@driftengine/core 4.8.2 → 4.8.4
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 +127 -0
- package/README.md +1 -1
- package/dist/geometry/meshConcat.js +2 -0
- package/dist/index.d.ts +11 -4
- package/dist/index.js +22 -1
- package/dist/math/scalar.js +1 -1
- package/dist/render/anisotropicLobe.d.ts +7 -0
- package/dist/render/anisotropicLobe.js +33 -0
- package/dist/render/backend/api.d.ts +41 -4
- package/dist/render/backend/materialChanges.d.ts +7 -2
- package/dist/render/backend/materialChanges.js +8 -3
- package/dist/render/backend/select.js +8 -0
- package/dist/render/backend/webgl2/clothTextures.d.ts +27 -0
- package/dist/render/backend/webgl2/clothTextures.js +93 -0
- package/dist/render/backend/webgl2/renderer.d.ts +159 -3
- package/dist/render/backend/webgl2/renderer.js +662 -80
- package/dist/render/backend/webgl2/skinScatter.d.ts +50 -0
- package/dist/render/backend/webgl2/skinScatter.js +256 -0
- package/dist/render/backend/webgpu/buffers.d.ts +25 -11
- package/dist/render/backend/webgpu/buffers.js +98 -49
- package/dist/render/backend/webgpu/causticsPass.js +2 -1
- package/dist/render/backend/webgpu/clothSolvePack.d.ts +27 -0
- package/dist/render/backend/webgpu/clothSolvePack.js +129 -0
- package/dist/render/backend/webgpu/clothTextures.d.ts +68 -0
- package/dist/render/backend/webgpu/clothTextures.js +145 -0
- package/dist/render/backend/webgpu/compressedUpload.d.ts +18 -0
- package/dist/render/backend/webgpu/compressedUpload.js +38 -0
- package/dist/render/backend/webgpu/computeHost.d.ts +21 -0
- package/dist/render/backend/webgpu/computeHost.js +5 -0
- package/dist/render/backend/webgpu/depthPass.d.ts +29 -9
- package/dist/render/backend/webgpu/depthPass.js +43 -12
- package/dist/render/backend/webgpu/drawCommand.js +6 -2
- package/dist/render/backend/webgpu/filmPass.js +2 -1
- package/dist/render/backend/webgpu/flatPass.d.ts +43 -4
- package/dist/render/backend/webgpu/flatPass.js +111 -13
- package/dist/render/backend/webgpu/gpuSkinnedCloth.d.ts +74 -0
- package/dist/render/backend/webgpu/gpuSkinnedCloth.js +452 -0
- package/dist/render/backend/webgpu/linePass.js +2 -1
- package/dist/render/backend/webgpu/motionPass.d.ts +20 -0
- package/dist/render/backend/webgpu/motionPass.js +106 -9
- 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 +15 -3
- package/dist/render/backend/webgpu/postPass.js +25 -8
- package/dist/render/backend/webgpu/renderer.d.ts +123 -6
- package/dist/render/backend/webgpu/renderer.js +534 -58
- package/dist/render/backend/webgpu/sdfTextPass.js +2 -1
- package/dist/render/backend/webgpu/shaders/clothSolve.wgsl.d.ts +33 -0
- package/dist/render/backend/webgpu/shaders/clothSolve.wgsl.js +469 -0
- package/dist/render/backend/webgpu/skinScatterPass.d.ts +51 -0
- package/dist/render/backend/webgpu/skinScatterPass.js +253 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +4 -1
- package/dist/render/backend/webgpu/surfaceTexturePass.js +37 -12
- 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/clothBindingData.d.ts +41 -0
- package/dist/render/clothBindingData.js +72 -0
- package/dist/render/clothPlacement.d.ts +25 -0
- package/dist/render/clothPlacement.js +85 -0
- package/dist/render/compressedSource.d.ts +66 -0
- package/dist/render/compressedSource.js +138 -0
- package/dist/render/cutoutCaster.d.ts +5 -1
- package/dist/render/cutoutCaster.js +6 -0
- package/dist/render/cutoutDither.d.ts +51 -0
- package/dist/render/cutoutDither.js +90 -0
- package/dist/render/decalPass.js +2 -1
- package/dist/render/eyeRefraction.d.ts +35 -0
- package/dist/render/eyeRefraction.js +40 -0
- package/dist/render/glCompressed.d.ts +27 -0
- package/dist/render/glCompressed.js +53 -0
- package/dist/render/globalMediumPass.js +3 -2
- package/dist/render/hairLobes.d.ts +70 -0
- package/dist/render/hairLobes.js +120 -0
- package/dist/render/lightBudget.d.ts +22 -0
- package/dist/render/lightBudget.js +22 -0
- package/dist/render/lineBatch.js +5 -1
- package/dist/render/mesh.d.ts +7 -0
- package/dist/render/mesh.js +24 -0
- 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/recon/motionVectors.d.ts +4 -2
- package/dist/render/recon/motionVectors.js +6 -3
- package/dist/render/renderQuality.d.ts +29 -2
- package/dist/render/renderQuality.js +5 -0
- package/dist/render/rendererHarness.js +4 -0
- package/dist/render/sceneCoverage.d.ts +54 -0
- package/dist/render/sceneCoverage.js +72 -0
- package/dist/render/sceneTarget.d.ts +12 -0
- package/dist/render/sceneTarget.js +14 -0
- package/dist/render/sdfTextRenderer.js +2 -1
- package/dist/render/shaders/clothBinding.d.ts +22 -0
- package/dist/render/shaders/clothBinding.js +80 -0
- package/dist/render/shaders/depth.js +45 -8
- package/dist/render/shaders/flat/anisotropic.d.ts +15 -0
- package/dist/render/shaders/flat/anisotropic.js +68 -0
- package/dist/render/shaders/flat/eye.d.ts +1 -0
- package/dist/render/shaders/flat/eye.js +81 -0
- package/dist/render/shaders/flat/hair.d.ts +1 -0
- package/dist/render/shaders/flat/hair.js +101 -0
- package/dist/render/shaders/flat/index.js +42 -3
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +113 -17
- package/dist/render/shaders/flat/models.d.ts +14 -0
- package/dist/render/shaders/flat/models.js +273 -0
- package/dist/render/shaders/flat/preamble.js +26 -24
- package/dist/render/shaders/flat/skin.d.ts +1 -0
- package/dist/render/shaders/flat/skin.js +114 -0
- package/dist/render/shaders/generated/depth.wgsl.d.ts +66 -24
- package/dist/render/shaders/generated/depth.wgsl.js +66 -24
- package/dist/render/shaders/generated/flat.wgsl.d.ts +1815 -1704
- package/dist/render/shaders/generated/flat.wgsl.js +1853 -1742
- 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/skinBlur.wgsl.d.ts +48 -0
- package/dist/render/shaders/generated/skinBlur.wgsl.js +54 -0
- 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/motion.wgsl.d.ts +1 -1
- package/dist/render/shaders/recon/motion.wgsl.js +102 -0
- 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/skinBlur.d.ts +1 -0
- package/dist/render/shaders/skinBlur.js +103 -0
- package/dist/render/shaders/skinning.d.ts +3 -1
- package/dist/render/shaders/skinning.js +31 -4
- package/dist/render/shaders/temporalResolve.js +12 -5
- package/dist/render/shadowCasters.d.ts +13 -1
- package/dist/render/skinBlur.d.ts +41 -0
- package/dist/render/skinBlur.js +49 -0
- package/dist/render/skinScatter.d.ts +67 -0
- package/dist/render/skinScatter.js +80 -0
- package/dist/render/skinnedClothRun.d.ts +26 -0
- package/dist/render/skinnedClothRun.js +84 -0
- package/dist/render/ssrPass.js +2 -1
- package/dist/render/surfaceModel.d.ts +129 -0
- package/dist/render/surfaceModel.js +152 -0
- package/dist/render/surfaceTexture.d.ts +55 -4
- package/dist/render/surfaceTexture.js +60 -46
- package/dist/render/textRenderer.js +2 -1
- package/dist/render/vertexDefaults.js +8 -0
- package/dist/render/waterRenderer.js +2 -1
- package/dist/render/windStreakRenderer.js +2 -1
- package/package.json +6 -6
- package/src/geometry/meshConcat.ts +2 -0
- package/src/index.ts +53 -1
- package/src/math/scalar.ts +1 -1
- package/src/render/anisotropicLobe.ts +41 -0
- package/src/render/backend/api.ts +52 -3
- package/src/render/backend/materialChanges.ts +8 -3
- package/src/render/backend/select.ts +8 -0
- package/src/render/backend/webgl2/clothTextures.ts +120 -0
- package/src/render/backend/webgl2/renderer.ts +750 -80
- package/src/render/backend/webgl2/skinScatter.ts +309 -0
- package/src/render/backend/webgpu/buffers.ts +137 -63
- package/src/render/backend/webgpu/causticsPass.ts +2 -1
- package/src/render/backend/webgpu/clothSolvePack.ts +161 -0
- package/src/render/backend/webgpu/clothTextures.ts +194 -0
- package/src/render/backend/webgpu/compressedUpload.ts +65 -0
- package/src/render/backend/webgpu/computeHost.ts +25 -0
- package/src/render/backend/webgpu/depthPass.ts +43 -10
- package/src/render/backend/webgpu/drawCommand.ts +6 -2
- package/src/render/backend/webgpu/filmPass.ts +2 -1
- package/src/render/backend/webgpu/flatPass.ts +147 -8
- package/src/render/backend/webgpu/gpuSkinnedCloth.ts +502 -0
- package/src/render/backend/webgpu/linePass.ts +2 -1
- package/src/render/backend/webgpu/motionPass.ts +128 -9
- 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 +25 -6
- package/src/render/backend/webgpu/renderer.ts +701 -52
- package/src/render/backend/webgpu/sdfTextPass.ts +2 -1
- package/src/render/backend/webgpu/shaders/clothSolve.wgsl.ts +470 -0
- package/src/render/backend/webgpu/skinScatterPass.ts +309 -0
- package/src/render/backend/webgpu/surfaceTexturePass.ts +42 -12
- 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/clothBindingData.ts +89 -0
- package/src/render/clothPlacement.ts +114 -0
- package/src/render/compressedSource.ts +198 -0
- package/src/render/cutoutCaster.ts +20 -2
- package/src/render/cutoutDither.ts +99 -0
- package/src/render/decalPass.ts +2 -1
- package/src/render/eyeRefraction.ts +72 -0
- package/src/render/glCompressed.ts +86 -0
- package/src/render/globalMediumPass.ts +3 -2
- package/src/render/hairLobes.ts +188 -0
- package/src/render/lightBudget.ts +25 -0
- package/src/render/lineBatch.ts +3 -1
- package/src/render/mesh.ts +23 -0
- 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/recon/motionVectors.ts +6 -3
- package/src/render/renderQuality.ts +37 -2
- package/src/render/rendererHarness.ts +4 -0
- package/src/render/sceneCoverage.ts +78 -0
- package/src/render/sceneTarget.ts +21 -0
- package/src/render/sdfTextRenderer.ts +2 -1
- package/src/render/shaders/clothBinding.ts +81 -0
- package/src/render/shaders/depth.ts +45 -8
- package/src/render/shaders/flat/anisotropic.ts +68 -0
- package/src/render/shaders/flat/eye.ts +82 -0
- package/src/render/shaders/flat/hair.ts +102 -0
- package/src/render/shaders/flat/index.ts +42 -3
- package/src/render/shaders/flat/main.ts +113 -17
- package/src/render/shaders/flat/models.ts +286 -0
- package/src/render/shaders/flat/preamble.ts +26 -24
- package/src/render/shaders/flat/skin.ts +116 -0
- package/src/render/shaders/generated/depth.wgsl.ts +66 -24
- package/src/render/shaders/generated/flat.wgsl.ts +1853 -1742
- 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/skinBlur.wgsl.ts +56 -0
- package/src/render/shaders/generated/temporalResolve.wgsl.ts +1 -1
- package/src/render/shaders/outputTransform.ts +24 -1
- package/src/render/shaders/recon/motion.wgsl.ts +102 -0
- package/src/render/shaders/recon/resolve.wgsl.ts +15 -1
- package/src/render/shaders/rush.ts +13 -2
- package/src/render/shaders/skinBlur.ts +105 -0
- package/src/render/shaders/skinning.ts +31 -4
- package/src/render/shaders/temporalResolve.ts +12 -5
- package/src/render/shadowCasters.ts +13 -0
- package/src/render/skinBlur.ts +53 -0
- package/src/render/skinScatter.ts +92 -0
- package/src/render/skinnedClothRun.ts +128 -0
- package/src/render/ssrPass.ts +2 -1
- package/src/render/surfaceModel.ts +274 -0
- package/src/render/surfaceTexture.ts +134 -63
- package/src/render/textRenderer.ts +2 -1
- package/src/render/vertexDefaults.ts +8 -0
- package/src/render/waterRenderer.ts +2 -1
- package/src/render/windStreakRenderer.ts +2 -1
- package/dist/math/exact.d.ts +0 -76
- package/dist/math/exact.js +0 -327
- package/src/math/exact.ts +0 -340
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export declare const LINE_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uCameraPos: vec3<f32>,\n uSoftness: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let
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export declare const LINE_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uCameraPos: vec3<f32>,\n uSoftness: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e71 = (*c);\n low = (_e71 * 12.92f);\n let _e73 = (*c);\n high = ((pow(max(_e73, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e79 = high;\n let _e80 = low;\n let _e81 = (*c);\n return mix(_e79, _e80, step(_e81, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e72 = (*c_1)[0u];\n let _e74 = (*c_1)[1u];\n let _e76 = (*c_1)[2u];\n m = max(_e72, max(_e74, _e76));\n let _e79 = m;\n if (_e79 <= 0.8f) {\n let _e81 = (*c_1);\n return _e81;\n }\n let _e82 = m;\n e = (_e82 - 0.8f);\n let _e84 = (*c_1);\n let _e85 = e;\n let _e87 = e;\n let _e91 = m;\n return (_e84 * ((0.8f + ((0.2f * _e85) / (_e87 + 0.2f))) / _e91));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e71 = (*v);\n let _e72 = (*v);\n a = ((_e71 * (_e72 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e78 = (*v);\n let _e79 = (*v);\n b = ((_e78 * ((_e79 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e86 = a;\n let _e87 = b;\n return (_e86 / _e87);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e71 = unnamed.uOutputExposure;\n let _e72 = (*x);\n (*x) = (_e72 * _e71);\n let _e74 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e74);\n let _e76 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e76), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e73 = unnamed.uOutputTransform;\n if (_e73 == 0i) {\n let _e75 = (*c_2);\n return _e75;\n }\n let _e77 = unnamed.uOutputTransform;\n if (_e77 == 2i) {\n let _e79 = (*c_2);\n param_1 = _e79;\n let _e80 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e80;\n }\n let _e82 = unnamed.uOutputTransform;\n if (_e82 == 3i) {\n let _e84 = (*c_2);\n let _e86 = unnamed.uOutputExposure;\n param_2 = (_e84 * _e86);\n let _e88 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e88;\n }\n let _e89 = (*c_2);\n param_3 = _e89;\n let _e90 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e90;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e69 = unnamed.uFogColor;\n let _e71 = unnamed.uUnderwaterColor;\n let _e73 = unnamed.uUnderwaterFactor;\n return mix(_e69, _e71, vec3(_e73));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e78 = unnamed.uFogMode;\n if (_e78 == 1i) {\n let _e81 = unnamed.uFogFar;\n let _e83 = unnamed.uFogNear;\n span = max((_e81 - _e83), 0.0001f);\n let _e86 = (*dist);\n let _e88 = unnamed.uFogNear;\n let _e90 = span;\n ramp = clamp(((_e86 - _e88) / _e90), 0f, 1f);\n let _e94 = unnamed.uUnderwaterFactor;\n if (_e94 <= 0f) {\n let _e96 = ramp;\n return _e96;\n }\n let _e98 = unnamed.uUnderwaterFogDensity;\n let _e99 = (*dist);\n wetLinear = (_e98 * _e99);\n let _e101 = ramp;\n let _e102 = wetLinear;\n let _e104 = wetLinear;\n let _e110 = unnamed.uUnderwaterFactor;\n return mix(_e101, (1f - exp2(((-(_e102) * _e104) * 1.442695f))), _e110);\n }\n let _e112 = (*pointY);\n let _e114 = unnamed.uFogEyeY;\n let _e117 = unnamed.uFogHeightFalloff;\n t = ((_e112 - _e114) * _e117);\n let _e119 = t;\n let _e122 = t;\n denom = select(_e122, 0.0001f, (abs(_e119) < 0.0001f));\n let _e125 = unnamed.uFogDensity;\n let _e127 = (*dist);\n let _e129 = denom;\n let _e134 = denom;\n air = (1f - exp((((-(_e125) * _e127) * (1f - exp(-(_e129)))) / _e134)));\n let _e139 = unnamed.uUnderwaterFactor;\n if (_e139 <= 0f) {\n let _e141 = air;\n return _e141;\n }\n let _e143 = unnamed.uUnderwaterFogDensity;\n let _e144 = (*dist);\n wet = (_e143 * _e144);\n let _e146 = air;\n let _e147 = wet;\n let _e149 = wet;\n let _e155 = unnamed.uUnderwaterFactor;\n return mix(_e146, (1f - exp2(((-(_e147) * _e149) * 1.442695f))), _e155);\n}\n\nfn main_1() {\n var edge: f32;\n var band: f32;\n var coverage: f32;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var color: vec3<f32>;\n var param_6: vec3<f32>;\n\n let _e76 = vSide_1;\n edge = (1f - abs(_e76));\n let _e79 = vSide_1;\n let _e80 = fwidth(_e79);\n let _e82 = unnamed.uSoftness;\n band = max(_e80, _e82);\n let _e84 = band;\n let _e85 = edge;\n coverage = smoothstep(0f, _e84, _e85);\n let _e87 = vWorldPos_1;\n let _e89 = unnamed.uCameraPos;\n param_4 = distance(_e87, _e89);\n let _e92 = vWorldPos_1[1u];\n param_5 = _e92;\n let _e93 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n fog = _e93;\n let _e95 = unnamed.uColor;\n let _e96 = mediumColor_u0028_();\n let _e97 = fog;\n color = mix(_e95, _e96, vec3(_e97));\n let _e100 = color;\n param_6 = _e100;\n let _e101 = applyOutputTransform_u0028_vf3_u003b((¶m_6));\n let _e102 = coverage;\n let _e104 = unnamed.uOpacity;\n outColor = vec4<f32>(_e101.x, _e101.y, _e101.z, (_e102 * _e104));\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(1) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e5 = outColor;\n return _e5;\n}\n";
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export declare const LINE_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWidth: f32,\n uMinWidthPerMetre: 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: f32,\n @location(1) member_1: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aFrom_1: vec3<f32>;\nvar<private> aTo_1: vec3<f32>;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vSide: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var from_: vec3<f32>;\n var to: vec3<f32>;\n var mid: vec3<f32>;\n var dir: vec3<f32>;\n var len: f32;\n var local: vec3<f32>;\n var view: vec3<f32>;\n var dist: f32;\n var local_1: vec3<f32>;\n var across: vec3<f32>;\n var span: f32;\n var local_2: vec3<f32>;\n var halfWidth: f32;\n var world: vec3<f32>;\n\n let _e37 = unnamed.uModel;\n let _e38 = aFrom_1;\n from_ = (_e37 * vec4<f32>(_e38.x, _e38.y, _e38.z, 1f)).xyz;\n let _e46 = unnamed.uModel;\n let _e47 = aTo_1;\n to = (_e46 * vec4<f32>(_e47.x, _e47.y, _e47.z, 1f)).xyz;\n let _e54 = from_;\n let _e55 = to;\n let _e57 = aCorner_1[0u];\n mid = mix(_e54, _e55, vec3(_e57));\n let _e60 = to;\n let _e61 = from_;\n dir = (_e60 - _e61);\n let _e63 = dir;\n len = length(_e63);\n let _e65 = len;\n if (_e65 > 0.000001f) {\n let _e67 = dir;\n let _e68 = len;\n local = (_e67 / vec3(_e68));\n } else {\n local = vec3<f32>(0f, 1f, 0f);\n }\n let _e71 = local;\n dir = _e71;\n let _e72 = mid;\n let _e74 = unnamed.uCameraPos;\n view = (_e72 - _e74);\n let _e76 = view;\n dist = length(_e76);\n let _e78 = dist;\n if (_e78 > 0.000001f) {\n let _e80 = view;\n let _e81 = dist;\n local_1 = (_e80 / vec3(_e81));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e84 = local_1;\n view = _e84;\n let _e85 = dir;\n let _e86 = view;\n across = cross(_e85, _e86);\n let _e88 = across;\n span = length(_e88);\n let _e90 = span;\n if (_e90 > 0.0001f) {\n let _e92 = across;\n let _e93 = span;\n local_2 = (_e92 / vec3(_e93));\n } else {\n let _e96 = dir;\n local_2 = normalize((cross(_e96, vec3<f32>(0f, 1f, 0f)) + vec3<f32>(0.001f, 0.001f, 0.001f)));\n }\n let _e100 = local_2;\n across = _e100;\n let _e102 = unnamed.uWidth;\n let _e103 = dist;\n let _e105 = unnamed.uMinWidthPerMetre;\n halfWidth = max(_e102, (_e103 * _e105));\n let _e108 = mid;\n let _e109 = across;\n let _e111 = aCorner_1[1u];\n let _e113 = halfWidth;\n world = (_e108 + ((_e109 * _e111) * _e113));\n let _e117 = aCorner_1[1u];\n vSide = _e117;\n let _e118 = world;\n vWorldPos = _e118;\n let _e120 = unnamed.uViewProj;\n let _e121 = world;\n unnamed_1.gl_Position = (_e120 * vec4<f32>(_e121.x, _e121.y, _e121.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aFrom: vec3<f32>, @location(1) aTo: vec3<f32>, @location(2) aCorner: vec2<f32>) -> VertexOutput {\n aFrom_1 = aFrom;\n aTo_1 = aTo;\n aCorner_1 = aCorner;\n main_1();\n let _e11 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e11);\n let _e13 = vSide;\n let _e14 = vWorldPos;\n let _e15 = unnamed_1.gl_Position;\n return VertexOutput(_e13, _e14, _e15);\n}\n";
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* What the transform assigned, so the renderer binds the same numbers.
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* The GLSL beside this file is the source of truth. A hand edit here is discarded by
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export const LINE_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uCameraPos: vec3<f32>,\n uSoftness: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let
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export const LINE_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uCameraPos: vec3<f32>,\n uSoftness: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e71 = (*c);\n low = (_e71 * 12.92f);\n let _e73 = (*c);\n high = ((pow(max(_e73, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e79 = high;\n let _e80 = low;\n let _e81 = (*c);\n return mix(_e79, _e80, step(_e81, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e72 = (*c_1)[0u];\n let _e74 = (*c_1)[1u];\n let _e76 = (*c_1)[2u];\n m = max(_e72, max(_e74, _e76));\n let _e79 = m;\n if (_e79 <= 0.8f) {\n let _e81 = (*c_1);\n return _e81;\n }\n let _e82 = m;\n e = (_e82 - 0.8f);\n let _e84 = (*c_1);\n let _e85 = e;\n let _e87 = e;\n let _e91 = m;\n return (_e84 * ((0.8f + ((0.2f * _e85) / (_e87 + 0.2f))) / _e91));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e71 = (*v);\n let _e72 = (*v);\n a = ((_e71 * (_e72 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e78 = (*v);\n let _e79 = (*v);\n b = ((_e78 * ((_e79 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e86 = a;\n let _e87 = b;\n return (_e86 / _e87);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e71 = unnamed.uOutputExposure;\n let _e72 = (*x);\n (*x) = (_e72 * _e71);\n let _e74 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e74);\n let _e76 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e76), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e73 = unnamed.uOutputTransform;\n if (_e73 == 0i) {\n let _e75 = (*c_2);\n return _e75;\n }\n let _e77 = unnamed.uOutputTransform;\n if (_e77 == 2i) {\n let _e79 = (*c_2);\n param_1 = _e79;\n let _e80 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e80;\n }\n let _e82 = unnamed.uOutputTransform;\n if (_e82 == 3i) {\n let _e84 = (*c_2);\n let _e86 = unnamed.uOutputExposure;\n param_2 = (_e84 * _e86);\n let _e88 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e88;\n }\n let _e89 = (*c_2);\n param_3 = _e89;\n let _e90 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e90;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e69 = unnamed.uFogColor;\n let _e71 = unnamed.uUnderwaterColor;\n let _e73 = unnamed.uUnderwaterFactor;\n return mix(_e69, _e71, vec3(_e73));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e78 = unnamed.uFogMode;\n if (_e78 == 1i) {\n let _e81 = unnamed.uFogFar;\n let _e83 = unnamed.uFogNear;\n span = max((_e81 - _e83), 0.0001f);\n let _e86 = (*dist);\n let _e88 = unnamed.uFogNear;\n let _e90 = span;\n ramp = clamp(((_e86 - _e88) / _e90), 0f, 1f);\n let _e94 = unnamed.uUnderwaterFactor;\n if (_e94 <= 0f) {\n let _e96 = ramp;\n return _e96;\n }\n let _e98 = unnamed.uUnderwaterFogDensity;\n let _e99 = (*dist);\n wetLinear = (_e98 * _e99);\n let _e101 = ramp;\n let _e102 = wetLinear;\n let _e104 = wetLinear;\n let _e110 = unnamed.uUnderwaterFactor;\n return mix(_e101, (1f - exp2(((-(_e102) * _e104) * 1.442695f))), _e110);\n }\n let _e112 = (*pointY);\n let _e114 = unnamed.uFogEyeY;\n let _e117 = unnamed.uFogHeightFalloff;\n t = ((_e112 - _e114) * _e117);\n let _e119 = t;\n let _e122 = t;\n denom = select(_e122, 0.0001f, (abs(_e119) < 0.0001f));\n let _e125 = unnamed.uFogDensity;\n let _e127 = (*dist);\n let _e129 = denom;\n let _e134 = denom;\n air = (1f - exp((((-(_e125) * _e127) * (1f - exp(-(_e129)))) / _e134)));\n let _e139 = unnamed.uUnderwaterFactor;\n if (_e139 <= 0f) {\n let _e141 = air;\n return _e141;\n }\n let _e143 = unnamed.uUnderwaterFogDensity;\n let _e144 = (*dist);\n wet = (_e143 * _e144);\n let _e146 = air;\n let _e147 = wet;\n let _e149 = wet;\n let _e155 = unnamed.uUnderwaterFactor;\n return mix(_e146, (1f - exp2(((-(_e147) * _e149) * 1.442695f))), _e155);\n}\n\nfn main_1() {\n var edge: f32;\n var band: f32;\n var coverage: f32;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var color: vec3<f32>;\n var param_6: vec3<f32>;\n\n let _e76 = vSide_1;\n edge = (1f - abs(_e76));\n let _e79 = vSide_1;\n let _e80 = fwidth(_e79);\n let _e82 = unnamed.uSoftness;\n band = max(_e80, _e82);\n let _e84 = band;\n let _e85 = edge;\n coverage = smoothstep(0f, _e84, _e85);\n let _e87 = vWorldPos_1;\n let _e89 = unnamed.uCameraPos;\n param_4 = distance(_e87, _e89);\n let _e92 = vWorldPos_1[1u];\n param_5 = _e92;\n let _e93 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n fog = _e93;\n let _e95 = unnamed.uColor;\n let _e96 = mediumColor_u0028_();\n let _e97 = fog;\n color = mix(_e95, _e96, vec3(_e97));\n let _e100 = color;\n param_6 = _e100;\n let _e101 = applyOutputTransform_u0028_vf3_u003b((¶m_6));\n let _e102 = coverage;\n let _e104 = unnamed.uOpacity;\n outColor = vec4<f32>(_e101.x, _e101.y, _e101.z, (_e102 * _e104));\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(1) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e5 = outColor;\n return _e5;\n}\n";
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export const LINE_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWidth: f32,\n uMinWidthPerMetre: 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: f32,\n @location(1) member_1: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aFrom_1: vec3<f32>;\nvar<private> aTo_1: vec3<f32>;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vSide: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var from_: vec3<f32>;\n var to: vec3<f32>;\n var mid: vec3<f32>;\n var dir: vec3<f32>;\n var len: f32;\n var local: vec3<f32>;\n var view: vec3<f32>;\n var dist: f32;\n var local_1: vec3<f32>;\n var across: vec3<f32>;\n var span: f32;\n var local_2: vec3<f32>;\n var halfWidth: f32;\n var world: vec3<f32>;\n\n let _e37 = unnamed.uModel;\n let _e38 = aFrom_1;\n from_ = (_e37 * vec4<f32>(_e38.x, _e38.y, _e38.z, 1f)).xyz;\n let _e46 = unnamed.uModel;\n let _e47 = aTo_1;\n to = (_e46 * vec4<f32>(_e47.x, _e47.y, _e47.z, 1f)).xyz;\n let _e54 = from_;\n let _e55 = to;\n let _e57 = aCorner_1[0u];\n mid = mix(_e54, _e55, vec3(_e57));\n let _e60 = to;\n let _e61 = from_;\n dir = (_e60 - _e61);\n let _e63 = dir;\n len = length(_e63);\n let _e65 = len;\n if (_e65 > 0.000001f) {\n let _e67 = dir;\n let _e68 = len;\n local = (_e67 / vec3(_e68));\n } else {\n local = vec3<f32>(0f, 1f, 0f);\n }\n let _e71 = local;\n dir = _e71;\n let _e72 = mid;\n let _e74 = unnamed.uCameraPos;\n view = (_e72 - _e74);\n let _e76 = view;\n dist = length(_e76);\n let _e78 = dist;\n if (_e78 > 0.000001f) {\n let _e80 = view;\n let _e81 = dist;\n local_1 = (_e80 / vec3(_e81));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e84 = local_1;\n view = _e84;\n let _e85 = dir;\n let _e86 = view;\n across = cross(_e85, _e86);\n let _e88 = across;\n span = length(_e88);\n let _e90 = span;\n if (_e90 > 0.0001f) {\n let _e92 = across;\n let _e93 = span;\n local_2 = (_e92 / vec3(_e93));\n } else {\n let _e96 = dir;\n local_2 = normalize((cross(_e96, vec3<f32>(0f, 1f, 0f)) + vec3<f32>(0.001f, 0.001f, 0.001f)));\n }\n let _e100 = local_2;\n across = _e100;\n let _e102 = unnamed.uWidth;\n let _e103 = dist;\n let _e105 = unnamed.uMinWidthPerMetre;\n halfWidth = max(_e102, (_e103 * _e105));\n let _e108 = mid;\n let _e109 = across;\n let _e111 = aCorner_1[1u];\n let _e113 = halfWidth;\n world = (_e108 + ((_e109 * _e111) * _e113));\n let _e117 = aCorner_1[1u];\n vSide = _e117;\n let _e118 = world;\n vWorldPos = _e118;\n let _e120 = unnamed.uViewProj;\n let _e121 = world;\n unnamed_1.gl_Position = (_e120 * vec4<f32>(_e121.x, _e121.y, _e121.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aFrom: vec3<f32>, @location(1) aTo: vec3<f32>, @location(2) aCorner: vec2<f32>) -> VertexOutput {\n aFrom_1 = aFrom;\n aTo_1 = aTo;\n aCorner_1 = aCorner;\n main_1();\n let _e11 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e11);\n let _e13 = vSide;\n let _e14 = vWorldPos;\n let _e15 = unnamed_1.gl_Position;\n return VertexOutput(_e13, _e14, _e15);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -1,6 +1,6 @@
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export declare const PARTICLE_MOTE_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uFogEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vAlpha_1: f32;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAge_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let
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export declare const PARTICLE_SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uNoiseOctaves: i32,\n uErosion: f32,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAlpha_1: f32;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e107 = (*c);\n low = (_e107 * 12.92f);\n let _e109 = (*c);\n high = ((pow(max(_e109, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e115 = high;\n let _e116 = low;\n let _e117 = (*c);\n return mix(_e115, _e116, step(_e117, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e107 = (*v);\n let _e108 = (*v);\n a = ((_e107 * (_e108 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e114 = (*v);\n let _e115 = (*v);\n b = ((_e114 * ((_e115 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e122 = a;\n let _e123 = b;\n return (_e122 / _e123);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e107 = unnamed.uOutputExposure;\n let _e108 = (*x);\n (*x) = (_e108 * _e107);\n let _e110 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e110);\n let _e112 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e112), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n\n let _e108 = unnamed.uOutputTransform;\n if (_e108 == 0i) {\n let _e110 = (*c_1);\n return _e110;\n }\n let _e112 = unnamed.uOutputTransform;\n if (_e112 == 2i) {\n let _e114 = (*c_1);\n param_1 = _e114;\n let _e115 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_1) = _e115;\n }\n let _e116 = (*c_1);\n param_2 = _e116;\n let _e117 = linearToSrgb_u0028_vf3_u003b((¶m_2));\n return _e117;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e105 = unnamed.uFogColor;\n let _e107 = unnamed.uUnderwaterColor;\n let _e109 = unnamed.uUnderwaterFactor;\n return mix(_e105, _e107, vec3(_e109));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e114 = unnamed.uFogMode;\n if (_e114 == 1i) {\n let _e117 = unnamed.uFogFar;\n let _e119 = unnamed.uFogNear;\n span = max((_e117 - _e119), 0.0001f);\n let _e122 = (*dist);\n let _e124 = unnamed.uFogNear;\n let _e126 = span;\n ramp = clamp(((_e122 - _e124) / _e126), 0f, 1f);\n let _e130 = unnamed.uUnderwaterFactor;\n if (_e130 <= 0f) {\n let _e132 = ramp;\n return _e132;\n }\n let _e134 = unnamed.uUnderwaterFogDensity;\n let _e135 = (*dist);\n wetLinear = (_e134 * _e135);\n let _e137 = ramp;\n let _e138 = wetLinear;\n let _e140 = wetLinear;\n let _e146 = unnamed.uUnderwaterFactor;\n return mix(_e137, (1f - exp2(((-(_e138) * _e140) * 1.442695f))), _e146);\n }\n let _e148 = (*pointY);\n let _e150 = unnamed.uFogEyeY;\n let _e153 = unnamed.uFogHeightFalloff;\n t = ((_e148 - _e150) * _e153);\n let _e155 = t;\n let _e158 = t;\n denom = select(_e158, 0.0001f, (abs(_e155) < 0.0001f));\n let _e161 = unnamed.uFogDensity;\n let _e163 = (*dist);\n let _e165 = denom;\n let _e170 = denom;\n air = (1f - exp((((-(_e161) * _e163) * (1f - exp(-(_e165)))) / _e170)));\n let _e175 = unnamed.uUnderwaterFactor;\n if (_e175 <= 0f) {\n let _e177 = air;\n return _e177;\n }\n let _e179 = unnamed.uUnderwaterFogDensity;\n let _e180 = (*dist);\n wet = (_e179 * _e180);\n let _e182 = air;\n let _e183 = wet;\n let _e185 = wet;\n let _e191 = unnamed.uUnderwaterFactor;\n return mix(_e182, (1f - exp2(((-(_e183) * _e185) * 1.442695f))), _e191);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e105 = (*p);\n return fract((sin(dot(_e105, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_3: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n\n let _e112 = (*p_1);\n i = floor(_e112);\n let _e114 = (*p_1);\n f = fract(_e114);\n let _e116 = f;\n let _e117 = f;\n let _e119 = f;\n u = ((_e116 * _e117) * (vec2(3f) - (_e119 * 2f)));\n let _e124 = i;\n param_3 = _e124;\n let _e125 = hash21_u0028_vf2_u003b((¶m_3));\n let _e126 = i;\n param_4 = (_e126 + vec2<f32>(1f, 0f));\n let _e128 = hash21_u0028_vf2_u003b((¶m_4));\n let _e130 = u[0u];\n let _e132 = i;\n param_5 = (_e132 + vec2<f32>(0f, 1f));\n let _e134 = hash21_u0028_vf2_u003b((¶m_5));\n let _e135 = i;\n param_6 = (_e135 + vec2<f32>(1f, 1f));\n let _e137 = hash21_u0028_vf2_u003b((¶m_6));\n let _e139 = u[0u];\n let _e142 = u[1u];\n return mix(mix(_e125, _e128, _e130), mix(_e134, _e137, _e139), _e142);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b_i1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>, octaves: ptr<function, i32>) -> f32 {\n var v_1: f32;\n var param_7: vec2<f32>;\n var param_8: vec2<f32>;\n\n let _e110 = (*p_2);\n let _e112 = (*t_1);\n param_7 = ((_e110 * 2.4f) + vec2<f32>(0f, (-(_e112) * 0.5f)));\n let _e117 = valueNoise_u0028_vf2_u003b((¶m_7));\n v_1 = (_e117 * 0.62f);\n let _e119 = (*octaves);\n if (_e119 == 1i) {\n let _e121 = v_1;\n return (_e121 / 0.62f);\n }\n let _e123 = (*p_2);\n let _e125 = (*t_1);\n let _e127 = (*t_1);\n param_8 = ((_e123 * 5.1f) + vec2<f32>((_e125 * 0.15f), (-(_e127) * 0.8f)));\n let _e132 = valueNoise_u0028_vf2_u003b((¶m_8));\n let _e134 = v_1;\n v_1 = (_e134 + (_e132 * 0.38f));\n let _e136 = v_1;\n return (_e136 / 1f);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var t_2: f32;\n var n: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var param_11: i32;\n var erode: f32;\n var mask: f32;\n var n3_: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var i_1: i32;\n var toLight: vec3<f32>;\n var dist_1: f32;\n var radius: f32;\n var falloff: f32;\n var wrapped: f32;\n var shaded: vec3<f32>;\n var fog: f32;\n var param_12: f32;\n var param_13: f32;\n var param_14: vec3<f32>;\n\n let _e127 = vUv_1;\n r = length(_e127);\n let _e129 = r;\n body = (1f - smoothstep(0.35f, 1f, _e129));\n let _e132 = body;\n if (_e132 <= 0f) {\n discard;\n }\n let _e135 = unnamed.uTime;\n let _e137 = vSeed_1;\n t_2 = ((_e135 * 0.55f) + (_e137 * 7.31f));\n let _e140 = vUv_1;\n let _e141 = vAge_1;\n let _e145 = vSeed_1;\n param_9 = ((_e140 * (0.9f + (_e141 * 1.4f))) + vec2<f32>((_e145 * 3.7f), 0f));\n let _e149 = t_2;\n param_10 = _e149;\n let _e151 = unnamed.uNoiseOctaves;\n param_11 = _e151;\n let _e152 = billow_u0028_vf2_u003b_f1_u003b_i1_u003b((¶m_9), (¶m_10), (¶m_11));\n n = _e152;\n let _e153 = n;\n let _e155 = unnamed.uErosion;\n let _e156 = vAge_1;\n erode = mix(1f, _e153, (_e155 * (0.35f + (_e156 * 0.65f))));\n let _e161 = body;\n let _e162 = erode;\n mask = clamp((_e161 * _e162), 0f, 1f);\n let _e165 = mask;\n let _e167 = mask;\n mask = (_e167 * smoothstep(0f, 0.25f, _e165));\n let _e169 = mask;\n if (_e169 <= 0.002f) {\n discard;\n }\n let _e171 = vNormal_1;\n n3_ = normalize(_e171);\n let _e173 = n3_;\n let _e175 = unnamed.uDirectionalDir;\n ndl = ((dot(_e173, _e175) * 0.5f) + 0.5f);\n let _e180 = unnamed.uAmbient;\n let _e182 = unnamed.uDirectionalColor;\n let _e183 = ndl;\n lit = (_e180 + (_e182 * _e183));\n i_1 = 0i;\n loop {\n let _e186 = i_1;\n if (_e186 < 16i) {\n let _e188 = i_1;\n let _e190 = unnamed.uLightCount;\n if (_e188 >= _e190) {\n break;\n }\n let _e192 = i_1;\n let _e195 = unnamed.uLightPos[_e192];\n let _e196 = vWorldPos_1;\n toLight = (_e195 - _e196);\n let _e198 = toLight;\n dist_1 = length(_e198);\n let _e200 = i_1;\n let _e204 = unnamed.uLightRadius[_e200][0u];\n radius = _e204;\n let _e205 = radius;\n let _e207 = dist_1;\n let _e208 = radius;\n if ((_e205 <= 0f) || (_e207 >= _e208)) {\n continue;\n }\n let _e211 = dist_1;\n let _e212 = radius;\n falloff = (1f - (_e211 / _e212));\n let _e215 = n3_;\n let _e216 = toLight;\n let _e217 = dist_1;\n wrapped = ((dot(_e215, (_e216 / vec3(max(_e217, 0.0001f)))) * 0.5f) + 0.5f);\n let _e224 = i_1;\n let _e227 = unnamed.uLightColor[_e224];\n let _e228 = falloff;\n let _e230 = falloff;\n let _e232 = wrapped;\n let _e234 = i_1;\n let _e238 = unnamed.uLightWeight[_e234][0u];\n let _e240 = lit;\n lit = (_e240 + ((((_e227 * _e228) * _e230) * _e232) * _e238));\n continue;\n } else {\n break;\n }\n continuing {\n let _e242 = i_1;\n i_1 = (_e242 + 1i);\n }\n }\n let _e244 = vColor_1;\n let _e245 = lit;\n shaded = (_e244 * _e245);\n let _e247 = vWorldPos_1;\n let _e249 = unnamed.uCameraPos;\n param_12 = distance(_e247, _e249);\n let _e252 = vWorldPos_1[1u];\n param_13 = _e252;\n let _e253 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_12), (¶m_13));\n fog = _e253;\n let _e254 = shaded;\n let _e255 = mediumColor_u0028_();\n let _e256 = fog;\n param_14 = mix(_e254, _e255, vec3(_e256));\n let _e259 = applyOutputTransform_u0028_vf3_u003b((¶m_14));\n let _e260 = mask;\n let _e261 = vAlpha_1;\n outColor = vec4<f32>(_e259.x, _e259.y, _e259.z, (_e260 * _e261));\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(6) vNormal: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(2) vAlpha: f32) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vAlpha_1 = vAlpha;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
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export declare const PARTICLE_SPARK_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCameraPos: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let
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export declare const PARTICLE_MOTE_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uFogEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vAlpha_1: f32;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAge_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e76 = (*c);\n low = (_e76 * 12.92f);\n let _e78 = (*c);\n high = ((pow(max(_e78, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e84 = high;\n let _e85 = low;\n let _e86 = (*c);\n return mix(_e84, _e85, step(_e86, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e77 = (*c_1)[0u];\n let _e79 = (*c_1)[1u];\n let _e81 = (*c_1)[2u];\n m = max(_e77, max(_e79, _e81));\n let _e84 = m;\n if (_e84 <= 0.8f) {\n let _e86 = (*c_1);\n return _e86;\n }\n let _e87 = m;\n e = (_e87 - 0.8f);\n let _e89 = (*c_1);\n let _e90 = e;\n let _e92 = e;\n let _e96 = m;\n return (_e89 * ((0.8f + ((0.2f * _e90) / (_e92 + 0.2f))) / _e96));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e76 = (*v);\n let _e77 = (*v);\n a = ((_e76 * (_e77 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e83 = (*v);\n let _e84 = (*v);\n b = ((_e83 * ((_e84 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e91 = a;\n let _e92 = b;\n return (_e91 / _e92);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e76 = unnamed.uOutputExposure;\n let _e77 = (*x);\n (*x) = (_e77 * _e76);\n let _e79 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e79);\n let _e81 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e81), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e78 = unnamed.uOutputTransform;\n if (_e78 == 0i) {\n let _e80 = (*c_2);\n return _e80;\n }\n let _e82 = unnamed.uOutputTransform;\n if (_e82 == 2i) {\n let _e84 = (*c_2);\n param_1 = _e84;\n let _e85 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e85;\n }\n let _e87 = unnamed.uOutputTransform;\n if (_e87 == 3i) {\n let _e89 = (*c_2);\n let _e91 = unnamed.uOutputExposure;\n param_2 = (_e89 * _e91);\n let _e93 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e93;\n }\n let _e94 = (*c_2);\n param_3 = _e94;\n let _e95 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e95;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e74 = unnamed.uFogColor;\n let _e76 = unnamed.uUnderwaterColor;\n let _e78 = unnamed.uUnderwaterFactor;\n return mix(_e74, _e76, vec3(_e78));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e83 = unnamed.uFogMode;\n if (_e83 == 1i) {\n let _e86 = unnamed.uFogFar;\n let _e88 = unnamed.uFogNear;\n span = max((_e86 - _e88), 0.0001f);\n let _e91 = (*dist);\n let _e93 = unnamed.uFogNear;\n let _e95 = span;\n ramp = clamp(((_e91 - _e93) / _e95), 0f, 1f);\n let _e99 = unnamed.uUnderwaterFactor;\n if (_e99 <= 0f) {\n let _e101 = ramp;\n return _e101;\n }\n let _e103 = unnamed.uUnderwaterFogDensity;\n let _e104 = (*dist);\n wetLinear = (_e103 * _e104);\n let _e106 = ramp;\n let _e107 = wetLinear;\n let _e109 = wetLinear;\n let _e115 = unnamed.uUnderwaterFactor;\n return mix(_e106, (1f - exp2(((-(_e107) * _e109) * 1.442695f))), _e115);\n }\n let _e117 = (*pointY);\n let _e119 = unnamed.uFogEyeY;\n let _e122 = unnamed.uFogHeightFalloff;\n t = ((_e117 - _e119) * _e122);\n let _e124 = t;\n let _e127 = t;\n denom = select(_e127, 0.0001f, (abs(_e124) < 0.0001f));\n let _e130 = unnamed.uFogDensity;\n let _e132 = (*dist);\n let _e134 = denom;\n let _e139 = denom;\n air = (1f - exp((((-(_e130) * _e132) * (1f - exp(-(_e134)))) / _e139)));\n let _e144 = unnamed.uUnderwaterFactor;\n if (_e144 <= 0f) {\n let _e146 = air;\n return _e146;\n }\n let _e148 = unnamed.uUnderwaterFogDensity;\n let _e149 = (*dist);\n wet = (_e148 * _e149);\n let _e151 = air;\n let _e152 = wet;\n let _e154 = wet;\n let _e160 = unnamed.uUnderwaterFactor;\n return mix(_e151, (1f - exp2(((-(_e152) * _e154) * 1.442695f))), _e160);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var alpha: f32;\n var color: vec3<f32>;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var param_6: vec3<f32>;\n\n let _e81 = vUv_1;\n r = length(_e81);\n let _e83 = r;\n body = (1f - smoothstep(0.4f, 1f, _e83));\n let _e86 = body;\n if (_e86 <= 0f) {\n discard;\n }\n let _e88 = body;\n let _e89 = body;\n let _e91 = vAlpha_1;\n alpha = ((_e88 * _e89) * _e91);\n let _e93 = alpha;\n if (_e93 <= 0.002f) {\n discard;\n }\n let _e95 = vColor_1;\n color = _e95;\n let _e97 = unnamed.uFogEnabled;\n if (_e97 != 0i) {\n let _e99 = vWorldPos_1;\n let _e101 = unnamed.uCameraPos;\n param_4 = distance(_e99, _e101);\n let _e104 = vWorldPos_1[1u];\n param_5 = _e104;\n let _e105 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n fog = _e105;\n let _e106 = color;\n let _e107 = mediumColor_u0028_();\n let _e108 = fog;\n color = mix(_e106, _e107, vec3(_e108));\n }\n let _e111 = color;\n param_6 = _e111;\n let _e112 = applyOutputTransform_u0028_vf3_u003b((¶m_6));\n let _e113 = alpha;\n outColor = vec4<f32>(_e112.x, _e112.y, _e112.z, _e113);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(2) vAlpha: f32, @location(1) vColor: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(3) vAge: f32, @location(4) vSeed: f32, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vAlpha_1 = vAlpha;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n vAge_1 = vAge;\n vSeed_1 = vSeed;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
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export declare const PARTICLE_SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uNoiseOctaves: i32,\n uErosion: f32,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAlpha_1: f32;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e109 = (*c);\n low = (_e109 * 12.92f);\n let _e111 = (*c);\n high = ((pow(max(_e111, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e117 = high;\n let _e118 = low;\n let _e119 = (*c);\n return mix(_e117, _e118, step(_e119, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e110 = (*c_1)[0u];\n let _e112 = (*c_1)[1u];\n let _e114 = (*c_1)[2u];\n m = max(_e110, max(_e112, _e114));\n let _e117 = m;\n if (_e117 <= 0.8f) {\n let _e119 = (*c_1);\n return _e119;\n }\n let _e120 = m;\n e = (_e120 - 0.8f);\n let _e122 = (*c_1);\n let _e123 = e;\n let _e125 = e;\n let _e129 = m;\n return (_e122 * ((0.8f + ((0.2f * _e123) / (_e125 + 0.2f))) / _e129));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e109 = (*v);\n let _e110 = (*v);\n a = ((_e109 * (_e110 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e116 = (*v);\n let _e117 = (*v);\n b = ((_e116 * ((_e117 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e124 = a;\n let _e125 = b;\n return (_e124 / _e125);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e109 = unnamed.uOutputExposure;\n let _e110 = (*x);\n (*x) = (_e110 * _e109);\n let _e112 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e112);\n let _e114 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e114), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e111 = unnamed.uOutputTransform;\n if (_e111 == 0i) {\n let _e113 = (*c_2);\n return _e113;\n }\n let _e115 = unnamed.uOutputTransform;\n if (_e115 == 2i) {\n let _e117 = (*c_2);\n param_1 = _e117;\n let _e118 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e118;\n }\n let _e120 = unnamed.uOutputTransform;\n if (_e120 == 3i) {\n let _e122 = (*c_2);\n let _e124 = unnamed.uOutputExposure;\n param_2 = (_e122 * _e124);\n let _e126 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e126;\n }\n let _e127 = (*c_2);\n param_3 = _e127;\n let _e128 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e128;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e107 = unnamed.uFogColor;\n let _e109 = unnamed.uUnderwaterColor;\n let _e111 = unnamed.uUnderwaterFactor;\n return mix(_e107, _e109, vec3(_e111));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e116 = unnamed.uFogMode;\n if (_e116 == 1i) {\n let _e119 = unnamed.uFogFar;\n let _e121 = unnamed.uFogNear;\n span = max((_e119 - _e121), 0.0001f);\n let _e124 = (*dist);\n let _e126 = unnamed.uFogNear;\n let _e128 = span;\n ramp = clamp(((_e124 - _e126) / _e128), 0f, 1f);\n let _e132 = unnamed.uUnderwaterFactor;\n if (_e132 <= 0f) {\n let _e134 = ramp;\n return _e134;\n }\n let _e136 = unnamed.uUnderwaterFogDensity;\n let _e137 = (*dist);\n wetLinear = (_e136 * _e137);\n let _e139 = ramp;\n let _e140 = wetLinear;\n let _e142 = wetLinear;\n let _e148 = unnamed.uUnderwaterFactor;\n return mix(_e139, (1f - exp2(((-(_e140) * _e142) * 1.442695f))), _e148);\n }\n let _e150 = (*pointY);\n let _e152 = unnamed.uFogEyeY;\n let _e155 = unnamed.uFogHeightFalloff;\n t = ((_e150 - _e152) * _e155);\n let _e157 = t;\n let _e160 = t;\n denom = select(_e160, 0.0001f, (abs(_e157) < 0.0001f));\n let _e163 = unnamed.uFogDensity;\n let _e165 = (*dist);\n let _e167 = denom;\n let _e172 = denom;\n air = (1f - exp((((-(_e163) * _e165) * (1f - exp(-(_e167)))) / _e172)));\n let _e177 = unnamed.uUnderwaterFactor;\n if (_e177 <= 0f) {\n let _e179 = air;\n return _e179;\n }\n let _e181 = unnamed.uUnderwaterFogDensity;\n let _e182 = (*dist);\n wet = (_e181 * _e182);\n let _e184 = air;\n let _e185 = wet;\n let _e187 = wet;\n let _e193 = unnamed.uUnderwaterFactor;\n return mix(_e184, (1f - exp2(((-(_e185) * _e187) * 1.442695f))), _e193);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e107 = (*p);\n return fract((sin(dot(_e107, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e114 = (*p_1);\n i = floor(_e114);\n let _e116 = (*p_1);\n f = fract(_e116);\n let _e118 = f;\n let _e119 = f;\n let _e121 = f;\n u = ((_e118 * _e119) * (vec2(3f) - (_e121 * 2f)));\n let _e126 = i;\n param_4 = _e126;\n let _e127 = hash21_u0028_vf2_u003b((¶m_4));\n let _e128 = i;\n param_5 = (_e128 + vec2<f32>(1f, 0f));\n let _e130 = hash21_u0028_vf2_u003b((¶m_5));\n let _e132 = u[0u];\n let _e134 = i;\n param_6 = (_e134 + vec2<f32>(0f, 1f));\n let _e136 = hash21_u0028_vf2_u003b((¶m_6));\n let _e137 = i;\n param_7 = (_e137 + vec2<f32>(1f, 1f));\n let _e139 = hash21_u0028_vf2_u003b((¶m_7));\n let _e141 = u[0u];\n let _e144 = u[1u];\n return mix(mix(_e127, _e130, _e132), mix(_e136, _e139, _e141), _e144);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b_i1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>, octaves: ptr<function, i32>) -> f32 {\n var v_1: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n\n let _e112 = (*p_2);\n let _e114 = (*t_1);\n param_8 = ((_e112 * 2.4f) + vec2<f32>(0f, (-(_e114) * 0.5f)));\n let _e119 = valueNoise_u0028_vf2_u003b((¶m_8));\n v_1 = (_e119 * 0.62f);\n let _e121 = (*octaves);\n if (_e121 == 1i) {\n let _e123 = v_1;\n return (_e123 / 0.62f);\n }\n let _e125 = (*p_2);\n let _e127 = (*t_1);\n let _e129 = (*t_1);\n param_9 = ((_e125 * 5.1f) + vec2<f32>((_e127 * 0.15f), (-(_e129) * 0.8f)));\n let _e134 = valueNoise_u0028_vf2_u003b((¶m_9));\n let _e136 = v_1;\n v_1 = (_e136 + (_e134 * 0.38f));\n let _e138 = v_1;\n return (_e138 / 1f);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var t_2: f32;\n var n: f32;\n var param_10: vec2<f32>;\n var param_11: f32;\n var param_12: i32;\n var erode: f32;\n var mask: f32;\n var n3_: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var i_1: i32;\n var toLight: vec3<f32>;\n var dist_1: f32;\n var radius: f32;\n var falloff: f32;\n var wrapped: f32;\n var shaded: vec3<f32>;\n var fog: f32;\n var param_13: f32;\n var param_14: f32;\n var param_15: vec3<f32>;\n\n let _e129 = vUv_1;\n r = length(_e129);\n let _e131 = r;\n body = (1f - smoothstep(0.35f, 1f, _e131));\n let _e134 = body;\n if (_e134 <= 0f) {\n discard;\n }\n let _e137 = unnamed.uTime;\n let _e139 = vSeed_1;\n t_2 = ((_e137 * 0.55f) + (_e139 * 7.31f));\n let _e142 = vUv_1;\n let _e143 = vAge_1;\n let _e147 = vSeed_1;\n param_10 = ((_e142 * (0.9f + (_e143 * 1.4f))) + vec2<f32>((_e147 * 3.7f), 0f));\n let _e151 = t_2;\n param_11 = _e151;\n let _e153 = unnamed.uNoiseOctaves;\n param_12 = _e153;\n let _e154 = billow_u0028_vf2_u003b_f1_u003b_i1_u003b((¶m_10), (¶m_11), (¶m_12));\n n = _e154;\n let _e155 = n;\n let _e157 = unnamed.uErosion;\n let _e158 = vAge_1;\n erode = mix(1f, _e155, (_e157 * (0.35f + (_e158 * 0.65f))));\n let _e163 = body;\n let _e164 = erode;\n mask = clamp((_e163 * _e164), 0f, 1f);\n let _e167 = mask;\n let _e169 = mask;\n mask = (_e169 * smoothstep(0f, 0.25f, _e167));\n let _e171 = mask;\n if (_e171 <= 0.002f) {\n discard;\n }\n let _e173 = vNormal_1;\n n3_ = normalize(_e173);\n let _e175 = n3_;\n let _e177 = unnamed.uDirectionalDir;\n ndl = ((dot(_e175, _e177) * 0.5f) + 0.5f);\n let _e182 = unnamed.uAmbient;\n let _e184 = unnamed.uDirectionalColor;\n let _e185 = ndl;\n lit = (_e182 + (_e184 * _e185));\n i_1 = 0i;\n loop {\n let _e188 = i_1;\n if (_e188 < 16i) {\n let _e190 = i_1;\n let _e192 = unnamed.uLightCount;\n if (_e190 >= _e192) {\n break;\n }\n let _e194 = i_1;\n let _e197 = unnamed.uLightPos[_e194];\n let _e198 = vWorldPos_1;\n toLight = (_e197 - _e198);\n let _e200 = toLight;\n dist_1 = length(_e200);\n let _e202 = i_1;\n let _e206 = unnamed.uLightRadius[_e202][0u];\n radius = _e206;\n let _e207 = radius;\n let _e209 = dist_1;\n let _e210 = radius;\n if ((_e207 <= 0f) || (_e209 >= _e210)) {\n continue;\n }\n let _e213 = dist_1;\n let _e214 = radius;\n falloff = (1f - (_e213 / _e214));\n let _e217 = n3_;\n let _e218 = toLight;\n let _e219 = dist_1;\n wrapped = ((dot(_e217, (_e218 / vec3(max(_e219, 0.0001f)))) * 0.5f) + 0.5f);\n let _e226 = i_1;\n let _e229 = unnamed.uLightColor[_e226];\n let _e230 = falloff;\n let _e232 = falloff;\n let _e234 = wrapped;\n let _e236 = i_1;\n let _e240 = unnamed.uLightWeight[_e236][0u];\n let _e242 = lit;\n lit = (_e242 + ((((_e229 * _e230) * _e232) * _e234) * _e240));\n continue;\n } else {\n break;\n }\n continuing {\n let _e244 = i_1;\n i_1 = (_e244 + 1i);\n }\n }\n let _e246 = vColor_1;\n let _e247 = lit;\n shaded = (_e246 * _e247);\n let _e249 = vWorldPos_1;\n let _e251 = unnamed.uCameraPos;\n param_13 = distance(_e249, _e251);\n let _e254 = vWorldPos_1[1u];\n param_14 = _e254;\n let _e255 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_13), (¶m_14));\n fog = _e255;\n let _e256 = shaded;\n let _e257 = mediumColor_u0028_();\n let _e258 = fog;\n param_15 = mix(_e256, _e257, vec3(_e258));\n let _e261 = applyOutputTransform_u0028_vf3_u003b((¶m_15));\n let _e262 = mask;\n let _e263 = vAlpha_1;\n outColor = vec4<f32>(_e261.x, _e261.y, _e261.z, (_e262 * _e263));\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(6) vNormal: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(2) vAlpha: f32) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vAlpha_1 = vAlpha;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
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export declare const PARTICLE_SPARK_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCameraPos: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e90 = (*c);\n low = (_e90 * 12.92f);\n let _e92 = (*c);\n high = ((pow(max(_e92, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e98 = high;\n let _e99 = low;\n let _e100 = (*c);\n return mix(_e98, _e99, step(_e100, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e91 = (*c_1)[0u];\n let _e93 = (*c_1)[1u];\n let _e95 = (*c_1)[2u];\n m = max(_e91, max(_e93, _e95));\n let _e98 = m;\n if (_e98 <= 0.8f) {\n let _e100 = (*c_1);\n return _e100;\n }\n let _e101 = m;\n e = (_e101 - 0.8f);\n let _e103 = (*c_1);\n let _e104 = e;\n let _e106 = e;\n let _e110 = m;\n return (_e103 * ((0.8f + ((0.2f * _e104) / (_e106 + 0.2f))) / _e110));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e90 = (*v);\n let _e91 = (*v);\n a = ((_e90 * (_e91 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e97 = (*v);\n let _e98 = (*v);\n b = ((_e97 * ((_e98 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e105 = a;\n let _e106 = b;\n return (_e105 / _e106);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e90 = unnamed.uOutputExposure;\n let _e91 = (*x);\n (*x) = (_e91 * _e90);\n let _e93 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e93);\n let _e95 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e95), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e92 = unnamed.uOutputTransform;\n if (_e92 == 0i) {\n let _e94 = (*c_2);\n return _e94;\n }\n let _e96 = unnamed.uOutputTransform;\n if (_e96 == 2i) {\n let _e98 = (*c_2);\n param_1 = _e98;\n let _e99 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e99;\n }\n let _e101 = unnamed.uOutputTransform;\n if (_e101 == 3i) {\n let _e103 = (*c_2);\n let _e105 = unnamed.uOutputExposure;\n param_2 = (_e103 * _e105);\n let _e107 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e107;\n }\n let _e108 = (*c_2);\n param_3 = _e108;\n let _e109 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e109;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e97 = unnamed.uFogMode;\n if (_e97 == 1i) {\n let _e100 = unnamed.uFogFar;\n let _e102 = unnamed.uFogNear;\n span = max((_e100 - _e102), 0.0001f);\n let _e105 = (*dist);\n let _e107 = unnamed.uFogNear;\n let _e109 = span;\n ramp = clamp(((_e105 - _e107) / _e109), 0f, 1f);\n let _e113 = unnamed.uUnderwaterFactor;\n if (_e113 <= 0f) {\n let _e115 = ramp;\n return _e115;\n }\n let _e117 = unnamed.uUnderwaterFogDensity;\n let _e118 = (*dist);\n wetLinear = (_e117 * _e118);\n let _e120 = ramp;\n let _e121 = wetLinear;\n let _e123 = wetLinear;\n let _e129 = unnamed.uUnderwaterFactor;\n return mix(_e120, (1f - exp2(((-(_e121) * _e123) * 1.442695f))), _e129);\n }\n let _e131 = (*pointY);\n let _e133 = unnamed.uFogEyeY;\n let _e136 = unnamed.uFogHeightFalloff;\n t = ((_e131 - _e133) * _e136);\n let _e138 = t;\n let _e141 = t;\n denom = select(_e141, 0.0001f, (abs(_e138) < 0.0001f));\n let _e144 = unnamed.uFogDensity;\n let _e146 = (*dist);\n let _e148 = denom;\n let _e153 = denom;\n air = (1f - exp((((-(_e144) * _e146) * (1f - exp(-(_e148)))) / _e153)));\n let _e158 = unnamed.uUnderwaterFactor;\n if (_e158 <= 0f) {\n let _e160 = air;\n return _e160;\n }\n let _e162 = unnamed.uUnderwaterFogDensity;\n let _e163 = (*dist);\n wet = (_e162 * _e163);\n let _e165 = air;\n let _e166 = wet;\n let _e168 = wet;\n let _e174 = unnamed.uUnderwaterFactor;\n return mix(_e165, (1f - exp2(((-(_e166) * _e168) * 1.442695f))), _e174);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e88 = (*p);\n return fract((sin(dot(_e88, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e95 = (*p_1);\n i = floor(_e95);\n let _e97 = (*p_1);\n f = fract(_e97);\n let _e99 = f;\n let _e100 = f;\n let _e102 = f;\n u = ((_e99 * _e100) * (vec2(3f) - (_e102 * 2f)));\n let _e107 = i;\n param_4 = _e107;\n let _e108 = hash21_u0028_vf2_u003b((¶m_4));\n let _e109 = i;\n param_5 = (_e109 + vec2<f32>(1f, 0f));\n let _e111 = hash21_u0028_vf2_u003b((¶m_5));\n let _e113 = u[0u];\n let _e115 = i;\n param_6 = (_e115 + vec2<f32>(0f, 1f));\n let _e117 = hash21_u0028_vf2_u003b((¶m_6));\n let _e118 = i;\n param_7 = (_e118 + vec2<f32>(1f, 1f));\n let _e120 = hash21_u0028_vf2_u003b((¶m_7));\n let _e122 = u[0u];\n let _e125 = u[1u];\n return mix(mix(_e108, _e111, _e113), mix(_e117, _e120, _e122), _e125);\n}\n\nfn main_1() {\n var r: f32;\n var core: f32;\n var halo: f32;\n var flick: f32;\n var param_8: vec2<f32>;\n var cool: f32;\n var energy: f32;\n var fog: f32;\n var param_9: f32;\n var param_10: f32;\n var param_11: vec3<f32>;\n\n let _e98 = vUv_1;\n r = length(_e98);\n let _e100 = r;\n if (_e100 > 1f) {\n discard;\n }\n let _e102 = r;\n core = pow((1f - clamp(_e102, 0f, 1f)), 6f);\n let _e106 = r;\n halo = pow((1f - clamp(_e106, 0f, 1f)), 1.6f);\n let _e111 = unnamed.uTime;\n let _e113 = vSeed_1;\n let _e116 = vSeed_1;\n param_8 = vec2<f32>(((_e111 * 9f) + (_e113 * 13f)), _e116);\n let _e118 = valueNoise_u0028_vf2_u003b((¶m_8));\n flick = (0.7f + (0.3f * _e118));\n let _e121 = vAge_1;\n let _e122 = vAge_1;\n cool = (1f - (_e121 * _e122));\n let _e125 = halo;\n let _e127 = core;\n let _e129 = unnamed.uCoreGain;\n let _e132 = flick;\n let _e134 = cool;\n let _e136 = vAlpha_1;\n energy = (((((_e125 * 0.55f) + (_e127 * _e129)) * _e132) * _e134) * _e136);\n let _e138 = vWorldPos_1;\n let _e140 = unnamed.uCameraPos;\n param_9 = distance(_e138, _e140);\n let _e143 = vWorldPos_1[1u];\n param_10 = _e143;\n let _e144 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_9), (¶m_10));\n fog = _e144;\n let _e145 = fog;\n let _e147 = energy;\n energy = (_e147 * (1f - _e145));\n let _e149 = vColor_1;\n let _e150 = energy;\n param_11 = (_e149 * _e150);\n let _e152 = applyOutputTransform_u0028_vf3_u003b((¶m_11));\n outColor = vec4<f32>(_e152.x, _e152.y, _e152.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(2) vAlpha: f32, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vAlpha_1 = vAlpha;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
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export declare const PARTICLE_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uStretchSec: f32,\n uCameraFacing: 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: vec2<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) member_2: f32,\n @location(3) member_3: f32,\n @location(4) member_4: f32,\n @location(5) member_5: vec3<f32>,\n @location(6) member_6: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aSpin_1: f32;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPos_1: vec3<f32>;\nvar<private> aBlade_1: f32;\nvar<private> aSize_1: f32;\nvar<private> aVelocity_1: vec3<f32>;\nvar<private> vUv: vec2<f32>;\nvar<private> vColor: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> vAlpha: f32;\nvar<private> aAlpha_1: f32;\nvar<private> vAge: f32;\nvar<private> aAge_1: f32;\nvar<private> vSeed: f32;\nvar<private> aSeed_1: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var s: f32;\n var c: f32;\n var rolled: vec2<f32>;\n var toCamera: vec3<f32>;\n var reference: vec3<f32>;\n var across: vec3<f32>;\n var up: vec3<f32>;\n var bladeGain: f32;\n var offset: vec3<f32>;\n var travel: vec3<f32>;\n var along: f32;\n var world: vec3<f32>;\n var face: vec3<f32>;\n var toEye: vec3<f32>;\n var local: vec3<f32>;\n\n let _e49 = aSpin_1;\n s = sin(_e49);\n let _e51 = aSpin_1;\n c = cos(_e51);\n let _e54 = aCorner_1[0u];\n let _e55 = c;\n let _e58 = aCorner_1[1u];\n let _e59 = s;\n let _e63 = aCorner_1[0u];\n let _e64 = s;\n let _e67 = aCorner_1[1u];\n let _e68 = c;\n rolled = vec2<f32>(((_e54 * _e55) - (_e58 * _e59)), ((_e63 * _e64) + (_e67 * _e68)));\n let _e73 = unnamed.uCameraFacing;\n if (_e73 > 0.5f) {\n let _e76 = unnamed.uCameraPos;\n let _e77 = aPos_1;\n toCamera = normalize((_e76 - _e77));\n let _e81 = toCamera[1u];\n reference = select(vec3<f32>(0f, 1f, 0f), vec3<f32>(0f, 0f, 1f), vec3((abs(_e81) > 0.999f)));\n let _e86 = reference;\n let _e87 = toCamera;\n across = normalize(cross(_e86, _e87));\n let _e90 = toCamera;\n let _e91 = across;\n up = cross(_e90, _e91);\n let _e93 = aBlade_1;\n bladeGain = select(0f, 1f, (_e93 < 0.5f));\n } else {\n let _e96 = aBlade_1;\n across = select(vec3<f32>(0f, 0f, 1f), vec3<f32>(1f, 0f, 0f), vec3((_e96 < 0.5f)));\n up = vec3<f32>(0f, 1f, 0f);\n bladeGain = 1f;\n }\n let _e100 = across;\n let _e102 = rolled[0u];\n let _e104 = up;\n let _e106 = rolled[1u];\n let _e109 = aSize_1;\n offset = (((_e100 * _e102) + (_e104 * _e106)) * _e109);\n let _e112 = unnamed.uStretchSec;\n if (_e112 > 0f) {\n let _e114 = aVelocity_1;\n let _e116 = unnamed.uStretchSec;\n travel = (_e114 * _e116);\n let _e118 = offset;\n let _e121 = travel;\n along = dot(normalize((_e118 + vec3<f32>(0.000001f, 0.000001f, 0.000001f))), normalize((_e121 + vec3<f32>(0.000001f, 0.000001f, 0.000001f))));\n let _e125 = travel;\n let _e126 = along;\n let _e129 = offset;\n offset = (_e129 + ((_e125 * _e126) * 0.5f));\n }\n let _e131 = aPos_1;\n let _e132 = offset;\n let _e133 = bladeGain;\n world = (_e131 + (_e132 * _e133));\n let _e136 = aCorner_1;\n vUv = _e136;\n let _e137 = aColor_1;\n vColor = _e137;\n let _e138 = aAlpha_1;\n vAlpha = _e138;\n let _e139 = aAge_1;\n vAge = _e139;\n let _e140 = aSeed_1;\n vSeed = _e140;\n let _e141 = world;\n vWorldPos = _e141;\n let _e142 = across;\n let _e143 = up;\n face = cross(_e142, _e143);\n let _e146 = unnamed.uCameraPos;\n let _e147 = world;\n toEye = normalize((_e146 - _e147));\n let _e150 = face;\n let _e151 = toEye;\n if (dot(_e150, _e151) < 0f) {\n let _e154 = face;\n local = -(_e154);\n } else {\n let _e156 = face;\n local = _e156;\n }\n let _e157 = local;\n vNormal = _e157;\n let _e159 = unnamed.uViewProj;\n let _e160 = world;\n unnamed_1.gl_Position = (_e159 * vec4<f32>(_e160.x, _e160.y, _e160.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(4) aSpin: f32, @location(0) aCorner: vec2<f32>, @location(2) aPos: vec3<f32>, @location(1) aBlade: f32, @location(3) aSize: f32, @location(9) aVelocity: vec3<f32>, @location(5) aColor: vec3<f32>, @location(6) aAlpha: f32, @location(7) aAge: f32, @location(8) aSeed: f32) -> VertexOutput {\n aSpin_1 = aSpin;\n aCorner_1 = aCorner;\n aPos_1 = aPos;\n aBlade_1 = aBlade;\n aSize_1 = aSize;\n aVelocity_1 = aVelocity;\n aColor_1 = aColor;\n aAlpha_1 = aAlpha;\n aAge_1 = aAge;\n aSeed_1 = aSeed;\n main_1();\n let _e30 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e30);\n let _e32 = vUv;\n let _e33 = vColor;\n let _e34 = vAlpha;\n let _e35 = vAge;\n let _e36 = vSeed;\n let _e37 = vWorldPos;\n let _e38 = vNormal;\n let _e39 = unnamed_1.gl_Position;\n return VertexOutput(_e32, _e33, _e34, _e35, _e36, _e37, _e38, _e39);\n}\n";
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* What the transform assigned, so the renderer binds the same numbers.
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* The GLSL beside this file is the source of truth. A hand edit here is discarded by
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export const PARTICLE_MOTE_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uFogEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vAlpha_1: f32;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAge_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let
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export const PARTICLE_SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uNoiseOctaves: i32,\n uErosion: f32,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAlpha_1: f32;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e107 = (*c);\n low = (_e107 * 12.92f);\n let _e109 = (*c);\n high = ((pow(max(_e109, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e115 = high;\n let _e116 = low;\n let _e117 = (*c);\n return mix(_e115, _e116, step(_e117, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e107 = (*v);\n let _e108 = (*v);\n a = ((_e107 * (_e108 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e114 = (*v);\n let _e115 = (*v);\n b = ((_e114 * ((_e115 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e122 = a;\n let _e123 = b;\n return (_e122 / _e123);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e107 = unnamed.uOutputExposure;\n let _e108 = (*x);\n (*x) = (_e108 * _e107);\n let _e110 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e110);\n let _e112 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e112), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n\n let _e108 = unnamed.uOutputTransform;\n if (_e108 == 0i) {\n let _e110 = (*c_1);\n return _e110;\n }\n let _e112 = unnamed.uOutputTransform;\n if (_e112 == 2i) {\n let _e114 = (*c_1);\n param_1 = _e114;\n let _e115 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_1) = _e115;\n }\n let _e116 = (*c_1);\n param_2 = _e116;\n let _e117 = linearToSrgb_u0028_vf3_u003b((¶m_2));\n return _e117;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e105 = unnamed.uFogColor;\n let _e107 = unnamed.uUnderwaterColor;\n let _e109 = unnamed.uUnderwaterFactor;\n return mix(_e105, _e107, vec3(_e109));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e114 = unnamed.uFogMode;\n if (_e114 == 1i) {\n let _e117 = unnamed.uFogFar;\n let _e119 = unnamed.uFogNear;\n span = max((_e117 - _e119), 0.0001f);\n let _e122 = (*dist);\n let _e124 = unnamed.uFogNear;\n let _e126 = span;\n ramp = clamp(((_e122 - _e124) / _e126), 0f, 1f);\n let _e130 = unnamed.uUnderwaterFactor;\n if (_e130 <= 0f) {\n let _e132 = ramp;\n return _e132;\n }\n let _e134 = unnamed.uUnderwaterFogDensity;\n let _e135 = (*dist);\n wetLinear = (_e134 * _e135);\n let _e137 = ramp;\n let _e138 = wetLinear;\n let _e140 = wetLinear;\n let _e146 = unnamed.uUnderwaterFactor;\n return mix(_e137, (1f - exp2(((-(_e138) * _e140) * 1.442695f))), _e146);\n }\n let _e148 = (*pointY);\n let _e150 = unnamed.uFogEyeY;\n let _e153 = unnamed.uFogHeightFalloff;\n t = ((_e148 - _e150) * _e153);\n let _e155 = t;\n let _e158 = t;\n denom = select(_e158, 0.0001f, (abs(_e155) < 0.0001f));\n let _e161 = unnamed.uFogDensity;\n let _e163 = (*dist);\n let _e165 = denom;\n let _e170 = denom;\n air = (1f - exp((((-(_e161) * _e163) * (1f - exp(-(_e165)))) / _e170)));\n let _e175 = unnamed.uUnderwaterFactor;\n if (_e175 <= 0f) {\n let _e177 = air;\n return _e177;\n }\n let _e179 = unnamed.uUnderwaterFogDensity;\n let _e180 = (*dist);\n wet = (_e179 * _e180);\n let _e182 = air;\n let _e183 = wet;\n let _e185 = wet;\n let _e191 = unnamed.uUnderwaterFactor;\n return mix(_e182, (1f - exp2(((-(_e183) * _e185) * 1.442695f))), _e191);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e105 = (*p);\n return fract((sin(dot(_e105, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_3: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n\n let _e112 = (*p_1);\n i = floor(_e112);\n let _e114 = (*p_1);\n f = fract(_e114);\n let _e116 = f;\n let _e117 = f;\n let _e119 = f;\n u = ((_e116 * _e117) * (vec2(3f) - (_e119 * 2f)));\n let _e124 = i;\n param_3 = _e124;\n let _e125 = hash21_u0028_vf2_u003b((¶m_3));\n let _e126 = i;\n param_4 = (_e126 + vec2<f32>(1f, 0f));\n let _e128 = hash21_u0028_vf2_u003b((¶m_4));\n let _e130 = u[0u];\n let _e132 = i;\n param_5 = (_e132 + vec2<f32>(0f, 1f));\n let _e134 = hash21_u0028_vf2_u003b((¶m_5));\n let _e135 = i;\n param_6 = (_e135 + vec2<f32>(1f, 1f));\n let _e137 = hash21_u0028_vf2_u003b((¶m_6));\n let _e139 = u[0u];\n let _e142 = u[1u];\n return mix(mix(_e125, _e128, _e130), mix(_e134, _e137, _e139), _e142);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b_i1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>, octaves: ptr<function, i32>) -> f32 {\n var v_1: f32;\n var param_7: vec2<f32>;\n var param_8: vec2<f32>;\n\n let _e110 = (*p_2);\n let _e112 = (*t_1);\n param_7 = ((_e110 * 2.4f) + vec2<f32>(0f, (-(_e112) * 0.5f)));\n let _e117 = valueNoise_u0028_vf2_u003b((¶m_7));\n v_1 = (_e117 * 0.62f);\n let _e119 = (*octaves);\n if (_e119 == 1i) {\n let _e121 = v_1;\n return (_e121 / 0.62f);\n }\n let _e123 = (*p_2);\n let _e125 = (*t_1);\n let _e127 = (*t_1);\n param_8 = ((_e123 * 5.1f) + vec2<f32>((_e125 * 0.15f), (-(_e127) * 0.8f)));\n let _e132 = valueNoise_u0028_vf2_u003b((¶m_8));\n let _e134 = v_1;\n v_1 = (_e134 + (_e132 * 0.38f));\n let _e136 = v_1;\n return (_e136 / 1f);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var t_2: f32;\n var n: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var param_11: i32;\n var erode: f32;\n var mask: f32;\n var n3_: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var i_1: i32;\n var toLight: vec3<f32>;\n var dist_1: f32;\n var radius: f32;\n var falloff: f32;\n var wrapped: f32;\n var shaded: vec3<f32>;\n var fog: f32;\n var param_12: f32;\n var param_13: f32;\n var param_14: vec3<f32>;\n\n let _e127 = vUv_1;\n r = length(_e127);\n let _e129 = r;\n body = (1f - smoothstep(0.35f, 1f, _e129));\n let _e132 = body;\n if (_e132 <= 0f) {\n discard;\n }\n let _e135 = unnamed.uTime;\n let _e137 = vSeed_1;\n t_2 = ((_e135 * 0.55f) + (_e137 * 7.31f));\n let _e140 = vUv_1;\n let _e141 = vAge_1;\n let _e145 = vSeed_1;\n param_9 = ((_e140 * (0.9f + (_e141 * 1.4f))) + vec2<f32>((_e145 * 3.7f), 0f));\n let _e149 = t_2;\n param_10 = _e149;\n let _e151 = unnamed.uNoiseOctaves;\n param_11 = _e151;\n let _e152 = billow_u0028_vf2_u003b_f1_u003b_i1_u003b((¶m_9), (¶m_10), (¶m_11));\n n = _e152;\n let _e153 = n;\n let _e155 = unnamed.uErosion;\n let _e156 = vAge_1;\n erode = mix(1f, _e153, (_e155 * (0.35f + (_e156 * 0.65f))));\n let _e161 = body;\n let _e162 = erode;\n mask = clamp((_e161 * _e162), 0f, 1f);\n let _e165 = mask;\n let _e167 = mask;\n mask = (_e167 * smoothstep(0f, 0.25f, _e165));\n let _e169 = mask;\n if (_e169 <= 0.002f) {\n discard;\n }\n let _e171 = vNormal_1;\n n3_ = normalize(_e171);\n let _e173 = n3_;\n let _e175 = unnamed.uDirectionalDir;\n ndl = ((dot(_e173, _e175) * 0.5f) + 0.5f);\n let _e180 = unnamed.uAmbient;\n let _e182 = unnamed.uDirectionalColor;\n let _e183 = ndl;\n lit = (_e180 + (_e182 * _e183));\n i_1 = 0i;\n loop {\n let _e186 = i_1;\n if (_e186 < 16i) {\n let _e188 = i_1;\n let _e190 = unnamed.uLightCount;\n if (_e188 >= _e190) {\n break;\n }\n let _e192 = i_1;\n let _e195 = unnamed.uLightPos[_e192];\n let _e196 = vWorldPos_1;\n toLight = (_e195 - _e196);\n let _e198 = toLight;\n dist_1 = length(_e198);\n let _e200 = i_1;\n let _e204 = unnamed.uLightRadius[_e200][0u];\n radius = _e204;\n let _e205 = radius;\n let _e207 = dist_1;\n let _e208 = radius;\n if ((_e205 <= 0f) || (_e207 >= _e208)) {\n continue;\n }\n let _e211 = dist_1;\n let _e212 = radius;\n falloff = (1f - (_e211 / _e212));\n let _e215 = n3_;\n let _e216 = toLight;\n let _e217 = dist_1;\n wrapped = ((dot(_e215, (_e216 / vec3(max(_e217, 0.0001f)))) * 0.5f) + 0.5f);\n let _e224 = i_1;\n let _e227 = unnamed.uLightColor[_e224];\n let _e228 = falloff;\n let _e230 = falloff;\n let _e232 = wrapped;\n let _e234 = i_1;\n let _e238 = unnamed.uLightWeight[_e234][0u];\n let _e240 = lit;\n lit = (_e240 + ((((_e227 * _e228) * _e230) * _e232) * _e238));\n continue;\n } else {\n break;\n }\n continuing {\n let _e242 = i_1;\n i_1 = (_e242 + 1i);\n }\n }\n let _e244 = vColor_1;\n let _e245 = lit;\n shaded = (_e244 * _e245);\n let _e247 = vWorldPos_1;\n let _e249 = unnamed.uCameraPos;\n param_12 = distance(_e247, _e249);\n let _e252 = vWorldPos_1[1u];\n param_13 = _e252;\n let _e253 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_12), (¶m_13));\n fog = _e253;\n let _e254 = shaded;\n let _e255 = mediumColor_u0028_();\n let _e256 = fog;\n param_14 = mix(_e254, _e255, vec3(_e256));\n let _e259 = applyOutputTransform_u0028_vf3_u003b((¶m_14));\n let _e260 = mask;\n let _e261 = vAlpha_1;\n outColor = vec4<f32>(_e259.x, _e259.y, _e259.z, (_e260 * _e261));\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(6) vNormal: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(2) vAlpha: f32) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vAlpha_1 = vAlpha;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
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export const PARTICLE_SPARK_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCameraPos: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let
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export const PARTICLE_MOTE_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uFogEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vAlpha_1: f32;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAge_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e76 = (*c);\n low = (_e76 * 12.92f);\n let _e78 = (*c);\n high = ((pow(max(_e78, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e84 = high;\n let _e85 = low;\n let _e86 = (*c);\n return mix(_e84, _e85, step(_e86, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e77 = (*c_1)[0u];\n let _e79 = (*c_1)[1u];\n let _e81 = (*c_1)[2u];\n m = max(_e77, max(_e79, _e81));\n let _e84 = m;\n if (_e84 <= 0.8f) {\n let _e86 = (*c_1);\n return _e86;\n }\n let _e87 = m;\n e = (_e87 - 0.8f);\n let _e89 = (*c_1);\n let _e90 = e;\n let _e92 = e;\n let _e96 = m;\n return (_e89 * ((0.8f + ((0.2f * _e90) / (_e92 + 0.2f))) / _e96));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e76 = (*v);\n let _e77 = (*v);\n a = ((_e76 * (_e77 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e83 = (*v);\n let _e84 = (*v);\n b = ((_e83 * ((_e84 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e91 = a;\n let _e92 = b;\n return (_e91 / _e92);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e76 = unnamed.uOutputExposure;\n let _e77 = (*x);\n (*x) = (_e77 * _e76);\n let _e79 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e79);\n let _e81 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e81), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e78 = unnamed.uOutputTransform;\n if (_e78 == 0i) {\n let _e80 = (*c_2);\n return _e80;\n }\n let _e82 = unnamed.uOutputTransform;\n if (_e82 == 2i) {\n let _e84 = (*c_2);\n param_1 = _e84;\n let _e85 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e85;\n }\n let _e87 = unnamed.uOutputTransform;\n if (_e87 == 3i) {\n let _e89 = (*c_2);\n let _e91 = unnamed.uOutputExposure;\n param_2 = (_e89 * _e91);\n let _e93 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e93;\n }\n let _e94 = (*c_2);\n param_3 = _e94;\n let _e95 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e95;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e74 = unnamed.uFogColor;\n let _e76 = unnamed.uUnderwaterColor;\n let _e78 = unnamed.uUnderwaterFactor;\n return mix(_e74, _e76, vec3(_e78));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e83 = unnamed.uFogMode;\n if (_e83 == 1i) {\n let _e86 = unnamed.uFogFar;\n let _e88 = unnamed.uFogNear;\n span = max((_e86 - _e88), 0.0001f);\n let _e91 = (*dist);\n let _e93 = unnamed.uFogNear;\n let _e95 = span;\n ramp = clamp(((_e91 - _e93) / _e95), 0f, 1f);\n let _e99 = unnamed.uUnderwaterFactor;\n if (_e99 <= 0f) {\n let _e101 = ramp;\n return _e101;\n }\n let _e103 = unnamed.uUnderwaterFogDensity;\n let _e104 = (*dist);\n wetLinear = (_e103 * _e104);\n let _e106 = ramp;\n let _e107 = wetLinear;\n let _e109 = wetLinear;\n let _e115 = unnamed.uUnderwaterFactor;\n return mix(_e106, (1f - exp2(((-(_e107) * _e109) * 1.442695f))), _e115);\n }\n let _e117 = (*pointY);\n let _e119 = unnamed.uFogEyeY;\n let _e122 = unnamed.uFogHeightFalloff;\n t = ((_e117 - _e119) * _e122);\n let _e124 = t;\n let _e127 = t;\n denom = select(_e127, 0.0001f, (abs(_e124) < 0.0001f));\n let _e130 = unnamed.uFogDensity;\n let _e132 = (*dist);\n let _e134 = denom;\n let _e139 = denom;\n air = (1f - exp((((-(_e130) * _e132) * (1f - exp(-(_e134)))) / _e139)));\n let _e144 = unnamed.uUnderwaterFactor;\n if (_e144 <= 0f) {\n let _e146 = air;\n return _e146;\n }\n let _e148 = unnamed.uUnderwaterFogDensity;\n let _e149 = (*dist);\n wet = (_e148 * _e149);\n let _e151 = air;\n let _e152 = wet;\n let _e154 = wet;\n let _e160 = unnamed.uUnderwaterFactor;\n return mix(_e151, (1f - exp2(((-(_e152) * _e154) * 1.442695f))), _e160);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var alpha: f32;\n var color: vec3<f32>;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var param_6: vec3<f32>;\n\n let _e81 = vUv_1;\n r = length(_e81);\n let _e83 = r;\n body = (1f - smoothstep(0.4f, 1f, _e83));\n let _e86 = body;\n if (_e86 <= 0f) {\n discard;\n }\n let _e88 = body;\n let _e89 = body;\n let _e91 = vAlpha_1;\n alpha = ((_e88 * _e89) * _e91);\n let _e93 = alpha;\n if (_e93 <= 0.002f) {\n discard;\n }\n let _e95 = vColor_1;\n color = _e95;\n let _e97 = unnamed.uFogEnabled;\n if (_e97 != 0i) {\n let _e99 = vWorldPos_1;\n let _e101 = unnamed.uCameraPos;\n param_4 = distance(_e99, _e101);\n let _e104 = vWorldPos_1[1u];\n param_5 = _e104;\n let _e105 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n fog = _e105;\n let _e106 = color;\n let _e107 = mediumColor_u0028_();\n let _e108 = fog;\n color = mix(_e106, _e107, vec3(_e108));\n }\n let _e111 = color;\n param_6 = _e111;\n let _e112 = applyOutputTransform_u0028_vf3_u003b((¶m_6));\n let _e113 = alpha;\n outColor = vec4<f32>(_e112.x, _e112.y, _e112.z, _e113);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(2) vAlpha: f32, @location(1) vColor: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(3) vAge: f32, @location(4) vSeed: f32, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vAlpha_1 = vAlpha;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n vAge_1 = vAge;\n vSeed_1 = vSeed;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
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export const PARTICLE_SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uNoiseOctaves: i32,\n uErosion: f32,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAlpha_1: f32;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e109 = (*c);\n low = (_e109 * 12.92f);\n let _e111 = (*c);\n high = ((pow(max(_e111, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e117 = high;\n let _e118 = low;\n let _e119 = (*c);\n return mix(_e117, _e118, step(_e119, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e110 = (*c_1)[0u];\n let _e112 = (*c_1)[1u];\n let _e114 = (*c_1)[2u];\n m = max(_e110, max(_e112, _e114));\n let _e117 = m;\n if (_e117 <= 0.8f) {\n let _e119 = (*c_1);\n return _e119;\n }\n let _e120 = m;\n e = (_e120 - 0.8f);\n let _e122 = (*c_1);\n let _e123 = e;\n let _e125 = e;\n let _e129 = m;\n return (_e122 * ((0.8f + ((0.2f * _e123) / (_e125 + 0.2f))) / _e129));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e109 = (*v);\n let _e110 = (*v);\n a = ((_e109 * (_e110 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e116 = (*v);\n let _e117 = (*v);\n b = ((_e116 * ((_e117 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e124 = a;\n let _e125 = b;\n return (_e124 / _e125);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e109 = unnamed.uOutputExposure;\n let _e110 = (*x);\n (*x) = (_e110 * _e109);\n let _e112 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e112);\n let _e114 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e114), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e111 = unnamed.uOutputTransform;\n if (_e111 == 0i) {\n let _e113 = (*c_2);\n return _e113;\n }\n let _e115 = unnamed.uOutputTransform;\n if (_e115 == 2i) {\n let _e117 = (*c_2);\n param_1 = _e117;\n let _e118 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e118;\n }\n let _e120 = unnamed.uOutputTransform;\n if (_e120 == 3i) {\n let _e122 = (*c_2);\n let _e124 = unnamed.uOutputExposure;\n param_2 = (_e122 * _e124);\n let _e126 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e126;\n }\n let _e127 = (*c_2);\n param_3 = _e127;\n let _e128 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e128;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e107 = unnamed.uFogColor;\n let _e109 = unnamed.uUnderwaterColor;\n let _e111 = unnamed.uUnderwaterFactor;\n return mix(_e107, _e109, vec3(_e111));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e116 = unnamed.uFogMode;\n if (_e116 == 1i) {\n let _e119 = unnamed.uFogFar;\n let _e121 = unnamed.uFogNear;\n span = max((_e119 - _e121), 0.0001f);\n let _e124 = (*dist);\n let _e126 = unnamed.uFogNear;\n let _e128 = span;\n ramp = clamp(((_e124 - _e126) / _e128), 0f, 1f);\n let _e132 = unnamed.uUnderwaterFactor;\n if (_e132 <= 0f) {\n let _e134 = ramp;\n return _e134;\n }\n let _e136 = unnamed.uUnderwaterFogDensity;\n let _e137 = (*dist);\n wetLinear = (_e136 * _e137);\n let _e139 = ramp;\n let _e140 = wetLinear;\n let _e142 = wetLinear;\n let _e148 = unnamed.uUnderwaterFactor;\n return mix(_e139, (1f - exp2(((-(_e140) * _e142) * 1.442695f))), _e148);\n }\n let _e150 = (*pointY);\n let _e152 = unnamed.uFogEyeY;\n let _e155 = unnamed.uFogHeightFalloff;\n t = ((_e150 - _e152) * _e155);\n let _e157 = t;\n let _e160 = t;\n denom = select(_e160, 0.0001f, (abs(_e157) < 0.0001f));\n let _e163 = unnamed.uFogDensity;\n let _e165 = (*dist);\n let _e167 = denom;\n let _e172 = denom;\n air = (1f - exp((((-(_e163) * _e165) * (1f - exp(-(_e167)))) / _e172)));\n let _e177 = unnamed.uUnderwaterFactor;\n if (_e177 <= 0f) {\n let _e179 = air;\n return _e179;\n }\n let _e181 = unnamed.uUnderwaterFogDensity;\n let _e182 = (*dist);\n wet = (_e181 * _e182);\n let _e184 = air;\n let _e185 = wet;\n let _e187 = wet;\n let _e193 = unnamed.uUnderwaterFactor;\n return mix(_e184, (1f - exp2(((-(_e185) * _e187) * 1.442695f))), _e193);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e107 = (*p);\n return fract((sin(dot(_e107, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e114 = (*p_1);\n i = floor(_e114);\n let _e116 = (*p_1);\n f = fract(_e116);\n let _e118 = f;\n let _e119 = f;\n let _e121 = f;\n u = ((_e118 * _e119) * (vec2(3f) - (_e121 * 2f)));\n let _e126 = i;\n param_4 = _e126;\n let _e127 = hash21_u0028_vf2_u003b((¶m_4));\n let _e128 = i;\n param_5 = (_e128 + vec2<f32>(1f, 0f));\n let _e130 = hash21_u0028_vf2_u003b((¶m_5));\n let _e132 = u[0u];\n let _e134 = i;\n param_6 = (_e134 + vec2<f32>(0f, 1f));\n let _e136 = hash21_u0028_vf2_u003b((¶m_6));\n let _e137 = i;\n param_7 = (_e137 + vec2<f32>(1f, 1f));\n let _e139 = hash21_u0028_vf2_u003b((¶m_7));\n let _e141 = u[0u];\n let _e144 = u[1u];\n return mix(mix(_e127, _e130, _e132), mix(_e136, _e139, _e141), _e144);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b_i1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>, octaves: ptr<function, i32>) -> f32 {\n var v_1: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n\n let _e112 = (*p_2);\n let _e114 = (*t_1);\n param_8 = ((_e112 * 2.4f) + vec2<f32>(0f, (-(_e114) * 0.5f)));\n let _e119 = valueNoise_u0028_vf2_u003b((¶m_8));\n v_1 = (_e119 * 0.62f);\n let _e121 = (*octaves);\n if (_e121 == 1i) {\n let _e123 = v_1;\n return (_e123 / 0.62f);\n }\n let _e125 = (*p_2);\n let _e127 = (*t_1);\n let _e129 = (*t_1);\n param_9 = ((_e125 * 5.1f) + vec2<f32>((_e127 * 0.15f), (-(_e129) * 0.8f)));\n let _e134 = valueNoise_u0028_vf2_u003b((¶m_9));\n let _e136 = v_1;\n v_1 = (_e136 + (_e134 * 0.38f));\n let _e138 = v_1;\n return (_e138 / 1f);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var t_2: f32;\n var n: f32;\n var param_10: vec2<f32>;\n var param_11: f32;\n var param_12: i32;\n var erode: f32;\n var mask: f32;\n var n3_: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var i_1: i32;\n var toLight: vec3<f32>;\n var dist_1: f32;\n var radius: f32;\n var falloff: f32;\n var wrapped: f32;\n var shaded: vec3<f32>;\n var fog: f32;\n var param_13: f32;\n var param_14: f32;\n var param_15: vec3<f32>;\n\n let _e129 = vUv_1;\n r = length(_e129);\n let _e131 = r;\n body = (1f - smoothstep(0.35f, 1f, _e131));\n let _e134 = body;\n if (_e134 <= 0f) {\n discard;\n }\n let _e137 = unnamed.uTime;\n let _e139 = vSeed_1;\n t_2 = ((_e137 * 0.55f) + (_e139 * 7.31f));\n let _e142 = vUv_1;\n let _e143 = vAge_1;\n let _e147 = vSeed_1;\n param_10 = ((_e142 * (0.9f + (_e143 * 1.4f))) + vec2<f32>((_e147 * 3.7f), 0f));\n let _e151 = t_2;\n param_11 = _e151;\n let _e153 = unnamed.uNoiseOctaves;\n param_12 = _e153;\n let _e154 = billow_u0028_vf2_u003b_f1_u003b_i1_u003b((¶m_10), (¶m_11), (¶m_12));\n n = _e154;\n let _e155 = n;\n let _e157 = unnamed.uErosion;\n let _e158 = vAge_1;\n erode = mix(1f, _e155, (_e157 * (0.35f + (_e158 * 0.65f))));\n let _e163 = body;\n let _e164 = erode;\n mask = clamp((_e163 * _e164), 0f, 1f);\n let _e167 = mask;\n let _e169 = mask;\n mask = (_e169 * smoothstep(0f, 0.25f, _e167));\n let _e171 = mask;\n if (_e171 <= 0.002f) {\n discard;\n }\n let _e173 = vNormal_1;\n n3_ = normalize(_e173);\n let _e175 = n3_;\n let _e177 = unnamed.uDirectionalDir;\n ndl = ((dot(_e175, _e177) * 0.5f) + 0.5f);\n let _e182 = unnamed.uAmbient;\n let _e184 = unnamed.uDirectionalColor;\n let _e185 = ndl;\n lit = (_e182 + (_e184 * _e185));\n i_1 = 0i;\n loop {\n let _e188 = i_1;\n if (_e188 < 16i) {\n let _e190 = i_1;\n let _e192 = unnamed.uLightCount;\n if (_e190 >= _e192) {\n break;\n }\n let _e194 = i_1;\n let _e197 = unnamed.uLightPos[_e194];\n let _e198 = vWorldPos_1;\n toLight = (_e197 - _e198);\n let _e200 = toLight;\n dist_1 = length(_e200);\n let _e202 = i_1;\n let _e206 = unnamed.uLightRadius[_e202][0u];\n radius = _e206;\n let _e207 = radius;\n let _e209 = dist_1;\n let _e210 = radius;\n if ((_e207 <= 0f) || (_e209 >= _e210)) {\n continue;\n }\n let _e213 = dist_1;\n let _e214 = radius;\n falloff = (1f - (_e213 / _e214));\n let _e217 = n3_;\n let _e218 = toLight;\n let _e219 = dist_1;\n wrapped = ((dot(_e217, (_e218 / vec3(max(_e219, 0.0001f)))) * 0.5f) + 0.5f);\n let _e226 = i_1;\n let _e229 = unnamed.uLightColor[_e226];\n let _e230 = falloff;\n let _e232 = falloff;\n let _e234 = wrapped;\n let _e236 = i_1;\n let _e240 = unnamed.uLightWeight[_e236][0u];\n let _e242 = lit;\n lit = (_e242 + ((((_e229 * _e230) * _e232) * _e234) * _e240));\n continue;\n } else {\n break;\n }\n continuing {\n let _e244 = i_1;\n i_1 = (_e244 + 1i);\n }\n }\n let _e246 = vColor_1;\n let _e247 = lit;\n shaded = (_e246 * _e247);\n let _e249 = vWorldPos_1;\n let _e251 = unnamed.uCameraPos;\n param_13 = distance(_e249, _e251);\n let _e254 = vWorldPos_1[1u];\n param_14 = _e254;\n let _e255 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_13), (¶m_14));\n fog = _e255;\n let _e256 = shaded;\n let _e257 = mediumColor_u0028_();\n let _e258 = fog;\n param_15 = mix(_e256, _e257, vec3(_e258));\n let _e261 = applyOutputTransform_u0028_vf3_u003b((¶m_15));\n let _e262 = mask;\n let _e263 = vAlpha_1;\n outColor = vec4<f32>(_e261.x, _e261.y, _e261.z, (_e262 * _e263));\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(6) vNormal: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(2) vAlpha: f32) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vAlpha_1 = vAlpha;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
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export const PARTICLE_SPARK_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCameraPos: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e90 = (*c);\n low = (_e90 * 12.92f);\n let _e92 = (*c);\n high = ((pow(max(_e92, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e98 = high;\n let _e99 = low;\n let _e100 = (*c);\n return mix(_e98, _e99, step(_e100, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e91 = (*c_1)[0u];\n let _e93 = (*c_1)[1u];\n let _e95 = (*c_1)[2u];\n m = max(_e91, max(_e93, _e95));\n let _e98 = m;\n if (_e98 <= 0.8f) {\n let _e100 = (*c_1);\n return _e100;\n }\n let _e101 = m;\n e = (_e101 - 0.8f);\n let _e103 = (*c_1);\n let _e104 = e;\n let _e106 = e;\n let _e110 = m;\n return (_e103 * ((0.8f + ((0.2f * _e104) / (_e106 + 0.2f))) / _e110));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e90 = (*v);\n let _e91 = (*v);\n a = ((_e90 * (_e91 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e97 = (*v);\n let _e98 = (*v);\n b = ((_e97 * ((_e98 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e105 = a;\n let _e106 = b;\n return (_e105 / _e106);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e90 = unnamed.uOutputExposure;\n let _e91 = (*x);\n (*x) = (_e91 * _e90);\n let _e93 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e93);\n let _e95 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e95), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e92 = unnamed.uOutputTransform;\n if (_e92 == 0i) {\n let _e94 = (*c_2);\n return _e94;\n }\n let _e96 = unnamed.uOutputTransform;\n if (_e96 == 2i) {\n let _e98 = (*c_2);\n param_1 = _e98;\n let _e99 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e99;\n }\n let _e101 = unnamed.uOutputTransform;\n if (_e101 == 3i) {\n let _e103 = (*c_2);\n let _e105 = unnamed.uOutputExposure;\n param_2 = (_e103 * _e105);\n let _e107 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e107;\n }\n let _e108 = (*c_2);\n param_3 = _e108;\n let _e109 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e109;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e97 = unnamed.uFogMode;\n if (_e97 == 1i) {\n let _e100 = unnamed.uFogFar;\n let _e102 = unnamed.uFogNear;\n span = max((_e100 - _e102), 0.0001f);\n let _e105 = (*dist);\n let _e107 = unnamed.uFogNear;\n let _e109 = span;\n ramp = clamp(((_e105 - _e107) / _e109), 0f, 1f);\n let _e113 = unnamed.uUnderwaterFactor;\n if (_e113 <= 0f) {\n let _e115 = ramp;\n return _e115;\n }\n let _e117 = unnamed.uUnderwaterFogDensity;\n let _e118 = (*dist);\n wetLinear = (_e117 * _e118);\n let _e120 = ramp;\n let _e121 = wetLinear;\n let _e123 = wetLinear;\n let _e129 = unnamed.uUnderwaterFactor;\n return mix(_e120, (1f - exp2(((-(_e121) * _e123) * 1.442695f))), _e129);\n }\n let _e131 = (*pointY);\n let _e133 = unnamed.uFogEyeY;\n let _e136 = unnamed.uFogHeightFalloff;\n t = ((_e131 - _e133) * _e136);\n let _e138 = t;\n let _e141 = t;\n denom = select(_e141, 0.0001f, (abs(_e138) < 0.0001f));\n let _e144 = unnamed.uFogDensity;\n let _e146 = (*dist);\n let _e148 = denom;\n let _e153 = denom;\n air = (1f - exp((((-(_e144) * _e146) * (1f - exp(-(_e148)))) / _e153)));\n let _e158 = unnamed.uUnderwaterFactor;\n if (_e158 <= 0f) {\n let _e160 = air;\n return _e160;\n }\n let _e162 = unnamed.uUnderwaterFogDensity;\n let _e163 = (*dist);\n wet = (_e162 * _e163);\n let _e165 = air;\n let _e166 = wet;\n let _e168 = wet;\n let _e174 = unnamed.uUnderwaterFactor;\n return mix(_e165, (1f - exp2(((-(_e166) * _e168) * 1.442695f))), _e174);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e88 = (*p);\n return fract((sin(dot(_e88, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e95 = (*p_1);\n i = floor(_e95);\n let _e97 = (*p_1);\n f = fract(_e97);\n let _e99 = f;\n let _e100 = f;\n let _e102 = f;\n u = ((_e99 * _e100) * (vec2(3f) - (_e102 * 2f)));\n let _e107 = i;\n param_4 = _e107;\n let _e108 = hash21_u0028_vf2_u003b((¶m_4));\n let _e109 = i;\n param_5 = (_e109 + vec2<f32>(1f, 0f));\n let _e111 = hash21_u0028_vf2_u003b((¶m_5));\n let _e113 = u[0u];\n let _e115 = i;\n param_6 = (_e115 + vec2<f32>(0f, 1f));\n let _e117 = hash21_u0028_vf2_u003b((¶m_6));\n let _e118 = i;\n param_7 = (_e118 + vec2<f32>(1f, 1f));\n let _e120 = hash21_u0028_vf2_u003b((¶m_7));\n let _e122 = u[0u];\n let _e125 = u[1u];\n return mix(mix(_e108, _e111, _e113), mix(_e117, _e120, _e122), _e125);\n}\n\nfn main_1() {\n var r: f32;\n var core: f32;\n var halo: f32;\n var flick: f32;\n var param_8: vec2<f32>;\n var cool: f32;\n var energy: f32;\n var fog: f32;\n var param_9: f32;\n var param_10: f32;\n var param_11: vec3<f32>;\n\n let _e98 = vUv_1;\n r = length(_e98);\n let _e100 = r;\n if (_e100 > 1f) {\n discard;\n }\n let _e102 = r;\n core = pow((1f - clamp(_e102, 0f, 1f)), 6f);\n let _e106 = r;\n halo = pow((1f - clamp(_e106, 0f, 1f)), 1.6f);\n let _e111 = unnamed.uTime;\n let _e113 = vSeed_1;\n let _e116 = vSeed_1;\n param_8 = vec2<f32>(((_e111 * 9f) + (_e113 * 13f)), _e116);\n let _e118 = valueNoise_u0028_vf2_u003b((¶m_8));\n flick = (0.7f + (0.3f * _e118));\n let _e121 = vAge_1;\n let _e122 = vAge_1;\n cool = (1f - (_e121 * _e122));\n let _e125 = halo;\n let _e127 = core;\n let _e129 = unnamed.uCoreGain;\n let _e132 = flick;\n let _e134 = cool;\n let _e136 = vAlpha_1;\n energy = (((((_e125 * 0.55f) + (_e127 * _e129)) * _e132) * _e134) * _e136);\n let _e138 = vWorldPos_1;\n let _e140 = unnamed.uCameraPos;\n param_9 = distance(_e138, _e140);\n let _e143 = vWorldPos_1[1u];\n param_10 = _e143;\n let _e144 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_9), (¶m_10));\n fog = _e144;\n let _e145 = fog;\n let _e147 = energy;\n energy = (_e147 * (1f - _e145));\n let _e149 = vColor_1;\n let _e150 = energy;\n param_11 = (_e149 * _e150);\n let _e152 = applyOutputTransform_u0028_vf3_u003b((¶m_11));\n outColor = vec4<f32>(_e152.x, _e152.y, _e152.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(2) vAlpha: f32, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vAlpha_1 = vAlpha;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
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export const PARTICLE_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uStretchSec: f32,\n uCameraFacing: 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: vec2<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) member_2: f32,\n @location(3) member_3: f32,\n @location(4) member_4: f32,\n @location(5) member_5: vec3<f32>,\n @location(6) member_6: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aSpin_1: f32;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPos_1: vec3<f32>;\nvar<private> aBlade_1: f32;\nvar<private> aSize_1: f32;\nvar<private> aVelocity_1: vec3<f32>;\nvar<private> vUv: vec2<f32>;\nvar<private> vColor: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> vAlpha: f32;\nvar<private> aAlpha_1: f32;\nvar<private> vAge: f32;\nvar<private> aAge_1: f32;\nvar<private> vSeed: f32;\nvar<private> aSeed_1: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var s: f32;\n var c: f32;\n var rolled: vec2<f32>;\n var toCamera: vec3<f32>;\n var reference: vec3<f32>;\n var across: vec3<f32>;\n var up: vec3<f32>;\n var bladeGain: f32;\n var offset: vec3<f32>;\n var travel: vec3<f32>;\n var along: f32;\n var world: vec3<f32>;\n var face: vec3<f32>;\n var toEye: vec3<f32>;\n var local: vec3<f32>;\n\n let _e49 = aSpin_1;\n s = sin(_e49);\n let _e51 = aSpin_1;\n c = cos(_e51);\n let _e54 = aCorner_1[0u];\n let _e55 = c;\n let _e58 = aCorner_1[1u];\n let _e59 = s;\n let _e63 = aCorner_1[0u];\n let _e64 = s;\n let _e67 = aCorner_1[1u];\n let _e68 = c;\n rolled = vec2<f32>(((_e54 * _e55) - (_e58 * _e59)), ((_e63 * _e64) + (_e67 * _e68)));\n let _e73 = unnamed.uCameraFacing;\n if (_e73 > 0.5f) {\n let _e76 = unnamed.uCameraPos;\n let _e77 = aPos_1;\n toCamera = normalize((_e76 - _e77));\n let _e81 = toCamera[1u];\n reference = select(vec3<f32>(0f, 1f, 0f), vec3<f32>(0f, 0f, 1f), vec3((abs(_e81) > 0.999f)));\n let _e86 = reference;\n let _e87 = toCamera;\n across = normalize(cross(_e86, _e87));\n let _e90 = toCamera;\n let _e91 = across;\n up = cross(_e90, _e91);\n let _e93 = aBlade_1;\n bladeGain = select(0f, 1f, (_e93 < 0.5f));\n } else {\n let _e96 = aBlade_1;\n across = select(vec3<f32>(0f, 0f, 1f), vec3<f32>(1f, 0f, 0f), vec3((_e96 < 0.5f)));\n up = vec3<f32>(0f, 1f, 0f);\n bladeGain = 1f;\n }\n let _e100 = across;\n let _e102 = rolled[0u];\n let _e104 = up;\n let _e106 = rolled[1u];\n let _e109 = aSize_1;\n offset = (((_e100 * _e102) + (_e104 * _e106)) * _e109);\n let _e112 = unnamed.uStretchSec;\n if (_e112 > 0f) {\n let _e114 = aVelocity_1;\n let _e116 = unnamed.uStretchSec;\n travel = (_e114 * _e116);\n let _e118 = offset;\n let _e121 = travel;\n along = dot(normalize((_e118 + vec3<f32>(0.000001f, 0.000001f, 0.000001f))), normalize((_e121 + vec3<f32>(0.000001f, 0.000001f, 0.000001f))));\n let _e125 = travel;\n let _e126 = along;\n let _e129 = offset;\n offset = (_e129 + ((_e125 * _e126) * 0.5f));\n }\n let _e131 = aPos_1;\n let _e132 = offset;\n let _e133 = bladeGain;\n world = (_e131 + (_e132 * _e133));\n let _e136 = aCorner_1;\n vUv = _e136;\n let _e137 = aColor_1;\n vColor = _e137;\n let _e138 = aAlpha_1;\n vAlpha = _e138;\n let _e139 = aAge_1;\n vAge = _e139;\n let _e140 = aSeed_1;\n vSeed = _e140;\n let _e141 = world;\n vWorldPos = _e141;\n let _e142 = across;\n let _e143 = up;\n face = cross(_e142, _e143);\n let _e146 = unnamed.uCameraPos;\n let _e147 = world;\n toEye = normalize((_e146 - _e147));\n let _e150 = face;\n let _e151 = toEye;\n if (dot(_e150, _e151) < 0f) {\n let _e154 = face;\n local = -(_e154);\n } else {\n let _e156 = face;\n local = _e156;\n }\n let _e157 = local;\n vNormal = _e157;\n let _e159 = unnamed.uViewProj;\n let _e160 = world;\n unnamed_1.gl_Position = (_e159 * vec4<f32>(_e160.x, _e160.y, _e160.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(4) aSpin: f32, @location(0) aCorner: vec2<f32>, @location(2) aPos: vec3<f32>, @location(1) aBlade: f32, @location(3) aSize: f32, @location(9) aVelocity: vec3<f32>, @location(5) aColor: vec3<f32>, @location(6) aAlpha: f32, @location(7) aAge: f32, @location(8) aSeed: f32) -> VertexOutput {\n aSpin_1 = aSpin;\n aCorner_1 = aCorner;\n aPos_1 = aPos;\n aBlade_1 = aBlade;\n aSize_1 = aSize;\n aVelocity_1 = aVelocity;\n aColor_1 = aColor;\n aAlpha_1 = aAlpha;\n aAge_1 = aAge;\n aSeed_1 = aSeed;\n main_1();\n let _e30 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e30);\n let _e32 = vUv;\n let _e33 = vColor;\n let _e34 = vAlpha;\n let _e35 = vAge;\n let _e36 = vSeed;\n let _e37 = vWorldPos;\n let _e38 = vNormal;\n let _e39 = unnamed_1.gl_Position;\n return VertexOutput(_e32, _e33, _e34, _e35, _e36, _e37, _e38, _e39);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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