@driftengine/core 4.8.6 → 4.8.7

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Files changed (139) hide show
  1. package/CHANGELOG.json +71 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +2 -2
  4. package/dist/index.js +1 -1
  5. package/dist/render/anisotropicLobe.d.ts +10 -0
  6. package/dist/render/anisotropicLobe.js +19 -0
  7. package/dist/render/areaLights.d.ts +35 -0
  8. package/dist/render/areaLights.js +35 -0
  9. package/dist/render/backend/api.d.ts +33 -3
  10. package/dist/render/backend/webgl2/renderer.d.ts +50 -14
  11. package/dist/render/backend/webgl2/renderer.js +141 -30
  12. package/dist/render/backend/webgl2/sceneCaptureTarget.d.ts +29 -0
  13. package/dist/render/backend/webgl2/sceneCaptureTarget.js +96 -0
  14. package/dist/render/backend/webgpu/particlePass.js +2 -1
  15. package/dist/render/backend/webgpu/renderer.d.ts +35 -1
  16. package/dist/render/backend/webgpu/renderer.js +155 -16
  17. package/dist/render/backend/webgpu/sceneCaptureTarget.d.ts +24 -0
  18. package/dist/render/backend/webgpu/sceneCaptureTarget.js +59 -0
  19. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +1 -1
  20. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +4 -1
  21. package/dist/render/backend/webgpu/surfaceTexturePass.js +34 -8
  22. package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
  23. package/dist/render/clusteredLights.d.ts +23 -5
  24. package/dist/render/clusteredLights.js +35 -8
  25. package/dist/render/driftLight/bake.d.ts +2 -0
  26. package/dist/render/driftLight/bake.js +1 -1
  27. package/dist/render/driftLight/falloff.d.ts +4 -2
  28. package/dist/render/driftLight/falloff.js +8 -2
  29. package/dist/render/gi/bounceLights.d.ts +3 -2
  30. package/dist/render/gi/bounceLights.js +8 -3
  31. package/dist/render/instanceCull.js +5 -0
  32. package/dist/render/instances.d.ts +19 -5
  33. package/dist/render/instances.js +9 -3
  34. package/dist/render/lightBudget.d.ts +12 -1
  35. package/dist/render/lightBudget.js +23 -3
  36. package/dist/render/lightmap.d.ts +23 -9
  37. package/dist/render/lightmap.js +40 -18
  38. package/dist/render/particlePool.d.ts +21 -0
  39. package/dist/render/particlePool.js +7 -0
  40. package/dist/render/pointLightSelection.d.ts +13 -0
  41. package/dist/render/pointLightSelection.js +3 -1
  42. package/dist/render/renderQuality.d.ts +8 -7
  43. package/dist/render/rendererHarness.js +3 -0
  44. package/dist/render/rgb9e5.d.ts +22 -0
  45. package/dist/render/rgb9e5.js +47 -0
  46. package/dist/render/sceneCapture.d.ts +29 -0
  47. package/dist/render/sceneCapture.js +36 -0
  48. package/dist/render/screenSpaceReflection.d.ts +27 -1
  49. package/dist/render/screenSpaceReflection.js +9 -0
  50. package/dist/render/shaders/bolt.d.ts +1 -1
  51. package/dist/render/shaders/bolt.js +7 -1
  52. package/dist/render/shaders/depth.js +11 -0
  53. package/dist/render/shaders/flat/anisotropic.d.ts +1 -1
  54. package/dist/render/shaders/flat/anisotropic.js +37 -3
  55. package/dist/render/shaders/flat/areaLight.d.ts +1 -1
  56. package/dist/render/shaders/flat/areaLight.js +46 -0
  57. package/dist/render/shaders/flat/glassTint.d.ts +3 -2
  58. package/dist/render/shaders/flat/glassTint.js +3 -1
  59. package/dist/render/shaders/flat/index.d.ts +5 -0
  60. package/dist/render/shaders/flat/index.js +16 -2
  61. package/dist/render/shaders/flat/lobes.d.ts +6 -0
  62. package/dist/render/shaders/flat/lobes.js +49 -43
  63. package/dist/render/shaders/flat/main.d.ts +1 -1
  64. package/dist/render/shaders/flat/main.js +57 -22
  65. package/dist/render/shaders/flat/models.d.ts +5 -2
  66. package/dist/render/shaders/flat/models.js +100 -16
  67. package/dist/render/shaders/flat/preamble.js +10 -3
  68. package/dist/render/shaders/generated/bolt.wgsl.d.ts +1 -1
  69. package/dist/render/shaders/generated/bolt.wgsl.js +1 -1
  70. package/dist/render/shaders/generated/depth.wgsl.d.ts +4 -4
  71. package/dist/render/shaders/generated/depth.wgsl.js +4 -4
  72. package/dist/render/shaders/generated/flat.wgsl.d.ts +16 -0
  73. package/dist/render/shaders/generated/flat.wgsl.js +54 -38
  74. package/dist/render/shaders/generated/ssrTrace.wgsl.d.ts +11 -6
  75. package/dist/render/shaders/generated/ssrTrace.wgsl.js +11 -6
  76. package/dist/render/shaders/generated/water.wgsl.d.ts +23 -16
  77. package/dist/render/shaders/generated/water.wgsl.js +23 -16
  78. package/dist/render/shaders/gi/probeBake.wgsl.js +9 -5
  79. package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
  80. package/dist/render/shaders/recon/motion.wgsl.js +13 -2
  81. package/dist/render/shaders/ssrTrace.js +20 -1
  82. package/dist/render/shaders/water.d.ts +1 -1
  83. package/dist/render/shaders/water.js +12 -3
  84. package/dist/render/skinScatter.d.ts +3 -1
  85. package/dist/render/skinScatter.js +3 -1
  86. package/dist/render/ssrPass.js +1 -0
  87. package/dist/render/surfaceModel.d.ts +29 -8
  88. package/dist/render/surfaceModel.js +33 -9
  89. package/dist/render/surfaceTexture.d.ts +25 -1
  90. package/dist/render/surfaceTexture.js +27 -5
  91. package/package.json +6 -6
  92. package/src/index.ts +6 -2
  93. package/src/render/anisotropicLobe.ts +29 -0
  94. package/src/render/areaLights.ts +58 -0
  95. package/src/render/backend/api.ts +49 -2
  96. package/src/render/backend/webgl2/renderer.ts +192 -38
  97. package/src/render/backend/webgl2/sceneCaptureTarget.ts +130 -0
  98. package/src/render/backend/webgpu/particlePass.ts +2 -1
  99. package/src/render/backend/webgpu/renderer.ts +194 -19
  100. package/src/render/backend/webgpu/sceneCaptureTarget.ts +63 -0
  101. package/src/render/backend/webgpu/surfaceTexturePass.ts +44 -14
  102. package/src/render/clusteredLights.ts +41 -8
  103. package/src/render/driftLight/bake.ts +3 -1
  104. package/src/render/driftLight/falloff.ts +13 -2
  105. package/src/render/gi/bounceLights.ts +12 -3
  106. package/src/render/instanceCull.ts +4 -0
  107. package/src/render/instances.ts +26 -6
  108. package/src/render/lightBudget.ts +40 -2
  109. package/src/render/lightmap.ts +64 -23
  110. package/src/render/particlePool.ts +23 -0
  111. package/src/render/pointLightSelection.ts +20 -1
  112. package/src/render/renderQuality.ts +8 -7
  113. package/src/render/rendererHarness.ts +3 -0
  114. package/src/render/rgb9e5.ts +52 -0
  115. package/src/render/sceneCapture.ts +56 -0
  116. package/src/render/screenSpaceReflection.ts +33 -1
  117. package/src/render/shaders/bolt.ts +7 -1
  118. package/src/render/shaders/depth.ts +11 -0
  119. package/src/render/shaders/flat/anisotropic.ts +37 -3
  120. package/src/render/shaders/flat/areaLight.ts +46 -0
  121. package/src/render/shaders/flat/glassTint.ts +9 -2
  122. package/src/render/shaders/flat/index.ts +21 -2
  123. package/src/render/shaders/flat/lobes.ts +50 -43
  124. package/src/render/shaders/flat/main.ts +57 -22
  125. package/src/render/shaders/flat/models.ts +100 -16
  126. package/src/render/shaders/flat/preamble.ts +10 -3
  127. package/src/render/shaders/generated/bolt.wgsl.ts +1 -1
  128. package/src/render/shaders/generated/depth.wgsl.ts +4 -4
  129. package/src/render/shaders/generated/flat.wgsl.ts +54 -38
  130. package/src/render/shaders/generated/ssrTrace.wgsl.ts +11 -6
  131. package/src/render/shaders/generated/water.wgsl.ts +23 -16
  132. package/src/render/shaders/gi/probeBake.wgsl.ts +9 -5
  133. package/src/render/shaders/recon/motion.wgsl.ts +13 -2
  134. package/src/render/shaders/ssrTrace.ts +20 -1
  135. package/src/render/shaders/water.ts +12 -3
  136. package/src/render/skinScatter.ts +3 -1
  137. package/src/render/ssrPass.ts +1 -0
  138. package/src/render/surfaceModel.ts +47 -10
  139. package/src/render/surfaceTexture.ts +69 -9
@@ -1,15 +1,15 @@
1
1
  export declare const DEPTH_CUTOUT_FRAG_WGSL = "struct Uniforms {\n uPeelShadowLayer: i32,\n}\n\nvar<private> vUv_1: vec3<f32>;\n@group(0) @binding(34) \nvar uCutoutMap_t: texture_2d_array<f32>;\n@group(0) @binding(35) \nvar uCutoutMap_s: sampler;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLightPosition_1: vec4<f32>;\n@group(0) @binding(32) \nvar uPreviousShadowMap_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uPreviousShadowMap_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\nvar<private> vAlphaCutout_1: vec2<f32>;\n\nfn cutoutKeeps_u0028_f1_u003b_vf2_u003b_f1_u003b(share: ptr<function, f32>, pixel: ptr<function, vec2<f32>>, frame: ptr<function, f32>) -> bool {\n var p: vec2<f32>;\n var noise: f32;\n\n let _e31 = (*pixel);\n let _e32 = (*frame);\n p = (_e31 + vec2((5.588238f * _e32)));\n let _e36 = p;\n noise = fract((52.982918f * fract(dot(_e36, vec2<f32>(0.06711056f, 0.00583715f)))));\n let _e41 = (*share);\n let _e42 = noise;\n return (_e41 > _e42);\n}\n\nfn cutoutShare_u0028_f1_u003b_f1_u003b(alpha: ptr<function, f32>, cutoff: ptr<function, f32>) -> f32 {\n var band: f32;\n\n let _e29 = (*cutoff);\n let _e30 = (*cutoff);\n band = max((2f * min(_e29, (1f - _e30))), 0.0001f);\n let _e35 = (*alpha);\n let _e36 = (*cutoff);\n let _e38 = band;\n return clamp((((_e35 - _e36) / _e38) + 0.5f), 0f, 1f);\n}\n\nfn cutoutAlpha_u0028_f1_u003b_vf2_u003b(alpha_1: ptr<function, f32>, texels: ptr<function, vec2<f32>>) -> f32 {\n var dx: vec2<f32>;\n var dy: vec2<f32>;\n var level: f32;\n\n let _e31 = (*texels);\n let _e32 = dpdx(_e31);\n dx = _e32;\n let _e33 = (*texels);\n let _e34 = dpdy(_e33);\n dy = _e34;\n let _e35 = dx;\n let _e36 = dx;\n let _e38 = dy;\n let _e39 = dy;\n level = max(0f, (0.5f * log2(max(dot(_e35, _e36), dot(_e38, _e39)))));\n let _e45 = (*alpha_1);\n let _e46 = level;\n return (_e45 * (1f + (_e46 * 0.25f)));\n}\n\nfn main_1() {\n var at: vec3<f32>;\n var alpha_2: f32;\n var param: f32;\n var param_1: vec2<f32>;\n var p_1: vec3<f32>;\n var uv: vec2<f32>;\n var previousDepth: f32;\n var param_2: f32;\n var param_3: f32;\n var param_4: f32;\n var param_5: vec2<f32>;\n var param_6: f32;\n\n let _e38 = vUv_1;\n let _e39 = _e38.xy;\n let _e41 = vUv_1[2u];\n at = vec3<f32>(_e39.x, _e39.y, floor((_e41 + 0.5f)));\n let _e47 = at;\n let _e53 = textureSample(uCutoutMap_t, uCutoutMap_s, vec2<f32>(_e47.x, _e47.y), i32(_e47.z));\n let _e54 = vUv_1;\n let _e56 = textureDimensions(uCutoutMap_t, 0i);\n param = _e53.w;\n param_1 = (_e54.xy * vec2<f32>(vec2<i32>(_e56).xy));\n let _e62 = cutoutAlpha_u0028_f1_u003b_vf2_u003b((&param), (&param_1));\n alpha_2 = _e62;\n let _e64 = unnamed.uPeelShadowLayer;\n if (_e64 != 0i) {\n let _e66 = vLightPosition_1;\n let _e69 = vLightPosition_1[3u];\n p_1 = (_e66.xyz / vec3(_e69));\n let _e72 = p_1;\n uv = ((_e72.xy * 0.5f) + vec2(0.5f));\n let _e77 = uv;\n let _e80 = vec3<f32>(_e77.x, _e77.y, 0f);\n let _e86 = textureSampleLevel(uPreviousShadowMap_t, uPreviousShadowMap_s, vec2<f32>(_e80.x, _e80.y), i32(_e80.z), 0f);\n previousDepth = _e86.x;\n let _e89 = gl_FragCoord_1[2u];\n let _e90 = previousDepth;\n if (_e89 <= (_e90 + 0.00001f)) {\n discard;\n }\n }\n let _e94 = vAlphaCutout_1[1u];\n if (_e94 > 0.5f) {\n let _e96 = alpha_2;\n param_2 = _e96;\n let _e98 = vAlphaCutout_1[0u];\n param_3 = _e98;\n let _e99 = cutoutShare_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n param_4 = _e99;\n let _e100 = gl_FragCoord_1;\n param_5 = _e100.xy;\n param_6 = 0f;\n let _e102 = cutoutKeeps_u0028_f1_u003b_vf2_u003b_f1_u003b((&param_4), (&param_5), (&param_6));\n if !(_e102) {\n discard;\n }\n } else {\n let _e104 = alpha_2;\n let _e106 = vAlphaCutout_1[0u];\n if (_e104 < _e106) {\n discard;\n }\n }\n return;\n}\n\n@fragment \nfn main(@location(1) vUv: vec3<f32>, @location(0) vLightPosition: vec4<f32>, @builtin(position) gl_FragCoord: vec4<f32>, @location(2) @interpolate(flat) vAlphaCutout: vec2<f32>) {\n vUv_1 = vUv;\n vLightPosition_1 = vLightPosition;\n gl_FragCoord_1 = gl_FragCoord;\n vAlphaCutout_1 = vAlphaCutout;\n main_1();\n}\n";
2
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  export declare const DEPTH_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e28 = (*sway);\n if (_e28 <= 0f) {\n let _e30 = (*worldPos);\n return _e30;\n }\n let _e31 = (*worldPos);\n let _e34 = unnamed.uWindSpatialPhase;\n let _e37 = unnamed.uWindTime;\n phase = (dot(_e31.xz, _e34) + _e37);\n let _e40 = unnamed.uWindSpeed;\n let _e42 = unnamed.uWindGust;\n let _e44 = phase;\n let _e47 = (*sway);\n bend = (((_e40 + _e42) * sin(_e44)) * _e47);\n let _e50 = (*worldPos)[0u];\n let _e53 = unnamed.uWindDirection[0u];\n let _e54 = bend;\n let _e58 = (*worldPos)[1u];\n let _e60 = (*worldPos)[2u];\n let _e63 = unnamed.uWindDirection[1u];\n let _e64 = bend;\n return vec3<f32>((_e50 + (_e53 * _e54)), _e58, (_e60 + (_e63 * _e64)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e30 = aPosition_1;\n local = vec4<f32>(_e30.x, _e30.y, _e30.z, 1f);\n let _e36 = unnamed.uModel;\n model = _e36;\n let _e37 = model;\n let _e38 = local;\n world = (_e37 * _e38);\n let _e40 = world;\n param = _e40.xyz;\n let _e43 = aChannel_1[0u];\n param_1 = _e43;\n let _e44 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e44;\n let _e46 = unnamed.uLightViewProj;\n let _e47 = bent;\n let _e49 = world[3u];\n vLightPosition = (_e46 * vec4<f32>(_e47.x, _e47.y, _e47.z, _e49));\n let _e55 = vLightPosition;\n unnamed_1.gl_Position = _e55;\n let _e57 = aUv_1;\n let _e60 = unnamed.uUvScale;\n let _e63 = unnamed.uUvOffset;\n let _e64 = ((_e57.xy * _e60) + _e63);\n let _e66 = aUv_1[2u];\n vUv = vec3<f32>(_e64.x, _e64.y, _e66);\n let _e71 = unnamed.uAlphaCutout;\n vAlphaCutout = _e71;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n aUv_1 = aUv;\n main_1();\n let _e12 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e12);\n let _e14 = vLightPosition;\n let _e15 = unnamed_1.gl_Position;\n let _e16 = vUv;\n let _e17 = vAlphaCutout;\n return VertexOutput(_e14, _e15, _e16, _e17);\n}\n";
3
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  export declare const DEPTH_FRAG_WGSL = "struct Uniforms {\n uPeelShadowLayer: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLightPosition_1: vec4<f32>;\n@group(0) @binding(32) \nvar uPreviousShadowMap_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uPreviousShadowMap_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn main_1() {\n var p: vec3<f32>;\n var uv: vec2<f32>;\n var previousDepth: f32;\n\n let _e16 = unnamed.uPeelShadowLayer;\n if (_e16 != 0i) {\n let _e18 = vLightPosition_1;\n let _e21 = vLightPosition_1[3u];\n p = (_e18.xyz / vec3(_e21));\n let _e24 = p;\n uv = ((_e24.xy * 0.5f) + vec2(0.5f));\n let _e29 = uv;\n let _e32 = vec3<f32>(_e29.x, _e29.y, 0f);\n let _e38 = textureSample(uPreviousShadowMap_t, uPreviousShadowMap_s, vec2<f32>(_e32.x, _e32.y), i32(_e32.z));\n previousDepth = _e38.x;\n let _e41 = gl_FragCoord_1[2u];\n let _e42 = previousDepth;\n if (_e41 <= (_e42 + 0.00001f)) {\n discard;\n }\n }\n return;\n}\n\n@fragment \nfn main(@location(0) vLightPosition: vec4<f32>, @builtin(position) gl_FragCoord: vec4<f32>) {\n vLightPosition_1 = vLightPosition;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n}\n";
4
- export declare const DEPTH_INSTANCED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e23 = aPosition_1;\n local = vec4<f32>(_e23.x, _e23.y, _e23.z, 1f);\n let _e28 = aInstanceModel0_1;\n let _e29 = aInstanceModel1_1;\n let _e30 = aInstanceModel2_1;\n let _e31 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e28.x, _e28.y, _e28.z, _e28.w), vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w), vec4<f32>(_e30.x, _e30.y, _e30.z, _e30.w), vec4<f32>(_e31.x, _e31.y, _e31.z, _e31.w));\n let _e53 = model;\n let _e54 = local;\n world = (_e53 * _e54);\n let _e56 = world;\n bent = _e56.xyz;\n let _e59 = unnamed.uLightViewProj;\n let _e60 = bent;\n let _e62 = world[3u];\n vLightPosition = (_e59 * vec4<f32>(_e60.x, _e60.y, _e60.z, _e62));\n let _e68 = vLightPosition;\n unnamed_1.gl_Position = _e68;\n let _e70 = aUv_1;\n let _e73 = unnamed.uUvScale;\n let _e76 = unnamed.uUvOffset;\n let _e77 = ((_e70.xy * _e73) + _e76);\n let _e79 = aUv_1[2u];\n vUv = vec3<f32>(_e77.x, _e77.y, _e79);\n let _e84 = unnamed.uAlphaCutout;\n vAlphaCutout = _e84;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e18 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e18);\n let _e20 = vLightPosition;\n let _e21 = unnamed_1.gl_Position;\n let _e22 = vUv;\n let _e23 = vAlphaCutout;\n return VertexOutput(_e20, _e21, _e22, _e23);\n}\n";
5
- export declare const DEPTH_INSTANCED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e16 = aPosition_1;\n local = vec4<f32>(_e16.x, _e16.y, _e16.z, 1f);\n let _e21 = aInstanceModel0_1;\n let _e22 = aInstanceModel1_1;\n let _e23 = aInstanceModel2_1;\n let _e24 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e21.x, _e21.y, _e21.z, _e21.w), vec4<f32>(_e22.x, _e22.y, _e22.z, _e22.w), vec4<f32>(_e23.x, _e23.y, _e23.z, _e23.w), vec4<f32>(_e24.x, _e24.y, _e24.z, _e24.w));\n let _e46 = model;\n let _e47 = local;\n world = (_e46 * _e47);\n let _e49 = world;\n bent = _e49.xyz;\n let _e52 = unnamed.uLightViewProj;\n let _e53 = bent;\n let _e55 = world[3u];\n vLightPosition = (_e52 * vec4<f32>(_e53.x, _e53.y, _e53.z, _e55));\n let _e61 = vLightPosition;\n unnamed_1.gl_Position = _e61;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = vLightPosition;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e16, _e17);\n}\n";
4
+ export declare const DEPTH_INSTANCED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var instanceCell: vec4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e24 = aPosition_1;\n local = vec4<f32>(_e24.x, _e24.y, _e24.z, 1f);\n let _e29 = aInstanceModel0_1;\n let _e30 = aInstanceModel1_1;\n let _e31 = aInstanceModel2_1;\n let _e32 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w), vec4<f32>(_e30.x, _e30.y, _e30.z, _e30.w), vec4<f32>(_e31.x, _e31.y, _e31.z, _e31.w), vec4<f32>(_e32.x, _e32.y, _e32.z, _e32.w));\n let _e56 = model[0][3u];\n let _e59 = model[1][3u];\n let _e62 = model[2][3u];\n let _e65 = model[3][3u];\n instanceCell = vec4<f32>(_e56, _e59, _e62, _e65);\n model[0][3u] = 0f;\n model[1][3u] = 0f;\n model[2][3u] = 0f;\n model[3][3u] = 1f;\n let _e75 = model;\n let _e76 = local;\n world = (_e75 * _e76);\n let _e78 = world;\n bent = _e78.xyz;\n let _e81 = unnamed.uLightViewProj;\n let _e82 = bent;\n let _e84 = world[3u];\n vLightPosition = (_e81 * vec4<f32>(_e82.x, _e82.y, _e82.z, _e84));\n let _e90 = vLightPosition;\n unnamed_1.gl_Position = _e90;\n let _e92 = aUv_1;\n let _e94 = instanceCell;\n let _e97 = instanceCell;\n let _e101 = unnamed.uUvScale;\n let _e104 = unnamed.uUvOffset;\n let _e105 = ((((_e92.xy * _e94.xy) + _e97.zw) * _e101) + _e104);\n let _e107 = aUv_1[2u];\n vUv = vec3<f32>(_e105.x, _e105.y, _e107);\n let _e112 = unnamed.uAlphaCutout;\n vAlphaCutout = _e112;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e18 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e18);\n let _e20 = vLightPosition;\n let _e21 = unnamed_1.gl_Position;\n let _e22 = vUv;\n let _e23 = vAlphaCutout;\n return VertexOutput(_e20, _e21, _e22, _e23);\n}\n";
5
+ export declare const DEPTH_INSTANCED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var instanceCell: vec4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e20 = aPosition_1;\n local = vec4<f32>(_e20.x, _e20.y, _e20.z, 1f);\n let _e25 = aInstanceModel0_1;\n let _e26 = aInstanceModel1_1;\n let _e27 = aInstanceModel2_1;\n let _e28 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e25.x, _e25.y, _e25.z, _e25.w), vec4<f32>(_e26.x, _e26.y, _e26.z, _e26.w), vec4<f32>(_e27.x, _e27.y, _e27.z, _e27.w), vec4<f32>(_e28.x, _e28.y, _e28.z, _e28.w));\n let _e52 = model[0][3u];\n let _e55 = model[1][3u];\n let _e58 = model[2][3u];\n let _e61 = model[3][3u];\n instanceCell = vec4<f32>(_e52, _e55, _e58, _e61);\n model[0][3u] = 0f;\n model[1][3u] = 0f;\n model[2][3u] = 0f;\n model[3][3u] = 1f;\n let _e71 = model;\n let _e72 = local;\n world = (_e71 * _e72);\n let _e74 = world;\n bent = _e74.xyz;\n let _e77 = unnamed.uLightViewProj;\n let _e78 = bent;\n let _e80 = world[3u];\n vLightPosition = (_e77 * vec4<f32>(_e78.x, _e78.y, _e78.z, _e80));\n let _e86 = vLightPosition;\n unnamed_1.gl_Position = _e86;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = vLightPosition;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e16, _e17);\n}\n";
6
6
  export declare const DEPTH_SKINNED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@id(0) override SKIN_EIGHT: bool = false;\n@id(1) override CLOTH_BOUND: bool = false;\n\n@group(0) @binding(16) \nvar uJointPalette_t: texture_2d<f32>;\nvar<private> aJoints_1: vec4<f32>;\nvar<private> aWeights_1: vec4<f32>;\nvar<private> aJoints2_1: vec4<f32>;\nvar<private> aWeights2_1: vec4<f32>;\n@group(0) @binding(18) \nvar uClothBinding_t: texture_2d<f32>;\n@group(0) @binding(20) \nvar uClothParticles_t: texture_2d<f32>;\n@group(0) @binding(22) \nvar uClothRest_t: texture_2d<f32>;\nvar<private> gl_VertexIndex_1: i32;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(17) \nvar uJointPalette_s: sampler;\n@group(0) @binding(19) \nvar uClothBinding_s: sampler;\n@group(0) @binding(21) \nvar uClothParticles_s: sampler;\n@group(0) @binding(23) \nvar uClothRest_s: sampler;\n\nfn clothFrame_u0028_vf3_u003b_vf3_u003b_vf3_u003b(a: ptr<function, vec3<f32>>, b: ptr<function, vec3<f32>>, c: ptr<function, vec3<f32>>) -> mat3x3<f32> {\n var edge: vec3<f32>;\n var n: vec3<f32>;\n var t: vec3<f32>;\n\n let _e43 = (*b);\n let _e44 = (*a);\n edge = (_e43 - _e44);\n let _e46 = edge;\n let _e47 = (*c);\n let _e48 = (*a);\n n = normalize(cross(_e46, (_e47 - _e48)));\n let _e52 = edge;\n t = normalize(_e52);\n let _e54 = t;\n let _e55 = n;\n let _e56 = t;\n let _e57 = cross(_e55, _e56);\n let _e58 = n;\n return mat3x3<f32>(vec3<f32>(_e54.x, _e54.y, _e54.z), vec3<f32>(_e57.x, _e57.y, _e57.z), vec3<f32>(_e58.x, _e58.y, _e58.z));\n}\n\nfn clothTexel_u0028_i1_u003b_i1_u003b(i: ptr<function, i32>, width: ptr<function, i32>) -> vec2<i32> {\n let _e39 = (*i);\n let _e40 = (*width);\n let _e48 = (*i);\n let _e49 = (*width);\n return vec2<i32>((_e39 - (i32(floor((f32(_e39) / f32(_e40)))) * _e40)), (_e48 / _e49));\n}\n\nfn clothPlace_u0028_vf3_u003b_mf33_u003b(position: ptr<function, vec3<f32>>, turn: ptr<function, mat3x3<f32>>) -> f32 {\n var bindingWidth: i32;\n var particleWidth: i32;\n var restWidth: i32;\n var indices: vec4<f32>;\n var param: i32;\n var param_1: i32;\n var at: vec4<f32>;\n var param_2: i32;\n var param_3: i32;\n var a_1: i32;\n var b_1: i32;\n var c_1: i32;\n var pa: vec3<f32>;\n var param_4: i32;\n var param_5: i32;\n var pb: vec3<f32>;\n var param_6: i32;\n var param_7: i32;\n var pc: vec3<f32>;\n var param_8: i32;\n var param_9: i32;\n var now: mat3x3<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n var rest: mat3x3<f32>;\n var param_13: i32;\n var param_14: i32;\n var param_15: i32;\n var param_16: i32;\n var param_17: i32;\n var param_18: i32;\n var param_19: vec3<f32>;\n var param_20: vec3<f32>;\n var param_21: vec3<f32>;\n\n let _e74 = textureDimensions(uClothBinding_t, 0i);\n bindingWidth = vec2<i32>(_e74).x;\n let _e77 = textureDimensions(uClothParticles_t, 0i);\n particleWidth = vec2<i32>(_e77).x;\n let _e80 = textureDimensions(uClothRest_t, 0i);\n restWidth = vec2<i32>(_e80).x;\n let _e83 = gl_VertexIndex_1;\n param = (_e83 * 2i);\n let _e85 = bindingWidth;\n param_1 = _e85;\n let _e86 = clothTexel_u0028_i1_u003b_i1_u003b((&param), (&param_1));\n let _e87 = textureLoad(uClothBinding_t, _e86, 0i);\n indices = _e87;\n let _e88 = gl_VertexIndex_1;\n param_2 = ((_e88 * 2i) + 1i);\n let _e91 = bindingWidth;\n param_3 = _e91;\n let _e92 = clothTexel_u0028_i1_u003b_i1_u003b((&param_2), (&param_3));\n let _e93 = textureLoad(uClothBinding_t, _e92, 0i);\n at = _e93;\n let _e95 = indices[0u];\n a_1 = i32(_e95);\n let _e98 = indices[1u];\n b_1 = i32(_e98);\n let _e101 = indices[2u];\n c_1 = i32(_e101);\n let _e103 = a_1;\n param_4 = _e103;\n let _e104 = particleWidth;\n param_5 = _e104;\n let _e105 = clothTexel_u0028_i1_u003b_i1_u003b((&param_4), (&param_5));\n let _e106 = textureLoad(uClothParticles_t, _e105, 0i);\n pa = _e106.xyz;\n let _e108 = a_1;\n let _e109 = b_1;\n let _e111 = b_1;\n let _e112 = c_1;\n if ((_e108 == _e109) && (_e111 == _e112)) {\n let _e115 = pa;\n (*position) = _e115;\n (*turn) = mat3x3<f32>(vec3<f32>(1f, 0f, 0f), vec3<f32>(0f, 1f, 0f), vec3<f32>(0f, 0f, 1f));\n let _e117 = indices[3u];\n return _e117;\n }\n let _e118 = b_1;\n param_6 = _e118;\n let _e119 = particleWidth;\n param_7 = _e119;\n let _e120 = clothTexel_u0028_i1_u003b_i1_u003b((&param_6), (&param_7));\n let _e121 = textureLoad(uClothParticles_t, _e120, 0i);\n pb = _e121.xyz;\n let _e123 = c_1;\n param_8 = _e123;\n let _e124 = particleWidth;\n param_9 = _e124;\n let _e125 = clothTexel_u0028_i1_u003b_i1_u003b((&param_8), (&param_9));\n let _e126 = textureLoad(uClothParticles_t, _e125, 0i);\n pc = _e126.xyz;\n let _e128 = pa;\n param_10 = _e128;\n let _e129 = pb;\n param_11 = _e129;\n let _e130 = pc;\n param_12 = _e130;\n let _e131 = clothFrame_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_10), (&param_11), (&param_12));\n now = _e131;\n let _e132 = a_1;\n param_13 = _e132;\n let _e133 = restWidth;\n param_14 = _e133;\n let _e134 = clothTexel_u0028_i1_u003b_i1_u003b((&param_13), (&param_14));\n let _e135 = textureLoad(uClothRest_t, _e134, 0i);\n let _e136 = b_1;\n param_15 = _e136;\n let _e137 = restWidth;\n param_16 = _e137;\n let _e138 = clothTexel_u0028_i1_u003b_i1_u003b((&param_15), (&param_16));\n let _e139 = textureLoad(uClothRest_t, _e138, 0i);\n let _e140 = c_1;\n param_17 = _e140;\n let _e141 = restWidth;\n param_18 = _e141;\n let _e142 = clothTexel_u0028_i1_u003b_i1_u003b((&param_17), (&param_18));\n let _e143 = textureLoad(uClothRest_t, _e142, 0i);\n param_19 = _e135.xyz;\n param_20 = _e139.xyz;\n param_21 = _e143.xyz;\n let _e147 = clothFrame_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_19), (&param_20), (&param_21));\n rest = _e147;\n let _e148 = pa;\n let _e150 = at[0u];\n let _e153 = at[1u];\n let _e156 = pb;\n let _e158 = at[0u];\n let _e161 = pc;\n let _e163 = at[1u];\n let _e167 = now[2];\n let _e169 = at[2u];\n (*position) = ((((_e148 * ((1f - _e150) - _e153)) + (_e156 * _e158)) + (_e161 * _e163)) + (_e167 * _e169));\n let _e172 = now;\n let _e173 = rest;\n (*turn) = (_e172 * transpose(_e173));\n let _e177 = indices[3u];\n return _e177;\n}\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e41 = (*sway);\n if (_e41 <= 0f) {\n let _e43 = (*worldPos);\n return _e43;\n }\n let _e44 = (*worldPos);\n let _e47 = unnamed.uWindSpatialPhase;\n let _e50 = unnamed.uWindTime;\n phase = (dot(_e44.xz, _e47) + _e50);\n let _e53 = unnamed.uWindSpeed;\n let _e55 = unnamed.uWindGust;\n let _e57 = phase;\n let _e60 = (*sway);\n bend = (((_e53 + _e55) * sin(_e57)) * _e60);\n let _e63 = (*worldPos)[0u];\n let _e66 = unnamed.uWindDirection[0u];\n let _e67 = bend;\n let _e71 = (*worldPos)[1u];\n let _e73 = (*worldPos)[2u];\n let _e76 = unnamed.uWindDirection[1u];\n let _e77 = bend;\n return vec3<f32>((_e63 + (_e66 * _e67)), _e71, (_e73 + (_e76 * _e77)));\n}\n\nfn jointMatrix_u0028_i1_u003b(index: ptr<function, i32>) -> mat4x4<f32> {\n var x: i32;\n\n let _e39 = (*index);\n x = (_e39 * 4i);\n let _e41 = x;\n let _e43 = textureLoad(uJointPalette_t, vec2<i32>(_e41, 0i), 0i);\n let _e44 = x;\n let _e47 = textureLoad(uJointPalette_t, vec2<i32>((_e44 + 1i), 0i), 0i);\n let _e48 = x;\n let _e51 = textureLoad(uJointPalette_t, vec2<i32>((_e48 + 2i), 0i), 0i);\n let _e52 = x;\n let _e55 = textureLoad(uJointPalette_t, vec2<i32>((_e52 + 3i), 0i), 0i);\n return mat4x4<f32>(vec4<f32>(_e43.x, _e43.y, _e43.z, _e43.w), vec4<f32>(_e47.x, _e47.y, _e47.z, _e47.w), vec4<f32>(_e51.x, _e51.y, _e51.z, _e51.w), vec4<f32>(_e55.x, _e55.y, _e55.z, _e55.w));\n}\n\nfn skinMatrix_u0028_() -> mat4x4<f32> {\n var m: mat4x4<f32>;\n var param_22: i32;\n var param_23: i32;\n var param_24: i32;\n var param_25: i32;\n var param_26: i32;\n var param_27: i32;\n var param_28: i32;\n var param_29: i32;\n\n let _e47 = aJoints_1[0u];\n param_22 = i32(_e47);\n let _e49 = jointMatrix_u0028_i1_u003b((&param_22));\n let _e51 = aWeights_1[0u];\n let _e52 = (_e49 * _e51);\n let _e54 = aJoints_1[1u];\n param_23 = i32(_e54);\n let _e56 = jointMatrix_u0028_i1_u003b((&param_23));\n let _e58 = aWeights_1[1u];\n let _e59 = (_e56 * _e58);\n let _e72 = mat4x4<f32>((_e52[0] + _e59[0]), (_e52[1] + _e59[1]), (_e52[2] + _e59[2]), (_e52[3] + _e59[3]));\n let _e74 = aJoints_1[2u];\n param_24 = i32(_e74);\n let _e76 = jointMatrix_u0028_i1_u003b((&param_24));\n let _e78 = aWeights_1[2u];\n let _e79 = (_e76 * _e78);\n let _e92 = mat4x4<f32>((_e72[0] + _e79[0]), (_e72[1] + _e79[1]), (_e72[2] + _e79[2]), (_e72[3] + _e79[3]));\n let _e94 = aJoints_1[3u];\n param_25 = i32(_e94);\n let _e96 = jointMatrix_u0028_i1_u003b((&param_25));\n let _e98 = aWeights_1[3u];\n let _e99 = (_e96 * _e98);\n m = mat4x4<f32>((_e92[0] + _e99[0]), (_e92[1] + _e99[1]), (_e92[2] + _e99[2]), (_e92[3] + _e99[3]));\n if SKIN_EIGHT {\n let _e114 = aJoints2_1[0u];\n param_26 = i32(_e114);\n let _e116 = jointMatrix_u0028_i1_u003b((&param_26));\n let _e118 = aWeights2_1[0u];\n let _e119 = (_e116 * _e118);\n let _e121 = aJoints2_1[1u];\n param_27 = i32(_e121);\n let _e123 = jointMatrix_u0028_i1_u003b((&param_27));\n let _e125 = aWeights2_1[1u];\n let _e126 = (_e123 * _e125);\n let _e139 = mat4x4<f32>((_e119[0] + _e126[0]), (_e119[1] + _e126[1]), (_e119[2] + _e126[2]), (_e119[3] + _e126[3]));\n let _e141 = aJoints2_1[2u];\n param_28 = i32(_e141);\n let _e143 = jointMatrix_u0028_i1_u003b((&param_28));\n let _e145 = aWeights2_1[2u];\n let _e146 = (_e143 * _e145);\n let _e159 = mat4x4<f32>((_e139[0] + _e146[0]), (_e139[1] + _e146[1]), (_e139[2] + _e146[2]), (_e139[3] + _e146[3]));\n let _e161 = aJoints2_1[3u];\n param_29 = i32(_e161);\n let _e163 = jointMatrix_u0028_i1_u003b((&param_29));\n let _e165 = aWeights2_1[3u];\n let _e166 = (_e163 * _e165);\n let _e179 = mat4x4<f32>((_e159[0] + _e166[0]), (_e159[1] + _e166[1]), (_e159[2] + _e166[2]), (_e159[3] + _e166[3]));\n let _e180 = m;\n m = mat4x4<f32>((_e180[0] + _e179[0]), (_e180[1] + _e179[1]), (_e180[2] + _e179[2]), (_e180[3] + _e179[3]));\n }\n let _e194 = m;\n return _e194;\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param_30: vec3<f32>;\n var param_31: f32;\n var follow: f32;\n var clothPosition: vec3<f32>;\n var turn_1: mat3x3<f32>;\n var param_32: vec3<f32>;\n var param_33: mat3x3<f32>;\n\n let _e48 = skinMatrix_u0028_();\n let _e49 = aPosition_1;\n local = (_e48 * vec4<f32>(_e49.x, _e49.y, _e49.z, 1f));\n let _e56 = unnamed.uModel;\n model = _e56;\n let _e57 = model;\n let _e58 = local;\n world = (_e57 * _e58);\n let _e60 = world;\n param_30 = _e60.xyz;\n let _e63 = aChannel_1[0u];\n param_31 = _e63;\n let _e64 = channelBend_u0028_vf3_u003b_f1_u003b((&param_30), (&param_31));\n bent = _e64;\n if CLOTH_BOUND {\n let _e65 = clothPlace_u0028_vf3_u003b_mf33_u003b((&param_32), (&param_33));\n let _e66 = param_32;\n clothPosition = _e66;\n let _e67 = param_33;\n turn_1 = _e67;\n follow = _e65;\n let _e68 = bent;\n let _e69 = clothPosition;\n let _e70 = follow;\n bent = mix(_e68, _e69, vec3(_e70));\n }\n let _e74 = unnamed.uLightViewProj;\n let _e75 = bent;\n let _e77 = world[3u];\n vLightPosition = (_e74 * vec4<f32>(_e75.x, _e75.y, _e75.z, _e77));\n let _e83 = vLightPosition;\n unnamed_1.gl_Position = _e83;\n return;\n}\n\n@vertex \nfn main(@location(11) aJoints: vec4<f32>, @location(12) aWeights: vec4<f32>, @location(14) aJoints2_: vec4<f32>, @location(15) aWeights2_: vec4<f32>, @builtin(vertex_index) gl_VertexIndex: u32, @location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aJoints_1 = aJoints;\n aWeights_1 = aWeights;\n aJoints2_1 = aJoints2_;\n aWeights2_1 = aWeights2_;\n gl_VertexIndex_1 = i32(gl_VertexIndex);\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e19 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e19);\n let _e21 = vLightPosition;\n let _e22 = unnamed_1.gl_Position;\n return VertexOutput(_e21, _e22);\n}\n";
7
7
  export declare const DEPTH_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e22 = (*sway);\n if (_e22 <= 0f) {\n let _e24 = (*worldPos);\n return _e24;\n }\n let _e25 = (*worldPos);\n let _e28 = unnamed.uWindSpatialPhase;\n let _e31 = unnamed.uWindTime;\n phase = (dot(_e25.xz, _e28) + _e31);\n let _e34 = unnamed.uWindSpeed;\n let _e36 = unnamed.uWindGust;\n let _e38 = phase;\n let _e41 = (*sway);\n bend = (((_e34 + _e36) * sin(_e38)) * _e41);\n let _e44 = (*worldPos)[0u];\n let _e47 = unnamed.uWindDirection[0u];\n let _e48 = bend;\n let _e52 = (*worldPos)[1u];\n let _e54 = (*worldPos)[2u];\n let _e57 = unnamed.uWindDirection[1u];\n let _e58 = bend;\n return vec3<f32>((_e44 + (_e47 * _e48)), _e52, (_e54 + (_e57 * _e58)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e24 = aPosition_1;\n local = vec4<f32>(_e24.x, _e24.y, _e24.z, 1f);\n let _e30 = unnamed.uModel;\n model = _e30;\n let _e31 = model;\n let _e32 = local;\n world = (_e31 * _e32);\n let _e34 = world;\n param = _e34.xyz;\n let _e37 = aChannel_1[0u];\n param_1 = _e37;\n let _e38 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e38;\n let _e40 = unnamed.uLightViewProj;\n let _e41 = bent;\n let _e43 = world[3u];\n vLightPosition = (_e40 * vec4<f32>(_e41.x, _e41.y, _e41.z, _e43));\n let _e49 = vLightPosition;\n unnamed_1.gl_Position = _e49;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e8 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e8);\n let _e10 = vLightPosition;\n let _e11 = unnamed_1.gl_Position;\n return VertexOutput(_e10, _e11);\n}\n";
8
8
  export declare const GLASS_TINT_CUTOUT_FRAG_WGSL = "struct Uniforms {\n uGlassPane: vec4<f32>,\n uGlassLight: vec4<f32>,\n}\n\nvar<private> vUv_1: vec3<f32>;\n@group(0) @binding(32) \nvar uCutoutMap_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uCutoutMap_s: sampler;\nvar<private> vGlassWorld_1: vec3<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> outTint: vec4<f32>;\nvar<private> vAlphaCutout_1: vec2<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\nvar<private> vLightPosition_1: vec4<f32>;\n\nfn cutoutKeeps_u0028_f1_u003b_vf2_u003b_f1_u003b(share: ptr<function, f32>, pixel: ptr<function, vec2<f32>>, frame: ptr<function, f32>) -> bool {\n var p: vec2<f32>;\n var noise: f32;\n\n let _e34 = (*pixel);\n let _e35 = (*frame);\n p = (_e34 + vec2((5.588238f * _e35)));\n let _e39 = p;\n noise = fract((52.982918f * fract(dot(_e39, vec2<f32>(0.06711056f, 0.00583715f)))));\n let _e44 = (*share);\n let _e45 = noise;\n return (_e44 > _e45);\n}\n\nfn cutoutShare_u0028_f1_u003b_f1_u003b(alpha: ptr<function, f32>, cutoff: ptr<function, f32>) -> f32 {\n var band: f32;\n\n let _e32 = (*cutoff);\n let _e33 = (*cutoff);\n band = max((2f * min(_e32, (1f - _e33))), 0.0001f);\n let _e38 = (*alpha);\n let _e39 = (*cutoff);\n let _e41 = band;\n return clamp((((_e38 - _e39) / _e41) + 0.5f), 0f, 1f);\n}\n\nfn cutoutAlpha_u0028_f1_u003b_vf2_u003b(alpha_1: ptr<function, f32>, texels: ptr<function, vec2<f32>>) -> f32 {\n var dx: vec2<f32>;\n var dy: vec2<f32>;\n var level: f32;\n\n let _e34 = (*texels);\n let _e35 = dpdx(_e34);\n dx = _e35;\n let _e36 = (*texels);\n let _e37 = dpdy(_e36);\n dy = _e37;\n let _e38 = dx;\n let _e39 = dx;\n let _e41 = dy;\n let _e42 = dy;\n level = max(0f, (0.5f * log2(max(dot(_e38, _e39), dot(_e41, _e42)))));\n let _e48 = (*alpha_1);\n let _e49 = level;\n return (_e48 * (1f + (_e49 * 0.25f)));\n}\n\nfn main_1() {\n var at: vec3<f32>;\n var alpha_2: f32;\n var param: f32;\n var param_1: vec2<f32>;\n var n: vec3<f32>;\n var toLight: vec3<f32>;\n var local: vec3<f32>;\n var cosLight: f32;\n var reflected: f32;\n var param_2: f32;\n var param_3: f32;\n var param_4: f32;\n var param_5: vec2<f32>;\n var param_6: f32;\n\n let _e43 = vUv_1;\n let _e44 = _e43.xy;\n let _e46 = vUv_1[2u];\n at = vec3<f32>(_e44.x, _e44.y, floor((_e46 + 0.5f)));\n let _e52 = at;\n let _e58 = textureSample(uCutoutMap_t, uCutoutMap_s, vec2<f32>(_e52.x, _e52.y), i32(_e52.z));\n let _e59 = vUv_1;\n let _e61 = textureDimensions(uCutoutMap_t, 0i);\n param = _e58.w;\n param_1 = (_e59.xy * vec2<f32>(vec2<i32>(_e61).xy));\n let _e67 = cutoutAlpha_u0028_f1_u003b_vf2_u003b((&param), (&param_1));\n alpha_2 = _e67;\n let _e68 = vGlassWorld_1;\n let _e69 = dpdx(_e68);\n let _e70 = vGlassWorld_1;\n let _e71 = dpdy(_e70);\n n = normalize(cross(_e69, _e71));\n let _e76 = unnamed.uGlassLight[3u];\n if (_e76 > 0.5f) {\n let _e79 = unnamed.uGlassLight;\n let _e81 = vGlassWorld_1;\n local = normalize((_e79.xyz - _e81));\n } else {\n let _e85 = unnamed.uGlassLight;\n local = _e85.xyz;\n }\n let _e87 = local;\n toLight = _e87;\n let _e88 = n;\n let _e89 = toLight;\n cosLight = abs(dot(_e88, _e89));\n let _e92 = cosLight;\n reflected = (0.04f + (0.96f * pow((1f - _e92), 5f)));\n let _e98 = unnamed.uGlassPane;\n let _e100 = reflected;\n let _e102 = (_e98.xyz * (1f - _e100));\n let _e105 = unnamed.uGlassPane[3u];\n outTint = vec4<f32>(_e102.x, _e102.y, _e102.z, _e105);\n let _e111 = vAlphaCutout_1[1u];\n if (_e111 > 0.5f) {\n let _e113 = alpha_2;\n param_2 = _e113;\n let _e115 = vAlphaCutout_1[0u];\n param_3 = _e115;\n let _e116 = cutoutShare_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n param_4 = _e116;\n let _e117 = gl_FragCoord_1;\n param_5 = _e117.xy;\n param_6 = 0f;\n let _e119 = cutoutKeeps_u0028_f1_u003b_vf2_u003b_f1_u003b((&param_4), (&param_5), (&param_6));\n if !(_e119) {\n discard;\n }\n } else {\n let _e121 = alpha_2;\n let _e123 = vAlphaCutout_1[0u];\n if (_e121 < _e123) {\n discard;\n }\n }\n return;\n}\n\n@fragment \nfn main(@location(1) vUv: vec3<f32>, @location(3) vGlassWorld: vec3<f32>, @location(2) @interpolate(flat) vAlphaCutout: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>, @location(0) vLightPosition: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vGlassWorld_1 = vGlassWorld;\n vAlphaCutout_1 = vAlphaCutout;\n gl_FragCoord_1 = gl_FragCoord;\n vLightPosition_1 = vLightPosition;\n main_1();\n let _e11 = outTint;\n return _e11;\n}\n";
9
9
  export declare const GLASS_TINT_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n @location(3) member_3: vec3<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\nvar<private> vGlassWorld: vec3<f32>;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e29 = (*sway);\n if (_e29 <= 0f) {\n let _e31 = (*worldPos);\n return _e31;\n }\n let _e32 = (*worldPos);\n let _e35 = unnamed.uWindSpatialPhase;\n let _e38 = unnamed.uWindTime;\n phase = (dot(_e32.xz, _e35) + _e38);\n let _e41 = unnamed.uWindSpeed;\n let _e43 = unnamed.uWindGust;\n let _e45 = phase;\n let _e48 = (*sway);\n bend = (((_e41 + _e43) * sin(_e45)) * _e48);\n let _e51 = (*worldPos)[0u];\n let _e54 = unnamed.uWindDirection[0u];\n let _e55 = bend;\n let _e59 = (*worldPos)[1u];\n let _e61 = (*worldPos)[2u];\n let _e64 = unnamed.uWindDirection[1u];\n let _e65 = bend;\n return vec3<f32>((_e51 + (_e54 * _e55)), _e59, (_e61 + (_e64 * _e65)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e31 = aPosition_1;\n local = vec4<f32>(_e31.x, _e31.y, _e31.z, 1f);\n let _e37 = unnamed.uModel;\n model = _e37;\n let _e38 = model;\n let _e39 = local;\n world = (_e38 * _e39);\n let _e41 = world;\n param = _e41.xyz;\n let _e44 = aChannel_1[0u];\n param_1 = _e44;\n let _e45 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e45;\n let _e47 = unnamed.uLightViewProj;\n let _e48 = bent;\n let _e50 = world[3u];\n vLightPosition = (_e47 * vec4<f32>(_e48.x, _e48.y, _e48.z, _e50));\n let _e56 = vLightPosition;\n unnamed_1.gl_Position = _e56;\n let _e58 = aUv_1;\n let _e61 = unnamed.uUvScale;\n let _e64 = unnamed.uUvOffset;\n let _e65 = ((_e58.xy * _e61) + _e64);\n let _e67 = aUv_1[2u];\n vUv = vec3<f32>(_e65.x, _e65.y, _e67);\n let _e72 = unnamed.uAlphaCutout;\n vAlphaCutout = _e72;\n let _e73 = bent;\n vGlassWorld = _e73;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n aUv_1 = aUv;\n main_1();\n let _e13 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e13);\n let _e15 = vLightPosition;\n let _e16 = unnamed_1.gl_Position;\n let _e17 = vUv;\n let _e18 = vAlphaCutout;\n let _e19 = vGlassWorld;\n return VertexOutput(_e15, _e16, _e17, _e18, _e19);\n}\n";
10
10
  export declare const GLASS_TINT_FRAG_WGSL = "struct Uniforms {\n uGlassPane: vec4<f32>,\n uGlassLight: vec4<f32>,\n}\n\nvar<private> vGlassWorld_1: vec3<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> outTint: vec4<f32>;\nvar<private> vLightPosition_1: vec4<f32>;\n\nfn main_1() {\n var n: vec3<f32>;\n var toLight: vec3<f32>;\n var local: vec3<f32>;\n var cosLight: f32;\n var reflected: f32;\n\n let _e17 = vGlassWorld_1;\n let _e18 = dpdx(_e17);\n let _e19 = vGlassWorld_1;\n let _e20 = dpdy(_e19);\n n = normalize(cross(_e18, _e20));\n let _e25 = unnamed.uGlassLight[3u];\n if (_e25 > 0.5f) {\n let _e28 = unnamed.uGlassLight;\n let _e30 = vGlassWorld_1;\n local = normalize((_e28.xyz - _e30));\n } else {\n let _e34 = unnamed.uGlassLight;\n local = _e34.xyz;\n }\n let _e36 = local;\n toLight = _e36;\n let _e37 = n;\n let _e38 = toLight;\n cosLight = abs(dot(_e37, _e38));\n let _e41 = cosLight;\n reflected = (0.04f + (0.96f * pow((1f - _e41), 5f)));\n let _e47 = unnamed.uGlassPane;\n let _e49 = reflected;\n let _e51 = (_e47.xyz * (1f - _e49));\n let _e54 = unnamed.uGlassPane[3u];\n outTint = vec4<f32>(_e51.x, _e51.y, _e51.z, _e54);\n return;\n}\n\n@fragment \nfn main(@location(1) vGlassWorld: vec3<f32>, @location(0) vLightPosition: vec4<f32>) -> @location(0) vec4<f32> {\n vGlassWorld_1 = vGlassWorld;\n vLightPosition_1 = vLightPosition;\n main_1();\n let _e5 = outTint;\n return _e5;\n}\n";
11
- export declare const GLASS_TINT_INSTANCED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n @location(3) member_3: vec3<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\nvar<private> vGlassWorld: vec3<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e24 = aPosition_1;\n local = vec4<f32>(_e24.x, _e24.y, _e24.z, 1f);\n let _e29 = aInstanceModel0_1;\n let _e30 = aInstanceModel1_1;\n let _e31 = aInstanceModel2_1;\n let _e32 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w), vec4<f32>(_e30.x, _e30.y, _e30.z, _e30.w), vec4<f32>(_e31.x, _e31.y, _e31.z, _e31.w), vec4<f32>(_e32.x, _e32.y, _e32.z, _e32.w));\n let _e54 = model;\n let _e55 = local;\n world = (_e54 * _e55);\n let _e57 = world;\n bent = _e57.xyz;\n let _e60 = unnamed.uLightViewProj;\n let _e61 = bent;\n let _e63 = world[3u];\n vLightPosition = (_e60 * vec4<f32>(_e61.x, _e61.y, _e61.z, _e63));\n let _e69 = vLightPosition;\n unnamed_1.gl_Position = _e69;\n let _e71 = aUv_1;\n let _e74 = unnamed.uUvScale;\n let _e77 = unnamed.uUvOffset;\n let _e78 = ((_e71.xy * _e74) + _e77);\n let _e80 = aUv_1[2u];\n vUv = vec3<f32>(_e78.x, _e78.y, _e80);\n let _e85 = unnamed.uAlphaCutout;\n vAlphaCutout = _e85;\n let _e86 = bent;\n vGlassWorld = _e86;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e19 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e19);\n let _e21 = vLightPosition;\n let _e22 = unnamed_1.gl_Position;\n let _e23 = vUv;\n let _e24 = vAlphaCutout;\n let _e25 = vGlassWorld;\n return VertexOutput(_e21, _e22, _e23, _e24, _e25);\n}\n";
12
- export declare const GLASS_TINT_INSTANCED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vGlassWorld: vec3<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e17 = aPosition_1;\n local = vec4<f32>(_e17.x, _e17.y, _e17.z, 1f);\n let _e22 = aInstanceModel0_1;\n let _e23 = aInstanceModel1_1;\n let _e24 = aInstanceModel2_1;\n let _e25 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e22.x, _e22.y, _e22.z, _e22.w), vec4<f32>(_e23.x, _e23.y, _e23.z, _e23.w), vec4<f32>(_e24.x, _e24.y, _e24.z, _e24.w), vec4<f32>(_e25.x, _e25.y, _e25.z, _e25.w));\n let _e47 = model;\n let _e48 = local;\n world = (_e47 * _e48);\n let _e50 = world;\n bent = _e50.xyz;\n let _e53 = unnamed.uLightViewProj;\n let _e54 = bent;\n let _e56 = world[3u];\n vLightPosition = (_e53 * vec4<f32>(_e54.x, _e54.y, _e54.z, _e56));\n let _e62 = vLightPosition;\n unnamed_1.gl_Position = _e62;\n let _e64 = bent;\n vGlassWorld = _e64;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e15 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e15);\n let _e17 = vLightPosition;\n let _e18 = unnamed_1.gl_Position;\n let _e19 = vGlassWorld;\n return VertexOutput(_e17, _e18, _e19);\n}\n";
11
+ export declare const GLASS_TINT_INSTANCED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n @location(3) member_3: vec3<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\nvar<private> vGlassWorld: vec3<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var instanceCell: vec4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e25 = aPosition_1;\n local = vec4<f32>(_e25.x, _e25.y, _e25.z, 1f);\n let _e30 = aInstanceModel0_1;\n let _e31 = aInstanceModel1_1;\n let _e32 = aInstanceModel2_1;\n let _e33 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e30.x, _e30.y, _e30.z, _e30.w), vec4<f32>(_e31.x, _e31.y, _e31.z, _e31.w), vec4<f32>(_e32.x, _e32.y, _e32.z, _e32.w), vec4<f32>(_e33.x, _e33.y, _e33.z, _e33.w));\n let _e57 = model[0][3u];\n let _e60 = model[1][3u];\n let _e63 = model[2][3u];\n let _e66 = model[3][3u];\n instanceCell = vec4<f32>(_e57, _e60, _e63, _e66);\n model[0][3u] = 0f;\n model[1][3u] = 0f;\n model[2][3u] = 0f;\n model[3][3u] = 1f;\n let _e76 = model;\n let _e77 = local;\n world = (_e76 * _e77);\n let _e79 = world;\n bent = _e79.xyz;\n let _e82 = unnamed.uLightViewProj;\n let _e83 = bent;\n let _e85 = world[3u];\n vLightPosition = (_e82 * vec4<f32>(_e83.x, _e83.y, _e83.z, _e85));\n let _e91 = vLightPosition;\n unnamed_1.gl_Position = _e91;\n let _e93 = aUv_1;\n let _e95 = instanceCell;\n let _e98 = instanceCell;\n let _e102 = unnamed.uUvScale;\n let _e105 = unnamed.uUvOffset;\n let _e106 = ((((_e93.xy * _e95.xy) + _e98.zw) * _e102) + _e105);\n let _e108 = aUv_1[2u];\n vUv = vec3<f32>(_e106.x, _e106.y, _e108);\n let _e113 = unnamed.uAlphaCutout;\n vAlphaCutout = _e113;\n let _e114 = bent;\n vGlassWorld = _e114;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e19 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e19);\n let _e21 = vLightPosition;\n let _e22 = unnamed_1.gl_Position;\n let _e23 = vUv;\n let _e24 = vAlphaCutout;\n let _e25 = vGlassWorld;\n return VertexOutput(_e21, _e22, _e23, _e24, _e25);\n}\n";
12
+ export declare const GLASS_TINT_INSTANCED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vGlassWorld: vec3<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var instanceCell: vec4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e21 = aPosition_1;\n local = vec4<f32>(_e21.x, _e21.y, _e21.z, 1f);\n let _e26 = aInstanceModel0_1;\n let _e27 = aInstanceModel1_1;\n let _e28 = aInstanceModel2_1;\n let _e29 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e26.x, _e26.y, _e26.z, _e26.w), vec4<f32>(_e27.x, _e27.y, _e27.z, _e27.w), vec4<f32>(_e28.x, _e28.y, _e28.z, _e28.w), vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w));\n let _e53 = model[0][3u];\n let _e56 = model[1][3u];\n let _e59 = model[2][3u];\n let _e62 = model[3][3u];\n instanceCell = vec4<f32>(_e53, _e56, _e59, _e62);\n model[0][3u] = 0f;\n model[1][3u] = 0f;\n model[2][3u] = 0f;\n model[3][3u] = 1f;\n let _e72 = model;\n let _e73 = local;\n world = (_e72 * _e73);\n let _e75 = world;\n bent = _e75.xyz;\n let _e78 = unnamed.uLightViewProj;\n let _e79 = bent;\n let _e81 = world[3u];\n vLightPosition = (_e78 * vec4<f32>(_e79.x, _e79.y, _e79.z, _e81));\n let _e87 = vLightPosition;\n unnamed_1.gl_Position = _e87;\n let _e89 = bent;\n vGlassWorld = _e89;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e15 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e15);\n let _e17 = vLightPosition;\n let _e18 = unnamed_1.gl_Position;\n let _e19 = vGlassWorld;\n return VertexOutput(_e17, _e18, _e19);\n}\n";
13
13
  export declare const GLASS_TINT_SKINNED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n}\n\n@id(0) override SKIN_EIGHT: bool = false;\n\n@group(0) @binding(16) \nvar uJointPalette_t: texture_2d<f32>;\nvar<private> aJoints_1: vec4<f32>;\nvar<private> aWeights_1: vec4<f32>;\nvar<private> aJoints2_1: vec4<f32>;\nvar<private> aWeights2_1: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vGlassWorld: vec3<f32>;\n@group(0) @binding(17) \nvar uJointPalette_s: sampler;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e30 = (*sway);\n if (_e30 <= 0f) {\n let _e32 = (*worldPos);\n return _e32;\n }\n let _e33 = (*worldPos);\n let _e36 = unnamed.uWindSpatialPhase;\n let _e39 = unnamed.uWindTime;\n phase = (dot(_e33.xz, _e36) + _e39);\n let _e42 = unnamed.uWindSpeed;\n let _e44 = unnamed.uWindGust;\n let _e46 = phase;\n let _e49 = (*sway);\n bend = (((_e42 + _e44) * sin(_e46)) * _e49);\n let _e52 = (*worldPos)[0u];\n let _e55 = unnamed.uWindDirection[0u];\n let _e56 = bend;\n let _e60 = (*worldPos)[1u];\n let _e62 = (*worldPos)[2u];\n let _e65 = unnamed.uWindDirection[1u];\n let _e66 = bend;\n return vec3<f32>((_e52 + (_e55 * _e56)), _e60, (_e62 + (_e65 * _e66)));\n}\n\nfn jointMatrix_u0028_i1_u003b(index: ptr<function, i32>) -> mat4x4<f32> {\n var x: i32;\n\n let _e28 = (*index);\n x = (_e28 * 4i);\n let _e30 = x;\n let _e32 = textureLoad(uJointPalette_t, vec2<i32>(_e30, 0i), 0i);\n let _e33 = x;\n let _e36 = textureLoad(uJointPalette_t, vec2<i32>((_e33 + 1i), 0i), 0i);\n let _e37 = x;\n let _e40 = textureLoad(uJointPalette_t, vec2<i32>((_e37 + 2i), 0i), 0i);\n let _e41 = x;\n let _e44 = textureLoad(uJointPalette_t, vec2<i32>((_e41 + 3i), 0i), 0i);\n return mat4x4<f32>(vec4<f32>(_e32.x, _e32.y, _e32.z, _e32.w), vec4<f32>(_e36.x, _e36.y, _e36.z, _e36.w), vec4<f32>(_e40.x, _e40.y, _e40.z, _e40.w), vec4<f32>(_e44.x, _e44.y, _e44.z, _e44.w));\n}\n\nfn skinMatrix_u0028_() -> mat4x4<f32> {\n var m: mat4x4<f32>;\n var param: i32;\n var param_1: i32;\n var param_2: i32;\n var param_3: i32;\n var param_4: i32;\n var param_5: i32;\n var param_6: i32;\n var param_7: i32;\n\n let _e36 = aJoints_1[0u];\n param = i32(_e36);\n let _e38 = jointMatrix_u0028_i1_u003b((&param));\n let _e40 = aWeights_1[0u];\n let _e41 = (_e38 * _e40);\n let _e43 = aJoints_1[1u];\n param_1 = i32(_e43);\n let _e45 = jointMatrix_u0028_i1_u003b((&param_1));\n let _e47 = aWeights_1[1u];\n let _e48 = (_e45 * _e47);\n let _e61 = mat4x4<f32>((_e41[0] + _e48[0]), (_e41[1] + _e48[1]), (_e41[2] + _e48[2]), (_e41[3] + _e48[3]));\n let _e63 = aJoints_1[2u];\n param_2 = i32(_e63);\n let _e65 = jointMatrix_u0028_i1_u003b((&param_2));\n let _e67 = aWeights_1[2u];\n let _e68 = (_e65 * _e67);\n let _e81 = mat4x4<f32>((_e61[0] + _e68[0]), (_e61[1] + _e68[1]), (_e61[2] + _e68[2]), (_e61[3] + _e68[3]));\n let _e83 = aJoints_1[3u];\n param_3 = i32(_e83);\n let _e85 = jointMatrix_u0028_i1_u003b((&param_3));\n let _e87 = aWeights_1[3u];\n let _e88 = (_e85 * _e87);\n m = mat4x4<f32>((_e81[0] + _e88[0]), (_e81[1] + _e88[1]), (_e81[2] + _e88[2]), (_e81[3] + _e88[3]));\n if SKIN_EIGHT {\n let _e103 = aJoints2_1[0u];\n param_4 = i32(_e103);\n let _e105 = jointMatrix_u0028_i1_u003b((&param_4));\n let _e107 = aWeights2_1[0u];\n let _e108 = (_e105 * _e107);\n let _e110 = aJoints2_1[1u];\n param_5 = i32(_e110);\n let _e112 = jointMatrix_u0028_i1_u003b((&param_5));\n let _e114 = aWeights2_1[1u];\n let _e115 = (_e112 * _e114);\n let _e128 = mat4x4<f32>((_e108[0] + _e115[0]), (_e108[1] + _e115[1]), (_e108[2] + _e115[2]), (_e108[3] + _e115[3]));\n let _e130 = aJoints2_1[2u];\n param_6 = i32(_e130);\n let _e132 = jointMatrix_u0028_i1_u003b((&param_6));\n let _e134 = aWeights2_1[2u];\n let _e135 = (_e132 * _e134);\n let _e148 = mat4x4<f32>((_e128[0] + _e135[0]), (_e128[1] + _e135[1]), (_e128[2] + _e135[2]), (_e128[3] + _e135[3]));\n let _e150 = aJoints2_1[3u];\n param_7 = i32(_e150);\n let _e152 = jointMatrix_u0028_i1_u003b((&param_7));\n let _e154 = aWeights2_1[3u];\n let _e155 = (_e152 * _e154);\n let _e168 = mat4x4<f32>((_e148[0] + _e155[0]), (_e148[1] + _e155[1]), (_e148[2] + _e155[2]), (_e148[3] + _e155[3]));\n let _e169 = m;\n m = mat4x4<f32>((_e169[0] + _e168[0]), (_e169[1] + _e168[1]), (_e169[2] + _e168[2]), (_e169[3] + _e168[3]));\n }\n let _e183 = m;\n return _e183;\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param_8: vec3<f32>;\n var param_9: f32;\n\n let _e32 = skinMatrix_u0028_();\n let _e33 = aPosition_1;\n local = (_e32 * vec4<f32>(_e33.x, _e33.y, _e33.z, 1f));\n let _e40 = unnamed.uModel;\n model = _e40;\n let _e41 = model;\n let _e42 = local;\n world = (_e41 * _e42);\n let _e44 = world;\n param_8 = _e44.xyz;\n let _e47 = aChannel_1[0u];\n param_9 = _e47;\n let _e48 = channelBend_u0028_vf3_u003b_f1_u003b((&param_8), (&param_9));\n bent = _e48;\n let _e50 = unnamed.uLightViewProj;\n let _e51 = bent;\n let _e53 = world[3u];\n vLightPosition = (_e50 * vec4<f32>(_e51.x, _e51.y, _e51.z, _e53));\n let _e59 = vLightPosition;\n unnamed_1.gl_Position = _e59;\n let _e61 = bent;\n vGlassWorld = _e61;\n return;\n}\n\n@vertex \nfn main(@location(11) aJoints: vec4<f32>, @location(12) aWeights: vec4<f32>, @location(14) aJoints2_: vec4<f32>, @location(15) aWeights2_: vec4<f32>, @location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aJoints_1 = aJoints;\n aWeights_1 = aWeights;\n aJoints2_1 = aJoints2_;\n aWeights2_1 = aWeights2_;\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vLightPosition;\n let _e20 = unnamed_1.gl_Position;\n let _e21 = vGlassWorld;\n return VertexOutput(_e19, _e20, _e21);\n}\n";
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  export declare const GLASS_TINT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vGlassWorld: vec3<f32>;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e23 = (*sway);\n if (_e23 <= 0f) {\n let _e25 = (*worldPos);\n return _e25;\n }\n let _e26 = (*worldPos);\n let _e29 = unnamed.uWindSpatialPhase;\n let _e32 = unnamed.uWindTime;\n phase = (dot(_e26.xz, _e29) + _e32);\n let _e35 = unnamed.uWindSpeed;\n let _e37 = unnamed.uWindGust;\n let _e39 = phase;\n let _e42 = (*sway);\n bend = (((_e35 + _e37) * sin(_e39)) * _e42);\n let _e45 = (*worldPos)[0u];\n let _e48 = unnamed.uWindDirection[0u];\n let _e49 = bend;\n let _e53 = (*worldPos)[1u];\n let _e55 = (*worldPos)[2u];\n let _e58 = unnamed.uWindDirection[1u];\n let _e59 = bend;\n return vec3<f32>((_e45 + (_e48 * _e49)), _e53, (_e55 + (_e58 * _e59)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e25 = aPosition_1;\n local = vec4<f32>(_e25.x, _e25.y, _e25.z, 1f);\n let _e31 = unnamed.uModel;\n model = _e31;\n let _e32 = model;\n let _e33 = local;\n world = (_e32 * _e33);\n let _e35 = world;\n param = _e35.xyz;\n let _e38 = aChannel_1[0u];\n param_1 = _e38;\n let _e39 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e39;\n let _e41 = unnamed.uLightViewProj;\n let _e42 = bent;\n let _e44 = world[3u];\n vLightPosition = (_e41 * vec4<f32>(_e42.x, _e42.y, _e42.z, _e44));\n let _e50 = vLightPosition;\n unnamed_1.gl_Position = _e50;\n let _e52 = bent;\n vGlassWorld = _e52;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e9 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e9);\n let _e11 = vLightPosition;\n let _e12 = unnamed_1.gl_Position;\n let _e13 = vGlassWorld;\n return VertexOutput(_e11, _e12, _e13);\n}\n";
15
15
  /**
@@ -7,15 +7,15 @@
7
7
  export const DEPTH_CUTOUT_FRAG_WGSL = "struct Uniforms {\n uPeelShadowLayer: i32,\n}\n\nvar<private> vUv_1: vec3<f32>;\n@group(0) @binding(34) \nvar uCutoutMap_t: texture_2d_array<f32>;\n@group(0) @binding(35) \nvar uCutoutMap_s: sampler;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLightPosition_1: vec4<f32>;\n@group(0) @binding(32) \nvar uPreviousShadowMap_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uPreviousShadowMap_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\nvar<private> vAlphaCutout_1: vec2<f32>;\n\nfn cutoutKeeps_u0028_f1_u003b_vf2_u003b_f1_u003b(share: ptr<function, f32>, pixel: ptr<function, vec2<f32>>, frame: ptr<function, f32>) -> bool {\n var p: vec2<f32>;\n var noise: f32;\n\n let _e31 = (*pixel);\n let _e32 = (*frame);\n p = (_e31 + vec2((5.588238f * _e32)));\n let _e36 = p;\n noise = fract((52.982918f * fract(dot(_e36, vec2<f32>(0.06711056f, 0.00583715f)))));\n let _e41 = (*share);\n let _e42 = noise;\n return (_e41 > _e42);\n}\n\nfn cutoutShare_u0028_f1_u003b_f1_u003b(alpha: ptr<function, f32>, cutoff: ptr<function, f32>) -> f32 {\n var band: f32;\n\n let _e29 = (*cutoff);\n let _e30 = (*cutoff);\n band = max((2f * min(_e29, (1f - _e30))), 0.0001f);\n let _e35 = (*alpha);\n let _e36 = (*cutoff);\n let _e38 = band;\n return clamp((((_e35 - _e36) / _e38) + 0.5f), 0f, 1f);\n}\n\nfn cutoutAlpha_u0028_f1_u003b_vf2_u003b(alpha_1: ptr<function, f32>, texels: ptr<function, vec2<f32>>) -> f32 {\n var dx: vec2<f32>;\n var dy: vec2<f32>;\n var level: f32;\n\n let _e31 = (*texels);\n let _e32 = dpdx(_e31);\n dx = _e32;\n let _e33 = (*texels);\n let _e34 = dpdy(_e33);\n dy = _e34;\n let _e35 = dx;\n let _e36 = dx;\n let _e38 = dy;\n let _e39 = dy;\n level = max(0f, (0.5f * log2(max(dot(_e35, _e36), dot(_e38, _e39)))));\n let _e45 = (*alpha_1);\n let _e46 = level;\n return (_e45 * (1f + (_e46 * 0.25f)));\n}\n\nfn main_1() {\n var at: vec3<f32>;\n var alpha_2: f32;\n var param: f32;\n var param_1: vec2<f32>;\n var p_1: vec3<f32>;\n var uv: vec2<f32>;\n var previousDepth: f32;\n var param_2: f32;\n var param_3: f32;\n var param_4: f32;\n var param_5: vec2<f32>;\n var param_6: f32;\n\n let _e38 = vUv_1;\n let _e39 = _e38.xy;\n let _e41 = vUv_1[2u];\n at = vec3<f32>(_e39.x, _e39.y, floor((_e41 + 0.5f)));\n let _e47 = at;\n let _e53 = textureSample(uCutoutMap_t, uCutoutMap_s, vec2<f32>(_e47.x, _e47.y), i32(_e47.z));\n let _e54 = vUv_1;\n let _e56 = textureDimensions(uCutoutMap_t, 0i);\n param = _e53.w;\n param_1 = (_e54.xy * vec2<f32>(vec2<i32>(_e56).xy));\n let _e62 = cutoutAlpha_u0028_f1_u003b_vf2_u003b((&param), (&param_1));\n alpha_2 = _e62;\n let _e64 = unnamed.uPeelShadowLayer;\n if (_e64 != 0i) {\n let _e66 = vLightPosition_1;\n let _e69 = vLightPosition_1[3u];\n p_1 = (_e66.xyz / vec3(_e69));\n let _e72 = p_1;\n uv = ((_e72.xy * 0.5f) + vec2(0.5f));\n let _e77 = uv;\n let _e80 = vec3<f32>(_e77.x, _e77.y, 0f);\n let _e86 = textureSampleLevel(uPreviousShadowMap_t, uPreviousShadowMap_s, vec2<f32>(_e80.x, _e80.y), i32(_e80.z), 0f);\n previousDepth = _e86.x;\n let _e89 = gl_FragCoord_1[2u];\n let _e90 = previousDepth;\n if (_e89 <= (_e90 + 0.00001f)) {\n discard;\n }\n }\n let _e94 = vAlphaCutout_1[1u];\n if (_e94 > 0.5f) {\n let _e96 = alpha_2;\n param_2 = _e96;\n let _e98 = vAlphaCutout_1[0u];\n param_3 = _e98;\n let _e99 = cutoutShare_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n param_4 = _e99;\n let _e100 = gl_FragCoord_1;\n param_5 = _e100.xy;\n param_6 = 0f;\n let _e102 = cutoutKeeps_u0028_f1_u003b_vf2_u003b_f1_u003b((&param_4), (&param_5), (&param_6));\n if !(_e102) {\n discard;\n }\n } else {\n let _e104 = alpha_2;\n let _e106 = vAlphaCutout_1[0u];\n if (_e104 < _e106) {\n discard;\n }\n }\n return;\n}\n\n@fragment \nfn main(@location(1) vUv: vec3<f32>, @location(0) vLightPosition: vec4<f32>, @builtin(position) gl_FragCoord: vec4<f32>, @location(2) @interpolate(flat) vAlphaCutout: vec2<f32>) {\n vUv_1 = vUv;\n vLightPosition_1 = vLightPosition;\n gl_FragCoord_1 = gl_FragCoord;\n vAlphaCutout_1 = vAlphaCutout;\n main_1();\n}\n";
8
8
  export const DEPTH_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e28 = (*sway);\n if (_e28 <= 0f) {\n let _e30 = (*worldPos);\n return _e30;\n }\n let _e31 = (*worldPos);\n let _e34 = unnamed.uWindSpatialPhase;\n let _e37 = unnamed.uWindTime;\n phase = (dot(_e31.xz, _e34) + _e37);\n let _e40 = unnamed.uWindSpeed;\n let _e42 = unnamed.uWindGust;\n let _e44 = phase;\n let _e47 = (*sway);\n bend = (((_e40 + _e42) * sin(_e44)) * _e47);\n let _e50 = (*worldPos)[0u];\n let _e53 = unnamed.uWindDirection[0u];\n let _e54 = bend;\n let _e58 = (*worldPos)[1u];\n let _e60 = (*worldPos)[2u];\n let _e63 = unnamed.uWindDirection[1u];\n let _e64 = bend;\n return vec3<f32>((_e50 + (_e53 * _e54)), _e58, (_e60 + (_e63 * _e64)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e30 = aPosition_1;\n local = vec4<f32>(_e30.x, _e30.y, _e30.z, 1f);\n let _e36 = unnamed.uModel;\n model = _e36;\n let _e37 = model;\n let _e38 = local;\n world = (_e37 * _e38);\n let _e40 = world;\n param = _e40.xyz;\n let _e43 = aChannel_1[0u];\n param_1 = _e43;\n let _e44 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e44;\n let _e46 = unnamed.uLightViewProj;\n let _e47 = bent;\n let _e49 = world[3u];\n vLightPosition = (_e46 * vec4<f32>(_e47.x, _e47.y, _e47.z, _e49));\n let _e55 = vLightPosition;\n unnamed_1.gl_Position = _e55;\n let _e57 = aUv_1;\n let _e60 = unnamed.uUvScale;\n let _e63 = unnamed.uUvOffset;\n let _e64 = ((_e57.xy * _e60) + _e63);\n let _e66 = aUv_1[2u];\n vUv = vec3<f32>(_e64.x, _e64.y, _e66);\n let _e71 = unnamed.uAlphaCutout;\n vAlphaCutout = _e71;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n aUv_1 = aUv;\n main_1();\n let _e12 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e12);\n let _e14 = vLightPosition;\n let _e15 = unnamed_1.gl_Position;\n let _e16 = vUv;\n let _e17 = vAlphaCutout;\n return VertexOutput(_e14, _e15, _e16, _e17);\n}\n";
9
9
  export const DEPTH_FRAG_WGSL = "struct Uniforms {\n uPeelShadowLayer: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLightPosition_1: vec4<f32>;\n@group(0) @binding(32) \nvar uPreviousShadowMap_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uPreviousShadowMap_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn main_1() {\n var p: vec3<f32>;\n var uv: vec2<f32>;\n var previousDepth: f32;\n\n let _e16 = unnamed.uPeelShadowLayer;\n if (_e16 != 0i) {\n let _e18 = vLightPosition_1;\n let _e21 = vLightPosition_1[3u];\n p = (_e18.xyz / vec3(_e21));\n let _e24 = p;\n uv = ((_e24.xy * 0.5f) + vec2(0.5f));\n let _e29 = uv;\n let _e32 = vec3<f32>(_e29.x, _e29.y, 0f);\n let _e38 = textureSample(uPreviousShadowMap_t, uPreviousShadowMap_s, vec2<f32>(_e32.x, _e32.y), i32(_e32.z));\n previousDepth = _e38.x;\n let _e41 = gl_FragCoord_1[2u];\n let _e42 = previousDepth;\n if (_e41 <= (_e42 + 0.00001f)) {\n discard;\n }\n }\n return;\n}\n\n@fragment \nfn main(@location(0) vLightPosition: vec4<f32>, @builtin(position) gl_FragCoord: vec4<f32>) {\n vLightPosition_1 = vLightPosition;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n}\n";
10
- export const DEPTH_INSTANCED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e23 = aPosition_1;\n local = vec4<f32>(_e23.x, _e23.y, _e23.z, 1f);\n let _e28 = aInstanceModel0_1;\n let _e29 = aInstanceModel1_1;\n let _e30 = aInstanceModel2_1;\n let _e31 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e28.x, _e28.y, _e28.z, _e28.w), vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w), vec4<f32>(_e30.x, _e30.y, _e30.z, _e30.w), vec4<f32>(_e31.x, _e31.y, _e31.z, _e31.w));\n let _e53 = model;\n let _e54 = local;\n world = (_e53 * _e54);\n let _e56 = world;\n bent = _e56.xyz;\n let _e59 = unnamed.uLightViewProj;\n let _e60 = bent;\n let _e62 = world[3u];\n vLightPosition = (_e59 * vec4<f32>(_e60.x, _e60.y, _e60.z, _e62));\n let _e68 = vLightPosition;\n unnamed_1.gl_Position = _e68;\n let _e70 = aUv_1;\n let _e73 = unnamed.uUvScale;\n let _e76 = unnamed.uUvOffset;\n let _e77 = ((_e70.xy * _e73) + _e76);\n let _e79 = aUv_1[2u];\n vUv = vec3<f32>(_e77.x, _e77.y, _e79);\n let _e84 = unnamed.uAlphaCutout;\n vAlphaCutout = _e84;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e18 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e18);\n let _e20 = vLightPosition;\n let _e21 = unnamed_1.gl_Position;\n let _e22 = vUv;\n let _e23 = vAlphaCutout;\n return VertexOutput(_e20, _e21, _e22, _e23);\n}\n";
11
- export const DEPTH_INSTANCED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e16 = aPosition_1;\n local = vec4<f32>(_e16.x, _e16.y, _e16.z, 1f);\n let _e21 = aInstanceModel0_1;\n let _e22 = aInstanceModel1_1;\n let _e23 = aInstanceModel2_1;\n let _e24 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e21.x, _e21.y, _e21.z, _e21.w), vec4<f32>(_e22.x, _e22.y, _e22.z, _e22.w), vec4<f32>(_e23.x, _e23.y, _e23.z, _e23.w), vec4<f32>(_e24.x, _e24.y, _e24.z, _e24.w));\n let _e46 = model;\n let _e47 = local;\n world = (_e46 * _e47);\n let _e49 = world;\n bent = _e49.xyz;\n let _e52 = unnamed.uLightViewProj;\n let _e53 = bent;\n let _e55 = world[3u];\n vLightPosition = (_e52 * vec4<f32>(_e53.x, _e53.y, _e53.z, _e55));\n let _e61 = vLightPosition;\n unnamed_1.gl_Position = _e61;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = vLightPosition;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e16, _e17);\n}\n";
10
+ export const DEPTH_INSTANCED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var instanceCell: vec4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e24 = aPosition_1;\n local = vec4<f32>(_e24.x, _e24.y, _e24.z, 1f);\n let _e29 = aInstanceModel0_1;\n let _e30 = aInstanceModel1_1;\n let _e31 = aInstanceModel2_1;\n let _e32 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w), vec4<f32>(_e30.x, _e30.y, _e30.z, _e30.w), vec4<f32>(_e31.x, _e31.y, _e31.z, _e31.w), vec4<f32>(_e32.x, _e32.y, _e32.z, _e32.w));\n let _e56 = model[0][3u];\n let _e59 = model[1][3u];\n let _e62 = model[2][3u];\n let _e65 = model[3][3u];\n instanceCell = vec4<f32>(_e56, _e59, _e62, _e65);\n model[0][3u] = 0f;\n model[1][3u] = 0f;\n model[2][3u] = 0f;\n model[3][3u] = 1f;\n let _e75 = model;\n let _e76 = local;\n world = (_e75 * _e76);\n let _e78 = world;\n bent = _e78.xyz;\n let _e81 = unnamed.uLightViewProj;\n let _e82 = bent;\n let _e84 = world[3u];\n vLightPosition = (_e81 * vec4<f32>(_e82.x, _e82.y, _e82.z, _e84));\n let _e90 = vLightPosition;\n unnamed_1.gl_Position = _e90;\n let _e92 = aUv_1;\n let _e94 = instanceCell;\n let _e97 = instanceCell;\n let _e101 = unnamed.uUvScale;\n let _e104 = unnamed.uUvOffset;\n let _e105 = ((((_e92.xy * _e94.xy) + _e97.zw) * _e101) + _e104);\n let _e107 = aUv_1[2u];\n vUv = vec3<f32>(_e105.x, _e105.y, _e107);\n let _e112 = unnamed.uAlphaCutout;\n vAlphaCutout = _e112;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e18 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e18);\n let _e20 = vLightPosition;\n let _e21 = unnamed_1.gl_Position;\n let _e22 = vUv;\n let _e23 = vAlphaCutout;\n return VertexOutput(_e20, _e21, _e22, _e23);\n}\n";
11
+ export const DEPTH_INSTANCED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var instanceCell: vec4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e20 = aPosition_1;\n local = vec4<f32>(_e20.x, _e20.y, _e20.z, 1f);\n let _e25 = aInstanceModel0_1;\n let _e26 = aInstanceModel1_1;\n let _e27 = aInstanceModel2_1;\n let _e28 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e25.x, _e25.y, _e25.z, _e25.w), vec4<f32>(_e26.x, _e26.y, _e26.z, _e26.w), vec4<f32>(_e27.x, _e27.y, _e27.z, _e27.w), vec4<f32>(_e28.x, _e28.y, _e28.z, _e28.w));\n let _e52 = model[0][3u];\n let _e55 = model[1][3u];\n let _e58 = model[2][3u];\n let _e61 = model[3][3u];\n instanceCell = vec4<f32>(_e52, _e55, _e58, _e61);\n model[0][3u] = 0f;\n model[1][3u] = 0f;\n model[2][3u] = 0f;\n model[3][3u] = 1f;\n let _e71 = model;\n let _e72 = local;\n world = (_e71 * _e72);\n let _e74 = world;\n bent = _e74.xyz;\n let _e77 = unnamed.uLightViewProj;\n let _e78 = bent;\n let _e80 = world[3u];\n vLightPosition = (_e77 * vec4<f32>(_e78.x, _e78.y, _e78.z, _e80));\n let _e86 = vLightPosition;\n unnamed_1.gl_Position = _e86;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = vLightPosition;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e16, _e17);\n}\n";
12
12
  export const DEPTH_SKINNED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@id(0) override SKIN_EIGHT: bool = false;\n@id(1) override CLOTH_BOUND: bool = false;\n\n@group(0) @binding(16) \nvar uJointPalette_t: texture_2d<f32>;\nvar<private> aJoints_1: vec4<f32>;\nvar<private> aWeights_1: vec4<f32>;\nvar<private> aJoints2_1: vec4<f32>;\nvar<private> aWeights2_1: vec4<f32>;\n@group(0) @binding(18) \nvar uClothBinding_t: texture_2d<f32>;\n@group(0) @binding(20) \nvar uClothParticles_t: texture_2d<f32>;\n@group(0) @binding(22) \nvar uClothRest_t: texture_2d<f32>;\nvar<private> gl_VertexIndex_1: i32;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(17) \nvar uJointPalette_s: sampler;\n@group(0) @binding(19) \nvar uClothBinding_s: sampler;\n@group(0) @binding(21) \nvar uClothParticles_s: sampler;\n@group(0) @binding(23) \nvar uClothRest_s: sampler;\n\nfn clothFrame_u0028_vf3_u003b_vf3_u003b_vf3_u003b(a: ptr<function, vec3<f32>>, b: ptr<function, vec3<f32>>, c: ptr<function, vec3<f32>>) -> mat3x3<f32> {\n var edge: vec3<f32>;\n var n: vec3<f32>;\n var t: vec3<f32>;\n\n let _e43 = (*b);\n let _e44 = (*a);\n edge = (_e43 - _e44);\n let _e46 = edge;\n let _e47 = (*c);\n let _e48 = (*a);\n n = normalize(cross(_e46, (_e47 - _e48)));\n let _e52 = edge;\n t = normalize(_e52);\n let _e54 = t;\n let _e55 = n;\n let _e56 = t;\n let _e57 = cross(_e55, _e56);\n let _e58 = n;\n return mat3x3<f32>(vec3<f32>(_e54.x, _e54.y, _e54.z), vec3<f32>(_e57.x, _e57.y, _e57.z), vec3<f32>(_e58.x, _e58.y, _e58.z));\n}\n\nfn clothTexel_u0028_i1_u003b_i1_u003b(i: ptr<function, i32>, width: ptr<function, i32>) -> vec2<i32> {\n let _e39 = (*i);\n let _e40 = (*width);\n let _e48 = (*i);\n let _e49 = (*width);\n return vec2<i32>((_e39 - (i32(floor((f32(_e39) / f32(_e40)))) * _e40)), (_e48 / _e49));\n}\n\nfn clothPlace_u0028_vf3_u003b_mf33_u003b(position: ptr<function, vec3<f32>>, turn: ptr<function, mat3x3<f32>>) -> f32 {\n var bindingWidth: i32;\n var particleWidth: i32;\n var restWidth: i32;\n var indices: vec4<f32>;\n var param: i32;\n var param_1: i32;\n var at: vec4<f32>;\n var param_2: i32;\n var param_3: i32;\n var a_1: i32;\n var b_1: i32;\n var c_1: i32;\n var pa: vec3<f32>;\n var param_4: i32;\n var param_5: i32;\n var pb: vec3<f32>;\n var param_6: i32;\n var param_7: i32;\n var pc: vec3<f32>;\n var param_8: i32;\n var param_9: i32;\n var now: mat3x3<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n var rest: mat3x3<f32>;\n var param_13: i32;\n var param_14: i32;\n var param_15: i32;\n var param_16: i32;\n var param_17: i32;\n var param_18: i32;\n var param_19: vec3<f32>;\n var param_20: vec3<f32>;\n var param_21: vec3<f32>;\n\n let _e74 = textureDimensions(uClothBinding_t, 0i);\n bindingWidth = vec2<i32>(_e74).x;\n let _e77 = textureDimensions(uClothParticles_t, 0i);\n particleWidth = vec2<i32>(_e77).x;\n let _e80 = textureDimensions(uClothRest_t, 0i);\n restWidth = vec2<i32>(_e80).x;\n let _e83 = gl_VertexIndex_1;\n param = (_e83 * 2i);\n let _e85 = bindingWidth;\n param_1 = _e85;\n let _e86 = clothTexel_u0028_i1_u003b_i1_u003b((&param), (&param_1));\n let _e87 = textureLoad(uClothBinding_t, _e86, 0i);\n indices = _e87;\n let _e88 = gl_VertexIndex_1;\n param_2 = ((_e88 * 2i) + 1i);\n let _e91 = bindingWidth;\n param_3 = _e91;\n let _e92 = clothTexel_u0028_i1_u003b_i1_u003b((&param_2), (&param_3));\n let _e93 = textureLoad(uClothBinding_t, _e92, 0i);\n at = _e93;\n let _e95 = indices[0u];\n a_1 = i32(_e95);\n let _e98 = indices[1u];\n b_1 = i32(_e98);\n let _e101 = indices[2u];\n c_1 = i32(_e101);\n let _e103 = a_1;\n param_4 = _e103;\n let _e104 = particleWidth;\n param_5 = _e104;\n let _e105 = clothTexel_u0028_i1_u003b_i1_u003b((&param_4), (&param_5));\n let _e106 = textureLoad(uClothParticles_t, _e105, 0i);\n pa = _e106.xyz;\n let _e108 = a_1;\n let _e109 = b_1;\n let _e111 = b_1;\n let _e112 = c_1;\n if ((_e108 == _e109) && (_e111 == _e112)) {\n let _e115 = pa;\n (*position) = _e115;\n (*turn) = mat3x3<f32>(vec3<f32>(1f, 0f, 0f), vec3<f32>(0f, 1f, 0f), vec3<f32>(0f, 0f, 1f));\n let _e117 = indices[3u];\n return _e117;\n }\n let _e118 = b_1;\n param_6 = _e118;\n let _e119 = particleWidth;\n param_7 = _e119;\n let _e120 = clothTexel_u0028_i1_u003b_i1_u003b((&param_6), (&param_7));\n let _e121 = textureLoad(uClothParticles_t, _e120, 0i);\n pb = _e121.xyz;\n let _e123 = c_1;\n param_8 = _e123;\n let _e124 = particleWidth;\n param_9 = _e124;\n let _e125 = clothTexel_u0028_i1_u003b_i1_u003b((&param_8), (&param_9));\n let _e126 = textureLoad(uClothParticles_t, _e125, 0i);\n pc = _e126.xyz;\n let _e128 = pa;\n param_10 = _e128;\n let _e129 = pb;\n param_11 = _e129;\n let _e130 = pc;\n param_12 = _e130;\n let _e131 = clothFrame_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_10), (&param_11), (&param_12));\n now = _e131;\n let _e132 = a_1;\n param_13 = _e132;\n let _e133 = restWidth;\n param_14 = _e133;\n let _e134 = clothTexel_u0028_i1_u003b_i1_u003b((&param_13), (&param_14));\n let _e135 = textureLoad(uClothRest_t, _e134, 0i);\n let _e136 = b_1;\n param_15 = _e136;\n let _e137 = restWidth;\n param_16 = _e137;\n let _e138 = clothTexel_u0028_i1_u003b_i1_u003b((&param_15), (&param_16));\n let _e139 = textureLoad(uClothRest_t, _e138, 0i);\n let _e140 = c_1;\n param_17 = _e140;\n let _e141 = restWidth;\n param_18 = _e141;\n let _e142 = clothTexel_u0028_i1_u003b_i1_u003b((&param_17), (&param_18));\n let _e143 = textureLoad(uClothRest_t, _e142, 0i);\n param_19 = _e135.xyz;\n param_20 = _e139.xyz;\n param_21 = _e143.xyz;\n let _e147 = clothFrame_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_19), (&param_20), (&param_21));\n rest = _e147;\n let _e148 = pa;\n let _e150 = at[0u];\n let _e153 = at[1u];\n let _e156 = pb;\n let _e158 = at[0u];\n let _e161 = pc;\n let _e163 = at[1u];\n let _e167 = now[2];\n let _e169 = at[2u];\n (*position) = ((((_e148 * ((1f - _e150) - _e153)) + (_e156 * _e158)) + (_e161 * _e163)) + (_e167 * _e169));\n let _e172 = now;\n let _e173 = rest;\n (*turn) = (_e172 * transpose(_e173));\n let _e177 = indices[3u];\n return _e177;\n}\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e41 = (*sway);\n if (_e41 <= 0f) {\n let _e43 = (*worldPos);\n return _e43;\n }\n let _e44 = (*worldPos);\n let _e47 = unnamed.uWindSpatialPhase;\n let _e50 = unnamed.uWindTime;\n phase = (dot(_e44.xz, _e47) + _e50);\n let _e53 = unnamed.uWindSpeed;\n let _e55 = unnamed.uWindGust;\n let _e57 = phase;\n let _e60 = (*sway);\n bend = (((_e53 + _e55) * sin(_e57)) * _e60);\n let _e63 = (*worldPos)[0u];\n let _e66 = unnamed.uWindDirection[0u];\n let _e67 = bend;\n let _e71 = (*worldPos)[1u];\n let _e73 = (*worldPos)[2u];\n let _e76 = unnamed.uWindDirection[1u];\n let _e77 = bend;\n return vec3<f32>((_e63 + (_e66 * _e67)), _e71, (_e73 + (_e76 * _e77)));\n}\n\nfn jointMatrix_u0028_i1_u003b(index: ptr<function, i32>) -> mat4x4<f32> {\n var x: i32;\n\n let _e39 = (*index);\n x = (_e39 * 4i);\n let _e41 = x;\n let _e43 = textureLoad(uJointPalette_t, vec2<i32>(_e41, 0i), 0i);\n let _e44 = x;\n let _e47 = textureLoad(uJointPalette_t, vec2<i32>((_e44 + 1i), 0i), 0i);\n let _e48 = x;\n let _e51 = textureLoad(uJointPalette_t, vec2<i32>((_e48 + 2i), 0i), 0i);\n let _e52 = x;\n let _e55 = textureLoad(uJointPalette_t, vec2<i32>((_e52 + 3i), 0i), 0i);\n return mat4x4<f32>(vec4<f32>(_e43.x, _e43.y, _e43.z, _e43.w), vec4<f32>(_e47.x, _e47.y, _e47.z, _e47.w), vec4<f32>(_e51.x, _e51.y, _e51.z, _e51.w), vec4<f32>(_e55.x, _e55.y, _e55.z, _e55.w));\n}\n\nfn skinMatrix_u0028_() -> mat4x4<f32> {\n var m: mat4x4<f32>;\n var param_22: i32;\n var param_23: i32;\n var param_24: i32;\n var param_25: i32;\n var param_26: i32;\n var param_27: i32;\n var param_28: i32;\n var param_29: i32;\n\n let _e47 = aJoints_1[0u];\n param_22 = i32(_e47);\n let _e49 = jointMatrix_u0028_i1_u003b((&param_22));\n let _e51 = aWeights_1[0u];\n let _e52 = (_e49 * _e51);\n let _e54 = aJoints_1[1u];\n param_23 = i32(_e54);\n let _e56 = jointMatrix_u0028_i1_u003b((&param_23));\n let _e58 = aWeights_1[1u];\n let _e59 = (_e56 * _e58);\n let _e72 = mat4x4<f32>((_e52[0] + _e59[0]), (_e52[1] + _e59[1]), (_e52[2] + _e59[2]), (_e52[3] + _e59[3]));\n let _e74 = aJoints_1[2u];\n param_24 = i32(_e74);\n let _e76 = jointMatrix_u0028_i1_u003b((&param_24));\n let _e78 = aWeights_1[2u];\n let _e79 = (_e76 * _e78);\n let _e92 = mat4x4<f32>((_e72[0] + _e79[0]), (_e72[1] + _e79[1]), (_e72[2] + _e79[2]), (_e72[3] + _e79[3]));\n let _e94 = aJoints_1[3u];\n param_25 = i32(_e94);\n let _e96 = jointMatrix_u0028_i1_u003b((&param_25));\n let _e98 = aWeights_1[3u];\n let _e99 = (_e96 * _e98);\n m = mat4x4<f32>((_e92[0] + _e99[0]), (_e92[1] + _e99[1]), (_e92[2] + _e99[2]), (_e92[3] + _e99[3]));\n if SKIN_EIGHT {\n let _e114 = aJoints2_1[0u];\n param_26 = i32(_e114);\n let _e116 = jointMatrix_u0028_i1_u003b((&param_26));\n let _e118 = aWeights2_1[0u];\n let _e119 = (_e116 * _e118);\n let _e121 = aJoints2_1[1u];\n param_27 = i32(_e121);\n let _e123 = jointMatrix_u0028_i1_u003b((&param_27));\n let _e125 = aWeights2_1[1u];\n let _e126 = (_e123 * _e125);\n let _e139 = mat4x4<f32>((_e119[0] + _e126[0]), (_e119[1] + _e126[1]), (_e119[2] + _e126[2]), (_e119[3] + _e126[3]));\n let _e141 = aJoints2_1[2u];\n param_28 = i32(_e141);\n let _e143 = jointMatrix_u0028_i1_u003b((&param_28));\n let _e145 = aWeights2_1[2u];\n let _e146 = (_e143 * _e145);\n let _e159 = mat4x4<f32>((_e139[0] + _e146[0]), (_e139[1] + _e146[1]), (_e139[2] + _e146[2]), (_e139[3] + _e146[3]));\n let _e161 = aJoints2_1[3u];\n param_29 = i32(_e161);\n let _e163 = jointMatrix_u0028_i1_u003b((&param_29));\n let _e165 = aWeights2_1[3u];\n let _e166 = (_e163 * _e165);\n let _e179 = mat4x4<f32>((_e159[0] + _e166[0]), (_e159[1] + _e166[1]), (_e159[2] + _e166[2]), (_e159[3] + _e166[3]));\n let _e180 = m;\n m = mat4x4<f32>((_e180[0] + _e179[0]), (_e180[1] + _e179[1]), (_e180[2] + _e179[2]), (_e180[3] + _e179[3]));\n }\n let _e194 = m;\n return _e194;\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param_30: vec3<f32>;\n var param_31: f32;\n var follow: f32;\n var clothPosition: vec3<f32>;\n var turn_1: mat3x3<f32>;\n var param_32: vec3<f32>;\n var param_33: mat3x3<f32>;\n\n let _e48 = skinMatrix_u0028_();\n let _e49 = aPosition_1;\n local = (_e48 * vec4<f32>(_e49.x, _e49.y, _e49.z, 1f));\n let _e56 = unnamed.uModel;\n model = _e56;\n let _e57 = model;\n let _e58 = local;\n world = (_e57 * _e58);\n let _e60 = world;\n param_30 = _e60.xyz;\n let _e63 = aChannel_1[0u];\n param_31 = _e63;\n let _e64 = channelBend_u0028_vf3_u003b_f1_u003b((&param_30), (&param_31));\n bent = _e64;\n if CLOTH_BOUND {\n let _e65 = clothPlace_u0028_vf3_u003b_mf33_u003b((&param_32), (&param_33));\n let _e66 = param_32;\n clothPosition = _e66;\n let _e67 = param_33;\n turn_1 = _e67;\n follow = _e65;\n let _e68 = bent;\n let _e69 = clothPosition;\n let _e70 = follow;\n bent = mix(_e68, _e69, vec3(_e70));\n }\n let _e74 = unnamed.uLightViewProj;\n let _e75 = bent;\n let _e77 = world[3u];\n vLightPosition = (_e74 * vec4<f32>(_e75.x, _e75.y, _e75.z, _e77));\n let _e83 = vLightPosition;\n unnamed_1.gl_Position = _e83;\n return;\n}\n\n@vertex \nfn main(@location(11) aJoints: vec4<f32>, @location(12) aWeights: vec4<f32>, @location(14) aJoints2_: vec4<f32>, @location(15) aWeights2_: vec4<f32>, @builtin(vertex_index) gl_VertexIndex: u32, @location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aJoints_1 = aJoints;\n aWeights_1 = aWeights;\n aJoints2_1 = aJoints2_;\n aWeights2_1 = aWeights2_;\n gl_VertexIndex_1 = i32(gl_VertexIndex);\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e19 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e19);\n let _e21 = vLightPosition;\n let _e22 = unnamed_1.gl_Position;\n return VertexOutput(_e21, _e22);\n}\n";
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13
  export const DEPTH_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e22 = (*sway);\n if (_e22 <= 0f) {\n let _e24 = (*worldPos);\n return _e24;\n }\n let _e25 = (*worldPos);\n let _e28 = unnamed.uWindSpatialPhase;\n let _e31 = unnamed.uWindTime;\n phase = (dot(_e25.xz, _e28) + _e31);\n let _e34 = unnamed.uWindSpeed;\n let _e36 = unnamed.uWindGust;\n let _e38 = phase;\n let _e41 = (*sway);\n bend = (((_e34 + _e36) * sin(_e38)) * _e41);\n let _e44 = (*worldPos)[0u];\n let _e47 = unnamed.uWindDirection[0u];\n let _e48 = bend;\n let _e52 = (*worldPos)[1u];\n let _e54 = (*worldPos)[2u];\n let _e57 = unnamed.uWindDirection[1u];\n let _e58 = bend;\n return vec3<f32>((_e44 + (_e47 * _e48)), _e52, (_e54 + (_e57 * _e58)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e24 = aPosition_1;\n local = vec4<f32>(_e24.x, _e24.y, _e24.z, 1f);\n let _e30 = unnamed.uModel;\n model = _e30;\n let _e31 = model;\n let _e32 = local;\n world = (_e31 * _e32);\n let _e34 = world;\n param = _e34.xyz;\n let _e37 = aChannel_1[0u];\n param_1 = _e37;\n let _e38 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e38;\n let _e40 = unnamed.uLightViewProj;\n let _e41 = bent;\n let _e43 = world[3u];\n vLightPosition = (_e40 * vec4<f32>(_e41.x, _e41.y, _e41.z, _e43));\n let _e49 = vLightPosition;\n unnamed_1.gl_Position = _e49;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e8 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e8);\n let _e10 = vLightPosition;\n let _e11 = unnamed_1.gl_Position;\n return VertexOutput(_e10, _e11);\n}\n";
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  export const GLASS_TINT_CUTOUT_FRAG_WGSL = "struct Uniforms {\n uGlassPane: vec4<f32>,\n uGlassLight: vec4<f32>,\n}\n\nvar<private> vUv_1: vec3<f32>;\n@group(0) @binding(32) \nvar uCutoutMap_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uCutoutMap_s: sampler;\nvar<private> vGlassWorld_1: vec3<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> outTint: vec4<f32>;\nvar<private> vAlphaCutout_1: vec2<f32>;\nvar<private> gl_FragCoord_1: vec4<f32>;\nvar<private> vLightPosition_1: vec4<f32>;\n\nfn cutoutKeeps_u0028_f1_u003b_vf2_u003b_f1_u003b(share: ptr<function, f32>, pixel: ptr<function, vec2<f32>>, frame: ptr<function, f32>) -> bool {\n var p: vec2<f32>;\n var noise: f32;\n\n let _e34 = (*pixel);\n let _e35 = (*frame);\n p = (_e34 + vec2((5.588238f * _e35)));\n let _e39 = p;\n noise = fract((52.982918f * fract(dot(_e39, vec2<f32>(0.06711056f, 0.00583715f)))));\n let _e44 = (*share);\n let _e45 = noise;\n return (_e44 > _e45);\n}\n\nfn cutoutShare_u0028_f1_u003b_f1_u003b(alpha: ptr<function, f32>, cutoff: ptr<function, f32>) -> f32 {\n var band: f32;\n\n let _e32 = (*cutoff);\n let _e33 = (*cutoff);\n band = max((2f * min(_e32, (1f - _e33))), 0.0001f);\n let _e38 = (*alpha);\n let _e39 = (*cutoff);\n let _e41 = band;\n return clamp((((_e38 - _e39) / _e41) + 0.5f), 0f, 1f);\n}\n\nfn cutoutAlpha_u0028_f1_u003b_vf2_u003b(alpha_1: ptr<function, f32>, texels: ptr<function, vec2<f32>>) -> f32 {\n var dx: vec2<f32>;\n var dy: vec2<f32>;\n var level: f32;\n\n let _e34 = (*texels);\n let _e35 = dpdx(_e34);\n dx = _e35;\n let _e36 = (*texels);\n let _e37 = dpdy(_e36);\n dy = _e37;\n let _e38 = dx;\n let _e39 = dx;\n let _e41 = dy;\n let _e42 = dy;\n level = max(0f, (0.5f * log2(max(dot(_e38, _e39), dot(_e41, _e42)))));\n let _e48 = (*alpha_1);\n let _e49 = level;\n return (_e48 * (1f + (_e49 * 0.25f)));\n}\n\nfn main_1() {\n var at: vec3<f32>;\n var alpha_2: f32;\n var param: f32;\n var param_1: vec2<f32>;\n var n: vec3<f32>;\n var toLight: vec3<f32>;\n var local: vec3<f32>;\n var cosLight: f32;\n var reflected: f32;\n var param_2: f32;\n var param_3: f32;\n var param_4: f32;\n var param_5: vec2<f32>;\n var param_6: f32;\n\n let _e43 = vUv_1;\n let _e44 = _e43.xy;\n let _e46 = vUv_1[2u];\n at = vec3<f32>(_e44.x, _e44.y, floor((_e46 + 0.5f)));\n let _e52 = at;\n let _e58 = textureSample(uCutoutMap_t, uCutoutMap_s, vec2<f32>(_e52.x, _e52.y), i32(_e52.z));\n let _e59 = vUv_1;\n let _e61 = textureDimensions(uCutoutMap_t, 0i);\n param = _e58.w;\n param_1 = (_e59.xy * vec2<f32>(vec2<i32>(_e61).xy));\n let _e67 = cutoutAlpha_u0028_f1_u003b_vf2_u003b((&param), (&param_1));\n alpha_2 = _e67;\n let _e68 = vGlassWorld_1;\n let _e69 = dpdx(_e68);\n let _e70 = vGlassWorld_1;\n let _e71 = dpdy(_e70);\n n = normalize(cross(_e69, _e71));\n let _e76 = unnamed.uGlassLight[3u];\n if (_e76 > 0.5f) {\n let _e79 = unnamed.uGlassLight;\n let _e81 = vGlassWorld_1;\n local = normalize((_e79.xyz - _e81));\n } else {\n let _e85 = unnamed.uGlassLight;\n local = _e85.xyz;\n }\n let _e87 = local;\n toLight = _e87;\n let _e88 = n;\n let _e89 = toLight;\n cosLight = abs(dot(_e88, _e89));\n let _e92 = cosLight;\n reflected = (0.04f + (0.96f * pow((1f - _e92), 5f)));\n let _e98 = unnamed.uGlassPane;\n let _e100 = reflected;\n let _e102 = (_e98.xyz * (1f - _e100));\n let _e105 = unnamed.uGlassPane[3u];\n outTint = vec4<f32>(_e102.x, _e102.y, _e102.z, _e105);\n let _e111 = vAlphaCutout_1[1u];\n if (_e111 > 0.5f) {\n let _e113 = alpha_2;\n param_2 = _e113;\n let _e115 = vAlphaCutout_1[0u];\n param_3 = _e115;\n let _e116 = cutoutShare_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n param_4 = _e116;\n let _e117 = gl_FragCoord_1;\n param_5 = _e117.xy;\n param_6 = 0f;\n let _e119 = cutoutKeeps_u0028_f1_u003b_vf2_u003b_f1_u003b((&param_4), (&param_5), (&param_6));\n if !(_e119) {\n discard;\n }\n } else {\n let _e121 = alpha_2;\n let _e123 = vAlphaCutout_1[0u];\n if (_e121 < _e123) {\n discard;\n }\n }\n return;\n}\n\n@fragment \nfn main(@location(1) vUv: vec3<f32>, @location(3) vGlassWorld: vec3<f32>, @location(2) @interpolate(flat) vAlphaCutout: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>, @location(0) vLightPosition: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vGlassWorld_1 = vGlassWorld;\n vAlphaCutout_1 = vAlphaCutout;\n gl_FragCoord_1 = gl_FragCoord;\n vLightPosition_1 = vLightPosition;\n main_1();\n let _e11 = outTint;\n return _e11;\n}\n";
15
15
  export const GLASS_TINT_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n @location(3) member_3: vec3<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\nvar<private> vGlassWorld: vec3<f32>;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e29 = (*sway);\n if (_e29 <= 0f) {\n let _e31 = (*worldPos);\n return _e31;\n }\n let _e32 = (*worldPos);\n let _e35 = unnamed.uWindSpatialPhase;\n let _e38 = unnamed.uWindTime;\n phase = (dot(_e32.xz, _e35) + _e38);\n let _e41 = unnamed.uWindSpeed;\n let _e43 = unnamed.uWindGust;\n let _e45 = phase;\n let _e48 = (*sway);\n bend = (((_e41 + _e43) * sin(_e45)) * _e48);\n let _e51 = (*worldPos)[0u];\n let _e54 = unnamed.uWindDirection[0u];\n let _e55 = bend;\n let _e59 = (*worldPos)[1u];\n let _e61 = (*worldPos)[2u];\n let _e64 = unnamed.uWindDirection[1u];\n let _e65 = bend;\n return vec3<f32>((_e51 + (_e54 * _e55)), _e59, (_e61 + (_e64 * _e65)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e31 = aPosition_1;\n local = vec4<f32>(_e31.x, _e31.y, _e31.z, 1f);\n let _e37 = unnamed.uModel;\n model = _e37;\n let _e38 = model;\n let _e39 = local;\n world = (_e38 * _e39);\n let _e41 = world;\n param = _e41.xyz;\n let _e44 = aChannel_1[0u];\n param_1 = _e44;\n let _e45 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e45;\n let _e47 = unnamed.uLightViewProj;\n let _e48 = bent;\n let _e50 = world[3u];\n vLightPosition = (_e47 * vec4<f32>(_e48.x, _e48.y, _e48.z, _e50));\n let _e56 = vLightPosition;\n unnamed_1.gl_Position = _e56;\n let _e58 = aUv_1;\n let _e61 = unnamed.uUvScale;\n let _e64 = unnamed.uUvOffset;\n let _e65 = ((_e58.xy * _e61) + _e64);\n let _e67 = aUv_1[2u];\n vUv = vec3<f32>(_e65.x, _e65.y, _e67);\n let _e72 = unnamed.uAlphaCutout;\n vAlphaCutout = _e72;\n let _e73 = bent;\n vGlassWorld = _e73;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n aUv_1 = aUv;\n main_1();\n let _e13 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e13);\n let _e15 = vLightPosition;\n let _e16 = unnamed_1.gl_Position;\n let _e17 = vUv;\n let _e18 = vAlphaCutout;\n let _e19 = vGlassWorld;\n return VertexOutput(_e15, _e16, _e17, _e18, _e19);\n}\n";
16
16
  export const GLASS_TINT_FRAG_WGSL = "struct Uniforms {\n uGlassPane: vec4<f32>,\n uGlassLight: vec4<f32>,\n}\n\nvar<private> vGlassWorld_1: vec3<f32>;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> outTint: vec4<f32>;\nvar<private> vLightPosition_1: vec4<f32>;\n\nfn main_1() {\n var n: vec3<f32>;\n var toLight: vec3<f32>;\n var local: vec3<f32>;\n var cosLight: f32;\n var reflected: f32;\n\n let _e17 = vGlassWorld_1;\n let _e18 = dpdx(_e17);\n let _e19 = vGlassWorld_1;\n let _e20 = dpdy(_e19);\n n = normalize(cross(_e18, _e20));\n let _e25 = unnamed.uGlassLight[3u];\n if (_e25 > 0.5f) {\n let _e28 = unnamed.uGlassLight;\n let _e30 = vGlassWorld_1;\n local = normalize((_e28.xyz - _e30));\n } else {\n let _e34 = unnamed.uGlassLight;\n local = _e34.xyz;\n }\n let _e36 = local;\n toLight = _e36;\n let _e37 = n;\n let _e38 = toLight;\n cosLight = abs(dot(_e37, _e38));\n let _e41 = cosLight;\n reflected = (0.04f + (0.96f * pow((1f - _e41), 5f)));\n let _e47 = unnamed.uGlassPane;\n let _e49 = reflected;\n let _e51 = (_e47.xyz * (1f - _e49));\n let _e54 = unnamed.uGlassPane[3u];\n outTint = vec4<f32>(_e51.x, _e51.y, _e51.z, _e54);\n return;\n}\n\n@fragment \nfn main(@location(1) vGlassWorld: vec3<f32>, @location(0) vLightPosition: vec4<f32>) -> @location(0) vec4<f32> {\n vGlassWorld_1 = vGlassWorld;\n vLightPosition_1 = vLightPosition;\n main_1();\n let _e5 = outTint;\n return _e5;\n}\n";
17
- export const GLASS_TINT_INSTANCED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n @location(3) member_3: vec3<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\nvar<private> vGlassWorld: vec3<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e24 = aPosition_1;\n local = vec4<f32>(_e24.x, _e24.y, _e24.z, 1f);\n let _e29 = aInstanceModel0_1;\n let _e30 = aInstanceModel1_1;\n let _e31 = aInstanceModel2_1;\n let _e32 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w), vec4<f32>(_e30.x, _e30.y, _e30.z, _e30.w), vec4<f32>(_e31.x, _e31.y, _e31.z, _e31.w), vec4<f32>(_e32.x, _e32.y, _e32.z, _e32.w));\n let _e54 = model;\n let _e55 = local;\n world = (_e54 * _e55);\n let _e57 = world;\n bent = _e57.xyz;\n let _e60 = unnamed.uLightViewProj;\n let _e61 = bent;\n let _e63 = world[3u];\n vLightPosition = (_e60 * vec4<f32>(_e61.x, _e61.y, _e61.z, _e63));\n let _e69 = vLightPosition;\n unnamed_1.gl_Position = _e69;\n let _e71 = aUv_1;\n let _e74 = unnamed.uUvScale;\n let _e77 = unnamed.uUvOffset;\n let _e78 = ((_e71.xy * _e74) + _e77);\n let _e80 = aUv_1[2u];\n vUv = vec3<f32>(_e78.x, _e78.y, _e80);\n let _e85 = unnamed.uAlphaCutout;\n vAlphaCutout = _e85;\n let _e86 = bent;\n vGlassWorld = _e86;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e19 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e19);\n let _e21 = vLightPosition;\n let _e22 = unnamed_1.gl_Position;\n let _e23 = vUv;\n let _e24 = vAlphaCutout;\n let _e25 = vGlassWorld;\n return VertexOutput(_e21, _e22, _e23, _e24, _e25);\n}\n";
18
- export const GLASS_TINT_INSTANCED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vGlassWorld: vec3<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e17 = aPosition_1;\n local = vec4<f32>(_e17.x, _e17.y, _e17.z, 1f);\n let _e22 = aInstanceModel0_1;\n let _e23 = aInstanceModel1_1;\n let _e24 = aInstanceModel2_1;\n let _e25 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e22.x, _e22.y, _e22.z, _e22.w), vec4<f32>(_e23.x, _e23.y, _e23.z, _e23.w), vec4<f32>(_e24.x, _e24.y, _e24.z, _e24.w), vec4<f32>(_e25.x, _e25.y, _e25.z, _e25.w));\n let _e47 = model;\n let _e48 = local;\n world = (_e47 * _e48);\n let _e50 = world;\n bent = _e50.xyz;\n let _e53 = unnamed.uLightViewProj;\n let _e54 = bent;\n let _e56 = world[3u];\n vLightPosition = (_e53 * vec4<f32>(_e54.x, _e54.y, _e54.z, _e56));\n let _e62 = vLightPosition;\n unnamed_1.gl_Position = _e62;\n let _e64 = bent;\n vGlassWorld = _e64;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e15 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e15);\n let _e17 = vLightPosition;\n let _e18 = unnamed_1.gl_Position;\n let _e19 = vGlassWorld;\n return VertexOutput(_e17, _e18, _e19);\n}\n";
17
+ export const GLASS_TINT_INSTANCED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n @location(3) member_3: vec3<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\nvar<private> vGlassWorld: vec3<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var instanceCell: vec4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e25 = aPosition_1;\n local = vec4<f32>(_e25.x, _e25.y, _e25.z, 1f);\n let _e30 = aInstanceModel0_1;\n let _e31 = aInstanceModel1_1;\n let _e32 = aInstanceModel2_1;\n let _e33 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e30.x, _e30.y, _e30.z, _e30.w), vec4<f32>(_e31.x, _e31.y, _e31.z, _e31.w), vec4<f32>(_e32.x, _e32.y, _e32.z, _e32.w), vec4<f32>(_e33.x, _e33.y, _e33.z, _e33.w));\n let _e57 = model[0][3u];\n let _e60 = model[1][3u];\n let _e63 = model[2][3u];\n let _e66 = model[3][3u];\n instanceCell = vec4<f32>(_e57, _e60, _e63, _e66);\n model[0][3u] = 0f;\n model[1][3u] = 0f;\n model[2][3u] = 0f;\n model[3][3u] = 1f;\n let _e76 = model;\n let _e77 = local;\n world = (_e76 * _e77);\n let _e79 = world;\n bent = _e79.xyz;\n let _e82 = unnamed.uLightViewProj;\n let _e83 = bent;\n let _e85 = world[3u];\n vLightPosition = (_e82 * vec4<f32>(_e83.x, _e83.y, _e83.z, _e85));\n let _e91 = vLightPosition;\n unnamed_1.gl_Position = _e91;\n let _e93 = aUv_1;\n let _e95 = instanceCell;\n let _e98 = instanceCell;\n let _e102 = unnamed.uUvScale;\n let _e105 = unnamed.uUvOffset;\n let _e106 = ((((_e93.xy * _e95.xy) + _e98.zw) * _e102) + _e105);\n let _e108 = aUv_1[2u];\n vUv = vec3<f32>(_e106.x, _e106.y, _e108);\n let _e113 = unnamed.uAlphaCutout;\n vAlphaCutout = _e113;\n let _e114 = bent;\n vGlassWorld = _e114;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e19 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e19);\n let _e21 = vLightPosition;\n let _e22 = unnamed_1.gl_Position;\n let _e23 = vUv;\n let _e24 = vAlphaCutout;\n let _e25 = vGlassWorld;\n return VertexOutput(_e21, _e22, _e23, _e24, _e25);\n}\n";
18
+ export const GLASS_TINT_INSTANCED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vGlassWorld: vec3<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var instanceCell: vec4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e21 = aPosition_1;\n local = vec4<f32>(_e21.x, _e21.y, _e21.z, 1f);\n let _e26 = aInstanceModel0_1;\n let _e27 = aInstanceModel1_1;\n let _e28 = aInstanceModel2_1;\n let _e29 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e26.x, _e26.y, _e26.z, _e26.w), vec4<f32>(_e27.x, _e27.y, _e27.z, _e27.w), vec4<f32>(_e28.x, _e28.y, _e28.z, _e28.w), vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w));\n let _e53 = model[0][3u];\n let _e56 = model[1][3u];\n let _e59 = model[2][3u];\n let _e62 = model[3][3u];\n instanceCell = vec4<f32>(_e53, _e56, _e59, _e62);\n model[0][3u] = 0f;\n model[1][3u] = 0f;\n model[2][3u] = 0f;\n model[3][3u] = 1f;\n let _e72 = model;\n let _e73 = local;\n world = (_e72 * _e73);\n let _e75 = world;\n bent = _e75.xyz;\n let _e78 = unnamed.uLightViewProj;\n let _e79 = bent;\n let _e81 = world[3u];\n vLightPosition = (_e78 * vec4<f32>(_e79.x, _e79.y, _e79.z, _e81));\n let _e87 = vLightPosition;\n unnamed_1.gl_Position = _e87;\n let _e89 = bent;\n vGlassWorld = _e89;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e15 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e15);\n let _e17 = vLightPosition;\n let _e18 = unnamed_1.gl_Position;\n let _e19 = vGlassWorld;\n return VertexOutput(_e17, _e18, _e19);\n}\n";
19
19
  export const GLASS_TINT_SKINNED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n}\n\n@id(0) override SKIN_EIGHT: bool = false;\n\n@group(0) @binding(16) \nvar uJointPalette_t: texture_2d<f32>;\nvar<private> aJoints_1: vec4<f32>;\nvar<private> aWeights_1: vec4<f32>;\nvar<private> aJoints2_1: vec4<f32>;\nvar<private> aWeights2_1: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vGlassWorld: vec3<f32>;\n@group(0) @binding(17) \nvar uJointPalette_s: sampler;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e30 = (*sway);\n if (_e30 <= 0f) {\n let _e32 = (*worldPos);\n return _e32;\n }\n let _e33 = (*worldPos);\n let _e36 = unnamed.uWindSpatialPhase;\n let _e39 = unnamed.uWindTime;\n phase = (dot(_e33.xz, _e36) + _e39);\n let _e42 = unnamed.uWindSpeed;\n let _e44 = unnamed.uWindGust;\n let _e46 = phase;\n let _e49 = (*sway);\n bend = (((_e42 + _e44) * sin(_e46)) * _e49);\n let _e52 = (*worldPos)[0u];\n let _e55 = unnamed.uWindDirection[0u];\n let _e56 = bend;\n let _e60 = (*worldPos)[1u];\n let _e62 = (*worldPos)[2u];\n let _e65 = unnamed.uWindDirection[1u];\n let _e66 = bend;\n return vec3<f32>((_e52 + (_e55 * _e56)), _e60, (_e62 + (_e65 * _e66)));\n}\n\nfn jointMatrix_u0028_i1_u003b(index: ptr<function, i32>) -> mat4x4<f32> {\n var x: i32;\n\n let _e28 = (*index);\n x = (_e28 * 4i);\n let _e30 = x;\n let _e32 = textureLoad(uJointPalette_t, vec2<i32>(_e30, 0i), 0i);\n let _e33 = x;\n let _e36 = textureLoad(uJointPalette_t, vec2<i32>((_e33 + 1i), 0i), 0i);\n let _e37 = x;\n let _e40 = textureLoad(uJointPalette_t, vec2<i32>((_e37 + 2i), 0i), 0i);\n let _e41 = x;\n let _e44 = textureLoad(uJointPalette_t, vec2<i32>((_e41 + 3i), 0i), 0i);\n return mat4x4<f32>(vec4<f32>(_e32.x, _e32.y, _e32.z, _e32.w), vec4<f32>(_e36.x, _e36.y, _e36.z, _e36.w), vec4<f32>(_e40.x, _e40.y, _e40.z, _e40.w), vec4<f32>(_e44.x, _e44.y, _e44.z, _e44.w));\n}\n\nfn skinMatrix_u0028_() -> mat4x4<f32> {\n var m: mat4x4<f32>;\n var param: i32;\n var param_1: i32;\n var param_2: i32;\n var param_3: i32;\n var param_4: i32;\n var param_5: i32;\n var param_6: i32;\n var param_7: i32;\n\n let _e36 = aJoints_1[0u];\n param = i32(_e36);\n let _e38 = jointMatrix_u0028_i1_u003b((&param));\n let _e40 = aWeights_1[0u];\n let _e41 = (_e38 * _e40);\n let _e43 = aJoints_1[1u];\n param_1 = i32(_e43);\n let _e45 = jointMatrix_u0028_i1_u003b((&param_1));\n let _e47 = aWeights_1[1u];\n let _e48 = (_e45 * _e47);\n let _e61 = mat4x4<f32>((_e41[0] + _e48[0]), (_e41[1] + _e48[1]), (_e41[2] + _e48[2]), (_e41[3] + _e48[3]));\n let _e63 = aJoints_1[2u];\n param_2 = i32(_e63);\n let _e65 = jointMatrix_u0028_i1_u003b((&param_2));\n let _e67 = aWeights_1[2u];\n let _e68 = (_e65 * _e67);\n let _e81 = mat4x4<f32>((_e61[0] + _e68[0]), (_e61[1] + _e68[1]), (_e61[2] + _e68[2]), (_e61[3] + _e68[3]));\n let _e83 = aJoints_1[3u];\n param_3 = i32(_e83);\n let _e85 = jointMatrix_u0028_i1_u003b((&param_3));\n let _e87 = aWeights_1[3u];\n let _e88 = (_e85 * _e87);\n m = mat4x4<f32>((_e81[0] + _e88[0]), (_e81[1] + _e88[1]), (_e81[2] + _e88[2]), (_e81[3] + _e88[3]));\n if SKIN_EIGHT {\n let _e103 = aJoints2_1[0u];\n param_4 = i32(_e103);\n let _e105 = jointMatrix_u0028_i1_u003b((&param_4));\n let _e107 = aWeights2_1[0u];\n let _e108 = (_e105 * _e107);\n let _e110 = aJoints2_1[1u];\n param_5 = i32(_e110);\n let _e112 = jointMatrix_u0028_i1_u003b((&param_5));\n let _e114 = aWeights2_1[1u];\n let _e115 = (_e112 * _e114);\n let _e128 = mat4x4<f32>((_e108[0] + _e115[0]), (_e108[1] + _e115[1]), (_e108[2] + _e115[2]), (_e108[3] + _e115[3]));\n let _e130 = aJoints2_1[2u];\n param_6 = i32(_e130);\n let _e132 = jointMatrix_u0028_i1_u003b((&param_6));\n let _e134 = aWeights2_1[2u];\n let _e135 = (_e132 * _e134);\n let _e148 = mat4x4<f32>((_e128[0] + _e135[0]), (_e128[1] + _e135[1]), (_e128[2] + _e135[2]), (_e128[3] + _e135[3]));\n let _e150 = aJoints2_1[3u];\n param_7 = i32(_e150);\n let _e152 = jointMatrix_u0028_i1_u003b((&param_7));\n let _e154 = aWeights2_1[3u];\n let _e155 = (_e152 * _e154);\n let _e168 = mat4x4<f32>((_e148[0] + _e155[0]), (_e148[1] + _e155[1]), (_e148[2] + _e155[2]), (_e148[3] + _e155[3]));\n let _e169 = m;\n m = mat4x4<f32>((_e169[0] + _e168[0]), (_e169[1] + _e168[1]), (_e169[2] + _e168[2]), (_e169[3] + _e168[3]));\n }\n let _e183 = m;\n return _e183;\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param_8: vec3<f32>;\n var param_9: f32;\n\n let _e32 = skinMatrix_u0028_();\n let _e33 = aPosition_1;\n local = (_e32 * vec4<f32>(_e33.x, _e33.y, _e33.z, 1f));\n let _e40 = unnamed.uModel;\n model = _e40;\n let _e41 = model;\n let _e42 = local;\n world = (_e41 * _e42);\n let _e44 = world;\n param_8 = _e44.xyz;\n let _e47 = aChannel_1[0u];\n param_9 = _e47;\n let _e48 = channelBend_u0028_vf3_u003b_f1_u003b((&param_8), (&param_9));\n bent = _e48;\n let _e50 = unnamed.uLightViewProj;\n let _e51 = bent;\n let _e53 = world[3u];\n vLightPosition = (_e50 * vec4<f32>(_e51.x, _e51.y, _e51.z, _e53));\n let _e59 = vLightPosition;\n unnamed_1.gl_Position = _e59;\n let _e61 = bent;\n vGlassWorld = _e61;\n return;\n}\n\n@vertex \nfn main(@location(11) aJoints: vec4<f32>, @location(12) aWeights: vec4<f32>, @location(14) aJoints2_: vec4<f32>, @location(15) aWeights2_: vec4<f32>, @location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aJoints_1 = aJoints;\n aWeights_1 = aWeights;\n aJoints2_1 = aJoints2_;\n aWeights2_1 = aWeights2_;\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vLightPosition;\n let _e20 = unnamed_1.gl_Position;\n let _e21 = vGlassWorld;\n return VertexOutput(_e19, _e20, _e21);\n}\n";
20
20
  export const GLASS_TINT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vGlassWorld: vec3<f32>;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e23 = (*sway);\n if (_e23 <= 0f) {\n let _e25 = (*worldPos);\n return _e25;\n }\n let _e26 = (*worldPos);\n let _e29 = unnamed.uWindSpatialPhase;\n let _e32 = unnamed.uWindTime;\n phase = (dot(_e26.xz, _e29) + _e32);\n let _e35 = unnamed.uWindSpeed;\n let _e37 = unnamed.uWindGust;\n let _e39 = phase;\n let _e42 = (*sway);\n bend = (((_e35 + _e37) * sin(_e39)) * _e42);\n let _e45 = (*worldPos)[0u];\n let _e48 = unnamed.uWindDirection[0u];\n let _e49 = bend;\n let _e53 = (*worldPos)[1u];\n let _e55 = (*worldPos)[2u];\n let _e58 = unnamed.uWindDirection[1u];\n let _e59 = bend;\n return vec3<f32>((_e45 + (_e48 * _e49)), _e53, (_e55 + (_e58 * _e59)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e25 = aPosition_1;\n local = vec4<f32>(_e25.x, _e25.y, _e25.z, 1f);\n let _e31 = unnamed.uModel;\n model = _e31;\n let _e32 = model;\n let _e33 = local;\n world = (_e32 * _e33);\n let _e35 = world;\n param = _e35.xyz;\n let _e38 = aChannel_1[0u];\n param_1 = _e38;\n let _e39 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e39;\n let _e41 = unnamed.uLightViewProj;\n let _e42 = bent;\n let _e44 = world[3u];\n vLightPosition = (_e41 * vec4<f32>(_e42.x, _e42.y, _e42.z, _e44));\n let _e50 = vLightPosition;\n unnamed_1.gl_Position = _e50;\n let _e52 = bent;\n vGlassWorld = _e52;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e9 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e9);\n let _e11 = vLightPosition;\n let _e12 = unnamed_1.gl_Position;\n let _e13 = vGlassWorld;\n return VertexOutput(_e11, _e12, _e13);\n}\n";
21
21
  /**
@@ -453,6 +453,7 @@ export declare const FLAT_BINDINGS: {
453
453
  readonly SKIN_DIFFUSE: 10;
454
454
  readonly SKIN_ALBEDO: 11;
455
455
  readonly MODEL_LIGHTMAP: 12;
456
+ readonly PHYSICAL_SPECULAR: 13;
456
457
  };
457
458
  };
458
459
  readonly pointShadows: {
@@ -1037,6 +1038,7 @@ export declare const FLAT_BINDINGS: {
1037
1038
  readonly SKIN_DIFFUSE: 10;
1038
1039
  readonly SKIN_ALBEDO: 11;
1039
1040
  readonly MODEL_LIGHTMAP: 12;
1041
+ readonly PHYSICAL_SPECULAR: 13;
1040
1042
  };
1041
1043
  };
1042
1044
  readonly directionalShadows: {
@@ -1525,6 +1527,7 @@ export declare const FLAT_BINDINGS: {
1525
1527
  readonly SKIN_DIFFUSE: 10;
1526
1528
  readonly SKIN_ALBEDO: 11;
1527
1529
  readonly MODEL_LIGHTMAP: 12;
1530
+ readonly PHYSICAL_SPECULAR: 13;
1528
1531
  };
1529
1532
  };
1530
1533
  readonly "directionalShadows+pointShadows": {
@@ -2151,6 +2154,7 @@ export declare const FLAT_BINDINGS: {
2151
2154
  readonly SKIN_DIFFUSE: 10;
2152
2155
  readonly SKIN_ALBEDO: 11;
2153
2156
  readonly MODEL_LIGHTMAP: 12;
2157
+ readonly PHYSICAL_SPECULAR: 13;
2154
2158
  };
2155
2159
  };
2156
2160
  readonly environmentProbe: {
@@ -2652,6 +2656,7 @@ export declare const FLAT_BINDINGS: {
2652
2656
  readonly SKIN_DIFFUSE: 10;
2653
2657
  readonly SKIN_ALBEDO: 11;
2654
2658
  readonly MODEL_LIGHTMAP: 12;
2659
+ readonly PHYSICAL_SPECULAR: 13;
2655
2660
  };
2656
2661
  };
2657
2662
  readonly "environmentProbe+pointShadows": {
@@ -3291,6 +3296,7 @@ export declare const FLAT_BINDINGS: {
3291
3296
  readonly SKIN_DIFFUSE: 10;
3292
3297
  readonly SKIN_ALBEDO: 11;
3293
3298
  readonly MODEL_LIGHTMAP: 12;
3299
+ readonly PHYSICAL_SPECULAR: 13;
3294
3300
  };
3295
3301
  };
3296
3302
  readonly "directionalShadows+environmentProbe": {
@@ -3834,6 +3840,7 @@ export declare const FLAT_BINDINGS: {
3834
3840
  readonly SKIN_DIFFUSE: 10;
3835
3841
  readonly SKIN_ALBEDO: 11;
3836
3842
  readonly MODEL_LIGHTMAP: 12;
3843
+ readonly PHYSICAL_SPECULAR: 13;
3837
3844
  };
3838
3845
  };
3839
3846
  readonly "directionalShadows+environmentProbe+pointShadows": {
@@ -4515,6 +4522,7 @@ export declare const FLAT_BINDINGS: {
4515
4522
  readonly SKIN_DIFFUSE: 10;
4516
4523
  readonly SKIN_ALBEDO: 11;
4517
4524
  readonly MODEL_LIGHTMAP: 12;
4525
+ readonly PHYSICAL_SPECULAR: 13;
4518
4526
  };
4519
4527
  };
4520
4528
  readonly nightEmissive: {
@@ -4966,6 +4974,7 @@ export declare const FLAT_BINDINGS: {
4966
4974
  readonly SKIN_DIFFUSE: 10;
4967
4975
  readonly SKIN_ALBEDO: 11;
4968
4976
  readonly MODEL_LIGHTMAP: 12;
4977
+ readonly PHYSICAL_SPECULAR: 13;
4969
4978
  };
4970
4979
  };
4971
4980
  readonly "nightEmissive+pointShadows": {
@@ -5555,6 +5564,7 @@ export declare const FLAT_BINDINGS: {
5555
5564
  readonly SKIN_DIFFUSE: 10;
5556
5565
  readonly SKIN_ALBEDO: 11;
5557
5566
  readonly MODEL_LIGHTMAP: 12;
5567
+ readonly PHYSICAL_SPECULAR: 13;
5558
5568
  };
5559
5569
  };
5560
5570
  readonly "directionalShadows+nightEmissive": {
@@ -6048,6 +6058,7 @@ export declare const FLAT_BINDINGS: {
6048
6058
  readonly SKIN_DIFFUSE: 10;
6049
6059
  readonly SKIN_ALBEDO: 11;
6050
6060
  readonly MODEL_LIGHTMAP: 12;
6061
+ readonly PHYSICAL_SPECULAR: 13;
6051
6062
  };
6052
6063
  };
6053
6064
  readonly "directionalShadows+nightEmissive+pointShadows": {
@@ -6679,6 +6690,7 @@ export declare const FLAT_BINDINGS: {
6679
6690
  readonly SKIN_DIFFUSE: 10;
6680
6691
  readonly SKIN_ALBEDO: 11;
6681
6692
  readonly MODEL_LIGHTMAP: 12;
6693
+ readonly PHYSICAL_SPECULAR: 13;
6682
6694
  };
6683
6695
  };
6684
6696
  readonly "environmentProbe+nightEmissive": {
@@ -7185,6 +7197,7 @@ export declare const FLAT_BINDINGS: {
7185
7197
  readonly SKIN_DIFFUSE: 10;
7186
7198
  readonly SKIN_ALBEDO: 11;
7187
7199
  readonly MODEL_LIGHTMAP: 12;
7200
+ readonly PHYSICAL_SPECULAR: 13;
7188
7201
  };
7189
7202
  };
7190
7203
  readonly "environmentProbe+nightEmissive+pointShadows": {
@@ -7829,6 +7842,7 @@ export declare const FLAT_BINDINGS: {
7829
7842
  readonly SKIN_DIFFUSE: 10;
7830
7843
  readonly SKIN_ALBEDO: 11;
7831
7844
  readonly MODEL_LIGHTMAP: 12;
7845
+ readonly PHYSICAL_SPECULAR: 13;
7832
7846
  };
7833
7847
  };
7834
7848
  readonly "directionalShadows+environmentProbe+nightEmissive": {
@@ -8377,6 +8391,7 @@ export declare const FLAT_BINDINGS: {
8377
8391
  readonly SKIN_DIFFUSE: 10;
8378
8392
  readonly SKIN_ALBEDO: 11;
8379
8393
  readonly MODEL_LIGHTMAP: 12;
8394
+ readonly PHYSICAL_SPECULAR: 13;
8380
8395
  };
8381
8396
  };
8382
8397
  readonly "directionalShadows+environmentProbe+nightEmissive+pointShadows": {
@@ -9063,6 +9078,7 @@ export declare const FLAT_BINDINGS: {
9063
9078
  readonly SKIN_DIFFUSE: 10;
9064
9079
  readonly SKIN_ALBEDO: 11;
9065
9080
  readonly MODEL_LIGHTMAP: 12;
9081
+ readonly PHYSICAL_SPECULAR: 13;
9066
9082
  };
9067
9083
  };
9068
9084
  };