@driftengine/core 4.8.2 → 4.8.4

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Files changed (259) hide show
  1. package/CHANGELOG.json +127 -0
  2. package/README.md +1 -1
  3. package/dist/geometry/meshConcat.js +2 -0
  4. package/dist/index.d.ts +11 -4
  5. package/dist/index.js +22 -1
  6. package/dist/math/scalar.js +1 -1
  7. package/dist/render/anisotropicLobe.d.ts +7 -0
  8. package/dist/render/anisotropicLobe.js +33 -0
  9. package/dist/render/backend/api.d.ts +41 -4
  10. package/dist/render/backend/materialChanges.d.ts +7 -2
  11. package/dist/render/backend/materialChanges.js +8 -3
  12. package/dist/render/backend/select.js +8 -0
  13. package/dist/render/backend/webgl2/clothTextures.d.ts +27 -0
  14. package/dist/render/backend/webgl2/clothTextures.js +93 -0
  15. package/dist/render/backend/webgl2/renderer.d.ts +159 -3
  16. package/dist/render/backend/webgl2/renderer.js +662 -80
  17. package/dist/render/backend/webgl2/skinScatter.d.ts +50 -0
  18. package/dist/render/backend/webgl2/skinScatter.js +256 -0
  19. package/dist/render/backend/webgpu/buffers.d.ts +25 -11
  20. package/dist/render/backend/webgpu/buffers.js +98 -49
  21. package/dist/render/backend/webgpu/causticsPass.js +2 -1
  22. package/dist/render/backend/webgpu/clothSolvePack.d.ts +27 -0
  23. package/dist/render/backend/webgpu/clothSolvePack.js +129 -0
  24. package/dist/render/backend/webgpu/clothTextures.d.ts +68 -0
  25. package/dist/render/backend/webgpu/clothTextures.js +145 -0
  26. package/dist/render/backend/webgpu/compressedUpload.d.ts +18 -0
  27. package/dist/render/backend/webgpu/compressedUpload.js +38 -0
  28. package/dist/render/backend/webgpu/computeHost.d.ts +21 -0
  29. package/dist/render/backend/webgpu/computeHost.js +5 -0
  30. package/dist/render/backend/webgpu/depthPass.d.ts +29 -9
  31. package/dist/render/backend/webgpu/depthPass.js +43 -12
  32. package/dist/render/backend/webgpu/drawCommand.js +6 -2
  33. package/dist/render/backend/webgpu/filmPass.js +2 -1
  34. package/dist/render/backend/webgpu/flatPass.d.ts +43 -4
  35. package/dist/render/backend/webgpu/flatPass.js +111 -13
  36. package/dist/render/backend/webgpu/gpuSkinnedCloth.d.ts +74 -0
  37. package/dist/render/backend/webgpu/gpuSkinnedCloth.js +452 -0
  38. package/dist/render/backend/webgpu/linePass.js +2 -1
  39. package/dist/render/backend/webgpu/motionPass.d.ts +20 -0
  40. package/dist/render/backend/webgpu/motionPass.js +106 -9
  41. package/dist/render/backend/webgpu/panelPass.js +2 -1
  42. package/dist/render/backend/webgpu/particlePass.js +2 -1
  43. package/dist/render/backend/webgpu/plumePass.js +2 -1
  44. package/dist/render/backend/webgpu/postPass.d.ts +15 -3
  45. package/dist/render/backend/webgpu/postPass.js +25 -8
  46. package/dist/render/backend/webgpu/renderer.d.ts +123 -6
  47. package/dist/render/backend/webgpu/renderer.js +534 -58
  48. package/dist/render/backend/webgpu/sdfTextPass.js +2 -1
  49. package/dist/render/backend/webgpu/shaders/clothSolve.wgsl.d.ts +33 -0
  50. package/dist/render/backend/webgpu/shaders/clothSolve.wgsl.js +469 -0
  51. package/dist/render/backend/webgpu/skinScatterPass.d.ts +51 -0
  52. package/dist/render/backend/webgpu/skinScatterPass.js +253 -0
  53. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +4 -1
  54. package/dist/render/backend/webgpu/surfaceTexturePass.js +37 -12
  55. package/dist/render/backend/webgpu/textPass.js +2 -1
  56. package/dist/render/backend/webgpu/waterPass.js +2 -1
  57. package/dist/render/backend/webgpu/windStreakPass.js +2 -1
  58. package/dist/render/boltBatch.js +2 -1
  59. package/dist/render/causticsRenderer.js +2 -1
  60. package/dist/render/clothBindingData.d.ts +41 -0
  61. package/dist/render/clothBindingData.js +72 -0
  62. package/dist/render/clothPlacement.d.ts +25 -0
  63. package/dist/render/clothPlacement.js +85 -0
  64. package/dist/render/compressedSource.d.ts +66 -0
  65. package/dist/render/compressedSource.js +138 -0
  66. package/dist/render/cutoutCaster.d.ts +5 -1
  67. package/dist/render/cutoutCaster.js +6 -0
  68. package/dist/render/cutoutDither.d.ts +51 -0
  69. package/dist/render/cutoutDither.js +90 -0
  70. package/dist/render/decalPass.js +2 -1
  71. package/dist/render/eyeRefraction.d.ts +35 -0
  72. package/dist/render/eyeRefraction.js +40 -0
  73. package/dist/render/glCompressed.d.ts +27 -0
  74. package/dist/render/glCompressed.js +53 -0
  75. package/dist/render/globalMediumPass.js +3 -2
  76. package/dist/render/hairLobes.d.ts +70 -0
  77. package/dist/render/hairLobes.js +120 -0
  78. package/dist/render/lightBudget.d.ts +22 -0
  79. package/dist/render/lightBudget.js +22 -0
  80. package/dist/render/lineBatch.js +5 -1
  81. package/dist/render/mesh.d.ts +7 -0
  82. package/dist/render/mesh.js +24 -0
  83. package/dist/render/oitPass.js +2 -1
  84. package/dist/render/particleBatch.js +3 -2
  85. package/dist/render/particlePool.d.ts +6 -2
  86. package/dist/render/plumeRenderer.js +3 -2
  87. package/dist/render/recon/motionVectors.d.ts +4 -2
  88. package/dist/render/recon/motionVectors.js +6 -3
  89. package/dist/render/renderQuality.d.ts +29 -2
  90. package/dist/render/renderQuality.js +5 -0
  91. package/dist/render/rendererHarness.js +4 -0
  92. package/dist/render/sceneCoverage.d.ts +54 -0
  93. package/dist/render/sceneCoverage.js +72 -0
  94. package/dist/render/sceneTarget.d.ts +12 -0
  95. package/dist/render/sceneTarget.js +14 -0
  96. package/dist/render/sdfTextRenderer.js +2 -1
  97. package/dist/render/shaders/clothBinding.d.ts +22 -0
  98. package/dist/render/shaders/clothBinding.js +80 -0
  99. package/dist/render/shaders/depth.js +45 -8
  100. package/dist/render/shaders/flat/anisotropic.d.ts +15 -0
  101. package/dist/render/shaders/flat/anisotropic.js +68 -0
  102. package/dist/render/shaders/flat/eye.d.ts +1 -0
  103. package/dist/render/shaders/flat/eye.js +81 -0
  104. package/dist/render/shaders/flat/hair.d.ts +1 -0
  105. package/dist/render/shaders/flat/hair.js +101 -0
  106. package/dist/render/shaders/flat/index.js +42 -3
  107. package/dist/render/shaders/flat/main.d.ts +1 -1
  108. package/dist/render/shaders/flat/main.js +113 -17
  109. package/dist/render/shaders/flat/models.d.ts +14 -0
  110. package/dist/render/shaders/flat/models.js +273 -0
  111. package/dist/render/shaders/flat/preamble.js +26 -24
  112. package/dist/render/shaders/flat/skin.d.ts +1 -0
  113. package/dist/render/shaders/flat/skin.js +114 -0
  114. package/dist/render/shaders/generated/depth.wgsl.d.ts +66 -24
  115. package/dist/render/shaders/generated/depth.wgsl.js +66 -24
  116. package/dist/render/shaders/generated/flat.wgsl.d.ts +1815 -1704
  117. package/dist/render/shaders/generated/flat.wgsl.js +1853 -1742
  118. package/dist/render/shaders/generated/line.wgsl.d.ts +1 -1
  119. package/dist/render/shaders/generated/line.wgsl.js +1 -1
  120. package/dist/render/shaders/generated/particle.wgsl.d.ts +3 -3
  121. package/dist/render/shaders/generated/particle.wgsl.js +3 -3
  122. package/dist/render/shaders/generated/rush.wgsl.d.ts +1 -1
  123. package/dist/render/shaders/generated/rush.wgsl.js +1 -1
  124. package/dist/render/shaders/generated/sdfText.wgsl.d.ts +1 -1
  125. package/dist/render/shaders/generated/sdfText.wgsl.js +1 -1
  126. package/dist/render/shaders/generated/skinBlur.wgsl.d.ts +48 -0
  127. package/dist/render/shaders/generated/skinBlur.wgsl.js +54 -0
  128. package/dist/render/shaders/generated/temporalResolve.wgsl.d.ts +1 -1
  129. package/dist/render/shaders/generated/temporalResolve.wgsl.js +1 -1
  130. package/dist/render/shaders/line.d.ts +1 -1
  131. package/dist/render/shaders/outputTransform.d.ts +14 -1
  132. package/dist/render/shaders/outputTransform.js +23 -1
  133. package/dist/render/shaders/particle.d.ts +3 -3
  134. package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
  135. package/dist/render/shaders/recon/motion.wgsl.js +102 -0
  136. package/dist/render/shaders/recon/resolve.wgsl.js +15 -1
  137. package/dist/render/shaders/rush.js +13 -2
  138. package/dist/render/shaders/sdfText.d.ts +1 -1
  139. package/dist/render/shaders/skinBlur.d.ts +1 -0
  140. package/dist/render/shaders/skinBlur.js +103 -0
  141. package/dist/render/shaders/skinning.d.ts +3 -1
  142. package/dist/render/shaders/skinning.js +31 -4
  143. package/dist/render/shaders/temporalResolve.js +12 -5
  144. package/dist/render/shadowCasters.d.ts +13 -1
  145. package/dist/render/skinBlur.d.ts +41 -0
  146. package/dist/render/skinBlur.js +49 -0
  147. package/dist/render/skinScatter.d.ts +67 -0
  148. package/dist/render/skinScatter.js +80 -0
  149. package/dist/render/skinnedClothRun.d.ts +26 -0
  150. package/dist/render/skinnedClothRun.js +84 -0
  151. package/dist/render/ssrPass.js +2 -1
  152. package/dist/render/surfaceModel.d.ts +129 -0
  153. package/dist/render/surfaceModel.js +152 -0
  154. package/dist/render/surfaceTexture.d.ts +55 -4
  155. package/dist/render/surfaceTexture.js +60 -46
  156. package/dist/render/textRenderer.js +2 -1
  157. package/dist/render/vertexDefaults.js +8 -0
  158. package/dist/render/waterRenderer.js +2 -1
  159. package/dist/render/windStreakRenderer.js +2 -1
  160. package/package.json +6 -6
  161. package/src/geometry/meshConcat.ts +2 -0
  162. package/src/index.ts +53 -1
  163. package/src/math/scalar.ts +1 -1
  164. package/src/render/anisotropicLobe.ts +41 -0
  165. package/src/render/backend/api.ts +52 -3
  166. package/src/render/backend/materialChanges.ts +8 -3
  167. package/src/render/backend/select.ts +8 -0
  168. package/src/render/backend/webgl2/clothTextures.ts +120 -0
  169. package/src/render/backend/webgl2/renderer.ts +750 -80
  170. package/src/render/backend/webgl2/skinScatter.ts +309 -0
  171. package/src/render/backend/webgpu/buffers.ts +137 -63
  172. package/src/render/backend/webgpu/causticsPass.ts +2 -1
  173. package/src/render/backend/webgpu/clothSolvePack.ts +161 -0
  174. package/src/render/backend/webgpu/clothTextures.ts +194 -0
  175. package/src/render/backend/webgpu/compressedUpload.ts +65 -0
  176. package/src/render/backend/webgpu/computeHost.ts +25 -0
  177. package/src/render/backend/webgpu/depthPass.ts +43 -10
  178. package/src/render/backend/webgpu/drawCommand.ts +6 -2
  179. package/src/render/backend/webgpu/filmPass.ts +2 -1
  180. package/src/render/backend/webgpu/flatPass.ts +147 -8
  181. package/src/render/backend/webgpu/gpuSkinnedCloth.ts +502 -0
  182. package/src/render/backend/webgpu/linePass.ts +2 -1
  183. package/src/render/backend/webgpu/motionPass.ts +128 -9
  184. package/src/render/backend/webgpu/panelPass.ts +2 -1
  185. package/src/render/backend/webgpu/particlePass.ts +2 -1
  186. package/src/render/backend/webgpu/plumePass.ts +2 -1
  187. package/src/render/backend/webgpu/postPass.ts +25 -6
  188. package/src/render/backend/webgpu/renderer.ts +701 -52
  189. package/src/render/backend/webgpu/sdfTextPass.ts +2 -1
  190. package/src/render/backend/webgpu/shaders/clothSolve.wgsl.ts +470 -0
  191. package/src/render/backend/webgpu/skinScatterPass.ts +309 -0
  192. package/src/render/backend/webgpu/surfaceTexturePass.ts +42 -12
  193. package/src/render/backend/webgpu/textPass.ts +2 -1
  194. package/src/render/backend/webgpu/waterPass.ts +2 -1
  195. package/src/render/backend/webgpu/windStreakPass.ts +2 -1
  196. package/src/render/boltBatch.ts +2 -1
  197. package/src/render/causticsRenderer.ts +2 -1
  198. package/src/render/clothBindingData.ts +89 -0
  199. package/src/render/clothPlacement.ts +114 -0
  200. package/src/render/compressedSource.ts +198 -0
  201. package/src/render/cutoutCaster.ts +20 -2
  202. package/src/render/cutoutDither.ts +99 -0
  203. package/src/render/decalPass.ts +2 -1
  204. package/src/render/eyeRefraction.ts +72 -0
  205. package/src/render/glCompressed.ts +86 -0
  206. package/src/render/globalMediumPass.ts +3 -2
  207. package/src/render/hairLobes.ts +188 -0
  208. package/src/render/lightBudget.ts +25 -0
  209. package/src/render/lineBatch.ts +3 -1
  210. package/src/render/mesh.ts +23 -0
  211. package/src/render/oitPass.ts +2 -1
  212. package/src/render/particleBatch.ts +3 -2
  213. package/src/render/particlePool.ts +6 -2
  214. package/src/render/plumeRenderer.ts +3 -2
  215. package/src/render/recon/motionVectors.ts +6 -3
  216. package/src/render/renderQuality.ts +37 -2
  217. package/src/render/rendererHarness.ts +4 -0
  218. package/src/render/sceneCoverage.ts +78 -0
  219. package/src/render/sceneTarget.ts +21 -0
  220. package/src/render/sdfTextRenderer.ts +2 -1
  221. package/src/render/shaders/clothBinding.ts +81 -0
  222. package/src/render/shaders/depth.ts +45 -8
  223. package/src/render/shaders/flat/anisotropic.ts +68 -0
  224. package/src/render/shaders/flat/eye.ts +82 -0
  225. package/src/render/shaders/flat/hair.ts +102 -0
  226. package/src/render/shaders/flat/index.ts +42 -3
  227. package/src/render/shaders/flat/main.ts +113 -17
  228. package/src/render/shaders/flat/models.ts +286 -0
  229. package/src/render/shaders/flat/preamble.ts +26 -24
  230. package/src/render/shaders/flat/skin.ts +116 -0
  231. package/src/render/shaders/generated/depth.wgsl.ts +66 -24
  232. package/src/render/shaders/generated/flat.wgsl.ts +1853 -1742
  233. package/src/render/shaders/generated/line.wgsl.ts +1 -1
  234. package/src/render/shaders/generated/particle.wgsl.ts +3 -3
  235. package/src/render/shaders/generated/rush.wgsl.ts +1 -1
  236. package/src/render/shaders/generated/sdfText.wgsl.ts +1 -1
  237. package/src/render/shaders/generated/skinBlur.wgsl.ts +56 -0
  238. package/src/render/shaders/generated/temporalResolve.wgsl.ts +1 -1
  239. package/src/render/shaders/outputTransform.ts +24 -1
  240. package/src/render/shaders/recon/motion.wgsl.ts +102 -0
  241. package/src/render/shaders/recon/resolve.wgsl.ts +15 -1
  242. package/src/render/shaders/rush.ts +13 -2
  243. package/src/render/shaders/skinBlur.ts +105 -0
  244. package/src/render/shaders/skinning.ts +31 -4
  245. package/src/render/shaders/temporalResolve.ts +12 -5
  246. package/src/render/shadowCasters.ts +13 -0
  247. package/src/render/skinBlur.ts +53 -0
  248. package/src/render/skinScatter.ts +92 -0
  249. package/src/render/skinnedClothRun.ts +128 -0
  250. package/src/render/ssrPass.ts +2 -1
  251. package/src/render/surfaceModel.ts +274 -0
  252. package/src/render/surfaceTexture.ts +134 -63
  253. package/src/render/textRenderer.ts +2 -1
  254. package/src/render/vertexDefaults.ts +8 -0
  255. package/src/render/waterRenderer.ts +2 -1
  256. package/src/render/windStreakRenderer.ts +2 -1
  257. package/dist/math/exact.d.ts +0 -76
  258. package/dist/math/exact.js +0 -327
  259. package/src/math/exact.ts +0 -340
@@ -5,7 +5,7 @@
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  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
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  */
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- export const 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 _e67 = (*c);\n low = (_e67 * 12.92f);\n let _e69 = (*c);\n high = ((pow(max(_e69, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e75 = high;\n let _e76 = low;\n let _e77 = (*c);\n return mix(_e75, _e76, step(_e77, 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 _e67 = (*v);\n let _e68 = (*v);\n a = ((_e67 * (_e68 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e74 = (*v);\n let _e75 = (*v);\n b = ((_e74 * ((_e75 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e82 = a;\n let _e83 = b;\n return (_e82 / _e83);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e67 = unnamed.uOutputExposure;\n let _e68 = (*x);\n (*x) = (_e68 * _e67);\n let _e70 = (*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)) * _e70);\n let _e72 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e72), 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 _e68 = unnamed.uOutputTransform;\n if (_e68 == 0i) {\n let _e70 = (*c_1);\n return _e70;\n }\n let _e72 = unnamed.uOutputTransform;\n if (_e72 == 2i) {\n let _e74 = (*c_1);\n param_1 = _e74;\n let _e75 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_1) = _e75;\n }\n let _e76 = (*c_1);\n param_2 = _e76;\n let _e77 = linearToSrgb_u0028_vf3_u003b((&param_2));\n return _e77;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e65 = unnamed.uFogColor;\n let _e67 = unnamed.uUnderwaterColor;\n let _e69 = unnamed.uUnderwaterFactor;\n return mix(_e65, _e67, vec3(_e69));\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 _e74 = unnamed.uFogMode;\n if (_e74 == 1i) {\n let _e77 = unnamed.uFogFar;\n let _e79 = unnamed.uFogNear;\n span = max((_e77 - _e79), 0.0001f);\n let _e82 = (*dist);\n let _e84 = unnamed.uFogNear;\n let _e86 = span;\n ramp = clamp(((_e82 - _e84) / _e86), 0f, 1f);\n let _e90 = unnamed.uUnderwaterFactor;\n if (_e90 <= 0f) {\n let _e92 = ramp;\n return _e92;\n }\n let _e94 = unnamed.uUnderwaterFogDensity;\n let _e95 = (*dist);\n wetLinear = (_e94 * _e95);\n let _e97 = ramp;\n let _e98 = wetLinear;\n let _e100 = wetLinear;\n let _e106 = unnamed.uUnderwaterFactor;\n return mix(_e97, (1f - exp2(((-(_e98) * _e100) * 1.442695f))), _e106);\n }\n let _e108 = (*pointY);\n let _e110 = unnamed.uFogEyeY;\n let _e113 = unnamed.uFogHeightFalloff;\n t = ((_e108 - _e110) * _e113);\n let _e115 = t;\n let _e118 = t;\n denom = select(_e118, 0.0001f, (abs(_e115) < 0.0001f));\n let _e121 = unnamed.uFogDensity;\n let _e123 = (*dist);\n let _e125 = denom;\n let _e130 = denom;\n air = (1f - exp((((-(_e121) * _e123) * (1f - exp(-(_e125)))) / _e130)));\n let _e135 = unnamed.uUnderwaterFactor;\n if (_e135 <= 0f) {\n let _e137 = air;\n return _e137;\n }\n let _e139 = unnamed.uUnderwaterFogDensity;\n let _e140 = (*dist);\n wet = (_e139 * _e140);\n let _e142 = air;\n let _e143 = wet;\n let _e145 = wet;\n let _e151 = unnamed.uUnderwaterFactor;\n return mix(_e142, (1f - exp2(((-(_e143) * _e145) * 1.442695f))), _e151);\n}\n\nfn main_1() {\n var edge: f32;\n var band: f32;\n var coverage: f32;\n var fog: f32;\n var param_3: f32;\n var param_4: f32;\n var color: vec3<f32>;\n var param_5: vec3<f32>;\n\n let _e72 = vSide_1;\n edge = (1f - abs(_e72));\n let _e75 = vSide_1;\n let _e76 = fwidth(_e75);\n let _e78 = unnamed.uSoftness;\n band = max(_e76, _e78);\n let _e80 = band;\n let _e81 = edge;\n coverage = smoothstep(0f, _e80, _e81);\n let _e83 = vWorldPos_1;\n let _e85 = unnamed.uCameraPos;\n param_3 = distance(_e83, _e85);\n let _e88 = vWorldPos_1[1u];\n param_4 = _e88;\n let _e89 = mediumFog_u0028_f1_u003b_f1_u003b((&param_3), (&param_4));\n fog = _e89;\n let _e91 = unnamed.uColor;\n let _e92 = mediumColor_u0028_();\n let _e93 = fog;\n color = mix(_e91, _e92, vec3(_e93));\n let _e96 = color;\n param_5 = _e96;\n let _e97 = applyOutputTransform_u0028_vf3_u003b((&param_5));\n let _e98 = coverage;\n let _e100 = unnamed.uOpacity;\n outColor = vec4<f32>(_e97.x, _e97.y, _e97.z, (_e98 * _e100));\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";
8
+ 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((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _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((&param_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((&param_2));\n (*c_2) = _e88;\n }\n let _e89 = (*c_2);\n param_3 = _e89;\n let _e90 = linearToSrgb_u0028_vf3_u003b((&param_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((&param_4), (&param_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((&param_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";
9
9
 
10
10
  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";
11
11
 
@@ -5,11 +5,11 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
 
8
- 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 _e72 = (*c);\n low = (_e72 * 12.92f);\n let _e74 = (*c);\n high = ((pow(max(_e74, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e80 = high;\n let _e81 = low;\n let _e82 = (*c);\n return mix(_e80, _e81, step(_e82, 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 _e72 = (*v);\n let _e73 = (*v);\n a = ((_e72 * (_e73 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e79 = (*v);\n let _e80 = (*v);\n b = ((_e79 * ((_e80 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e87 = a;\n let _e88 = b;\n return (_e87 / _e88);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e72 = unnamed.uOutputExposure;\n let _e73 = (*x);\n (*x) = (_e73 * _e72);\n let _e75 = (*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)) * _e75);\n let _e77 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e77), 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 _e73 = unnamed.uOutputTransform;\n if (_e73 == 0i) {\n let _e75 = (*c_1);\n return _e75;\n }\n let _e77 = unnamed.uOutputTransform;\n if (_e77 == 2i) {\n let _e79 = (*c_1);\n param_1 = _e79;\n let _e80 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_1) = _e80;\n }\n let _e81 = (*c_1);\n param_2 = _e81;\n let _e82 = linearToSrgb_u0028_vf3_u003b((&param_2));\n return _e82;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e70 = unnamed.uFogColor;\n let _e72 = unnamed.uUnderwaterColor;\n let _e74 = unnamed.uUnderwaterFactor;\n return mix(_e70, _e72, vec3(_e74));\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 _e79 = unnamed.uFogMode;\n if (_e79 == 1i) {\n let _e82 = unnamed.uFogFar;\n let _e84 = unnamed.uFogNear;\n span = max((_e82 - _e84), 0.0001f);\n let _e87 = (*dist);\n let _e89 = unnamed.uFogNear;\n let _e91 = span;\n ramp = clamp(((_e87 - _e89) / _e91), 0f, 1f);\n let _e95 = unnamed.uUnderwaterFactor;\n if (_e95 <= 0f) {\n let _e97 = ramp;\n return _e97;\n }\n let _e99 = unnamed.uUnderwaterFogDensity;\n let _e100 = (*dist);\n wetLinear = (_e99 * _e100);\n let _e102 = ramp;\n let _e103 = wetLinear;\n let _e105 = wetLinear;\n let _e111 = unnamed.uUnderwaterFactor;\n return mix(_e102, (1f - exp2(((-(_e103) * _e105) * 1.442695f))), _e111);\n }\n let _e113 = (*pointY);\n let _e115 = unnamed.uFogEyeY;\n let _e118 = unnamed.uFogHeightFalloff;\n t = ((_e113 - _e115) * _e118);\n let _e120 = t;\n let _e123 = t;\n denom = select(_e123, 0.0001f, (abs(_e120) < 0.0001f));\n let _e126 = unnamed.uFogDensity;\n let _e128 = (*dist);\n let _e130 = denom;\n let _e135 = denom;\n air = (1f - exp((((-(_e126) * _e128) * (1f - exp(-(_e130)))) / _e135)));\n let _e140 = unnamed.uUnderwaterFactor;\n if (_e140 <= 0f) {\n let _e142 = air;\n return _e142;\n }\n let _e144 = unnamed.uUnderwaterFogDensity;\n let _e145 = (*dist);\n wet = (_e144 * _e145);\n let _e147 = air;\n let _e148 = wet;\n let _e150 = wet;\n let _e156 = unnamed.uUnderwaterFactor;\n return mix(_e147, (1f - exp2(((-(_e148) * _e150) * 1.442695f))), _e156);\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_3: f32;\n var param_4: f32;\n var param_5: vec3<f32>;\n\n let _e77 = vUv_1;\n r = length(_e77);\n let _e79 = r;\n body = (1f - smoothstep(0.4f, 1f, _e79));\n let _e82 = body;\n if (_e82 <= 0f) {\n discard;\n }\n let _e84 = body;\n let _e85 = body;\n let _e87 = vAlpha_1;\n alpha = ((_e84 * _e85) * _e87);\n let _e89 = alpha;\n if (_e89 <= 0.002f) {\n discard;\n }\n let _e91 = vColor_1;\n color = _e91;\n let _e93 = unnamed.uFogEnabled;\n if (_e93 != 0i) {\n let _e95 = vWorldPos_1;\n let _e97 = unnamed.uCameraPos;\n param_3 = distance(_e95, _e97);\n let _e100 = vWorldPos_1[1u];\n param_4 = _e100;\n let _e101 = mediumFog_u0028_f1_u003b_f1_u003b((&param_3), (&param_4));\n fog = _e101;\n let _e102 = color;\n let _e103 = mediumColor_u0028_();\n let _e104 = fog;\n color = mix(_e102, _e103, vec3(_e104));\n }\n let _e107 = color;\n param_5 = _e107;\n let _e108 = applyOutputTransform_u0028_vf3_u003b((&param_5));\n let _e109 = alpha;\n outColor = vec4<f32>(_e108.x, _e108.y, _e108.z, _e109);\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";
8
+ 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((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _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((&param_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((&param_2));\n (*c_2) = _e93;\n }\n let _e94 = (*c_2);\n param_3 = _e94;\n let _e95 = linearToSrgb_u0028_vf3_u003b((&param_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((&param_4), (&param_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((&param_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";
9
9
 
10
- 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((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _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((&param_1));\n (*c_1) = _e115;\n }\n let _e116 = (*c_1);\n param_2 = _e116;\n let _e117 = linearToSrgb_u0028_vf3_u003b((&param_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((&param_3));\n let _e126 = i;\n param_4 = (_e126 + vec2<f32>(1f, 0f));\n let _e128 = hash21_u0028_vf2_u003b((&param_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((&param_5));\n let _e135 = i;\n param_6 = (_e135 + vec2<f32>(1f, 1f));\n let _e137 = hash21_u0028_vf2_u003b((&param_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((&param_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((&param_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((&param_9), (&param_10), (&param_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((&param_12), (&param_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((&param_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";
10
+ 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((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _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((&param_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((&param_2));\n (*c_2) = _e126;\n }\n let _e127 = (*c_2);\n param_3 = _e127;\n let _e128 = linearToSrgb_u0028_vf3_u003b((&param_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((&param_4));\n let _e128 = i;\n param_5 = (_e128 + vec2<f32>(1f, 0f));\n let _e130 = hash21_u0028_vf2_u003b((&param_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((&param_6));\n let _e137 = i;\n param_7 = (_e137 + vec2<f32>(1f, 1f));\n let _e139 = hash21_u0028_vf2_u003b((&param_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((&param_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((&param_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((&param_10), (&param_11), (&param_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((&param_13), (&param_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((&param_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 _e86 = (*c);\n low = (_e86 * 12.92f);\n let _e88 = (*c);\n high = ((pow(max(_e88, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e94 = high;\n let _e95 = low;\n let _e96 = (*c);\n return mix(_e94, _e95, step(_e96, 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 _e86 = (*v);\n let _e87 = (*v);\n a = ((_e86 * (_e87 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e93 = (*v);\n let _e94 = (*v);\n b = ((_e93 * ((_e94 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e101 = a;\n let _e102 = b;\n return (_e101 / _e102);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e86 = unnamed.uOutputExposure;\n let _e87 = (*x);\n (*x) = (_e87 * _e86);\n let _e89 = (*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)) * _e89);\n let _e91 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e91), 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 _e87 = unnamed.uOutputTransform;\n if (_e87 == 0i) {\n let _e89 = (*c_1);\n return _e89;\n }\n let _e91 = unnamed.uOutputTransform;\n if (_e91 == 2i) {\n let _e93 = (*c_1);\n param_1 = _e93;\n let _e94 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_1) = _e94;\n }\n let _e95 = (*c_1);\n param_2 = _e95;\n let _e96 = linearToSrgb_u0028_vf3_u003b((&param_2));\n return _e96;\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 _e93 = unnamed.uFogMode;\n if (_e93 == 1i) {\n let _e96 = unnamed.uFogFar;\n let _e98 = unnamed.uFogNear;\n span = max((_e96 - _e98), 0.0001f);\n let _e101 = (*dist);\n let _e103 = unnamed.uFogNear;\n let _e105 = span;\n ramp = clamp(((_e101 - _e103) / _e105), 0f, 1f);\n let _e109 = unnamed.uUnderwaterFactor;\n if (_e109 <= 0f) {\n let _e111 = ramp;\n return _e111;\n }\n let _e113 = unnamed.uUnderwaterFogDensity;\n let _e114 = (*dist);\n wetLinear = (_e113 * _e114);\n let _e116 = ramp;\n let _e117 = wetLinear;\n let _e119 = wetLinear;\n let _e125 = unnamed.uUnderwaterFactor;\n return mix(_e116, (1f - exp2(((-(_e117) * _e119) * 1.442695f))), _e125);\n }\n let _e127 = (*pointY);\n let _e129 = unnamed.uFogEyeY;\n let _e132 = unnamed.uFogHeightFalloff;\n t = ((_e127 - _e129) * _e132);\n let _e134 = t;\n let _e137 = t;\n denom = select(_e137, 0.0001f, (abs(_e134) < 0.0001f));\n let _e140 = unnamed.uFogDensity;\n let _e142 = (*dist);\n let _e144 = denom;\n let _e149 = denom;\n air = (1f - exp((((-(_e140) * _e142) * (1f - exp(-(_e144)))) / _e149)));\n let _e154 = unnamed.uUnderwaterFactor;\n if (_e154 <= 0f) {\n let _e156 = air;\n return _e156;\n }\n let _e158 = unnamed.uUnderwaterFogDensity;\n let _e159 = (*dist);\n wet = (_e158 * _e159);\n let _e161 = air;\n let _e162 = wet;\n let _e164 = wet;\n let _e170 = unnamed.uUnderwaterFactor;\n return mix(_e161, (1f - exp2(((-(_e162) * _e164) * 1.442695f))), _e170);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e84 = (*p);\n return fract((sin(dot(_e84, 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 _e91 = (*p_1);\n i = floor(_e91);\n let _e93 = (*p_1);\n f = fract(_e93);\n let _e95 = f;\n let _e96 = f;\n let _e98 = f;\n u = ((_e95 * _e96) * (vec2(3f) - (_e98 * 2f)));\n let _e103 = i;\n param_3 = _e103;\n let _e104 = hash21_u0028_vf2_u003b((&param_3));\n let _e105 = i;\n param_4 = (_e105 + vec2<f32>(1f, 0f));\n let _e107 = hash21_u0028_vf2_u003b((&param_4));\n let _e109 = u[0u];\n let _e111 = i;\n param_5 = (_e111 + vec2<f32>(0f, 1f));\n let _e113 = hash21_u0028_vf2_u003b((&param_5));\n let _e114 = i;\n param_6 = (_e114 + vec2<f32>(1f, 1f));\n let _e116 = hash21_u0028_vf2_u003b((&param_6));\n let _e118 = u[0u];\n let _e121 = u[1u];\n return mix(mix(_e104, _e107, _e109), mix(_e113, _e116, _e118), _e121);\n}\n\nfn main_1() {\n var r: f32;\n var core: f32;\n var halo: f32;\n var flick: f32;\n var param_7: vec2<f32>;\n var cool: f32;\n var energy: f32;\n var fog: f32;\n var param_8: f32;\n var param_9: f32;\n var param_10: vec3<f32>;\n\n let _e94 = vUv_1;\n r = length(_e94);\n let _e96 = r;\n if (_e96 > 1f) {\n discard;\n }\n let _e98 = r;\n core = pow((1f - clamp(_e98, 0f, 1f)), 6f);\n let _e102 = r;\n halo = pow((1f - clamp(_e102, 0f, 1f)), 1.6f);\n let _e107 = unnamed.uTime;\n let _e109 = vSeed_1;\n let _e112 = vSeed_1;\n param_7 = vec2<f32>(((_e107 * 9f) + (_e109 * 13f)), _e112);\n let _e114 = valueNoise_u0028_vf2_u003b((&param_7));\n flick = (0.7f + (0.3f * _e114));\n let _e117 = vAge_1;\n let _e118 = vAge_1;\n cool = (1f - (_e117 * _e118));\n let _e121 = halo;\n let _e123 = core;\n let _e125 = unnamed.uCoreGain;\n let _e128 = flick;\n let _e130 = cool;\n let _e132 = vAlpha_1;\n energy = (((((_e121 * 0.55f) + (_e123 * _e125)) * _e128) * _e130) * _e132);\n let _e134 = vWorldPos_1;\n let _e136 = unnamed.uCameraPos;\n param_8 = distance(_e134, _e136);\n let _e139 = vWorldPos_1[1u];\n param_9 = _e139;\n let _e140 = mediumFog_u0028_f1_u003b_f1_u003b((&param_8), (&param_9));\n fog = _e140;\n let _e141 = fog;\n let _e143 = energy;\n energy = (_e143 * (1f - _e141));\n let _e145 = vColor_1;\n let _e146 = energy;\n param_10 = (_e145 * _e146);\n let _e148 = applyOutputTransform_u0028_vf3_u003b((&param_10));\n outColor = vec4<f32>(_e148.x, _e148.y, _e148.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";
12
+ 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((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _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((&param_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((&param_2));\n (*c_2) = _e107;\n }\n let _e108 = (*c_2);\n param_3 = _e108;\n let _e109 = linearToSrgb_u0028_vf3_u003b((&param_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((&param_4));\n let _e109 = i;\n param_5 = (_e109 + vec2<f32>(1f, 0f));\n let _e111 = hash21_u0028_vf2_u003b((&param_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((&param_6));\n let _e118 = i;\n param_7 = (_e118 + vec2<f32>(1f, 1f));\n let _e120 = hash21_u0028_vf2_u003b((&param_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((&param_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((&param_9), (&param_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((&param_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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13
 
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14
  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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15
 
@@ -5,7 +5,7 @@
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- export const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uAoStrength: f32,\n uAoOffset: vec2<f32>,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uVignette: f32,\n uGrain: vec2<f32>,\n uAutoExposure: f32,\n uLocalExposure: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(40) \nvar uExposureHeld_t: texture_2d<f32>;\n@group(0) @binding(42) \nvar uExposureLocal_t: texture_2d<f32>;\n@group(0) @binding(43) \nvar uExposureLocal_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(38) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uBloom_s: sampler;\n@group(0) @binding(44) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(45) \nvar uGradeLut_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(36) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(41) \nvar uExposureHeld_s: sampler;\n\nfn grainNoise_u0028_vu2_u003b_u1_u003b(p: ptr<function, vec2<u32>>, seed: ptr<function, u32>) -> f32 {\n var h: u32;\n\n let _e153 = (*p)[0u];\n let _e156 = (*p)[1u];\n let _e159 = (*seed);\n h = (((_e153 * 1664525u) + (_e156 * 1013904223u)) + (_e159 * 2654435769u));\n let _e162 = h;\n let _e165 = h;\n h = (_e165 ^ (_e162 >> bitcast<u32>(16u)));\n let _e167 = h;\n h = (_e167 * 2246822519u);\n let _e169 = h;\n let _e172 = h;\n h = (_e172 ^ (_e169 >> bitcast<u32>(13u)));\n let _e174 = h;\n h = (_e174 * 3266489917u);\n let _e176 = h;\n let _e179 = h;\n h = (_e179 ^ (_e176 >> bitcast<u32>(16u)));\n let _e181 = h;\n return (f32(_e181) * 0.00000000023283064f);\n}\n\nfn withGrain_u0028_vf3_u003b_vf2_u003b(c: ptr<function, vec3<f32>>, fragCoord: ptr<function, vec2<f32>>) -> vec3<f32> {\n var luma: f32;\n var weight: f32;\n var n: f32;\n var param: vec2<u32>;\n var param_1: u32;\n\n let _e158 = unnamed.uGrain[0u];\n if (_e158 <= 0f) {\n let _e160 = (*c);\n return _e160;\n }\n let _e161 = (*c);\n luma = dot(clamp(_e161, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e166 = luma;\n let _e168 = luma;\n weight = (0.25f + ((3f * _e166) * (1f - _e168)));\n let _e172 = (*fragCoord);\n let _e176 = unnamed.uGrain[1u];\n param = vec2<u32>(_e172);\n param_1 = u32(_e176);\n let _e178 = grainNoise_u0028_vu2_u003b_u1_u003b((&param), (&param_1));\n n = (_e178 - 0.5f);\n let _e180 = (*c);\n let _e181 = n;\n let _e185 = unnamed.uGrain[0u];\n let _e187 = weight;\n return (_e180 + vec3((((2f * _e181) * _e185) * _e187)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e151 = unnamed.uVeilAlpha;\n if (_e151 <= 0f) {\n let _e153 = (*c_1);\n return _e153;\n }\n let _e154 = (*c_1);\n let _e156 = unnamed.uVeilColor;\n let _e158 = unnamed.uVeilAlpha;\n return mix(_e154, _e156, vec3(_e158));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e153 = unnamed.uGradeStrength;\n if (_e153 <= 0f) {\n let _e155 = (*c_2);\n return _e155;\n }\n let _e156 = (*c_2);\n clamped = clamp(_e156, vec3(0f), vec3(1f));\n let _e160 = clamped;\n let _e162 = unnamed.uGradeSize;\n let _e168 = unnamed.uGradeSize;\n uvw = (((_e160 * (_e162 - 1f)) + vec3(0.5f)) / vec3(_e168));\n let _e171 = (*c_2);\n let _e172 = uvw;\n let _e173 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e172, 0f);\n let _e176 = unnamed.uGradeStrength;\n return mix(_e171, _e173.xyz, vec3(_e176));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e152 = (*c_3);\n low = (_e152 * 12.92f);\n let _e154 = (*c_3);\n high = ((pow(max(_e154, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e160 = low;\n let _e161 = high;\n let _e162 = (*c_3);\n return mix(_e160, _e161, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e162));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e154 = unnamed.uOutputExposure;\n let _e155 = (*x);\n (*x) = (_e155 * _e154);\n let _e157 = (*x);\n v = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e157);\n let _e159 = v;\n let _e160 = v;\n a = ((_e159 * (_e160 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e166 = v;\n let _e167 = v;\n b = ((_e166 * ((_e167 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e174 = a;\n let _e175 = b;\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * (_e174 / _e175)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e153 = unnamed.uOutputTransform;\n if (_e153 == 0i) {\n let _e155 = (*c_4);\n return _e155;\n }\n let _e157 = unnamed.uOutputTransform;\n if (_e157 == 2i) {\n let _e159 = (*c_4);\n param_2 = _e159;\n let _e160 = acesFilmic_u0028_vf3_u003b((&param_2));\n (*c_4) = _e160;\n }\n let _e161 = (*c_4);\n param_3 = _e161;\n let _e162 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e162;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_5: ptr<function, vec3<f32>>, uv: ptr<function, vec2<f32>>, size: ptr<function, vec2<f32>>) -> vec3<f32> {\n var d: vec2<f32>;\n var corner: vec2<f32>;\n var r2_: f32;\n var falloff: f32;\n\n let _e157 = unnamed.uVignette;\n if (_e157 <= 0f) {\n let _e159 = (*c_5);\n return _e159;\n }\n let _e160 = (*uv);\n let _e163 = (*size);\n d = ((_e160 - vec2(0.5f)) * _e163);\n let _e165 = (*size);\n corner = (_e165 * 0.5f);\n let _e167 = d;\n let _e168 = d;\n let _e170 = corner;\n let _e171 = corner;\n r2_ = (dot(_e167, _e168) / dot(_e170, _e171));\n let _e175 = unnamed.uVignette;\n let _e176 = r2_;\n falloff = (1f + (_e175 * _e176));\n let _e179 = (*c_5);\n let _e180 = falloff;\n let _e181 = falloff;\n return (_e179 / vec3((_e180 * _e181)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e152 = unnamed.uAutoExposure;\n if (_e152 <= 0f) {\n return 1f;\n }\n let _e154 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e154.x;\n let _e157 = unnamed.uAutoExposure;\n let _e158 = held;\n stops = (_e157 * (-2.473931f - _e158));\n let _e161 = stops;\n return exp2(clamp(_e161, -6f, 6f));\n}\n\nfn localBlock_u0028_vf2_u003b_f1_u003b(uv_1: ptr<function, vec2<f32>>, block: ptr<function, f32>) -> vec2<f32> {\n var inside: vec2<f32>;\n\n let _e152 = (*uv_1);\n inside = clamp(_e152, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e154 = (*block);\n let _e156 = inside[0u];\n let _e160 = inside[1u];\n let _e162 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e154 + _e156) / 11f), _e160), 0f);\n return _e162.xy;\n}\n\nfn localExposureGain_u0028_vf2_u003b_vf3_u003b(uv_2: ptr<function, vec2<f32>>, light: ptr<function, vec3<f32>>) -> f32 {\n var held_1: f32;\n var pixel: f32;\n var b_1: f32;\n var lower: f32;\n var upper: f32;\n var banded: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: f32;\n var param_6: vec2<f32>;\n var param_7: f32;\n var tileMean: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var bilateral: f32;\n var local: f32;\n var local_1: f32;\n var stops_1: f32;\n\n let _e169 = unnamed.uLocalExposure;\n if (_e169 <= 0f) {\n return 1f;\n }\n let _e171 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e171.x;\n let _e173 = (*light);\n pixel = clamp(log2(max(dot(_e173, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e178 = pixel;\n b_1 = (((_e178 - -12f) / 2f) - 0.5f);\n let _e182 = b_1;\n lower = clamp(floor(_e182), 0f, 9f);\n let _e185 = lower;\n upper = min((_e185 + 1f), 9f);\n let _e188 = (*uv_2);\n param_4 = _e188;\n let _e189 = lower;\n param_5 = _e189;\n let _e190 = localBlock_u0028_vf2_u003b_f1_u003b((&param_4), (&param_5));\n let _e191 = (*uv_2);\n param_6 = _e191;\n let _e192 = upper;\n param_7 = _e192;\n let _e193 = localBlock_u0028_vf2_u003b_f1_u003b((&param_6), (&param_7));\n let _e194 = b_1;\n let _e195 = lower;\n banded = mix(_e190, _e193, vec2(clamp((_e194 - _e195), 0f, 1f)));\n let _e200 = (*uv_2);\n param_8 = _e200;\n param_9 = 10f;\n let _e201 = localBlock_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n tileMean = _e201.x;\n let _e204 = banded[1u];\n if (_e204 > 0.001f) {\n let _e207 = banded[0u];\n let _e209 = banded[1u];\n local = (_e207 / _e209);\n } else {\n let _e211 = tileMean;\n local = _e211;\n }\n let _e212 = local;\n bilateral = _e212;\n let _e213 = bilateral;\n let _e214 = tileMean;\n local_1 = mix(_e213, _e214, 0.4f);\n let _e217 = unnamed.uLocalExposure;\n let _e218 = held_1;\n let _e219 = local_1;\n stops_1 = (_e217 * (_e218 - _e219));\n let _e222 = stops_1;\n return exp2(clamp(_e222, -3f, 3f));\n}\n\nfn finish_u0028_vf3_u003b(light_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var local_2: f32;\n var param_10: vec2<f32>;\n var param_11: vec3<f32>;\n var lensed: vec3<f32>;\n var param_12: vec3<f32>;\n var param_13: vec2<f32>;\n var param_14: vec2<f32>;\n var param_15: vec3<f32>;\n var param_16: vec3<f32>;\n var param_17: vec3<f32>;\n var param_18: vec3<f32>;\n var param_19: vec2<f32>;\n\n let _e162 = vUv_1;\n param_10 = _e162;\n let _e163 = (*light_1);\n param_11 = _e163;\n let _e164 = localExposureGain_u0028_vf2_u003b_vf3_u003b((&param_10), (&param_11));\n local_2 = _e164;\n let _e165 = autoExposureGain_u0028_();\n let _e166 = local_2;\n let _e168 = (*light_1);\n (*light_1) = (_e168 * (_e165 * _e166));\n let _e170 = textureDimensions(uScene_t, 0i);\n let _e173 = (*light_1);\n param_12 = _e173;\n let _e174 = vUv_1;\n param_13 = _e174;\n param_14 = vec2<f32>(vec2<i32>(_e170));\n let _e175 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((&param_12), (&param_13), (&param_14));\n lensed = _e175;\n let _e176 = lensed;\n param_15 = _e176;\n let _e177 = grade_u0028_vf3_u003b((&param_15));\n param_16 = _e177;\n let _e178 = applyColourGrade_u0028_vf3_u003b((&param_16));\n param_17 = _e178;\n let _e179 = withVeil_u0028_vf3_u003b((&param_17));\n param_18 = _e179;\n let _e180 = gl_FragCoord_1;\n param_19 = _e180.xy;\n let _e182 = withGrain_u0028_vf3_u003b_vf2_u003b((&param_18), (&param_19));\n return _e182;\n}\n\nfn withBloom_u0028_vf3_u003b(c_6: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e151 = unnamed.uBloomStrength;\n if (_e151 <= 0f) {\n let _e153 = (*c_6);\n return _e153;\n }\n let _e154 = (*c_6);\n let _e155 = vUv_1;\n let _e156 = textureSampleLevel(uBloom_t, uBloom_s, _e155, 0f);\n let _e159 = unnamed.uBloomStrength;\n return (_e154 + (_e156.xyz * _e159));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e151 = (*viewDepth);\n let _e153 = unnamed.uFocusDistance;\n let _e157 = unnamed.uFocusRange;\n offPlane = (abs((_e151 - _e153)) - _e157);\n let _e159 = offPlane;\n let _e161 = unnamed.uFocusRange;\n return clamp((_e159 / _e161), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e151 = (*uv_3);\n let _e152 = textureSampleLevel(uDepth_t, uDepth_s, _e151, 0f);\n z = (1f - (_e152.x * 2f));\n let _e158 = unnamed.uDepthToView[0u];\n let _e159 = z;\n let _e163 = unnamed.uDepthToView[1u];\n let _e168 = unnamed.uDepthToView[2u];\n let _e169 = z;\n let _e173 = unnamed.uDepthToView[3u];\n return (-(((_e158 * _e159) + _e163)) / ((_e168 * _e169) + _e173));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_4: vec2<f32>;\n var depth: f32;\n var param_20: vec2<f32>;\n var weight_1: f32;\n var local_3: f32;\n var param_21: f32;\n\n let _e158 = vUv_1;\n let _e159 = (*direction);\n let _e160 = (*radius);\n let _e163 = unnamed.uDofAspect;\n uv_4 = (_e158 + ((_e159 * _e160) * _e163));\n let _e166 = uv_4;\n param_20 = _e166;\n let _e167 = viewDepthOf_u0028_vf2_u003b((&param_20));\n depth = _e167;\n let _e168 = depth;\n let _e169 = (*centreDepth);\n if (_e168 >= _e169) {\n local_3 = 1f;\n } else {\n let _e171 = depth;\n param_21 = _e171;\n let _e172 = circleOfConfusion_u0028_f1_u003b((&param_21));\n local_3 = _e172;\n }\n let _e173 = local_3;\n weight_1 = _e173;\n let _e174 = uv_4;\n let _e175 = textureSampleLevel(uScene_t, uScene_s, _e174, 0f);\n let _e177 = weight_1;\n let _e178 = (_e175.xyz * _e177);\n let _e179 = weight_1;\n return vec4<f32>(_e178.x, _e178.y, _e178.z, _e179);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_22: vec2<f32>;\n var coc: f32;\n var param_23: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_24: vec2<f32>;\n var param_25: f32;\n var param_26: f32;\n var param_27: vec2<f32>;\n var param_28: f32;\n var param_29: f32;\n var param_30: vec2<f32>;\n var param_31: f32;\n var param_32: f32;\n var param_33: vec2<f32>;\n var param_34: f32;\n var param_35: f32;\n var param_36: vec2<f32>;\n var param_37: f32;\n var param_38: f32;\n var param_39: vec2<f32>;\n var param_40: f32;\n var param_41: f32;\n var param_42: vec2<f32>;\n var param_43: f32;\n var param_44: f32;\n var param_45: vec2<f32>;\n var param_46: f32;\n var param_47: f32;\n\n let _e180 = vUv_1;\n param_22 = _e180;\n let _e181 = viewDepthOf_u0028_vf2_u003b((&param_22));\n depth_1 = _e181;\n let _e182 = depth_1;\n param_23 = _e182;\n let _e183 = circleOfConfusion_u0028_f1_u003b((&param_23));\n coc = _e183;\n let _e184 = coc;\n if (_e184 <= 0f) {\n let _e186 = (*centre);\n return _e186;\n }\n let _e187 = coc;\n let _e189 = unnamed.uDofStrength;\n radius_1 = (_e187 * _e189);\n let _e191 = (*centre);\n sum = vec4<f32>(_e191.x, _e191.y, _e191.z, 1f);\n param_24 = vec2<f32>(0.25f, 0f);\n let _e196 = radius_1;\n param_25 = _e196;\n let _e197 = depth_1;\n param_26 = _e197;\n let _e198 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_24), (&param_25), (&param_26));\n let _e199 = sum;\n sum = (_e199 + _e198);\n param_27 = vec2<f32>(-0.31929f, 0.292496f);\n let _e201 = radius_1;\n param_28 = _e201;\n let _e202 = depth_1;\n param_29 = _e202;\n let _e203 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_27), (&param_28), (&param_29));\n let _e204 = sum;\n sum = (_e204 + _e203);\n param_30 = vec2<f32>(0.048872f, -0.556877f);\n let _e206 = radius_1;\n param_31 = _e206;\n let _e207 = depth_1;\n param_32 = _e207;\n let _e208 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_30), (&param_31), (&param_32));\n let _e209 = sum;\n sum = (_e209 + _e208);\n param_33 = vec2<f32>(0.402444f, 0.524918f);\n let _e211 = radius_1;\n param_34 = _e211;\n let _e212 = depth_1;\n param_35 = _e212;\n let _e213 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_33), (&param_34), (&param_35));\n let _e214 = sum;\n sum = (_e214 + _e213);\n param_36 = vec2<f32>(-0.738535f, -0.130636f);\n let _e216 = radius_1;\n param_37 = _e216;\n let _e217 = depth_1;\n param_38 = _e217;\n let _e218 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_36), (&param_37), (&param_38));\n let _e219 = sum;\n sum = (_e219 + _e218);\n param_39 = vec2<f32>(0.699605f, -0.445031f);\n let _e221 = radius_1;\n param_40 = _e221;\n let _e222 = depth_1;\n param_41 = _e222;\n let _e223 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_39), (&param_40), (&param_41));\n let _e224 = sum;\n sum = (_e224 + _e223);\n param_42 = vec2<f32>(-0.234004f, 0.870484f);\n let _e226 = radius_1;\n param_43 = _e226;\n let _e227 = depth_1;\n param_44 = _e227;\n let _e228 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_42), (&param_43), (&param_44));\n let _e229 = sum;\n sum = (_e229 + _e228);\n param_45 = vec2<f32>(-0.446271f, -0.859268f);\n let _e231 = radius_1;\n param_46 = _e231;\n let _e232 = depth_1;\n param_47 = _e232;\n let _e233 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_45), (&param_46), (&param_47));\n let _e234 = sum;\n sum = (_e234 + _e233);\n let _e236 = sum;\n let _e239 = sum[3u];\n return (_e236.xyz / vec3(_e239));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var velocity: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t: f32;\n\n let _e159 = vUv_1;\n let _e160 = textureSampleLevel(uDepth_t, uDepth_s, _e159, 0f);\n depth_2 = _e160.x;\n let _e162 = vUv_1;\n let _e165 = ((_e162 * 2f) - vec2(1f));\n let _e166 = depth_2;\n clip = vec4<f32>(_e165.x, _e165.y, (1f - (_e166 * 2f)), 1f);\n let _e173 = unnamed.uReprojection;\n let _e174 = clip;\n previous = (_e173 * _e174);\n let _e177 = previous[3u];\n if (_e177 <= 0f) {\n let _e179 = (*scene);\n return _e179;\n }\n let _e180 = previous;\n let _e183 = previous[3u];\n wasUv = (((_e180.xy / vec2(_e183)) * 0.5f) + vec2(0.5f));\n let _e189 = vUv_1;\n let _e190 = wasUv;\n let _e193 = unnamed.uMotionStrength;\n velocity = ((_e189 - _e190) * _e193);\n let _e195 = velocity;\n distance_ = length(_e195);\n let _e197 = distance_;\n if (_e197 < 0.0001f) {\n let _e199 = (*scene);\n return _e199;\n }\n let _e200 = distance_;\n let _e202 = unnamed.uMotionMax;\n if (_e200 > _e202) {\n let _e205 = unnamed.uMotionMax;\n let _e206 = distance_;\n let _e208 = velocity;\n velocity = (_e208 * (_e205 / _e206));\n }\n let _e210 = (*scene);\n sum_1 = _e210;\n i = 1i;\n loop {\n let _e211 = i;\n if (_e211 <= 4i) {\n let _e213 = i;\n t = ((f32(_e213) / 4f) * 0.5f);\n let _e217 = vUv_1;\n let _e218 = velocity;\n let _e219 = t;\n let _e222 = textureSampleLevel(uScene_t, uScene_s, (_e217 + (_e218 * _e219)), 0f);\n let _e224 = sum_1;\n sum_1 = (_e224 + _e222.xyz);\n let _e226 = vUv_1;\n let _e227 = velocity;\n let _e228 = t;\n let _e231 = textureSampleLevel(uScene_t, uScene_s, (_e226 - (_e227 * _e228)), 0f);\n let _e233 = sum_1;\n sum_1 = (_e233 + _e231.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e235 = i;\n i = (_e235 + 1i);\n }\n }\n let _e237 = sum_1;\n return (_e237 / vec3(9f));\n}\n\nfn main_1() {\n var scene_1: vec3<f32>;\n var param_48: vec3<f32>;\n var param_49: vec3<f32>;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_50: vec3<f32>;\n var param_51: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_52: vec3<f32>;\n var param_53: vec3<f32>;\n\n let _e166 = vUv_1;\n let _e167 = textureSampleLevel(uScene_t, uScene_s, _e166, 0f);\n scene_1 = _e167.xyz;\n let _e170 = unnamed.uMotionStrength;\n if (_e170 > 0f) {\n let _e172 = scene_1;\n param_48 = _e172;\n let _e173 = cameraBlur_u0028_vf3_u003b((&param_48));\n scene_1 = _e173;\n }\n let _e175 = unnamed.uDofStrength;\n if (_e175 > 0f) {\n let _e177 = scene_1;\n param_49 = _e177;\n let _e178 = depthOfField_u0028_vf3_u003b((&param_49));\n scene_1 = _e178;\n }\n let _e179 = vUv_1;\n let _e181 = unnamed.uAoOffset;\n let _e183 = textureSampleLevel(uAo_t, uAo_s, (_e179 + _e181), 0f);\n let _e186 = unnamed.uAoStrength;\n ao = mix(1f, _e183.x, _e186);\n let _e188 = vUv_1;\n fromCentre = (_e188 - vec2(0.5f));\n let _e191 = fromCentre;\n radius_2 = (length((_e191 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e196 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e196);\n let _e198 = inner;\n let _e199 = radius_2;\n edge = smoothstep(_e198, 1f, _e199);\n let _e201 = edge;\n let _e203 = unnamed.uStrength;\n amount = (_e201 * _e203);\n let _e205 = amount;\n if (_e205 <= 0f) {\n let _e207 = scene_1;\n let _e208 = ao;\n param_50 = (_e207 * _e208);\n let _e210 = withBloom_u0028_vf3_u003b((&param_50));\n param_51 = _e210;\n let _e211 = finish_u0028_vf3_u003b((&param_51));\n fragColor = vec4<f32>(_e211.x, _e211.y, _e211.z, 1f);\n return;\n }\n let _e216 = fromCentre;\n let _e220 = unnamed.uReach;\n let _e222 = amount;\n step_ = ((normalize((_e216 + vec2<f32>(0.000001f, 0.000001f))) * _e220) * _e222);\n let _e224 = scene_1;\n sum_2 = _e224;\n i_1 = 1i;\n loop {\n let _e225 = i_1;\n if (_e225 <= 6i) {\n let _e227 = vUv_1;\n let _e228 = step_;\n let _e229 = i_1;\n let _e234 = textureSampleLevel(uScene_t, uScene_s, (_e227 + (_e228 * (f32(_e229) / 6f))), 0f);\n let _e236 = sum_2;\n sum_2 = (_e236 + _e234.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e238 = i_1;\n i_1 = (_e238 + 1i);\n }\n }\n let _e240 = sum_2;\n blurred = (_e240 / vec3(7f));\n let _e243 = scene_1;\n let _e244 = blurred;\n let _e245 = amount;\n let _e248 = ao;\n param_52 = (mix(_e243, _e244, vec3(_e245)) * _e248);\n let _e250 = withBloom_u0028_vf3_u003b((&param_52));\n param_53 = _e250;\n let _e251 = finish_u0028_vf3_u003b((&param_53));\n fragColor = vec4<f32>(_e251.x, _e251.y, _e251.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
8
+ export const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uAoStrength: f32,\n uAoOffset: vec2<f32>,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uVignette: f32,\n uGrain: vec2<f32>,\n uAutoExposure: f32,\n uLocalExposure: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(40) \nvar uExposureHeld_t: texture_2d<f32>;\n@group(0) @binding(42) \nvar uExposureLocal_t: texture_2d<f32>;\n@group(0) @binding(43) \nvar uExposureLocal_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(38) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uBloom_s: sampler;\n@group(0) @binding(44) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(45) \nvar uGradeLut_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(36) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(41) \nvar uExposureHeld_s: sampler;\n\nfn grainNoise_u0028_vu2_u003b_u1_u003b(p: ptr<function, vec2<u32>>, seed: ptr<function, u32>) -> f32 {\n var h: u32;\n\n let _e155 = (*p)[0u];\n let _e158 = (*p)[1u];\n let _e161 = (*seed);\n h = (((_e155 * 1664525u) + (_e158 * 1013904223u)) + (_e161 * 2654435769u));\n let _e164 = h;\n let _e167 = h;\n h = (_e167 ^ (_e164 >> bitcast<u32>(16u)));\n let _e169 = h;\n h = (_e169 * 2246822519u);\n let _e171 = h;\n let _e174 = h;\n h = (_e174 ^ (_e171 >> bitcast<u32>(13u)));\n let _e176 = h;\n h = (_e176 * 3266489917u);\n let _e178 = h;\n let _e181 = h;\n h = (_e181 ^ (_e178 >> bitcast<u32>(16u)));\n let _e183 = h;\n return (f32(_e183) * 0.00000000023283064f);\n}\n\nfn withGrain_u0028_vf3_u003b_vf2_u003b(c: ptr<function, vec3<f32>>, fragCoord: ptr<function, vec2<f32>>) -> vec3<f32> {\n var luma: f32;\n var weight: f32;\n var n: f32;\n var param: vec2<u32>;\n var param_1: u32;\n\n let _e160 = unnamed.uGrain[0u];\n if (_e160 <= 0f) {\n let _e162 = (*c);\n return _e162;\n }\n let _e163 = (*c);\n luma = dot(clamp(_e163, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e168 = luma;\n let _e170 = luma;\n weight = (0.25f + ((3f * _e168) * (1f - _e170)));\n let _e174 = (*fragCoord);\n let _e178 = unnamed.uGrain[1u];\n param = vec2<u32>(_e174);\n param_1 = u32(_e178);\n let _e180 = grainNoise_u0028_vu2_u003b_u1_u003b((&param), (&param_1));\n n = (_e180 - 0.5f);\n let _e182 = (*c);\n let _e183 = n;\n let _e187 = unnamed.uGrain[0u];\n let _e189 = weight;\n return (_e182 + vec3((((2f * _e183) * _e187) * _e189)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e153 = unnamed.uVeilAlpha;\n if (_e153 <= 0f) {\n let _e155 = (*c_1);\n return _e155;\n }\n let _e156 = (*c_1);\n let _e158 = unnamed.uVeilColor;\n let _e160 = unnamed.uVeilAlpha;\n return mix(_e156, _e158, vec3(_e160));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e155 = unnamed.uGradeStrength;\n if (_e155 <= 0f) {\n let _e157 = (*c_2);\n return _e157;\n }\n let _e158 = (*c_2);\n clamped = clamp(_e158, vec3(0f), vec3(1f));\n let _e162 = clamped;\n let _e164 = unnamed.uGradeSize;\n let _e170 = unnamed.uGradeSize;\n uvw = (((_e162 * (_e164 - 1f)) + vec3(0.5f)) / vec3(_e170));\n let _e173 = (*c_2);\n let _e174 = uvw;\n let _e175 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e174, 0f);\n let _e178 = unnamed.uGradeStrength;\n return mix(_e173, _e175.xyz, vec3(_e178));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e154 = (*c_3);\n low = (_e154 * 12.92f);\n let _e156 = (*c_3);\n high = ((pow(max(_e156, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e162 = low;\n let _e163 = high;\n let _e164 = (*c_3);\n return mix(_e162, _e163, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e164));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e155 = (*c_4)[0u];\n let _e157 = (*c_4)[1u];\n let _e159 = (*c_4)[2u];\n m = max(_e155, max(_e157, _e159));\n let _e162 = m;\n if (_e162 <= 0.8f) {\n let _e164 = (*c_4);\n return _e164;\n }\n let _e165 = m;\n e = (_e165 - 0.8f);\n let _e167 = (*c_4);\n let _e168 = e;\n let _e170 = e;\n let _e174 = m;\n return (_e167 * ((0.8f + ((0.2f * _e168) / (_e170 + 0.2f))) / _e174));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e156 = unnamed.uOutputExposure;\n let _e157 = (*x);\n (*x) = (_e157 * _e156);\n let _e159 = (*x);\n v = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e159);\n let _e161 = v;\n let _e162 = v;\n a = ((_e161 * (_e162 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e168 = v;\n let _e169 = v;\n b = ((_e168 * ((_e169 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e176 = a;\n let _e177 = b;\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * (_e176 / _e177)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_5: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n\n let _e156 = unnamed.uOutputTransform;\n if (_e156 == 0i) {\n let _e158 = (*c_5);\n return _e158;\n }\n let _e160 = unnamed.uOutputTransform;\n if (_e160 == 2i) {\n let _e162 = (*c_5);\n param_2 = _e162;\n let _e163 = acesFilmic_u0028_vf3_u003b((&param_2));\n (*c_5) = _e163;\n }\n let _e165 = unnamed.uOutputTransform;\n if (_e165 == 3i) {\n let _e167 = (*c_5);\n let _e169 = unnamed.uOutputExposure;\n param_3 = (_e167 * _e169);\n let _e171 = highlightShoulder_u0028_vf3_u003b((&param_3));\n (*c_5) = _e171;\n }\n let _e172 = (*c_5);\n param_4 = _e172;\n let _e173 = linearToSrgb_u0028_vf3_u003b((&param_4));\n return _e173;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_6: ptr<function, vec3<f32>>, uv: ptr<function, vec2<f32>>, size: ptr<function, vec2<f32>>) -> vec3<f32> {\n var d: vec2<f32>;\n var corner: vec2<f32>;\n var r2_: f32;\n var falloff: f32;\n\n let _e159 = unnamed.uVignette;\n if (_e159 <= 0f) {\n let _e161 = (*c_6);\n return _e161;\n }\n let _e162 = (*uv);\n let _e165 = (*size);\n d = ((_e162 - vec2(0.5f)) * _e165);\n let _e167 = (*size);\n corner = (_e167 * 0.5f);\n let _e169 = d;\n let _e170 = d;\n let _e172 = corner;\n let _e173 = corner;\n r2_ = (dot(_e169, _e170) / dot(_e172, _e173));\n let _e177 = unnamed.uVignette;\n let _e178 = r2_;\n falloff = (1f + (_e177 * _e178));\n let _e181 = (*c_6);\n let _e182 = falloff;\n let _e183 = falloff;\n return (_e181 / vec3((_e182 * _e183)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e154 = unnamed.uAutoExposure;\n if (_e154 <= 0f) {\n return 1f;\n }\n let _e156 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e156.x;\n let _e159 = unnamed.uAutoExposure;\n let _e160 = held;\n stops = (_e159 * (-2.473931f - _e160));\n let _e163 = stops;\n return exp2(clamp(_e163, -6f, 6f));\n}\n\nfn localBlock_u0028_vf2_u003b_f1_u003b(uv_1: ptr<function, vec2<f32>>, block: ptr<function, f32>) -> vec2<f32> {\n var inside: vec2<f32>;\n\n let _e154 = (*uv_1);\n inside = clamp(_e154, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e156 = (*block);\n let _e158 = inside[0u];\n let _e162 = inside[1u];\n let _e164 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e156 + _e158) / 11f), _e162), 0f);\n return _e164.xy;\n}\n\nfn localExposureGain_u0028_vf2_u003b_vf3_u003b(uv_2: ptr<function, vec2<f32>>, light: ptr<function, vec3<f32>>) -> f32 {\n var held_1: f32;\n var pixel: f32;\n var b_1: f32;\n var lower: f32;\n var upper: f32;\n var banded: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var param_7: vec2<f32>;\n var param_8: f32;\n var tileMean: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var bilateral: f32;\n var local: f32;\n var local_1: f32;\n var stops_1: f32;\n\n let _e171 = unnamed.uLocalExposure;\n if (_e171 <= 0f) {\n return 1f;\n }\n let _e173 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e173.x;\n let _e175 = (*light);\n pixel = clamp(log2(max(dot(_e175, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e180 = pixel;\n b_1 = (((_e180 - -12f) / 2f) - 0.5f);\n let _e184 = b_1;\n lower = clamp(floor(_e184), 0f, 9f);\n let _e187 = lower;\n upper = min((_e187 + 1f), 9f);\n let _e190 = (*uv_2);\n param_5 = _e190;\n let _e191 = lower;\n param_6 = _e191;\n let _e192 = localBlock_u0028_vf2_u003b_f1_u003b((&param_5), (&param_6));\n let _e193 = (*uv_2);\n param_7 = _e193;\n let _e194 = upper;\n param_8 = _e194;\n let _e195 = localBlock_u0028_vf2_u003b_f1_u003b((&param_7), (&param_8));\n let _e196 = b_1;\n let _e197 = lower;\n banded = mix(_e192, _e195, vec2(clamp((_e196 - _e197), 0f, 1f)));\n let _e202 = (*uv_2);\n param_9 = _e202;\n param_10 = 10f;\n let _e203 = localBlock_u0028_vf2_u003b_f1_u003b((&param_9), (&param_10));\n tileMean = _e203.x;\n let _e206 = banded[1u];\n if (_e206 > 0.001f) {\n let _e209 = banded[0u];\n let _e211 = banded[1u];\n local = (_e209 / _e211);\n } else {\n let _e213 = tileMean;\n local = _e213;\n }\n let _e214 = local;\n bilateral = _e214;\n let _e215 = bilateral;\n let _e216 = tileMean;\n local_1 = mix(_e215, _e216, 0.4f);\n let _e219 = unnamed.uLocalExposure;\n let _e220 = held_1;\n let _e221 = local_1;\n stops_1 = (_e219 * (_e220 - _e221));\n let _e224 = stops_1;\n return exp2(clamp(_e224, -3f, 3f));\n}\n\nfn finish_u0028_vf3_u003b(light_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var local_2: f32;\n var param_11: vec2<f32>;\n var param_12: vec3<f32>;\n var lensed: vec3<f32>;\n var param_13: vec3<f32>;\n var param_14: vec2<f32>;\n var param_15: vec2<f32>;\n var param_16: vec3<f32>;\n var param_17: vec3<f32>;\n var param_18: vec3<f32>;\n var param_19: vec3<f32>;\n var param_20: vec2<f32>;\n\n let _e164 = vUv_1;\n param_11 = _e164;\n let _e165 = (*light_1);\n param_12 = _e165;\n let _e166 = localExposureGain_u0028_vf2_u003b_vf3_u003b((&param_11), (&param_12));\n local_2 = _e166;\n let _e167 = autoExposureGain_u0028_();\n let _e168 = local_2;\n let _e170 = (*light_1);\n (*light_1) = (_e170 * (_e167 * _e168));\n let _e172 = textureDimensions(uScene_t, 0i);\n let _e175 = (*light_1);\n param_13 = _e175;\n let _e176 = vUv_1;\n param_14 = _e176;\n param_15 = vec2<f32>(vec2<i32>(_e172));\n let _e177 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((&param_13), (&param_14), (&param_15));\n lensed = _e177;\n let _e178 = lensed;\n param_16 = _e178;\n let _e179 = grade_u0028_vf3_u003b((&param_16));\n param_17 = _e179;\n let _e180 = applyColourGrade_u0028_vf3_u003b((&param_17));\n param_18 = _e180;\n let _e181 = withVeil_u0028_vf3_u003b((&param_18));\n param_19 = _e181;\n let _e182 = gl_FragCoord_1;\n param_20 = _e182.xy;\n let _e184 = withGrain_u0028_vf3_u003b_vf2_u003b((&param_19), (&param_20));\n return _e184;\n}\n\nfn withBloom_u0028_vf3_u003b(c_7: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e153 = unnamed.uBloomStrength;\n if (_e153 <= 0f) {\n let _e155 = (*c_7);\n return _e155;\n }\n let _e156 = (*c_7);\n let _e157 = vUv_1;\n let _e158 = textureSampleLevel(uBloom_t, uBloom_s, _e157, 0f);\n let _e161 = unnamed.uBloomStrength;\n return (_e156 + (_e158.xyz * _e161));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e153 = (*viewDepth);\n let _e155 = unnamed.uFocusDistance;\n let _e159 = unnamed.uFocusRange;\n offPlane = (abs((_e153 - _e155)) - _e159);\n let _e161 = offPlane;\n let _e163 = unnamed.uFocusRange;\n return clamp((_e161 / _e163), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e153 = (*uv_3);\n let _e154 = textureSampleLevel(uDepth_t, uDepth_s, _e153, 0f);\n z = (1f - (_e154.x * 2f));\n let _e160 = unnamed.uDepthToView[0u];\n let _e161 = z;\n let _e165 = unnamed.uDepthToView[1u];\n let _e170 = unnamed.uDepthToView[2u];\n let _e171 = z;\n let _e175 = unnamed.uDepthToView[3u];\n return (-(((_e160 * _e161) + _e165)) / ((_e170 * _e171) + _e175));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_4: vec2<f32>;\n var depth: f32;\n var param_21: vec2<f32>;\n var weight_1: f32;\n var local_3: f32;\n var param_22: f32;\n\n let _e160 = vUv_1;\n let _e161 = (*direction);\n let _e162 = (*radius);\n let _e165 = unnamed.uDofAspect;\n uv_4 = (_e160 + ((_e161 * _e162) * _e165));\n let _e168 = uv_4;\n param_21 = _e168;\n let _e169 = viewDepthOf_u0028_vf2_u003b((&param_21));\n depth = _e169;\n let _e170 = depth;\n let _e171 = (*centreDepth);\n if (_e170 >= _e171) {\n local_3 = 1f;\n } else {\n let _e173 = depth;\n param_22 = _e173;\n let _e174 = circleOfConfusion_u0028_f1_u003b((&param_22));\n local_3 = _e174;\n }\n let _e175 = local_3;\n weight_1 = _e175;\n let _e176 = uv_4;\n let _e177 = textureSampleLevel(uScene_t, uScene_s, _e176, 0f);\n let _e179 = weight_1;\n let _e180 = (_e177.xyz * _e179);\n let _e181 = weight_1;\n return vec4<f32>(_e180.x, _e180.y, _e180.z, _e181);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_23: vec2<f32>;\n var coc: f32;\n var param_24: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_25: vec2<f32>;\n var param_26: f32;\n var param_27: f32;\n var param_28: vec2<f32>;\n var param_29: f32;\n var param_30: f32;\n var param_31: vec2<f32>;\n var param_32: f32;\n var param_33: f32;\n var param_34: vec2<f32>;\n var param_35: f32;\n var param_36: f32;\n var param_37: vec2<f32>;\n var param_38: f32;\n var param_39: f32;\n var param_40: vec2<f32>;\n var param_41: f32;\n var param_42: f32;\n var param_43: vec2<f32>;\n var param_44: f32;\n var param_45: f32;\n var param_46: vec2<f32>;\n var param_47: f32;\n var param_48: f32;\n\n let _e182 = vUv_1;\n param_23 = _e182;\n let _e183 = viewDepthOf_u0028_vf2_u003b((&param_23));\n depth_1 = _e183;\n let _e184 = depth_1;\n param_24 = _e184;\n let _e185 = circleOfConfusion_u0028_f1_u003b((&param_24));\n coc = _e185;\n let _e186 = coc;\n if (_e186 <= 0f) {\n let _e188 = (*centre);\n return _e188;\n }\n let _e189 = coc;\n let _e191 = unnamed.uDofStrength;\n radius_1 = (_e189 * _e191);\n let _e193 = (*centre);\n sum = vec4<f32>(_e193.x, _e193.y, _e193.z, 1f);\n param_25 = vec2<f32>(0.25f, 0f);\n let _e198 = radius_1;\n param_26 = _e198;\n let _e199 = depth_1;\n param_27 = _e199;\n let _e200 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_25), (&param_26), (&param_27));\n let _e201 = sum;\n sum = (_e201 + _e200);\n param_28 = vec2<f32>(-0.31929f, 0.292496f);\n let _e203 = radius_1;\n param_29 = _e203;\n let _e204 = depth_1;\n param_30 = _e204;\n let _e205 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_28), (&param_29), (&param_30));\n let _e206 = sum;\n sum = (_e206 + _e205);\n param_31 = vec2<f32>(0.048872f, -0.556877f);\n let _e208 = radius_1;\n param_32 = _e208;\n let _e209 = depth_1;\n param_33 = _e209;\n let _e210 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_31), (&param_32), (&param_33));\n let _e211 = sum;\n sum = (_e211 + _e210);\n param_34 = vec2<f32>(0.402444f, 0.524918f);\n let _e213 = radius_1;\n param_35 = _e213;\n let _e214 = depth_1;\n param_36 = _e214;\n let _e215 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_34), (&param_35), (&param_36));\n let _e216 = sum;\n sum = (_e216 + _e215);\n param_37 = vec2<f32>(-0.738535f, -0.130636f);\n let _e218 = radius_1;\n param_38 = _e218;\n let _e219 = depth_1;\n param_39 = _e219;\n let _e220 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_37), (&param_38), (&param_39));\n let _e221 = sum;\n sum = (_e221 + _e220);\n param_40 = vec2<f32>(0.699605f, -0.445031f);\n let _e223 = radius_1;\n param_41 = _e223;\n let _e224 = depth_1;\n param_42 = _e224;\n let _e225 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_40), (&param_41), (&param_42));\n let _e226 = sum;\n sum = (_e226 + _e225);\n param_43 = vec2<f32>(-0.234004f, 0.870484f);\n let _e228 = radius_1;\n param_44 = _e228;\n let _e229 = depth_1;\n param_45 = _e229;\n let _e230 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_43), (&param_44), (&param_45));\n let _e231 = sum;\n sum = (_e231 + _e230);\n param_46 = vec2<f32>(-0.446271f, -0.859268f);\n let _e233 = radius_1;\n param_47 = _e233;\n let _e234 = depth_1;\n param_48 = _e234;\n let _e235 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_46), (&param_47), (&param_48));\n let _e236 = sum;\n sum = (_e236 + _e235);\n let _e238 = sum;\n let _e241 = sum[3u];\n return (_e238.xyz / vec3(_e241));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var velocity: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t: f32;\n\n let _e161 = vUv_1;\n let _e162 = textureSampleLevel(uDepth_t, uDepth_s, _e161, 0f);\n depth_2 = _e162.x;\n let _e164 = vUv_1;\n let _e167 = ((_e164 * 2f) - vec2(1f));\n let _e168 = depth_2;\n clip = vec4<f32>(_e167.x, _e167.y, (1f - (_e168 * 2f)), 1f);\n let _e175 = unnamed.uReprojection;\n let _e176 = clip;\n previous = (_e175 * _e176);\n let _e179 = previous[3u];\n if (_e179 <= 0f) {\n let _e181 = (*scene);\n return _e181;\n }\n let _e182 = previous;\n let _e185 = previous[3u];\n wasUv = (((_e182.xy / vec2(_e185)) * 0.5f) + vec2(0.5f));\n let _e191 = vUv_1;\n let _e192 = wasUv;\n let _e195 = unnamed.uMotionStrength;\n velocity = ((_e191 - _e192) * _e195);\n let _e197 = velocity;\n distance_ = length(_e197);\n let _e199 = distance_;\n if (_e199 < 0.0001f) {\n let _e201 = (*scene);\n return _e201;\n }\n let _e202 = distance_;\n let _e204 = unnamed.uMotionMax;\n if (_e202 > _e204) {\n let _e207 = unnamed.uMotionMax;\n let _e208 = distance_;\n let _e210 = velocity;\n velocity = (_e210 * (_e207 / _e208));\n }\n let _e212 = (*scene);\n sum_1 = _e212;\n i = 1i;\n loop {\n let _e213 = i;\n if (_e213 <= 4i) {\n let _e215 = i;\n t = ((f32(_e215) / 4f) * 0.5f);\n let _e219 = vUv_1;\n let _e220 = velocity;\n let _e221 = t;\n let _e224 = textureSampleLevel(uScene_t, uScene_s, (_e219 + (_e220 * _e221)), 0f);\n let _e226 = sum_1;\n sum_1 = (_e226 + _e224.xyz);\n let _e228 = vUv_1;\n let _e229 = velocity;\n let _e230 = t;\n let _e233 = textureSampleLevel(uScene_t, uScene_s, (_e228 - (_e229 * _e230)), 0f);\n let _e235 = sum_1;\n sum_1 = (_e235 + _e233.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e237 = i;\n i = (_e237 + 1i);\n }\n }\n let _e239 = sum_1;\n return (_e239 / vec3(9f));\n}\n\nfn main_1() {\n var sampled: vec4<f32>;\n var scene_1: vec3<f32>;\n var param_49: vec3<f32>;\n var param_50: vec3<f32>;\n var share: f32;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_51: vec3<f32>;\n var param_52: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_53: vec3<f32>;\n var param_54: vec3<f32>;\n\n let _e170 = vUv_1;\n let _e171 = textureSampleLevel(uScene_t, uScene_s, _e170, 0f);\n sampled = _e171;\n let _e172 = sampled;\n scene_1 = _e172.xyz;\n let _e175 = unnamed.uMotionStrength;\n if (_e175 > 0f) {\n let _e177 = scene_1;\n param_49 = _e177;\n let _e178 = cameraBlur_u0028_vf3_u003b((&param_49));\n scene_1 = _e178;\n }\n let _e180 = unnamed.uDofStrength;\n if (_e180 > 0f) {\n let _e182 = scene_1;\n param_50 = _e182;\n let _e183 = depthOfField_u0028_vf3_u003b((&param_50));\n scene_1 = _e183;\n }\n let _e185 = sampled[3u];\n share = clamp(_e185, 0f, 1f);\n let _e187 = vUv_1;\n let _e189 = unnamed.uAoOffset;\n let _e191 = textureSampleLevel(uAo_t, uAo_s, (_e187 + _e189), 0f);\n let _e194 = unnamed.uAoStrength;\n let _e195 = share;\n ao = mix(1f, _e191.x, (_e194 * _e195));\n let _e198 = vUv_1;\n fromCentre = (_e198 - vec2(0.5f));\n let _e201 = fromCentre;\n radius_2 = (length((_e201 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e206 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e206);\n let _e208 = inner;\n let _e209 = radius_2;\n edge = smoothstep(_e208, 1f, _e209);\n let _e211 = edge;\n let _e213 = unnamed.uStrength;\n amount = (_e211 * _e213);\n let _e215 = amount;\n if (_e215 <= 0f) {\n let _e217 = scene_1;\n let _e218 = ao;\n param_51 = (_e217 * _e218);\n let _e220 = withBloom_u0028_vf3_u003b((&param_51));\n param_52 = _e220;\n let _e221 = finish_u0028_vf3_u003b((&param_52));\n fragColor = vec4<f32>(_e221.x, _e221.y, _e221.z, 1f);\n return;\n }\n let _e226 = fromCentre;\n let _e230 = unnamed.uReach;\n let _e232 = amount;\n step_ = ((normalize((_e226 + vec2<f32>(0.000001f, 0.000001f))) * _e230) * _e232);\n let _e234 = scene_1;\n sum_2 = _e234;\n i_1 = 1i;\n loop {\n let _e235 = i_1;\n if (_e235 <= 6i) {\n let _e237 = vUv_1;\n let _e238 = step_;\n let _e239 = i_1;\n let _e244 = textureSampleLevel(uScene_t, uScene_s, (_e237 + (_e238 * (f32(_e239) / 6f))), 0f);\n let _e246 = sum_2;\n sum_2 = (_e246 + _e244.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e248 = i_1;\n i_1 = (_e248 + 1i);\n }\n }\n let _e250 = sum_2;\n blurred = (_e250 / vec3(7f));\n let _e253 = scene_1;\n let _e254 = blurred;\n let _e255 = amount;\n let _e258 = ao;\n param_53 = (mix(_e253, _e254, vec3(_e255)) * _e258);\n let _e260 = withBloom_u0028_vf3_u003b((&param_53));\n param_54 = _e260;\n let _e261 = finish_u0028_vf3_u003b((&param_54));\n fragColor = vec4<f32>(_e261.x, _e261.y, _e261.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
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  * What the transform assigned, so the renderer binds the same numbers.
@@ -5,7 +5,7 @@
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  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
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  */
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8
- export const SDF_TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uDistanceRange: f32,\n uAtlasSize: vec2<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uAtlas_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uAtlas_s: sampler;\nvar<private> vUv_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e60 = (*c);\n low = (_e60 * 12.92f);\n let _e62 = (*c);\n high = ((pow(max(_e62, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e68 = high;\n let _e69 = low;\n let _e70 = (*c);\n return mix(_e68, _e69, step(_e70, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e60 = (*v);\n let _e61 = (*v);\n a = ((_e60 * (_e61 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e67 = (*v);\n let _e68 = (*v);\n b = ((_e67 * ((_e68 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e75 = a;\n let _e76 = b;\n return (_e75 / _e76);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e60 = unnamed.uOutputExposure;\n let _e61 = (*x);\n (*x) = (_e61 * _e60);\n let _e63 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e63);\n let _e65 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e65), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n\n let _e61 = unnamed.uOutputTransform;\n if (_e61 == 0i) {\n let _e63 = (*c_1);\n return _e63;\n }\n let _e65 = unnamed.uOutputTransform;\n if (_e65 == 2i) {\n let _e67 = (*c_1);\n param_1 = _e67;\n let _e68 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_1) = _e68;\n }\n let _e69 = (*c_1);\n param_2 = _e69;\n let _e70 = linearToSrgb_u0028_vf3_u003b((&param_2));\n return _e70;\n}\n\nfn median_u0028_vf3_u003b(rgb: ptr<function, vec3<f32>>) -> f32 {\n let _e59 = (*rgb)[0u];\n let _e61 = (*rgb)[1u];\n let _e64 = (*rgb)[0u];\n let _e66 = (*rgb)[1u];\n let _e69 = (*rgb)[2u];\n return max(min(_e59, _e61), min(max(_e64, _e66), _e69));\n}\n\nfn main_1() {\n var sampled: vec3<f32>;\n var distance_: f32;\n var param_3: vec3<f32>;\n var texelsPerPixel: vec2<f32>;\n var pixelRange: f32;\n var coverage: f32;\n var param_4: vec3<f32>;\n\n let _e64 = vUv_1;\n let _e67 = vec3<f32>(_e64.x, _e64.y, 0f);\n let _e73 = textureSampleLevel(uAtlas_t, uAtlas_s, vec2<f32>(_e67.x, _e67.y), i32(_e67.z), 0f);\n sampled = _e73.xyz;\n let _e75 = sampled;\n param_3 = _e75;\n let _e76 = median_u0028_vf3_u003b((&param_3));\n distance_ = (_e76 - 0.5f);\n let _e78 = vUv_1;\n let _e79 = fwidth(_e78);\n let _e81 = unnamed.uAtlasSize;\n texelsPerPixel = (_e79 * _e81);\n let _e84 = texelsPerPixel[0u];\n let _e86 = texelsPerPixel[1u];\n pixelRange = max((0.5f * (_e84 + _e86)), 0.0001f);\n let _e90 = distance_;\n let _e92 = unnamed.uDistanceRange;\n let _e94 = pixelRange;\n coverage = clamp((((_e90 * _e92) / _e94) + 0.5f), 0f, 1f);\n let _e99 = unnamed.uColor;\n param_4 = _e99;\n let _e100 = applyOutputTransform_u0028_vf3_u003b((&param_4));\n let _e101 = coverage;\n let _e103 = unnamed.uOpacity;\n outColor = vec4<f32>(_e100.x, _e100.y, _e100.z, (_e101 * _e103));\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = outColor;\n return _e3;\n}\n";
8
+ export const SDF_TEXT_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uDistanceRange: f32,\n uAtlasSize: vec2<f32>,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uAtlas_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uAtlas_s: sampler;\nvar<private> vUv_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e62 = (*c);\n low = (_e62 * 12.92f);\n let _e64 = (*c);\n high = ((pow(max(_e64, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e70 = high;\n let _e71 = low;\n let _e72 = (*c);\n return mix(_e70, _e71, step(_e72, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e63 = (*c_1)[0u];\n let _e65 = (*c_1)[1u];\n let _e67 = (*c_1)[2u];\n m = max(_e63, max(_e65, _e67));\n let _e70 = m;\n if (_e70 <= 0.8f) {\n let _e72 = (*c_1);\n return _e72;\n }\n let _e73 = m;\n e = (_e73 - 0.8f);\n let _e75 = (*c_1);\n let _e76 = e;\n let _e78 = e;\n let _e82 = m;\n return (_e75 * ((0.8f + ((0.2f * _e76) / (_e78 + 0.2f))) / _e82));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e62 = (*v);\n let _e63 = (*v);\n a = ((_e62 * (_e63 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e69 = (*v);\n let _e70 = (*v);\n b = ((_e69 * ((_e70 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e77 = a;\n let _e78 = b;\n return (_e77 / _e78);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e62 = unnamed.uOutputExposure;\n let _e63 = (*x);\n (*x) = (_e63 * _e62);\n let _e65 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e65);\n let _e67 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e67), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e64 = unnamed.uOutputTransform;\n if (_e64 == 0i) {\n let _e66 = (*c_2);\n return _e66;\n }\n let _e68 = unnamed.uOutputTransform;\n if (_e68 == 2i) {\n let _e70 = (*c_2);\n param_1 = _e70;\n let _e71 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e71;\n }\n let _e73 = unnamed.uOutputTransform;\n if (_e73 == 3i) {\n let _e75 = (*c_2);\n let _e77 = unnamed.uOutputExposure;\n param_2 = (_e75 * _e77);\n let _e79 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e79;\n }\n let _e80 = (*c_2);\n param_3 = _e80;\n let _e81 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e81;\n}\n\nfn median_u0028_vf3_u003b(rgb: ptr<function, vec3<f32>>) -> f32 {\n let _e61 = (*rgb)[0u];\n let _e63 = (*rgb)[1u];\n let _e66 = (*rgb)[0u];\n let _e68 = (*rgb)[1u];\n let _e71 = (*rgb)[2u];\n return max(min(_e61, _e63), min(max(_e66, _e68), _e71));\n}\n\nfn main_1() {\n var sampled: vec3<f32>;\n var distance_: f32;\n var param_4: vec3<f32>;\n var texelsPerPixel: vec2<f32>;\n var pixelRange: f32;\n var coverage: f32;\n var param_5: vec3<f32>;\n\n let _e66 = vUv_1;\n let _e69 = vec3<f32>(_e66.x, _e66.y, 0f);\n let _e75 = textureSampleLevel(uAtlas_t, uAtlas_s, vec2<f32>(_e69.x, _e69.y), i32(_e69.z), 0f);\n sampled = _e75.xyz;\n let _e77 = sampled;\n param_4 = _e77;\n let _e78 = median_u0028_vf3_u003b((&param_4));\n distance_ = (_e78 - 0.5f);\n let _e80 = vUv_1;\n let _e81 = fwidth(_e80);\n let _e83 = unnamed.uAtlasSize;\n texelsPerPixel = (_e81 * _e83);\n let _e86 = texelsPerPixel[0u];\n let _e88 = texelsPerPixel[1u];\n pixelRange = max((0.5f * (_e86 + _e88)), 0.0001f);\n let _e92 = distance_;\n let _e94 = unnamed.uDistanceRange;\n let _e96 = pixelRange;\n coverage = clamp((((_e92 * _e94) / _e96) + 0.5f), 0f, 1f);\n let _e101 = unnamed.uColor;\n param_5 = _e101;\n let _e102 = applyOutputTransform_u0028_vf3_u003b((&param_5));\n let _e103 = coverage;\n let _e105 = unnamed.uOpacity;\n outColor = vec4<f32>(_e102.x, _e102.y, _e102.z, (_e103 * _e105));\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = outColor;\n return _e3;\n}\n";
9
9
 
10
10
  export const SDF_TEXT_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vUv: vec2<f32>;\nvar<private> aUv_1: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(0) \nvar<uniform> unnamed_1: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\n\nfn main_1() {\n let _e8 = aUv_1;\n vUv = _e8;\n let _e10 = unnamed_1.uViewProj;\n let _e12 = unnamed_1.uModel;\n let _e14 = aPosition_1;\n unnamed.gl_Position = ((_e10 * _e12) * vec4<f32>(_e14.x, _e14.y, _e14.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(1) aUv: vec2<f32>, @location(0) aPosition: vec3<f32>) -> VertexOutput {\n aUv_1 = aUv;\n aPosition_1 = aPosition;\n main_1();\n let _e8 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e8);\n let _e10 = vUv;\n let _e11 = unnamed.gl_Position;\n return VertexOutput(_e10, _e11);\n}\n";
11
11
 
@@ -0,0 +1,56 @@
1
+ /*
2
+ * Generated from ../skinBlur.ts by `npm run wgsl`. Do not edit.
3
+ *
4
+ * The GLSL beside this file is the source of truth. A hand edit here is discarded by
5
+ * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
+ */
7
+
8
+ export const SKIN_BLUR_FRAG_WGSL = "struct Uniforms {\n uStep: vec2<f32>,\n uDepthToViewZ: vec4<f32>,\n uFocal: f32,\n uProfiles: array<vec4<f32>, 8>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uSkin_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSkin_s: sampler;\nvar<private> vUv_1: vec2<f32>;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\n\nfn burleyMass_u0028_f1_u003b_vf3_u003b(x: ptr<function, f32>, d: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e51 = (*x);\n let _e53 = (*d);\n let _e57 = (*x);\n let _e59 = (*d);\n return (vec3(0.5f) - ((exp((vec3(-(_e51)) / _e53)) + (exp((vec3(-(_e57)) / (_e59 * 3f))) * 3f)) * 0.125f));\n}\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e51 = (*depth);\n ndc = (1f - (_e51 * 2f));\n let _e56 = unnamed.uDepthToViewZ[0u];\n let _e57 = ndc;\n let _e61 = unnamed.uDepthToViewZ[1u];\n let _e65 = unnamed.uDepthToViewZ[2u];\n let _e66 = ndc;\n let _e70 = unnamed.uDepthToViewZ[3u];\n return (((_e56 * _e57) + _e61) / ((_e65 * _e66) + _e70));\n}\n\nfn main_1() {\n var own: vec4<f32>;\n var depth_1: f32;\n var profile: i32;\n var d_1: vec3<f32>;\n var widest: f32;\n var z: f32;\n var param: f32;\n var pixels: f32;\n var centre: vec3<f32>;\n var param_1: f32;\n var param_2: vec3<f32>;\n var sum: vec3<f32>;\n var weight: vec3<f32>;\n var i: i32;\n var outer: vec3<f32>;\n var local: vec3<f32>;\n var indexable: array<f32, 6>;\n var param_3: f32;\n var param_4: vec3<f32>;\n var w: vec3<f32>;\n var indexable_1: array<f32, 6>;\n var param_5: f32;\n var param_6: vec3<f32>;\n var side: i32;\n var uv: vec2<f32>;\n var indexable_2: array<f32, 7>;\n var tap: vec4<f32>;\n var tapZ: f32;\n var param_7: f32;\n var keep: f32;\n var cover: f32;\n\n let _e80 = vUv_1;\n let _e81 = textureSampleLevel(uSkin_t, uSkin_s, _e80, 0f);\n own = _e81;\n let _e83 = own[3u];\n if (_e83 < 0.0001f) {\n fragColor = vec4<f32>(0f, 0f, 0f, 0f);\n return;\n }\n let _e85 = vUv_1;\n let _e86 = textureSampleLevel(uDepth_t, uDepth_s, _e85, 0f);\n depth_1 = _e86.x;\n let _e88 = depth_1;\n if (_e88 <= 0f) {\n let _e90 = own;\n fragColor = _e90;\n return;\n }\n let _e92 = own[3u];\n profile = clamp((i32(((_e92 * 8f) + 0.5f)) - 1i), 0i, 7i);\n let _e98 = profile;\n let _e101 = unnamed.uProfiles[_e98];\n d_1 = max(_e101.xyz, vec3<f32>(0.000001f, 0.000001f, 0.000001f));\n let _e105 = d_1[0u];\n let _e107 = d_1[1u];\n let _e109 = d_1[2u];\n widest = max(_e105, max(_e107, _e109));\n let _e112 = depth_1;\n param = _e112;\n let _e113 = viewZ_u0028_f1_u003b((&param));\n z = abs(_e113);\n let _e115 = widest;\n let _e117 = unnamed.uFocal;\n let _e119 = z;\n pixels = ((_e115 * _e117) / max(_e119, 0.0001f));\n let _e122 = pixels;\n if (_e122 < 0.5f) {\n let _e124 = own;\n fragColor = _e124;\n return;\n }\n let _e125 = widest;\n param_1 = (0.2f * _e125);\n let _e127 = d_1;\n param_2 = _e127;\n let _e128 = burleyMass_u0028_f1_u003b_vf3_u003b((&param_1), (&param_2));\n centre = (_e128 * 2f);\n let _e130 = own;\n let _e132 = centre;\n sum = (_e130.xyz * _e132);\n let _e134 = centre;\n weight = _e134;\n i = 1i;\n loop {\n let _e135 = i;\n if (_e135 < 7i) {\n let _e137 = i;\n if (_e137 < 6i) {\n let _e139 = i;\n indexable = array<f32, 6>(0.2f, 0.75f, 1.6f, 2.8f, 4.55f, 7.3f);\n let _e142 = indexable[min(_e139, 5i)];\n let _e143 = widest;\n param_3 = (_e142 * _e143);\n let _e145 = d_1;\n param_4 = _e145;\n let _e146 = burleyMass_u0028_f1_u003b_vf3_u003b((&param_3), (&param_4));\n local = _e146;\n } else {\n local = vec3<f32>(0.5f, 0.5f, 0.5f);\n }\n let _e147 = local;\n outer = _e147;\n let _e148 = outer;\n let _e149 = i;\n indexable_1 = array<f32, 6>(0.2f, 0.75f, 1.6f, 2.8f, 4.55f, 7.3f);\n let _e152 = indexable_1[(_e149 - 1i)];\n let _e153 = widest;\n param_5 = (_e152 * _e153);\n let _e155 = d_1;\n param_6 = _e155;\n let _e156 = burleyMass_u0028_f1_u003b_vf3_u003b((&param_5), (&param_6));\n w = (_e148 - _e156);\n side = -1i;\n loop {\n let _e158 = side;\n if (_e158 <= 1i) {\n let _e160 = vUv_1;\n let _e162 = unnamed.uStep;\n let _e163 = side;\n let _e165 = i;\n indexable_2 = array<f32, 7>(0f, 0.4f, 1.1f, 2.1f, 3.5f, 5.6f, 9f);\n let _e167 = indexable_2[_e165];\n let _e169 = pixels;\n uv = (_e160 + (_e162 * ((f32(_e163) * _e167) * _e169)));\n let _e173 = uv;\n let _e174 = textureSampleLevel(uSkin_t, uSkin_s, _e173, 0f);\n tap = _e174;\n let _e175 = uv;\n let _e176 = textureSampleLevel(uDepth_t, uDepth_s, _e175, 0f);\n param_7 = _e176.x;\n let _e178 = viewZ_u0028_f1_u003b((&param_7));\n tapZ = abs(_e178);\n let _e180 = tapZ;\n let _e181 = z;\n let _e184 = widest;\n keep = clamp((1f - (abs((_e180 - _e181)) / (4f * _e184))), 0f, 1f);\n let _e190 = tap[3u];\n let _e192 = own[3u];\n cover = clamp((_e190 / _e192), 0f, 1f);\n let _e195 = tap;\n let _e197 = w;\n let _e199 = keep;\n let _e201 = sum;\n sum = (_e201 + ((_e195.xyz * _e197) * _e199));\n let _e203 = w;\n let _e204 = cover;\n let _e205 = keep;\n let _e208 = weight;\n weight = (_e208 + (_e203 * (_e204 * _e205)));\n continue;\n } else {\n break;\n }\n continuing {\n let _e210 = side;\n side = (_e210 + 2i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e212 = i;\n i = (_e212 + 1i);\n }\n }\n let _e214 = sum;\n let _e215 = weight;\n let _e216 = (_e214 / _e215);\n let _e218 = own[3u];\n fragColor = vec4<f32>(_e216.x, _e216.y, _e216.z, _e218);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
9
+
10
+ /**
11
+ * What the transform assigned, so the renderer binds the same numbers.
12
+ *
13
+ * A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
14
+ */
15
+ export const SKINBLUR_BINDINGS = {
16
+ "SKIN_BLUR_FRAG": {
17
+ "uniforms": 1,
18
+ "uniformSize": 176,
19
+ "fields": {
20
+ "uStep": {
21
+ "offset": 0,
22
+ "size": 8,
23
+ "type": "vec2"
24
+ },
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+ "uDepthToViewZ": {
26
+ "offset": 16,
27
+ "size": 16,
28
+ "type": "vec4"
29
+ },
30
+ "uFocal": {
31
+ "offset": 32,
32
+ "size": 4,
33
+ "type": "float"
34
+ },
35
+ "uProfiles": {
36
+ "offset": 48,
37
+ "size": 128,
38
+ "type": "vec4",
39
+ "length": 8,
40
+ "stride": 16
41
+ }
42
+ },
43
+ "textures": {
44
+ "uSkin": {
45
+ "texture": 32,
46
+ "sampler": 33,
47
+ "type": "sampler2D"
48
+ },
49
+ "uDepth": {
50
+ "texture": 34,
51
+ "sampler": 35,
52
+ "type": "sampler2D"
53
+ }
54
+ }
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+ }
56
+ } as const;
@@ -5,7 +5,7 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
 
8
- export const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uDepthToViewZ: vec4<f32>,\n uAntiFlicker: f32,\n uReprojection: mat4x4<f32>,\n uTexel: vec2<f32>,\n uPeriodStart: f32,\n uHistoryBlend: f32,\n}\n\nstruct FragmentOutput {\n @location(0) member: vec4<f32>,\n @location(1) member_1: vec4<f32>,\n @location(2) member_2: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(34) \nvar uHistory_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uHistory_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> flickerOut: vec4<f32>;\nvar<private> flickerMotionOut: vec4<f32>;\n@group(0) @binding(40) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(41) \nvar uDepth_s: sampler;\n@group(0) @binding(36) \nvar uFlicker_t: texture_2d<f32>;\n@group(0) @binding(38) \nvar uFlickerMotion_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uFlicker_s: sampler;\n@group(0) @binding(39) \nvar uFlickerMotion_s: sampler;\n\nfn repeats_u0028_f1_u003b_f1_u003b(mean: ptr<function, f32>, previous: ptr<function, f32>) -> f32 {\n var apart: f32;\n\n let _e63 = (*mean);\n let _e64 = (*previous);\n let _e67 = (*mean);\n let _e68 = (*previous);\n apart = (abs((_e63 - _e64)) / max(max(_e67, _e68), 0.003921569f));\n let _e72 = apart;\n return (1f - smoothstep(0.05f, 0.1f, _e72));\n}\n\nfn clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b(history: ptr<function, vec3<f32>>, lo: ptr<function, vec3<f32>>, hi: ptr<function, vec3<f32>>) -> vec3<f32> {\n var centre: vec3<f32>;\n var extent: vec3<f32>;\n var offset: vec3<f32>;\n var ratios: vec3<f32>;\n var ratio: f32;\n\n let _e68 = (*lo);\n let _e69 = (*hi);\n centre = ((_e68 + _e69) * 0.5f);\n let _e72 = (*hi);\n let _e73 = (*lo);\n extent = ((_e72 - _e73) * 0.5f);\n let _e76 = (*history);\n let _e77 = centre;\n offset = (_e76 - _e77);\n let _e79 = offset;\n let _e81 = extent;\n ratios = (abs(_e79) / max(_e81, vec3<f32>(0.0000001f, 0.0000001f, 0.0000001f)));\n let _e85 = ratios[0u];\n let _e87 = ratios[1u];\n let _e89 = ratios[2u];\n ratio = max(_e85, max(_e87, _e89));\n let _e92 = ratio;\n if (_e92 <= 1f) {\n let _e94 = (*history);\n return _e94;\n }\n let _e95 = centre;\n let _e96 = offset;\n let _e97 = ratio;\n return (_e95 + (_e96 / vec3(_e97)));\n}\n\nfn luma_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> f32 {\n let _e61 = (*c);\n return dot(_e61, vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n}\n\nfn historyCatmullRom_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n var size: vec2<f32>;\n var at: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var w0_: vec2<f32>;\n var w1_: vec2<f32>;\n var w2_: vec2<f32>;\n var w3_: vec2<f32>;\n var w12_: vec2<f32>;\n var at0_: vec2<f32>;\n var at3_: vec2<f32>;\n var at12_: vec2<f32>;\n var sum: vec3<f32>;\n var weight: f32;\n\n let _e76 = unnamed.uTexel;\n size = (vec2(1f) / _e76);\n let _e79 = (*uv);\n let _e80 = size;\n at = (_e79 * _e80);\n let _e82 = at;\n base = (floor((_e82 - vec2(0.5f))) + vec2(0.5f));\n let _e88 = at;\n let _e89 = base;\n f = (_e88 - _e89);\n let _e91 = f;\n let _e92 = f;\n let _e93 = f;\n w0_ = (_e91 * (vec2(-0.5f) + (_e92 * (vec2(1f) - (_e93 * 0.5f)))));\n let _e101 = f;\n let _e102 = f;\n let _e104 = f;\n w1_ = (vec2(1f) + ((_e101 * _e102) * (vec2(-2.5f) + (_e104 * 1.5f))));\n let _e111 = f;\n let _e112 = f;\n let _e113 = f;\n w2_ = (_e111 * (vec2(0.5f) + (_e112 * (vec2(2f) - (_e113 * 1.5f)))));\n let _e121 = f;\n let _e122 = f;\n let _e124 = f;\n w3_ = ((_e121 * _e122) * (vec2(-0.5f) + (_e124 * 0.5f)));\n let _e129 = w1_;\n let _e130 = w2_;\n w12_ = (_e129 + _e130);\n let _e132 = base;\n let _e136 = unnamed.uTexel;\n at0_ = ((_e132 - vec2(1f)) * _e136);\n let _e138 = base;\n let _e142 = unnamed.uTexel;\n at3_ = ((_e138 + vec2(2f)) * _e142);\n let _e144 = base;\n let _e145 = w2_;\n let _e146 = w12_;\n let _e150 = unnamed.uTexel;\n at12_ = ((_e144 + (_e145 / _e146)) * _e150);\n let _e153 = at12_[0u];\n let _e155 = at0_[1u];\n let _e157 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e153, _e155), 0f);\n let _e160 = w12_[0u];\n let _e162 = w0_[1u];\n let _e166 = at0_[0u];\n let _e168 = at12_[1u];\n let _e170 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e166, _e168), 0f);\n let _e173 = w0_[0u];\n let _e175 = w12_[1u];\n let _e179 = at12_;\n let _e180 = textureSampleLevel(uHistory_t, uHistory_s, _e179, 0f);\n let _e183 = w12_[0u];\n let _e185 = w12_[1u];\n let _e190 = at3_[0u];\n let _e192 = at12_[1u];\n let _e194 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e190, _e192), 0f);\n let _e197 = w3_[0u];\n let _e199 = w12_[1u];\n let _e204 = at12_[0u];\n let _e206 = at3_[1u];\n let _e208 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e204, _e206), 0f);\n let _e211 = w12_[0u];\n let _e213 = w3_[1u];\n sum = (((((_e157.xyz * (_e160 * _e162)) + (_e170.xyz * (_e173 * _e175))) + (_e180.xyz * (_e183 * _e185))) + (_e194.xyz * (_e197 * _e199))) + (_e208.xyz * (_e211 * _e213)));\n let _e218 = w12_[0u];\n let _e220 = w0_[1u];\n let _e223 = w0_[0u];\n let _e225 = w12_[1u];\n let _e229 = w12_[0u];\n let _e231 = w12_[1u];\n let _e235 = w3_[0u];\n let _e237 = w12_[1u];\n let _e241 = w12_[0u];\n let _e243 = w3_[1u];\n weight = (((((_e218 * _e220) + (_e223 * _e225)) + (_e229 * _e231)) + (_e235 * _e237)) + (_e241 * _e243));\n let _e246 = sum;\n let _e247 = weight;\n return max((_e246 / vec3(_e247)), vec3<f32>(0f, 0f, 0f));\n}\n\nfn neighbourhood_u0028_vf3_u003b_vf3_u003b(lo_1: ptr<function, vec3<f32>>, hi_1: ptr<function, vec3<f32>>) {\n var y: i32;\n var x: i32;\n var c_1: vec3<f32>;\n\n (*lo_1) = vec3<f32>(1000000000f, 1000000000f, 1000000000f);\n (*hi_1) = vec3<f32>(-1000000000f, -1000000000f, -1000000000f);\n y = -1i;\n loop {\n let _e65 = y;\n if (_e65 <= 1i) {\n x = -1i;\n loop {\n let _e67 = x;\n if (_e67 <= 1i) {\n let _e69 = vUv_1;\n let _e70 = x;\n let _e72 = y;\n let _e76 = unnamed.uTexel;\n let _e79 = textureSampleLevel(uScene_t, uScene_s, (_e69 + (vec2<f32>(f32(_e70), f32(_e72)) * _e76)), 0f);\n c_1 = _e79.xyz;\n let _e81 = (*lo_1);\n let _e82 = c_1;\n (*lo_1) = min(_e81, _e82);\n let _e84 = (*hi_1);\n let _e85 = c_1;\n (*hi_1) = max(_e84, _e85);\n continue;\n } else {\n break;\n }\n continuing {\n let _e87 = x;\n x = (_e87 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e89 = y;\n y = (_e89 + 1i);\n }\n }\n return;\n}\n\nfn viewDepthOf_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var z: f32;\n\n let _e62 = (*depth);\n z = (1f - (_e62 * 2f));\n let _e67 = unnamed.uDepthToViewZ[0u];\n let _e68 = z;\n let _e72 = unnamed.uDepthToViewZ[1u];\n let _e77 = unnamed.uDepthToViewZ[2u];\n let _e78 = z;\n let _e82 = unnamed.uDepthToViewZ[3u];\n return (-(((_e67 * _e68) + _e72)) / ((_e77 * _e78) + _e82));\n}\n\nfn freshRecord_u0028_vf3_u003b(current: ptr<function, vec3<f32>>) -> vec4<f32> {\n var seen: f32;\n var param: vec3<f32>;\n\n let _e63 = (*current);\n param = _e63;\n let _e64 = luma_u0028_vf3_u003b((&param));\n seen = _e64;\n let _e65 = seen;\n let _e67 = seen;\n return vec4<f32>(0f, (_e65 * 0.125f), _e67, 0f);\n}\n\nfn main_1() {\n var current_1: vec3<f32>;\n var param_1: vec3<f32>;\n var nearestAt: vec2<f32>;\n var depth_1: f32;\n var metres: f32;\n var param_2: f32;\n var y_1: i32;\n var x_1: i32;\n var at_1: vec2<f32>;\n var tap: f32;\n var tapMetres: f32;\n var param_3: f32;\n var clip: vec4<f32>;\n var previous_1: vec4<f32>;\n var param_4: vec3<f32>;\n var wasUv: vec2<f32>;\n var param_5: vec3<f32>;\n var lo_2: vec3<f32>;\n var hi_2: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n var history_1: vec3<f32>;\n var param_8: vec2<f32>;\n var size_1: vec2<i32>;\n var was: vec2<i32>;\n var nearest: f32;\n var n: i32;\n var at_2: vec2<i32>;\n var local: vec2<i32>;\n var local_1: vec2<i32>;\n var local_2: vec2<i32>;\n var stood: f32;\n var motionThere: vec4<f32>;\n var missedAll: bool;\n var same: bool;\n var swingOut: f32;\n var local_3: f32;\n var seen_1: f32;\n var param_9: vec3<f32>;\n var held: vec4<f32>;\n var local_4: vec4<f32>;\n var param_10: vec3<f32>;\n var still: f32;\n var apart_1: f32;\n var reach: f32;\n var within: bool;\n var proven: bool;\n var widen: f32;\n var local_5: f32;\n var blend: f32;\n var local_6: f32;\n var bounded: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n var sum_1: f32;\n var mean_1: f32;\n var repeated: f32;\n var local_7: f32;\n var param_14: f32;\n var param_15: f32;\n var local_8: f32;\n var phi_589_: bool;\n var phi_596_: bool;\n var phi_603_: bool;\n var phi_740_: bool;\n\n let _e122 = vUv_1;\n let _e123 = textureSampleLevel(uScene_t, uScene_s, _e122, 0f);\n current_1 = _e123.xyz;\n let _e126 = unnamed.uHistoryBlend;\n if (_e126 <= 0f) {\n let _e128 = current_1;\n fragColor = vec4<f32>(_e128.x, _e128.y, _e128.z, 1f);\n let _e133 = current_1;\n param_1 = _e133;\n let _e134 = freshRecord_u0028_vf3_u003b((&param_1));\n flickerOut = _e134;\n flickerMotionOut = vec4<f32>(0f, 0f, 0f, 0f);\n return;\n }\n let _e135 = vUv_1;\n nearestAt = _e135;\n let _e136 = vUv_1;\n let _e137 = textureSampleLevel(uDepth_t, uDepth_s, _e136, 0f);\n depth_1 = _e137.x;\n let _e139 = depth_1;\n param_2 = _e139;\n let _e140 = viewDepthOf_u0028_f1_u003b((&param_2));\n metres = _e140;\n y_1 = -1i;\n loop {\n let _e141 = y_1;\n if (_e141 <= 1i) {\n x_1 = -1i;\n loop {\n let _e143 = x_1;\n if (_e143 <= 1i) {\n let _e145 = vUv_1;\n let _e146 = x_1;\n let _e148 = y_1;\n let _e152 = unnamed.uTexel;\n at_1 = (_e145 + (vec2<f32>(f32(_e146), f32(_e148)) * _e152));\n let _e155 = at_1;\n let _e156 = textureSampleLevel(uDepth_t, uDepth_s, _e155, 0f);\n tap = _e156.x;\n let _e158 = tap;\n param_3 = _e158;\n let _e159 = viewDepthOf_u0028_f1_u003b((&param_3));\n tapMetres = _e159;\n let _e160 = tapMetres;\n let _e161 = metres;\n if (_e160 < _e161) {\n let _e163 = tapMetres;\n metres = _e163;\n let _e164 = tap;\n depth_1 = _e164;\n let _e165 = at_1;\n nearestAt = _e165;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e166 = x_1;\n x_1 = (_e166 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e168 = y_1;\n y_1 = (_e168 + 1i);\n }\n }\n let _e170 = nearestAt;\n let _e173 = ((_e170 * 2f) - vec2(1f));\n let _e174 = depth_1;\n clip = vec4<f32>(_e173.x, _e173.y, (1f - (_e174 * 2f)), 1f);\n let _e181 = unnamed.uReprojection;\n let _e182 = clip;\n previous_1 = (_e181 * _e182);\n let _e185 = previous_1[3u];\n if (_e185 <= 0f) {\n let _e187 = current_1;\n fragColor = vec4<f32>(_e187.x, _e187.y, _e187.z, 1f);\n let _e192 = current_1;\n param_4 = _e192;\n let _e193 = freshRecord_u0028_vf3_u003b((&param_4));\n flickerOut = _e193;\n let _e194 = metres;\n flickerMotionOut = vec4<f32>(_e194, 0f, 0f, 0f);\n return;\n }\n let _e196 = vUv_1;\n let _e197 = previous_1;\n let _e200 = previous_1[3u];\n let _e206 = nearestAt;\n wasUv = (_e196 + ((((_e197.xy / vec2(_e200)) * 0.5f) + vec2(0.5f)) - _e206));\n let _e210 = wasUv[0u];\n let _e211 = (_e210 < 0f);\n phi_589_ = _e211;\n if !(_e211) {\n let _e214 = wasUv[0u];\n phi_589_ = (_e214 > 1f);\n }\n let _e217 = phi_589_;\n phi_596_ = _e217;\n if !(_e217) {\n let _e220 = wasUv[1u];\n phi_596_ = (_e220 < 0f);\n }\n let _e223 = phi_596_;\n phi_603_ = _e223;\n if !(_e223) {\n let _e226 = wasUv[1u];\n phi_603_ = (_e226 > 1f);\n }\n let _e229 = phi_603_;\n if _e229 {\n let _e230 = current_1;\n fragColor = vec4<f32>(_e230.x, _e230.y, _e230.z, 1f);\n let _e235 = current_1;\n param_5 = _e235;\n let _e236 = freshRecord_u0028_vf3_u003b((&param_5));\n flickerOut = _e236;\n let _e237 = metres;\n flickerMotionOut = vec4<f32>(_e237, 0f, 0f, 0f);\n return;\n }\n neighbourhood_u0028_vf3_u003b_vf3_u003b((&param_6), (&param_7));\n let _e239 = param_6;\n lo_2 = _e239;\n let _e240 = param_7;\n hi_2 = _e240;\n let _e241 = wasUv;\n param_8 = _e241;\n let _e242 = historyCatmullRom_u0028_vf2_u003b((&param_8));\n history_1 = _e242;\n let _e243 = textureDimensions(uFlicker_t, 0i);\n size_1 = vec2<i32>(_e243);\n let _e245 = wasUv;\n let _e246 = size_1;\n let _e250 = size_1;\n was = clamp(vec2<i32>((_e245 * vec2<f32>(_e246))), vec2<i32>(0i, 0i), (_e250 - vec2(1i)));\n nearest = 1000000000f;\n n = 0i;\n loop {\n let _e254 = n;\n if (_e254 < 5i) {\n let _e256 = was;\n let _e257 = n;\n if (_e257 == 1i) {\n local = vec2<i32>(1i, 0i);\n } else {\n let _e259 = n;\n if (_e259 == 2i) {\n local_1 = vec2<i32>(-1i, 0i);\n } else {\n let _e261 = n;\n if (_e261 == 3i) {\n local_2 = vec2<i32>(0i, 1i);\n } else {\n let _e263 = n;\n local_2 = select(vec2<i32>(0i, 0i), vec2<i32>(0i, -1i), vec2((_e263 == 4i)));\n }\n let _e267 = local_2;\n local_1 = _e267;\n }\n let _e268 = local_1;\n local = _e268;\n }\n let _e269 = local;\n at_2 = (_e256 + _e269);\n let _e271 = at_2;\n let _e272 = size_1;\n let _e276 = textureLoad(uFlickerMotion_t, clamp(_e271, vec2<i32>(0i, 0i), (_e272 - vec2(1i))), 0i);\n stood = _e276.x;\n let _e278 = stood;\n if (_e278 > 0f) {\n let _e280 = nearest;\n let _e281 = stood;\n let _e283 = previous_1[3u];\n nearest = min(_e280, abs((_e281 - _e283)));\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e287 = n;\n n = (_e287 + 1i);\n }\n }\n let _e289 = was;\n let _e290 = textureLoad(uFlickerMotion_t, _e289, 0i);\n motionThere = _e290;\n let _e291 = nearest;\n missedAll = (_e291 > 100000000f);\n let _e294 = unnamed.uAntiFlicker;\n let _e296 = missedAll;\n let _e298 = ((_e294 > 0.5f) && !(_e296));\n phi_740_ = _e298;\n if _e298 {\n let _e299 = nearest;\n let _e301 = motionThere[1u];\n let _e304 = previous_1[3u];\n phi_740_ = (_e299 <= ((6f * _e301) + (0.02f * _e304)));\n }\n let _e309 = phi_740_;\n same = _e309;\n let _e310 = missedAll;\n if _e310 {\n local_3 = 0f;\n } else {\n let _e312 = motionThere[1u];\n let _e313 = nearest;\n let _e315 = motionThere[1u];\n local_3 = (_e312 + ((_e313 - _e315) * 0.125f));\n }\n let _e319 = local_3;\n swingOut = _e319;\n let _e320 = current_1;\n param_9 = _e320;\n let _e321 = luma_u0028_vf3_u003b((&param_9));\n seen_1 = _e321;\n let _e322 = same;\n if _e322 {\n let _e323 = was;\n let _e324 = textureLoad(uFlicker_t, _e323, 0i);\n local_4 = _e324;\n } else {\n let _e325 = current_1;\n param_10 = _e325;\n let _e326 = freshRecord_u0028_vf3_u003b((&param_10));\n local_4 = _e326;\n }\n let _e327 = local_4;\n held = _e327;\n let _e328 = wasUv;\n let _e329 = vUv_1;\n let _e332 = unnamed.uTexel;\n still = (1f - smoothstep(0.01f, 0.05f, length(((_e328 - _e329) / _e332))));\n let _e337 = seen_1;\n let _e339 = held[2u];\n apart_1 = abs((_e337 - _e339));\n let _e343 = held[0u];\n reach = ((6f * _e343) + 0.003921569f);\n let _e346 = apart_1;\n let _e347 = reach;\n within = (_e346 <= _e347);\n let _e350 = held[3u];\n let _e352 = within;\n proven = ((_e350 > 0.75f) && _e352);\n let _e354 = proven;\n if _e354 {\n let _e356 = held[0u];\n let _e358 = still;\n local_5 = ((6f * _e356) * _e358);\n } else {\n local_5 = 0f;\n }\n let _e360 = local_5;\n widen = _e360;\n let _e361 = proven;\n if _e361 {\n let _e363 = unnamed.uHistoryBlend;\n let _e364 = still;\n local_6 = mix(_e363, 0.97f, _e364);\n } else {\n let _e367 = unnamed.uHistoryBlend;\n local_6 = _e367;\n }\n let _e368 = local_6;\n blend = _e368;\n let _e369 = lo_2;\n let _e370 = widen;\n let _e373 = hi_2;\n let _e374 = widen;\n let _e377 = history_1;\n param_11 = _e377;\n param_12 = (_e369 - vec3(_e370));\n param_13 = (_e373 + vec3(_e374));\n let _e378 = clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_11), (&param_12), (&param_13));\n bounded = _e378;\n let _e380 = held[1u];\n sum_1 = _e380;\n let _e382 = held[2u];\n mean_1 = _e382;\n let _e383 = within;\n if _e383 {\n let _e385 = held[3u];\n local_7 = _e385;\n } else {\n local_7 = 0f;\n }\n let _e386 = local_7;\n repeated = _e386;\n let _e388 = unnamed.uPeriodStart;\n if (_e388 > 0.5f) {\n let _e390 = sum_1;\n param_14 = _e390;\n let _e391 = mean_1;\n param_15 = _e391;\n let _e392 = repeats_u0028_f1_u003b_f1_u003b((&param_14), (&param_15));\n if (_e392 > 0.5f) {\n let _e394 = repeated;\n local_8 = min(1f, (_e394 + 0.5f));\n } else {\n local_8 = 0f;\n }\n let _e397 = local_8;\n repeated = _e397;\n let _e398 = sum_1;\n mean_1 = _e398;\n sum_1 = 0f;\n }\n let _e400 = held[0u];\n let _e401 = apart_1;\n let _e403 = held[0u];\n let _e407 = sum_1;\n let _e408 = seen_1;\n let _e411 = mean_1;\n let _e412 = repeated;\n let _e413 = still;\n flickerOut = vec4<f32>((_e400 + ((_e401 - _e403) * 0.125f)), (_e407 + (_e408 * 0.125f)), _e411, (_e412 * _e413));\n let _e416 = metres;\n let _e417 = swingOut;\n flickerMotionOut = vec4<f32>(_e416, _e417, 0f, 0f);\n let _e419 = current_1;\n let _e420 = bounded;\n let _e421 = blend;\n let _e423 = mix(_e419, _e420, vec3(_e421));\n fragColor = vec4<f32>(_e423.x, _e423.y, _e423.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> FragmentOutput {\n vUv_1 = vUv;\n main_1();\n let _e5 = fragColor;\n let _e6 = flickerOut;\n let _e7 = flickerMotionOut;\n return FragmentOutput(_e5, _e6, _e7);\n}\n";
8
+ export const TEMPORAL_RESOLVE_FRAG_WGSL = "struct Uniforms {\n uDepthToViewZ: vec4<f32>,\n uAntiFlicker: f32,\n uReprojection: mat4x4<f32>,\n uTexel: vec2<f32>,\n uPeriodStart: f32,\n uHistoryBlend: f32,\n}\n\nstruct FragmentOutput {\n @location(0) member: vec4<f32>,\n @location(1) member_1: vec4<f32>,\n @location(2) member_2: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(34) \nvar uHistory_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uHistory_s: sampler;\nvar<private> fragColor: vec4<f32>;\nvar<private> flickerOut: vec4<f32>;\nvar<private> flickerMotionOut: vec4<f32>;\n@group(0) @binding(40) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(41) \nvar uDepth_s: sampler;\n@group(0) @binding(36) \nvar uFlicker_t: texture_2d<f32>;\n@group(0) @binding(38) \nvar uFlickerMotion_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uFlicker_s: sampler;\n@group(0) @binding(39) \nvar uFlickerMotion_s: sampler;\n\nfn repeats_u0028_f1_u003b_f1_u003b(mean: ptr<function, f32>, previous: ptr<function, f32>) -> f32 {\n var apart: f32;\n\n let _e63 = (*mean);\n let _e64 = (*previous);\n let _e67 = (*mean);\n let _e68 = (*previous);\n apart = (abs((_e63 - _e64)) / max(max(_e67, _e68), 0.003921569f));\n let _e72 = apart;\n return (1f - smoothstep(0.05f, 0.1f, _e72));\n}\n\nfn clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b(history: ptr<function, vec3<f32>>, lo: ptr<function, vec3<f32>>, hi: ptr<function, vec3<f32>>) -> vec3<f32> {\n var centre: vec3<f32>;\n var extent: vec3<f32>;\n var offset: vec3<f32>;\n var ratios: vec3<f32>;\n var ratio: f32;\n\n let _e68 = (*lo);\n let _e69 = (*hi);\n centre = ((_e68 + _e69) * 0.5f);\n let _e72 = (*hi);\n let _e73 = (*lo);\n extent = ((_e72 - _e73) * 0.5f);\n let _e76 = (*history);\n let _e77 = centre;\n offset = (_e76 - _e77);\n let _e79 = offset;\n let _e81 = extent;\n ratios = (abs(_e79) / max(_e81, vec3<f32>(0.0000001f, 0.0000001f, 0.0000001f)));\n let _e85 = ratios[0u];\n let _e87 = ratios[1u];\n let _e89 = ratios[2u];\n ratio = max(_e85, max(_e87, _e89));\n let _e92 = ratio;\n if (_e92 <= 1f) {\n let _e94 = (*history);\n return _e94;\n }\n let _e95 = centre;\n let _e96 = offset;\n let _e97 = ratio;\n return (_e95 + (_e96 / vec3(_e97)));\n}\n\nfn luma_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> f32 {\n let _e61 = (*c);\n return dot(_e61, vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n}\n\nfn historyCatmullRom_u0028_vf2_u003b(uv: ptr<function, vec2<f32>>) -> vec3<f32> {\n var size: vec2<f32>;\n var at: vec2<f32>;\n var base: vec2<f32>;\n var f: vec2<f32>;\n var w0_: vec2<f32>;\n var w1_: vec2<f32>;\n var w2_: vec2<f32>;\n var w3_: vec2<f32>;\n var w12_: vec2<f32>;\n var at0_: vec2<f32>;\n var at3_: vec2<f32>;\n var at12_: vec2<f32>;\n var sum: vec3<f32>;\n var weight: f32;\n\n let _e76 = unnamed.uTexel;\n size = (vec2(1f) / _e76);\n let _e79 = (*uv);\n let _e80 = size;\n at = (_e79 * _e80);\n let _e82 = at;\n base = (floor((_e82 - vec2(0.5f))) + vec2(0.5f));\n let _e88 = at;\n let _e89 = base;\n f = (_e88 - _e89);\n let _e91 = f;\n let _e92 = f;\n let _e93 = f;\n w0_ = (_e91 * (vec2(-0.5f) + (_e92 * (vec2(1f) - (_e93 * 0.5f)))));\n let _e101 = f;\n let _e102 = f;\n let _e104 = f;\n w1_ = (vec2(1f) + ((_e101 * _e102) * (vec2(-2.5f) + (_e104 * 1.5f))));\n let _e111 = f;\n let _e112 = f;\n let _e113 = f;\n w2_ = (_e111 * (vec2(0.5f) + (_e112 * (vec2(2f) - (_e113 * 1.5f)))));\n let _e121 = f;\n let _e122 = f;\n let _e124 = f;\n w3_ = ((_e121 * _e122) * (vec2(-0.5f) + (_e124 * 0.5f)));\n let _e129 = w1_;\n let _e130 = w2_;\n w12_ = (_e129 + _e130);\n let _e132 = base;\n let _e136 = unnamed.uTexel;\n at0_ = ((_e132 - vec2(1f)) * _e136);\n let _e138 = base;\n let _e142 = unnamed.uTexel;\n at3_ = ((_e138 + vec2(2f)) * _e142);\n let _e144 = base;\n let _e145 = w2_;\n let _e146 = w12_;\n let _e150 = unnamed.uTexel;\n at12_ = ((_e144 + (_e145 / _e146)) * _e150);\n let _e153 = at12_[0u];\n let _e155 = at0_[1u];\n let _e157 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e153, _e155), 0f);\n let _e160 = w12_[0u];\n let _e162 = w0_[1u];\n let _e166 = at0_[0u];\n let _e168 = at12_[1u];\n let _e170 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e166, _e168), 0f);\n let _e173 = w0_[0u];\n let _e175 = w12_[1u];\n let _e179 = at12_;\n let _e180 = textureSampleLevel(uHistory_t, uHistory_s, _e179, 0f);\n let _e183 = w12_[0u];\n let _e185 = w12_[1u];\n let _e190 = at3_[0u];\n let _e192 = at12_[1u];\n let _e194 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e190, _e192), 0f);\n let _e197 = w3_[0u];\n let _e199 = w12_[1u];\n let _e204 = at12_[0u];\n let _e206 = at3_[1u];\n let _e208 = textureSampleLevel(uHistory_t, uHistory_s, vec2<f32>(_e204, _e206), 0f);\n let _e211 = w12_[0u];\n let _e213 = w3_[1u];\n sum = (((((_e157.xyz * (_e160 * _e162)) + (_e170.xyz * (_e173 * _e175))) + (_e180.xyz * (_e183 * _e185))) + (_e194.xyz * (_e197 * _e199))) + (_e208.xyz * (_e211 * _e213)));\n let _e218 = w12_[0u];\n let _e220 = w0_[1u];\n let _e223 = w0_[0u];\n let _e225 = w12_[1u];\n let _e229 = w12_[0u];\n let _e231 = w12_[1u];\n let _e235 = w3_[0u];\n let _e237 = w12_[1u];\n let _e241 = w12_[0u];\n let _e243 = w3_[1u];\n weight = (((((_e218 * _e220) + (_e223 * _e225)) + (_e229 * _e231)) + (_e235 * _e237)) + (_e241 * _e243));\n let _e246 = sum;\n let _e247 = weight;\n return max((_e246 / vec3(_e247)), vec3<f32>(0f, 0f, 0f));\n}\n\nfn neighbourhood_u0028_vf3_u003b_vf3_u003b(lo_1: ptr<function, vec3<f32>>, hi_1: ptr<function, vec3<f32>>) {\n var y: i32;\n var x: i32;\n var c_1: vec3<f32>;\n\n (*lo_1) = vec3<f32>(1000000000f, 1000000000f, 1000000000f);\n (*hi_1) = vec3<f32>(-1000000000f, -1000000000f, -1000000000f);\n y = -1i;\n loop {\n let _e65 = y;\n if (_e65 <= 1i) {\n x = -1i;\n loop {\n let _e67 = x;\n if (_e67 <= 1i) {\n let _e69 = vUv_1;\n let _e70 = x;\n let _e72 = y;\n let _e76 = unnamed.uTexel;\n let _e79 = textureSampleLevel(uScene_t, uScene_s, (_e69 + (vec2<f32>(f32(_e70), f32(_e72)) * _e76)), 0f);\n c_1 = _e79.xyz;\n let _e81 = (*lo_1);\n let _e82 = c_1;\n (*lo_1) = min(_e81, _e82);\n let _e84 = (*hi_1);\n let _e85 = c_1;\n (*hi_1) = max(_e84, _e85);\n continue;\n } else {\n break;\n }\n continuing {\n let _e87 = x;\n x = (_e87 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e89 = y;\n y = (_e89 + 1i);\n }\n }\n return;\n}\n\nfn viewDepthOf_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var z: f32;\n\n let _e62 = (*depth);\n z = (1f - (_e62 * 2f));\n let _e67 = unnamed.uDepthToViewZ[0u];\n let _e68 = z;\n let _e72 = unnamed.uDepthToViewZ[1u];\n let _e77 = unnamed.uDepthToViewZ[2u];\n let _e78 = z;\n let _e82 = unnamed.uDepthToViewZ[3u];\n return (-(((_e67 * _e68) + _e72)) / ((_e77 * _e78) + _e82));\n}\n\nfn freshRecord_u0028_vf3_u003b(current: ptr<function, vec3<f32>>) -> vec4<f32> {\n var seen: f32;\n var param: vec3<f32>;\n\n let _e63 = (*current);\n param = _e63;\n let _e64 = luma_u0028_vf3_u003b((&param));\n seen = _e64;\n let _e65 = seen;\n let _e67 = seen;\n return vec4<f32>(0f, (_e65 * 0.125f), _e67, 0f);\n}\n\nfn main_1() {\n var sampled: vec4<f32>;\n var current_1: vec3<f32>;\n var share: f32;\n var param_1: vec3<f32>;\n var nearestAt: vec2<f32>;\n var depth_1: f32;\n var metres: f32;\n var param_2: f32;\n var y_1: i32;\n var x_1: i32;\n var at_1: vec2<f32>;\n var tap: f32;\n var tapMetres: f32;\n var param_3: f32;\n var clip: vec4<f32>;\n var previous_1: vec4<f32>;\n var param_4: vec3<f32>;\n var wasUv: vec2<f32>;\n var param_5: vec3<f32>;\n var lo_2: vec3<f32>;\n var hi_2: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n var history_1: vec3<f32>;\n var param_8: vec2<f32>;\n var size_1: vec2<i32>;\n var was: vec2<i32>;\n var nearest: f32;\n var n: i32;\n var at_2: vec2<i32>;\n var local: vec2<i32>;\n var local_1: vec2<i32>;\n var local_2: vec2<i32>;\n var stood: f32;\n var motionThere: vec4<f32>;\n var missedAll: bool;\n var same: bool;\n var swingOut: f32;\n var local_3: f32;\n var seen_1: f32;\n var param_9: vec3<f32>;\n var held: vec4<f32>;\n var local_4: vec4<f32>;\n var param_10: vec3<f32>;\n var still: f32;\n var apart_1: f32;\n var reach: f32;\n var within: bool;\n var proven: bool;\n var widen: f32;\n var local_5: f32;\n var blend: f32;\n var local_6: f32;\n var bounded: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n var param_13: vec3<f32>;\n var sum_1: f32;\n var mean_1: f32;\n var repeated: f32;\n var local_7: f32;\n var param_14: f32;\n var param_15: f32;\n var local_8: f32;\n var phi_596_: bool;\n var phi_603_: bool;\n var phi_610_: bool;\n var phi_748_: bool;\n\n let _e124 = vUv_1;\n let _e125 = textureSampleLevel(uScene_t, uScene_s, _e124, 0f);\n sampled = _e125;\n let _e126 = sampled;\n current_1 = _e126.xyz;\n let _e129 = sampled[3u];\n share = _e129;\n let _e131 = unnamed.uHistoryBlend;\n if (_e131 <= 0f) {\n let _e133 = current_1;\n let _e134 = share;\n fragColor = vec4<f32>(_e133.x, _e133.y, _e133.z, _e134);\n let _e139 = current_1;\n param_1 = _e139;\n let _e140 = freshRecord_u0028_vf3_u003b((&param_1));\n flickerOut = _e140;\n flickerMotionOut = vec4<f32>(0f, 0f, 0f, 0f);\n return;\n }\n let _e141 = vUv_1;\n nearestAt = _e141;\n let _e142 = vUv_1;\n let _e143 = textureSampleLevel(uDepth_t, uDepth_s, _e142, 0f);\n depth_1 = _e143.x;\n let _e145 = depth_1;\n param_2 = _e145;\n let _e146 = viewDepthOf_u0028_f1_u003b((&param_2));\n metres = _e146;\n y_1 = -1i;\n loop {\n let _e147 = y_1;\n if (_e147 <= 1i) {\n x_1 = -1i;\n loop {\n let _e149 = x_1;\n if (_e149 <= 1i) {\n let _e151 = vUv_1;\n let _e152 = x_1;\n let _e154 = y_1;\n let _e158 = unnamed.uTexel;\n at_1 = (_e151 + (vec2<f32>(f32(_e152), f32(_e154)) * _e158));\n let _e161 = at_1;\n let _e162 = textureSampleLevel(uDepth_t, uDepth_s, _e161, 0f);\n tap = _e162.x;\n let _e164 = tap;\n param_3 = _e164;\n let _e165 = viewDepthOf_u0028_f1_u003b((&param_3));\n tapMetres = _e165;\n let _e166 = tapMetres;\n let _e167 = metres;\n if (_e166 < _e167) {\n let _e169 = tapMetres;\n metres = _e169;\n let _e170 = tap;\n depth_1 = _e170;\n let _e171 = at_1;\n nearestAt = _e171;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e172 = x_1;\n x_1 = (_e172 + 1i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e174 = y_1;\n y_1 = (_e174 + 1i);\n }\n }\n let _e176 = nearestAt;\n let _e179 = ((_e176 * 2f) - vec2(1f));\n let _e180 = depth_1;\n clip = vec4<f32>(_e179.x, _e179.y, (1f - (_e180 * 2f)), 1f);\n let _e187 = unnamed.uReprojection;\n let _e188 = clip;\n previous_1 = (_e187 * _e188);\n let _e191 = previous_1[3u];\n if (_e191 <= 0f) {\n let _e193 = current_1;\n let _e194 = share;\n fragColor = vec4<f32>(_e193.x, _e193.y, _e193.z, _e194);\n let _e199 = current_1;\n param_4 = _e199;\n let _e200 = freshRecord_u0028_vf3_u003b((&param_4));\n flickerOut = _e200;\n let _e201 = metres;\n flickerMotionOut = vec4<f32>(_e201, 0f, 0f, 0f);\n return;\n }\n let _e203 = vUv_1;\n let _e204 = previous_1;\n let _e207 = previous_1[3u];\n let _e213 = nearestAt;\n wasUv = (_e203 + ((((_e204.xy / vec2(_e207)) * 0.5f) + vec2(0.5f)) - _e213));\n let _e217 = wasUv[0u];\n let _e218 = (_e217 < 0f);\n phi_596_ = _e218;\n if !(_e218) {\n let _e221 = wasUv[0u];\n phi_596_ = (_e221 > 1f);\n }\n let _e224 = phi_596_;\n phi_603_ = _e224;\n if !(_e224) {\n let _e227 = wasUv[1u];\n phi_603_ = (_e227 < 0f);\n }\n let _e230 = phi_603_;\n phi_610_ = _e230;\n if !(_e230) {\n let _e233 = wasUv[1u];\n phi_610_ = (_e233 > 1f);\n }\n let _e236 = phi_610_;\n if _e236 {\n let _e237 = current_1;\n let _e238 = share;\n fragColor = vec4<f32>(_e237.x, _e237.y, _e237.z, _e238);\n let _e243 = current_1;\n param_5 = _e243;\n let _e244 = freshRecord_u0028_vf3_u003b((&param_5));\n flickerOut = _e244;\n let _e245 = metres;\n flickerMotionOut = vec4<f32>(_e245, 0f, 0f, 0f);\n return;\n }\n neighbourhood_u0028_vf3_u003b_vf3_u003b((&param_6), (&param_7));\n let _e247 = param_6;\n lo_2 = _e247;\n let _e248 = param_7;\n hi_2 = _e248;\n let _e249 = wasUv;\n param_8 = _e249;\n let _e250 = historyCatmullRom_u0028_vf2_u003b((&param_8));\n history_1 = _e250;\n let _e251 = textureDimensions(uFlicker_t, 0i);\n size_1 = vec2<i32>(_e251);\n let _e253 = wasUv;\n let _e254 = size_1;\n let _e258 = size_1;\n was = clamp(vec2<i32>((_e253 * vec2<f32>(_e254))), vec2<i32>(0i, 0i), (_e258 - vec2(1i)));\n nearest = 1000000000f;\n n = 0i;\n loop {\n let _e262 = n;\n if (_e262 < 5i) {\n let _e264 = was;\n let _e265 = n;\n if (_e265 == 1i) {\n local = vec2<i32>(1i, 0i);\n } else {\n let _e267 = n;\n if (_e267 == 2i) {\n local_1 = vec2<i32>(-1i, 0i);\n } else {\n let _e269 = n;\n if (_e269 == 3i) {\n local_2 = vec2<i32>(0i, 1i);\n } else {\n let _e271 = n;\n local_2 = select(vec2<i32>(0i, 0i), vec2<i32>(0i, -1i), vec2((_e271 == 4i)));\n }\n let _e275 = local_2;\n local_1 = _e275;\n }\n let _e276 = local_1;\n local = _e276;\n }\n let _e277 = local;\n at_2 = (_e264 + _e277);\n let _e279 = at_2;\n let _e280 = size_1;\n let _e284 = textureLoad(uFlickerMotion_t, clamp(_e279, vec2<i32>(0i, 0i), (_e280 - vec2(1i))), 0i);\n stood = _e284.x;\n let _e286 = stood;\n if (_e286 > 0f) {\n let _e288 = nearest;\n let _e289 = stood;\n let _e291 = previous_1[3u];\n nearest = min(_e288, abs((_e289 - _e291)));\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e295 = n;\n n = (_e295 + 1i);\n }\n }\n let _e297 = was;\n let _e298 = textureLoad(uFlickerMotion_t, _e297, 0i);\n motionThere = _e298;\n let _e299 = nearest;\n missedAll = (_e299 > 100000000f);\n let _e302 = unnamed.uAntiFlicker;\n let _e304 = missedAll;\n let _e306 = ((_e302 > 0.5f) && !(_e304));\n phi_748_ = _e306;\n if _e306 {\n let _e307 = nearest;\n let _e309 = motionThere[1u];\n let _e312 = previous_1[3u];\n phi_748_ = (_e307 <= ((6f * _e309) + (0.02f * _e312)));\n }\n let _e317 = phi_748_;\n same = _e317;\n let _e318 = missedAll;\n if _e318 {\n local_3 = 0f;\n } else {\n let _e320 = motionThere[1u];\n let _e321 = nearest;\n let _e323 = motionThere[1u];\n local_3 = (_e320 + ((_e321 - _e323) * 0.125f));\n }\n let _e327 = local_3;\n swingOut = _e327;\n let _e328 = current_1;\n param_9 = _e328;\n let _e329 = luma_u0028_vf3_u003b((&param_9));\n seen_1 = _e329;\n let _e330 = same;\n if _e330 {\n let _e331 = was;\n let _e332 = textureLoad(uFlicker_t, _e331, 0i);\n local_4 = _e332;\n } else {\n let _e333 = current_1;\n param_10 = _e333;\n let _e334 = freshRecord_u0028_vf3_u003b((&param_10));\n local_4 = _e334;\n }\n let _e335 = local_4;\n held = _e335;\n let _e336 = wasUv;\n let _e337 = vUv_1;\n let _e340 = unnamed.uTexel;\n still = (1f - smoothstep(0.01f, 0.05f, length(((_e336 - _e337) / _e340))));\n let _e345 = seen_1;\n let _e347 = held[2u];\n apart_1 = abs((_e345 - _e347));\n let _e351 = held[0u];\n reach = ((6f * _e351) + 0.003921569f);\n let _e354 = apart_1;\n let _e355 = reach;\n within = (_e354 <= _e355);\n let _e358 = held[3u];\n let _e360 = within;\n proven = ((_e358 > 0.75f) && _e360);\n let _e362 = proven;\n if _e362 {\n let _e364 = held[0u];\n let _e366 = still;\n local_5 = ((6f * _e364) * _e366);\n } else {\n local_5 = 0f;\n }\n let _e368 = local_5;\n widen = _e368;\n let _e369 = proven;\n if _e369 {\n let _e371 = unnamed.uHistoryBlend;\n let _e372 = still;\n local_6 = mix(_e371, 0.97f, _e372);\n } else {\n let _e375 = unnamed.uHistoryBlend;\n local_6 = _e375;\n }\n let _e376 = local_6;\n blend = _e376;\n let _e377 = lo_2;\n let _e378 = widen;\n let _e381 = hi_2;\n let _e382 = widen;\n let _e385 = history_1;\n param_11 = _e385;\n param_12 = (_e377 - vec3(_e378));\n param_13 = (_e381 + vec3(_e382));\n let _e386 = clipToNeighbourhood_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_11), (&param_12), (&param_13));\n bounded = _e386;\n let _e388 = held[1u];\n sum_1 = _e388;\n let _e390 = held[2u];\n mean_1 = _e390;\n let _e391 = within;\n if _e391 {\n let _e393 = held[3u];\n local_7 = _e393;\n } else {\n local_7 = 0f;\n }\n let _e394 = local_7;\n repeated = _e394;\n let _e396 = unnamed.uPeriodStart;\n if (_e396 > 0.5f) {\n let _e398 = sum_1;\n param_14 = _e398;\n let _e399 = mean_1;\n param_15 = _e399;\n let _e400 = repeats_u0028_f1_u003b_f1_u003b((&param_14), (&param_15));\n if (_e400 > 0.5f) {\n let _e402 = repeated;\n local_8 = min(1f, (_e402 + 0.5f));\n } else {\n local_8 = 0f;\n }\n let _e405 = local_8;\n repeated = _e405;\n let _e406 = sum_1;\n mean_1 = _e406;\n sum_1 = 0f;\n }\n let _e408 = held[0u];\n let _e409 = apart_1;\n let _e411 = held[0u];\n let _e415 = sum_1;\n let _e416 = seen_1;\n let _e419 = mean_1;\n let _e420 = repeated;\n let _e421 = still;\n flickerOut = vec4<f32>((_e408 + ((_e409 - _e411) * 0.125f)), (_e415 + (_e416 * 0.125f)), _e419, (_e420 * _e421));\n let _e424 = metres;\n let _e425 = swingOut;\n flickerMotionOut = vec4<f32>(_e424, _e425, 0f, 0f);\n let _e427 = current_1;\n let _e428 = bounded;\n let _e429 = blend;\n let _e431 = mix(_e427, _e428, vec3(_e429));\n let _e432 = share;\n fragColor = vec4<f32>(_e431.x, _e431.y, _e431.z, _e432);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> FragmentOutput {\n vUv_1 = vUv;\n main_1();\n let _e5 = fragColor;\n let _e6 = flickerOut;\n let _e7 = flickerMotionOut;\n return FragmentOutput(_e5, _e6, _e7);\n}\n";
9
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  /**
11
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  * What the transform assigned, so the renderer binds the same numbers.