@driftengine/core 4.8.2 → 4.8.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.json +56 -0
- package/README.md +1 -1
- package/dist/index.d.ts +1 -0
- package/dist/index.js +6 -0
- package/dist/render/backend/materialChanges.d.ts +7 -2
- package/dist/render/backend/materialChanges.js +8 -3
- package/dist/render/backend/webgl2/renderer.d.ts +23 -0
- package/dist/render/backend/webgl2/renderer.js +58 -17
- package/dist/render/backend/webgpu/causticsPass.js +2 -1
- package/dist/render/backend/webgpu/depthPass.d.ts +13 -3
- package/dist/render/backend/webgpu/depthPass.js +4 -3
- package/dist/render/backend/webgpu/filmPass.js +2 -1
- package/dist/render/backend/webgpu/flatPass.d.ts +5 -0
- package/dist/render/backend/webgpu/flatPass.js +2 -1
- package/dist/render/backend/webgpu/linePass.js +2 -1
- package/dist/render/backend/webgpu/panelPass.js +2 -1
- package/dist/render/backend/webgpu/particlePass.js +2 -1
- package/dist/render/backend/webgpu/plumePass.js +2 -1
- package/dist/render/backend/webgpu/postPass.d.ts +12 -2
- package/dist/render/backend/webgpu/postPass.js +19 -5
- package/dist/render/backend/webgpu/renderer.d.ts +10 -1
- package/dist/render/backend/webgpu/renderer.js +38 -12
- package/dist/render/backend/webgpu/sdfTextPass.js +2 -1
- package/dist/render/backend/webgpu/textPass.js +2 -1
- package/dist/render/backend/webgpu/waterPass.js +2 -1
- package/dist/render/backend/webgpu/windStreakPass.js +2 -1
- package/dist/render/boltBatch.js +2 -1
- package/dist/render/causticsRenderer.js +2 -1
- package/dist/render/cutoutCaster.d.ts +3 -1
- package/dist/render/cutoutCaster.js +4 -0
- package/dist/render/decalPass.js +2 -1
- package/dist/render/globalMediumPass.js +3 -2
- package/dist/render/lineBatch.js +5 -1
- package/dist/render/oitPass.js +2 -1
- package/dist/render/particleBatch.js +3 -2
- package/dist/render/particlePool.d.ts +6 -2
- package/dist/render/plumeRenderer.js +3 -2
- package/dist/render/renderQuality.d.ts +9 -2
- package/dist/render/sceneCoverage.d.ts +54 -0
- package/dist/render/sceneCoverage.js +72 -0
- package/dist/render/sdfTextRenderer.js +2 -1
- package/dist/render/shaders/depth.js +3 -2
- package/dist/render/shaders/flat/index.js +6 -1
- package/dist/render/shaders/generated/depth.wgsl.d.ts +32 -12
- package/dist/render/shaders/generated/depth.wgsl.js +32 -12
- package/dist/render/shaders/generated/flat.wgsl.d.ts +25 -0
- package/dist/render/shaders/generated/flat.wgsl.js +47 -22
- package/dist/render/shaders/generated/line.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/line.wgsl.js +1 -1
- package/dist/render/shaders/generated/particle.wgsl.d.ts +3 -3
- package/dist/render/shaders/generated/particle.wgsl.js +3 -3
- package/dist/render/shaders/generated/rush.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/rush.wgsl.js +1 -1
- package/dist/render/shaders/generated/sdfText.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/sdfText.wgsl.js +1 -1
- package/dist/render/shaders/generated/temporalResolve.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/temporalResolve.wgsl.js +1 -1
- package/dist/render/shaders/line.d.ts +1 -1
- package/dist/render/shaders/outputTransform.d.ts +14 -1
- package/dist/render/shaders/outputTransform.js +23 -1
- package/dist/render/shaders/particle.d.ts +3 -3
- package/dist/render/shaders/recon/resolve.wgsl.js +15 -1
- package/dist/render/shaders/rush.js +13 -2
- package/dist/render/shaders/sdfText.d.ts +1 -1
- package/dist/render/shaders/temporalResolve.js +12 -5
- package/dist/render/ssrPass.js +2 -1
- package/dist/render/surfaceTexture.d.ts +11 -0
- package/dist/render/textRenderer.js +2 -1
- package/dist/render/vertexDefaults.js +1 -0
- package/dist/render/waterRenderer.js +2 -1
- package/dist/render/windStreakRenderer.js +2 -1
- package/package.json +6 -6
- package/src/index.ts +13 -0
- package/src/render/backend/materialChanges.ts +8 -3
- package/src/render/backend/webgl2/renderer.ts +57 -16
- package/src/render/backend/webgpu/causticsPass.ts +2 -1
- package/src/render/backend/webgpu/depthPass.ts +4 -3
- package/src/render/backend/webgpu/filmPass.ts +2 -1
- package/src/render/backend/webgpu/flatPass.ts +2 -1
- package/src/render/backend/webgpu/linePass.ts +2 -1
- package/src/render/backend/webgpu/panelPass.ts +2 -1
- package/src/render/backend/webgpu/particlePass.ts +2 -1
- package/src/render/backend/webgpu/plumePass.ts +2 -1
- package/src/render/backend/webgpu/postPass.ts +20 -5
- package/src/render/backend/webgpu/renderer.ts +40 -11
- package/src/render/backend/webgpu/sdfTextPass.ts +2 -1
- package/src/render/backend/webgpu/textPass.ts +2 -1
- package/src/render/backend/webgpu/waterPass.ts +2 -1
- package/src/render/backend/webgpu/windStreakPass.ts +2 -1
- package/src/render/boltBatch.ts +2 -1
- package/src/render/causticsRenderer.ts +2 -1
- package/src/render/cutoutCaster.ts +15 -2
- package/src/render/decalPass.ts +2 -1
- package/src/render/globalMediumPass.ts +3 -2
- package/src/render/lineBatch.ts +3 -1
- package/src/render/oitPass.ts +2 -1
- package/src/render/particleBatch.ts +3 -2
- package/src/render/particlePool.ts +6 -2
- package/src/render/plumeRenderer.ts +3 -2
- package/src/render/renderQuality.ts +9 -2
- package/src/render/sceneCoverage.ts +78 -0
- package/src/render/sdfTextRenderer.ts +2 -1
- package/src/render/shaders/depth.ts +3 -2
- package/src/render/shaders/flat/index.ts +6 -1
- package/src/render/shaders/generated/depth.wgsl.ts +32 -12
- package/src/render/shaders/generated/flat.wgsl.ts +47 -22
- package/src/render/shaders/generated/line.wgsl.ts +1 -1
- package/src/render/shaders/generated/particle.wgsl.ts +3 -3
- package/src/render/shaders/generated/rush.wgsl.ts +1 -1
- package/src/render/shaders/generated/sdfText.wgsl.ts +1 -1
- package/src/render/shaders/generated/temporalResolve.wgsl.ts +1 -1
- package/src/render/shaders/outputTransform.ts +24 -1
- package/src/render/shaders/recon/resolve.wgsl.ts +15 -1
- package/src/render/shaders/rush.ts +13 -2
- package/src/render/shaders/temporalResolve.ts +12 -5
- package/src/render/ssrPass.ts +2 -1
- package/src/render/surfaceTexture.ts +11 -0
- package/src/render/textRenderer.ts +2 -1
- package/src/render/vertexDefaults.ts +1 -0
- package/src/render/waterRenderer.ts +2 -1
- package/src/render/windStreakRenderer.ts +2 -1
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/**
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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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}
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@@ -2,6 +2,7 @@ import { SdfTextLayout } from './sdfTextLayout.js';
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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';
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/**
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* Text from a signed distance field, on WebGL2.
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*
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@@ -126,7 +127,7 @@ export class SdfTextRenderer {
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*/
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gl.depthMask(false);
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gl.enable(gl.BLEND);
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blendCovering(gl, gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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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);
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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;
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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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*/
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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;
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#endif
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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
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#if GLASS
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* when no texture is bound.
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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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/*
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* **Placement and tint are declared last of the shared uniforms, and the position is the
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vColor = aColor * tint;
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vEmissive = aEmissive;
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vSpecular = aSpecular;
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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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vEmissiveColor = aEmissiveColor;
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vRoughness = aRoughness;
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vGrain = aGrain;
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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((¶m), (¶m_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";
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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
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2
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+
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((¶m), (¶m_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";
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3
3
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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";
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4
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-
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
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4
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+
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";
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5
5
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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";
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6
6
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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((¶m));\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((¶m_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((¶m_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((¶m_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((¶m_4), (¶m_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";
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7
7
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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((¶m), (¶m_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";
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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((¶m), (¶m_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";
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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
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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((¶m), (¶m_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";
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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";
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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
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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";
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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";
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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((¶m));\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((¶m_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((¶m_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((¶m_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((¶m_4), (¶m_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";
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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((¶m), (¶m_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";
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