@driftengine/core 4.8.2 → 4.8.3

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Files changed (121) hide show
  1. package/CHANGELOG.json +56 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +1 -0
  4. package/dist/index.js +6 -0
  5. package/dist/render/backend/materialChanges.d.ts +7 -2
  6. package/dist/render/backend/materialChanges.js +8 -3
  7. package/dist/render/backend/webgl2/renderer.d.ts +23 -0
  8. package/dist/render/backend/webgl2/renderer.js +58 -17
  9. package/dist/render/backend/webgpu/causticsPass.js +2 -1
  10. package/dist/render/backend/webgpu/depthPass.d.ts +13 -3
  11. package/dist/render/backend/webgpu/depthPass.js +4 -3
  12. package/dist/render/backend/webgpu/filmPass.js +2 -1
  13. package/dist/render/backend/webgpu/flatPass.d.ts +5 -0
  14. package/dist/render/backend/webgpu/flatPass.js +2 -1
  15. package/dist/render/backend/webgpu/linePass.js +2 -1
  16. package/dist/render/backend/webgpu/panelPass.js +2 -1
  17. package/dist/render/backend/webgpu/particlePass.js +2 -1
  18. package/dist/render/backend/webgpu/plumePass.js +2 -1
  19. package/dist/render/backend/webgpu/postPass.d.ts +12 -2
  20. package/dist/render/backend/webgpu/postPass.js +19 -5
  21. package/dist/render/backend/webgpu/renderer.d.ts +10 -1
  22. package/dist/render/backend/webgpu/renderer.js +38 -12
  23. package/dist/render/backend/webgpu/sdfTextPass.js +2 -1
  24. package/dist/render/backend/webgpu/textPass.js +2 -1
  25. package/dist/render/backend/webgpu/waterPass.js +2 -1
  26. package/dist/render/backend/webgpu/windStreakPass.js +2 -1
  27. package/dist/render/boltBatch.js +2 -1
  28. package/dist/render/causticsRenderer.js +2 -1
  29. package/dist/render/cutoutCaster.d.ts +3 -1
  30. package/dist/render/cutoutCaster.js +4 -0
  31. package/dist/render/decalPass.js +2 -1
  32. package/dist/render/globalMediumPass.js +3 -2
  33. package/dist/render/lineBatch.js +5 -1
  34. package/dist/render/oitPass.js +2 -1
  35. package/dist/render/particleBatch.js +3 -2
  36. package/dist/render/particlePool.d.ts +6 -2
  37. package/dist/render/plumeRenderer.js +3 -2
  38. package/dist/render/renderQuality.d.ts +9 -2
  39. package/dist/render/sceneCoverage.d.ts +54 -0
  40. package/dist/render/sceneCoverage.js +72 -0
  41. package/dist/render/sdfTextRenderer.js +2 -1
  42. package/dist/render/shaders/depth.js +3 -2
  43. package/dist/render/shaders/flat/index.js +6 -1
  44. package/dist/render/shaders/generated/depth.wgsl.d.ts +32 -12
  45. package/dist/render/shaders/generated/depth.wgsl.js +32 -12
  46. package/dist/render/shaders/generated/flat.wgsl.d.ts +25 -0
  47. package/dist/render/shaders/generated/flat.wgsl.js +47 -22
  48. package/dist/render/shaders/generated/line.wgsl.d.ts +1 -1
  49. package/dist/render/shaders/generated/line.wgsl.js +1 -1
  50. package/dist/render/shaders/generated/particle.wgsl.d.ts +3 -3
  51. package/dist/render/shaders/generated/particle.wgsl.js +3 -3
  52. package/dist/render/shaders/generated/rush.wgsl.d.ts +1 -1
  53. package/dist/render/shaders/generated/rush.wgsl.js +1 -1
  54. package/dist/render/shaders/generated/sdfText.wgsl.d.ts +1 -1
  55. package/dist/render/shaders/generated/sdfText.wgsl.js +1 -1
  56. package/dist/render/shaders/generated/temporalResolve.wgsl.d.ts +1 -1
  57. package/dist/render/shaders/generated/temporalResolve.wgsl.js +1 -1
  58. package/dist/render/shaders/line.d.ts +1 -1
  59. package/dist/render/shaders/outputTransform.d.ts +14 -1
  60. package/dist/render/shaders/outputTransform.js +23 -1
  61. package/dist/render/shaders/particle.d.ts +3 -3
  62. package/dist/render/shaders/recon/resolve.wgsl.js +15 -1
  63. package/dist/render/shaders/rush.js +13 -2
  64. package/dist/render/shaders/sdfText.d.ts +1 -1
  65. package/dist/render/shaders/temporalResolve.js +12 -5
  66. package/dist/render/ssrPass.js +2 -1
  67. package/dist/render/surfaceTexture.d.ts +11 -0
  68. package/dist/render/textRenderer.js +2 -1
  69. package/dist/render/vertexDefaults.js +1 -0
  70. package/dist/render/waterRenderer.js +2 -1
  71. package/dist/render/windStreakRenderer.js +2 -1
  72. package/package.json +6 -6
  73. package/src/index.ts +13 -0
  74. package/src/render/backend/materialChanges.ts +8 -3
  75. package/src/render/backend/webgl2/renderer.ts +57 -16
  76. package/src/render/backend/webgpu/causticsPass.ts +2 -1
  77. package/src/render/backend/webgpu/depthPass.ts +4 -3
  78. package/src/render/backend/webgpu/filmPass.ts +2 -1
  79. package/src/render/backend/webgpu/flatPass.ts +2 -1
  80. package/src/render/backend/webgpu/linePass.ts +2 -1
  81. package/src/render/backend/webgpu/panelPass.ts +2 -1
  82. package/src/render/backend/webgpu/particlePass.ts +2 -1
  83. package/src/render/backend/webgpu/plumePass.ts +2 -1
  84. package/src/render/backend/webgpu/postPass.ts +20 -5
  85. package/src/render/backend/webgpu/renderer.ts +40 -11
  86. package/src/render/backend/webgpu/sdfTextPass.ts +2 -1
  87. package/src/render/backend/webgpu/textPass.ts +2 -1
  88. package/src/render/backend/webgpu/waterPass.ts +2 -1
  89. package/src/render/backend/webgpu/windStreakPass.ts +2 -1
  90. package/src/render/boltBatch.ts +2 -1
  91. package/src/render/causticsRenderer.ts +2 -1
  92. package/src/render/cutoutCaster.ts +15 -2
  93. package/src/render/decalPass.ts +2 -1
  94. package/src/render/globalMediumPass.ts +3 -2
  95. package/src/render/lineBatch.ts +3 -1
  96. package/src/render/oitPass.ts +2 -1
  97. package/src/render/particleBatch.ts +3 -2
  98. package/src/render/particlePool.ts +6 -2
  99. package/src/render/plumeRenderer.ts +3 -2
  100. package/src/render/renderQuality.ts +9 -2
  101. package/src/render/sceneCoverage.ts +78 -0
  102. package/src/render/sdfTextRenderer.ts +2 -1
  103. package/src/render/shaders/depth.ts +3 -2
  104. package/src/render/shaders/flat/index.ts +6 -1
  105. package/src/render/shaders/generated/depth.wgsl.ts +32 -12
  106. package/src/render/shaders/generated/flat.wgsl.ts +47 -22
  107. package/src/render/shaders/generated/line.wgsl.ts +1 -1
  108. package/src/render/shaders/generated/particle.wgsl.ts +3 -3
  109. package/src/render/shaders/generated/rush.wgsl.ts +1 -1
  110. package/src/render/shaders/generated/sdfText.wgsl.ts +1 -1
  111. package/src/render/shaders/generated/temporalResolve.wgsl.ts +1 -1
  112. package/src/render/shaders/outputTransform.ts +24 -1
  113. package/src/render/shaders/recon/resolve.wgsl.ts +15 -1
  114. package/src/render/shaders/rush.ts +13 -2
  115. package/src/render/shaders/temporalResolve.ts +12 -5
  116. package/src/render/ssrPass.ts +2 -1
  117. package/src/render/surfaceTexture.ts +11 -0
  118. package/src/render/textRenderer.ts +2 -1
  119. package/src/render/vertexDefaults.ts +1 -0
  120. package/src/render/waterRenderer.ts +2 -1
  121. package/src/render/windStreakRenderer.ts +2 -1
@@ -0,0 +1,72 @@
1
+ /**
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+ * What a blended draw into the scene does to its alpha, which holds how much of each pixel is still
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+ * the opaque surface — the share ambient occlusion is allowed to darken.
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+ *
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+ * **Occlusion is applied in the composite, from the depth the opaque world left**, after every
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+ * translucent draw has landed, and a particle or a pane writes no depth: so a puff of smoke in front
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+ * of a wall was darkened by the corner behind it. Reported from a game as walls and two figures
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+ * standing behind a cloud showing through it as outlines, and nothing at all with occlusion off.
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+ *
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+ * So the scene's alpha is a running share. The frame clears it to 1 and an opaque draw writes 1,
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+ * which is the whole of the surface; then each draw blended in front of it says which of three
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+ * things it is, and the composite darkens `share` of the pixel and leaves the rest:
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+ *
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+ * - **It covers**: glass, smoke, water, a line, text in the world, a panel. The share falls by what
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+ * the draw lets through, `share * (1 - a)`.
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+ * - **It transmits**: the medium, the order-independent composite. Its alpha already *is* what gets
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+ * through, `share * a`.
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+ * - **It keeps**: light added to the surface or a layer of the surface itself — caustics, a light
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+ * volume, a bolt, a wet film, a decal, a reflection. The share is unchanged.
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+ *
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+ * **What it gives up** is added light in front of an occluded corner: a glow or a spark adds to the
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+ * pixel and keeps the share, so the composite darkens what it added along with the surface — which
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+ * is how every blended draw behaved before this, and one multiply cannot tell the two apart. **What
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+ * would make it wrong** is an opaque pass writing an alpha below 1: its surface would then take less
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+ * occlusion than it should, which is the safe direction, and is the lit shader's own case at a
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+ * cutout's edge or under a per-vertex alpha lane.
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+ *
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+ * **It survives the temporal passes.** A temporal resolve passes the frame's alpha through, since
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+ * it is a fact about this frame and takes no history; a reconstruction reads it from the scene it
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+ * rebuilt into the picture it shows, and the blended draws that land after it cover that picture.
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+ *
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+ * **One pipeline does not take part**: the GPU-driven pass blends its own surfaces into a target
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+ * whose alpha is the mask its blit reads to tell a drawn pixel from an undrawn one, and that blit
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+ * writes the share back to 1. Its panes still take the occlusion of what they cover. What would
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+ * close it is a channel for that mask other than alpha.
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+ *
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+ * A contributed pass drawing something blended into the scene states the same thing for its own
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+ * pipeline with `SCENE_ALPHA_COVERS`, `SCENE_ALPHA_TRANSMITS` or `SCENE_ALPHA_KEEPS`.
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+ */
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+ /** A blended draw that covers the surface by its alpha: `share * (1 - a)`. */
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+ export const SCENE_ALPHA_COVERS = {
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+ srcFactor: 'zero',
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+ dstFactor: 'one-minus-src-alpha',
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+ operation: 'add',
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+ };
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+ /** A draw whose alpha is what gets through it, a transmittance or a revealage: `share * a`. */
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+ export const SCENE_ALPHA_TRANSMITS = {
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+ srcFactor: 'zero',
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+ dstFactor: 'src-alpha',
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+ operation: 'add',
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+ };
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+ /** Light added to the surface, or a layer of it: the share unchanged. */
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+ export const SCENE_ALPHA_KEEPS = {
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+ srcFactor: 'zero',
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+ dstFactor: 'one',
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+ operation: 'add',
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+ };
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+ /**
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+ * The same three on WebGL2, as the alpha half of `blendFuncSeparate` beside the colour half a
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+ * caller already had. `src` and `dst` are the colour factors.
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+ */
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+ export function blendCovering(gl, src, dst) {
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+ gl.blendFuncSeparate(src, dst, gl.ZERO, gl.ONE_MINUS_SRC_ALPHA);
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+ }
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+ /** `SCENE_ALPHA_TRANSMITS` on WebGL2, beside the colour factors `src` and `dst`. */
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+ export function blendTransmitting(gl, src, dst) {
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+ gl.blendFuncSeparate(src, dst, gl.ZERO, gl.SRC_ALPHA);
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+ }
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+ /** `SCENE_ALPHA_KEEPS` on WebGL2, beside the colour factors `src` and `dst`. */
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+ export function blendKeeping(gl, src, dst) {
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+ gl.blendFuncSeparate(src, dst, gl.ZERO, gl.ONE);
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+ }
@@ -2,6 +2,7 @@ import { SdfTextLayout } from './sdfTextLayout.js';
2
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  import { compileProgram, uniformLocations } from './shader.js';
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  import { SDF_TEXT_FRAG, SDF_TEXT_VERT } from './shaders/sdfText.js';
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  import { SDF_TEXT_TEXTURE_UNIT } from './lightBudget.js';
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+ import { blendCovering } from './sceneCoverage.js';
5
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  /**
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  * Text from a signed distance field, on WebGL2.
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  *
@@ -126,7 +127,7 @@ export class SdfTextRenderer {
126
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  */
127
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  gl.depthMask(false);
128
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  gl.enable(gl.BLEND);
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- gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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+ blendCovering(gl, gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
130
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  this.atlas.bind(gl, SDF_TEXT_TEXTURE_UNIT);
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  const u = this.uniforms;
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  gl.uniform1i(u['uOutputTransform'] ?? null, outputTransform);
@@ -59,12 +59,13 @@ ${CHANNEL_BEND}
59
59
 
60
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  #if CUTOUT
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  /*
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- * **What a cutout caster adds, and where.** The UV at location 5, where every mesh carries it; two
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+ * **What a cutout caster adds, and where.** The UV at location 5, where every mesh carries it; three
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  * uniforms declared after every other, so no field of the plain variant moves and a binder written
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  * against it stays right for this one; and two outputs after vLightPosition, which keeps location 0.
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  */
66
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  layout(location = 5) in vec3 aUv;
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  uniform vec2 uUvScale;
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+ uniform vec2 uUvOffset;
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  uniform float uAlphaCutout;
69
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  #endif
70
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@@ -103,7 +104,7 @@ void main() {
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  vLightPosition = uLightViewProj * vec4(bent, world.w);
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  gl_Position = vLightPosition;
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  #if CUTOUT
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- vUv = vec3(aUv.xy * uUvScale, aUv.z);
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+ vUv = vec3(aUv.xy * uUvScale + uUvOffset, aUv.z);
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  vAlphaCutout = uAlphaCutout;
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  #endif
109
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  #if GLASS
@@ -61,6 +61,11 @@ uniform mat4 uLightViewProj;
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  * when no texture is bound.
62
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  */
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  uniform vec2 uUvScale;
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+ /**
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+ * Where the texture starts, per axis, added after the scale: \`uv * uUvScale + uUvOffset\`. What
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+ * picks a cell of a flipbook or an atlas through the material. See \`SurfaceMaterial.uOffset\`.
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+ */
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+ uniform vec2 uUvOffset;
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69
 
65
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  /*
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  * **Placement and tint are declared last of the shared uniforms, and the position is the
@@ -243,7 +248,7 @@ void main() {
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  vColor = aColor * tint;
244
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  vEmissive = aEmissive;
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  vSpecular = aSpecular;
246
- vUv = vec3(aUv.xy * uUvScale, aUv.z);
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+ vUv = vec3(aUv.xy * uUvScale + uUvOffset, aUv.z);
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  vEmissiveColor = aEmissiveColor;
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  vRoughness = aRoughness;
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  vGrain = aGrain;
@@ -1,14 +1,14 @@
1
1
  export declare const DEPTH_CUTOUT_FRAG_WGSL = "struct Uniforms {\n uPeelShadowLayer: i32,\n}\n\nvar<private> vUv_1: vec3<f32>;\n@group(0) @binding(34) \nvar uCutoutMap_t: texture_2d_array<f32>;\n@group(0) @binding(35) \nvar uCutoutMap_s: sampler;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLightPosition_1: vec4<f32>;\n@group(0) @binding(32) \nvar uPreviousShadowMap_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uPreviousShadowMap_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\nvar<private> vAlphaCutout_1: f32;\n\nfn cutoutAlpha_u0028_f1_u003b_vf2_u003b(alpha: ptr<function, f32>, texels: ptr<function, vec2<f32>>) -> f32 {\n var dx: vec2<f32>;\n var dy: vec2<f32>;\n var level: f32;\n\n let _e23 = (*texels);\n let _e24 = dpdx(_e23);\n dx = _e24;\n let _e25 = (*texels);\n let _e26 = dpdy(_e25);\n dy = _e26;\n let _e27 = dx;\n let _e28 = dx;\n let _e30 = dy;\n let _e31 = dy;\n level = max(0f, (0.5f * log2(max(dot(_e27, _e28), dot(_e30, _e31)))));\n let _e37 = (*alpha);\n let _e38 = level;\n return (_e37 * (1f + (_e38 * 0.25f)));\n}\n\nfn main_1() {\n var at: vec3<f32>;\n var alpha_1: f32;\n var param: f32;\n var param_1: vec2<f32>;\n var p: vec3<f32>;\n var uv: vec2<f32>;\n var previousDepth: f32;\n\n let _e25 = vUv_1;\n let _e26 = _e25.xy;\n let _e28 = vUv_1[2u];\n at = vec3<f32>(_e26.x, _e26.y, floor((_e28 + 0.5f)));\n let _e34 = at;\n let _e40 = textureSample(uCutoutMap_t, uCutoutMap_s, vec2<f32>(_e34.x, _e34.y), i32(_e34.z));\n let _e41 = vUv_1;\n let _e43 = textureDimensions(uCutoutMap_t, 0i);\n param = _e40.w;\n param_1 = (_e41.xy * vec2<f32>(vec2<i32>(_e43).xy));\n let _e49 = cutoutAlpha_u0028_f1_u003b_vf2_u003b((&param), (&param_1));\n alpha_1 = _e49;\n let _e51 = unnamed.uPeelShadowLayer;\n if (_e51 != 0i) {\n let _e53 = vLightPosition_1;\n let _e56 = vLightPosition_1[3u];\n p = (_e53.xyz / vec3(_e56));\n let _e59 = p;\n uv = ((_e59.xy * 0.5f) + vec2(0.5f));\n let _e64 = uv;\n let _e67 = vec3<f32>(_e64.x, _e64.y, 0f);\n let _e73 = textureSampleLevel(uPreviousShadowMap_t, uPreviousShadowMap_s, vec2<f32>(_e67.x, _e67.y), i32(_e67.z), 0f);\n previousDepth = _e73.x;\n let _e76 = gl_FragCoord_1[2u];\n let _e77 = previousDepth;\n if (_e76 <= (_e77 + 0.00001f)) {\n discard;\n }\n }\n let _e80 = alpha_1;\n let _e81 = vAlphaCutout_1;\n if (_e80 < _e81) {\n discard;\n }\n return;\n}\n\n@fragment \nfn main(@location(1) vUv: vec3<f32>, @location(0) vLightPosition: vec4<f32>, @builtin(position) gl_FragCoord: vec4<f32>, @location(2) @interpolate(flat) vAlphaCutout: f32) {\n vUv_1 = vUv;\n vLightPosition_1 = vLightPosition;\n gl_FragCoord_1 = gl_FragCoord;\n vAlphaCutout_1 = vAlphaCutout;\n main_1();\n}\n";
2
- export declare const DEPTH_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uUvScale: vec2<f32>,\n uAlphaCutout: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: f32,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: f32;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e27 = (*sway);\n if (_e27 <= 0f) {\n let _e29 = (*worldPos);\n return _e29;\n }\n let _e30 = (*worldPos);\n let _e33 = unnamed.uWindSpatialPhase;\n let _e36 = unnamed.uWindTime;\n phase = (dot(_e30.xz, _e33) + _e36);\n let _e39 = unnamed.uWindSpeed;\n let _e41 = unnamed.uWindGust;\n let _e43 = phase;\n let _e46 = (*sway);\n bend = (((_e39 + _e41) * sin(_e43)) * _e46);\n let _e49 = (*worldPos)[0u];\n let _e52 = unnamed.uWindDirection[0u];\n let _e53 = bend;\n let _e57 = (*worldPos)[1u];\n let _e59 = (*worldPos)[2u];\n let _e62 = unnamed.uWindDirection[1u];\n let _e63 = bend;\n return vec3<f32>((_e49 + (_e52 * _e53)), _e57, (_e59 + (_e62 * _e63)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e29 = aPosition_1;\n local = vec4<f32>(_e29.x, _e29.y, _e29.z, 1f);\n let _e35 = unnamed.uModel;\n model = _e35;\n let _e36 = model;\n let _e37 = local;\n world = (_e36 * _e37);\n let _e39 = world;\n param = _e39.xyz;\n let _e42 = aChannel_1[0u];\n param_1 = _e42;\n let _e43 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e43;\n let _e45 = unnamed.uLightViewProj;\n let _e46 = bent;\n let _e48 = world[3u];\n vLightPosition = (_e45 * vec4<f32>(_e46.x, _e46.y, _e46.z, _e48));\n let _e54 = vLightPosition;\n unnamed_1.gl_Position = _e54;\n let _e56 = aUv_1;\n let _e59 = unnamed.uUvScale;\n let _e60 = (_e56.xy * _e59);\n let _e62 = aUv_1[2u];\n vUv = vec3<f32>(_e60.x, _e60.y, _e62);\n let _e67 = unnamed.uAlphaCutout;\n vAlphaCutout = _e67;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n aUv_1 = aUv;\n main_1();\n let _e12 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e12);\n let _e14 = vLightPosition;\n let _e15 = unnamed_1.gl_Position;\n let _e16 = vUv;\n let _e17 = vAlphaCutout;\n return VertexOutput(_e14, _e15, _e16, _e17);\n}\n";
2
+ export declare const DEPTH_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: f32,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: f32;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e28 = (*sway);\n if (_e28 <= 0f) {\n let _e30 = (*worldPos);\n return _e30;\n }\n let _e31 = (*worldPos);\n let _e34 = unnamed.uWindSpatialPhase;\n let _e37 = unnamed.uWindTime;\n phase = (dot(_e31.xz, _e34) + _e37);\n let _e40 = unnamed.uWindSpeed;\n let _e42 = unnamed.uWindGust;\n let _e44 = phase;\n let _e47 = (*sway);\n bend = (((_e40 + _e42) * sin(_e44)) * _e47);\n let _e50 = (*worldPos)[0u];\n let _e53 = unnamed.uWindDirection[0u];\n let _e54 = bend;\n let _e58 = (*worldPos)[1u];\n let _e60 = (*worldPos)[2u];\n let _e63 = unnamed.uWindDirection[1u];\n let _e64 = bend;\n return vec3<f32>((_e50 + (_e53 * _e54)), _e58, (_e60 + (_e63 * _e64)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e30 = aPosition_1;\n local = vec4<f32>(_e30.x, _e30.y, _e30.z, 1f);\n let _e36 = unnamed.uModel;\n model = _e36;\n let _e37 = model;\n let _e38 = local;\n world = (_e37 * _e38);\n let _e40 = world;\n param = _e40.xyz;\n let _e43 = aChannel_1[0u];\n param_1 = _e43;\n let _e44 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e44;\n let _e46 = unnamed.uLightViewProj;\n let _e47 = bent;\n let _e49 = world[3u];\n vLightPosition = (_e46 * vec4<f32>(_e47.x, _e47.y, _e47.z, _e49));\n let _e55 = vLightPosition;\n unnamed_1.gl_Position = _e55;\n let _e57 = aUv_1;\n let _e60 = unnamed.uUvScale;\n let _e63 = unnamed.uUvOffset;\n let _e64 = ((_e57.xy * _e60) + _e63);\n let _e66 = aUv_1[2u];\n vUv = vec3<f32>(_e64.x, _e64.y, _e66);\n let _e71 = unnamed.uAlphaCutout;\n vAlphaCutout = _e71;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n aUv_1 = aUv;\n main_1();\n let _e12 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e12);\n let _e14 = vLightPosition;\n let _e15 = unnamed_1.gl_Position;\n let _e16 = vUv;\n let _e17 = vAlphaCutout;\n return VertexOutput(_e14, _e15, _e16, _e17);\n}\n";
3
3
  export declare const DEPTH_FRAG_WGSL = "struct Uniforms {\n uPeelShadowLayer: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLightPosition_1: vec4<f32>;\n@group(0) @binding(32) \nvar uPreviousShadowMap_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uPreviousShadowMap_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn main_1() {\n var p: vec3<f32>;\n var uv: vec2<f32>;\n var previousDepth: f32;\n\n let _e16 = unnamed.uPeelShadowLayer;\n if (_e16 != 0i) {\n let _e18 = vLightPosition_1;\n let _e21 = vLightPosition_1[3u];\n p = (_e18.xyz / vec3(_e21));\n let _e24 = p;\n uv = ((_e24.xy * 0.5f) + vec2(0.5f));\n let _e29 = uv;\n let _e32 = vec3<f32>(_e29.x, _e29.y, 0f);\n let _e38 = textureSample(uPreviousShadowMap_t, uPreviousShadowMap_s, vec2<f32>(_e32.x, _e32.y), i32(_e32.z));\n previousDepth = _e38.x;\n let _e41 = gl_FragCoord_1[2u];\n let _e42 = previousDepth;\n if (_e41 <= (_e42 + 0.00001f)) {\n discard;\n }\n }\n return;\n}\n\n@fragment \nfn main(@location(0) vLightPosition: vec4<f32>, @builtin(position) gl_FragCoord: vec4<f32>) {\n vLightPosition_1 = vLightPosition;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n}\n";
4
- export declare const DEPTH_INSTANCED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uAlphaCutout: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: f32,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: f32;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e22 = aPosition_1;\n local = vec4<f32>(_e22.x, _e22.y, _e22.z, 1f);\n let _e27 = aInstanceModel0_1;\n let _e28 = aInstanceModel1_1;\n let _e29 = aInstanceModel2_1;\n let _e30 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e27.x, _e27.y, _e27.z, _e27.w), vec4<f32>(_e28.x, _e28.y, _e28.z, _e28.w), vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w), vec4<f32>(_e30.x, _e30.y, _e30.z, _e30.w));\n let _e52 = model;\n let _e53 = local;\n world = (_e52 * _e53);\n let _e55 = world;\n bent = _e55.xyz;\n let _e58 = unnamed.uLightViewProj;\n let _e59 = bent;\n let _e61 = world[3u];\n vLightPosition = (_e58 * vec4<f32>(_e59.x, _e59.y, _e59.z, _e61));\n let _e67 = vLightPosition;\n unnamed_1.gl_Position = _e67;\n let _e69 = aUv_1;\n let _e72 = unnamed.uUvScale;\n let _e73 = (_e69.xy * _e72);\n let _e75 = aUv_1[2u];\n vUv = vec3<f32>(_e73.x, _e73.y, _e75);\n let _e80 = unnamed.uAlphaCutout;\n vAlphaCutout = _e80;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e18 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e18);\n let _e20 = vLightPosition;\n let _e21 = unnamed_1.gl_Position;\n let _e22 = vUv;\n let _e23 = vAlphaCutout;\n return VertexOutput(_e20, _e21, _e22, _e23);\n}\n";
4
+ export declare const DEPTH_INSTANCED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: f32,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: f32;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e23 = aPosition_1;\n local = vec4<f32>(_e23.x, _e23.y, _e23.z, 1f);\n let _e28 = aInstanceModel0_1;\n let _e29 = aInstanceModel1_1;\n let _e30 = aInstanceModel2_1;\n let _e31 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e28.x, _e28.y, _e28.z, _e28.w), vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w), vec4<f32>(_e30.x, _e30.y, _e30.z, _e30.w), vec4<f32>(_e31.x, _e31.y, _e31.z, _e31.w));\n let _e53 = model;\n let _e54 = local;\n world = (_e53 * _e54);\n let _e56 = world;\n bent = _e56.xyz;\n let _e59 = unnamed.uLightViewProj;\n let _e60 = bent;\n let _e62 = world[3u];\n vLightPosition = (_e59 * vec4<f32>(_e60.x, _e60.y, _e60.z, _e62));\n let _e68 = vLightPosition;\n unnamed_1.gl_Position = _e68;\n let _e70 = aUv_1;\n let _e73 = unnamed.uUvScale;\n let _e76 = unnamed.uUvOffset;\n let _e77 = ((_e70.xy * _e73) + _e76);\n let _e79 = aUv_1[2u];\n vUv = vec3<f32>(_e77.x, _e77.y, _e79);\n let _e84 = unnamed.uAlphaCutout;\n vAlphaCutout = _e84;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e18 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e18);\n let _e20 = vLightPosition;\n let _e21 = unnamed_1.gl_Position;\n let _e22 = vUv;\n let _e23 = vAlphaCutout;\n return VertexOutput(_e20, _e21, _e22, _e23);\n}\n";
5
5
  export declare const DEPTH_INSTANCED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e16 = aPosition_1;\n local = vec4<f32>(_e16.x, _e16.y, _e16.z, 1f);\n let _e21 = aInstanceModel0_1;\n let _e22 = aInstanceModel1_1;\n let _e23 = aInstanceModel2_1;\n let _e24 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e21.x, _e21.y, _e21.z, _e21.w), vec4<f32>(_e22.x, _e22.y, _e22.z, _e22.w), vec4<f32>(_e23.x, _e23.y, _e23.z, _e23.w), vec4<f32>(_e24.x, _e24.y, _e24.z, _e24.w));\n let _e46 = model;\n let _e47 = local;\n world = (_e46 * _e47);\n let _e49 = world;\n bent = _e49.xyz;\n let _e52 = unnamed.uLightViewProj;\n let _e53 = bent;\n let _e55 = world[3u];\n vLightPosition = (_e52 * vec4<f32>(_e53.x, _e53.y, _e53.z, _e55));\n let _e61 = vLightPosition;\n unnamed_1.gl_Position = _e61;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = vLightPosition;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e16, _e17);\n}\n";
6
6
  export declare const DEPTH_SKINNED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(16) \nvar uJointPalette_t: texture_2d<f32>;\nvar<private> aJoints_1: vec4<f32>;\nvar<private> aWeights_1: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(17) \nvar uJointPalette_s: sampler;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e26 = (*sway);\n if (_e26 <= 0f) {\n let _e28 = (*worldPos);\n return _e28;\n }\n let _e29 = (*worldPos);\n let _e32 = unnamed.uWindSpatialPhase;\n let _e35 = unnamed.uWindTime;\n phase = (dot(_e29.xz, _e32) + _e35);\n let _e38 = unnamed.uWindSpeed;\n let _e40 = unnamed.uWindGust;\n let _e42 = phase;\n let _e45 = (*sway);\n bend = (((_e38 + _e40) * sin(_e42)) * _e45);\n let _e48 = (*worldPos)[0u];\n let _e51 = unnamed.uWindDirection[0u];\n let _e52 = bend;\n let _e56 = (*worldPos)[1u];\n let _e58 = (*worldPos)[2u];\n let _e61 = unnamed.uWindDirection[1u];\n let _e62 = bend;\n return vec3<f32>((_e48 + (_e51 * _e52)), _e56, (_e58 + (_e61 * _e62)));\n}\n\nfn jointMatrix_u0028_i1_u003b(index: ptr<function, i32>) -> mat4x4<f32> {\n var x: i32;\n\n let _e24 = (*index);\n x = (_e24 * 4i);\n let _e26 = x;\n let _e28 = textureLoad(uJointPalette_t, vec2<i32>(_e26, 0i), 0i);\n let _e29 = x;\n let _e32 = textureLoad(uJointPalette_t, vec2<i32>((_e29 + 1i), 0i), 0i);\n let _e33 = x;\n let _e36 = textureLoad(uJointPalette_t, vec2<i32>((_e33 + 2i), 0i), 0i);\n let _e37 = x;\n let _e40 = textureLoad(uJointPalette_t, vec2<i32>((_e37 + 3i), 0i), 0i);\n return mat4x4<f32>(vec4<f32>(_e28.x, _e28.y, _e28.z, _e28.w), vec4<f32>(_e32.x, _e32.y, _e32.z, _e32.w), vec4<f32>(_e36.x, _e36.y, _e36.z, _e36.w), vec4<f32>(_e40.x, _e40.y, _e40.z, _e40.w));\n}\n\nfn skinMatrix_u0028_() -> mat4x4<f32> {\n var param: i32;\n var param_1: i32;\n var param_2: i32;\n var param_3: i32;\n\n let _e27 = aJoints_1[0u];\n param = i32(_e27);\n let _e29 = jointMatrix_u0028_i1_u003b((&param));\n let _e31 = aWeights_1[0u];\n let _e32 = (_e29 * _e31);\n let _e34 = aJoints_1[1u];\n param_1 = i32(_e34);\n let _e36 = jointMatrix_u0028_i1_u003b((&param_1));\n let _e38 = aWeights_1[1u];\n let _e39 = (_e36 * _e38);\n let _e52 = mat4x4<f32>((_e32[0] + _e39[0]), (_e32[1] + _e39[1]), (_e32[2] + _e39[2]), (_e32[3] + _e39[3]));\n let _e54 = aJoints_1[2u];\n param_2 = i32(_e54);\n let _e56 = jointMatrix_u0028_i1_u003b((&param_2));\n let _e58 = aWeights_1[2u];\n let _e59 = (_e56 * _e58);\n let _e72 = mat4x4<f32>((_e52[0] + _e59[0]), (_e52[1] + _e59[1]), (_e52[2] + _e59[2]), (_e52[3] + _e59[3]));\n let _e74 = aJoints_1[3u];\n param_3 = i32(_e74);\n let _e76 = jointMatrix_u0028_i1_u003b((&param_3));\n let _e78 = aWeights_1[3u];\n let _e79 = (_e76 * _e78);\n return mat4x4<f32>((_e72[0] + _e79[0]), (_e72[1] + _e79[1]), (_e72[2] + _e79[2]), (_e72[3] + _e79[3]));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: f32;\n\n let _e28 = skinMatrix_u0028_();\n let _e29 = aPosition_1;\n local = (_e28 * vec4<f32>(_e29.x, _e29.y, _e29.z, 1f));\n let _e36 = unnamed.uModel;\n model = _e36;\n let _e37 = model;\n let _e38 = local;\n world = (_e37 * _e38);\n let _e40 = world;\n param_4 = _e40.xyz;\n let _e43 = aChannel_1[0u];\n param_5 = _e43;\n let _e44 = channelBend_u0028_vf3_u003b_f1_u003b((&param_4), (&param_5));\n bent = _e44;\n let _e46 = unnamed.uLightViewProj;\n let _e47 = bent;\n let _e49 = world[3u];\n vLightPosition = (_e46 * vec4<f32>(_e47.x, _e47.y, _e47.z, _e49));\n let _e55 = vLightPosition;\n unnamed_1.gl_Position = _e55;\n return;\n}\n\n@vertex \nfn main(@location(11) aJoints: vec4<f32>, @location(12) aWeights: vec4<f32>, @location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aJoints_1 = aJoints;\n aWeights_1 = aWeights;\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e12 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e12);\n let _e14 = vLightPosition;\n let _e15 = unnamed_1.gl_Position;\n return VertexOutput(_e14, _e15);\n}\n";
7
7
  export declare const DEPTH_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e22 = (*sway);\n if (_e22 <= 0f) {\n let _e24 = (*worldPos);\n return _e24;\n }\n let _e25 = (*worldPos);\n let _e28 = unnamed.uWindSpatialPhase;\n let _e31 = unnamed.uWindTime;\n phase = (dot(_e25.xz, _e28) + _e31);\n let _e34 = unnamed.uWindSpeed;\n let _e36 = unnamed.uWindGust;\n let _e38 = phase;\n let _e41 = (*sway);\n bend = (((_e34 + _e36) * sin(_e38)) * _e41);\n let _e44 = (*worldPos)[0u];\n let _e47 = unnamed.uWindDirection[0u];\n let _e48 = bend;\n let _e52 = (*worldPos)[1u];\n let _e54 = (*worldPos)[2u];\n let _e57 = unnamed.uWindDirection[1u];\n let _e58 = bend;\n return vec3<f32>((_e44 + (_e47 * _e48)), _e52, (_e54 + (_e57 * _e58)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e24 = aPosition_1;\n local = vec4<f32>(_e24.x, _e24.y, _e24.z, 1f);\n let _e30 = unnamed.uModel;\n model = _e30;\n let _e31 = model;\n let _e32 = local;\n world = (_e31 * _e32);\n let _e34 = world;\n param = _e34.xyz;\n let _e37 = aChannel_1[0u];\n param_1 = _e37;\n let _e38 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e38;\n let _e40 = unnamed.uLightViewProj;\n let _e41 = bent;\n let _e43 = world[3u];\n vLightPosition = (_e40 * vec4<f32>(_e41.x, _e41.y, _e41.z, _e43));\n let _e49 = vLightPosition;\n unnamed_1.gl_Position = _e49;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e8 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e8);\n let _e10 = vLightPosition;\n let _e11 = unnamed_1.gl_Position;\n return VertexOutput(_e10, _e11);\n}\n";
8
8
  export declare const GLASS_TINT_CUTOUT_FRAG_WGSL = "struct Uniforms {\n uGlassPane: vec4<f32>,\n uGlassLight: vec4<f32>,\n}\n\nvar<private> vUv_1: vec3<f32>;\n@group(0) @binding(32) \nvar uCutoutMap_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uCutoutMap_s: sampler;\nvar<private> vGlassWorld_1: vec3<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> outTint: vec4<f32>;\nvar<private> vAlphaCutout_1: f32;\nvar<private> vLightPosition_1: vec4<f32>;\n\nfn cutoutAlpha_u0028_f1_u003b_vf2_u003b(alpha: ptr<function, f32>, texels: ptr<function, vec2<f32>>) -> f32 {\n var dx: vec2<f32>;\n var dy: vec2<f32>;\n var level: f32;\n\n let _e24 = (*texels);\n let _e25 = dpdx(_e24);\n dx = _e25;\n let _e26 = (*texels);\n let _e27 = dpdy(_e26);\n dy = _e27;\n let _e28 = dx;\n let _e29 = dx;\n let _e31 = dy;\n let _e32 = dy;\n level = max(0f, (0.5f * log2(max(dot(_e28, _e29), dot(_e31, _e32)))));\n let _e38 = (*alpha);\n let _e39 = level;\n return (_e38 * (1f + (_e39 * 0.25f)));\n}\n\nfn main_1() {\n var at: vec3<f32>;\n var alpha_1: f32;\n var param: f32;\n var param_1: vec2<f32>;\n var n: vec3<f32>;\n var toLight: vec3<f32>;\n var local: vec3<f32>;\n var cosLight: f32;\n var reflected: f32;\n\n let _e28 = vUv_1;\n let _e29 = _e28.xy;\n let _e31 = vUv_1[2u];\n at = vec3<f32>(_e29.x, _e29.y, floor((_e31 + 0.5f)));\n let _e37 = at;\n let _e43 = textureSample(uCutoutMap_t, uCutoutMap_s, vec2<f32>(_e37.x, _e37.y), i32(_e37.z));\n let _e44 = vUv_1;\n let _e46 = textureDimensions(uCutoutMap_t, 0i);\n param = _e43.w;\n param_1 = (_e44.xy * vec2<f32>(vec2<i32>(_e46).xy));\n let _e52 = cutoutAlpha_u0028_f1_u003b_vf2_u003b((&param), (&param_1));\n alpha_1 = _e52;\n let _e53 = vGlassWorld_1;\n let _e54 = dpdx(_e53);\n let _e55 = vGlassWorld_1;\n let _e56 = dpdy(_e55);\n n = normalize(cross(_e54, _e56));\n let _e61 = unnamed.uGlassLight[3u];\n if (_e61 > 0.5f) {\n let _e64 = unnamed.uGlassLight;\n let _e66 = vGlassWorld_1;\n local = normalize((_e64.xyz - _e66));\n } else {\n let _e70 = unnamed.uGlassLight;\n local = _e70.xyz;\n }\n let _e72 = local;\n toLight = _e72;\n let _e73 = n;\n let _e74 = toLight;\n cosLight = abs(dot(_e73, _e74));\n let _e77 = cosLight;\n reflected = (0.04f + (0.96f * pow((1f - _e77), 5f)));\n let _e83 = unnamed.uGlassPane;\n let _e85 = reflected;\n let _e87 = (_e83.xyz * (1f - _e85));\n let _e90 = unnamed.uGlassPane[3u];\n outTint = vec4<f32>(_e87.x, _e87.y, _e87.z, _e90);\n let _e95 = alpha_1;\n let _e96 = vAlphaCutout_1;\n if (_e95 < _e96) {\n discard;\n }\n return;\n}\n\n@fragment \nfn main(@location(1) vUv: vec3<f32>, @location(3) vGlassWorld: vec3<f32>, @location(2) @interpolate(flat) vAlphaCutout: f32, @location(0) vLightPosition: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vGlassWorld_1 = vGlassWorld;\n vAlphaCutout_1 = vAlphaCutout;\n vLightPosition_1 = vLightPosition;\n main_1();\n let _e9 = outTint;\n return _e9;\n}\n";
9
- export declare const GLASS_TINT_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uUvScale: vec2<f32>,\n uAlphaCutout: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: f32,\n @location(3) member_3: vec3<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: f32;\nvar<private> vGlassWorld: vec3<f32>;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e28 = (*sway);\n if (_e28 <= 0f) {\n let _e30 = (*worldPos);\n return _e30;\n }\n let _e31 = (*worldPos);\n let _e34 = unnamed.uWindSpatialPhase;\n let _e37 = unnamed.uWindTime;\n phase = (dot(_e31.xz, _e34) + _e37);\n let _e40 = unnamed.uWindSpeed;\n let _e42 = unnamed.uWindGust;\n let _e44 = phase;\n let _e47 = (*sway);\n bend = (((_e40 + _e42) * sin(_e44)) * _e47);\n let _e50 = (*worldPos)[0u];\n let _e53 = unnamed.uWindDirection[0u];\n let _e54 = bend;\n let _e58 = (*worldPos)[1u];\n let _e60 = (*worldPos)[2u];\n let _e63 = unnamed.uWindDirection[1u];\n let _e64 = bend;\n return vec3<f32>((_e50 + (_e53 * _e54)), _e58, (_e60 + (_e63 * _e64)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e30 = aPosition_1;\n local = vec4<f32>(_e30.x, _e30.y, _e30.z, 1f);\n let _e36 = unnamed.uModel;\n model = _e36;\n let _e37 = model;\n let _e38 = local;\n world = (_e37 * _e38);\n let _e40 = world;\n param = _e40.xyz;\n let _e43 = aChannel_1[0u];\n param_1 = _e43;\n let _e44 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e44;\n let _e46 = unnamed.uLightViewProj;\n let _e47 = bent;\n let _e49 = world[3u];\n vLightPosition = (_e46 * vec4<f32>(_e47.x, _e47.y, _e47.z, _e49));\n let _e55 = vLightPosition;\n unnamed_1.gl_Position = _e55;\n let _e57 = aUv_1;\n let _e60 = unnamed.uUvScale;\n let _e61 = (_e57.xy * _e60);\n let _e63 = aUv_1[2u];\n vUv = vec3<f32>(_e61.x, _e61.y, _e63);\n let _e68 = unnamed.uAlphaCutout;\n vAlphaCutout = _e68;\n let _e69 = bent;\n vGlassWorld = _e69;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n aUv_1 = aUv;\n main_1();\n let _e13 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e13);\n let _e15 = vLightPosition;\n let _e16 = unnamed_1.gl_Position;\n let _e17 = vUv;\n let _e18 = vAlphaCutout;\n let _e19 = vGlassWorld;\n return VertexOutput(_e15, _e16, _e17, _e18, _e19);\n}\n";
9
+ export declare const GLASS_TINT_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: f32,\n @location(3) member_3: vec3<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: f32;\nvar<private> vGlassWorld: vec3<f32>;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e29 = (*sway);\n if (_e29 <= 0f) {\n let _e31 = (*worldPos);\n return _e31;\n }\n let _e32 = (*worldPos);\n let _e35 = unnamed.uWindSpatialPhase;\n let _e38 = unnamed.uWindTime;\n phase = (dot(_e32.xz, _e35) + _e38);\n let _e41 = unnamed.uWindSpeed;\n let _e43 = unnamed.uWindGust;\n let _e45 = phase;\n let _e48 = (*sway);\n bend = (((_e41 + _e43) * sin(_e45)) * _e48);\n let _e51 = (*worldPos)[0u];\n let _e54 = unnamed.uWindDirection[0u];\n let _e55 = bend;\n let _e59 = (*worldPos)[1u];\n let _e61 = (*worldPos)[2u];\n let _e64 = unnamed.uWindDirection[1u];\n let _e65 = bend;\n return vec3<f32>((_e51 + (_e54 * _e55)), _e59, (_e61 + (_e64 * _e65)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e31 = aPosition_1;\n local = vec4<f32>(_e31.x, _e31.y, _e31.z, 1f);\n let _e37 = unnamed.uModel;\n model = _e37;\n let _e38 = model;\n let _e39 = local;\n world = (_e38 * _e39);\n let _e41 = world;\n param = _e41.xyz;\n let _e44 = aChannel_1[0u];\n param_1 = _e44;\n let _e45 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e45;\n let _e47 = unnamed.uLightViewProj;\n let _e48 = bent;\n let _e50 = world[3u];\n vLightPosition = (_e47 * vec4<f32>(_e48.x, _e48.y, _e48.z, _e50));\n let _e56 = vLightPosition;\n unnamed_1.gl_Position = _e56;\n let _e58 = aUv_1;\n let _e61 = unnamed.uUvScale;\n let _e64 = unnamed.uUvOffset;\n let _e65 = ((_e58.xy * _e61) + _e64);\n let _e67 = aUv_1[2u];\n vUv = vec3<f32>(_e65.x, _e65.y, _e67);\n let _e72 = unnamed.uAlphaCutout;\n vAlphaCutout = _e72;\n let _e73 = bent;\n vGlassWorld = _e73;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n aUv_1 = aUv;\n main_1();\n let _e13 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e13);\n let _e15 = vLightPosition;\n let _e16 = unnamed_1.gl_Position;\n let _e17 = vUv;\n let _e18 = vAlphaCutout;\n let _e19 = vGlassWorld;\n return VertexOutput(_e15, _e16, _e17, _e18, _e19);\n}\n";
10
10
  export declare const GLASS_TINT_FRAG_WGSL = "struct Uniforms {\n uGlassPane: vec4<f32>,\n uGlassLight: vec4<f32>,\n}\n\nvar<private> vGlassWorld_1: vec3<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> outTint: vec4<f32>;\nvar<private> vLightPosition_1: vec4<f32>;\n\nfn main_1() {\n var n: vec3<f32>;\n var toLight: vec3<f32>;\n var local: vec3<f32>;\n var cosLight: f32;\n var reflected: f32;\n\n let _e17 = vGlassWorld_1;\n let _e18 = dpdx(_e17);\n let _e19 = vGlassWorld_1;\n let _e20 = dpdy(_e19);\n n = normalize(cross(_e18, _e20));\n let _e25 = unnamed.uGlassLight[3u];\n if (_e25 > 0.5f) {\n let _e28 = unnamed.uGlassLight;\n let _e30 = vGlassWorld_1;\n local = normalize((_e28.xyz - _e30));\n } else {\n let _e34 = unnamed.uGlassLight;\n local = _e34.xyz;\n }\n let _e36 = local;\n toLight = _e36;\n let _e37 = n;\n let _e38 = toLight;\n cosLight = abs(dot(_e37, _e38));\n let _e41 = cosLight;\n reflected = (0.04f + (0.96f * pow((1f - _e41), 5f)));\n let _e47 = unnamed.uGlassPane;\n let _e49 = reflected;\n let _e51 = (_e47.xyz * (1f - _e49));\n let _e54 = unnamed.uGlassPane[3u];\n outTint = vec4<f32>(_e51.x, _e51.y, _e51.z, _e54);\n return;\n}\n\n@fragment \nfn main(@location(1) vGlassWorld: vec3<f32>, @location(0) vLightPosition: vec4<f32>) -> @location(0) vec4<f32> {\n vGlassWorld_1 = vGlassWorld;\n vLightPosition_1 = vLightPosition;\n main_1();\n let _e5 = outTint;\n return _e5;\n}\n";
11
- export declare const GLASS_TINT_INSTANCED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uAlphaCutout: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: f32,\n @location(3) member_3: vec3<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: f32;\nvar<private> vGlassWorld: vec3<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e23 = aPosition_1;\n local = vec4<f32>(_e23.x, _e23.y, _e23.z, 1f);\n let _e28 = aInstanceModel0_1;\n let _e29 = aInstanceModel1_1;\n let _e30 = aInstanceModel2_1;\n let _e31 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e28.x, _e28.y, _e28.z, _e28.w), vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w), vec4<f32>(_e30.x, _e30.y, _e30.z, _e30.w), vec4<f32>(_e31.x, _e31.y, _e31.z, _e31.w));\n let _e53 = model;\n let _e54 = local;\n world = (_e53 * _e54);\n let _e56 = world;\n bent = _e56.xyz;\n let _e59 = unnamed.uLightViewProj;\n let _e60 = bent;\n let _e62 = world[3u];\n vLightPosition = (_e59 * vec4<f32>(_e60.x, _e60.y, _e60.z, _e62));\n let _e68 = vLightPosition;\n unnamed_1.gl_Position = _e68;\n let _e70 = aUv_1;\n let _e73 = unnamed.uUvScale;\n let _e74 = (_e70.xy * _e73);\n let _e76 = aUv_1[2u];\n vUv = vec3<f32>(_e74.x, _e74.y, _e76);\n let _e81 = unnamed.uAlphaCutout;\n vAlphaCutout = _e81;\n let _e82 = bent;\n vGlassWorld = _e82;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e19 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e19);\n let _e21 = vLightPosition;\n let _e22 = unnamed_1.gl_Position;\n let _e23 = vUv;\n let _e24 = vAlphaCutout;\n let _e25 = vGlassWorld;\n return VertexOutput(_e21, _e22, _e23, _e24, _e25);\n}\n";
11
+ export declare const GLASS_TINT_INSTANCED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: f32,\n @location(3) member_3: vec3<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: f32;\nvar<private> vGlassWorld: vec3<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e24 = aPosition_1;\n local = vec4<f32>(_e24.x, _e24.y, _e24.z, 1f);\n let _e29 = aInstanceModel0_1;\n let _e30 = aInstanceModel1_1;\n let _e31 = aInstanceModel2_1;\n let _e32 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w), vec4<f32>(_e30.x, _e30.y, _e30.z, _e30.w), vec4<f32>(_e31.x, _e31.y, _e31.z, _e31.w), vec4<f32>(_e32.x, _e32.y, _e32.z, _e32.w));\n let _e54 = model;\n let _e55 = local;\n world = (_e54 * _e55);\n let _e57 = world;\n bent = _e57.xyz;\n let _e60 = unnamed.uLightViewProj;\n let _e61 = bent;\n let _e63 = world[3u];\n vLightPosition = (_e60 * vec4<f32>(_e61.x, _e61.y, _e61.z, _e63));\n let _e69 = vLightPosition;\n unnamed_1.gl_Position = _e69;\n let _e71 = aUv_1;\n let _e74 = unnamed.uUvScale;\n let _e77 = unnamed.uUvOffset;\n let _e78 = ((_e71.xy * _e74) + _e77);\n let _e80 = aUv_1[2u];\n vUv = vec3<f32>(_e78.x, _e78.y, _e80);\n let _e85 = unnamed.uAlphaCutout;\n vAlphaCutout = _e85;\n let _e86 = bent;\n vGlassWorld = _e86;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e19 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e19);\n let _e21 = vLightPosition;\n let _e22 = unnamed_1.gl_Position;\n let _e23 = vUv;\n let _e24 = vAlphaCutout;\n let _e25 = vGlassWorld;\n return VertexOutput(_e21, _e22, _e23, _e24, _e25);\n}\n";
12
12
  export declare const GLASS_TINT_INSTANCED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vGlassWorld: vec3<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e17 = aPosition_1;\n local = vec4<f32>(_e17.x, _e17.y, _e17.z, 1f);\n let _e22 = aInstanceModel0_1;\n let _e23 = aInstanceModel1_1;\n let _e24 = aInstanceModel2_1;\n let _e25 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e22.x, _e22.y, _e22.z, _e22.w), vec4<f32>(_e23.x, _e23.y, _e23.z, _e23.w), vec4<f32>(_e24.x, _e24.y, _e24.z, _e24.w), vec4<f32>(_e25.x, _e25.y, _e25.z, _e25.w));\n let _e47 = model;\n let _e48 = local;\n world = (_e47 * _e48);\n let _e50 = world;\n bent = _e50.xyz;\n let _e53 = unnamed.uLightViewProj;\n let _e54 = bent;\n let _e56 = world[3u];\n vLightPosition = (_e53 * vec4<f32>(_e54.x, _e54.y, _e54.z, _e56));\n let _e62 = vLightPosition;\n unnamed_1.gl_Position = _e62;\n let _e64 = bent;\n vGlassWorld = _e64;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e15 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e15);\n let _e17 = vLightPosition;\n let _e18 = unnamed_1.gl_Position;\n let _e19 = vGlassWorld;\n return VertexOutput(_e17, _e18, _e19);\n}\n";
13
13
  export declare const GLASS_TINT_SKINNED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n}\n\n@group(0) @binding(16) \nvar uJointPalette_t: texture_2d<f32>;\nvar<private> aJoints_1: vec4<f32>;\nvar<private> aWeights_1: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vGlassWorld: vec3<f32>;\n@group(0) @binding(17) \nvar uJointPalette_s: sampler;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e27 = (*sway);\n if (_e27 <= 0f) {\n let _e29 = (*worldPos);\n return _e29;\n }\n let _e30 = (*worldPos);\n let _e33 = unnamed.uWindSpatialPhase;\n let _e36 = unnamed.uWindTime;\n phase = (dot(_e30.xz, _e33) + _e36);\n let _e39 = unnamed.uWindSpeed;\n let _e41 = unnamed.uWindGust;\n let _e43 = phase;\n let _e46 = (*sway);\n bend = (((_e39 + _e41) * sin(_e43)) * _e46);\n let _e49 = (*worldPos)[0u];\n let _e52 = unnamed.uWindDirection[0u];\n let _e53 = bend;\n let _e57 = (*worldPos)[1u];\n let _e59 = (*worldPos)[2u];\n let _e62 = unnamed.uWindDirection[1u];\n let _e63 = bend;\n return vec3<f32>((_e49 + (_e52 * _e53)), _e57, (_e59 + (_e62 * _e63)));\n}\n\nfn jointMatrix_u0028_i1_u003b(index: ptr<function, i32>) -> mat4x4<f32> {\n var x: i32;\n\n let _e25 = (*index);\n x = (_e25 * 4i);\n let _e27 = x;\n let _e29 = textureLoad(uJointPalette_t, vec2<i32>(_e27, 0i), 0i);\n let _e30 = x;\n let _e33 = textureLoad(uJointPalette_t, vec2<i32>((_e30 + 1i), 0i), 0i);\n let _e34 = x;\n let _e37 = textureLoad(uJointPalette_t, vec2<i32>((_e34 + 2i), 0i), 0i);\n let _e38 = x;\n let _e41 = textureLoad(uJointPalette_t, vec2<i32>((_e38 + 3i), 0i), 0i);\n return mat4x4<f32>(vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w), vec4<f32>(_e33.x, _e33.y, _e33.z, _e33.w), vec4<f32>(_e37.x, _e37.y, _e37.z, _e37.w), vec4<f32>(_e41.x, _e41.y, _e41.z, _e41.w));\n}\n\nfn skinMatrix_u0028_() -> mat4x4<f32> {\n var param: i32;\n var param_1: i32;\n var param_2: i32;\n var param_3: i32;\n\n let _e28 = aJoints_1[0u];\n param = i32(_e28);\n let _e30 = jointMatrix_u0028_i1_u003b((&param));\n let _e32 = aWeights_1[0u];\n let _e33 = (_e30 * _e32);\n let _e35 = aJoints_1[1u];\n param_1 = i32(_e35);\n let _e37 = jointMatrix_u0028_i1_u003b((&param_1));\n let _e39 = aWeights_1[1u];\n let _e40 = (_e37 * _e39);\n let _e53 = mat4x4<f32>((_e33[0] + _e40[0]), (_e33[1] + _e40[1]), (_e33[2] + _e40[2]), (_e33[3] + _e40[3]));\n let _e55 = aJoints_1[2u];\n param_2 = i32(_e55);\n let _e57 = jointMatrix_u0028_i1_u003b((&param_2));\n let _e59 = aWeights_1[2u];\n let _e60 = (_e57 * _e59);\n let _e73 = mat4x4<f32>((_e53[0] + _e60[0]), (_e53[1] + _e60[1]), (_e53[2] + _e60[2]), (_e53[3] + _e60[3]));\n let _e75 = aJoints_1[3u];\n param_3 = i32(_e75);\n let _e77 = jointMatrix_u0028_i1_u003b((&param_3));\n let _e79 = aWeights_1[3u];\n let _e80 = (_e77 * _e79);\n return mat4x4<f32>((_e73[0] + _e80[0]), (_e73[1] + _e80[1]), (_e73[2] + _e80[2]), (_e73[3] + _e80[3]));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: f32;\n\n let _e29 = skinMatrix_u0028_();\n let _e30 = aPosition_1;\n local = (_e29 * vec4<f32>(_e30.x, _e30.y, _e30.z, 1f));\n let _e37 = unnamed.uModel;\n model = _e37;\n let _e38 = model;\n let _e39 = local;\n world = (_e38 * _e39);\n let _e41 = world;\n param_4 = _e41.xyz;\n let _e44 = aChannel_1[0u];\n param_5 = _e44;\n let _e45 = channelBend_u0028_vf3_u003b_f1_u003b((&param_4), (&param_5));\n bent = _e45;\n let _e47 = unnamed.uLightViewProj;\n let _e48 = bent;\n let _e50 = world[3u];\n vLightPosition = (_e47 * vec4<f32>(_e48.x, _e48.y, _e48.z, _e50));\n let _e56 = vLightPosition;\n unnamed_1.gl_Position = _e56;\n let _e58 = bent;\n vGlassWorld = _e58;\n return;\n}\n\n@vertex \nfn main(@location(11) aJoints: vec4<f32>, @location(12) aWeights: vec4<f32>, @location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aJoints_1 = aJoints;\n aWeights_1 = aWeights;\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e13 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e13);\n let _e15 = vLightPosition;\n let _e16 = unnamed_1.gl_Position;\n let _e17 = vGlassWorld;\n return VertexOutput(_e15, _e16, _e17);\n}\n";
14
14
  export declare const GLASS_TINT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vGlassWorld: vec3<f32>;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e23 = (*sway);\n if (_e23 <= 0f) {\n let _e25 = (*worldPos);\n return _e25;\n }\n let _e26 = (*worldPos);\n let _e29 = unnamed.uWindSpatialPhase;\n let _e32 = unnamed.uWindTime;\n phase = (dot(_e26.xz, _e29) + _e32);\n let _e35 = unnamed.uWindSpeed;\n let _e37 = unnamed.uWindGust;\n let _e39 = phase;\n let _e42 = (*sway);\n bend = (((_e35 + _e37) * sin(_e39)) * _e42);\n let _e45 = (*worldPos)[0u];\n let _e48 = unnamed.uWindDirection[0u];\n let _e49 = bend;\n let _e53 = (*worldPos)[1u];\n let _e55 = (*worldPos)[2u];\n let _e58 = unnamed.uWindDirection[1u];\n let _e59 = bend;\n return vec3<f32>((_e45 + (_e48 * _e49)), _e53, (_e55 + (_e58 * _e59)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e25 = aPosition_1;\n local = vec4<f32>(_e25.x, _e25.y, _e25.z, 1f);\n let _e31 = unnamed.uModel;\n model = _e31;\n let _e32 = model;\n let _e33 = local;\n world = (_e32 * _e33);\n let _e35 = world;\n param = _e35.xyz;\n let _e38 = aChannel_1[0u];\n param_1 = _e38;\n let _e39 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e39;\n let _e41 = unnamed.uLightViewProj;\n let _e42 = bent;\n let _e44 = world[3u];\n vLightPosition = (_e41 * vec4<f32>(_e42.x, _e42.y, _e42.z, _e44));\n let _e50 = vLightPosition;\n unnamed_1.gl_Position = _e50;\n let _e52 = bent;\n vGlassWorld = _e52;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e9 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e9);\n let _e11 = vLightPosition;\n let _e12 = unnamed_1.gl_Position;\n let _e13 = vGlassWorld;\n return VertexOutput(_e11, _e12, _e13);\n}\n";
@@ -43,7 +43,7 @@ export declare const DEPTH_BINDINGS: {
43
43
  };
44
44
  readonly DEPTH_CUTOUT_VERT: {
45
45
  readonly uniforms: 0;
46
- readonly uniformSize: 176;
46
+ readonly uniformSize: 192;
47
47
  readonly fields: {
48
48
  readonly uLightViewProj: {
49
49
  readonly offset: 0;
@@ -85,8 +85,13 @@ export declare const DEPTH_BINDINGS: {
85
85
  readonly size: 8;
86
86
  readonly type: "vec2";
87
87
  };
88
- readonly uAlphaCutout: {
88
+ readonly uUvOffset: {
89
89
  readonly offset: 168;
90
+ readonly size: 8;
91
+ readonly type: "vec2";
92
+ };
93
+ readonly uAlphaCutout: {
94
+ readonly offset: 176;
90
95
  readonly size: 4;
91
96
  readonly type: "float";
92
97
  };
@@ -113,7 +118,7 @@ export declare const DEPTH_BINDINGS: {
113
118
  };
114
119
  readonly DEPTH_INSTANCED_CUTOUT_VERT: {
115
120
  readonly uniforms: 0;
116
- readonly uniformSize: 80;
121
+ readonly uniformSize: 96;
117
122
  readonly fields: {
118
123
  readonly uLightViewProj: {
119
124
  readonly offset: 0;
@@ -125,8 +130,13 @@ export declare const DEPTH_BINDINGS: {
125
130
  readonly size: 8;
126
131
  readonly type: "vec2";
127
132
  };
128
- readonly uAlphaCutout: {
133
+ readonly uUvOffset: {
129
134
  readonly offset: 72;
135
+ readonly size: 8;
136
+ readonly type: "vec2";
137
+ };
138
+ readonly uAlphaCutout: {
139
+ readonly offset: 80;
130
140
  readonly size: 4;
131
141
  readonly type: "float";
132
142
  };
@@ -260,7 +270,7 @@ export declare const DEPTH_BINDINGS: {
260
270
  };
261
271
  readonly GLASS_TINT_CUTOUT_VERT: {
262
272
  readonly uniforms: 0;
263
- readonly uniformSize: 176;
273
+ readonly uniformSize: 192;
264
274
  readonly fields: {
265
275
  readonly uLightViewProj: {
266
276
  readonly offset: 0;
@@ -302,8 +312,13 @@ export declare const DEPTH_BINDINGS: {
302
312
  readonly size: 8;
303
313
  readonly type: "vec2";
304
314
  };
305
- readonly uAlphaCutout: {
315
+ readonly uUvOffset: {
306
316
  readonly offset: 168;
317
+ readonly size: 8;
318
+ readonly type: "vec2";
319
+ };
320
+ readonly uAlphaCutout: {
321
+ readonly offset: 176;
307
322
  readonly size: 4;
308
323
  readonly type: "float";
309
324
  };
@@ -329,7 +344,7 @@ export declare const DEPTH_BINDINGS: {
329
344
  };
330
345
  readonly GLASS_TINT_INSTANCED_CUTOUT_VERT: {
331
346
  readonly uniforms: 0;
332
- readonly uniformSize: 80;
347
+ readonly uniformSize: 96;
333
348
  readonly fields: {
334
349
  readonly uLightViewProj: {
335
350
  readonly offset: 0;
@@ -341,8 +356,13 @@ export declare const DEPTH_BINDINGS: {
341
356
  readonly size: 8;
342
357
  readonly type: "vec2";
343
358
  };
344
- readonly uAlphaCutout: {
359
+ readonly uUvOffset: {
345
360
  readonly offset: 72;
361
+ readonly size: 8;
362
+ readonly type: "vec2";
363
+ };
364
+ readonly uAlphaCutout: {
365
+ readonly offset: 80;
346
366
  readonly size: 4;
347
367
  readonly type: "float";
348
368
  };