@driftengine/core 4.8.4 → 4.8.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.json +4332 -4250
- package/dist/build/shaderComments.js +0 -0
- package/dist/index.d.ts +10 -2
- package/dist/index.js +11 -1
- package/dist/render/ambientHarmonics.d.ts +46 -0
- package/dist/render/ambientHarmonics.js +80 -0
- package/dist/render/areaLights.d.ts +19 -0
- package/dist/render/areaLights.js +20 -0
- package/dist/render/backend/api.d.ts +13 -2
- package/dist/render/backend/webgl2/instanced.d.ts +2 -0
- package/dist/render/backend/webgl2/instanced.js +11 -2
- package/dist/render/backend/webgl2/renderer.d.ts +74 -1
- package/dist/render/backend/webgl2/renderer.js +229 -37
- package/dist/render/backend/webgl2/skinScatter.d.ts +14 -0
- package/dist/render/backend/webgl2/skinScatter.js +88 -26
- package/dist/render/backend/webgpu/buffers.js +2 -1
- package/dist/render/backend/webgpu/clusterBinner.js +3 -2
- package/dist/render/backend/webgpu/flatPass.d.ts +7 -5
- package/dist/render/backend/webgpu/flatPass.js +15 -13
- package/dist/render/backend/webgpu/particlePass.d.ts +37 -4
- package/dist/render/backend/webgpu/particlePass.js +80 -12
- package/dist/render/backend/webgpu/postPass.d.ts +6 -1
- package/dist/render/backend/webgpu/postPass.js +7 -2
- package/dist/render/backend/webgpu/renderer.d.ts +58 -7
- package/dist/render/backend/webgpu/renderer.js +329 -78
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +1 -1
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +41 -1
- package/dist/render/backend/webgpu/skinPaletteRing.d.ts +40 -28
- package/dist/render/backend/webgpu/skinPaletteRing.js +69 -32
- package/dist/render/backend/webgpu/skinScatterPass.d.ts +10 -2
- package/dist/render/backend/webgpu/skinScatterPass.js +59 -9
- package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +2 -1
- package/dist/render/backend/webgpu/surfaceTexturePass.js +18 -4
- package/dist/render/bloomChain.d.ts +44 -0
- package/dist/render/bloomChain.js +28 -0
- package/dist/render/bloomPass.d.ts +3 -1
- package/dist/render/bloomPass.js +16 -2
- package/dist/render/clusteredLights.d.ts +55 -1
- package/dist/render/clusteredLights.js +182 -8
- package/dist/render/fixtureAtlas.js +1 -1
- package/dist/render/instanceCull.js +7 -0
- package/dist/render/instances.d.ts +32 -10
- package/dist/render/instances.js +17 -8
- package/dist/render/lightBudget.d.ts +26 -1
- package/dist/render/lightBudget.js +26 -3
- package/dist/render/lightmap.d.ts +102 -0
- package/dist/render/lightmap.js +118 -0
- package/dist/render/mesh.js +2 -1
- package/dist/render/particleBatch.d.ts +59 -3
- package/dist/render/particleBatch.js +53 -2
- package/dist/render/particleMaterial.d.ts +6 -1
- package/dist/render/particleMaterial.js +10 -2
- package/dist/render/particlePool.d.ts +11 -0
- package/dist/render/particlePool.js +2 -0
- package/dist/render/particleSort.d.ts +34 -0
- package/dist/render/particleSort.js +96 -0
- package/dist/render/sceneTarget.d.ts +5 -0
- package/dist/render/sceneTarget.js +8 -1
- package/dist/render/shaders/bloom.d.ts +8 -4
- package/dist/render/shaders/bloom.js +20 -3
- package/dist/render/shaders/flat/areaLight.d.ts +10 -0
- package/dist/render/shaders/flat/areaLight.js +96 -0
- package/dist/render/shaders/flat/index.js +30 -4
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +107 -105
- package/dist/render/shaders/flat/models.d.ts +16 -4
- package/dist/render/shaders/flat/models.js +64 -4
- package/dist/render/shaders/flat/normalMap.d.ts +10 -0
- package/dist/render/shaders/flat/normalMap.js +25 -0
- package/dist/render/shaders/flat/preamble.js +74 -37
- package/dist/render/shaders/flat/skin.js +6 -5
- package/dist/render/shaders/generated/bloom.wgsl.d.ts +13 -3
- package/dist/render/shaders/generated/bloom.wgsl.js +13 -3
- package/dist/render/shaders/generated/flat.wgsl.d.ts +1631 -2044
- package/dist/render/shaders/generated/flat.wgsl.js +1669 -2082
- package/dist/render/shaders/generated/particle.wgsl.d.ts +115 -1
- package/dist/render/shaders/generated/particle.wgsl.js +115 -1
- package/dist/render/shaders/generated/skinBlur.wgsl.d.ts +12 -2
- package/dist/render/shaders/generated/skinBlur.wgsl.js +12 -2
- package/dist/render/shaders/particle.d.ts +17 -1
- package/dist/render/shaders/particle.js +133 -1
- package/dist/render/shaders/skinBlur.js +25 -3
- package/dist/render/skinBlur.d.ts +8 -5
- package/dist/render/skinBlur.js +8 -5
- package/dist/render/surfaceModel.d.ts +21 -1
- package/dist/render/surfaceModel.js +22 -0
- package/dist/render/surfaceTexture.d.ts +14 -1
- package/dist/render/surfaceTexture.js +15 -2
- package/package.json +6 -6
- package/src/build/shaderComments.ts +0 -0
- package/src/index.ts +20 -1
- package/src/render/ambientHarmonics.ts +92 -0
- package/src/render/areaLights.ts +39 -0
- package/src/render/backend/api.ts +14 -1
- package/src/render/backend/webgl2/instanced.ts +12 -2
- package/src/render/backend/webgl2/renderer.ts +292 -35
- package/src/render/backend/webgl2/skinScatter.ts +120 -43
- package/src/render/backend/webgpu/buffers.ts +2 -1
- package/src/render/backend/webgpu/clusterBinner.ts +3 -1
- package/src/render/backend/webgpu/flatPass.ts +18 -13
- package/src/render/backend/webgpu/particlePass.ts +118 -12
- package/src/render/backend/webgpu/postPass.ts +7 -2
- package/src/render/backend/webgpu/renderer.ts +396 -95
- package/src/render/backend/webgpu/shaders/clusterBin.wgsl.ts +41 -1
- package/src/render/backend/webgpu/skinPaletteRing.ts +65 -33
- package/src/render/backend/webgpu/skinScatterPass.ts +59 -9
- package/src/render/backend/webgpu/surfaceTexturePass.ts +26 -5
- package/src/render/bloomChain.ts +69 -0
- package/src/render/bloomPass.ts +26 -2
- package/src/render/clusteredLights.ts +221 -7
- package/src/render/fixtureAtlas.ts +1 -1
- package/src/render/instanceCull.ts +5 -0
- package/src/render/instances.ts +40 -11
- package/src/render/lightBudget.ts +48 -2
- package/src/render/lightmap.ts +202 -0
- package/src/render/mesh.ts +2 -1
- package/src/render/particleBatch.ts +95 -4
- package/src/render/particleMaterial.ts +11 -1
- package/src/render/particlePool.ts +13 -0
- package/src/render/particleSort.ts +133 -0
- package/src/render/sceneTarget.ts +18 -1
- package/src/render/shaders/bloom.ts +20 -3
- package/src/render/shaders/flat/areaLight.ts +96 -0
- package/src/render/shaders/flat/index.ts +30 -4
- package/src/render/shaders/flat/main.ts +107 -105
- package/src/render/shaders/flat/models.ts +73 -8
- package/src/render/shaders/flat/normalMap.ts +25 -0
- package/src/render/shaders/flat/preamble.ts +74 -37
- package/src/render/shaders/flat/skin.ts +6 -5
- package/src/render/shaders/generated/bloom.wgsl.ts +13 -3
- package/src/render/shaders/generated/flat.wgsl.ts +1669 -2082
- package/src/render/shaders/generated/particle.wgsl.ts +116 -1
- package/src/render/shaders/generated/skinBlur.wgsl.ts +12 -2
- package/src/render/shaders/particle.ts +134 -1
- package/src/render/shaders/skinBlur.ts +25 -3
- package/src/render/skinBlur.ts +8 -5
- package/src/render/surfaceModel.ts +36 -1
- package/src/render/surfaceTexture.ts +41 -3
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@@ -11,7 +11,9 @@ export const PARTICLE_SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n
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export const PARTICLE_SPARK_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCameraPos: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e90 = (*c);\n low = (_e90 * 12.92f);\n let _e92 = (*c);\n high = ((pow(max(_e92, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e98 = high;\n let _e99 = low;\n let _e100 = (*c);\n return mix(_e98, _e99, step(_e100, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e91 = (*c_1)[0u];\n let _e93 = (*c_1)[1u];\n let _e95 = (*c_1)[2u];\n m = max(_e91, max(_e93, _e95));\n let _e98 = m;\n if (_e98 <= 0.8f) {\n let _e100 = (*c_1);\n return _e100;\n }\n let _e101 = m;\n e = (_e101 - 0.8f);\n let _e103 = (*c_1);\n let _e104 = e;\n let _e106 = e;\n let _e110 = m;\n return (_e103 * ((0.8f + ((0.2f * _e104) / (_e106 + 0.2f))) / _e110));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e90 = (*v);\n let _e91 = (*v);\n a = ((_e90 * (_e91 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e97 = (*v);\n let _e98 = (*v);\n b = ((_e97 * ((_e98 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e105 = a;\n let _e106 = b;\n return (_e105 / _e106);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e90 = unnamed.uOutputExposure;\n let _e91 = (*x);\n (*x) = (_e91 * _e90);\n let _e93 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e93);\n let _e95 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e95), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e92 = unnamed.uOutputTransform;\n if (_e92 == 0i) {\n let _e94 = (*c_2);\n return _e94;\n }\n let _e96 = unnamed.uOutputTransform;\n if (_e96 == 2i) {\n let _e98 = (*c_2);\n param_1 = _e98;\n let _e99 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e99;\n }\n let _e101 = unnamed.uOutputTransform;\n if (_e101 == 3i) {\n let _e103 = (*c_2);\n let _e105 = unnamed.uOutputExposure;\n param_2 = (_e103 * _e105);\n let _e107 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e107;\n }\n let _e108 = (*c_2);\n param_3 = _e108;\n let _e109 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e109;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e97 = unnamed.uFogMode;\n if (_e97 == 1i) {\n let _e100 = unnamed.uFogFar;\n let _e102 = unnamed.uFogNear;\n span = max((_e100 - _e102), 0.0001f);\n let _e105 = (*dist);\n let _e107 = unnamed.uFogNear;\n let _e109 = span;\n ramp = clamp(((_e105 - _e107) / _e109), 0f, 1f);\n let _e113 = unnamed.uUnderwaterFactor;\n if (_e113 <= 0f) {\n let _e115 = ramp;\n return _e115;\n }\n let _e117 = unnamed.uUnderwaterFogDensity;\n let _e118 = (*dist);\n wetLinear = (_e117 * _e118);\n let _e120 = ramp;\n let _e121 = wetLinear;\n let _e123 = wetLinear;\n let _e129 = unnamed.uUnderwaterFactor;\n return mix(_e120, (1f - exp2(((-(_e121) * _e123) * 1.442695f))), _e129);\n }\n let _e131 = (*pointY);\n let _e133 = unnamed.uFogEyeY;\n let _e136 = unnamed.uFogHeightFalloff;\n t = ((_e131 - _e133) * _e136);\n let _e138 = t;\n let _e141 = t;\n denom = select(_e141, 0.0001f, (abs(_e138) < 0.0001f));\n let _e144 = unnamed.uFogDensity;\n let _e146 = (*dist);\n let _e148 = denom;\n let _e153 = denom;\n air = (1f - exp((((-(_e144) * _e146) * (1f - exp(-(_e148)))) / _e153)));\n let _e158 = unnamed.uUnderwaterFactor;\n if (_e158 <= 0f) {\n let _e160 = air;\n return _e160;\n }\n let _e162 = unnamed.uUnderwaterFogDensity;\n let _e163 = (*dist);\n wet = (_e162 * _e163);\n let _e165 = air;\n let _e166 = wet;\n let _e168 = wet;\n let _e174 = unnamed.uUnderwaterFactor;\n return mix(_e165, (1f - exp2(((-(_e166) * _e168) * 1.442695f))), _e174);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e88 = (*p);\n return fract((sin(dot(_e88, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e95 = (*p_1);\n i = floor(_e95);\n let _e97 = (*p_1);\n f = fract(_e97);\n let _e99 = f;\n let _e100 = f;\n let _e102 = f;\n u = ((_e99 * _e100) * (vec2(3f) - (_e102 * 2f)));\n let _e107 = i;\n param_4 = _e107;\n let _e108 = hash21_u0028_vf2_u003b((¶m_4));\n let _e109 = i;\n param_5 = (_e109 + vec2<f32>(1f, 0f));\n let _e111 = hash21_u0028_vf2_u003b((¶m_5));\n let _e113 = u[0u];\n let _e115 = i;\n param_6 = (_e115 + vec2<f32>(0f, 1f));\n let _e117 = hash21_u0028_vf2_u003b((¶m_6));\n let _e118 = i;\n param_7 = (_e118 + vec2<f32>(1f, 1f));\n let _e120 = hash21_u0028_vf2_u003b((¶m_7));\n let _e122 = u[0u];\n let _e125 = u[1u];\n return mix(mix(_e108, _e111, _e113), mix(_e117, _e120, _e122), _e125);\n}\n\nfn main_1() {\n var r: f32;\n var core: f32;\n var halo: f32;\n var flick: f32;\n var param_8: vec2<f32>;\n var cool: f32;\n var energy: f32;\n var fog: f32;\n var param_9: f32;\n var param_10: f32;\n var param_11: vec3<f32>;\n\n let _e98 = vUv_1;\n r = length(_e98);\n let _e100 = r;\n if (_e100 > 1f) {\n discard;\n }\n let _e102 = r;\n core = pow((1f - clamp(_e102, 0f, 1f)), 6f);\n let _e106 = r;\n halo = pow((1f - clamp(_e106, 0f, 1f)), 1.6f);\n let _e111 = unnamed.uTime;\n let _e113 = vSeed_1;\n let _e116 = vSeed_1;\n param_8 = vec2<f32>(((_e111 * 9f) + (_e113 * 13f)), _e116);\n let _e118 = valueNoise_u0028_vf2_u003b((¶m_8));\n flick = (0.7f + (0.3f * _e118));\n let _e121 = vAge_1;\n let _e122 = vAge_1;\n cool = (1f - (_e121 * _e122));\n let _e125 = halo;\n let _e127 = core;\n let _e129 = unnamed.uCoreGain;\n let _e132 = flick;\n let _e134 = cool;\n let _e136 = vAlpha_1;\n energy = (((((_e125 * 0.55f) + (_e127 * _e129)) * _e132) * _e134) * _e136);\n let _e138 = vWorldPos_1;\n let _e140 = unnamed.uCameraPos;\n param_9 = distance(_e138, _e140);\n let _e143 = vWorldPos_1[1u];\n param_10 = _e143;\n let _e144 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_9), (¶m_10));\n fog = _e144;\n let _e145 = fog;\n let _e147 = energy;\n energy = (_e147 * (1f - _e145));\n let _e149 = vColor_1;\n let _e150 = energy;\n param_11 = (_e149 * _e150);\n let _e152 = applyOutputTransform_u0028_vf3_u003b((¶m_11));\n outColor = vec4<f32>(_e152.x, _e152.y, _e152.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(2) vAlpha: f32, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vAlpha_1 = vAlpha;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
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export const PARTICLE_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uStretchSec: f32,\n uCameraFacing: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) member_2: f32,\n @location(3) member_3: f32,\n @location(4) member_4: f32,\n @location(5) member_5: vec3<f32>,\n @location(6) member_6: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aSpin_1: f32;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPos_1: vec3<f32>;\nvar<private> aBlade_1: f32;\nvar<private> aSize_1: f32;\nvar<private> aVelocity_1: vec3<f32>;\nvar<private> vUv: vec2<f32>;\nvar<private> vColor: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> vAlpha: f32;\nvar<private> aAlpha_1: f32;\nvar<private> vAge: f32;\nvar<private> aAge_1: f32;\nvar<private> vSeed: f32;\nvar<private> aSeed_1: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var s: f32;\n var c: f32;\n var rolled: vec2<f32>;\n var toCamera: vec3<f32>;\n var reference: vec3<f32>;\n var across: vec3<f32>;\n var up: vec3<f32>;\n var bladeGain: f32;\n var offset: vec3<f32>;\n var travel: vec3<f32>;\n var along: f32;\n var world: vec3<f32>;\n var face: vec3<f32>;\n var toEye: vec3<f32>;\n var local: vec3<f32>;\n\n let _e49 = aSpin_1;\n s = sin(_e49);\n let _e51 = aSpin_1;\n c = cos(_e51);\n let _e54 = aCorner_1[0u];\n let _e55 = c;\n let _e58 = aCorner_1[1u];\n let _e59 = s;\n let _e63 = aCorner_1[0u];\n let _e64 = s;\n let _e67 = aCorner_1[1u];\n let _e68 = c;\n rolled = vec2<f32>(((_e54 * _e55) - (_e58 * _e59)), ((_e63 * _e64) + (_e67 * _e68)));\n let _e73 = unnamed.uCameraFacing;\n if (_e73 > 0.5f) {\n let _e76 = unnamed.uCameraPos;\n let _e77 = aPos_1;\n toCamera = normalize((_e76 - _e77));\n let _e81 = toCamera[1u];\n reference = select(vec3<f32>(0f, 1f, 0f), vec3<f32>(0f, 0f, 1f), vec3((abs(_e81) > 0.999f)));\n let _e86 = reference;\n let _e87 = toCamera;\n across = normalize(cross(_e86, _e87));\n let _e90 = toCamera;\n let _e91 = across;\n up = cross(_e90, _e91);\n let _e93 = aBlade_1;\n bladeGain = select(0f, 1f, (_e93 < 0.5f));\n } else {\n let _e96 = aBlade_1;\n across = select(vec3<f32>(0f, 0f, 1f), vec3<f32>(1f, 0f, 0f), vec3((_e96 < 0.5f)));\n up = vec3<f32>(0f, 1f, 0f);\n bladeGain = 1f;\n }\n let _e100 = across;\n let _e102 = rolled[0u];\n let _e104 = up;\n let _e106 = rolled[1u];\n let _e109 = aSize_1;\n offset = (((_e100 * _e102) + (_e104 * _e106)) * _e109);\n let _e112 = unnamed.uStretchSec;\n if (_e112 > 0f) {\n let _e114 = aVelocity_1;\n let _e116 = unnamed.uStretchSec;\n travel = (_e114 * _e116);\n let _e118 = offset;\n let _e121 = travel;\n along = dot(normalize((_e118 + vec3<f32>(0.000001f, 0.000001f, 0.000001f))), normalize((_e121 + vec3<f32>(0.000001f, 0.000001f, 0.000001f))));\n let _e125 = travel;\n let _e126 = along;\n let _e129 = offset;\n offset = (_e129 + ((_e125 * _e126) * 0.5f));\n }\n let _e131 = aPos_1;\n let _e132 = offset;\n let _e133 = bladeGain;\n world = (_e131 + (_e132 * _e133));\n let _e136 = aCorner_1;\n vUv = _e136;\n let _e137 = aColor_1;\n vColor = _e137;\n let _e138 = aAlpha_1;\n vAlpha = _e138;\n let _e139 = aAge_1;\n vAge = _e139;\n let _e140 = aSeed_1;\n vSeed = _e140;\n let _e141 = world;\n vWorldPos = _e141;\n let _e142 = across;\n let _e143 = up;\n face = cross(_e142, _e143);\n let _e146 = unnamed.uCameraPos;\n let _e147 = world;\n toEye = normalize((_e146 - _e147));\n let _e150 = face;\n let _e151 = toEye;\n if (dot(_e150, _e151) < 0f) {\n let _e154 = face;\n local = -(_e154);\n } else {\n let _e156 = face;\n local = _e156;\n }\n let _e157 = local;\n vNormal = _e157;\n let _e159 = unnamed.uViewProj;\n let _e160 = world;\n unnamed_1.gl_Position = (_e159 * vec4<f32>(_e160.x, _e160.y, _e160.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(4) aSpin: f32, @location(0) aCorner: vec2<f32>, @location(2) aPos: vec3<f32>, @location(1) aBlade: f32, @location(3) aSize: f32, @location(9) aVelocity: vec3<f32>, @location(5) aColor: vec3<f32>, @location(6) aAlpha: f32, @location(7) aAge: f32, @location(8) aSeed: f32) -> VertexOutput {\n aSpin_1 = aSpin;\n aCorner_1 = aCorner;\n aPos_1 = aPos;\n aBlade_1 = aBlade;\n aSize_1 = aSize;\n aVelocity_1 = aVelocity;\n aColor_1 = aColor;\n aAlpha_1 = aAlpha;\n aAge_1 = aAge;\n aSeed_1 = aSeed;\n main_1();\n let _e30 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e30);\n let _e32 = vUv;\n let _e33 = vColor;\n let _e34 = vAlpha;\n let _e35 = vAge;\n let _e36 = vSeed;\n let _e37 = vWorldPos;\n let _e38 = vNormal;\n let _e39 = unnamed_1.gl_Position;\n return VertexOutput(_e32, _e33, _e34, _e35, _e36, _e37, _e38, _e39);\n}\n";
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export const PARTICLE_SPRITE_FRAG_WGSL = "struct Uniforms {\n uCells: vec4<f32>,\n uFade: vec4<f32>,\n uDepthToViewZ: vec4<f32>,\n uViewport: vec2<f32>,\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> vFrame_1: f32;\n@group(0) @binding(32) \nvar uSprite_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uSprite_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\nvar<private> vViewDepth_1: 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 _e89 = (*c);\n low = (_e89 * 12.92f);\n let _e91 = (*c);\n high = ((pow(max(_e91, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e97 = high;\n let _e98 = low;\n let _e99 = (*c);\n return mix(_e97, _e98, step(_e99, 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 _e90 = (*c_1)[0u];\n let _e92 = (*c_1)[1u];\n let _e94 = (*c_1)[2u];\n m = max(_e90, max(_e92, _e94));\n let _e97 = m;\n if (_e97 <= 0.8f) {\n let _e99 = (*c_1);\n return _e99;\n }\n let _e100 = m;\n e = (_e100 - 0.8f);\n let _e102 = (*c_1);\n let _e103 = e;\n let _e105 = e;\n let _e109 = m;\n return (_e102 * ((0.8f + ((0.2f * _e103) / (_e105 + 0.2f))) / _e109));\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 _e89 = (*v);\n let _e90 = (*v);\n a = ((_e89 * (_e90 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e96 = (*v);\n let _e97 = (*v);\n b = ((_e96 * ((_e97 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e104 = a;\n let _e105 = b;\n return (_e104 / _e105);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e89 = unnamed.uOutputExposure;\n let _e90 = (*x);\n (*x) = (_e90 * _e89);\n let _e92 = (*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)) * _e92);\n let _e94 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e94), 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 _e91 = unnamed.uOutputTransform;\n if (_e91 == 0i) {\n let _e93 = (*c_2);\n return _e93;\n }\n let _e95 = unnamed.uOutputTransform;\n if (_e95 == 2i) {\n let _e97 = (*c_2);\n param_1 = _e97;\n let _e98 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_2) = _e98;\n }\n let _e100 = unnamed.uOutputTransform;\n if (_e100 == 3i) {\n let _e102 = (*c_2);\n let _e104 = unnamed.uOutputExposure;\n param_2 = (_e102 * _e104);\n let _e106 = highlightShoulder_u0028_vf3_u003b((¶m_2));\n (*c_2) = _e106;\n }\n let _e107 = (*c_2);\n param_3 = _e107;\n let _e108 = linearToSrgb_u0028_vf3_u003b((¶m_3));\n return _e108;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e87 = unnamed.uFogColor;\n let _e89 = unnamed.uUnderwaterColor;\n let _e91 = unnamed.uUnderwaterFactor;\n return mix(_e87, _e89, vec3(_e91));\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 _e96 = unnamed.uFogMode;\n if (_e96 == 1i) {\n let _e99 = unnamed.uFogFar;\n let _e101 = unnamed.uFogNear;\n span = max((_e99 - _e101), 0.0001f);\n let _e104 = (*dist);\n let _e106 = unnamed.uFogNear;\n let _e108 = span;\n ramp = clamp(((_e104 - _e106) / _e108), 0f, 1f);\n let _e112 = unnamed.uUnderwaterFactor;\n if (_e112 <= 0f) {\n let _e114 = ramp;\n return _e114;\n }\n let _e116 = unnamed.uUnderwaterFogDensity;\n let _e117 = (*dist);\n wetLinear = (_e116 * _e117);\n let _e119 = ramp;\n let _e120 = wetLinear;\n let _e122 = wetLinear;\n let _e128 = unnamed.uUnderwaterFactor;\n return mix(_e119, (1f - exp2(((-(_e120) * _e122) * 1.442695f))), _e128);\n }\n let _e130 = (*pointY);\n let _e132 = unnamed.uFogEyeY;\n let _e135 = unnamed.uFogHeightFalloff;\n t = ((_e130 - _e132) * _e135);\n let _e137 = t;\n let _e140 = t;\n denom = select(_e140, 0.0001f, (abs(_e137) < 0.0001f));\n let _e143 = unnamed.uFogDensity;\n let _e145 = (*dist);\n let _e147 = denom;\n let _e152 = denom;\n air = (1f - exp((((-(_e143) * _e145) * (1f - exp(-(_e147)))) / _e152)));\n let _e157 = unnamed.uUnderwaterFactor;\n if (_e157 <= 0f) {\n let _e159 = air;\n return _e159;\n }\n let _e161 = unnamed.uUnderwaterFogDensity;\n let _e162 = (*dist);\n wet = (_e161 * _e162);\n let _e164 = air;\n let _e165 = wet;\n let _e167 = wet;\n let _e173 = unnamed.uUnderwaterFactor;\n return mix(_e164, (1f - exp2(((-(_e165) * _e167) * 1.442695f))), _e173);\n}\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e88 = (*depth);\n ndc = (1f - (_e88 * 2f));\n let _e93 = unnamed.uDepthToViewZ[0u];\n let _e94 = ndc;\n let _e98 = unnamed.uDepthToViewZ[1u];\n let _e102 = unnamed.uDepthToViewZ[2u];\n let _e103 = ndc;\n let _e107 = unnamed.uDepthToViewZ[3u];\n return (((_e93 * _e94) + _e98) / ((_e102 * _e103) + _e107));\n}\n\nfn cellUv_u0028_i1_u003b_vf2_u003b(cell: ptr<function, i32>, uv: ptr<function, vec2<f32>>) -> vec2<f32> {\n var columns: i32;\n var rows: i32;\n var wrapped: i32;\n var column: i32;\n var row: i32;\n\n let _e95 = unnamed.uCells[0u];\n columns = max(i32((_e95 + 0.5f)), 1i);\n let _e101 = unnamed.uCells[1u];\n rows = max(i32((_e101 + 0.5f)), 1i);\n let _e105 = (*cell);\n let _e106 = columns;\n let _e107 = rows;\n let _e108 = (_e106 * _e107);\n wrapped = (_e105 - (i32(floor((f32(_e105) / f32(_e108)))) * _e108));\n let _e116 = wrapped;\n let _e117 = columns;\n column = (_e116 - (i32(floor((f32(_e116) / f32(_e117)))) * _e117));\n let _e125 = wrapped;\n let _e126 = columns;\n row = (_e125 / _e126);\n let _e128 = column;\n let _e130 = row;\n let _e133 = (*uv);\n let _e135 = columns;\n let _e137 = rows;\n return ((vec2<f32>(f32(_e128), f32(_e130)) + _e133) / vec2<f32>(f32(_e135), f32(_e137)));\n}\n\nfn main_1() {\n var uv_1: vec2<f32>;\n var frame: f32;\n var first: i32;\n var image: vec4<f32>;\n var param_4: i32;\n var param_5: vec2<f32>;\n var next: vec4<f32>;\n var param_6: i32;\n var param_7: vec2<f32>;\n var fade: f32;\n var depth_1: f32;\n var param_8: f32;\n var alpha: f32;\n var color: vec3<f32>;\n var fog: f32;\n var param_9: f32;\n var param_10: f32;\n var param_11: vec3<f32>;\n var phi_484_: bool;\n\n let _e105 = vUv_1[0u];\n let _e109 = vUv_1[1u];\n uv_1 = vec2<f32>(((_e105 * 0.5f) + 0.5f), (0.5f - (_e109 * 0.5f)));\n let _e113 = vFrame_1;\n frame = max(_e113, 0f);\n let _e115 = frame;\n first = i32(floor(_e115));\n let _e118 = first;\n param_4 = _e118;\n let _e119 = uv_1;\n param_5 = _e119;\n let _e120 = cellUv_u0028_i1_u003b_vf2_u003b((¶m_4), (¶m_5));\n let _e123 = vec3<f32>(_e120.x, _e120.y, 0f);\n let _e129 = textureSample(uSprite_t, uSprite_s, vec2<f32>(_e123.x, _e123.y), i32(_e123.z));\n image = _e129;\n let _e132 = unnamed.uCells[2u];\n if (_e132 > 0.5f) {\n let _e134 = first;\n param_6 = (_e134 + 1i);\n let _e136 = uv_1;\n param_7 = _e136;\n let _e137 = cellUv_u0028_i1_u003b_vf2_u003b((¶m_6), (¶m_7));\n let _e140 = vec3<f32>(_e137.x, _e137.y, 0f);\n let _e146 = textureSample(uSprite_t, uSprite_s, vec2<f32>(_e140.x, _e140.y), i32(_e140.z));\n next = _e146;\n let _e147 = image;\n let _e148 = next;\n let _e149 = frame;\n image = mix(_e147, _e148, vec4(fract(_e149)));\n }\n fade = 1f;\n let _e155 = unnamed.uFade[2u];\n let _e156 = (_e155 > 0.5f);\n phi_484_ = _e156;\n if _e156 {\n let _e159 = unnamed.uFade[0u];\n phi_484_ = (_e159 > 0f);\n }\n let _e162 = phi_484_;\n if _e162 {\n let _e163 = gl_FragCoord_1;\n let _e166 = unnamed.uViewport;\n let _e168 = textureSampleLevel(uDepth_t, uDepth_s, (_e163.xy / _e166), 0f);\n depth_1 = _e168.x;\n let _e170 = depth_1;\n if !((_e170 <= 0f)) {\n let _e173 = depth_1;\n param_8 = _e173;\n let _e174 = viewZ_u0028_f1_u003b((¶m_8));\n let _e176 = vViewDepth_1;\n let _e180 = unnamed.uFade[0u];\n fade = clamp(((abs(_e174) - _e176) / _e180), 0f, 1f);\n }\n }\n let _e185 = unnamed.uFade[1u];\n if (_e185 > 0f) {\n let _e187 = vViewDepth_1;\n let _e190 = unnamed.uFade[1u];\n let _e193 = fade;\n fade = (_e193 * clamp((_e187 / _e190), 0f, 1f));\n }\n let _e195 = vAlpha_1;\n let _e197 = image[3u];\n let _e199 = fade;\n alpha = ((_e195 * _e197) * _e199);\n let _e201 = alpha;\n if (_e201 <= 0.001f) {\n discard;\n }\n let _e203 = vColor_1;\n let _e204 = image;\n color = (_e203 * _e204.xyz);\n let _e208 = unnamed.uFogEnabled;\n if (_e208 != 0i) {\n let _e210 = vWorldPos_1;\n let _e212 = unnamed.uCameraPos;\n param_9 = distance(_e210, _e212);\n let _e215 = vWorldPos_1[1u];\n param_10 = _e215;\n let _e216 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_9), (¶m_10));\n fog = _e216;\n let _e217 = color;\n let _e218 = mediumColor_u0028_();\n let _e219 = fog;\n color = mix(_e217, _e218, vec3(_e219));\n }\n let _e222 = color;\n param_11 = _e222;\n let _e223 = applyOutputTransform_u0028_vf3_u003b((¶m_11));\n let _e224 = alpha;\n outColor = vec4<f32>(_e223.x, _e223.y, _e223.z, _e224);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(7) vFrame: f32, @builtin(position) gl_FragCoord: vec4<f32>, @location(8) vViewDepth: 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 vFrame_1 = vFrame;\n gl_FragCoord_1 = gl_FragCoord;\n vViewDepth_1 = vViewDepth;\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 _e21 = outColor;\n return _e21;\n}\n";
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export const PARTICLE_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uStretchSec: f32,\n uCameraFacing: f32,\n uCameraOffset: 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(7) member_1: f32,\n @location(1) member_2: vec3<f32>,\n @location(2) member_3: f32,\n @location(3) member_4: f32,\n @location(4) member_5: f32,\n @location(5) member_6: vec3<f32>,\n @location(6) member_7: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(8) member_8: 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> aVelocity_1: vec3<f32>;\nvar<private> aBlade_1: f32;\nvar<private> aSize_1: f32;\nvar<private> aSprite_1: vec2<f32>;\nvar<private> vUv: vec2<f32>;\nvar<private> vFrame: 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);\nvar<private> vViewDepth: f32;\n\nfn main_1() {\n var s: f32;\n var c: f32;\n var rolled: vec2<f32>;\n var viewer: vec3<f32>;\n var alongView: vec3<f32>;\n var up: vec3<f32>;\n var across: vec3<f32>;\n var bladeGain: f32;\n var toCamera: vec3<f32>;\n var reference: vec3<f32>;\n var offset: vec3<f32>;\n var extent: vec2<f32>;\n var turned: vec2<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 var phi_84_: bool;\n\n let _e60 = aSpin_1;\n s = sin(_e60);\n let _e62 = aSpin_1;\n c = cos(_e62);\n let _e65 = aCorner_1[0u];\n let _e66 = c;\n let _e69 = aCorner_1[1u];\n let _e70 = s;\n let _e74 = aCorner_1[0u];\n let _e75 = s;\n let _e78 = aCorner_1[1u];\n let _e79 = c;\n rolled = vec2<f32>(((_e65 * _e66) - (_e69 * _e70)), ((_e74 * _e75) + (_e78 * _e79)));\n let _e84 = unnamed.uCameraPos;\n let _e85 = aPos_1;\n viewer = normalize((_e84 - _e85));\n let _e88 = aVelocity_1;\n let _e89 = viewer;\n let _e90 = aVelocity_1;\n let _e91 = viewer;\n alongView = (_e88 - (_e89 * dot(_e90, _e91)));\n let _e96 = unnamed.uCameraFacing;\n let _e97 = (_e96 > 1.5f);\n phi_84_ = _e97;\n if _e97 {\n let _e98 = alongView;\n let _e99 = alongView;\n phi_84_ = (dot(_e98, _e99) > 0.0000000001f);\n }\n let _e103 = phi_84_;\n if _e103 {\n let _e104 = alongView;\n up = normalize(_e104);\n let _e106 = up;\n let _e107 = viewer;\n across = cross(_e106, _e107);\n let _e109 = aBlade_1;\n bladeGain = select(0f, 1f, (_e109 < 0.5f));\n } else {\n let _e113 = unnamed.uCameraFacing;\n if (_e113 > 0.5f) {\n let _e116 = unnamed.uCameraPos;\n let _e117 = aPos_1;\n toCamera = normalize((_e116 - _e117));\n let _e121 = toCamera[1u];\n reference = select(vec3<f32>(0f, 1f, 0f), vec3<f32>(0f, 0f, 1f), vec3((abs(_e121) > 0.999f)));\n let _e126 = reference;\n let _e127 = toCamera;\n across = normalize(cross(_e126, _e127));\n let _e130 = toCamera;\n let _e131 = across;\n up = cross(_e130, _e131);\n let _e133 = aBlade_1;\n bladeGain = select(0f, 1f, (_e133 < 0.5f));\n } else {\n let _e136 = aBlade_1;\n across = select(vec3<f32>(0f, 0f, 1f), vec3<f32>(1f, 0f, 0f), vec3((_e136 < 0.5f)));\n up = vec3<f32>(0f, 1f, 0f);\n bladeGain = 1f;\n }\n }\n let _e140 = across;\n let _e142 = rolled[0u];\n let _e144 = up;\n let _e146 = rolled[1u];\n let _e149 = aSize_1;\n offset = (((_e140 * _e142) + (_e144 * _e146)) * _e149);\n let _e152 = aSprite_1[1u];\n if (_e152 > 0f) {\n let _e155 = aCorner_1[0u];\n let _e156 = aSize_1;\n let _e159 = aCorner_1[1u];\n let _e161 = aSprite_1[1u];\n extent = vec2<f32>((_e155 * _e156), (_e159 * _e161));\n let _e165 = extent[0u];\n let _e166 = c;\n let _e169 = extent[1u];\n let _e170 = s;\n let _e174 = extent[0u];\n let _e175 = s;\n let _e178 = extent[1u];\n let _e179 = c;\n turned = vec2<f32>(((_e165 * _e166) - (_e169 * _e170)), ((_e174 * _e175) + (_e178 * _e179)));\n let _e183 = across;\n let _e185 = turned[0u];\n let _e187 = up;\n let _e189 = turned[1u];\n offset = ((_e183 * _e185) + (_e187 * _e189));\n }\n let _e193 = unnamed.uStretchSec;\n if (_e193 > 0f) {\n let _e195 = aVelocity_1;\n let _e197 = unnamed.uStretchSec;\n travel = (_e195 * _e197);\n let _e199 = offset;\n let _e202 = travel;\n along = dot(normalize((_e199 + vec3<f32>(0.000001f, 0.000001f, 0.000001f))), normalize((_e202 + vec3<f32>(0.000001f, 0.000001f, 0.000001f))));\n let _e206 = travel;\n let _e207 = along;\n let _e210 = offset;\n offset = (_e210 + ((_e206 * _e207) * 0.5f));\n }\n let _e212 = aPos_1;\n let _e213 = offset;\n let _e214 = bladeGain;\n world = (_e212 + (_e213 * _e214));\n let _e217 = viewer;\n let _e219 = unnamed.uCameraOffset;\n let _e221 = bladeGain;\n let _e223 = world;\n world = (_e223 + ((_e217 * _e219) * _e221));\n let _e225 = aCorner_1;\n vUv = _e225;\n let _e227 = aSprite_1[0u];\n vFrame = _e227;\n let _e228 = aColor_1;\n vColor = _e228;\n let _e229 = aAlpha_1;\n vAlpha = _e229;\n let _e230 = aAge_1;\n vAge = _e230;\n let _e231 = aSeed_1;\n vSeed = _e231;\n let _e232 = world;\n vWorldPos = _e232;\n let _e233 = across;\n let _e234 = up;\n face = cross(_e233, _e234);\n let _e237 = unnamed.uCameraPos;\n let _e238 = world;\n toEye = normalize((_e237 - _e238));\n let _e241 = face;\n let _e242 = toEye;\n if (dot(_e241, _e242) < 0f) {\n let _e245 = face;\n local = -(_e245);\n } else {\n let _e247 = face;\n local = _e247;\n }\n let _e248 = local;\n vNormal = _e248;\n let _e250 = unnamed.uViewProj;\n let _e251 = world;\n unnamed_1.gl_Position = (_e250 * vec4<f32>(_e251.x, _e251.y, _e251.z, 1f));\n let _e260 = unnamed_1.gl_Position[3u];\n vViewDepth = _e260;\n return;\n}\n\n@vertex \nfn main(@location(4) aSpin: f32, @location(0) aCorner: vec2<f32>, @location(2) aPos: vec3<f32>, @location(9) aVelocity: vec3<f32>, @location(1) aBlade: f32, @location(3) aSize: f32, @location(10) aSprite: vec2<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 aVelocity_1 = aVelocity;\n aBlade_1 = aBlade;\n aSize_1 = aSize;\n aSprite_1 = aSprite;\n aColor_1 = aColor;\n aAlpha_1 = aAlpha;\n aAge_1 = aAge;\n aSeed_1 = aSeed;\n main_1();\n let _e34 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e34);\n let _e36 = vUv;\n let _e37 = vFrame;\n let _e38 = vColor;\n let _e39 = vAlpha;\n let _e40 = vAge;\n let _e41 = vSeed;\n let _e42 = vWorldPos;\n let _e43 = vNormal;\n let _e44 = unnamed_1.gl_Position;\n let _e45 = vViewDepth;\n return VertexOutput(_e36, _e37, _e38, _e39, _e40, _e41, _e42, _e43, _e44, _e45);\n}\n";
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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(
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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 uApplyAlbedo: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(36) \nvar uAlbedo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAlbedo_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uSkin_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSkin_s: sampler;\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 _e54 = (*x);\n let _e56 = (*d);\n let _e60 = (*x);\n let _e62 = (*d);\n return (vec3(0.5f) - ((exp((vec3(-(_e54)) / _e56)) + (exp((vec3(-(_e60)) / (_e62 * 3f))) * 3f)) * 0.125f));\n}\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e54 = (*depth);\n ndc = (1f - (_e54 * 2f));\n let _e59 = unnamed.uDepthToViewZ[0u];\n let _e60 = ndc;\n let _e64 = unnamed.uDepthToViewZ[1u];\n let _e68 = unnamed.uDepthToViewZ[2u];\n let _e69 = ndc;\n let _e73 = unnamed.uDepthToViewZ[3u];\n return (((_e59 * _e60) + _e64) / ((_e68 * _e69) + _e73));\n}\n\nfn withAlbedo_u0028_vf3_u003b(light: ptr<function, vec3<f32>>) -> vec3<f32> {\n var albedo: vec4<f32>;\n\n let _e55 = unnamed.uApplyAlbedo;\n if (_e55 < 0.5f) {\n let _e57 = (*light);\n return _e57;\n }\n let _e58 = vUv_1;\n let _e59 = textureSampleLevel(uAlbedo_t, uAlbedo_s, _e58, 0f);\n albedo = _e59;\n let _e60 = (*light);\n let _e61 = albedo;\n let _e65 = albedo[3u];\n return ((_e60 * _e61.xyz) / vec3(max(_e65, 0.0001f)));\n}\n\nfn main_1() {\n var own: vec4<f32>;\n var depth_1: f32;\n var param: vec3<f32>;\n var profile: i32;\n var d_1: vec3<f32>;\n var widest: f32;\n var z: f32;\n var param_1: f32;\n var pixels: f32;\n var param_2: vec3<f32>;\n var centre: vec3<f32>;\n var param_3: f32;\n var param_4: 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_5: f32;\n var param_6: vec3<f32>;\n var w: vec3<f32>;\n var indexable_1: array<f32, 6>;\n var param_7: f32;\n var param_8: 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_9: f32;\n var keep: f32;\n var cover: f32;\n var param_10: vec3<f32>;\n\n let _e86 = vUv_1;\n let _e87 = textureSampleLevel(uSkin_t, uSkin_s, _e86, 0f);\n own = _e87;\n let _e89 = own[3u];\n if (_e89 < 0.0001f) {\n fragColor = vec4<f32>(0f, 0f, 0f, 0f);\n return;\n }\n let _e91 = vUv_1;\n let _e92 = textureSampleLevel(uDepth_t, uDepth_s, _e91, 0f);\n depth_1 = _e92.x;\n let _e94 = depth_1;\n if (_e94 <= 0f) {\n let _e96 = own;\n param = _e96.xyz;\n let _e98 = withAlbedo_u0028_vf3_u003b((¶m));\n let _e100 = own[3u];\n fragColor = vec4<f32>(_e98.x, _e98.y, _e98.z, _e100);\n return;\n }\n let _e106 = own[3u];\n profile = clamp((i32(((_e106 * 8f) + 0.5f)) - 1i), 0i, 7i);\n let _e112 = profile;\n let _e115 = unnamed.uProfiles[_e112];\n d_1 = max(_e115.xyz, vec3<f32>(0.000001f, 0.000001f, 0.000001f));\n let _e119 = d_1[0u];\n let _e121 = d_1[1u];\n let _e123 = d_1[2u];\n widest = max(_e119, max(_e121, _e123));\n let _e126 = depth_1;\n param_1 = _e126;\n let _e127 = viewZ_u0028_f1_u003b((¶m_1));\n z = abs(_e127);\n let _e129 = widest;\n let _e131 = unnamed.uFocal;\n let _e133 = z;\n pixels = ((_e129 * _e131) / max(_e133, 0.0001f));\n let _e136 = pixels;\n if (_e136 < 0.5f) {\n let _e138 = own;\n param_2 = _e138.xyz;\n let _e140 = withAlbedo_u0028_vf3_u003b((¶m_2));\n let _e142 = own[3u];\n fragColor = vec4<f32>(_e140.x, _e140.y, _e140.z, _e142);\n return;\n }\n let _e147 = widest;\n param_3 = (0.2f * _e147);\n let _e149 = d_1;\n param_4 = _e149;\n let _e150 = burleyMass_u0028_f1_u003b_vf3_u003b((¶m_3), (¶m_4));\n centre = (_e150 * 2f);\n let _e152 = own;\n let _e154 = centre;\n sum = (_e152.xyz * _e154);\n let _e156 = centre;\n weight = _e156;\n i = 1i;\n loop {\n let _e157 = i;\n if (_e157 < 7i) {\n let _e159 = i;\n if (_e159 < 6i) {\n let _e161 = i;\n indexable = array<f32, 6>(0.2f, 0.75f, 1.6f, 2.8f, 4.55f, 7.3f);\n let _e164 = indexable[min(_e161, 5i)];\n let _e165 = widest;\n param_5 = (_e164 * _e165);\n let _e167 = d_1;\n param_6 = _e167;\n let _e168 = burleyMass_u0028_f1_u003b_vf3_u003b((¶m_5), (¶m_6));\n local = _e168;\n } else {\n local = vec3<f32>(0.5f, 0.5f, 0.5f);\n }\n let _e169 = local;\n outer = _e169;\n let _e170 = outer;\n let _e171 = i;\n indexable_1 = array<f32, 6>(0.2f, 0.75f, 1.6f, 2.8f, 4.55f, 7.3f);\n let _e174 = indexable_1[(_e171 - 1i)];\n let _e175 = widest;\n param_7 = (_e174 * _e175);\n let _e177 = d_1;\n param_8 = _e177;\n let _e178 = burleyMass_u0028_f1_u003b_vf3_u003b((¶m_7), (¶m_8));\n w = (_e170 - _e178);\n side = -1i;\n loop {\n let _e180 = side;\n if (_e180 <= 1i) {\n let _e182 = vUv_1;\n let _e184 = unnamed.uStep;\n let _e185 = side;\n let _e187 = i;\n indexable_2 = array<f32, 7>(0f, 0.4f, 1.1f, 2.1f, 3.5f, 5.6f, 9f);\n let _e189 = indexable_2[_e187];\n let _e191 = pixels;\n uv = (_e182 + (_e184 * ((f32(_e185) * _e189) * _e191)));\n let _e195 = uv;\n let _e196 = textureSampleLevel(uSkin_t, uSkin_s, _e195, 0f);\n tap = _e196;\n let _e197 = uv;\n let _e198 = textureSampleLevel(uDepth_t, uDepth_s, _e197, 0f);\n param_9 = _e198.x;\n let _e200 = viewZ_u0028_f1_u003b((¶m_9));\n tapZ = abs(_e200);\n let _e202 = tapZ;\n let _e203 = z;\n let _e206 = widest;\n keep = clamp((1f - (abs((_e202 - _e203)) / (4f * _e206))), 0f, 1f);\n let _e212 = tap[3u];\n let _e214 = own[3u];\n cover = clamp((_e212 / _e214), 0f, 1f);\n let _e217 = tap;\n let _e219 = w;\n let _e221 = keep;\n let _e223 = sum;\n sum = (_e223 + ((_e217.xyz * _e219) * _e221));\n let _e225 = w;\n let _e226 = cover;\n let _e227 = keep;\n let _e230 = weight;\n weight = (_e230 + (_e225 * (_e226 * _e227)));\n continue;\n } else {\n break;\n }\n continuing {\n let _e232 = side;\n side = (_e232 + 2i);\n }\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e234 = i;\n i = (_e234 + 1i);\n }\n }\n let _e236 = sum;\n let _e237 = weight;\n param_10 = (_e236 / _e237);\n let _e239 = withAlbedo_u0028_vf3_u003b((¶m_10));\n let _e241 = own[3u];\n fragColor = vec4<f32>(_e239.x, _e239.y, _e239.z, _e241);\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";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -15,7 +15,7 @@ export const SKIN_BLUR_FRAG_WGSL = "struct Uniforms {\n uStep: vec2<f32>,\n
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export const SKINBLUR_BINDINGS = {
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"SKIN_BLUR_FRAG": {
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"uniforms": 1,
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"uniformSize":
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"uniformSize": 192,
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"fields": {
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"uStep": {
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"offset": 0,
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@@ -38,6 +38,11 @@ export const SKINBLUR_BINDINGS = {
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"type": "vec4",
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"length": 8,
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"stride": 16
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},
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"uApplyAlbedo": {
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"offset": 176,
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"size": 4,
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"type": "float"
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}
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"textures": {
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"texture": 34,
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"sampler": 35,
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},
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"uAlbedo": {
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"texture": 36,
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import { FOG_GLSL } from './fog.ts';
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import { OUTPUT_TRANSFORM_GLSL } from './outputTransform.ts';
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import { glslIsFarDepth, glslSceneDepthToNdc } from '../depthConvention.ts';
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import { MAX_POINT_LIGHTS } from '../lightBudget.ts';
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layout(location = 7) in float aAge;
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layout(location = 8) in float aSeed;
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layout(location = 9) in vec3 aVelocity;
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* A sprite's flipbook frame and its half-height: \`ParticleInstances.frames\` and \`heights\`. The
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* procedural materials read neither, and a height of 0 is a square, its height its width.
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layout(location = 10) in vec2 aSprite;
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* from everywhere.
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/** The flipbook frame, for the sprite material; and the depth from the eye, for its fades. */
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* **Along its travel**, \`facing: 'velocity'\` (2): the quad's up is the velocity seen across
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* the view, so a streak of light or a stretched spark lies along its motion and still faces the
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* eye. A particle at rest has no such direction and faces the camera as the default does.
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*/
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if (uCameraFacing > 1.5 && dot(alongView, alongView) > 1e-10) {
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up = normalize(alongView);
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/* Any reference not parallel to the view. World up serves everywhere except looking
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straight up or down it, where the two are the same line and the cross product
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bladeGain = 1.0;
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vec3 offset = (across * rolled.x + up * rolled.y) * aSize;
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* **A sprite of two sizes** — a half-width and a half-height — rolls as a rectangle: the corner
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* is scaled first and turned after. Only where a height was given, so a square particle keeps
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* the arithmetic it always had to the bit.
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*/
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if (aSprite.y > 0.0) {
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vec2 extent = vec2(aCorner.x * aSize, aCorner.y * aSprite.y);
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vec2 turned = vec2(extent.x * c - extent.y * s, extent.x * s + extent.y * c);
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+
offset = across * turned.x + up * turned.y;
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}
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/*
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* Stretched along travel. Applied as an extra displacement on the component of
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/* bladeGain applied here, after the stretch rather than before it, so a dropped blade
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is degenerate whatever the stretch added: all four of its corners land on aPos. */
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vec3 world = aPos + offset * bladeGain;
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/* Toward the eye, so a sprite set into a surface is drawn in front of it. 0 moves nothing. */
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+
world += viewer * uCameraOffset * bladeGain;
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vUv = aCorner;
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+
vFrame = aSprite.x;
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vColor = aColor;
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vAlpha = aAlpha;
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vAge = aAge;
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@@ -207,6 +242,8 @@ void main() {
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vNormal = dot(face, toEye) < 0.0 ? -face : face;
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gl_Position = uViewProj * vec4(world, 1.0);
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+
/* A perspective projection's w is the depth from the eye, which is what the fades measure. */
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+
vViewDepth = gl_Position.w;
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}
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`;
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@@ -436,3 +473,99 @@ void main() {
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outColor = vec4(applyOutputTransform(color), alpha);
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}
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`;
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+
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+
/**
|
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478
|
+
* A textured sprite: an image a consumer supplies, a cell of it at a time, at the colour and opacity
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479
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+
* each particle carries — what another engine's sprite renderer draws, and the material the three
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480
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+
* procedural ones above cannot be. Unlit: the colour is the particle's times the image's.
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+
*
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482
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+
* **A flipbook** of `uCells.x` by `uCells.y` cells, numbered across then down from the top-left,
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483
|
+
* a particle's frame naming one; with `uCells.z` at 1 the frame's fraction blends toward the next,
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484
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+
* so a slow flipbook does not step.
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485
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+
*
|
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486
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+
* **Two fades, each 0 for off.** A soft edge where the sprite meets the scene, by how far in front
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487
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+
* of the opaque depth it is over `uFade.x` metres — the hard line a flat card draws where it cuts
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488
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+
* a floor — and a fade over `uFade.y` metres in front of the eye, so a card the camera passes
|
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489
|
+
* through does not fill the screen and vanish. The first reads a copy of the frame's depth, which
|
|
490
|
+
* is `uFade.z` at 1; where no copy can be had it is 0 and the edge stays hard.
|
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|
+
*/
|
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492
|
+
export const PARTICLE_SPRITE_FRAG = `#version 300 es
|
|
493
|
+
precision highp float;
|
|
494
|
+
|
|
495
|
+
/* Every output of the vertex stage, in its order, read or not: the generated stages number their
|
|
496
|
+
locations in declaration order, so a fragment declaring a subset reads the wrong ones. */
|
|
497
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+
in vec2 vUv;
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498
|
+
in vec3 vColor;
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499
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+
in float vAlpha;
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500
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+
in float vAge;
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+
in float vSeed;
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502
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+
in vec3 vWorldPos;
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503
|
+
in vec3 vNormal;
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|
+
in float vFrame;
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505
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+
in float vViewDepth;
|
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506
|
+
|
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507
|
+
/** The image, a surface texture: its first layer. */
|
|
508
|
+
uniform mediump sampler2DArray uSprite;
|
|
509
|
+
/** The frame's opaque depth, copied, for the soft edge. highp for the reason depth always is. */
|
|
510
|
+
uniform highp sampler2D uDepth;
|
|
511
|
+
/** Columns, rows, and 1 to blend between cells. */
|
|
512
|
+
uniform vec4 uCells;
|
|
513
|
+
/** The soft edge's distance, the eye fade's, and whether the depth copy is there to read. */
|
|
514
|
+
uniform vec4 uFade;
|
|
515
|
+
/** A depth sample to view-space metres, as the skin blur takes it. */
|
|
516
|
+
uniform vec4 uDepthToViewZ;
|
|
517
|
+
/** The target's size in pixels, so a fragment finds its own texel of the depth copy. */
|
|
518
|
+
uniform vec2 uViewport;
|
|
519
|
+
uniform vec3 uCameraPos;
|
|
520
|
+
/** Whether the colour recedes into the medium: \`ParticleBatchOptions.fog\`. */
|
|
521
|
+
uniform int uFogEnabled;
|
|
522
|
+
${FOG_GLSL}
|
|
523
|
+
|
|
524
|
+
out vec4 outColor;
|
|
525
|
+
${OUTPUT_TRANSFORM_GLSL}
|
|
526
|
+
|
|
527
|
+
/** Cell \`cell\` of the flipbook, at \`uv\` inside it. Integer arithmetic: see AGENTS.md. */
|
|
528
|
+
vec2 cellUv(int cell, vec2 uv) {
|
|
529
|
+
int columns = max(int(uCells.x + 0.5), 1);
|
|
530
|
+
int rows = max(int(uCells.y + 0.5), 1);
|
|
531
|
+
int wrapped = cell % (columns * rows);
|
|
532
|
+
int column = wrapped % columns;
|
|
533
|
+
int row = wrapped / columns;
|
|
534
|
+
return (vec2(float(column), float(row)) + uv) / vec2(float(columns), float(rows));
|
|
535
|
+
}
|
|
536
|
+
|
|
537
|
+
float viewZ(float depth) {
|
|
538
|
+
float ndc = ${glslSceneDepthToNdc('depth')};
|
|
539
|
+
return (uDepthToViewZ.x * ndc + uDepthToViewZ.y) / (uDepthToViewZ.z * ndc + uDepthToViewZ.w);
|
|
540
|
+
}
|
|
541
|
+
|
|
542
|
+
void main() {
|
|
543
|
+
/* The corner's square to the image's: v runs down an image, and up a quad. */
|
|
544
|
+
vec2 uv = vec2(vUv.x * 0.5 + 0.5, 0.5 - vUv.y * 0.5);
|
|
545
|
+
float frame = max(vFrame, 0.0);
|
|
546
|
+
int first = int(floor(frame));
|
|
547
|
+
vec4 image = texture(uSprite, vec3(cellUv(first, uv), 0.0));
|
|
548
|
+
if (uCells.z > 0.5) {
|
|
549
|
+
vec4 next = texture(uSprite, vec3(cellUv(first + 1, uv), 0.0));
|
|
550
|
+
image = mix(image, next, fract(frame));
|
|
551
|
+
}
|
|
552
|
+
|
|
553
|
+
float fade = 1.0;
|
|
554
|
+
if (uFade.z > 0.5 && uFade.x > 0.0) {
|
|
555
|
+
float depth = textureLod(uDepth, gl_FragCoord.xy / uViewport, 0.0).r;
|
|
556
|
+
if (!(${glslIsFarDepth('depth')})) {
|
|
557
|
+
fade = clamp((abs(viewZ(depth)) - vViewDepth) / uFade.x, 0.0, 1.0);
|
|
558
|
+
}
|
|
559
|
+
}
|
|
560
|
+
if (uFade.y > 0.0) fade *= clamp(vViewDepth / uFade.y, 0.0, 1.0);
|
|
561
|
+
|
|
562
|
+
float alpha = vAlpha * image.a * fade;
|
|
563
|
+
if (alpha <= 0.001) discard;
|
|
564
|
+
vec3 color = vColor * image.rgb;
|
|
565
|
+
if (uFogEnabled != 0) {
|
|
566
|
+
float fog = mediumFog(distance(vWorldPos, uCameraPos), vWorldPos.y);
|
|
567
|
+
color = mix(color, mediumColor(), fog);
|
|
568
|
+
}
|
|
569
|
+
outColor = vec4(applyOutputTransform(color), alpha);
|
|
570
|
+
}
|
|
571
|
+
`;
|
|
@@ -6,6 +6,11 @@
|
|
|
6
6
|
* **One pass, run twice**: along x into a target of its own, keeping the profile in the alpha, then
|
|
7
7
|
* along y blended additively into the frame — its colour added, the frame's alpha kept.
|
|
8
8
|
*
|
|
9
|
+
* **What it spreads is light, and the colour is applied after**, from the skin's own colour half at
|
|
10
|
+
* this pixel. Light travels beneath skin; the pigment a brow, a lip line or a freckle is made of
|
|
11
|
+
* does not, so spreading the coloured diffuse — as this did until 4.8.6 — smeared every mark on a
|
|
12
|
+
* face into the skin around it, and the blur's taps laid faint copies of each mark beside it.
|
|
13
|
+
*
|
|
9
14
|
* **Refuses what is not the same skin**: a neighbour that wrote no skin, or one further in depth
|
|
10
15
|
* than four of the profile's widest distances, takes no weight, and what is kept is divided by
|
|
11
16
|
* what was kept, so a cheek's light does not pull toward the black beside its silhouette. A tap
|
|
@@ -34,6 +39,12 @@ uniform vec4 uDepthToViewZ;
|
|
|
34
39
|
uniform float uFocal;
|
|
35
40
|
/** Each profile's scatter distance per channel, in metres. */
|
|
36
41
|
uniform vec4 uProfiles[${SKIN_PROFILES}];
|
|
42
|
+
/**
|
|
43
|
+
* The skin's colour, and its coverage in the alpha: what the spread light is multiplied by on the
|
|
44
|
+
* second axis, where \`uApplyAlbedo\` is 1. Read at this pixel alone, because pigment does not move.
|
|
45
|
+
*/
|
|
46
|
+
uniform sampler2D uAlbedo;
|
|
47
|
+
uniform float uApplyAlbedo;
|
|
37
48
|
|
|
38
49
|
out vec4 fragColor;
|
|
39
50
|
|
|
@@ -50,6 +61,17 @@ vec3 burleyMass(float x, vec3 d) {
|
|
|
50
61
|
return 0.5 - (exp(-x / d) + 3.0 * exp(-x / (3.0 * d))) * 0.125;
|
|
51
62
|
}
|
|
52
63
|
|
|
64
|
+
/**
|
|
65
|
+
* The spread light times the skin's colour here, on the second axis; the light as it is on the
|
|
66
|
+
* first. The colour target holds colour times coverage over coverage, so dividing gives the skin's
|
|
67
|
+
* own colour at an edge, which the light — weighted for coverage already — is then multiplied by.
|
|
68
|
+
*/
|
|
69
|
+
vec3 withAlbedo(vec3 light) {
|
|
70
|
+
if (uApplyAlbedo < 0.5) return light;
|
|
71
|
+
vec4 albedo = textureLod(uAlbedo, vUv, 0.0);
|
|
72
|
+
return light * albedo.rgb / max(albedo.a, 1e-4);
|
|
73
|
+
}
|
|
74
|
+
|
|
53
75
|
void main() {
|
|
54
76
|
vec4 own = textureLod(uSkin, vUv, 0.0);
|
|
55
77
|
/*
|
|
@@ -63,7 +85,7 @@ void main() {
|
|
|
63
85
|
}
|
|
64
86
|
float depth = textureLod(uDepth, vUv, 0.0).r;
|
|
65
87
|
if (${glslIsFarDepth('depth')}) {
|
|
66
|
-
fragColor = own;
|
|
88
|
+
fragColor = vec4(withAlbedo(own.rgb), own.a);
|
|
67
89
|
return;
|
|
68
90
|
}
|
|
69
91
|
/* A part-covered pixel's code is its share of the whole: read it as the nearest, which is the
|
|
@@ -75,7 +97,7 @@ void main() {
|
|
|
75
97
|
/* The widest distance in pixels here: under half of one, there is nothing to spread across. */
|
|
76
98
|
float pixels = widest * uFocal / max(z, 1e-4);
|
|
77
99
|
if (pixels < 0.5) {
|
|
78
|
-
fragColor = own;
|
|
100
|
+
fragColor = vec4(withAlbedo(own.rgb), own.a);
|
|
79
101
|
return;
|
|
80
102
|
}
|
|
81
103
|
vec3 centre = 2.0 * burleyMass(EDGES[0] * widest, d);
|
|
@@ -100,6 +122,6 @@ void main() {
|
|
|
100
122
|
weight += w * (cover * keep);
|
|
101
123
|
}
|
|
102
124
|
}
|
|
103
|
-
fragColor = vec4(sum / weight, own.a);
|
|
125
|
+
fragColor = vec4(withAlbedo(sum / weight), own.a);
|
|
104
126
|
}
|
|
105
127
|
`;
|
package/src/render/skinBlur.ts
CHANGED
|
@@ -3,11 +3,14 @@
|
|
|
3
3
|
* the kernel to, and nothing at run time calls it.
|
|
4
4
|
*
|
|
5
5
|
* **What it spreads.** With `skinScattering: 'screen-space'`, a skin draw writes its specular to the
|
|
6
|
-
* frame
|
|
7
|
-
* profile it scatters by in the alpha
|
|
8
|
-
*
|
|
9
|
-
*
|
|
10
|
-
*
|
|
6
|
+
* frame, the light its diffuse is made of — the light that went beneath the surface, shaded on a
|
|
7
|
+
* white surface — to a target of its own with the profile it scatters by in the alpha, and its
|
|
8
|
+
* colour to a third. Before anything blended is drawn, the light is blurred along the screen's two
|
|
9
|
+
* axes by Burley's normalised diffusion, one width per channel, multiplied by the colour at each
|
|
10
|
+
* pixel and added back: light that entered a cheek leaves it a centimetre away, reddest furthest,
|
|
11
|
+
* across the pixels that centimetre covers at the cheek's distance, and a brow stays where it is
|
|
12
|
+
* drawn. **Until 4.8.6 the coloured diffuse was spread**, which smeared every mark on a face into
|
|
13
|
+
* the skin around it and laid faint copies of each mark at the taps' offsets. The pre-integrated fit stays in the lit
|
|
11
14
|
* stage for what this cannot see — a terminator's curvature — and this carries what that cannot:
|
|
12
15
|
* light crossing a shadow's edge, or a nostril's rim, in the picture rather than in a fit.
|
|
13
16
|
*
|