@driftengine/core 4.8.6 → 4.9.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.json +132 -0
- package/README.md +1 -1
- package/dist/index.d.ts +7 -2
- package/dist/index.js +8 -1
- package/dist/render/anisotropicLobe.d.ts +10 -0
- package/dist/render/anisotropicLobe.js +19 -0
- package/dist/render/areaLights.d.ts +35 -0
- package/dist/render/areaLights.js +35 -0
- package/dist/render/atmosphere.d.ts +13 -0
- package/dist/render/atmosphere.js +9 -1
- package/dist/render/backend/api.d.ts +41 -3
- package/dist/render/backend/createRenderer.d.ts +6 -0
- package/dist/render/backend/createRenderer.js +4 -1
- package/dist/render/backend/webgl2/renderer.d.ts +140 -16
- package/dist/render/backend/webgl2/renderer.js +436 -44
- package/dist/render/backend/webgl2/sceneCaptureTarget.d.ts +29 -0
- package/dist/render/backend/webgl2/sceneCaptureTarget.js +96 -0
- package/dist/render/backend/webgpu/device.d.ts +7 -1
- package/dist/render/backend/webgpu/device.js +31 -3
- package/dist/render/backend/webgpu/flatPass.d.ts +16 -1
- package/dist/render/backend/webgpu/flatPass.js +58 -26
- package/dist/render/backend/webgpu/particlePass.js +2 -1
- package/dist/render/backend/webgpu/postPass.d.ts +51 -9
- package/dist/render/backend/webgpu/postPass.js +16 -2
- package/dist/render/backend/webgpu/reflectionSurfacePass.d.ts +30 -0
- package/dist/render/backend/webgpu/reflectionSurfacePass.js +100 -0
- package/dist/render/backend/webgpu/renderer.d.ts +166 -3
- package/dist/render/backend/webgpu/renderer.js +738 -83
- package/dist/render/backend/webgpu/sceneCaptureTarget.d.ts +24 -0
- package/dist/render/backend/webgpu/sceneCaptureTarget.js +59 -0
- package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +1 -1
- package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +4 -1
- package/dist/render/backend/webgpu/surfaceTexturePass.js +34 -8
- package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
- package/dist/render/clusteredLights.d.ts +23 -5
- package/dist/render/clusteredLights.js +35 -8
- package/dist/render/displayRange.d.ts +31 -0
- package/dist/render/displayRange.js +47 -0
- package/dist/render/driftLight/bake.d.ts +2 -0
- package/dist/render/driftLight/bake.js +1 -1
- package/dist/render/driftLight/falloff.d.ts +4 -2
- package/dist/render/driftLight/falloff.js +8 -2
- package/dist/render/filmicCurve.d.ts +74 -0
- package/dist/render/filmicCurve.js +203 -0
- package/dist/render/fog.d.ts +4 -1
- package/dist/render/fog.js +12 -2
- package/dist/render/frame/resources.d.ts +2 -2
- package/dist/render/frame/resources.js +6 -0
- package/dist/render/frameReflections.d.ts +40 -0
- package/dist/render/frameReflections.js +48 -0
- package/dist/render/gi/bounceLights.d.ts +3 -2
- package/dist/render/gi/bounceLights.js +8 -3
- package/dist/render/instanceCull.js +5 -0
- package/dist/render/instances.d.ts +19 -5
- package/dist/render/instances.js +9 -3
- package/dist/render/lightBudget.d.ts +12 -1
- package/dist/render/lightBudget.js +23 -3
- package/dist/render/lightmap.d.ts +23 -9
- package/dist/render/lightmap.js +40 -18
- package/dist/render/particlePool.d.ts +21 -0
- package/dist/render/particlePool.js +7 -0
- package/dist/render/pass.d.ts +49 -0
- package/dist/render/pointLightSelection.d.ts +13 -0
- package/dist/render/pointLightSelection.js +3 -1
- package/dist/render/reflectionSurfaceTargets.d.ts +28 -0
- package/dist/render/reflectionSurfaceTargets.js +99 -0
- package/dist/render/renderQuality.d.ts +47 -15
- package/dist/render/renderQuality.js +4 -0
- package/dist/render/rendererHarness.js +3 -0
- package/dist/render/rgb9e5.d.ts +22 -0
- package/dist/render/rgb9e5.js +47 -0
- package/dist/render/sceneCapture.d.ts +29 -0
- package/dist/render/sceneCapture.js +36 -0
- package/dist/render/sceneTarget.d.ts +5 -0
- package/dist/render/sceneTarget.js +24 -1
- package/dist/render/screenSpaceReflection.d.ts +32 -1
- package/dist/render/screenSpaceReflection.js +14 -0
- package/dist/render/shaders/arcane.d.ts +1 -1
- package/dist/render/shaders/bolt.d.ts +1 -1
- package/dist/render/shaders/bolt.js +7 -1
- package/dist/render/shaders/caustics.d.ts +1 -1
- package/dist/render/shaders/depth.js +11 -0
- package/dist/render/shaders/film.d.ts +1 -1
- package/dist/render/shaders/filmLook.js +2 -1
- package/dist/render/shaders/fire.d.ts +1 -1
- package/dist/render/shaders/flat/anisotropic.d.ts +1 -1
- package/dist/render/shaders/flat/anisotropic.js +37 -3
- package/dist/render/shaders/flat/areaLight.d.ts +1 -1
- package/dist/render/shaders/flat/areaLight.js +46 -0
- package/dist/render/shaders/flat/glassTint.d.ts +3 -2
- package/dist/render/shaders/flat/glassTint.js +5 -1
- package/dist/render/shaders/flat/index.d.ts +15 -0
- package/dist/render/shaders/flat/index.js +22 -2
- package/dist/render/shaders/flat/lobes.d.ts +6 -0
- package/dist/render/shaders/flat/lobes.js +49 -43
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +85 -22
- package/dist/render/shaders/flat/models.d.ts +5 -2
- package/dist/render/shaders/flat/models.js +100 -16
- package/dist/render/shaders/flat/overlay.d.ts +16 -0
- package/dist/render/shaders/flat/overlay.js +117 -0
- package/dist/render/shaders/flat/pointShadow.js +1 -1
- package/dist/render/shaders/flat/preamble.js +10 -3
- package/dist/render/shaders/flat/reflectionSurface.d.ts +21 -0
- package/dist/render/shaders/flat/reflectionSurface.js +61 -0
- package/dist/render/shaders/fog.d.ts +1 -1
- package/dist/render/shaders/fog.js +9 -2
- package/dist/render/shaders/fringe.d.ts +29 -0
- package/dist/render/shaders/fringe.js +55 -0
- package/dist/render/shaders/generated/arcane.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/arcane.wgsl.js +1 -1
- package/dist/render/shaders/generated/bolt.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/bolt.wgsl.js +1 -1
- package/dist/render/shaders/generated/caustics.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/caustics.wgsl.js +1 -1
- package/dist/render/shaders/generated/depth.wgsl.d.ts +4 -4
- package/dist/render/shaders/generated/depth.wgsl.js +4 -4
- package/dist/render/shaders/generated/film.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/film.wgsl.js +1 -1
- package/dist/render/shaders/generated/fire.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/fire.wgsl.js +1 -1
- package/dist/render/shaders/generated/flat.wgsl.d.ts +192 -16
- package/dist/render/shaders/generated/flat.wgsl.js +230 -54
- package/dist/render/shaders/generated/line.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/line.wgsl.js +1 -1
- package/dist/render/shaders/generated/particle.wgsl.d.ts +4 -4
- package/dist/render/shaders/generated/particle.wgsl.js +4 -4
- package/dist/render/shaders/generated/rush.wgsl.d.ts +56 -26
- package/dist/render/shaders/generated/rush.wgsl.js +56 -26
- package/dist/render/shaders/generated/scatter.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/scatter.wgsl.js +1 -1
- package/dist/render/shaders/generated/smoke.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/smoke.wgsl.js +1 -1
- package/dist/render/shaders/generated/ssrResolve.wgsl.d.ts +29 -0
- package/dist/render/shaders/generated/ssrResolve.wgsl.js +29 -0
- package/dist/render/shaders/generated/ssrTrace.wgsl.d.ts +32 -7
- package/dist/render/shaders/generated/ssrTrace.wgsl.js +32 -7
- package/dist/render/shaders/generated/water.wgsl.d.ts +23 -16
- package/dist/render/shaders/generated/water.wgsl.js +23 -16
- package/dist/render/shaders/gi/probeBake.wgsl.js +9 -5
- package/dist/render/shaders/gpudriven/fog.wgsl.d.ts +2 -2
- package/dist/render/shaders/gpudriven/fog.wgsl.js +11 -3
- package/dist/render/shaders/line.d.ts +1 -1
- package/dist/render/shaders/particle.d.ts +3 -3
- package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
- package/dist/render/shaders/recon/motion.wgsl.js +13 -2
- package/dist/render/shaders/rush.js +54 -11
- package/dist/render/shaders/scatter.d.ts +1 -1
- package/dist/render/shaders/smoke.d.ts +1 -1
- package/dist/render/shaders/ssrResolve.d.ts +17 -0
- package/dist/render/shaders/ssrResolve.js +51 -0
- package/dist/render/shaders/ssrTrace.js +46 -1
- package/dist/render/shaders/water.d.ts +1 -1
- package/dist/render/shaders/water.js +12 -3
- package/dist/render/skinScatter.d.ts +3 -1
- package/dist/render/skinScatter.js +3 -1
- package/dist/render/ssrPass.d.ts +16 -0
- package/dist/render/ssrPass.js +107 -1
- package/dist/render/surfaceModel.d.ts +29 -8
- package/dist/render/surfaceModel.js +33 -9
- package/dist/render/surfaceOverlay.d.ts +132 -0
- package/dist/render/surfaceOverlay.js +85 -0
- package/dist/render/surfaceTexture.d.ts +44 -1
- package/dist/render/surfaceTexture.js +96 -5
- package/dist/render/temporalAa.d.ts +14 -0
- package/dist/render/temporalAa.js +20 -0
- package/dist/render/vertexDefaults.d.ts +17 -0
- package/dist/render/vertexDefaults.js +24 -0
- package/package.json +6 -6
- package/src/index.ts +22 -2
- package/src/render/anisotropicLobe.ts +29 -0
- package/src/render/areaLights.ts +58 -0
- package/src/render/atmosphere.ts +22 -1
- package/src/render/backend/api.ts +58 -2
- package/src/render/backend/createRenderer.ts +18 -1
- package/src/render/backend/webgl2/renderer.ts +548 -50
- package/src/render/backend/webgl2/sceneCaptureTarget.ts +130 -0
- package/src/render/backend/webgpu/device.ts +42 -3
- package/src/render/backend/webgpu/flatPass.ts +63 -26
- package/src/render/backend/webgpu/particlePass.ts +2 -1
- package/src/render/backend/webgpu/postPass.ts +18 -0
- package/src/render/backend/webgpu/reflectionSurfacePass.ts +114 -0
- package/src/render/backend/webgpu/renderer.ts +927 -100
- package/src/render/backend/webgpu/sceneCaptureTarget.ts +63 -0
- package/src/render/backend/webgpu/surfaceTexturePass.ts +44 -14
- package/src/render/clusteredLights.ts +41 -8
- package/src/render/displayRange.ts +61 -0
- package/src/render/driftLight/bake.ts +3 -1
- package/src/render/driftLight/falloff.ts +13 -2
- package/src/render/filmicCurve.ts +229 -0
- package/src/render/fog.ts +19 -3
- package/src/render/frame/resources.ts +6 -0
- package/src/render/frameReflections.ts +72 -0
- package/src/render/gi/bounceLights.ts +12 -3
- package/src/render/instanceCull.ts +4 -0
- package/src/render/instances.ts +26 -6
- package/src/render/lightBudget.ts +40 -2
- package/src/render/lightmap.ts +64 -23
- package/src/render/particlePool.ts +23 -0
- package/src/render/pass.ts +53 -1
- package/src/render/pointLightSelection.ts +20 -1
- package/src/render/reflectionSurfaceTargets.ts +105 -0
- package/src/render/renderQuality.ts +52 -15
- package/src/render/rendererHarness.ts +3 -0
- package/src/render/rgb9e5.ts +52 -0
- package/src/render/sceneCapture.ts +56 -0
- package/src/render/sceneTarget.ts +30 -2
- package/src/render/screenSpaceReflection.ts +38 -1
- package/src/render/shaders/bolt.ts +7 -1
- package/src/render/shaders/depth.ts +11 -0
- package/src/render/shaders/filmLook.ts +2 -1
- package/src/render/shaders/flat/anisotropic.ts +37 -3
- package/src/render/shaders/flat/areaLight.ts +46 -0
- package/src/render/shaders/flat/glassTint.ts +13 -2
- package/src/render/shaders/flat/index.ts +37 -2
- package/src/render/shaders/flat/lobes.ts +50 -43
- package/src/render/shaders/flat/main.ts +85 -22
- package/src/render/shaders/flat/models.ts +100 -16
- package/src/render/shaders/flat/overlay.ts +117 -0
- package/src/render/shaders/flat/pointShadow.ts +1 -1
- package/src/render/shaders/flat/preamble.ts +10 -3
- package/src/render/shaders/flat/reflectionSurface.ts +61 -0
- package/src/render/shaders/fog.ts +9 -2
- package/src/render/shaders/fringe.ts +59 -0
- package/src/render/shaders/generated/arcane.wgsl.ts +1 -1
- package/src/render/shaders/generated/bolt.wgsl.ts +1 -1
- package/src/render/shaders/generated/caustics.wgsl.ts +1 -1
- package/src/render/shaders/generated/depth.wgsl.ts +4 -4
- package/src/render/shaders/generated/film.wgsl.ts +1 -1
- package/src/render/shaders/generated/fire.wgsl.ts +1 -1
- package/src/render/shaders/generated/flat.wgsl.ts +230 -54
- package/src/render/shaders/generated/line.wgsl.ts +1 -1
- package/src/render/shaders/generated/particle.wgsl.ts +4 -4
- package/src/render/shaders/generated/rush.wgsl.ts +56 -26
- package/src/render/shaders/generated/scatter.wgsl.ts +1 -1
- package/src/render/shaders/generated/smoke.wgsl.ts +1 -1
- package/src/render/shaders/generated/ssrResolve.wgsl.ts +30 -0
- package/src/render/shaders/generated/ssrTrace.wgsl.ts +32 -7
- package/src/render/shaders/generated/water.wgsl.ts +23 -16
- package/src/render/shaders/gi/probeBake.wgsl.ts +9 -5
- package/src/render/shaders/gpudriven/fog.wgsl.ts +11 -3
- package/src/render/shaders/recon/motion.wgsl.ts +13 -2
- package/src/render/shaders/rush.ts +54 -11
- package/src/render/shaders/ssrResolve.ts +52 -0
- package/src/render/shaders/ssrTrace.ts +46 -1
- package/src/render/shaders/water.ts +12 -3
- package/src/render/skinScatter.ts +3 -1
- package/src/render/ssrPass.ts +139 -1
- package/src/render/surfaceModel.ts +47 -10
- package/src/render/surfaceOverlay.ts +195 -0
- package/src/render/surfaceTexture.ts +136 -9
- package/src/render/temporalAa.ts +20 -0
- package/src/render/vertexDefaults.ts +28 -0
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/**
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* What the lit stage leaves for a reflection traced in the frame: how much of the environment each
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* pixel shows, and how a reflection found in the frame would land there instead. Read by the
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* reflection pass (`screenSpaceReflection.ts`), which swaps the one for the other where its ray
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* finds something.
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*
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* **The swap is exact because the lit stage's own blend is a mix**: `lit = mix(lit, environment ·
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* tint, weight)` leaves `environment · tint · weight` of the probe in the frame, and a reflection
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* found in the frame belongs there with the same tint and the same weight. So the frame gains
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* `(found · tint − environment · tint) · weight` and nothing else moves: the diffuse the blend
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* already took its share from keeps it. Both are carried the rest of the way the shaded colour
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* goes — the occlusion, the water and the medium in front of the surface — so the swap lands in the
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* frame's own units.
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*
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* **Two outputs beside the colour, written by every lit draw and kept only where a target is
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* bound.** WebGL2 binds them during opaque lit draws alone; WebGPU's frame pass binds none, and a
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* second pass replays the frame's opaque draws into them with `REFLECTION_SURFACE` on, which leaves
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* before the lamps (`main`). What it gives up is a vector of arithmetic on every lit pixel whether
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* or not anything reads it.
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*/
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export function reflectionSurfaceGlsl(maps) {
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return /* glsl */ `
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/*
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* Whether this pipeline is the reflection pass's surface half: the frame's opaque draws again,
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* against the depth they wrote, leaving the two outputs below and no light. Off in every other
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* pipeline, and set from the key as skin's halves are. See reflectionSurface.ts.
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*/
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const bool REFLECTION_SURFACE = false; // wgsl:override
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/*
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* Whether the frame's own draws write the two outputs as well: WebGL2's arrangement, on where the
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* frame's materials' reflections are, and off in every WebGPU pipeline, which replays the draws
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* instead. A lit switch, so a program that does not write them carries nothing live across the
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*/
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const bool REFLECTION_MAPS = ${maps ? 'true' : 'false'}; // wgsl:override
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/* The environment as the frame shows it, and the surface's roughness in w. */
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layout(location = 1) out vec4 outReflectedProbe;
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/* What a reflection found in the frame is multiplied by to land where the environment did. */
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layout(location = 2) out vec4 outReflectedTint;
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}
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*/
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void reflectionSurfaceOut(vec3 probe, vec3 tint, float roughness, float occlusion, float air) {
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vec3 keep = vec3(occlusion * (1.0 - air));
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if (uFogEnabled != 0) {
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vec3 waterTransmission = vec3(0.42) + uUnderwaterColor * 2.0;
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keep *= mix(vec3(1.0), waterTransmission, uUnderwaterFactor * 0.55);
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}
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outReflectedProbe = vec4(probe * keep, roughness);
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}
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`;
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}
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export declare const FOG_GLSL = "\nuniform vec3 uFogColor;\n/** Extinction per metre **at the camera's own height**, not at the base. */\nuniform float uFogDensity;\n/** Reciprocal scale height of the haze, per metre. 0 is a uniform medium. */\nuniform float uFogHeightFalloff;\n/** The camera's height, so a fragment's own height is one subtraction away. */\nuniform float uFogEyeY;\nuniform vec3 uUnderwaterColor;\nuniform float uUnderwaterFogDensity;\nuniform float uUnderwaterFactor;\n/** 0 integrates a medium (Beer-Lambert); 1 ramps linearly between near and far. */\nuniform int uFogMode;\n/** Linear mode only: where haze begins, and where it is total. */\nuniform float uFogNear;\nuniform float uFogFar;\n\n/** What distance converges toward: the day's haze, or the water column. */\nvec3 mediumColor() {\n return mix(uFogColor, uUnderwaterColor, uUnderwaterFactor);\n}\n\n/**\n * How much of a surface standing at height pointY, dist metres away, is lost to\n * the medium in between. 0 is perfectly clear, 1 is the medium's own colour.\n */\nfloat mediumFog(float dist, float pointY) {\n /*\n * A depth ramp rather than a medium, for worlds authored against one.\n *\n * Beer-Lambert is the honest model and stays the default: it integrates something\n * physically there, so extinction begins at the eye and never stops. A linear near/far\n * fog is not that \u2014 it is a *look*, with a hard start distance before which the air is\n * perfectly clear, and it is what the fixed-function pipeline offered and what several\n * renderers still expose. Approximating one with the other is not a matter of tuning:\n * matched at half occlusion, the exponential curve still lays haze over everything\n * inside near, where the ramp lays none, and near-field colour desaturates toward the\n * fog colour with nothing to show for it.\n *\n * Height falloff has no meaning here and is ignored: a ramp is defined on distance\n * alone.\n */\n if (uFogMode == 1) {\n float span = max(uFogFar - uFogNear, 1e-4);\n float ramp = clamp((dist - uFogNear) / span, 0.0, 1.0);\n if (uUnderwaterFactor <= 0.0) return ramp;\n float wetLinear = uUnderwaterFogDensity * dist;\n return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);\n }\n\n float t = (pointY - uFogEyeY) * uFogHeightFalloff;\n // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than\n // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.\n float denom = abs(
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export declare const FOG_GLSL = "\nuniform vec3 uFogColor;\n/** Extinction per metre **at the camera's own height**, not at the base. */\nuniform float uFogDensity;\n/** Reciprocal scale height of the haze, per metre. 0 is a uniform medium. */\nuniform float uFogHeightFalloff;\n/** The camera's height, so a fragment's own height is one subtraction away. */\nuniform float uFogEyeY;\nuniform vec3 uUnderwaterColor;\nuniform float uUnderwaterFogDensity;\nuniform float uUnderwaterFactor;\n/** 0 integrates a medium (Beer-Lambert); 1 ramps linearly between near and far. */\nuniform int uFogMode;\n/** Linear mode only: where haze begins, and where it is total. */\nuniform float uFogNear;\nuniform float uFogFar;\n\n/** What distance converges toward: the day's haze, or the water column. */\nvec3 mediumColor() {\n return mix(uFogColor, uUnderwaterColor, uUnderwaterFactor);\n}\n\n/**\n * How much of a surface standing at height pointY, dist metres away, is lost to\n * the medium in between. 0 is perfectly clear, 1 is the medium's own colour.\n */\nfloat mediumFog(float dist, float pointY) {\n /*\n * A depth ramp rather than a medium, for worlds authored against one.\n *\n * Beer-Lambert is the honest model and stays the default: it integrates something\n * physically there, so extinction begins at the eye and never stops. A linear near/far\n * fog is not that \u2014 it is a *look*, with a hard start distance before which the air is\n * perfectly clear, and it is what the fixed-function pipeline offered and what several\n * renderers still expose. Approximating one with the other is not a matter of tuning:\n * matched at half occlusion, the exponential curve still lays haze over everything\n * inside near, where the ramp lays none, and near-field colour desaturates toward the\n * fog colour with nothing to show for it.\n *\n * Height falloff has no meaning here and is ignored: a ramp is defined on distance\n * alone.\n */\n if (uFogMode == 1) {\n float span = max(uFogFar - uFogNear, 1e-4);\n float ramp = clamp((dist - uFogNear) / span, 0.0, 1.0);\n if (uUnderwaterFactor <= 0.0) return ramp;\n float wetLinear = uUnderwaterFogDensity * dist;\n return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);\n }\n\n // Where the medium begins along the ray: uFogNear, the linear mode's slot, which this mode\n // never read before Atmosphere.fogStart. The ray is integrated from there on, at the density\n // of that point; at a start of 0 every term is the one it always was. See render/fog.ts.\n float start = min(uFogNear, dist);\n float before = dist > 0.0 ? start / dist : 0.0;\n float t = (pointY - uFogEyeY) * uFogHeightFalloff;\n float rest = t * (1.0 - before);\n // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than\n // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.\n float denom = abs(rest) < 1e-4 ? 1e-4 : rest;\n float air =\n 1.0 - exp(-uFogDensity * exp(-t * before) * (dist - start) * (1.0 - exp(-denom)) / denom);\n if (uUnderwaterFactor <= 0.0) return air;\n // Water is its own medium and keeps its own curve, so crossing the surface\n // changes nothing about how the water column reads.\n float wet = uUnderwaterFogDensity * dist;\n return mix(air, 1.0 - exp2(-wet * wet * 1.442695), uUnderwaterFactor);\n}\n";
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@@ -84,11 +84,18 @@ float mediumFog(float dist, float pointY) {
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return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);
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}
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// Where the medium begins along the ray: uFogNear, the linear mode's slot, which this mode
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// never read before Atmosphere.fogStart. The ray is integrated from there on, at the density
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// of that point; at a start of 0 every term is the one it always was. See render/fog.ts.
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float start = min(uFogNear, dist);
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float before = dist > 0.0 ? start / dist : 0.0;
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float t = (pointY - uFogEyeY) * uFogHeightFalloff;
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float rest = t * (1.0 - before);
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// (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than
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// branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.
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float denom = abs(
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float air =
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float denom = abs(rest) < 1e-4 ? 1e-4 : rest;
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float air =
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1.0 - exp(-uFogDensity * exp(-t * before) * (dist - start) * (1.0 - exp(-denom)) / denom);
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// changes nothing about how the water column reads.
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/**
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* Chromatic aberration: a lens bending each colour by its own amount, so red and green land a
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* little nearer the centre than blue toward the frame's edges.
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*
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* **Linear in wavelength, from an offset outward.** A simple lens's dispersion is close to linear
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* in wavelength over the visible range, so red (611 nm) and green (549 nm) are pulled toward the
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* centre by their distance from blue (464 nm), which is drawn where it is. Nothing moves inside
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* `start` — a share of the half-frame, 0 at the centre — and the pull grows linearly past it,
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* scaled so that the frame's edge takes the whole of `intensity`, which is a percentage.
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*
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* **What it gives up**: it re-reads the scene at the composite's first sample, so the camera's
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* motion blur and the depth of field, which re-read the scene themselves, carry less of the fringe
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* where they are strong. A pass of its own after both would carry it whole, at a full-frame read
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* and write a frame. **What would make that wrong** is a game that blurs heavily and fringes
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* heavily at once, where the colour edges would be seen to soften with the blur.
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*/
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/** How many floats `resolveFringe` fills: the red pull, the green pull, and where they begin. */
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export declare const FRINGE_FLOATS = 3;
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/**
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* The fringe's three numbers, into `out`: how far red and green are pulled toward the centre at
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* the frame's edge, as a share of the half-frame, and the start offset. `intensity` 0 or below is
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* none; a start of 1 or more is none too, since nothing then lies past it. Not finite is none.
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*/
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export declare function resolveFringe(intensity: number, start: number, out: Float32Array): void;
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/**
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* `withFringe(scene)`: the scene's colour with red and green read again where the lens put them.
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* Reads `uScene` and `vUv`, which the including stage declares, and `uFringe`, which this declares.
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*/
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export declare const FRINGE_GLSL = "\n/** Red's and green's pull at the frame's edge, and where it begins: see shaders/fringe.ts. */\nuniform vec3 uFringe;\n\nvec3 withFringe(vec3 scene) {\n if (uFringe.x <= 0.0) return scene;\n vec2 lens = vUv * 2.0 - 1.0;\n vec2 past = sign(lens) * clamp(abs(lens) - uFringe.z, 0.0, 1.0);\n vec2 red = (lens - past * uFringe.x) * 0.5 + 0.5;\n vec2 green = (lens - past * uFringe.y) * 0.5 + 0.5;\n return vec3(textureLod(uScene, red, 0.0).r, textureLod(uScene, green, 0.0).g, scene.b);\n}\n";
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/**
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* Chromatic aberration: a lens bending each colour by its own amount, so red and green land a
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* little nearer the centre than blue toward the frame's edges.
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*
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* **Linear in wavelength, from an offset outward.** A simple lens's dispersion is close to linear
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* in wavelength over the visible range, so red (611 nm) and green (549 nm) are pulled toward the
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* centre by their distance from blue (464 nm), which is drawn where it is. Nothing moves inside
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* `start` — a share of the half-frame, 0 at the centre — and the pull grows linearly past it,
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* scaled so that the frame's edge takes the whole of `intensity`, which is a percentage.
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*
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* **What it gives up**: it re-reads the scene at the composite's first sample, so the camera's
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* motion blur and the depth of field, which re-read the scene themselves, carry less of the fringe
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* where they are strong. A pass of its own after both would carry it whole, at a full-frame read
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* and write a frame. **What would make that wrong** is a game that blurs heavily and fringes
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* heavily at once, where the colour edges would be seen to soften with the blur.
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*/
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/** How many floats `resolveFringe` fills: the red pull, the green pull, and where they begin. */
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export const FRINGE_FLOATS = 3;
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/** The primaries' wavelengths, nanometres. */
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const RED_NM = 611.3;
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const GREEN_NM = 549.1;
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const BLUE_NM = 464.3;
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/** The lens's dispersion per nanometre, the constant that makes `intensity` a percentage. */
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const PER_NM = 0.007;
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/**
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* The fringe's three numbers, into `out`: how far red and green are pulled toward the centre at
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* the frame's edge, as a share of the half-frame, and the start offset. `intensity` 0 or below is
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* none; a start of 1 or more is none too, since nothing then lies past it. Not finite is none.
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*/
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export function resolveFringe(intensity, start, out) {
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const at = Number.isFinite(start) ? Math.min(Math.max(start, 0), 1) : 0;
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const amount = Number.isFinite(intensity) && intensity > 0 && at < 1 ? intensity * 0.01 : 0;
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/* Divided only where there is something to divide: at a start of 1 this is 0 over 0. */
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const reach = amount > 0 ? amount / (1 - at) : 0;
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out[0] = reach * PER_NM * (RED_NM - BLUE_NM);
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out[1] = reach * PER_NM * (GREEN_NM - BLUE_NM);
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out[2] = at;
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}
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/**
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* `withFringe(scene)`: the scene's colour with red and green read again where the lens put them.
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* Reads `uScene` and `vUv`, which the including stage declares, and `uFringe`, which this declares.
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*/
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export const FRINGE_GLSL = `
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/** Red's and green's pull at the frame's edge, and where it begins: see shaders/fringe.ts. */
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uniform vec3 uFringe;
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vec3 withFringe(vec3 scene) {
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if (uFringe.x <= 0.0) return scene;
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vec2 lens = vUv * 2.0 - 1.0;
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vec2 past = sign(lens) * clamp(abs(lens) - uFringe.z, 0.0, 1.0);
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vec2 red = (lens - past * uFringe.x) * 0.5 + 0.5;
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vec2 green = (lens - past * uFringe.y) * 0.5 + 0.5;
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return vec3(textureLod(uScene, red, 0.0).r, textureLod(uScene, green, 0.0).g, scene.b);
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}
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`;
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@@ -1,4 +1,4 @@
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export declare const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e59 = unnamed.uFogColor;\n let _e61 = unnamed.uUnderwaterColor;\n let _e63 = unnamed.uUnderwaterFactor;\n return mix(_e59, _e61, vec3(_e63));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let
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export declare const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e59 = unnamed.uFogColor;\n let _e61 = unnamed.uUnderwaterColor;\n let _e63 = unnamed.uUnderwaterFactor;\n return mix(_e59, _e61, vec3(_e63));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e72 = unnamed.uFogMode;\n if (_e72 == 1i) {\n let _e75 = unnamed.uFogFar;\n let _e77 = unnamed.uFogNear;\n span = max((_e75 - _e77), 0.0001f);\n let _e80 = (*dist);\n let _e82 = unnamed.uFogNear;\n let _e84 = span;\n ramp = clamp(((_e80 - _e82) / _e84), 0f, 1f);\n let _e88 = unnamed.uUnderwaterFactor;\n if (_e88 <= 0f) {\n let _e90 = ramp;\n return _e90;\n }\n let _e92 = unnamed.uUnderwaterFogDensity;\n let _e93 = (*dist);\n wetLinear = (_e92 * _e93);\n let _e95 = ramp;\n let _e96 = wetLinear;\n let _e98 = wetLinear;\n let _e104 = unnamed.uUnderwaterFactor;\n return mix(_e95, (1f - exp2(((-(_e96) * _e98) * 1.442695f))), _e104);\n }\n let _e107 = unnamed.uFogNear;\n let _e108 = (*dist);\n start = min(_e107, _e108);\n let _e110 = (*dist);\n if (_e110 > 0f) {\n let _e112 = start;\n let _e113 = (*dist);\n local = (_e112 / _e113);\n } else {\n local = 0f;\n }\n let _e115 = local;\n before = _e115;\n let _e116 = (*pointY);\n let _e118 = unnamed.uFogEyeY;\n let _e121 = unnamed.uFogHeightFalloff;\n t = ((_e116 - _e118) * _e121);\n let _e123 = t;\n let _e124 = before;\n rest = (_e123 * (1f - _e124));\n let _e127 = rest;\n let _e130 = rest;\n denom = select(_e130, 0.0001f, (abs(_e127) < 0.0001f));\n let _e133 = unnamed.uFogDensity;\n let _e135 = t;\n let _e137 = before;\n let _e141 = (*dist);\n let _e142 = start;\n let _e145 = denom;\n let _e150 = denom;\n air = (1f - exp(((((-(_e133) * exp((-(_e135) * _e137))) * (_e141 - _e142)) * (1f - exp(-(_e145)))) / _e150)));\n let _e155 = unnamed.uUnderwaterFactor;\n if (_e155 <= 0f) {\n let _e157 = air;\n return _e157;\n }\n let _e159 = unnamed.uUnderwaterFogDensity;\n let _e160 = (*dist);\n wet = (_e159 * _e160);\n let _e162 = air;\n let _e163 = wet;\n let _e165 = wet;\n let _e171 = unnamed.uUnderwaterFactor;\n return mix(_e162, (1f - exp2(((-(_e163) * _e165) * 1.442695f))), _e171);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e59 = (*p);\n return fract((sin(dot(_e59, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e66 = (*p_1);\n i = floor(_e66);\n let _e68 = (*p_1);\n f = fract(_e68);\n let _e70 = f;\n let _e71 = f;\n let _e73 = f;\n u = ((_e70 * _e71) * (vec2(3f) - (_e73 * 2f)));\n let _e78 = i;\n param = _e78;\n let _e79 = hash21_u0028_vf2_u003b((¶m));\n let _e80 = i;\n param_1 = (_e80 + vec2<f32>(1f, 0f));\n let _e82 = hash21_u0028_vf2_u003b((¶m_1));\n let _e84 = u[0u];\n let _e86 = i;\n param_2 = (_e86 + vec2<f32>(0f, 1f));\n let _e88 = hash21_u0028_vf2_u003b((¶m_2));\n let _e89 = i;\n param_3 = (_e89 + vec2<f32>(1f, 1f));\n let _e91 = hash21_u0028_vf2_u003b((¶m_3));\n let _e93 = u[0u];\n let _e96 = u[1u];\n return mix(mix(_e79, _e82, _e84), mix(_e88, _e91, _e93), _e96);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_4: vec2<f32>;\n var outer: f32;\n var param_5: vec2<f32>;\n var swirl: f32;\n var param_6: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_7: f32;\n var param_8: f32;\n var phi_266_: bool;\n\n let _e77 = unnamed.uClipEnabled;\n let _e78 = (_e77 != 0i);\n phi_266_ = _e78;\n if _e78 {\n let _e79 = vWorldPos_1;\n let _e85 = unnamed.uClipPlane;\n phi_266_ = (dot(vec4<f32>(_e79.x, _e79.y, _e79.z, 1f), _e85) < 0f);\n }\n let _e89 = phi_266_;\n if _e89 {\n discard;\n }\n let _e90 = vUv_1;\n radius = (length((_e90 - vec2(0.5f))) * 2f);\n let _e95 = radius;\n if (_e95 >= 1f) {\n discard;\n }\n let _e97 = vUv_1;\n d = (_e97 - vec2(0.5f));\n let _e101 = d[1u];\n let _e103 = d[0u];\n angle = atan2(_e101, _e103);\n let _e106 = unnamed.uTime;\n let _e107 = vSeed_1;\n t_1 = (_e106 + (_e107 * 37f));\n let _e110 = angle;\n let _e112 = t_1;\n let _e115 = radius;\n param_4 = vec2<f32>(((_e110 * 1.9f) + (_e112 * 0.55f)), (_e115 * 4.2f));\n let _e118 = valueNoise_u0028_vf2_u003b((¶m_4));\n inner = _e118;\n let _e119 = angle;\n let _e121 = t_1;\n let _e124 = radius;\n param_5 = vec2<f32>(((_e119 * 3.1f) - (_e121 * 0.34f)), (_e124 * 2.6f));\n let _e127 = valueNoise_u0028_vf2_u003b((¶m_5));\n outer = _e127;\n let _e128 = inner;\n let _e130 = outer;\n swirl = ((_e128 * 0.62f) + (_e130 * 0.38f));\n let _e134 = unnamed.uNoiseOctaves;\n if (_e134 > 1i) {\n let _e136 = swirl;\n let _e137 = swirl;\n let _e138 = angle;\n let _e140 = t_1;\n let _e143 = radius;\n param_6 = vec2<f32>(((_e138 * 6.3f) + (_e140 * 0.9f)), (_e143 * 8f));\n let _e146 = valueNoise_u0028_vf2_u003b((¶m_6));\n swirl = mix(_e136, ((_e137 * _e146) * 2f), 0.35f);\n }\n let _e150 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e150));\n let _e153 = radius;\n let _e156 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e153)) * (0.35f + (_e156 * 0.65f)));\n let _e160 = core;\n let _e162 = corona;\n body = ((_e160 * 0.9f) + _e162);\n let _e164 = body;\n if (_e164 <= 0.02f) {\n discard;\n }\n let _e167 = unnamed.uTint;\n let _e170 = unnamed.uTint;\n let _e171 = body;\n col = mix((_e167 * 0.35f), _e170, vec3(smoothstep(0f, 0.55f, _e171)));\n let _e175 = col;\n let _e176 = body;\n col = mix(_e175, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e176)));\n let _e181 = unnamed.uTint;\n let _e182 = col;\n col = (_e182 * _e181);\n let _e184 = body;\n alpha = clamp((_e184 * 1.6f), 0f, 1f);\n let _e187 = vDistance_1;\n param_7 = _e187;\n let _e189 = vWorldPos_1[1u];\n param_8 = _e189;\n let _e190 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_7), (¶m_8));\n fog = _e190;\n let _e191 = col;\n let _e192 = mediumColor_u0028_();\n let _e193 = fog;\n col = mix(_e191, _e192, vec3(_e193));\n let _e196 = fog;\n let _e198 = alpha;\n alpha = (_e198 * (1f - _e196));\n let _e200 = col;\n let _e201 = alpha;\n outColor = vec4<f32>(_e200.x, _e200.y, _e200.z, _e201);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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export const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e59 = unnamed.uFogColor;\n let _e61 = unnamed.uUnderwaterColor;\n let _e63 = unnamed.uUnderwaterFactor;\n return mix(_e59, _e61, vec3(_e63));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let
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export const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e59 = unnamed.uFogColor;\n let _e61 = unnamed.uUnderwaterColor;\n let _e63 = unnamed.uUnderwaterFactor;\n return mix(_e59, _e61, vec3(_e63));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e72 = unnamed.uFogMode;\n if (_e72 == 1i) {\n let _e75 = unnamed.uFogFar;\n let _e77 = unnamed.uFogNear;\n span = max((_e75 - _e77), 0.0001f);\n let _e80 = (*dist);\n let _e82 = unnamed.uFogNear;\n let _e84 = span;\n ramp = clamp(((_e80 - _e82) / _e84), 0f, 1f);\n let _e88 = unnamed.uUnderwaterFactor;\n if (_e88 <= 0f) {\n let _e90 = ramp;\n return _e90;\n }\n let _e92 = unnamed.uUnderwaterFogDensity;\n let _e93 = (*dist);\n wetLinear = (_e92 * _e93);\n let _e95 = ramp;\n let _e96 = wetLinear;\n let _e98 = wetLinear;\n let _e104 = unnamed.uUnderwaterFactor;\n return mix(_e95, (1f - exp2(((-(_e96) * _e98) * 1.442695f))), _e104);\n }\n let _e107 = unnamed.uFogNear;\n let _e108 = (*dist);\n start = min(_e107, _e108);\n let _e110 = (*dist);\n if (_e110 > 0f) {\n let _e112 = start;\n let _e113 = (*dist);\n local = (_e112 / _e113);\n } else {\n local = 0f;\n }\n let _e115 = local;\n before = _e115;\n let _e116 = (*pointY);\n let _e118 = unnamed.uFogEyeY;\n let _e121 = unnamed.uFogHeightFalloff;\n t = ((_e116 - _e118) * _e121);\n let _e123 = t;\n let _e124 = before;\n rest = (_e123 * (1f - _e124));\n let _e127 = rest;\n let _e130 = rest;\n denom = select(_e130, 0.0001f, (abs(_e127) < 0.0001f));\n let _e133 = unnamed.uFogDensity;\n let _e135 = t;\n let _e137 = before;\n let _e141 = (*dist);\n let _e142 = start;\n let _e145 = denom;\n let _e150 = denom;\n air = (1f - exp(((((-(_e133) * exp((-(_e135) * _e137))) * (_e141 - _e142)) * (1f - exp(-(_e145)))) / _e150)));\n let _e155 = unnamed.uUnderwaterFactor;\n if (_e155 <= 0f) {\n let _e157 = air;\n return _e157;\n }\n let _e159 = unnamed.uUnderwaterFogDensity;\n let _e160 = (*dist);\n wet = (_e159 * _e160);\n let _e162 = air;\n let _e163 = wet;\n let _e165 = wet;\n let _e171 = unnamed.uUnderwaterFactor;\n return mix(_e162, (1f - exp2(((-(_e163) * _e165) * 1.442695f))), _e171);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e59 = (*p);\n return fract((sin(dot(_e59, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e66 = (*p_1);\n i = floor(_e66);\n let _e68 = (*p_1);\n f = fract(_e68);\n let _e70 = f;\n let _e71 = f;\n let _e73 = f;\n u = ((_e70 * _e71) * (vec2(3f) - (_e73 * 2f)));\n let _e78 = i;\n param = _e78;\n let _e79 = hash21_u0028_vf2_u003b((¶m));\n let _e80 = i;\n param_1 = (_e80 + vec2<f32>(1f, 0f));\n let _e82 = hash21_u0028_vf2_u003b((¶m_1));\n let _e84 = u[0u];\n let _e86 = i;\n param_2 = (_e86 + vec2<f32>(0f, 1f));\n let _e88 = hash21_u0028_vf2_u003b((¶m_2));\n let _e89 = i;\n param_3 = (_e89 + vec2<f32>(1f, 1f));\n let _e91 = hash21_u0028_vf2_u003b((¶m_3));\n let _e93 = u[0u];\n let _e96 = u[1u];\n return mix(mix(_e79, _e82, _e84), mix(_e88, _e91, _e93), _e96);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_4: vec2<f32>;\n var outer: f32;\n var param_5: vec2<f32>;\n var swirl: f32;\n var param_6: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_7: f32;\n var param_8: f32;\n var phi_266_: bool;\n\n let _e77 = unnamed.uClipEnabled;\n let _e78 = (_e77 != 0i);\n phi_266_ = _e78;\n if _e78 {\n let _e79 = vWorldPos_1;\n let _e85 = unnamed.uClipPlane;\n phi_266_ = (dot(vec4<f32>(_e79.x, _e79.y, _e79.z, 1f), _e85) < 0f);\n }\n let _e89 = phi_266_;\n if _e89 {\n discard;\n }\n let _e90 = vUv_1;\n radius = (length((_e90 - vec2(0.5f))) * 2f);\n let _e95 = radius;\n if (_e95 >= 1f) {\n discard;\n }\n let _e97 = vUv_1;\n d = (_e97 - vec2(0.5f));\n let _e101 = d[1u];\n let _e103 = d[0u];\n angle = atan2(_e101, _e103);\n let _e106 = unnamed.uTime;\n let _e107 = vSeed_1;\n t_1 = (_e106 + (_e107 * 37f));\n let _e110 = angle;\n let _e112 = t_1;\n let _e115 = radius;\n param_4 = vec2<f32>(((_e110 * 1.9f) + (_e112 * 0.55f)), (_e115 * 4.2f));\n let _e118 = valueNoise_u0028_vf2_u003b((¶m_4));\n inner = _e118;\n let _e119 = angle;\n let _e121 = t_1;\n let _e124 = radius;\n param_5 = vec2<f32>(((_e119 * 3.1f) - (_e121 * 0.34f)), (_e124 * 2.6f));\n let _e127 = valueNoise_u0028_vf2_u003b((¶m_5));\n outer = _e127;\n let _e128 = inner;\n let _e130 = outer;\n swirl = ((_e128 * 0.62f) + (_e130 * 0.38f));\n let _e134 = unnamed.uNoiseOctaves;\n if (_e134 > 1i) {\n let _e136 = swirl;\n let _e137 = swirl;\n let _e138 = angle;\n let _e140 = t_1;\n let _e143 = radius;\n param_6 = vec2<f32>(((_e138 * 6.3f) + (_e140 * 0.9f)), (_e143 * 8f));\n let _e146 = valueNoise_u0028_vf2_u003b((¶m_6));\n swirl = mix(_e136, ((_e137 * _e146) * 2f), 0.35f);\n }\n let _e150 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e150));\n let _e153 = radius;\n let _e156 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e153)) * (0.35f + (_e156 * 0.65f)));\n let _e160 = core;\n let _e162 = corona;\n body = ((_e160 * 0.9f) + _e162);\n let _e164 = body;\n if (_e164 <= 0.02f) {\n discard;\n }\n let _e167 = unnamed.uTint;\n let _e170 = unnamed.uTint;\n let _e171 = body;\n col = mix((_e167 * 0.35f), _e170, vec3(smoothstep(0f, 0.55f, _e171)));\n let _e175 = col;\n let _e176 = body;\n col = mix(_e175, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e176)));\n let _e181 = unnamed.uTint;\n let _e182 = col;\n col = (_e182 * _e181);\n let _e184 = body;\n alpha = clamp((_e184 * 1.6f), 0f, 1f);\n let _e187 = vDistance_1;\n param_7 = _e187;\n let _e189 = vWorldPos_1[1u];\n param_8 = _e189;\n let _e190 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_7), (¶m_8));\n fog = _e190;\n let _e191 = col;\n let _e192 = mediumColor_u0028_();\n let _e193 = fog;\n col = mix(_e191, _e192, vec3(_e193));\n let _e196 = fog;\n let _e198 = alpha;\n alpha = (_e198 * (1f - _e196));\n let _e200 = col;\n let _e201 = alpha;\n outColor = vec4<f32>(_e200.x, _e200.y, _e200.z, _e201);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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* What the transform assigned, so the renderer binds the same numbers.
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export declare const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let
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export declare const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e52 = unnamed.uFogMode;\n if (_e52 == 1i) {\n let _e55 = unnamed.uFogFar;\n let _e57 = unnamed.uFogNear;\n span = max((_e55 - _e57), 0.0001f);\n let _e60 = (*dist);\n let _e62 = unnamed.uFogNear;\n let _e64 = span;\n ramp = clamp(((_e60 - _e62) / _e64), 0f, 1f);\n let _e68 = unnamed.uUnderwaterFactor;\n if (_e68 <= 0f) {\n let _e70 = ramp;\n return _e70;\n }\n let _e72 = unnamed.uUnderwaterFogDensity;\n let _e73 = (*dist);\n wetLinear = (_e72 * _e73);\n let _e75 = ramp;\n let _e76 = wetLinear;\n let _e78 = wetLinear;\n let _e84 = unnamed.uUnderwaterFactor;\n return mix(_e75, (1f - exp2(((-(_e76) * _e78) * 1.442695f))), _e84);\n }\n let _e87 = unnamed.uFogNear;\n let _e88 = (*dist);\n start = min(_e87, _e88);\n let _e90 = (*dist);\n if (_e90 > 0f) {\n let _e92 = start;\n let _e93 = (*dist);\n local = (_e92 / _e93);\n } else {\n local = 0f;\n }\n let _e95 = local;\n before = _e95;\n let _e96 = (*pointY);\n let _e98 = unnamed.uFogEyeY;\n let _e101 = unnamed.uFogHeightFalloff;\n t = ((_e96 - _e98) * _e101);\n let _e103 = t;\n let _e104 = before;\n rest = (_e103 * (1f - _e104));\n let _e107 = rest;\n let _e110 = rest;\n denom = select(_e110, 0.0001f, (abs(_e107) < 0.0001f));\n let _e113 = unnamed.uFogDensity;\n let _e115 = t;\n let _e117 = before;\n let _e121 = (*dist);\n let _e122 = start;\n let _e125 = denom;\n let _e130 = denom;\n air = (1f - exp(((((-(_e113) * exp((-(_e115) * _e117))) * (_e121 - _e122)) * (1f - exp(-(_e125)))) / _e130)));\n let _e135 = unnamed.uUnderwaterFactor;\n if (_e135 <= 0f) {\n let _e137 = air;\n return _e137;\n }\n let _e139 = unnamed.uUnderwaterFogDensity;\n let _e140 = (*dist);\n wet = (_e139 * _e140);\n let _e142 = air;\n let _e143 = wet;\n let _e145 = wet;\n let _e151 = unnamed.uUnderwaterFactor;\n return mix(_e142, (1f - exp2(((-(_e143) * _e145) * 1.442695f))), _e151);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e39 = (*p);\n return fract((sin((_e39 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param: f32;\n var param_1: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_2: f32;\n var param_3: f32;\n\n let _e51 = vSide_1;\n across = clamp((1f - abs(_e51)), 0f, 1f);\n let _e55 = across;\n core = pow(_e55, 10f);\n let _e57 = across;\n glow = pow(_e57, 1.1f);\n let _e60 = unnamed.uTime;\n let _e62 = vSeed_1;\n t_1 = ((_e60 * 47f) + (_e62 * 17f));\n let _e65 = t_1;\n param = floor(_e65);\n let _e67 = hash11_u0028_f1_u003b((¶m));\n let _e69 = t_1;\n param_1 = floor((_e69 * 2.37f));\n let _e72 = hash11_u0028_f1_u003b((¶m_1));\n stutter = (0.78f + (0.22f * ((_e67 * 0.6f) + (_e72 * 0.4f))));\n let _e77 = vAlong_1;\n taper = (1f - (_e77 * 0.55f));\n let _e80 = vFade_1;\n let _e81 = stutter;\n let _e83 = taper;\n let _e85 = vGain_1;\n energy = (((_e80 * _e81) * _e83) * _e85);\n let _e88 = unnamed.uEdgeColor;\n let _e89 = glow;\n let _e92 = unnamed.uCoreColor;\n let _e93 = core;\n let _e96 = unnamed.uCoreGain;\n lit = ((_e88 * _e89) + ((_e92 * _e93) * _e96));\n let _e99 = vWorldPos_1;\n let _e101 = unnamed.uCameraPos;\n param_2 = distance(_e99, _e101);\n let _e104 = vWorldPos_1[1u];\n param_3 = _e104;\n let _e105 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_2), (¶m_3));\n fog = _e105;\n let _e106 = lit;\n let _e107 = energy;\n let _e109 = fog;\n let _e111 = ((_e106 * _e107) * (1f - _e109));\n outColor = vec4<f32>(_e111.x, _e111.y, _e111.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
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export declare const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWidth: f32,\n uMinWidthPerMetre: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n @location(3) member_3: f32,\n @location(4) member_4: f32,\n @location(5) member_5: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aFrom_1: vec3<f32>;\nvar<private> aTo_1: vec3<f32>;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide: f32;\nvar<private> vAlong: f32;\nvar<private> aArc_1: vec4<f32>;\nvar<private> vFade: f32;\nvar<private> vSeed: f32;\nvar<private> vGain: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var mid: vec3<f32>;\n var dir: vec3<f32>;\n var len: f32;\n var local: vec3<f32>;\n var view: vec3<f32>;\n var dist: f32;\n var local_1: vec3<f32>;\n var across: vec3<f32>;\n var span: f32;\n var local_2: vec3<f32>;\n var halfWidth: f32;\n var world: vec3<f32>;\n\n let _e40 = aFrom_1;\n let _e41 = aTo_1;\n let _e43 = aCorner_1[0u];\n mid = mix(_e40, _e41, vec3(_e43));\n let _e46 = aTo_1;\n let _e47 = aFrom_1;\n dir = (_e46 - _e47);\n let _e49 = dir;\n len = length(_e49);\n let _e51 = len;\n if (_e51 > 0.000001f) {\n let _e53 = dir;\n let _e54 = len;\n local = (_e53 / vec3(_e54));\n } else {\n local = vec3<f32>(0f, 1f, 0f);\n }\n let _e57 = local;\n dir = _e57;\n let _e58 = mid;\n let _e60 = unnamed.uCameraPos;\n view = (_e58 - _e60);\n let _e62 = view;\n dist = length(_e62);\n let _e64 = dist;\n if (_e64 > 0.000001f) {\n let _e66 = view;\n let _e67 = dist;\n local_1 = (_e66 / vec3(_e67));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e70 = local_1;\n view = _e70;\n let _e71 = dir;\n let _e72 = view;\n across = cross(_e71, _e72);\n let _e74 = across;\n span = length(_e74);\n let _e76 = span;\n if (_e76 > 0.0001f) {\n let _e78 = across;\n let _e79 = span;\n local_2 = (_e78 / vec3(_e79));\n } else {\n let _e82 = dir;\n local_2 = normalize((cross(_e82, vec3<f32>(0f, 1f, 0f)) + vec3<f32>(0.001f, 0.001f, 0.001f)));\n }\n let _e86 = local_2;\n across = _e86;\n let _e88 = unnamed.uWidth;\n let _e89 = dist;\n let _e91 = unnamed.uMinWidthPerMetre;\n halfWidth = max(_e88, (_e89 * _e91));\n let _e94 = mid;\n let _e95 = across;\n let _e97 = aCorner_1[1u];\n let _e99 = halfWidth;\n world = (_e94 + ((_e95 * _e97) * _e99));\n let _e103 = aCorner_1[1u];\n vSide = _e103;\n let _e105 = aArc_1[0u];\n vAlong = _e105;\n let _e107 = aArc_1[1u];\n vFade = _e107;\n let _e109 = aArc_1[2u];\n vSeed = _e109;\n let _e111 = aArc_1[3u];\n vGain = _e111;\n let _e112 = world;\n vWorldPos = _e112;\n let _e114 = unnamed.uViewProj;\n let _e115 = world;\n unnamed_1.gl_Position = (_e114 * vec4<f32>(_e115.x, _e115.y, _e115.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aFrom: vec3<f32>, @location(1) aTo: vec3<f32>, @location(2) aCorner: vec2<f32>, @location(3) aArc: vec4<f32>) -> VertexOutput {\n aFrom_1 = aFrom;\n aTo_1 = aTo;\n aCorner_1 = aCorner;\n aArc_1 = aArc;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vSide;\n let _e20 = vAlong;\n let _e21 = vFade;\n let _e22 = vSeed;\n let _e23 = vGain;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e19, _e20, _e21, _e22, _e23, _e24, _e25);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -4,7 +4,7 @@
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* The GLSL beside this file is the source of truth. A hand edit here is discarded by
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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*/
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export const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let
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export const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e52 = unnamed.uFogMode;\n if (_e52 == 1i) {\n let _e55 = unnamed.uFogFar;\n let _e57 = unnamed.uFogNear;\n span = max((_e55 - _e57), 0.0001f);\n let _e60 = (*dist);\n let _e62 = unnamed.uFogNear;\n let _e64 = span;\n ramp = clamp(((_e60 - _e62) / _e64), 0f, 1f);\n let _e68 = unnamed.uUnderwaterFactor;\n if (_e68 <= 0f) {\n let _e70 = ramp;\n return _e70;\n }\n let _e72 = unnamed.uUnderwaterFogDensity;\n let _e73 = (*dist);\n wetLinear = (_e72 * _e73);\n let _e75 = ramp;\n let _e76 = wetLinear;\n let _e78 = wetLinear;\n let _e84 = unnamed.uUnderwaterFactor;\n return mix(_e75, (1f - exp2(((-(_e76) * _e78) * 1.442695f))), _e84);\n }\n let _e87 = unnamed.uFogNear;\n let _e88 = (*dist);\n start = min(_e87, _e88);\n let _e90 = (*dist);\n if (_e90 > 0f) {\n let _e92 = start;\n let _e93 = (*dist);\n local = (_e92 / _e93);\n } else {\n local = 0f;\n }\n let _e95 = local;\n before = _e95;\n let _e96 = (*pointY);\n let _e98 = unnamed.uFogEyeY;\n let _e101 = unnamed.uFogHeightFalloff;\n t = ((_e96 - _e98) * _e101);\n let _e103 = t;\n let _e104 = before;\n rest = (_e103 * (1f - _e104));\n let _e107 = rest;\n let _e110 = rest;\n denom = select(_e110, 0.0001f, (abs(_e107) < 0.0001f));\n let _e113 = unnamed.uFogDensity;\n let _e115 = t;\n let _e117 = before;\n let _e121 = (*dist);\n let _e122 = start;\n let _e125 = denom;\n let _e130 = denom;\n air = (1f - exp(((((-(_e113) * exp((-(_e115) * _e117))) * (_e121 - _e122)) * (1f - exp(-(_e125)))) / _e130)));\n let _e135 = unnamed.uUnderwaterFactor;\n if (_e135 <= 0f) {\n let _e137 = air;\n return _e137;\n }\n let _e139 = unnamed.uUnderwaterFogDensity;\n let _e140 = (*dist);\n wet = (_e139 * _e140);\n let _e142 = air;\n let _e143 = wet;\n let _e145 = wet;\n let _e151 = unnamed.uUnderwaterFactor;\n return mix(_e142, (1f - exp2(((-(_e143) * _e145) * 1.442695f))), _e151);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e39 = (*p);\n return fract((sin((_e39 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param: f32;\n var param_1: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_2: f32;\n var param_3: f32;\n\n let _e51 = vSide_1;\n across = clamp((1f - abs(_e51)), 0f, 1f);\n let _e55 = across;\n core = pow(_e55, 10f);\n let _e57 = across;\n glow = pow(_e57, 1.1f);\n let _e60 = unnamed.uTime;\n let _e62 = vSeed_1;\n t_1 = ((_e60 * 47f) + (_e62 * 17f));\n let _e65 = t_1;\n param = floor(_e65);\n let _e67 = hash11_u0028_f1_u003b((¶m));\n let _e69 = t_1;\n param_1 = floor((_e69 * 2.37f));\n let _e72 = hash11_u0028_f1_u003b((¶m_1));\n stutter = (0.78f + (0.22f * ((_e67 * 0.6f) + (_e72 * 0.4f))));\n let _e77 = vAlong_1;\n taper = (1f - (_e77 * 0.55f));\n let _e80 = vFade_1;\n let _e81 = stutter;\n let _e83 = taper;\n let _e85 = vGain_1;\n energy = (((_e80 * _e81) * _e83) * _e85);\n let _e88 = unnamed.uEdgeColor;\n let _e89 = glow;\n let _e92 = unnamed.uCoreColor;\n let _e93 = core;\n let _e96 = unnamed.uCoreGain;\n lit = ((_e88 * _e89) + ((_e92 * _e93) * _e96));\n let _e99 = vWorldPos_1;\n let _e101 = unnamed.uCameraPos;\n param_2 = distance(_e99, _e101);\n let _e104 = vWorldPos_1[1u];\n param_3 = _e104;\n let _e105 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_2), (¶m_3));\n fog = _e105;\n let _e106 = lit;\n let _e107 = energy;\n let _e109 = fog;\n let _e111 = ((_e106 * _e107) * (1f - _e109));\n outColor = vec4<f32>(_e111.x, _e111.y, _e111.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
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export const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWidth: f32,\n uMinWidthPerMetre: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n @location(3) member_3: f32,\n @location(4) member_4: f32,\n @location(5) member_5: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aFrom_1: vec3<f32>;\nvar<private> aTo_1: vec3<f32>;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide: f32;\nvar<private> vAlong: f32;\nvar<private> aArc_1: vec4<f32>;\nvar<private> vFade: f32;\nvar<private> vSeed: f32;\nvar<private> vGain: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var mid: vec3<f32>;\n var dir: vec3<f32>;\n var len: f32;\n var local: vec3<f32>;\n var view: vec3<f32>;\n var dist: f32;\n var local_1: vec3<f32>;\n var across: vec3<f32>;\n var span: f32;\n var local_2: vec3<f32>;\n var halfWidth: f32;\n var world: vec3<f32>;\n\n let _e40 = aFrom_1;\n let _e41 = aTo_1;\n let _e43 = aCorner_1[0u];\n mid = mix(_e40, _e41, vec3(_e43));\n let _e46 = aTo_1;\n let _e47 = aFrom_1;\n dir = (_e46 - _e47);\n let _e49 = dir;\n len = length(_e49);\n let _e51 = len;\n if (_e51 > 0.000001f) {\n let _e53 = dir;\n let _e54 = len;\n local = (_e53 / vec3(_e54));\n } else {\n local = vec3<f32>(0f, 1f, 0f);\n }\n let _e57 = local;\n dir = _e57;\n let _e58 = mid;\n let _e60 = unnamed.uCameraPos;\n view = (_e58 - _e60);\n let _e62 = view;\n dist = length(_e62);\n let _e64 = dist;\n if (_e64 > 0.000001f) {\n let _e66 = view;\n let _e67 = dist;\n local_1 = (_e66 / vec3(_e67));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e70 = local_1;\n view = _e70;\n let _e71 = dir;\n let _e72 = view;\n across = cross(_e71, _e72);\n let _e74 = across;\n span = length(_e74);\n let _e76 = span;\n if (_e76 > 0.0001f) {\n let _e78 = across;\n let _e79 = span;\n local_2 = (_e78 / vec3(_e79));\n } else {\n let _e82 = dir;\n local_2 = normalize((cross(_e82, vec3<f32>(0f, 1f, 0f)) + vec3<f32>(0.001f, 0.001f, 0.001f)));\n }\n let _e86 = local_2;\n across = _e86;\n let _e88 = unnamed.uWidth;\n let _e89 = dist;\n let _e91 = unnamed.uMinWidthPerMetre;\n halfWidth = max(_e88, (_e89 * _e91));\n let _e94 = mid;\n let _e95 = across;\n let _e97 = aCorner_1[1u];\n let _e99 = halfWidth;\n world = (_e94 + ((_e95 * _e97) * _e99));\n let _e103 = aCorner_1[1u];\n vSide = _e103;\n let _e105 = aArc_1[0u];\n vAlong = _e105;\n let _e107 = aArc_1[1u];\n vFade = _e107;\n let _e109 = aArc_1[2u];\n vSeed = _e109;\n let _e111 = aArc_1[3u];\n vGain = _e111;\n let _e112 = world;\n vWorldPos = _e112;\n let _e114 = unnamed.uViewProj;\n let _e115 = world;\n unnamed_1.gl_Position = (_e114 * vec4<f32>(_e115.x, _e115.y, _e115.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aFrom: vec3<f32>, @location(1) aTo: vec3<f32>, @location(2) aCorner: vec2<f32>, @location(3) aArc: vec4<f32>) -> VertexOutput {\n aFrom_1 = aFrom;\n aTo_1 = aTo;\n aCorner_1 = aCorner;\n aArc_1 = aArc;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vSide;\n let _e20 = vAlong;\n let _e21 = vFade;\n let _e22 = vSeed;\n let _e23 = vGain;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e19, _e20, _e21, _e22, _e23, _e24, _e25);\n}\n";
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export declare const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e74 = unnamed.uFogMode;\n if (_e74 == 1i) {\n let _e77 = unnamed.uFogFar;\n let _e79 = unnamed.uFogNear;\n span = max((_e77 - _e79), 0.0001f);\n let _e82 = (*dist);\n let _e84 = unnamed.uFogNear;\n let _e86 = span;\n ramp = clamp(((_e82 - _e84) / _e86), 0f, 1f);\n let _e90 = unnamed.uUnderwaterFactor;\n if (_e90 <= 0f) {\n let _e92 = ramp;\n return _e92;\n }\n let _e94 = unnamed.uUnderwaterFogDensity;\n let _e95 = (*dist);\n wetLinear = (_e94 * _e95);\n let _e97 = ramp;\n let _e98 = wetLinear;\n let _e100 = wetLinear;\n let _e106 = unnamed.uUnderwaterFactor;\n return mix(_e97, (1f - exp2(((-(_e98) * _e100) * 1.442695f))), _e106);\n }\n let _e108 = (*pointY);\n let _e110 = unnamed.uFogEyeY;\n let _e113 = unnamed.uFogHeightFalloff;\n t = ((_e108 - _e110) * _e113);\n let _e115 = t;\n let _e118 = t;\n denom = select(_e118, 0.0001f, (abs(_e115) < 0.0001f));\n let _e121 = unnamed.uFogDensity;\n let _e123 = (*dist);\n let _e125 = denom;\n let _e130 = denom;\n air = (1f - exp((((-(_e121) * _e123) * (1f - exp(-(_e125)))) / _e130)));\n let _e135 = unnamed.uUnderwaterFactor;\n if (_e135 <= 0f) {\n let _e137 = air;\n return _e137;\n }\n let _e139 = unnamed.uUnderwaterFogDensity;\n let _e140 = (*dist);\n wet = (_e139 * _e140);\n let _e142 = air;\n let _e143 = wet;\n let _e145 = wet;\n let _e151 = unnamed.uUnderwaterFactor;\n return mix(_e142, (1f - exp2(((-(_e143) * _e145) * 1.442695f))), _e151);\n}\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e69 = (*k);\n c = sqrt((9.81f / _e69));\n let _e72 = (*k);\n let _e73 = (*dir);\n let _e74 = (*p);\n let _e76 = c;\n let _e77 = (*time);\n return (_e72 * (dot(_e73, _e74) - (_e76 * _e77)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e66 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable[_e66][3u];\n return (6.2831855f / _e69);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e67 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable_1[_e67];\n let _e72 = (*windDir);\n return normalize(mix(normalize(_e69.xy), _e72, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e83 = i_2;\n if (_e83 < 4i) {\n let _e85 = i_2;\n param = _e85;\n let _e86 = (*windDir_1);\n param_1 = _e86;\n let _e87 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((¶m), (¶m_1));\n dir_1 = _e87;\n let _e88 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e91 = indexable_2[_e88][2u];\n let _e92 = (*gain);\n steepness = (_e91 * _e92);\n let _e94 = i_2;\n param_2 = _e94;\n let _e95 = gerstnerWavenumber_u0028_i1_u003b((¶m_2));\n k_1 = _e95;\n let _e96 = k_1;\n param_3 = _e96;\n let _e97 = dir_1;\n param_4 = _e97;\n let _e98 = (*p_1);\n param_5 = _e98;\n let _e99 = (*time_1);\n param_6 = _e99;\n let _e100 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((¶m_3), (¶m_4), (¶m_5), (¶m_6));\n f = _e100;\n let _e101 = steepness;\n let _e103 = k_1;\n let _e105 = f;\n second = ((-(_e101) * _e103) * sin(_e105));\n let _e108 = second;\n let _e110 = dir_1[0u];\n let _e113 = dir_1[0u];\n let _e116 = h[0u];\n h[0u] = (_e116 + ((_e108 * _e110) * _e113));\n let _e119 = second;\n let _e121 = dir_1[1u];\n let _e124 = dir_1[1u];\n let _e127 = h[1u];\n h[1u] = (_e127 + ((_e119 * _e121) * _e124));\n let _e130 = second;\n let _e132 = dir_1[0u];\n let _e135 = dir_1[1u];\n let _e138 = h[2u];\n h[2u] = (_e138 + ((_e130 * _e132) * _e135));\n continue;\n } else {\n break;\n }\n continuing {\n let _e141 = i_2;\n i_2 = (_e141 + 1i);\n }\n }\n let _e143 = h;\n return _e143;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var a: f32;\n var b: f32;\n var c_1: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n\n let _e93 = vParams_1[0u];\n waterY = _e93;\n let _e95 = vWorldPos_1[1u];\n let _e96 = waterY;\n drop = (_e95 - _e96);\n let _e98 = drop;\n distanceFromWater = abs(_e98);\n let _e100 = distanceFromWater;\n clear = step(0.02f, _e100);\n let _e103 = unnamed.uMaxDrop;\n let _e106 = unnamed.uMaxDrop;\n let _e107 = distanceFromWater;\n height = (1f - smoothstep((_e103 * 0.45f), _e106, _e107));\n let _e111 = vLocal_1[0u];\n let _e113 = vLocal_1[0u];\n let _e117 = vLocal_1[1u];\n let _e119 = vLocal_1[1u];\n rim = min(min(_e111, (1f - _e113)), min(_e117, (1f - _e119)));\n let _e123 = rim;\n edge = smoothstep(0f, 0.12f, _e123);\n let _e125 = clear;\n let _e126 = height;\n let _e128 = edge;\n reach = ((_e125 * _e126) * _e128);\n let _e132 = unnamed.uLightDir[1u];\n elevation = max(_e132, 0.16f);\n let _e134 = elevation;\n slant = (1f / _e134);\n let _e136 = drop;\n let _e137 = slant;\n d = (_e136 * _e137);\n let _e139 = vWorldPos_1;\n let _e142 = unnamed.uLightDir;\n let _e144 = d;\n water = (_e139.xz + (_e142.xz * _e144));\n let _e147 = water;\n param_7 = _e147;\n let _e149 = unnamed.uTime;\n param_8 = _e149;\n let _e151 = unnamed.uWindDir;\n param_9 = _e151;\n let _e153 = unnamed.uWaveGain;\n param_10 = _e153;\n let _e154 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((¶m_7), (¶m_8), (¶m_9), (¶m_10));\n h_1 = _e154;\n let _e155 = d;\n let _e158 = h_1[0u];\n a = (1f - ((2f * _e155) * _e158));\n let _e161 = d;\n let _e164 = h_1[1u];\n b = (1f - ((2f * _e161) * _e164));\n let _e167 = d;\n let _e170 = h_1[2u];\n c_1 = ((2f * _e167) * _e170);\n let _e172 = a;\n let _e173 = b;\n let _e175 = c_1;\n let _e176 = c_1;\n det = ((_e172 * _e173) - (_e175 * _e176));\n let _e179 = det;\n let _e180 = fwidth(_e179);\n soft = max(0.05f, (_e180 * 1.6f));\n let _e183 = soft;\n let _e184 = det;\n let _e186 = soft;\n lines = (_e183 / max(abs(_e184), _e186));\n let _e189 = det;\n sheen = clamp(((1f / max(abs(_e189), 0.18f)) - 0.85f), 0f, 1f);\n let _e195 = lines;\n let _e197 = sheen;\n caustic = clamp(((_e195 * 0.9f) + (_e197 * 0.09f)), 0f, 1.6f);\n let _e201 = vWorldPos_1;\n let _e203 = unnamed.uCameraPos;\n param_11 = distance(_e201, _e203);\n let _e206 = vWorldPos_1[1u];\n param_12 = _e206;\n let _e207 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_11), (¶m_12));\n fog = _e207;\n let _e209 = unnamed.uTint;\n let _e210 = caustic;\n let _e212 = unnamed.uStrength;\n let _e214 = reach;\n let _e216 = fog;\n let _e219 = (_e209 * (((_e210 * _e212) * _e214) * (1f - _e216)));\n outColor = vec4<f32>(_e219.x, _e219.y, _e219.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export declare const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e78 = unnamed.uFogMode;\n if (_e78 == 1i) {\n let _e81 = unnamed.uFogFar;\n let _e83 = unnamed.uFogNear;\n span = max((_e81 - _e83), 0.0001f);\n let _e86 = (*dist);\n let _e88 = unnamed.uFogNear;\n let _e90 = span;\n ramp = clamp(((_e86 - _e88) / _e90), 0f, 1f);\n let _e94 = unnamed.uUnderwaterFactor;\n if (_e94 <= 0f) {\n let _e96 = ramp;\n return _e96;\n }\n let _e98 = unnamed.uUnderwaterFogDensity;\n let _e99 = (*dist);\n wetLinear = (_e98 * _e99);\n let _e101 = ramp;\n let _e102 = wetLinear;\n let _e104 = wetLinear;\n let _e110 = unnamed.uUnderwaterFactor;\n return mix(_e101, (1f - exp2(((-(_e102) * _e104) * 1.442695f))), _e110);\n }\n let _e113 = unnamed.uFogNear;\n let _e114 = (*dist);\n start = min(_e113, _e114);\n let _e116 = (*dist);\n if (_e116 > 0f) {\n let _e118 = start;\n let _e119 = (*dist);\n local = (_e118 / _e119);\n } else {\n local = 0f;\n }\n let _e121 = local;\n before = _e121;\n let _e122 = (*pointY);\n let _e124 = unnamed.uFogEyeY;\n let _e127 = unnamed.uFogHeightFalloff;\n t = ((_e122 - _e124) * _e127);\n let _e129 = t;\n let _e130 = before;\n rest = (_e129 * (1f - _e130));\n let _e133 = rest;\n let _e136 = rest;\n denom = select(_e136, 0.0001f, (abs(_e133) < 0.0001f));\n let _e139 = unnamed.uFogDensity;\n let _e141 = t;\n let _e143 = before;\n let _e147 = (*dist);\n let _e148 = start;\n let _e151 = denom;\n let _e156 = denom;\n air = (1f - exp(((((-(_e139) * exp((-(_e141) * _e143))) * (_e147 - _e148)) * (1f - exp(-(_e151)))) / _e156)));\n let _e161 = unnamed.uUnderwaterFactor;\n if (_e161 <= 0f) {\n let _e163 = air;\n return _e163;\n }\n let _e165 = unnamed.uUnderwaterFogDensity;\n let _e166 = (*dist);\n wet = (_e165 * _e166);\n let _e168 = air;\n let _e169 = wet;\n let _e171 = wet;\n let _e177 = unnamed.uUnderwaterFactor;\n return mix(_e168, (1f - exp2(((-(_e169) * _e171) * 1.442695f))), _e177);\n}\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e69 = (*k);\n c = sqrt((9.81f / _e69));\n let _e72 = (*k);\n let _e73 = (*dir);\n let _e74 = (*p);\n let _e76 = c;\n let _e77 = (*time);\n return (_e72 * (dot(_e73, _e74) - (_e76 * _e77)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e66 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable[_e66][3u];\n return (6.2831855f / _e69);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e67 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable_1[_e67];\n let _e72 = (*windDir);\n return normalize(mix(normalize(_e69.xy), _e72, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e83 = i_2;\n if (_e83 < 4i) {\n let _e85 = i_2;\n param = _e85;\n let _e86 = (*windDir_1);\n param_1 = _e86;\n let _e87 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((¶m), (¶m_1));\n dir_1 = _e87;\n let _e88 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e91 = indexable_2[_e88][2u];\n let _e92 = (*gain);\n steepness = (_e91 * _e92);\n let _e94 = i_2;\n param_2 = _e94;\n let _e95 = gerstnerWavenumber_u0028_i1_u003b((¶m_2));\n k_1 = _e95;\n let _e96 = k_1;\n param_3 = _e96;\n let _e97 = dir_1;\n param_4 = _e97;\n let _e98 = (*p_1);\n param_5 = _e98;\n let _e99 = (*time_1);\n param_6 = _e99;\n let _e100 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((¶m_3), (¶m_4), (¶m_5), (¶m_6));\n f = _e100;\n let _e101 = steepness;\n let _e103 = k_1;\n let _e105 = f;\n second = ((-(_e101) * _e103) * sin(_e105));\n let _e108 = second;\n let _e110 = dir_1[0u];\n let _e113 = dir_1[0u];\n let _e116 = h[0u];\n h[0u] = (_e116 + ((_e108 * _e110) * _e113));\n let _e119 = second;\n let _e121 = dir_1[1u];\n let _e124 = dir_1[1u];\n let _e127 = h[1u];\n h[1u] = (_e127 + ((_e119 * _e121) * _e124));\n let _e130 = second;\n let _e132 = dir_1[0u];\n let _e135 = dir_1[1u];\n let _e138 = h[2u];\n h[2u] = (_e138 + ((_e130 * _e132) * _e135));\n continue;\n } else {\n break;\n }\n continuing {\n let _e141 = i_2;\n i_2 = (_e141 + 1i);\n }\n }\n let _e143 = h;\n return _e143;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var a: f32;\n var b: f32;\n var c_1: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n\n let _e93 = vParams_1[0u];\n waterY = _e93;\n let _e95 = vWorldPos_1[1u];\n let _e96 = waterY;\n drop = (_e95 - _e96);\n let _e98 = drop;\n distanceFromWater = abs(_e98);\n let _e100 = distanceFromWater;\n clear = step(0.02f, _e100);\n let _e103 = unnamed.uMaxDrop;\n let _e106 = unnamed.uMaxDrop;\n let _e107 = distanceFromWater;\n height = (1f - smoothstep((_e103 * 0.45f), _e106, _e107));\n let _e111 = vLocal_1[0u];\n let _e113 = vLocal_1[0u];\n let _e117 = vLocal_1[1u];\n let _e119 = vLocal_1[1u];\n rim = min(min(_e111, (1f - _e113)), min(_e117, (1f - _e119)));\n let _e123 = rim;\n edge = smoothstep(0f, 0.12f, _e123);\n let _e125 = clear;\n let _e126 = height;\n let _e128 = edge;\n reach = ((_e125 * _e126) * _e128);\n let _e132 = unnamed.uLightDir[1u];\n elevation = max(_e132, 0.16f);\n let _e134 = elevation;\n slant = (1f / _e134);\n let _e136 = drop;\n let _e137 = slant;\n d = (_e136 * _e137);\n let _e139 = vWorldPos_1;\n let _e142 = unnamed.uLightDir;\n let _e144 = d;\n water = (_e139.xz + (_e142.xz * _e144));\n let _e147 = water;\n param_7 = _e147;\n let _e149 = unnamed.uTime;\n param_8 = _e149;\n let _e151 = unnamed.uWindDir;\n param_9 = _e151;\n let _e153 = unnamed.uWaveGain;\n param_10 = _e153;\n let _e154 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((¶m_7), (¶m_8), (¶m_9), (¶m_10));\n h_1 = _e154;\n let _e155 = d;\n let _e158 = h_1[0u];\n a = (1f - ((2f * _e155) * _e158));\n let _e161 = d;\n let _e164 = h_1[1u];\n b = (1f - ((2f * _e161) * _e164));\n let _e167 = d;\n let _e170 = h_1[2u];\n c_1 = ((2f * _e167) * _e170);\n let _e172 = a;\n let _e173 = b;\n let _e175 = c_1;\n let _e176 = c_1;\n det = ((_e172 * _e173) - (_e175 * _e176));\n let _e179 = det;\n let _e180 = fwidth(_e179);\n soft = max(0.05f, (_e180 * 1.6f));\n let _e183 = soft;\n let _e184 = det;\n let _e186 = soft;\n lines = (_e183 / max(abs(_e184), _e186));\n let _e189 = det;\n sheen = clamp(((1f / max(abs(_e189), 0.18f)) - 0.85f), 0f, 1f);\n let _e195 = lines;\n let _e197 = sheen;\n caustic = clamp(((_e195 * 0.9f) + (_e197 * 0.09f)), 0f, 1.6f);\n let _e201 = vWorldPos_1;\n let _e203 = unnamed.uCameraPos;\n param_11 = distance(_e201, _e203);\n let _e206 = vWorldPos_1[1u];\n param_12 = _e206;\n let _e207 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_11), (¶m_12));\n fog = _e207;\n let _e209 = unnamed.uTint;\n let _e210 = caustic;\n let _e212 = unnamed.uStrength;\n let _e214 = reach;\n let _e216 = fog;\n let _e219 = (_e209 * (((_e210 * _e212) * _e214) * (1f - _e216)));\n outColor = vec4<f32>(_e219.x, _e219.y, _e219.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export declare const CAUSTICS_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n}\n\nstruct VertexOutput {\n @location(0) member: vec3<f32>,\n @location(1) member_1: vec2<f32>,\n @location(2) member_2: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vWorldPos: vec3<f32>;\nvar<private> aRest_1: vec3<f32>;\nvar<private> vLocal: vec2<f32>;\nvar<private> aLocal_1: vec2<f32>;\nvar<private> vParams: vec2<f32>;\nvar<private> aParams_1: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(0) \nvar<uniform> unnamed_1: Uniforms;\n\nfn main_1() {\n let _e10 = aRest_1;\n vWorldPos = _e10;\n let _e11 = aLocal_1;\n vLocal = _e11;\n let _e12 = aParams_1;\n vParams = _e12;\n let _e14 = unnamed_1.uViewProj;\n let _e15 = aRest_1;\n unnamed.gl_Position = (_e14 * vec4<f32>(_e15.x, _e15.y, _e15.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aRest: vec3<f32>, @location(1) aLocal: vec2<f32>, @location(2) aParams: vec2<f32>) -> VertexOutput {\n aRest_1 = aRest;\n aLocal_1 = aLocal;\n aParams_1 = aParams;\n main_1();\n let _e12 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e12);\n let _e14 = vWorldPos;\n let _e15 = vLocal;\n let _e16 = vParams;\n let _e17 = unnamed.gl_Position;\n return VertexOutput(_e14, _e15, _e16, _e17);\n}\n";
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export const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e74 = unnamed.uFogMode;\n if (_e74 == 1i) {\n let _e77 = unnamed.uFogFar;\n let _e79 = unnamed.uFogNear;\n span = max((_e77 - _e79), 0.0001f);\n let _e82 = (*dist);\n let _e84 = unnamed.uFogNear;\n let _e86 = span;\n ramp = clamp(((_e82 - _e84) / _e86), 0f, 1f);\n let _e90 = unnamed.uUnderwaterFactor;\n if (_e90 <= 0f) {\n let _e92 = ramp;\n return _e92;\n }\n let _e94 = unnamed.uUnderwaterFogDensity;\n let _e95 = (*dist);\n wetLinear = (_e94 * _e95);\n let _e97 = ramp;\n let _e98 = wetLinear;\n let _e100 = wetLinear;\n let _e106 = unnamed.uUnderwaterFactor;\n return mix(_e97, (1f - exp2(((-(_e98) * _e100) * 1.442695f))), _e106);\n }\n let _e108 = (*pointY);\n let _e110 = unnamed.uFogEyeY;\n let _e113 = unnamed.uFogHeightFalloff;\n t = ((_e108 - _e110) * _e113);\n let _e115 = t;\n let _e118 = t;\n denom = select(_e118, 0.0001f, (abs(_e115) < 0.0001f));\n let _e121 = unnamed.uFogDensity;\n let _e123 = (*dist);\n let _e125 = denom;\n let _e130 = denom;\n air = (1f - exp((((-(_e121) * _e123) * (1f - exp(-(_e125)))) / _e130)));\n let _e135 = unnamed.uUnderwaterFactor;\n if (_e135 <= 0f) {\n let _e137 = air;\n return _e137;\n }\n let _e139 = unnamed.uUnderwaterFogDensity;\n let _e140 = (*dist);\n wet = (_e139 * _e140);\n let _e142 = air;\n let _e143 = wet;\n let _e145 = wet;\n let _e151 = unnamed.uUnderwaterFactor;\n return mix(_e142, (1f - exp2(((-(_e143) * _e145) * 1.442695f))), _e151);\n}\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e69 = (*k);\n c = sqrt((9.81f / _e69));\n let _e72 = (*k);\n let _e73 = (*dir);\n let _e74 = (*p);\n let _e76 = c;\n let _e77 = (*time);\n return (_e72 * (dot(_e73, _e74) - (_e76 * _e77)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e66 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable[_e66][3u];\n return (6.2831855f / _e69);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e67 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable_1[_e67];\n let _e72 = (*windDir);\n return normalize(mix(normalize(_e69.xy), _e72, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e83 = i_2;\n if (_e83 < 4i) {\n let _e85 = i_2;\n param = _e85;\n let _e86 = (*windDir_1);\n param_1 = _e86;\n let _e87 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((¶m), (¶m_1));\n dir_1 = _e87;\n let _e88 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e91 = indexable_2[_e88][2u];\n let _e92 = (*gain);\n steepness = (_e91 * _e92);\n let _e94 = i_2;\n param_2 = _e94;\n let _e95 = gerstnerWavenumber_u0028_i1_u003b((¶m_2));\n k_1 = _e95;\n let _e96 = k_1;\n param_3 = _e96;\n let _e97 = dir_1;\n param_4 = _e97;\n let _e98 = (*p_1);\n param_5 = _e98;\n let _e99 = (*time_1);\n param_6 = _e99;\n let _e100 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((¶m_3), (¶m_4), (¶m_5), (¶m_6));\n f = _e100;\n let _e101 = steepness;\n let _e103 = k_1;\n let _e105 = f;\n second = ((-(_e101) * _e103) * sin(_e105));\n let _e108 = second;\n let _e110 = dir_1[0u];\n let _e113 = dir_1[0u];\n let _e116 = h[0u];\n h[0u] = (_e116 + ((_e108 * _e110) * _e113));\n let _e119 = second;\n let _e121 = dir_1[1u];\n let _e124 = dir_1[1u];\n let _e127 = h[1u];\n h[1u] = (_e127 + ((_e119 * _e121) * _e124));\n let _e130 = second;\n let _e132 = dir_1[0u];\n let _e135 = dir_1[1u];\n let _e138 = h[2u];\n h[2u] = (_e138 + ((_e130 * _e132) * _e135));\n continue;\n } else {\n break;\n }\n continuing {\n let _e141 = i_2;\n i_2 = (_e141 + 1i);\n }\n }\n let _e143 = h;\n return _e143;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var a: f32;\n var b: f32;\n var c_1: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n\n let _e93 = vParams_1[0u];\n waterY = _e93;\n let _e95 = vWorldPos_1[1u];\n let _e96 = waterY;\n drop = (_e95 - _e96);\n let _e98 = drop;\n distanceFromWater = abs(_e98);\n let _e100 = distanceFromWater;\n clear = step(0.02f, _e100);\n let _e103 = unnamed.uMaxDrop;\n let _e106 = unnamed.uMaxDrop;\n let _e107 = distanceFromWater;\n height = (1f - smoothstep((_e103 * 0.45f), _e106, _e107));\n let _e111 = vLocal_1[0u];\n let _e113 = vLocal_1[0u];\n let _e117 = vLocal_1[1u];\n let _e119 = vLocal_1[1u];\n rim = min(min(_e111, (1f - _e113)), min(_e117, (1f - _e119)));\n let _e123 = rim;\n edge = smoothstep(0f, 0.12f, _e123);\n let _e125 = clear;\n let _e126 = height;\n let _e128 = edge;\n reach = ((_e125 * _e126) * _e128);\n let _e132 = unnamed.uLightDir[1u];\n elevation = max(_e132, 0.16f);\n let _e134 = elevation;\n slant = (1f / _e134);\n let _e136 = drop;\n let _e137 = slant;\n d = (_e136 * _e137);\n let _e139 = vWorldPos_1;\n let _e142 = unnamed.uLightDir;\n let _e144 = d;\n water = (_e139.xz + (_e142.xz * _e144));\n let _e147 = water;\n param_7 = _e147;\n let _e149 = unnamed.uTime;\n param_8 = _e149;\n let _e151 = unnamed.uWindDir;\n param_9 = _e151;\n let _e153 = unnamed.uWaveGain;\n param_10 = _e153;\n let _e154 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((¶m_7), (¶m_8), (¶m_9), (¶m_10));\n h_1 = _e154;\n let _e155 = d;\n let _e158 = h_1[0u];\n a = (1f - ((2f * _e155) * _e158));\n let _e161 = d;\n let _e164 = h_1[1u];\n b = (1f - ((2f * _e161) * _e164));\n let _e167 = d;\n let _e170 = h_1[2u];\n c_1 = ((2f * _e167) * _e170);\n let _e172 = a;\n let _e173 = b;\n let _e175 = c_1;\n let _e176 = c_1;\n det = ((_e172 * _e173) - (_e175 * _e176));\n let _e179 = det;\n let _e180 = fwidth(_e179);\n soft = max(0.05f, (_e180 * 1.6f));\n let _e183 = soft;\n let _e184 = det;\n let _e186 = soft;\n lines = (_e183 / max(abs(_e184), _e186));\n let _e189 = det;\n sheen = clamp(((1f / max(abs(_e189), 0.18f)) - 0.85f), 0f, 1f);\n let _e195 = lines;\n let _e197 = sheen;\n caustic = clamp(((_e195 * 0.9f) + (_e197 * 0.09f)), 0f, 1.6f);\n let _e201 = vWorldPos_1;\n let _e203 = unnamed.uCameraPos;\n param_11 = distance(_e201, _e203);\n let _e206 = vWorldPos_1[1u];\n param_12 = _e206;\n let _e207 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_11), (¶m_12));\n fog = _e207;\n let _e209 = unnamed.uTint;\n let _e210 = caustic;\n let _e212 = unnamed.uStrength;\n let _e214 = reach;\n let _e216 = fog;\n let _e219 = (_e209 * (((_e210 * _e212) * _e214) * (1f - _e216)));\n outColor = vec4<f32>(_e219.x, _e219.y, _e219.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e78 = unnamed.uFogMode;\n if (_e78 == 1i) {\n let _e81 = unnamed.uFogFar;\n let _e83 = unnamed.uFogNear;\n span = max((_e81 - _e83), 0.0001f);\n let _e86 = (*dist);\n let _e88 = unnamed.uFogNear;\n let _e90 = span;\n ramp = clamp(((_e86 - _e88) / _e90), 0f, 1f);\n let _e94 = unnamed.uUnderwaterFactor;\n if (_e94 <= 0f) {\n let _e96 = ramp;\n return _e96;\n }\n let _e98 = unnamed.uUnderwaterFogDensity;\n let _e99 = (*dist);\n wetLinear = (_e98 * _e99);\n let _e101 = ramp;\n let _e102 = wetLinear;\n let _e104 = wetLinear;\n let _e110 = unnamed.uUnderwaterFactor;\n return mix(_e101, (1f - exp2(((-(_e102) * _e104) * 1.442695f))), _e110);\n }\n let _e113 = unnamed.uFogNear;\n let _e114 = (*dist);\n start = min(_e113, _e114);\n let _e116 = (*dist);\n if (_e116 > 0f) {\n let _e118 = start;\n let _e119 = (*dist);\n local = (_e118 / _e119);\n } else {\n local = 0f;\n }\n let _e121 = local;\n before = _e121;\n let _e122 = (*pointY);\n let _e124 = unnamed.uFogEyeY;\n let _e127 = unnamed.uFogHeightFalloff;\n t = ((_e122 - _e124) * _e127);\n let _e129 = t;\n let _e130 = before;\n rest = (_e129 * (1f - _e130));\n let _e133 = rest;\n let _e136 = rest;\n denom = select(_e136, 0.0001f, (abs(_e133) < 0.0001f));\n let _e139 = unnamed.uFogDensity;\n let _e141 = t;\n let _e143 = before;\n let _e147 = (*dist);\n let _e148 = start;\n let _e151 = denom;\n let _e156 = denom;\n air = (1f - exp(((((-(_e139) * exp((-(_e141) * _e143))) * (_e147 - _e148)) * (1f - exp(-(_e151)))) / _e156)));\n let _e161 = unnamed.uUnderwaterFactor;\n if (_e161 <= 0f) {\n let _e163 = air;\n return _e163;\n }\n let _e165 = unnamed.uUnderwaterFogDensity;\n let _e166 = (*dist);\n wet = (_e165 * _e166);\n let _e168 = air;\n let _e169 = wet;\n let _e171 = wet;\n let _e177 = unnamed.uUnderwaterFactor;\n return mix(_e168, (1f - exp2(((-(_e169) * _e171) * 1.442695f))), _e177);\n}\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e69 = (*k);\n c = sqrt((9.81f / _e69));\n let _e72 = (*k);\n let _e73 = (*dir);\n let _e74 = (*p);\n let _e76 = c;\n let _e77 = (*time);\n return (_e72 * (dot(_e73, _e74) - (_e76 * _e77)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e66 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable[_e66][3u];\n return (6.2831855f / _e69);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e67 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable_1[_e67];\n let _e72 = (*windDir);\n return normalize(mix(normalize(_e69.xy), _e72, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e83 = i_2;\n if (_e83 < 4i) {\n let _e85 = i_2;\n param = _e85;\n let _e86 = (*windDir_1);\n param_1 = _e86;\n let _e87 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((¶m), (¶m_1));\n dir_1 = _e87;\n let _e88 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e91 = indexable_2[_e88][2u];\n let _e92 = (*gain);\n steepness = (_e91 * _e92);\n let _e94 = i_2;\n param_2 = _e94;\n let _e95 = gerstnerWavenumber_u0028_i1_u003b((¶m_2));\n k_1 = _e95;\n let _e96 = k_1;\n param_3 = _e96;\n let _e97 = dir_1;\n param_4 = _e97;\n let _e98 = (*p_1);\n param_5 = _e98;\n let _e99 = (*time_1);\n param_6 = _e99;\n let _e100 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((¶m_3), (¶m_4), (¶m_5), (¶m_6));\n f = _e100;\n let _e101 = steepness;\n let _e103 = k_1;\n let _e105 = f;\n second = ((-(_e101) * _e103) * sin(_e105));\n let _e108 = second;\n let _e110 = dir_1[0u];\n let _e113 = dir_1[0u];\n let _e116 = h[0u];\n h[0u] = (_e116 + ((_e108 * _e110) * _e113));\n let _e119 = second;\n let _e121 = dir_1[1u];\n let _e124 = dir_1[1u];\n let _e127 = h[1u];\n h[1u] = (_e127 + ((_e119 * _e121) * _e124));\n let _e130 = second;\n let _e132 = dir_1[0u];\n let _e135 = dir_1[1u];\n let _e138 = h[2u];\n h[2u] = (_e138 + ((_e130 * _e132) * _e135));\n continue;\n } else {\n break;\n }\n continuing {\n let _e141 = i_2;\n i_2 = (_e141 + 1i);\n }\n }\n let _e143 = h;\n return _e143;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var a: f32;\n var b: f32;\n var c_1: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n\n let _e93 = vParams_1[0u];\n waterY = _e93;\n let _e95 = vWorldPos_1[1u];\n let _e96 = waterY;\n drop = (_e95 - _e96);\n let _e98 = drop;\n distanceFromWater = abs(_e98);\n let _e100 = distanceFromWater;\n clear = step(0.02f, _e100);\n let _e103 = unnamed.uMaxDrop;\n let _e106 = unnamed.uMaxDrop;\n let _e107 = distanceFromWater;\n height = (1f - smoothstep((_e103 * 0.45f), _e106, _e107));\n let _e111 = vLocal_1[0u];\n let _e113 = vLocal_1[0u];\n let _e117 = vLocal_1[1u];\n let _e119 = vLocal_1[1u];\n rim = min(min(_e111, (1f - _e113)), min(_e117, (1f - _e119)));\n let _e123 = rim;\n edge = smoothstep(0f, 0.12f, _e123);\n let _e125 = clear;\n let _e126 = height;\n let _e128 = edge;\n reach = ((_e125 * _e126) * _e128);\n let _e132 = unnamed.uLightDir[1u];\n elevation = max(_e132, 0.16f);\n let _e134 = elevation;\n slant = (1f / _e134);\n let _e136 = drop;\n let _e137 = slant;\n d = (_e136 * _e137);\n let _e139 = vWorldPos_1;\n let _e142 = unnamed.uLightDir;\n let _e144 = d;\n water = (_e139.xz + (_e142.xz * _e144));\n let _e147 = water;\n param_7 = _e147;\n let _e149 = unnamed.uTime;\n param_8 = _e149;\n let _e151 = unnamed.uWindDir;\n param_9 = _e151;\n let _e153 = unnamed.uWaveGain;\n param_10 = _e153;\n let _e154 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((¶m_7), (¶m_8), (¶m_9), (¶m_10));\n h_1 = _e154;\n let _e155 = d;\n let _e158 = h_1[0u];\n a = (1f - ((2f * _e155) * _e158));\n let _e161 = d;\n let _e164 = h_1[1u];\n b = (1f - ((2f * _e161) * _e164));\n let _e167 = d;\n let _e170 = h_1[2u];\n c_1 = ((2f * _e167) * _e170);\n let _e172 = a;\n let _e173 = b;\n let _e175 = c_1;\n let _e176 = c_1;\n det = ((_e172 * _e173) - (_e175 * _e176));\n let _e179 = det;\n let _e180 = fwidth(_e179);\n soft = max(0.05f, (_e180 * 1.6f));\n let _e183 = soft;\n let _e184 = det;\n let _e186 = soft;\n lines = (_e183 / max(abs(_e184), _e186));\n let _e189 = det;\n sheen = clamp(((1f / max(abs(_e189), 0.18f)) - 0.85f), 0f, 1f);\n let _e195 = lines;\n let _e197 = sheen;\n caustic = clamp(((_e195 * 0.9f) + (_e197 * 0.09f)), 0f, 1.6f);\n let _e201 = vWorldPos_1;\n let _e203 = unnamed.uCameraPos;\n param_11 = distance(_e201, _e203);\n let _e206 = vWorldPos_1[1u];\n param_12 = _e206;\n let _e207 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_11), (¶m_12));\n fog = _e207;\n let _e209 = unnamed.uTint;\n let _e210 = caustic;\n let _e212 = unnamed.uStrength;\n let _e214 = reach;\n let _e216 = fog;\n let _e219 = (_e209 * (((_e210 * _e212) * _e214) * (1f - _e216)));\n outColor = vec4<f32>(_e219.x, _e219.y, _e219.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export const CAUSTICS_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n}\n\nstruct VertexOutput {\n @location(0) member: vec3<f32>,\n @location(1) member_1: vec2<f32>,\n @location(2) member_2: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vWorldPos: vec3<f32>;\nvar<private> aRest_1: vec3<f32>;\nvar<private> vLocal: vec2<f32>;\nvar<private> aLocal_1: vec2<f32>;\nvar<private> vParams: vec2<f32>;\nvar<private> aParams_1: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(0) \nvar<uniform> unnamed_1: Uniforms;\n\nfn main_1() {\n let _e10 = aRest_1;\n vWorldPos = _e10;\n let _e11 = aLocal_1;\n vLocal = _e11;\n let _e12 = aParams_1;\n vParams = _e12;\n let _e14 = unnamed_1.uViewProj;\n let _e15 = aRest_1;\n unnamed.gl_Position = (_e14 * vec4<f32>(_e15.x, _e15.y, _e15.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aRest: vec3<f32>, @location(1) aLocal: vec2<f32>, @location(2) aParams: vec2<f32>) -> VertexOutput {\n aRest_1 = aRest;\n aLocal_1 = aLocal;\n aParams_1 = aParams;\n main_1();\n let _e12 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e12);\n let _e14 = vWorldPos;\n let _e15 = vLocal;\n let _e16 = vParams;\n let _e17 = unnamed.gl_Position;\n return VertexOutput(_e14, _e15, _e16, _e17);\n}\n";
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/**
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* What the transform assigned, so the renderer binds the same numbers.
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