e163;\n let _e164 = tap;\n depth_1 = _e164;\n let _e165 = at_1;\n nearestAt = _e165;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e166 = x_1;\n x_1 = (_e166 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e168 = y_1;\n y_1 = (_e168 + 1i);\n }\n }\n let _e170 = nearestAt;\n let _e173 = ((_e170 * 2f) - vec2(1f));\n let _e174 = depth_1;\n clip = vec4<f32>(_e173.x, _e173.y, (1f - (_e174 * 2f)), 1f);\n let _e181 = unnamed.uReprojection;\n let _e182 = clip;\n previous_1 = (_e181 * _e182);\n let _e185 = previous_1[3u];\n if (_e185 <= 0f) {\n let _e187 = current_1;\n fragColor = vec4<f32>(_e187.x, _e187.y, _e187.z, 1f);\n let _e192 = current_1;\n param_4 = _e192;\n let _e193 = freshRecord_u0028_vf3_u003b((&param_4));\n flickerOut = _e193;\n let _e194 = metres;\n flickerMotionOut = vec4<f32>(_e194, 0f, 0f, 0f);\n return;\n }\n let _e196 = vUv_1;\n let _e197 = previous_1;\n let _e200 = previous_1[3u];\n let _e206 = nearestAt;\n wasUv = (_e196 + ((((_e197.xy / vec2(_e200)) * 0.5f) + vec2(0.5f)) - _e206));\n let _e210 = wasUv[0u];\n let _e211 = (_e210 < 0f);\n phi_589_ = _e211;\n if !(_e211) {\n let _e214 = wasUv[0u];\n phi_589_ = (_e214 > 1f);\n }\n let _e217 = phi_589_;\n phi_596_ = _e217;\n if !(_e217) {\n let _e220 = wasUv[1u];\n phi_596_ = (_e220 < 0f);\n }\n let _e223 = phi_596_;\n phi_603_ = _e223;\n if !(_e223) {\n let _e226 = wasUv[1u];\n phi_603_ = (_e226 > 1f);\n }\n let _e229 = phi_603_;\n if _e229 {\n let _e230 = current_1;\n fragColor = vec4<f32>(_e230.x, _e230.y, _e230.z, 1f);\n let _e235 = current_1;\n param_5 = _e235;\n let _e236 = freshRecord_u0028_vf3_u003b((&param_5));\n flickerOut = _e236;\n let _e237 = metres;\n flickerMotionOut = vec4<f32>(_e237, 0f, 0f, 0f);\n return;\n }\n neighbourhood_u0028_vf3_u003b_vf3_u003b((&param_6), (&param_7));\n let _e239 = param_6;\n lo_2 = _e239;\n let _e240 = param_7;\n hi_2 = _e240;\n let _e241 = wasUv;\n param_8 = _e241;\n let _e242 = historyCatmullRom_u0028_vf2_u003b((&param_8));\n history_1 = _e242;\n let _e243 = textureDimensions(uFlicker_t, 0i);\n size_1 = vec2<i32>(_e243);\n let _e245 = wasUv;\n let _e246 = size_1;\n let _e250 = size_1;\n was = clamp(vec2<i32>((_e245 * vec2<f32>(_e246))), vec2<i32>(0i, 0i), (_e250 - vec2(1i)));\n nearest = 1000000000f;\n n = 0i;\n loop {\n let _e254 = n;\n if (_e254 < 5i) {\n let _e256 = was;\n let _e257 = n;\n if (_e257 == 1i) {\n local = vec2<i32>(1i, 0i);\n } else {\n let _e259 = n;\n if (_e259 == 2i) {\n local_1 = vec2<i32>(-1i, 0i);\n } else {\n let _e261 = n;\n if (_e261 == 3i) {\n local_2 = vec2<i32>(0i, 1i);\n } else {\n let _e263 = n;\n local_2 = select(vec2<i32>(0i, 0i), vec2<i32>(0i, -1i), vec2((_e263 == 4i)));\n }\n let _e267 = local_2;\n local_1 = _e267;\n }\n let _e268 = local_1;\n local = _e268;\n }\n let _e269 = local;\n at_2 = (_e256 + _e269);\n let _e271 = at_2;\n let _e272 = size_1;\n let _e276 = textureLoad(uFlickerMotion_t, clamp(_e271, vec2<i32>(0i, 0i), (_e272 - vec2(1i))), 0i);\n stood = _e276.x;\n let _e278 = stood;\n if (_e278 > 0f) {\n let _e280 = nearest;\n let _e281 = stood;\n let _e283 = previous_1[3u];\n nearest = min(_e280, abs((_e281 - _e283)));\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e287 = n;\n n = (_e287 + 1i);\n }\n }\n let _e289 = was;\n let _e290 = textureLoad(uFlickerMotion_t, _e289, 0i);\n motionThere = _e290;\n let _e291 = nearest;\n missedAll = (_e291 > 100000000f);\n let _e294 = unnamed.uAntiFlicker;\n let _e296 = missedAll;\n let _e298 = ((_e294 > 0.5f) && !(_e296));\n phi_740_ = _e298;\n if _e298 {\n let _e299 = nearest;\n let _e301 = motionThere[1u];\n let _e304 = previous_1[3u];\n phi_740_ = (_e299 <= ((6f * _e301) + (0.02f * _e304)));\n }\n let _e309 = phi_740_;\n same = _e309;\n let _e310 = missedAll;\n if _e310 {\n local_3 = 0f;\n } else {\n let _e312 = motionThere[1u];\n let _e313 = nearest;\n let _e315 = motionThere[1u];\n local_3 = (_e312 + ((_e313 - _e315) * 0.125f));\n }\n let _e319 = local_3;\n swingOut = _e319;\n let _e320 = current_1;\n param_9 = _e320;\n let _e321 = luma_u0028_vf3_u003b((&param_9));\n seen_1 = _e321;\n let _e322 = same;\n if _e322 {\n let _e323 = was;\n let _e324 = textureLoad(uFlicker_t, _e323, 0i);\n local_4 = _e324;\n } else {\n let _e325 = current_1;\n param_10 = _e325;\n let _e326 = freshRecord_u0028_vf3_u003b((&param_10));\n local_4 = _e326;\n }\n let _e327 = local_4;\n held = _e327;\n let _e328 = wasUv;\n let _e329 = vUv_1;\n let _e332 = unnamed.uTexel;\n still = (1f - smoothstep(0.01f, 0.05f, length(((_e328 - _e329) / _e332))));\n let _e337 = seen_1;\n let _e339 = held[2u];\n apart_1 = abs((_e337 - _e339));\n let _e343 = held[0u];\n reach = ((6f * _e343) + 0.003921569f);\n let _e346 = apart_1;\n let _e347 = reach;\n within = (_e346 <= _e347);\n let _e350 = held[3u];\n let _e352 = within;\n proven = ((_e350 > 0.75f) && _e352);\n let _e354 = proven;\n if _e354 {\n let _e356 = held[0u];\n let _e358 = still;\n local_5 = ((6f * _e356) * _e358);\n } else {\n local_5 = 0f;\n }\n let _e360 = local_5;\n widen = _e360;\n let _e361 = proven;\n if _e361 {\n let _e363 = unnamed.uHistoryBlend;\n let _e364 = still;\n local_6 = mix(_e363, 0.97f, _e364);\n } else {\n let _e367 = unnamed.uHistoryBlend;\n local_6 = _e367;\n }\n let _e368 = local_6;\n blend = _e368;\n let _e369 = lo_2;\n let _e370 = widen;\n let _e373 = hi_2;\n let _e374 = widen;\n let _e377 = history_1;\n param_11 = _e377;\n param_12 = (_e369 - vec3(_e370));\n param_13 = (_e373 + vec3(_e374));\n let _e378 = clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_11), (&param_12), (&param_13));\n bounded = _e378;\n let _e380 = held[1u];\n sum_1 = _e380;\n let _e382 = held[2u];\n mean_1 = _e382;\n let _e383 = within;\n if _e383 {\n let _e385 = held[3u];\n local_7 = _e385;\n } else {\n local_7 = 0f;\n }\n let _e386 = local_7;\n repeated = _e386;\n let _e388 = unnamed.uPeriodStart;\n if (_e388 > 0.5f) {\n let _e390 = sum_1;\n param_14 = _e390;\n let _e391 = mean_1;\n param_15 = _e391;\n let _e392 = repeats_u0028_f1_u003b_f1_u003b((&param_14), (&param_15));\n if (_e392 > 0.5f) {\n let _e394 = repeated;\n local_8 = min(1f, (_e394 + 0.5f));\n } else {\n local_8 = 0f;\n }\n let _e397 = local_8;\n repeated = _e397;\n let _e398 = sum_1;\n mean_1 = _e398;\n sum_1 = 0f;\n }\n let _e400 = held[0u];\n let _e401 = apart_1;\n let _e403 = held[0u];\n let _e407 = sum_1;\n let _e408 = seen_1;\n let _e411 = mean_1;\n let _e412 = repeated;\n let _e413 = still;\n flickerOut = vec4<f32>((_e400 + ((_e401 - _e403) * 0.125f)), (_e407 + (_e408 * 0.125f)), _e411, (_e412 * _e413));\n let _e416 = metres;\n let _e417 = swingOut;\n flickerMotionOut = vec4<f32>(_e416, _e417, 0f, 0f);\n let _e419 = current_1;\n let _e420 = bounded;\n let _e421 = blend;\n let _e423 = mix(_e419, _e420, vec3(_e421));\n fragColor = vec4<f32>(_e423.x, _e423.y, _e423.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> FragmentOutput {\n vUv_1 = vUv;\n main_1();\n let _e5 = fragColor;\n let _e6 = flickerOut;\n let _e7 = flickerMotionOut;\n return FragmentOutput(_e5, _e6, _e7);\n}\n";
1
+ export declare const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uDepthToViewZ: vec4<f32>,\n uAntiFlicker: f32,\n uReprojection: mat4x4<f32>,\n uTexel: vec2<f32>,\n uPeriodStart: f32,\n uHistoryBlend: f32,\n}\n\nstruct FragmentOutput {\n @location(0) member: vec4<f32>,\n @location(1) member_1: vec4<f32>,\n @location(2) member_2: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(34) \nvar uHistory_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uHistory_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> flickerOut: vec4<f32>;\nvar<private> flickerMotionOut: vec4<f32>;\n@group(0) @binding(40) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(41) \nvar uDepth_s: sampler;\n@group(0) @binding(36) \nvar uFlicker_t: texture_2d<f32>;\n@group(0) @binding(38) \nvar uFlickerMotion_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uFlicker_s: sampler;\n@group(0) @binding(39) \nvar uFlickerMotion_s: sampler;\n\nfn repeats_u0028_f1_u003b_f1_u003b(mean: ptr<function, f32>, previous: ptr<function, f32>) -> f32 {\n var apart: f32;\n\n let _e63 = (*mean);\n let _e64 = (*previous);\n let _e67 = (*mean);\n let _e68 = (*previous);\n apart = (abs((_e63 - _e64)) / max(max(_e67, _e68), 0.003921569f));\n let _e72 = apart;\n return (1f - smoothstep(0.05f, 0.1f, _e72));\n}\n\nfn clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b(history: ptr<function, vec3<f32>>, lo: ptr<function, vec3<f32>>, hi: ptr<function, vec3<f32>>) -> vec3<f32> {\n var centre: vec3<f32>;\n var extent: vec3<f32>;\n var offset: vec3<f32>;\n var ratios: vec3<f32>;\n var ratio: f32;\n\n let _e68 = (*lo);\n let _e69 = (*hi);\n centre = ((_e68 + _e69) * 0.5f);\n let _e72 = (*hi);\n let _e73 = (*lo);\n extent = ((_e72 - _e73) * 0.5f);\n let _e76 = (*history);\n let _e77 = centre;\n offset = (_e76 - _e77);\n let _e79 = offset;\n let _e81 = extent;\n ratios = (abs(_e79) / max(_e81, vec3<f32>(0.0000001f, 0.0000001f, 0.0000001f)));\n let _e85 = ratios[0u];\n let _e87 = ratios[1u];\n let _e89 = ratios[2u];\n ratio = max(_e85, max(_e87, _e89));\n let _e92 = ratio;\n if (_e92 <= 1f) {\n let _e94 = (*history);\n return _e94;\n }\n let _e95 = centre;\n let _e96 = offset;\n let _e97 = ratio;\n return (_e95 + (_e96 / vec3(_e97)));\n}\n\nfn luma_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> f32 {\n let _e61 = (*c);\n return dot(_e61, vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n}\n\nfn historyCatmullRom_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n var size: vec2<f32>;\n var at: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var w0_: vec2<f32>;\n var w1_: vec2<f32>;\n var w2_: vec2<f32>;\n var w3_: vec2<f32>;\n var w12_: vec2<f32>;\n var at0_: vec2<f32>;\n var at3_: vec2<f32>;\n var at12_: vec2<f32>;\n var sum: vec3<f32>;\n var weight: f32;\n\n let _e76 = unnamed.uTexel;\n size = (vec2(1f) / _e76);\n let _e79 = (*uv);\n let _e80 = size;\n at = (_e79 * _e80);\n let _e82 = at;\n base = (floor((_e82 - vec2(0.5f))) + vec2(0.5f));\n let _e88 = at;\n let _e89 = base;\n f = (_e88 - _e89);\n let _e91 = f;\n let _e92 = f;\n let _e93 = f;\n w0_ = (_e91 * (vec2(-0.5f) + (_e92 * (vec2(1f) - (_e93 * 0.5f)))));\n let _e101 = f;\n let _e102 = f;\n let _e104 = f;\n w1_ = (vec2(1f) + ((_e101 * _e102) * (vec2(-2.5f) + (_e104 * 1.5f))));\n let _e111 = f;\n let _e112 = f;\n let _e113 = f;\n w2_ = (_e111 * (vec2(0.5f) + (_e112 * (vec2(2f) - (_e113 * 1.5f)))));\n let _e121 = f;\n let _e122 = f;\n let _e124 = f;\n w3_ = ((_e121 * _e122) * (vec2(-0.5f) + (_e124 * 0.5f)));\n let _e129 = w1_;\n let _e130 = w2_;\n w12_ = (_e129 + _e130);\n let _e132 = base;\n let _e136 = unnamed.uTexel;\n at0_ = ((_e132 - vec2(1f)) * _e136);\n let _e138 = base;\n let _e142 = unnamed.uTexel;\n at3_ = ((_e138 + vec2(2f)) * _e142);\n let _e144 = base;\n let _e145 = w2_;\n let _e146 = w12_;\n let _e150 = unnamed.uTexel;\n at12_ = ((_e144 + (_e145 / _e146)) * _e150);\n let _e153 = at12_[0u];\n let _e155 = at0_[1u];\n let _e157 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e153, _e155), 0f);\n let _e160 = w12_[0u];\n let _e162 = w0_[1u];\n let _e166 = at0_[0u];\n let _e168 = at12_[1u];\n let _e170 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e166, _e168), 0f);\n let _e173 = w0_[0u];\n let _e175 = w12_[1u];\n let _e179 = at12_;\n let _e180 = textureSampleLevel(uHistory_t, uHistory_s, _e179, 0f);\n let _e183 = w12_[0u];\n let _e185 = w12_[1u];\n let _e190 = at3_[0u];\n let _e192 = at12_[1u];\n let _e194 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e190, _e192), 0f);\n let _e197 = w3_[0u];\n let _e199 = w12_[1u];\n let _e204 = at12_[0u];\n let _e206 = at3_[1u];\n let _e208 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e204, _e206), 0f);\n let _e211 = w12_[0u];\n let _e213 = w3_[1u];\n sum = (((((_e157.xyz * (_e160 * _e162)) + (_e170.xyz * (_e173 * _e175))) + (_e180.xyz * (_e183 * _e185))) + (_e194.xyz * (_e197 * _e199))) + (_e208.xyz * (_e211 * _e213)));\n let _e218 = w12_[0u];\n let _e220 = w0_[1u];\n let _e223 = w0_[0u];\n let _e225 = w12_[1u];\n let _e229 = w12_[0u];\n let _e231 = w12_[1u];\n let _e235 = w3_[0u];\n let _e237 = w12_[1u];\n let _e241 = w12_[0u];\n let _e243 = w3_[1u];\n weight = (((((_e218 * _e220) + (_e223 * _e225)) + (_e229 * _e231)) + (_e235 * _e237)) + (_e241 * _e243));\n let _e246 = sum;\n let _e247 = weight;\n return max((_e246 / vec3(_e247)), vec3<f32>(0f, 0f, 0f));\n}\n\nfn neighbourhood_u0028_vf3_u003b_vf3_u003b(lo_1: ptr<function, vec3<f32>>, hi_1: ptr<function, vec3<f32>>) {\n var y: i32;\n var x: i32;\n var c_1: vec3<f32>;\n\n (*lo_1) = vec3<f32>(1000000000f, 1000000000f, 1000000000f);\n (*hi_1) = vec3<f32>(-1000000000f, -1000000000f, -1000000000f);\n y = -1i;\n loop {\n let _e65 = y;\n if (_e65 <= 1i) {\n x = -1i;\n loop {\n let _e67 = x;\n if (_e67 <= 1i) {\n let _e69 = vUv_1;\n let _e70 = x;\n let _e72 = y;\n let _e76 = unnamed.uTexel;\n let _e79 = textureSampleLevel(uScene_t, uScene_s, (_e69 + (vec2<f32>(f32(_e70), f32(_e72)) * _e76)), 0f);\n c_1 = _e79.xyz;\n let _e81 = (*lo_1);\n let _e82 = c_1;\n (*lo_1) = min(_e81, _e82);\n let _e84 = (*hi_1);\n let _e85 = c_1;\n (*hi_1) = max(_e84, _e85);\n continue;\n } else {\n break;\n }\n continuing {\n let _e87 = x;\n x = (_e87 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e89 = y;\n y = (_e89 + 1i);\n }\n }\n return;\n}\n\nfn viewDepthOf_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var z: f32;\n\n let _e62 = (*depth);\n z = (1f - (_e62 * 2f));\n let _e67 = unnamed.uDepthToViewZ[0u];\n let _e68 = z;\n let _e72 = unnamed.uDepthToViewZ[1u];\n let _e77 = unnamed.uDepthToViewZ[2u];\n let _e78 = z;\n let _e82 = unnamed.uDepthToViewZ[3u];\n return (-(((_e67 * _e68) + _e72)) / ((_e77 * _e78) + _e82));\n}\n\nfn freshRecord_u0028_vf3_u003b(current: ptr<function, vec3<f32>>) -> vec4<f32> {\n var seen: f32;\n var param: vec3<f32>;\n\n let _e63 = (*current);\n param = _e63;\n let _e64 = luma_u0028_vf3_u003b((&param));\n seen = _e64;\n let _e65 = seen;\n let _e67 = seen;\n return vec4<f32>(0f, (_e65 * 0.125f), _e67, 0f);\n}\n\nfn main_1() {\n var sampled: vec4<f32>;\n var current_1: vec3<f32>;\n var share: f32;\n var param_1: vec3<f32>;\n var nearestAt: vec2<f32>;\n var depth_1: f32;\n var metres: f32;\n var param_2: f32;\n var y_1: i32;\n var x_1: i32;\n var at_1: vec2<f32>;\n var tap: f32;\n var tapMetres: f32;\n var param_3: f32;\n var clip: vec4<f32>;\n var previous_1: vec4<f32>;\n var param_4: vec3<f32>;\n var wasUv: vec2<f32>;\n var param_5: vec3<f32>;\n var lo_2: vec3<f32>;\n var hi_2: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n var history_1: vec3<f32>;\n var param_8: vec2<f32>;\n var size_1: vec2<i32>;\n var was: vec2<i32>;\n var nearest: f32;\n var n: i32;\n var at_2: vec2<i32>;\n var local: vec2<i32>;\n var local_1: vec2<i32>;\n var local_2: vec2<i32>;\n var stood: f32;\n var motionThere: vec4<f32>;\n var missedAll: bool;\n var same: bool;\n var swingOut: f32;\n var local_3: f32;\n var seen_1: f32;\n var param_9: vec3<f32>;\n var held: vec4<f32>;\n var local_4: vec4<f32>;\n var param_10: vec3<f32>;\n var still: f32;\n var apart_1: f32;\n var reach: f32;\n var within: bool;\n var proven: bool;\n var widen: f32;\n var local_5: f32;\n var blend: f32;\n var local_6: f32;\n var bounded: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n var sum_1: f32;\n var mean_1: f32;\n var repeated: f32;\n var local_7: f32;\n var param_14: f32;\n var param_15: f32;\n var local_8: f32;\n var phi_596_: bool;\n var phi_603_: bool;\n var phi_610_: bool;\n var phi_748_: bool;\n\n let _e124 = vUv_1;\n let _e125 = textureSampleLevel(uScene_t, uScene_s, _e124, 0f);\n sampled = _e125;\n let _e126 = sampled;\n current_1 = _e126.xyz;\n let _e129 = sampled[3u];\n share = _e129;\n let _e131 = unnamed.uHistoryBlend;\n if (_e131 <= 0f) {\n let _e133 = current_1;\n let _e134 = share;\n fragColor = vec4<f32>(_e133.x, _e133.y, _e133.z, _e134);\n let _e139 = current_1;\n param_1 = _e139;\n let _e140 = freshRecord_u0028_vf3_u003b((&param_1));\n flickerOut = _e140;\n flickerMotionOut = vec4<f32>(0f, 0f, 0f, 0f);\n return;\n }\n let _e141 = vUv_1;\n nearestAt = _e141;\n let _e142 = vUv_1;\n let _e143 = textureSampleLevel(uDepth_t, uDepth_s, _e142, 0f);\n depth_1 = _e143.x;\n let _e145 = depth_1;\n param_2 = _e145;\n let _e146 = viewDepthOf_u0028_f1_u003b((&param_2));\n metres = _e146;\n y_1 = -1i;\n loop {\n let _e147 = y_1;\n if (_e147 <= 1i) {\n x_1 = -1i;\n loop {\n let _e149 = x_1;\n if (_e149 <= 1i) {\n let _e151 = vUv_1;\n let _e152 = x_1;\n let _e154 = y_1;\n let _e158 = unnamed.uTexel;\n at_1 = (_e151 + (vec2<f32>(f32(_e152), f32(_e154)) * _e158));\n let _e161 = at_1;\n let _e162 = textureSampleLevel(uDepth_t, uDepth_s, _e161, 0f);\n tap = _e162.x;\n let _e164 = tap;\n param_3 = _e164;\n let _e165 = viewDepthOf_u0028_f1_u003b((&param_3));\n tapMetres = _e165;\n let _e166 = tapMetres;\n let _e167 = metres;\n if (_e166 < _e167) {\n let _e169 = tapMetres;\n metres = _e169;\n let _e170 = tap;\n depth_1 = _e170;\n let _e171 = at_1;\n nearestAt = _e171;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e172 = x_1;\n x_1 = (_e172 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e174 = y_1;\n y_1 = (_e174 + 1i);\n }\n }\n let _e176 = nearestAt;\n let _e179 = ((_e176 * 2f) - vec2(1f));\n let _e180 = depth_1;\n clip = vec4<f32>(_e179.x, _e179.y, (1f - (_e180 * 2f)), 1f);\n let _e187 = unnamed.uReprojection;\n let _e188 = clip;\n previous_1 = (_e187 * _e188);\n let _e191 = previous_1[3u];\n if (_e191 <= 0f) {\n let _e193 = current_1;\n let _e194 = share;\n fragColor = vec4<f32>(_e193.x, _e193.y, _e193.z, _e194);\n let _e199 = current_1;\n param_4 = _e199;\n let _e200 = freshRecord_u0028_vf3_u003b((&param_4));\n flickerOut = _e200;\n let _e201 = metres;\n flickerMotionOut = vec4<f32>(_e201, 0f, 0f, 0f);\n return;\n }\n let _e203 = vUv_1;\n let _e204 = previous_1;\n let _e207 = previous_1[3u];\n let _e213 = nearestAt;\n wasUv = (_e203 + ((((_e204.xy / vec2(_e207)) * 0.5f) + vec2(0.5f)) - _e213));\n let _e217 = wasUv[0u];\n let _e218 = (_e217 < 0f);\n phi_596_ = _e218;\n if !(_e218) {\n let _e221 = wasUv[0u];\n phi_596_ = (_e221 > 1f);\n }\n let _e224 = phi_596_;\n phi_603_ = _e224;\n if !(_e224) {\n let _e227 = wasUv[1u];\n phi_603_ = (_e227 < 0f);\n }\n let _e230 = phi_603_;\n phi_610_ = _e230;\n if !(_e230) {\n let _e233 = wasUv[1u];\n phi_610_ = (_e233 > 1f);\n }\n let _e236 = phi_610_;\n if _e236 {\n let _e237 = current_1;\n let _e238 = share;\n fragColor = vec4<f32>(_e237.x, _e237.y, _e237.z, _e238);\n let _e243 = current_1;\n param_5 = _e243;\n let _e244 = freshRecord_u0028_vf3_u003b((&param_5));\n flickerOut = _e244;\n let _e245 = metres;\n flickerMotionOut = vec4<f32>(_e245, 0f, 0f, 0f);\n return;\n }\n neighbourhood_u0028_vf3_u003b_vf3_u003b((&param_6), (&param_7));\n let _e247 = param_6;\n lo_2 = _e247;\n let _e248 = param_7;\n hi_2 = _e248;\n let _e249 = wasUv;\n param_8 = _e249;\n let _e250 = historyCatmullRom_u0028_vf2_u003b((&param_8));\n history_1 = _e250;\n let _e251 = textureDimensions(uFlicker_t, 0i);\n size_1 = vec2<i32>(_e251);\n let _e253 = wasUv;\n let _e254 = size_1;\n let _e258 = size_1;\n was = clamp(vec2<i32>((_e253 * vec2<f32>(_e254))), vec2<i32>(0i, 0i), (_e258 - vec2(1i)));\n nearest = 1000000000f;\n n = 0i;\n loop {\n let _e262 = n;\n if (_e262 < 5i) {\n let _e264 = was;\n let _e265 = n;\n if (_e265 == 1i) {\n local = vec2<i32>(1i, 0i);\n } else {\n let _e267 = n;\n if (_e267 == 2i) {\n local_1 = vec2<i32>(-1i, 0i);\n } else {\n let _e269 = n;\n if (_e269 == 3i) {\n local_2 = vec2<i32>(0i, 1i);\n } else {\n let _e271 = n;\n local_2 = select(vec2<i32>(0i, 0i), vec2<i32>(0i, -1i), vec2((_e271 == 4i)));\n }\n let _e275 = local_2;\n local_1 = _e275;\n }\n let _e276 = local_1;\n local = _e276;\n }\n let _e277 = local;\n at_2 = (_e264 + _e277);\n let _e279 = at_2;\n let _e280 = size_1;\n let _e284 = textureLoad(uFlickerMotion_t, clamp(_e279, vec2<i32>(0i, 0i), (_e280 - vec2(1i))), 0i);\n stood = _e284.x;\n let _e286 = stood;\n if (_e286 > 0f) {\n let _e288 = nearest;\n let _e289 = stood;\n let _e291 = previous_1[3u];\n nearest = min(_e288, abs((_e289 - _e291)));\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e295 = n;\n n = (_e295 + 1i);\n }\n }\n let _e297 = was;\n let _e298 = textureLoad(uFlickerMotion_t, _e297, 0i);\n motionThere = _e298;\n let _e299 = nearest;\n missedAll = (_e299 > 100000000f);\n let _e302 = unnamed.uAntiFlicker;\n let _e304 = missedAll;\n let _e306 = ((_e302 > 0.5f) && !(_e304));\n phi_748_ = _e306;\n if _e306 {\n let _e307 = nearest;\n let _e309 = motionThere[1u];\n let _e312 = previous_1[3u];\n phi_748_ = (_e307 <= ((6f * _e309) + (0.02f * _e312)));\n }\n let _e317 = phi_748_;\n same = _e317;\n let _e318 = missedAll;\n if _e318 {\n local_3 = 0f;\n } else {\n let _e320 = motionThere[1u];\n let _e321 = nearest;\n let _e323 = motionThere[1u];\n local_3 = (_e320 + ((_e321 - _e323) * 0.125f));\n }\n let _e327 = local_3;\n swingOut = _e327;\n let _e328 = current_1;\n param_9 = _e328;\n let _e329 = luma_u0028_vf3_u003b((&param_9));\n seen_1 = _e329;\n let _e330 = same;\n if _e330 {\n let _e331 = was;\n let _e332 = textureLoad(uFlicker_t, _e331, 0i);\n local_4 = _e332;\n } else {\n let _e333 = current_1;\n param_10 = _e333;\n let _e334 = freshRecord_u0028_vf3_u003b((&param_10));\n local_4 = _e334;\n }\n let _e335 = local_4;\n held = _e335;\n let _e336 = wasUv;\n let _e337 = vUv_1;\n let _e340 = unnamed.uTexel;\n still = (1f - smoothstep(0.01f, 0.05f, length(((_e336 - _e337) / _e340))));\n let _e345 = seen_1;\n let _e347 = held[2u];\n apart_1 = abs((_e345 - _e347));\n let _e351 = held[0u];\n reach = ((6f * _e351) + 0.003921569f);\n let _e354 = apart_1;\n let _e355 = reach;\n within = (_e354 <= _e355);\n let _e358 = held[3u];\n let _e360 = within;\n proven = ((_e358 > 0.75f) && _e360);\n let _e362 = proven;\n if _e362 {\n let _e364 = held[0u];\n let _e366 = still;\n local_5 = ((6f * _e364) * _e366);\n } else {\n local_5 = 0f;\n }\n let _e368 = local_5;\n widen = _e368;\n let _e369 = proven;\n if _e369 {\n let _e371 = unnamed.uHistoryBlend;\n let _e372 = still;\n local_6 = mix(_e371, 0.97f, _e372);\n } else {\n let _e375 = unnamed.uHistoryBlend;\n local_6 = _e375;\n }\n let _e376 = local_6;\n blend = _e376;\n let _e377 = lo_2;\n let _e378 = widen;\n let _e381 = hi_2;\n let _e382 = widen;\n let _e385 = history_1;\n param_11 = _e385;\n param_12 = (_e377 - vec3(_e378));\n param_13 = (_e381 + vec3(_e382));\n let _e386 = clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_11), (&param_12), (&param_13));\n bounded = _e386;\n let _e388 = held[1u];\n sum_1 = _e388;\n let _e390 = held[2u];\n mean_1 = _e390;\n let _e391 = within;\n if _e391 {\n let _e393 = held[3u];\n local_7 = _e393;\n } else {\n local_7 = 0f;\n }\n let _e394 = local_7;\n repeated = _e394;\n let _e396 = unnamed.uPeriodStart;\n if (_e396 > 0.5f) {\n let _e398 = sum_1;\n param_14 = _e398;\n let _e399 = mean_1;\n param_15 = _e399;\n let _e400 = repeats_u0028_f1_u003b_f1_u003b((&param_14), (&param_15));\n if (_e400 > 0.5f) {\n let _e402 = repeated;\n local_8 = min(1f, (_e402 + 0.5f));\n } else {\n local_8 = 0f;\n }\n let _e405 = local_8;\n repeated = _e405;\n let _e406 = sum_1;\n mean_1 = _e406;\n sum_1 = 0f;\n }\n let _e408 = held[0u];\n let _e409 = apart_1;\n let _e411 = held[0u];\n let _e415 = sum_1;\n let _e416 = seen_1;\n let _e419 = mean_1;\n let _e420 = repeated;\n let _e421 = still;\n flickerOut = vec4<f32>((_e408 + ((_e409 - _e411) * 0.125f)), (_e415 + (_e416 * 0.125f)), _e419, (_e420 * _e421));\n let _e424 = metres;\n let _e425 = swingOut;\n flickerMotionOut = vec4<f32>(_e424, _e425, 0f, 0f);\n let _e427 = current_1;\n let _e428 = bounded;\n let _e429 = blend;\n let _e431 = mix(_e427, _e428, vec3(_e429));\n let _e432 = share;\n fragColor = vec4<f32>(_e431.x, _e431.y, _e431.z, _e432);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> FragmentOutput {\n vUv_1 = vUv;\n main_1();\n let _e5 = fragColor;\n let _e6 = flickerOut;\n let _e7 = flickerMotionOut;\n return FragmentOutput(_e5, _e6, _e7);\n}\n";
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  /**
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  * What the transform assigned, so the renderer binds the same numbers.
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  *
@@ -4,7 +4,7 @@
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  * The GLSL beside this file is the source of truth. A hand edit here is discarded by
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  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
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  */
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- export const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uDepthToViewZ: vec4<f32>,\n uAntiFlicker: f32,\n uReprojection: mat4x4<f32>,\n uTexel: vec2<f32>,\n uPeriodStart: f32,\n uHistoryBlend: f32,\n}\n\nstruct FragmentOutput {\n @location(0) member: vec4<f32>,\n @location(1) member_1: vec4<f32>,\n @location(2) member_2: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(34) \nvar uHistory_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uHistory_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> flickerOut: vec4<f32>;\nvar<private> flickerMotionOut: vec4<f32>;\n@group(0) @binding(40) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(41) \nvar uDepth_s: sampler;\n@group(0) @binding(36) \nvar uFlicker_t: texture_2d<f32>;\n@group(0) @binding(38) \nvar uFlickerMotion_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uFlicker_s: sampler;\n@group(0) @binding(39) \nvar uFlickerMotion_s: sampler;\n\nfn repeats_u0028_f1_u003b_f1_u003b(mean: ptr<function, f32>, previous: ptr<function, f32>) -> f32 {\n var apart: f32;\n\n let _e63 = (*mean);\n let _e64 = (*previous);\n let _e67 = (*mean);\n let _e68 = (*previous);\n apart = (abs((_e63 - _e64)) / max(max(_e67, _e68), 0.003921569f));\n let _e72 = apart;\n return (1f - smoothstep(0.05f, 0.1f, _e72));\n}\n\nfn clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b(history: ptr<function, vec3<f32>>, lo: ptr<function, vec3<f32>>, hi: ptr<function, vec3<f32>>) -> vec3<f32> {\n var centre: vec3<f32>;\n var extent: vec3<f32>;\n var offset: vec3<f32>;\n var ratios: vec3<f32>;\n var ratio: f32;\n\n let _e68 = (*lo);\n let _e69 = (*hi);\n centre = ((_e68 + _e69) * 0.5f);\n let _e72 = (*hi);\n let _e73 = (*lo);\n extent = ((_e72 - _e73) * 0.5f);\n let _e76 = (*history);\n let _e77 = centre;\n offset = (_e76 - _e77);\n let _e79 = offset;\n let _e81 = extent;\n ratios = (abs(_e79) / max(_e81, vec3<f32>(0.0000001f, 0.0000001f, 0.0000001f)));\n let _e85 = ratios[0u];\n let _e87 = ratios[1u];\n let _e89 = ratios[2u];\n ratio = max(_e85, max(_e87, _e89));\n let _e92 = ratio;\n if (_e92 <= 1f) {\n let _e94 = (*history);\n return _e94;\n }\n let _e95 = centre;\n let _e96 = offset;\n let _e97 = ratio;\n return (_e95 + (_e96 / vec3(_e97)));\n}\n\nfn luma_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> f32 {\n let _e61 = (*c);\n return dot(_e61, vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n}\n\nfn historyCatmullRom_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n var size: vec2<f32>;\n var at: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var w0_: vec2<f32>;\n var w1_: vec2<f32>;\n var w2_: vec2<f32>;\n var w3_: vec2<f32>;\n var w12_: vec2<f32>;\n var at0_: vec2<f32>;\n var at3_: vec2<f32>;\n var at12_: vec2<f32>;\n var sum: vec3<f32>;\n var weight: f32;\n\n let _e76 = unnamed.uTexel;\n size = (vec2(1f) / _e76);\n let _e79 = (*uv);\n let _e80 = size;\n at = (_e79 * _e80);\n let _e82 = at;\n base = (floor((_e82 - vec2(0.5f))) + vec2(0.5f));\n let _e88 = at;\n let _e89 = base;\n f = (_e88 - _e89);\n let _e91 = f;\n let _e92 = f;\n let _e93 = f;\n w0_ = (_e91 * (vec2(-0.5f) + (_e92 * (vec2(1f) - (_e93 * 0.5f)))));\n let _e101 = f;\n let _e102 = f;\n let _e104 = f;\n w1_ = (vec2(1f) + ((_e101 * _e102) * (vec2(-2.5f) + (_e104 * 1.5f))));\n let _e111 = f;\n let _e112 = f;\n let _e113 = f;\n w2_ = (_e111 * (vec2(0.5f) + (_e112 * (vec2(2f) - (_e113 * 1.5f)))));\n let _e121 = f;\n let _e122 = f;\n let _e124 = f;\n w3_ = ((_e121 * _e122) * (vec2(-0.5f) + (_e124 * 0.5f)));\n let _e129 = w1_;\n let _e130 = w2_;\n w12_ = (_e129 + _e130);\n let _e132 = base;\n let _e136 = unnamed.uTexel;\n at0_ = ((_e132 - vec2(1f)) * _e136);\n let _e138 = base;\n let _e142 = unnamed.uTexel;\n at3_ = ((_e138 + vec2(2f)) * _e142);\n let _e144 = base;\n let _e145 = w2_;\n let _e146 = w12_;\n let _e150 = unnamed.uTexel;\n at12_ = ((_e144 + (_e145 / _e146)) * _e150);\n let _e153 = at12_[0u];\n let _e155 = at0_[1u];\n let _e157 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e153, _e155), 0f);\n let _e160 = w12_[0u];\n let _e162 = w0_[1u];\n let _e166 = at0_[0u];\n let _e168 = at12_[1u];\n let _e170 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e166, _e168), 0f);\n let _e173 = w0_[0u];\n let _e175 = w12_[1u];\n let _e179 = at12_;\n let _e180 = textureSampleLevel(uHistory_t, uHistory_s, _e179, 0f);\n let _e183 = w12_[0u];\n let _e185 = w12_[1u];\n let _e190 = at3_[0u];\n let _e192 = at12_[1u];\n let _e194 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e190, _e192), 0f);\n let _e197 = w3_[0u];\n let _e199 = w12_[1u];\n let _e204 = at12_[0u];\n let _e206 = at3_[1u];\n let _e208 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e204, _e206), 0f);\n let _e211 = w12_[0u];\n let _e213 = w3_[1u];\n sum = (((((_e157.xyz * (_e160 * _e162)) + (_e170.xyz * (_e173 * _e175))) + (_e180.xyz * (_e183 * _e185))) + (_e194.xyz * (_e197 * _e199))) + (_e208.xyz * (_e211 * _e213)));\n let _e218 = w12_[0u];\n let _e220 = w0_[1u];\n let _e223 = w0_[0u];\n let _e225 = w12_[1u];\n let _e229 = w12_[0u];\n let _e231 = w12_[1u];\n let _e235 = w3_[0u];\n let _e237 = w12_[1u];\n let _e241 = w12_[0u];\n let _e243 = w3_[1u];\n weight = (((((_e218 * _e220) + (_e223 * _e225)) + (_e229 * _e231)) + (_e235 * _e237)) + (_e241 * _e243));\n let _e246 = sum;\n let _e247 = weight;\n return max((_e246 / vec3(_e247)), vec3<f32>(0f, 0f, 0f));\n}\n\nfn neighbourhood_u0028_vf3_u003b_vf3_u003b(lo_1: ptr<function, vec3<f32>>, hi_1: ptr<function, vec3<f32>>) {\n var y: i32;\n var x: i32;\n var c_1: vec3<f32>;\n\n (*lo_1) = vec3<f32>(1000000000f, 1000000000f, 1000000000f);\n (*hi_1) = vec3<f32>(-1000000000f, -1000000000f, -1000000000f);\n y = -1i;\n loop {\n let _e65 = y;\n if (_e65 <= 1i) {\n x = -1i;\n loop {\n let _e67 = x;\n if (_e67 <= 1i) {\n let _e69 = vUv_1;\n let _e70 = x;\n let _e72 = y;\n let _e76 = unnamed.uTexel;\n let _e79 = textureSampleLevel(uScene_t, uScene_s, (_e69 + (vec2<f32>(f32(_e70), f32(_e72)) * _e76)), 0f);\n c_1 = _e79.xyz;\n let _e81 = (*lo_1);\n let _e82 = c_1;\n (*lo_1) = min(_e81, _e82);\n let _e84 = (*hi_1);\n let _e85 = c_1;\n (*hi_1) = max(_e84, _e85);\n continue;\n } else {\n break;\n }\n continuing {\n let _e87 = x;\n x = (_e87 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e89 = y;\n y = (_e89 + 1i);\n }\n }\n return;\n}\n\nfn viewDepthOf_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var z: f32;\n\n let _e62 = (*depth);\n z = (1f - (_e62 * 2f));\n let _e67 = unnamed.uDepthToViewZ[0u];\n let _e68 = z;\n let _e72 = unnamed.uDepthToViewZ[1u];\n let _e77 = unnamed.uDepthToViewZ[2u];\n let _e78 = z;\n let _e82 = unnamed.uDepthToViewZ[3u];\n return (-(((_e67 * _e68) + _e72)) / ((_e77 * _e78) + _e82));\n}\n\nfn freshRecord_u0028_vf3_u003b(current: ptr<function, vec3<f32>>) -> vec4<f32> {\n var seen: f32;\n var param: vec3<f32>;\n\n let _e63 = (*current);\n param = _e63;\n let _e64 = luma_u0028_vf3_u003b((&param));\n seen = _e64;\n let _e65 = seen;\n let _e67 = seen;\n return vec4<f32>(0f, (_e65 * 0.125f), _e67, 0f);\n}\n\nfn main_1() {\n var current_1: vec3<f32>;\n var param_1: vec3<f32>;\n var nearestAt: vec2<f32>;\n var depth_1: f32;\n var metres: f32;\n var param_2: f32;\n var y_1: i32;\n var x_1: i32;\n var at_1: vec2<f32>;\n var tap: f32;\n var tapMetres: f32;\n var param_3: f32;\n var clip: vec4<f32>;\n var previous_1: vec4<f32>;\n var param_4: vec3<f32>;\n var wasUv: vec2<f32>;\n var param_5: vec3<f32>;\n var lo_2: vec3<f32>;\n var hi_2: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n var history_1: vec3<f32>;\n var param_8: vec2<f32>;\n var size_1: vec2<i32>;\n var was: vec2<i32>;\n var nearest: f32;\n var n: i32;\n var at_2: vec2<i32>;\n var local: vec2<i32>;\n var local_1: vec2<i32>;\n var local_2: vec2<i32>;\n var stood: f32;\n var motionThere: vec4<f32>;\n var missedAll: bool;\n var same: bool;\n var swingOut: f32;\n var local_3: f32;\n var seen_1: f32;\n var param_9: vec3<f32>;\n var held: vec4<f32>;\n var local_4: vec4<f32>;\n var param_10: vec3<f32>;\n var still: f32;\n var apart_1: f32;\n var reach: f32;\n var within: bool;\n var proven: bool;\n var widen: f32;\n var local_5: f32;\n var blend: f32;\n var local_6: f32;\n var bounded: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n var sum_1: f32;\n var mean_1: f32;\n var repeated: f32;\n var local_7: f32;\n var param_14: f32;\n var param_15: f32;\n var local_8: f32;\n var phi_589_: bool;\n var phi_596_: bool;\n var phi_603_: bool;\n var phi_740_: bool;\n\n let _e122 = vUv_1;\n let _e123 = textureSampleLevel(uScene_t, uScene_s, _e122, 0f);\n current_1 = _e123.xyz;\n let _e126 = unnamed.uHistoryBlend;\n if (_e126 <= 0f) {\n let _e128 = current_1;\n fragColor = vec4<f32>(_e128.x, _e128.y, _e128.z, 1f);\n let _e133 = current_1;\n param_1 = _e133;\n let _e134 = freshRecord_u0028_vf3_u003b((&param_1));\n flickerOut = _e134;\n flickerMotionOut = vec4<f32>(0f, 0f, 0f, 0f);\n return;\n }\n let _e135 = vUv_1;\n nearestAt = _e135;\n let _e136 = vUv_1;\n let _e137 = textureSampleLevel(uDepth_t, uDepth_s, _e136, 0f);\n depth_1 = _e137.x;\n let _e139 = depth_1;\n param_2 = _e139;\n let _e140 = viewDepthOf_u0028_f1_u003b((&param_2));\n metres = _e140;\n y_1 = -1i;\n loop {\n let _e141 = y_1;\n if (_e141 <= 1i) {\n x_1 = -1i;\n loop {\n let _e143 = x_1;\n if (_e143 <= 1i) {\n let _e145 = vUv_1;\n let _e146 = x_1;\n let _e148 = y_1;\n let _e152 = unnamed.uTexel;\n at_1 = (_e145 + (vec2<f32>(f32(_e146), f32(_e148)) * _e152));\n let _e155 = at_1;\n let _e156 = textureSampleLevel(uDepth_t, uDepth_s, _e155, 0f);\n tap = _e156.x;\n let _e158 = tap;\n param_3 = _e158;\n let _e159 = viewDepthOf_u0028_f1_u003b((&param_3));\n tapMetres = _e159;\n let _e160 = tapMetres;\n let _e161 = metres;\n if (_e160 < _e161) {\n let _e163 = tapMetres;\n metres = _e163;\n let _e164 = tap;\n depth_1 = _e164;\n let _e165 = at_1;\n nearestAt = _e165;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e166 = x_1;\n x_1 = (_e166 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e168 = y_1;\n y_1 = (_e168 + 1i);\n }\n }\n let _e170 = nearestAt;\n let _e173 = ((_e170 * 2f) - vec2(1f));\n let _e174 = depth_1;\n clip = vec4<f32>(_e173.x, _e173.y, (1f - (_e174 * 2f)), 1f);\n let _e181 = unnamed.uReprojection;\n let _e182 = clip;\n previous_1 = (_e181 * _e182);\n let _e185 = previous_1[3u];\n if (_e185 <= 0f) {\n let _e187 = current_1;\n fragColor = vec4<f32>(_e187.x, _e187.y, _e187.z, 1f);\n let _e192 = current_1;\n param_4 = _e192;\n let _e193 = freshRecord_u0028_vf3_u003b((&param_4));\n flickerOut = _e193;\n let _e194 = metres;\n flickerMotionOut = vec4<f32>(_e194, 0f, 0f, 0f);\n return;\n }\n let _e196 = vUv_1;\n let _e197 = previous_1;\n let _e200 = previous_1[3u];\n let _e206 = nearestAt;\n wasUv = (_e196 + ((((_e197.xy / vec2(_e200)) * 0.5f) + vec2(0.5f)) - _e206));\n let _e210 = wasUv[0u];\n let _e211 = (_e210 < 0f);\n phi_589_ = _e211;\n if !(_e211) {\n let _e214 = wasUv[0u];\n phi_589_ = (_e214 > 1f);\n }\n let _e217 = phi_589_;\n phi_596_ = _e217;\n if !(_e217) {\n let _e220 = wasUv[1u];\n phi_596_ = (_e220 < 0f);\n }\n let _e223 = phi_596_;\n phi_603_ = _e223;\n if !(_e223) {\n let _e226 = wasUv[1u];\n phi_603_ = (_e226 > 1f);\n }\n let _e229 = phi_603_;\n if _e229 {\n let _e230 = current_1;\n fragColor = vec4<f32>(_e230.x, _e230.y, _e230.z, 1f);\n let _e235 = current_1;\n param_5 = _e235;\n let _e236 = freshRecord_u0028_vf3_u003b((&param_5));\n flickerOut = _e236;\n let _e237 = metres;\n flickerMotionOut = vec4<f32>(_e237, 0f, 0f, 0f);\n return;\n }\n neighbourhood_u0028_vf3_u003b_vf3_u003b((&param_6), (&param_7));\n let _e239 = param_6;\n lo_2 = _e239;\n let _e240 = param_7;\n hi_2 = _e240;\n let _e241 = wasUv;\n param_8 = _e241;\n let _e242 = historyCatmullRom_u0028_vf2_u003b((&param_8));\n history_1 = _e242;\n let _e243 = textureDimensions(uFlicker_t, 0i);\n size_1 = vec2<i32>(_e243);\n let _e245 = wasUv;\n let _e246 = size_1;\n let _e250 = size_1;\n was = clamp(vec2<i32>((_e245 * vec2<f32>(_e246))), vec2<i32>(0i, 0i), (_e250 - vec2(1i)));\n nearest = 1000000000f;\n n = 0i;\n loop {\n let _e254 = n;\n if (_e254 < 5i) {\n let _e256 = was;\n let _e257 = n;\n if (_e257 == 1i) {\n local = vec2<i32>(1i, 0i);\n } else {\n let _e259 = n;\n if (_e259 == 2i) {\n local_1 = vec2<i32>(-1i, 0i);\n } else {\n let _e261 = n;\n if (_e261 == 3i) {\n local_2 = vec2<i32>(0i, 1i);\n } else {\n let _e263 = n;\n local_2 = select(vec2<i32>(0i, 0i), vec2<i32>(0i, -1i), vec2((_e263 == 4i)));\n }\n let _e267 = local_2;\n local_1 = _e267;\n }\n let _e268 = local_1;\n local = _e268;\n }\n let _e269 = local;\n at_2 = (_e256 + _e269);\n let _e271 = at_2;\n let _e272 = size_1;\n let _e276 = textureLoad(uFlickerMotion_t, clamp(_e271, vec2<i32>(0i, 0i), (_e272 - vec2(1i))), 0i);\n stood = _e276.x;\n let _e278 = stood;\n if (_e278 > 0f) {\n let _e280 = nearest;\n let _e281 = stood;\n let _e283 = previous_1[3u];\n nearest = min(_e280, abs((_e281 - _e283)));\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e287 = n;\n n = (_e287 + 1i);\n }\n }\n let _e289 = was;\n let _e290 = textureLoad(uFlickerMotion_t, _e289, 0i);\n motionThere = _e290;\n let _e291 = nearest;\n missedAll = (_e291 > 100000000f);\n let _e294 = unnamed.uAntiFlicker;\n let _e296 = missedAll;\n let _e298 = ((_e294 > 0.5f) && !(_e296));\n phi_740_ = _e298;\n if _e298 {\n let _e299 = nearest;\n let _e301 = motionThere[1u];\n let _e304 = previous_1[3u];\n phi_740_ = (_e299 <= ((6f * _e301) + (0.02f * _e304)));\n }\n let _e309 = phi_740_;\n same = _e309;\n let _e310 = missedAll;\n if _e310 {\n local_3 = 0f;\n } else {\n let _e312 = motionThere[1u];\n let _e313 = nearest;\n let _e315 = motionThere[1u];\n local_3 = (_e312 + ((_e313 - _e315) * 0.125f));\n }\n let _e319 = local_3;\n swingOut = _e319;\n let _e320 = current_1;\n param_9 = _e320;\n let _e321 = luma_u0028_vf3_u003b((&param_9));\n seen_1 = _e321;\n let _e322 = same;\n if _e322 {\n let _e323 = was;\n let _e324 = textureLoad(uFlicker_t, _e323, 0i);\n local_4 = _e324;\n } else {\n let _e325 = current_1;\n param_10 = _e325;\n let _e326 = freshRecord_u0028_vf3_u003b((&param_10));\n local_4 = _e326;\n }\n let _e327 = local_4;\n held = _e327;\n let _e328 = wasUv;\n let _e329 = vUv_1;\n let _e332 = unnamed.uTexel;\n still = (1f - smoothstep(0.01f, 0.05f, length(((_e328 - _e329) / _e332))));\n let _e337 = seen_1;\n let _e339 = held[2u];\n apart_1 = abs((_e337 - _e339));\n let _e343 = held[0u];\n reach = ((6f * _e343) + 0.003921569f);\n let _e346 = apart_1;\n let _e347 = reach;\n within = (_e346 <= _e347);\n let _e350 = held[3u];\n let _e352 = within;\n proven = ((_e350 > 0.75f) && _e352);\n let _e354 = proven;\n if _e354 {\n let _e356 = held[0u];\n let _e358 = still;\n local_5 = ((6f * _e356) * _e358);\n } else {\n local_5 = 0f;\n }\n let _e360 = local_5;\n widen = _e360;\n let _e361 = proven;\n if _e361 {\n let _e363 = unnamed.uHistoryBlend;\n let _e364 = still;\n local_6 = mix(_e363, 0.97f, _e364);\n } else {\n let _e367 = unnamed.uHistoryBlend;\n local_6 = _e367;\n }\n let _e368 = local_6;\n blend = _e368;\n let _e369 = lo_2;\n let _e370 = widen;\n let _e373 = hi_2;\n let _e374 = widen;\n let _e377 = history_1;\n param_11 = _e377;\n param_12 = (_e369 - vec3(_e370));\n param_13 = (_e373 + vec3(_e374));\n let _e378 = clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_11), (&param_12), (&param_13));\n bounded = _e378;\n let _e380 = held[1u];\n sum_1 = _e380;\n let _e382 = held[2u];\n mean_1 = _e382;\n let _e383 = within;\n if _e383 {\n let _e385 = held[3u];\n local_7 = _e385;\n } else {\n local_7 = 0f;\n }\n let _e386 = local_7;\n repeated = _e386;\n let _e388 = unnamed.uPeriodStart;\n if (_e388 > 0.5f) {\n let _e390 = sum_1;\n param_14 = _e390;\n let _e391 = mean_1;\n param_15 = _e391;\n let _e392 = repeats_u0028_f1_u003b_f1_u003b((&param_14), (&param_15));\n if (_e392 > 0.5f) {\n let _e394 = repeated;\n local_8 = min(1f, (_e394 + 0.5f));\n } else {\n local_8 = 0f;\n }\n let _e397 = local_8;\n repeated = _e397;\n let _e398 = sum_1;\n mean_1 = _e398;\n sum_1 = 0f;\n }\n let _e400 = held[0u];\n let _e401 = apart_1;\n let _e403 = held[0u];\n let _e407 = sum_1;\n let _e408 = seen_1;\n let _e411 = mean_1;\n let _e412 = repeated;\n let _e413 = still;\n flickerOut = vec4<f32>((_e400 + ((_e401 - _e403) * 0.125f)), (_e407 + (_e408 * 0.125f)), _e411, (_e412 * _e413));\n let _e416 = metres;\n let _e417 = swingOut;\n flickerMotionOut = vec4<f32>(_e416, _e417, 0f, 0f);\n let _e419 = current_1;\n let _e420 = bounded;\n let _e421 = blend;\n let _e423 = mix(_e419, _e420, vec3(_e421));\n fragColor = vec4<f32>(_e423.x, _e423.y, _e423.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> FragmentOutput {\n vUv_1 = vUv;\n main_1();\n let _e5 = fragColor;\n let _e6 = flickerOut;\n let _e7 = flickerMotionOut;\n return FragmentOutput(_e5, _e6, _e7);\n}\n";
7
+ export const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uDepthToViewZ: vec4<f32>,\n uAntiFlicker: f32,\n uReprojection: mat4x4<f32>,\n uTexel: vec2<f32>,\n uPeriodStart: f32,\n uHistoryBlend: f32,\n}\n\nstruct FragmentOutput {\n @location(0) member: vec4<f32>,\n @location(1) member_1: vec4<f32>,\n @location(2) member_2: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(34) \nvar uHistory_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uHistory_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> flickerOut: vec4<f32>;\nvar<private> flickerMotionOut: vec4<f32>;\n@group(0) @binding(40) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(41) \nvar uDepth_s: sampler;\n@group(0) @binding(36) \nvar uFlicker_t: texture_2d<f32>;\n@group(0) @binding(38) \nvar uFlickerMotion_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uFlicker_s: sampler;\n@group(0) @binding(39) \nvar uFlickerMotion_s: sampler;\n\nfn repeats_u0028_f1_u003b_f1_u003b(mean: ptr<function, f32>, previous: ptr<function, f32>) -> f32 {\n var apart: f32;\n\n let _e63 = (*mean);\n let _e64 = (*previous);\n let _e67 = (*mean);\n let _e68 = (*previous);\n apart = (abs((_e63 - _e64)) / max(max(_e67, _e68), 0.003921569f));\n let _e72 = apart;\n return (1f - smoothstep(0.05f, 0.1f, _e72));\n}\n\nfn clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b(history: ptr<function, vec3<f32>>, lo: ptr<function, vec3<f32>>, hi: ptr<function, vec3<f32>>) -> vec3<f32> {\n var centre: vec3<f32>;\n var extent: vec3<f32>;\n var offset: vec3<f32>;\n var ratios: vec3<f32>;\n var ratio: f32;\n\n let _e68 = (*lo);\n let _e69 = (*hi);\n centre = ((_e68 + _e69) * 0.5f);\n let _e72 = (*hi);\n let _e73 = (*lo);\n extent = ((_e72 - _e73) * 0.5f);\n let _e76 = (*history);\n let _e77 = centre;\n offset = (_e76 - _e77);\n let _e79 = offset;\n let _e81 = extent;\n ratios = (abs(_e79) / max(_e81, vec3<f32>(0.0000001f, 0.0000001f, 0.0000001f)));\n let _e85 = ratios[0u];\n let _e87 = ratios[1u];\n let _e89 = ratios[2u];\n ratio = max(_e85, max(_e87, _e89));\n let _e92 = ratio;\n if (_e92 <= 1f) {\n let _e94 = (*history);\n return _e94;\n }\n let _e95 = centre;\n let _e96 = offset;\n let _e97 = ratio;\n return (_e95 + (_e96 / vec3(_e97)));\n}\n\nfn luma_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> f32 {\n let _e61 = (*c);\n return dot(_e61, vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n}\n\nfn historyCatmullRom_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n var size: vec2<f32>;\n var at: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var w0_: vec2<f32>;\n var w1_: vec2<f32>;\n var w2_: vec2<f32>;\n var w3_: vec2<f32>;\n var w12_: vec2<f32>;\n var at0_: vec2<f32>;\n var at3_: vec2<f32>;\n var at12_: vec2<f32>;\n var sum: vec3<f32>;\n var weight: f32;\n\n let _e76 = unnamed.uTexel;\n size = (vec2(1f) / _e76);\n let _e79 = (*uv);\n let _e80 = size;\n at = (_e79 * _e80);\n let _e82 = at;\n base = (floor((_e82 - vec2(0.5f))) + vec2(0.5f));\n let _e88 = at;\n let _e89 = base;\n f = (_e88 - _e89);\n let _e91 = f;\n let _e92 = f;\n let _e93 = f;\n w0_ = (_e91 * (vec2(-0.5f) + (_e92 * (vec2(1f) - (_e93 * 0.5f)))));\n let _e101 = f;\n let _e102 = f;\n let _e104 = f;\n w1_ = (vec2(1f) + ((_e101 * _e102) * (vec2(-2.5f) + (_e104 * 1.5f))));\n let _e111 = f;\n let _e112 = f;\n let _e113 = f;\n w2_ = (_e111 * (vec2(0.5f) + (_e112 * (vec2(2f) - (_e113 * 1.5f)))));\n let _e121 = f;\n let _e122 = f;\n let _e124 = f;\n w3_ = ((_e121 * _e122) * (vec2(-0.5f) + (_e124 * 0.5f)));\n let _e129 = w1_;\n let _e130 = w2_;\n w12_ = (_e129 + _e130);\n let _e132 = base;\n let _e136 = unnamed.uTexel;\n at0_ = ((_e132 - vec2(1f)) * _e136);\n let _e138 = base;\n let _e142 = unnamed.uTexel;\n at3_ = ((_e138 + vec2(2f)) * _e142);\n let _e144 = base;\n let _e145 = w2_;\n let _e146 = w12_;\n let _e150 = unnamed.uTexel;\n at12_ = ((_e144 + (_e145 / _e146)) * _e150);\n let _e153 = at12_[0u];\n let _e155 = at0_[1u];\n let _e157 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e153, _e155), 0f);\n let _e160 = w12_[0u];\n let _e162 = w0_[1u];\n let _e166 = at0_[0u];\n let _e168 = at12_[1u];\n let _e170 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e166, _e168), 0f);\n let _e173 = w0_[0u];\n let _e175 = w12_[1u];\n let _e179 = at12_;\n let _e180 = textureSampleLevel(uHistory_t, uHistory_s, _e179, 0f);\n let _e183 = w12_[0u];\n let _e185 = w12_[1u];\n let _e190 = at3_[0u];\n let _e192 = at12_[1u];\n let _e194 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e190, _e192), 0f);\n let _e197 = w3_[0u];\n let _e199 = w12_[1u];\n let _e204 = at12_[0u];\n let _e206 = at3_[1u];\n let _e208 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e204, _e206), 0f);\n let _e211 = w12_[0u];\n let _e213 = w3_[1u];\n sum = (((((_e157.xyz * (_e160 * _e162)) + (_e170.xyz * (_e173 * _e175))) + (_e180.xyz * (_e183 * _e185))) + (_e194.xyz * (_e197 * _e199))) + (_e208.xyz * (_e211 * _e213)));\n let _e218 = w12_[0u];\n let _e220 = w0_[1u];\n let _e223 = w0_[0u];\n let _e225 = w12_[1u];\n let _e229 = w12_[0u];\n let _e231 = w12_[1u];\n let _e235 = w3_[0u];\n let _e237 = w12_[1u];\n let _e241 = w12_[0u];\n let _e243 = w3_[1u];\n weight = (((((_e218 * _e220) + (_e223 * _e225)) + (_e229 * _e231)) + (_e235 * _e237)) + (_e241 * _e243));\n let _e246 = sum;\n let _e247 = weight;\n return max((_e246 / vec3(_e247)), vec3<f32>(0f, 0f, 0f));\n}\n\nfn neighbourhood_u0028_vf3_u003b_vf3_u003b(lo_1: ptr<function, vec3<f32>>, hi_1: ptr<function, vec3<f32>>) {\n var y: i32;\n var x: i32;\n var c_1: vec3<f32>;\n\n (*lo_1) = vec3<f32>(1000000000f, 1000000000f, 1000000000f);\n (*hi_1) = vec3<f32>(-1000000000f, -1000000000f, -1000000000f);\n y = -1i;\n loop {\n let _e65 = y;\n if (_e65 <= 1i) {\n x = -1i;\n loop {\n let _e67 = x;\n if (_e67 <= 1i) {\n let _e69 = vUv_1;\n let _e70 = x;\n let _e72 = y;\n let _e76 = unnamed.uTexel;\n let _e79 = textureSampleLevel(uScene_t, uScene_s, (_e69 + (vec2<f32>(f32(_e70), f32(_e72)) * _e76)), 0f);\n c_1 = _e79.xyz;\n let _e81 = (*lo_1);\n let _e82 = c_1;\n (*lo_1) = min(_e81, _e82);\n let _e84 = (*hi_1);\n let _e85 = c_1;\n (*hi_1) = max(_e84, _e85);\n continue;\n } else {\n break;\n }\n continuing {\n let _e87 = x;\n x = (_e87 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e89 = y;\n y = (_e89 + 1i);\n }\n }\n return;\n}\n\nfn viewDepthOf_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var z: f32;\n\n let _e62 = (*depth);\n z = (1f - (_e62 * 2f));\n let _e67 = unnamed.uDepthToViewZ[0u];\n let _e68 = z;\n let _e72 = unnamed.uDepthToViewZ[1u];\n let _e77 = unnamed.uDepthToViewZ[2u];\n let _e78 = z;\n let _e82 = unnamed.uDepthToViewZ[3u];\n return (-(((_e67 * _e68) + _e72)) / ((_e77 * _e78) + _e82));\n}\n\nfn freshRecord_u0028_vf3_u003b(current: ptr<function, vec3<f32>>) -> vec4<f32> {\n var seen: f32;\n var param: vec3<f32>;\n\n let _e63 = (*current);\n param = _e63;\n let _e64 = luma_u0028_vf3_u003b((&param));\n seen = _e64;\n let _e65 = seen;\n let _e67 = seen;\n return vec4<f32>(0f, (_e65 * 0.125f), _e67, 0f);\n}\n\nfn main_1() {\n var sampled: vec4<f32>;\n var current_1: vec3<f32>;\n var share: f32;\n var param_1: vec3<f32>;\n var nearestAt: vec2<f32>;\n var depth_1: f32;\n var metres: f32;\n var param_2: f32;\n var y_1: i32;\n var x_1: i32;\n var at_1: vec2<f32>;\n var tap: f32;\n var tapMetres: f32;\n var param_3: f32;\n var clip: vec4<f32>;\n var previous_1: vec4<f32>;\n var param_4: vec3<f32>;\n var wasUv: vec2<f32>;\n var param_5: vec3<f32>;\n var lo_2: vec3<f32>;\n var hi_2: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n var history_1: vec3<f32>;\n var param_8: vec2<f32>;\n var size_1: vec2<i32>;\n var was: vec2<i32>;\n var nearest: f32;\n var n: i32;\n var at_2: vec2<i32>;\n var local: vec2<i32>;\n var local_1: vec2<i32>;\n var local_2: vec2<i32>;\n var stood: f32;\n var motionThere: vec4<f32>;\n var missedAll: bool;\n var same: bool;\n var swingOut: f32;\n var local_3: f32;\n var seen_1: f32;\n var param_9: vec3<f32>;\n var held: vec4<f32>;\n var local_4: vec4<f32>;\n var param_10: vec3<f32>;\n var still: f32;\n var apart_1: f32;\n var reach: f32;\n var within: bool;\n var proven: bool;\n var widen: f32;\n var local_5: f32;\n var blend: f32;\n var local_6: f32;\n var bounded: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n var sum_1: f32;\n var mean_1: f32;\n var repeated: f32;\n var local_7: f32;\n var param_14: f32;\n var param_15: f32;\n var local_8: f32;\n var phi_596_: bool;\n var phi_603_: bool;\n var phi_610_: bool;\n var phi_748_: bool;\n\n let _e124 = vUv_1;\n let _e125 = textureSampleLevel(uScene_t, uScene_s, _e124, 0f);\n sampled = _e125;\n let _e126 = sampled;\n current_1 = _e126.xyz;\n let _e129 = sampled[3u];\n share = _e129;\n let _e131 = unnamed.uHistoryBlend;\n if (_e131 <= 0f) {\n let _e133 = current_1;\n let _e134 = share;\n fragColor = vec4<f32>(_e133.x, _e133.y, _e133.z, _e134);\n let _e139 = current_1;\n param_1 = _e139;\n let _e140 = freshRecord_u0028_vf3_u003b((&param_1));\n flickerOut = _e140;\n flickerMotionOut = vec4<f32>(0f, 0f, 0f, 0f);\n return;\n }\n let _e141 = vUv_1;\n nearestAt = _e141;\n let _e142 = vUv_1;\n let _e143 = textureSampleLevel(uDepth_t, uDepth_s, _e142, 0f);\n depth_1 = _e143.x;\n let _e145 = depth_1;\n param_2 = _e145;\n let _e146 = viewDepthOf_u0028_f1_u003b((&param_2));\n metres = _e146;\n y_1 = -1i;\n loop {\n let _e147 = y_1;\n if (_e147 <= 1i) {\n x_1 = -1i;\n loop {\n let _e149 = x_1;\n if (_e149 <= 1i) {\n let _e151 = vUv_1;\n let _e152 = x_1;\n let _e154 = y_1;\n let _e158 = unnamed.uTexel;\n at_1 = (_e151 + (vec2<f32>(f32(_e152), f32(_e154)) * _e158));\n let _e161 = at_1;\n let _e162 = textureSampleLevel(uDepth_t, uDepth_s, _e161, 0f);\n tap = _e162.x;\n let _e164 = tap;\n param_3 = _e164;\n let _e165 = viewDepthOf_u0028_f1_u003b((&param_3));\n tapMetres = _e165;\n let _e166 = tapMetres;\n let _e167 = metres;\n if (_e166 < _e167) {\n let _e169 = tapMetres;\n metres = _e169;\n let _e170 = tap;\n depth_1 = _e170;\n let _e171 = at_1;\n nearestAt = _e171;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e172 = x_1;\n x_1 = (_e172 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e174 = y_1;\n y_1 = (_e174 + 1i);\n }\n }\n let _e176 = nearestAt;\n let _e179 = ((_e176 * 2f) - vec2(1f));\n let _e180 = depth_1;\n clip = vec4<f32>(_e179.x, _e179.y, (1f - (_e180 * 2f)), 1f);\n let _e187 = unnamed.uReprojection;\n let _e188 = clip;\n previous_1 = (_e187 * _e188);\n let _e191 = previous_1[3u];\n if (_e191 <= 0f) {\n let _e193 = current_1;\n let _e194 = share;\n fragColor = vec4<f32>(_e193.x, _e193.y, _e193.z, _e194);\n let _e199 = current_1;\n param_4 = _e199;\n let _e200 = freshRecord_u0028_vf3_u003b((&param_4));\n flickerOut = _e200;\n let _e201 = metres;\n flickerMotionOut = vec4<f32>(_e201, 0f, 0f, 0f);\n return;\n }\n let _e203 = vUv_1;\n let _e204 = previous_1;\n let _e207 = previous_1[3u];\n let _e213 = nearestAt;\n wasUv = (_e203 + ((((_e204.xy / vec2(_e207)) * 0.5f) + vec2(0.5f)) - _e213));\n let _e217 = wasUv[0u];\n let _e218 = (_e217 < 0f);\n phi_596_ = _e218;\n if !(_e218) {\n let _e221 = wasUv[0u];\n phi_596_ = (_e221 > 1f);\n }\n let _e224 = phi_596_;\n phi_603_ = _e224;\n if !(_e224) {\n let _e227 = wasUv[1u];\n phi_603_ = (_e227 < 0f);\n }\n let _e230 = phi_603_;\n phi_610_ = _e230;\n if !(_e230) {\n let _e233 = wasUv[1u];\n phi_610_ = (_e233 > 1f);\n }\n let _e236 = phi_610_;\n if _e236 {\n let _e237 = current_1;\n let _e238 = share;\n fragColor = vec4<f32>(_e237.x, _e237.y, _e237.z, _e238);\n let _e243 = current_1;\n param_5 = _e243;\n let _e244 = freshRecord_u0028_vf3_u003b((&param_5));\n flickerOut = _e244;\n let _e245 = metres;\n flickerMotionOut = vec4<f32>(_e245, 0f, 0f, 0f);\n return;\n }\n neighbourhood_u0028_vf3_u003b_vf3_u003b((&param_6), (&param_7));\n let _e247 = param_6;\n lo_2 = _e247;\n let _e248 = param_7;\n hi_2 = _e248;\n let _e249 = wasUv;\n param_8 = _e249;\n let _e250 = historyCatmullRom_u0028_vf2_u003b((&param_8));\n history_1 = _e250;\n let _e251 = textureDimensions(uFlicker_t, 0i);\n size_1 = vec2<i32>(_e251);\n let _e253 = wasUv;\n let _e254 = size_1;\n let _e258 = size_1;\n was = clamp(vec2<i32>((_e253 * vec2<f32>(_e254))), vec2<i32>(0i, 0i), (_e258 - vec2(1i)));\n nearest = 1000000000f;\n n = 0i;\n loop {\n let _e262 = n;\n if (_e262 < 5i) {\n let _e264 = was;\n let _e265 = n;\n if (_e265 == 1i) {\n local = vec2<i32>(1i, 0i);\n } else {\n let _e267 = n;\n if (_e267 == 2i) {\n local_1 = vec2<i32>(-1i, 0i);\n } else {\n let _e269 = n;\n if (_e269 == 3i) {\n local_2 = vec2<i32>(0i, 1i);\n } else {\n let _e271 = n;\n local_2 = select(vec2<i32>(0i, 0i), vec2<i32>(0i, -1i), vec2((_e271 == 4i)));\n }\n let _e275 = local_2;\n local_1 = _e275;\n }\n let _e276 = local_1;\n local = _e276;\n }\n let _e277 = local;\n at_2 = (_e264 + _e277);\n let _e279 = at_2;\n let _e280 = size_1;\n let _e284 = textureLoad(uFlickerMotion_t, clamp(_e279, vec2<i32>(0i, 0i), (_e280 - vec2(1i))), 0i);\n stood = _e284.x;\n let _e286 = stood;\n if (_e286 > 0f) {\n let _e288 = nearest;\n let _e289 = stood;\n let _e291 = previous_1[3u];\n nearest = min(_e288, abs((_e289 - _e291)));\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e295 = n;\n n = (_e295 + 1i);\n }\n }\n let _e297 = was;\n let _e298 = textureLoad(uFlickerMotion_t, _e297, 0i);\n motionThere = _e298;\n let _e299 = nearest;\n missedAll = (_e299 > 100000000f);\n let _e302 = unnamed.uAntiFlicker;\n let _e304 = missedAll;\n let _e306 = ((_e302 > 0.5f) && !(_e304));\n phi_748_ = _e306;\n if _e306 {\n let _e307 = nearest;\n let _e309 = motionThere[1u];\n let _e312 = previous_1[3u];\n phi_748_ = (_e307 <= ((6f * _e309) + (0.02f * _e312)));\n }\n let _e317 = phi_748_;\n same = _e317;\n let _e318 = missedAll;\n if _e318 {\n local_3 = 0f;\n } else {\n let _e320 = motionThere[1u];\n let _e321 = nearest;\n let _e323 = motionThere[1u];\n local_3 = (_e320 + ((_e321 - _e323) * 0.125f));\n }\n let _e327 = local_3;\n swingOut = _e327;\n let _e328 = current_1;\n param_9 = _e328;\n let _e329 = luma_u0028_vf3_u003b((&param_9));\n seen_1 = _e329;\n let _e330 = same;\n if _e330 {\n let _e331 = was;\n let _e332 = textureLoad(uFlicker_t, _e331, 0i);\n local_4 = _e332;\n } else {\n let _e333 = current_1;\n param_10 = _e333;\n let _e334 = freshRecord_u0028_vf3_u003b((&param_10));\n local_4 = _e334;\n }\n let _e335 = local_4;\n held = _e335;\n let _e336 = wasUv;\n let _e337 = vUv_1;\n let _e340 = unnamed.uTexel;\n still = (1f - smoothstep(0.01f, 0.05f, length(((_e336 - _e337) / _e340))));\n let _e345 = seen_1;\n let _e347 = held[2u];\n apart_1 = abs((_e345 - _e347));\n let _e351 = held[0u];\n reach = ((6f * _e351) + 0.003921569f);\n let _e354 = apart_1;\n let _e355 = reach;\n within = (_e354 <= _e355);\n let _e358 = held[3u];\n let _e360 = within;\n proven = ((_e358 > 0.75f) && _e360);\n let _e362 = proven;\n if _e362 {\n let _e364 = held[0u];\n let _e366 = still;\n local_5 = ((6f * _e364) * _e366);\n } else {\n local_5 = 0f;\n }\n let _e368 = local_5;\n widen = _e368;\n let _e369 = proven;\n if _e369 {\n let _e371 = unnamed.uHistoryBlend;\n let _e372 = still;\n local_6 = mix(_e371, 0.97f, _e372);\n } else {\n let _e375 = unnamed.uHistoryBlend;\n local_6 = _e375;\n }\n let _e376 = local_6;\n blend = _e376;\n let _e377 = lo_2;\n let _e378 = widen;\n let _e381 = hi_2;\n let _e382 = widen;\n let _e385 = history_1;\n param_11 = _e385;\n param_12 = (_e377 - vec3(_e378));\n param_13 = (_e381 + vec3(_e382));\n let _e386 = clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_11), (&param_12), (&param_13));\n bounded = _e386;\n let _e388 = held[1u];\n sum_1 = _e388;\n let _e390 = held[2u];\n mean_1 = _e390;\n let _e391 = within;\n if _e391 {\n let _e393 = held[3u];\n local_7 = _e393;\n } else {\n local_7 = 0f;\n }\n let _e394 = local_7;\n repeated = _e394;\n let _e396 = unnamed.uPeriodStart;\n if (_e396 > 0.5f) {\n let _e398 = sum_1;\n param_14 = _e398;\n let _e399 = mean_1;\n param_15 = _e399;\n let _e400 = repeats_u0028_f1_u003b_f1_u003b((&param_14), (&param_15));\n if (_e400 > 0.5f) {\n let _e402 = repeated;\n local_8 = min(1f, (_e402 + 0.5f));\n } else {\n local_8 = 0f;\n }\n let _e405 = local_8;\n repeated = _e405;\n let _e406 = sum_1;\n mean_1 = _e406;\n sum_1 = 0f;\n }\n let _e408 = held[0u];\n let _e409 = apart_1;\n let _e411 = held[0u];\n let _e415 = sum_1;\n let _e416 = seen_1;\n let _e419 = mean_1;\n let _e420 = repeated;\n let _e421 = still;\n flickerOut = vec4<f32>((_e408 + ((_e409 - _e411) * 0.125f)), (_e415 + (_e416 * 0.125f)), _e419, (_e420 * _e421));\n let _e424 = metres;\n let _e425 = swingOut;\n flickerMotionOut = vec4<f32>(_e424, _e425, 0f, 0f);\n let _e427 = current_1;\n let _e428 = bounded;\n let _e429 = blend;\n let _e431 = mix(_e427, _e428, vec3(_e429));\n let _e432 = share;\n fragColor = vec4<f32>(_e431.x, _e431.y, _e431.z, _e432);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> FragmentOutput {\n vUv_1 = vUv;\n main_1();\n let _e5 = fragColor;\n let _e6 = flickerOut;\n let _e7 = flickerMotionOut;\n return FragmentOutput(_e5, _e6, _e7);\n}\n";
8
8
  /**
9
9
  * What the transform assigned, so the renderer binds the same numbers.
10
10
  *
@@ -15,4 +15,4 @@
15
15
  * draws.
16
16
  */
17
17
  export declare const LINE_VERT = "#version 300 es\nlayout(location = 0) in vec3 aFrom;\nlayout(location = 1) in vec3 aTo;\n/** Along the segment (0 or 1), and which side of it (-1 or +1). */\nlayout(location = 2) in vec2 aCorner;\n\nuniform mat4 uViewProj;\nuniform mat4 uModel;\nuniform vec3 uCameraPos;\n/** Half-width in metres, and how much of a pixel a far line must still cover. */\nuniform float uWidth;\nuniform float uMinWidthPerMetre;\n\nout float vSide;\nout vec3 vWorldPos;\n\nvoid main() {\n /*\n * Through the model matrix before anything else, unlike an arc, whose endpoints are\n * world-space by nature. A line is usually attached to something that moves, and the\n * alternative is making every caller transform its own points on the CPU each frame.\n *\n * The width is deliberately *not* scaled by the model. A stroke's weight is a property\n * of how it is drawn rather than of the geometry it follows, so a card that shrinks\n * keeps the same line weight, which is what a reader expects and what a designer means.\n */\n vec3 from = (uModel * vec4(aFrom, 1.0)).xyz;\n vec3 to = (uModel * vec4(aTo, 1.0)).xyz;\n\n vec3 mid = mix(from, to, aCorner.x);\n vec3 dir = to - from;\n float len = length(dir);\n dir = len > 1e-6 ? dir / len : vec3(0.0, 1.0, 0.0);\n\n vec3 view = mid - uCameraPos;\n float dist = length(view);\n view = dist > 1e-6 ? view / dist : vec3(0.0, 0.0, 1.0);\n\n /*\n * Across the segment and across the line of sight. Degenerate exactly when the segment\n * points at the viewer, where any perpendicular is as good as another, and where the\n * segment covers almost no screen anyway.\n */\n vec3 across = cross(dir, view);\n float span = length(across);\n across = span > 1e-4 ? across / span : normalize(cross(dir, vec3(0.0, 1.0, 0.0)) + vec3(1e-3));\n\n /*\n * A floor on the world-space width that grows with distance, so a stroke never thins\n * below a pixel. Under a pixel a thin line does not get fainter, it *flickers*, because\n * the rasteriser catches it on some frames and not others.\n */\n float halfWidth = max(uWidth, dist * uMinWidthPerMetre);\n vec3 world = mid + across * aCorner.y * halfWidth;\n\n vSide = aCorner.y;\n vWorldPos = world;\n gl_Position = uViewProj * vec4(world, 1.0);\n}\n";
18
- export declare const LINE_FRAG = "#version 300 es\nprecision highp float;\n\nin float vSide;\nin vec3 vWorldPos;\n\nuniform vec3 uColor;\nuniform float uOpacity;\nuniform vec3 uCameraPos;\n/**\n * How far in from the edge the stroke fades, as a fraction of its half-width. Zero is a\n * clean edge, one is a stroke that is soft all the way to its middle.\n */\nuniform float uSoftness;\n\n\nuniform vec3 uFogColor;\n/** Extinction per metre **at the camera's own height**, not at the base. */\nuniform float uFogDensity;\n/** Reciprocal scale height of the haze, per metre. 0 is a uniform medium. */\nuniform float uFogHeightFalloff;\n/** The camera's height, so a fragment's own height is one subtraction away. */\nuniform float uFogEyeY;\nuniform vec3 uUnderwaterColor;\nuniform float uUnderwaterFogDensity;\nuniform float uUnderwaterFactor;\n/** 0 integrates a medium (Beer-Lambert); 1 ramps linearly between near and far. */\nuniform int uFogMode;\n/** Linear mode only: where haze begins, and where it is total. */\nuniform float uFogNear;\nuniform float uFogFar;\n\n/** What distance converges toward: the day's haze, or the water column. */\nvec3 mediumColor() {\n return mix(uFogColor, uUnderwaterColor, uUnderwaterFactor);\n}\n\n/**\n * How much of a surface standing at height pointY, dist metres away, is lost to\n * the medium in between. 0 is perfectly clear, 1 is the medium's own colour.\n */\nfloat mediumFog(float dist, float pointY) {\n /*\n * A depth ramp rather than a medium, for worlds authored against one.\n *\n * Beer-Lambert is the honest model and stays the default: it integrates something\n * physically there, so extinction begins at the eye and never stops. A linear near/far\n * fog is not that \u2014 it is a *look*, with a hard start distance before which the air is\n * perfectly clear, and it is what the fixed-function pipeline offered and what several\n * renderers still expose. Approximating one with the other is not a matter of tuning:\n * matched at half occlusion, the exponential curve still lays haze over everything\n * inside near, where the ramp lays none, and near-field colour desaturates toward the\n * fog colour with nothing to show for it.\n *\n * Height falloff has no meaning here and is ignored: a ramp is defined on distance\n * alone.\n */\n if (uFogMode == 1) {\n float span = max(uFogFar - uFogNear, 1e-4);\n float ramp = clamp((dist - uFogNear) / span, 0.0, 1.0);\n if (uUnderwaterFactor <= 0.0) return ramp;\n float wetLinear = uUnderwaterFogDensity * dist;\n return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);\n }\n\n float t = (pointY - uFogEyeY) * uFogHeightFalloff;\n // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than\n // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.\n float denom = abs(t) < 1e-4 ? 1e-4 : t;\n float air = 1.0 - exp(-uFogDensity * dist * (1.0 - exp(-denom)) / denom);\n if (uUnderwaterFactor <= 0.0) return air;\n // Water is its own medium and keeps its own curve, so crossing the surface\n // changes nothing about how the water column reads.\n float wet = uUnderwaterFogDensity * dist;\n return mix(air, 1.0 - exp2(-wet * wet * 1.442695), uUnderwaterFactor);\n}\n\n\nout vec4 outColor;\n\n/** 0 none, 1 sRGB, 2 ACES then sRGB. See renderQuality.ts. */\nuniform int uOutputTransform;\n/** Scales the scene into the tone curve. 1 is the reference grade. See renderQuality.ts. */\nuniform float uOutputExposure;\n\n/*\n * ACES: the reference fit, not the cheap one.\n *\n * This was Narkowicz's single rational function, on the argument that the difference from\n * the reference curve is invisible next to the gain. That argument holds for a look and\n * fails for a *match*, which is what this option is for \u2014 aces exists so a world ported\n * from three.js reads the same, and three.js applies the full fit: into AP1 through\n * ACESInputMat, the RRT and ODT together, then back out through ACESOutputMat.\n *\n * The two curves are not a shade apart. Narkowicz is markedly brighter through the\n * midtones, which is exactly where an interior scene lives, and it is a large part of a\n * measured ~1.7x that survived correcting the colour space and the missing Lambert pi.\n * An approximation of a standard is the wrong thing to hold when the standard is the\n * specification.\n */\nvec3 rrtAndOdtFit(vec3 v) {\n vec3 a = v * (v + 0.0245786) - 0.000090537;\n vec3 b = v * (0.983729 * v + 0.4329510) + 0.238081;\n return a / b;\n}\n\nvec3 acesFilmic(vec3 x) {\n /*\n * Exposure first, because a tone curve is only defined relative to one.\n *\n * The reference RRT and ODT are graded for a dark cinema. Every renderer that ships ACES\n * scales its input to suit whatever it is actually shown on, and the factor each one\n * picks is a *look*, not a standard - so this engine takes no position and reads it from\n * the caller. Neutral by default, which is the reference grade unmodified. three.js's own\n * pick is 1 / 0.6, for a consumer matching one.\n */\n x *= uOutputExposure;\n // Columns, as GLSL reads them: sRGB -> XYZ -> D65_2_D60 -> AP1 -> RRT_SAT.\n const mat3 ACES_INPUT = mat3(\n 0.59719, 0.07600, 0.02840,\n 0.35458, 0.90834, 0.13383,\n 0.04823, 0.01566, 0.83777\n );\n // ODT_SAT -> XYZ -> D60_2_D65 -> sRGB.\n const mat3 ACES_OUTPUT = mat3(\n 1.60475, -0.10208, -0.00327,\n -0.53108, 1.10813, -0.07276,\n -0.07367, -0.00605, 1.07602\n );\n return clamp(ACES_OUTPUT * rrtAndOdtFit(ACES_INPUT * x), 0.0, 1.0);\n}\n\n/*\n * Linear to sRGB. The piecewise form rather than a plain pow: the linear toe near black\n * is where banding lives in an 8-bit buffer, and the cheap approximation puts it in the\n * wrong place.\n */\nvec3 linearToSrgb(vec3 c) {\n vec3 low = c * 12.92;\n vec3 high = 1.055 * pow(max(c, vec3(0.0)), vec3(1.0 / 2.4)) - 0.055;\n return mix(high, low, step(c, vec3(0.0031308)));\n}\n\nvec3 applyOutputTransform(vec3 c) {\n if (uOutputTransform == 0) return c;\n if (uOutputTransform == 2) c = acesFilmic(c);\n return linearToSrgb(c);\n}\n\n\nvoid main() {\n /*\n * Coverage across the ribbon: one down the middle, falling to zero at both edges.\n *\n * The band is at least one pixel wide *in screen space*, which is what lets one shader\n * draw a stroke of any width at any distance without either aliasing into a staircase or\n * blurring into a smear. A constant band is tuned for one width and is wrong at the rest,\n * which is the same argument `SDF_TEXT_FRAG` makes for the same reason.\n */\n float edge = 1.0 - abs(vSide);\n float band = max(fwidth(vSide), uSoftness);\n float coverage = smoothstep(0.0, band, edge);\n\n /*\n * Fogged like geometry, which is where this parts company with `bolt.ts`. That shader\n * includes the same helpers and never calls them, because an arc is light arriving\n * rather than a surface losing some of itself to the air on the way over. A drawn line\n * is a thing in the world and recedes like one.\n */\n float fog = mediumFog(distance(vWorldPos, uCameraPos), vWorldPos.y);\n vec3 color = mix(uColor, mediumColor(), fog);\n outColor = vec4(applyOutputTransform(color), coverage * uOpacity);\n}\n";
18
+ export declare const LINE_FRAG = "#version 300 es\nprecision highp float;\n\nin float vSide;\nin vec3 vWorldPos;\n\nuniform vec3 uColor;\nuniform float uOpacity;\nuniform vec3 uCameraPos;\n/**\n * How far in from the edge the stroke fades, as a fraction of its half-width. Zero is a\n * clean edge, one is a stroke that is soft all the way to its middle.\n */\nuniform float uSoftness;\n\n\nuniform vec3 uFogColor;\n/** Extinction per metre **at the camera's own height**, not at the base. */\nuniform float uFogDensity;\n/** Reciprocal scale height of the haze, per metre. 0 is a uniform medium. */\nuniform float uFogHeightFalloff;\n/** The camera's height, so a fragment's own height is one subtraction away. */\nuniform float uFogEyeY;\nuniform vec3 uUnderwaterColor;\nuniform float uUnderwaterFogDensity;\nuniform float uUnderwaterFactor;\n/** 0 integrates a medium (Beer-Lambert); 1 ramps linearly between near and far. */\nuniform int uFogMode;\n/** Linear mode only: where haze begins, and where it is total. */\nuniform float uFogNear;\nuniform float uFogFar;\n\n/** What distance converges toward: the day's haze, or the water column. */\nvec3 mediumColor() {\n return mix(uFogColor, uUnderwaterColor, uUnderwaterFactor);\n}\n\n/**\n * How much of a surface standing at height pointY, dist metres away, is lost to\n * the medium in between. 0 is perfectly clear, 1 is the medium's own colour.\n */\nfloat mediumFog(float dist, float pointY) {\n /*\n * A depth ramp rather than a medium, for worlds authored against one.\n *\n * Beer-Lambert is the honest model and stays the default: it integrates something\n * physically there, so extinction begins at the eye and never stops. A linear near/far\n * fog is not that \u2014 it is a *look*, with a hard start distance before which the air is\n * perfectly clear, and it is what the fixed-function pipeline offered and what several\n * renderers still expose. Approximating one with the other is not a matter of tuning:\n * matched at half occlusion, the exponential curve still lays haze over everything\n * inside near, where the ramp lays none, and near-field colour desaturates toward the\n * fog colour with nothing to show for it.\n *\n * Height falloff has no meaning here and is ignored: a ramp is defined on distance\n * alone.\n */\n if (uFogMode == 1) {\n float span = max(uFogFar - uFogNear, 1e-4);\n float ramp = clamp((dist - uFogNear) / span, 0.0, 1.0);\n if (uUnderwaterFactor <= 0.0) return ramp;\n float wetLinear = uUnderwaterFogDensity * dist;\n return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);\n }\n\n float t = (pointY - uFogEyeY) * uFogHeightFalloff;\n // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than\n // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.\n float denom = abs(t) < 1e-4 ? 1e-4 : t;\n float air = 1.0 - exp(-uFogDensity * dist * (1.0 - exp(-denom)) / denom);\n if (uUnderwaterFactor <= 0.0) return air;\n // Water is its own medium and keeps its own curve, so crossing the surface\n // changes nothing about how the water column reads.\n float wet = uUnderwaterFogDensity * dist;\n return mix(air, 1.0 - exp2(-wet * wet * 1.442695), uUnderwaterFactor);\n}\n\n\nout vec4 outColor;\n\n/** 0 none, 1 sRGB, 2 ACES then sRGB, 3 the highlight shoulder then sRGB. See renderQuality.ts. */\nuniform int uOutputTransform;\n/** Scales the scene into the tone curve. 1 is the reference grade. See renderQuality.ts. */\nuniform float uOutputExposure;\n\n/*\n * ACES: the reference fit, not the cheap one.\n *\n * This was Narkowicz's single rational function, on the argument that the difference from\n * the reference curve is invisible next to the gain. That argument holds for a look and\n * fails for a *match*, which is what this option is for \u2014 aces exists so a world ported\n * from three.js reads the same, and three.js applies the full fit: into AP1 through\n * ACESInputMat, the RRT and ODT together, then back out through ACESOutputMat.\n *\n * The two curves are not a shade apart. Narkowicz is markedly brighter through the\n * midtones, which is exactly where an interior scene lives, and it is a large part of a\n * measured ~1.7x that survived correcting the colour space and the missing Lambert pi.\n * An approximation of a standard is the wrong thing to hold when the standard is the\n * specification.\n */\nvec3 rrtAndOdtFit(vec3 v) {\n vec3 a = v * (v + 0.0245786) - 0.000090537;\n vec3 b = v * (0.983729 * v + 0.4329510) + 0.238081;\n return a / b;\n}\n\nvec3 acesFilmic(vec3 x) {\n /*\n * Exposure first, because a tone curve is only defined relative to one.\n *\n * The reference RRT and ODT are graded for a dark cinema. Every renderer that ships ACES\n * scales its input to suit whatever it is actually shown on, and the factor each one\n * picks is a *look*, not a standard - so this engine takes no position and reads it from\n * the caller. Neutral by default, which is the reference grade unmodified. three.js's own\n * pick is 1 / 0.6, for a consumer matching one.\n */\n x *= uOutputExposure;\n // Columns, as GLSL reads them: sRGB -> XYZ -> D65_2_D60 -> AP1 -> RRT_SAT.\n const mat3 ACES_INPUT = mat3(\n 0.59719, 0.07600, 0.02840,\n 0.35458, 0.90834, 0.13383,\n 0.04823, 0.01566, 0.83777\n );\n // ODT_SAT -> XYZ -> D60_2_D65 -> sRGB.\n const mat3 ACES_OUTPUT = mat3(\n 1.60475, -0.10208, -0.00327,\n -0.53108, 1.10813, -0.07276,\n -0.07367, -0.00605, 1.07602\n );\n return clamp(ACES_OUTPUT * rrtAndOdtFit(ACES_INPUT * x), 0.0, 1.0);\n}\n\n/*\n * Linear to sRGB. The piecewise form rather than a plain pow: the linear toe near black\n * is where banding lives in an 8-bit buffer, and the cheap approximation puts it in the\n * wrong place.\n */\nvec3 linearToSrgb(vec3 c) {\n vec3 low = c * 12.92;\n vec3 high = 1.055 * pow(max(c, vec3(0.0)), vec3(1.0 / 2.4)) - 0.055;\n return mix(high, low, step(c, vec3(0.0031308)));\n}\n\n\nvec3 highlightShoulder(vec3 c) {\n float m = max(c.r, max(c.g, c.b));\n if (m <= 0.8) return c;\n float e = m - 0.8;\n return c * ((0.8 + 0.2 * e / (e + 0.2)) / m);\n}\n\nvec3 applyOutputTransform(vec3 c) {\n if (uOutputTransform == 0) return c;\n if (uOutputTransform == 2) c = acesFilmic(c);\n if (uOutputTransform == 3) c = highlightShoulder(c * uOutputExposure);\n return linearToSrgb(c);\n}\n\n\nvoid main() {\n /*\n * Coverage across the ribbon: one down the middle, falling to zero at both edges.\n *\n * The band is at least one pixel wide *in screen space*, which is what lets one shader\n * draw a stroke of any width at any distance without either aliasing into a staircase or\n * blurring into a smear. A constant band is tuned for one width and is wrong at the rest,\n * which is the same argument `SDF_TEXT_FRAG` makes for the same reason.\n */\n float edge = 1.0 - abs(vSide);\n float band = max(fwidth(vSide), uSoftness);\n float coverage = smoothstep(0.0, band, edge);\n\n /*\n * Fogged like geometry, which is where this parts company with `bolt.ts`. That shader\n * includes the same helpers and never calls them, because an arc is light arriving\n * rather than a surface losing some of itself to the air on the way over. A drawn line\n * is a thing in the world and recedes like one.\n */\n float fog = mediumFog(distance(vWorldPos, uCameraPos), vWorldPos.y);\n vec3 color = mix(uColor, mediumColor(), fog);\n outColor = vec4(applyOutputTransform(color), coverage * uOpacity);\n}\n";