@driftengine/core 4.8.6 → 4.9.0

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Files changed (253) hide show
  1. package/CHANGELOG.json +132 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +7 -2
  4. package/dist/index.js +8 -1
  5. package/dist/render/anisotropicLobe.d.ts +10 -0
  6. package/dist/render/anisotropicLobe.js +19 -0
  7. package/dist/render/areaLights.d.ts +35 -0
  8. package/dist/render/areaLights.js +35 -0
  9. package/dist/render/atmosphere.d.ts +13 -0
  10. package/dist/render/atmosphere.js +9 -1
  11. package/dist/render/backend/api.d.ts +41 -3
  12. package/dist/render/backend/createRenderer.d.ts +6 -0
  13. package/dist/render/backend/createRenderer.js +4 -1
  14. package/dist/render/backend/webgl2/renderer.d.ts +140 -16
  15. package/dist/render/backend/webgl2/renderer.js +436 -44
  16. package/dist/render/backend/webgl2/sceneCaptureTarget.d.ts +29 -0
  17. package/dist/render/backend/webgl2/sceneCaptureTarget.js +96 -0
  18. package/dist/render/backend/webgpu/device.d.ts +7 -1
  19. package/dist/render/backend/webgpu/device.js +31 -3
  20. package/dist/render/backend/webgpu/flatPass.d.ts +16 -1
  21. package/dist/render/backend/webgpu/flatPass.js +58 -26
  22. package/dist/render/backend/webgpu/particlePass.js +2 -1
  23. package/dist/render/backend/webgpu/postPass.d.ts +51 -9
  24. package/dist/render/backend/webgpu/postPass.js +16 -2
  25. package/dist/render/backend/webgpu/reflectionSurfacePass.d.ts +30 -0
  26. package/dist/render/backend/webgpu/reflectionSurfacePass.js +100 -0
  27. package/dist/render/backend/webgpu/renderer.d.ts +166 -3
  28. package/dist/render/backend/webgpu/renderer.js +738 -83
  29. package/dist/render/backend/webgpu/sceneCaptureTarget.d.ts +24 -0
  30. package/dist/render/backend/webgpu/sceneCaptureTarget.js +59 -0
  31. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +1 -1
  32. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +4 -1
  33. package/dist/render/backend/webgpu/surfaceTexturePass.js +34 -8
  34. package/dist/render/backend/webgpu/waterPass.d.ts +1 -1
  35. package/dist/render/clusteredLights.d.ts +23 -5
  36. package/dist/render/clusteredLights.js +35 -8
  37. package/dist/render/displayRange.d.ts +31 -0
  38. package/dist/render/displayRange.js +47 -0
  39. package/dist/render/driftLight/bake.d.ts +2 -0
  40. package/dist/render/driftLight/bake.js +1 -1
  41. package/dist/render/driftLight/falloff.d.ts +4 -2
  42. package/dist/render/driftLight/falloff.js +8 -2
  43. package/dist/render/filmicCurve.d.ts +74 -0
  44. package/dist/render/filmicCurve.js +203 -0
  45. package/dist/render/fog.d.ts +4 -1
  46. package/dist/render/fog.js +12 -2
  47. package/dist/render/frame/resources.d.ts +2 -2
  48. package/dist/render/frame/resources.js +6 -0
  49. package/dist/render/frameReflections.d.ts +40 -0
  50. package/dist/render/frameReflections.js +48 -0
  51. package/dist/render/gi/bounceLights.d.ts +3 -2
  52. package/dist/render/gi/bounceLights.js +8 -3
  53. package/dist/render/instanceCull.js +5 -0
  54. package/dist/render/instances.d.ts +19 -5
  55. package/dist/render/instances.js +9 -3
  56. package/dist/render/lightBudget.d.ts +12 -1
  57. package/dist/render/lightBudget.js +23 -3
  58. package/dist/render/lightmap.d.ts +23 -9
  59. package/dist/render/lightmap.js +40 -18
  60. package/dist/render/particlePool.d.ts +21 -0
  61. package/dist/render/particlePool.js +7 -0
  62. package/dist/render/pass.d.ts +49 -0
  63. package/dist/render/pointLightSelection.d.ts +13 -0
  64. package/dist/render/pointLightSelection.js +3 -1
  65. package/dist/render/reflectionSurfaceTargets.d.ts +28 -0
  66. package/dist/render/reflectionSurfaceTargets.js +99 -0
  67. package/dist/render/renderQuality.d.ts +47 -15
  68. package/dist/render/renderQuality.js +4 -0
  69. package/dist/render/rendererHarness.js +3 -0
  70. package/dist/render/rgb9e5.d.ts +22 -0
  71. package/dist/render/rgb9e5.js +47 -0
  72. package/dist/render/sceneCapture.d.ts +29 -0
  73. package/dist/render/sceneCapture.js +36 -0
  74. package/dist/render/sceneTarget.d.ts +5 -0
  75. package/dist/render/sceneTarget.js +24 -1
  76. package/dist/render/screenSpaceReflection.d.ts +32 -1
  77. package/dist/render/screenSpaceReflection.js +14 -0
  78. package/dist/render/shaders/arcane.d.ts +1 -1
  79. package/dist/render/shaders/bolt.d.ts +1 -1
  80. package/dist/render/shaders/bolt.js +7 -1
  81. package/dist/render/shaders/caustics.d.ts +1 -1
  82. package/dist/render/shaders/depth.js +11 -0
  83. package/dist/render/shaders/film.d.ts +1 -1
  84. package/dist/render/shaders/filmLook.js +2 -1
  85. package/dist/render/shaders/fire.d.ts +1 -1
  86. package/dist/render/shaders/flat/anisotropic.d.ts +1 -1
  87. package/dist/render/shaders/flat/anisotropic.js +37 -3
  88. package/dist/render/shaders/flat/areaLight.d.ts +1 -1
  89. package/dist/render/shaders/flat/areaLight.js +46 -0
  90. package/dist/render/shaders/flat/glassTint.d.ts +3 -2
  91. package/dist/render/shaders/flat/glassTint.js +5 -1
  92. package/dist/render/shaders/flat/index.d.ts +15 -0
  93. package/dist/render/shaders/flat/index.js +22 -2
  94. package/dist/render/shaders/flat/lobes.d.ts +6 -0
  95. package/dist/render/shaders/flat/lobes.js +49 -43
  96. package/dist/render/shaders/flat/main.d.ts +1 -1
  97. package/dist/render/shaders/flat/main.js +85 -22
  98. package/dist/render/shaders/flat/models.d.ts +5 -2
  99. package/dist/render/shaders/flat/models.js +100 -16
  100. package/dist/render/shaders/flat/overlay.d.ts +16 -0
  101. package/dist/render/shaders/flat/overlay.js +117 -0
  102. package/dist/render/shaders/flat/pointShadow.js +1 -1
  103. package/dist/render/shaders/flat/preamble.js +10 -3
  104. package/dist/render/shaders/flat/reflectionSurface.d.ts +21 -0
  105. package/dist/render/shaders/flat/reflectionSurface.js +61 -0
  106. package/dist/render/shaders/fog.d.ts +1 -1
  107. package/dist/render/shaders/fog.js +9 -2
  108. package/dist/render/shaders/fringe.d.ts +29 -0
  109. package/dist/render/shaders/fringe.js +55 -0
  110. package/dist/render/shaders/generated/arcane.wgsl.d.ts +1 -1
  111. package/dist/render/shaders/generated/arcane.wgsl.js +1 -1
  112. package/dist/render/shaders/generated/bolt.wgsl.d.ts +1 -1
  113. package/dist/render/shaders/generated/bolt.wgsl.js +1 -1
  114. package/dist/render/shaders/generated/caustics.wgsl.d.ts +1 -1
  115. package/dist/render/shaders/generated/caustics.wgsl.js +1 -1
  116. package/dist/render/shaders/generated/depth.wgsl.d.ts +4 -4
  117. package/dist/render/shaders/generated/depth.wgsl.js +4 -4
  118. package/dist/render/shaders/generated/film.wgsl.d.ts +1 -1
  119. package/dist/render/shaders/generated/film.wgsl.js +1 -1
  120. package/dist/render/shaders/generated/fire.wgsl.d.ts +1 -1
  121. package/dist/render/shaders/generated/fire.wgsl.js +1 -1
  122. package/dist/render/shaders/generated/flat.wgsl.d.ts +192 -16
  123. package/dist/render/shaders/generated/flat.wgsl.js +230 -54
  124. package/dist/render/shaders/generated/line.wgsl.d.ts +1 -1
  125. package/dist/render/shaders/generated/line.wgsl.js +1 -1
  126. package/dist/render/shaders/generated/particle.wgsl.d.ts +4 -4
  127. package/dist/render/shaders/generated/particle.wgsl.js +4 -4
  128. package/dist/render/shaders/generated/rush.wgsl.d.ts +56 -26
  129. package/dist/render/shaders/generated/rush.wgsl.js +56 -26
  130. package/dist/render/shaders/generated/scatter.wgsl.d.ts +1 -1
  131. package/dist/render/shaders/generated/scatter.wgsl.js +1 -1
  132. package/dist/render/shaders/generated/smoke.wgsl.d.ts +1 -1
  133. package/dist/render/shaders/generated/smoke.wgsl.js +1 -1
  134. package/dist/render/shaders/generated/ssrResolve.wgsl.d.ts +29 -0
  135. package/dist/render/shaders/generated/ssrResolve.wgsl.js +29 -0
  136. package/dist/render/shaders/generated/ssrTrace.wgsl.d.ts +32 -7
  137. package/dist/render/shaders/generated/ssrTrace.wgsl.js +32 -7
  138. package/dist/render/shaders/generated/water.wgsl.d.ts +23 -16
  139. package/dist/render/shaders/generated/water.wgsl.js +23 -16
  140. package/dist/render/shaders/gi/probeBake.wgsl.js +9 -5
  141. package/dist/render/shaders/gpudriven/fog.wgsl.d.ts +2 -2
  142. package/dist/render/shaders/gpudriven/fog.wgsl.js +11 -3
  143. package/dist/render/shaders/line.d.ts +1 -1
  144. package/dist/render/shaders/particle.d.ts +3 -3
  145. package/dist/render/shaders/recon/motion.wgsl.d.ts +1 -1
  146. package/dist/render/shaders/recon/motion.wgsl.js +13 -2
  147. package/dist/render/shaders/rush.js +54 -11
  148. package/dist/render/shaders/scatter.d.ts +1 -1
  149. package/dist/render/shaders/smoke.d.ts +1 -1
  150. package/dist/render/shaders/ssrResolve.d.ts +17 -0
  151. package/dist/render/shaders/ssrResolve.js +51 -0
  152. package/dist/render/shaders/ssrTrace.js +46 -1
  153. package/dist/render/shaders/water.d.ts +1 -1
  154. package/dist/render/shaders/water.js +12 -3
  155. package/dist/render/skinScatter.d.ts +3 -1
  156. package/dist/render/skinScatter.js +3 -1
  157. package/dist/render/ssrPass.d.ts +16 -0
  158. package/dist/render/ssrPass.js +107 -1
  159. package/dist/render/surfaceModel.d.ts +29 -8
  160. package/dist/render/surfaceModel.js +33 -9
  161. package/dist/render/surfaceOverlay.d.ts +132 -0
  162. package/dist/render/surfaceOverlay.js +85 -0
  163. package/dist/render/surfaceTexture.d.ts +44 -1
  164. package/dist/render/surfaceTexture.js +96 -5
  165. package/dist/render/temporalAa.d.ts +14 -0
  166. package/dist/render/temporalAa.js +20 -0
  167. package/dist/render/vertexDefaults.d.ts +17 -0
  168. package/dist/render/vertexDefaults.js +24 -0
  169. package/package.json +6 -6
  170. package/src/index.ts +22 -2
  171. package/src/render/anisotropicLobe.ts +29 -0
  172. package/src/render/areaLights.ts +58 -0
  173. package/src/render/atmosphere.ts +22 -1
  174. package/src/render/backend/api.ts +58 -2
  175. package/src/render/backend/createRenderer.ts +18 -1
  176. package/src/render/backend/webgl2/renderer.ts +548 -50
  177. package/src/render/backend/webgl2/sceneCaptureTarget.ts +130 -0
  178. package/src/render/backend/webgpu/device.ts +42 -3
  179. package/src/render/backend/webgpu/flatPass.ts +63 -26
  180. package/src/render/backend/webgpu/particlePass.ts +2 -1
  181. package/src/render/backend/webgpu/postPass.ts +18 -0
  182. package/src/render/backend/webgpu/reflectionSurfacePass.ts +114 -0
  183. package/src/render/backend/webgpu/renderer.ts +927 -100
  184. package/src/render/backend/webgpu/sceneCaptureTarget.ts +63 -0
  185. package/src/render/backend/webgpu/surfaceTexturePass.ts +44 -14
  186. package/src/render/clusteredLights.ts +41 -8
  187. package/src/render/displayRange.ts +61 -0
  188. package/src/render/driftLight/bake.ts +3 -1
  189. package/src/render/driftLight/falloff.ts +13 -2
  190. package/src/render/filmicCurve.ts +229 -0
  191. package/src/render/fog.ts +19 -3
  192. package/src/render/frame/resources.ts +6 -0
  193. package/src/render/frameReflections.ts +72 -0
  194. package/src/render/gi/bounceLights.ts +12 -3
  195. package/src/render/instanceCull.ts +4 -0
  196. package/src/render/instances.ts +26 -6
  197. package/src/render/lightBudget.ts +40 -2
  198. package/src/render/lightmap.ts +64 -23
  199. package/src/render/particlePool.ts +23 -0
  200. package/src/render/pass.ts +53 -1
  201. package/src/render/pointLightSelection.ts +20 -1
  202. package/src/render/reflectionSurfaceTargets.ts +105 -0
  203. package/src/render/renderQuality.ts +52 -15
  204. package/src/render/rendererHarness.ts +3 -0
  205. package/src/render/rgb9e5.ts +52 -0
  206. package/src/render/sceneCapture.ts +56 -0
  207. package/src/render/sceneTarget.ts +30 -2
  208. package/src/render/screenSpaceReflection.ts +38 -1
  209. package/src/render/shaders/bolt.ts +7 -1
  210. package/src/render/shaders/depth.ts +11 -0
  211. package/src/render/shaders/filmLook.ts +2 -1
  212. package/src/render/shaders/flat/anisotropic.ts +37 -3
  213. package/src/render/shaders/flat/areaLight.ts +46 -0
  214. package/src/render/shaders/flat/glassTint.ts +13 -2
  215. package/src/render/shaders/flat/index.ts +37 -2
  216. package/src/render/shaders/flat/lobes.ts +50 -43
  217. package/src/render/shaders/flat/main.ts +85 -22
  218. package/src/render/shaders/flat/models.ts +100 -16
  219. package/src/render/shaders/flat/overlay.ts +117 -0
  220. package/src/render/shaders/flat/pointShadow.ts +1 -1
  221. package/src/render/shaders/flat/preamble.ts +10 -3
  222. package/src/render/shaders/flat/reflectionSurface.ts +61 -0
  223. package/src/render/shaders/fog.ts +9 -2
  224. package/src/render/shaders/fringe.ts +59 -0
  225. package/src/render/shaders/generated/arcane.wgsl.ts +1 -1
  226. package/src/render/shaders/generated/bolt.wgsl.ts +1 -1
  227. package/src/render/shaders/generated/caustics.wgsl.ts +1 -1
  228. package/src/render/shaders/generated/depth.wgsl.ts +4 -4
  229. package/src/render/shaders/generated/film.wgsl.ts +1 -1
  230. package/src/render/shaders/generated/fire.wgsl.ts +1 -1
  231. package/src/render/shaders/generated/flat.wgsl.ts +230 -54
  232. package/src/render/shaders/generated/line.wgsl.ts +1 -1
  233. package/src/render/shaders/generated/particle.wgsl.ts +4 -4
  234. package/src/render/shaders/generated/rush.wgsl.ts +56 -26
  235. package/src/render/shaders/generated/scatter.wgsl.ts +1 -1
  236. package/src/render/shaders/generated/smoke.wgsl.ts +1 -1
  237. package/src/render/shaders/generated/ssrResolve.wgsl.ts +30 -0
  238. package/src/render/shaders/generated/ssrTrace.wgsl.ts +32 -7
  239. package/src/render/shaders/generated/water.wgsl.ts +23 -16
  240. package/src/render/shaders/gi/probeBake.wgsl.ts +9 -5
  241. package/src/render/shaders/gpudriven/fog.wgsl.ts +11 -3
  242. package/src/render/shaders/recon/motion.wgsl.ts +13 -2
  243. package/src/render/shaders/rush.ts +54 -11
  244. package/src/render/shaders/ssrResolve.ts +52 -0
  245. package/src/render/shaders/ssrTrace.ts +46 -1
  246. package/src/render/shaders/water.ts +12 -3
  247. package/src/render/skinScatter.ts +3 -1
  248. package/src/render/ssrPass.ts +139 -1
  249. package/src/render/surfaceModel.ts +47 -10
  250. package/src/render/surfaceOverlay.ts +195 -0
  251. package/src/render/surfaceTexture.ts +136 -9
  252. package/src/render/temporalAa.ts +20 -0
  253. package/src/render/vertexDefaults.ts +28 -0
@@ -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 RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uAoStrength: f32,\n uAoOffset: vec2<f32>,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uVignette: f32,\n uGrain: vec2<f32>,\n uAutoExposure: f32,\n uLocalExposure: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(40) \nvar uExposureHeld_t: texture_2d<f32>;\n@group(0) @binding(42) \nvar uExposureLocal_t: texture_2d<f32>;\n@group(0) @binding(43) \nvar uExposureLocal_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(38) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uBloom_s: sampler;\n@group(0) @binding(44) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(45) \nvar uGradeLut_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(36) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(41) \nvar uExposureHeld_s: sampler;\n\nfn grainNoise_u0028_vu2_u003b_u1_u003b(p: ptr<function, vec2<u32>>, seed: ptr<function, u32>) -> f32 {\n var h: u32;\n\n let _e155 = (*p)[0u];\n let _e158 = (*p)[1u];\n let _e161 = (*seed);\n h = (((_e155 * 1664525u) + (_e158 * 1013904223u)) + (_e161 * 2654435769u));\n let _e164 = h;\n let _e167 = h;\n h = (_e167 ^ (_e164 >> bitcast<u32>(16u)));\n let _e169 = h;\n h = (_e169 * 2246822519u);\n let _e171 = h;\n let _e174 = h;\n h = (_e174 ^ (_e171 >> bitcast<u32>(13u)));\n let _e176 = h;\n h = (_e176 * 3266489917u);\n let _e178 = h;\n let _e181 = h;\n h = (_e181 ^ (_e178 >> bitcast<u32>(16u)));\n let _e183 = h;\n return (f32(_e183) * 0.00000000023283064f);\n}\n\nfn withGrain_u0028_vf3_u003b_vf2_u003b(c: ptr<function, vec3<f32>>, fragCoord: ptr<function, vec2<f32>>) -> vec3<f32> {\n var luma: f32;\n var weight: f32;\n var n: f32;\n var param: vec2<u32>;\n var param_1: u32;\n\n let _e160 = unnamed.uGrain[0u];\n if (_e160 <= 0f) {\n let _e162 = (*c);\n return _e162;\n }\n let _e163 = (*c);\n luma = dot(clamp(_e163, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e168 = luma;\n let _e170 = luma;\n weight = (0.25f + ((3f * _e168) * (1f - _e170)));\n let _e174 = (*fragCoord);\n let _e178 = unnamed.uGrain[1u];\n param = vec2<u32>(_e174);\n param_1 = u32(_e178);\n let _e180 = grainNoise_u0028_vu2_u003b_u1_u003b((&param), (&param_1));\n n = (_e180 - 0.5f);\n let _e182 = (*c);\n let _e183 = n;\n let _e187 = unnamed.uGrain[0u];\n let _e189 = weight;\n return (_e182 + vec3((((2f * _e183) * _e187) * _e189)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e153 = unnamed.uVeilAlpha;\n if (_e153 <= 0f) {\n let _e155 = (*c_1);\n return _e155;\n }\n let _e156 = (*c_1);\n let _e158 = unnamed.uVeilColor;\n let _e160 = unnamed.uVeilAlpha;\n return mix(_e156, _e158, vec3(_e160));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e155 = unnamed.uGradeStrength;\n if (_e155 <= 0f) {\n let _e157 = (*c_2);\n return _e157;\n }\n let _e158 = (*c_2);\n clamped = clamp(_e158, vec3(0f), vec3(1f));\n let _e162 = clamped;\n let _e164 = unnamed.uGradeSize;\n let _e170 = unnamed.uGradeSize;\n uvw = (((_e162 * (_e164 - 1f)) + vec3(0.5f)) / vec3(_e170));\n let _e173 = (*c_2);\n let _e174 = uvw;\n let _e175 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e174, 0f);\n let _e178 = unnamed.uGradeStrength;\n return mix(_e173, _e175.xyz, vec3(_e178));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e154 = (*c_3);\n low = (_e154 * 12.92f);\n let _e156 = (*c_3);\n high = ((pow(max(_e156, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e162 = low;\n let _e163 = high;\n let _e164 = (*c_3);\n return mix(_e162, _e163, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e164));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e155 = (*c_4)[0u];\n let _e157 = (*c_4)[1u];\n let _e159 = (*c_4)[2u];\n m = max(_e155, max(_e157, _e159));\n let _e162 = m;\n if (_e162 <= 0.8f) {\n let _e164 = (*c_4);\n return _e164;\n }\n let _e165 = m;\n e = (_e165 - 0.8f);\n let _e167 = (*c_4);\n let _e168 = e;\n let _e170 = e;\n let _e174 = m;\n return (_e167 * ((0.8f + ((0.2f * _e168) / (_e170 + 0.2f))) / _e174));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e156 = unnamed.uOutputExposure;\n let _e157 = (*x);\n (*x) = (_e157 * _e156);\n let _e159 = (*x);\n v = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e159);\n let _e161 = v;\n let _e162 = v;\n a = ((_e161 * (_e162 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e168 = v;\n let _e169 = v;\n b = ((_e168 * ((_e169 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e176 = a;\n let _e177 = b;\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * (_e176 / _e177)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_5: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n\n let _e156 = unnamed.uOutputTransform;\n if (_e156 == 0i) {\n let _e158 = (*c_5);\n return _e158;\n }\n let _e160 = unnamed.uOutputTransform;\n if (_e160 == 2i) {\n let _e162 = (*c_5);\n param_2 = _e162;\n let _e163 = acesFilmic_u0028_vf3_u003b((&param_2));\n (*c_5) = _e163;\n }\n let _e165 = unnamed.uOutputTransform;\n if (_e165 == 3i) {\n let _e167 = (*c_5);\n let _e169 = unnamed.uOutputExposure;\n param_3 = (_e167 * _e169);\n let _e171 = highlightShoulder_u0028_vf3_u003b((&param_3));\n (*c_5) = _e171;\n }\n let _e172 = (*c_5);\n param_4 = _e172;\n let _e173 = linearToSrgb_u0028_vf3_u003b((&param_4));\n return _e173;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_6: ptr<function, vec3<f32>>, uv: ptr<function, vec2<f32>>, size: ptr<function, vec2<f32>>) -> vec3<f32> {\n var d: vec2<f32>;\n var corner: vec2<f32>;\n var r2_: f32;\n var falloff: f32;\n\n let _e159 = unnamed.uVignette;\n if (_e159 <= 0f) {\n let _e161 = (*c_6);\n return _e161;\n }\n let _e162 = (*uv);\n let _e165 = (*size);\n d = ((_e162 - vec2(0.5f)) * _e165);\n let _e167 = (*size);\n corner = (_e167 * 0.5f);\n let _e169 = d;\n let _e170 = d;\n let _e172 = corner;\n let _e173 = corner;\n r2_ = (dot(_e169, _e170) / dot(_e172, _e173));\n let _e177 = unnamed.uVignette;\n let _e178 = r2_;\n falloff = (1f + (_e177 * _e178));\n let _e181 = (*c_6);\n let _e182 = falloff;\n let _e183 = falloff;\n return (_e181 / vec3((_e182 * _e183)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e154 = unnamed.uAutoExposure;\n if (_e154 <= 0f) {\n return 1f;\n }\n let _e156 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e156.x;\n let _e159 = unnamed.uAutoExposure;\n let _e160 = held;\n stops = (_e159 * (-2.473931f - _e160));\n let _e163 = stops;\n return exp2(clamp(_e163, -6f, 6f));\n}\n\nfn localBlock_u0028_vf2_u003b_f1_u003b(uv_1: ptr<function, vec2<f32>>, block: ptr<function, f32>) -> vec2<f32> {\n var inside: vec2<f32>;\n\n let _e154 = (*uv_1);\n inside = clamp(_e154, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e156 = (*block);\n let _e158 = inside[0u];\n let _e162 = inside[1u];\n let _e164 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e156 + _e158) / 11f), _e162), 0f);\n return _e164.xy;\n}\n\nfn localExposureGain_u0028_vf2_u003b_vf3_u003b(uv_2: ptr<function, vec2<f32>>, light: ptr<function, vec3<f32>>) -> f32 {\n var held_1: f32;\n var pixel: f32;\n var b_1: f32;\n var lower: f32;\n var upper: f32;\n var banded: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var param_7: vec2<f32>;\n var param_8: f32;\n var tileMean: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var bilateral: f32;\n var local: f32;\n var local_1: f32;\n var stops_1: f32;\n\n let _e171 = unnamed.uLocalExposure;\n if (_e171 <= 0f) {\n return 1f;\n }\n let _e173 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e173.x;\n let _e175 = (*light);\n pixel = clamp(log2(max(dot(_e175, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e180 = pixel;\n b_1 = (((_e180 - -12f) / 2f) - 0.5f);\n let _e184 = b_1;\n lower = clamp(floor(_e184), 0f, 9f);\n let _e187 = lower;\n upper = min((_e187 + 1f), 9f);\n let _e190 = (*uv_2);\n param_5 = _e190;\n let _e191 = lower;\n param_6 = _e191;\n let _e192 = localBlock_u0028_vf2_u003b_f1_u003b((&param_5), (&param_6));\n let _e193 = (*uv_2);\n param_7 = _e193;\n let _e194 = upper;\n param_8 = _e194;\n let _e195 = localBlock_u0028_vf2_u003b_f1_u003b((&param_7), (&param_8));\n let _e196 = b_1;\n let _e197 = lower;\n banded = mix(_e192, _e195, vec2(clamp((_e196 - _e197), 0f, 1f)));\n let _e202 = (*uv_2);\n param_9 = _e202;\n param_10 = 10f;\n let _e203 = localBlock_u0028_vf2_u003b_f1_u003b((&param_9), (&param_10));\n tileMean = _e203.x;\n let _e206 = banded[1u];\n if (_e206 > 0.001f) {\n let _e209 = banded[0u];\n let _e211 = banded[1u];\n local = (_e209 / _e211);\n } else {\n let _e213 = tileMean;\n local = _e213;\n }\n let _e214 = local;\n bilateral = _e214;\n let _e215 = bilateral;\n let _e216 = tileMean;\n local_1 = mix(_e215, _e216, 0.4f);\n let _e219 = unnamed.uLocalExposure;\n let _e220 = held_1;\n let _e221 = local_1;\n stops_1 = (_e219 * (_e220 - _e221));\n let _e224 = stops_1;\n return exp2(clamp(_e224, -3f, 3f));\n}\n\nfn finish_u0028_vf3_u003b(light_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var local_2: f32;\n var param_11: vec2<f32>;\n var param_12: vec3<f32>;\n var lensed: vec3<f32>;\n var param_13: vec3<f32>;\n var param_14: vec2<f32>;\n var param_15: vec2<f32>;\n var param_16: vec3<f32>;\n var param_17: vec3<f32>;\n var param_18: vec3<f32>;\n var param_19: vec3<f32>;\n var param_20: vec2<f32>;\n\n let _e164 = vUv_1;\n param_11 = _e164;\n let _e165 = (*light_1);\n param_12 = _e165;\n let _e166 = localExposureGain_u0028_vf2_u003b_vf3_u003b((&param_11), (&param_12));\n local_2 = _e166;\n let _e167 = autoExposureGain_u0028_();\n let _e168 = local_2;\n let _e170 = (*light_1);\n (*light_1) = (_e170 * (_e167 * _e168));\n let _e172 = textureDimensions(uScene_t, 0i);\n let _e175 = (*light_1);\n param_13 = _e175;\n let _e176 = vUv_1;\n param_14 = _e176;\n param_15 = vec2<f32>(vec2<i32>(_e172));\n let _e177 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((&param_13), (&param_14), (&param_15));\n lensed = _e177;\n let _e178 = lensed;\n param_16 = _e178;\n let _e179 = grade_u0028_vf3_u003b((&param_16));\n param_17 = _e179;\n let _e180 = applyColourGrade_u0028_vf3_u003b((&param_17));\n param_18 = _e180;\n let _e181 = withVeil_u0028_vf3_u003b((&param_18));\n param_19 = _e181;\n let _e182 = gl_FragCoord_1;\n param_20 = _e182.xy;\n let _e184 = withGrain_u0028_vf3_u003b_vf2_u003b((&param_19), (&param_20));\n return _e184;\n}\n\nfn withBloom_u0028_vf3_u003b(c_7: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e153 = unnamed.uBloomStrength;\n if (_e153 <= 0f) {\n let _e155 = (*c_7);\n return _e155;\n }\n let _e156 = (*c_7);\n let _e157 = vUv_1;\n let _e158 = textureSampleLevel(uBloom_t, uBloom_s, _e157, 0f);\n let _e161 = unnamed.uBloomStrength;\n return (_e156 + (_e158.xyz * _e161));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e153 = (*viewDepth);\n let _e155 = unnamed.uFocusDistance;\n let _e159 = unnamed.uFocusRange;\n offPlane = (abs((_e153 - _e155)) - _e159);\n let _e161 = offPlane;\n let _e163 = unnamed.uFocusRange;\n return clamp((_e161 / _e163), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e153 = (*uv_3);\n let _e154 = textureSampleLevel(uDepth_t, uDepth_s, _e153, 0f);\n z = (1f - (_e154.x * 2f));\n let _e160 = unnamed.uDepthToView[0u];\n let _e161 = z;\n let _e165 = unnamed.uDepthToView[1u];\n let _e170 = unnamed.uDepthToView[2u];\n let _e171 = z;\n let _e175 = unnamed.uDepthToView[3u];\n return (-(((_e160 * _e161) + _e165)) / ((_e170 * _e171) + _e175));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_4: vec2<f32>;\n var depth: f32;\n var param_21: vec2<f32>;\n var weight_1: f32;\n var local_3: f32;\n var param_22: f32;\n\n let _e160 = vUv_1;\n let _e161 = (*direction);\n let _e162 = (*radius);\n let _e165 = unnamed.uDofAspect;\n uv_4 = (_e160 + ((_e161 * _e162) * _e165));\n let _e168 = uv_4;\n param_21 = _e168;\n let _e169 = viewDepthOf_u0028_vf2_u003b((&param_21));\n depth = _e169;\n let _e170 = depth;\n let _e171 = (*centreDepth);\n if (_e170 >= _e171) {\n local_3 = 1f;\n } else {\n let _e173 = depth;\n param_22 = _e173;\n let _e174 = circleOfConfusion_u0028_f1_u003b((&param_22));\n local_3 = _e174;\n }\n let _e175 = local_3;\n weight_1 = _e175;\n let _e176 = uv_4;\n let _e177 = textureSampleLevel(uScene_t, uScene_s, _e176, 0f);\n let _e179 = weight_1;\n let _e180 = (_e177.xyz * _e179);\n let _e181 = weight_1;\n return vec4<f32>(_e180.x, _e180.y, _e180.z, _e181);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_23: vec2<f32>;\n var coc: f32;\n var param_24: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_25: vec2<f32>;\n var param_26: f32;\n var param_27: f32;\n var param_28: vec2<f32>;\n var param_29: f32;\n var param_30: f32;\n var param_31: vec2<f32>;\n var param_32: f32;\n var param_33: f32;\n var param_34: vec2<f32>;\n var param_35: f32;\n var param_36: f32;\n var param_37: vec2<f32>;\n var param_38: f32;\n var param_39: f32;\n var param_40: vec2<f32>;\n var param_41: f32;\n var param_42: f32;\n var param_43: vec2<f32>;\n var param_44: f32;\n var param_45: f32;\n var param_46: vec2<f32>;\n var param_47: f32;\n var param_48: f32;\n\n let _e182 = vUv_1;\n param_23 = _e182;\n let _e183 = viewDepthOf_u0028_vf2_u003b((&param_23));\n depth_1 = _e183;\n let _e184 = depth_1;\n param_24 = _e184;\n let _e185 = circleOfConfusion_u0028_f1_u003b((&param_24));\n coc = _e185;\n let _e186 = coc;\n if (_e186 <= 0f) {\n let _e188 = (*centre);\n return _e188;\n }\n let _e189 = coc;\n let _e191 = unnamed.uDofStrength;\n radius_1 = (_e189 * _e191);\n let _e193 = (*centre);\n sum = vec4<f32>(_e193.x, _e193.y, _e193.z, 1f);\n param_25 = vec2<f32>(0.25f, 0f);\n let _e198 = radius_1;\n param_26 = _e198;\n let _e199 = depth_1;\n param_27 = _e199;\n let _e200 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_25), (&param_26), (&param_27));\n let _e201 = sum;\n sum = (_e201 + _e200);\n param_28 = vec2<f32>(-0.31929f, 0.292496f);\n let _e203 = radius_1;\n param_29 = _e203;\n let _e204 = depth_1;\n param_30 = _e204;\n let _e205 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_28), (&param_29), (&param_30));\n let _e206 = sum;\n sum = (_e206 + _e205);\n param_31 = vec2<f32>(0.048872f, -0.556877f);\n let _e208 = radius_1;\n param_32 = _e208;\n let _e209 = depth_1;\n param_33 = _e209;\n let _e210 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_31), (&param_32), (&param_33));\n let _e211 = sum;\n sum = (_e211 + _e210);\n param_34 = vec2<f32>(0.402444f, 0.524918f);\n let _e213 = radius_1;\n param_35 = _e213;\n let _e214 = depth_1;\n param_36 = _e214;\n let _e215 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_34), (&param_35), (&param_36));\n let _e216 = sum;\n sum = (_e216 + _e215);\n param_37 = vec2<f32>(-0.738535f, -0.130636f);\n let _e218 = radius_1;\n param_38 = _e218;\n let _e219 = depth_1;\n param_39 = _e219;\n let _e220 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_37), (&param_38), (&param_39));\n let _e221 = sum;\n sum = (_e221 + _e220);\n param_40 = vec2<f32>(0.699605f, -0.445031f);\n let _e223 = radius_1;\n param_41 = _e223;\n let _e224 = depth_1;\n param_42 = _e224;\n let _e225 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_40), (&param_41), (&param_42));\n let _e226 = sum;\n sum = (_e226 + _e225);\n param_43 = vec2<f32>(-0.234004f, 0.870484f);\n let _e228 = radius_1;\n param_44 = _e228;\n let _e229 = depth_1;\n param_45 = _e229;\n let _e230 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_43), (&param_44), (&param_45));\n let _e231 = sum;\n sum = (_e231 + _e230);\n param_46 = vec2<f32>(-0.446271f, -0.859268f);\n let _e233 = radius_1;\n param_47 = _e233;\n let _e234 = depth_1;\n param_48 = _e234;\n let _e235 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_46), (&param_47), (&param_48));\n let _e236 = sum;\n sum = (_e236 + _e235);\n let _e238 = sum;\n let _e241 = sum[3u];\n return (_e238.xyz / vec3(_e241));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var velocity: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t: f32;\n\n let _e161 = vUv_1;\n let _e162 = textureSampleLevel(uDepth_t, uDepth_s, _e161, 0f);\n depth_2 = _e162.x;\n let _e164 = vUv_1;\n let _e167 = ((_e164 * 2f) - vec2(1f));\n let _e168 = depth_2;\n clip = vec4<f32>(_e167.x, _e167.y, (1f - (_e168 * 2f)), 1f);\n let _e175 = unnamed.uReprojection;\n let _e176 = clip;\n previous = (_e175 * _e176);\n let _e179 = previous[3u];\n if (_e179 <= 0f) {\n let _e181 = (*scene);\n return _e181;\n }\n let _e182 = previous;\n let _e185 = previous[3u];\n wasUv = (((_e182.xy / vec2(_e185)) * 0.5f) + vec2(0.5f));\n let _e191 = vUv_1;\n let _e192 = wasUv;\n let _e195 = unnamed.uMotionStrength;\n velocity = ((_e191 - _e192) * _e195);\n let _e197 = velocity;\n distance_ = length(_e197);\n let _e199 = distance_;\n if (_e199 < 0.0001f) {\n let _e201 = (*scene);\n return _e201;\n }\n let _e202 = distance_;\n let _e204 = unnamed.uMotionMax;\n if (_e202 > _e204) {\n let _e207 = unnamed.uMotionMax;\n let _e208 = distance_;\n let _e210 = velocity;\n velocity = (_e210 * (_e207 / _e208));\n }\n let _e212 = (*scene);\n sum_1 = _e212;\n i = 1i;\n loop {\n let _e213 = i;\n if (_e213 <= 4i) {\n let _e215 = i;\n t = ((f32(_e215) / 4f) * 0.5f);\n let _e219 = vUv_1;\n let _e220 = velocity;\n let _e221 = t;\n let _e224 = textureSampleLevel(uScene_t, uScene_s, (_e219 + (_e220 * _e221)), 0f);\n let _e226 = sum_1;\n sum_1 = (_e226 + _e224.xyz);\n let _e228 = vUv_1;\n let _e229 = velocity;\n let _e230 = t;\n let _e233 = textureSampleLevel(uScene_t, uScene_s, (_e228 - (_e229 * _e230)), 0f);\n let _e235 = sum_1;\n sum_1 = (_e235 + _e233.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e237 = i;\n i = (_e237 + 1i);\n }\n }\n let _e239 = sum_1;\n return (_e239 / vec3(9f));\n}\n\nfn main_1() {\n var sampled: vec4<f32>;\n var scene_1: vec3<f32>;\n var param_49: vec3<f32>;\n var param_50: vec3<f32>;\n var share: f32;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_51: vec3<f32>;\n var param_52: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_53: vec3<f32>;\n var param_54: vec3<f32>;\n\n let _e170 = vUv_1;\n let _e171 = textureSampleLevel(uScene_t, uScene_s, _e170, 0f);\n sampled = _e171;\n let _e172 = sampled;\n scene_1 = _e172.xyz;\n let _e175 = unnamed.uMotionStrength;\n if (_e175 > 0f) {\n let _e177 = scene_1;\n param_49 = _e177;\n let _e178 = cameraBlur_u0028_vf3_u003b((&param_49));\n scene_1 = _e178;\n }\n let _e180 = unnamed.uDofStrength;\n if (_e180 > 0f) {\n let _e182 = scene_1;\n param_50 = _e182;\n let _e183 = depthOfField_u0028_vf3_u003b((&param_50));\n scene_1 = _e183;\n }\n let _e185 = sampled[3u];\n share = clamp(_e185, 0f, 1f);\n let _e187 = vUv_1;\n let _e189 = unnamed.uAoOffset;\n let _e191 = textureSampleLevel(uAo_t, uAo_s, (_e187 + _e189), 0f);\n let _e194 = unnamed.uAoStrength;\n let _e195 = share;\n ao = mix(1f, _e191.x, (_e194 * _e195));\n let _e198 = vUv_1;\n fromCentre = (_e198 - vec2(0.5f));\n let _e201 = fromCentre;\n radius_2 = (length((_e201 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e206 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e206);\n let _e208 = inner;\n let _e209 = radius_2;\n edge = smoothstep(_e208, 1f, _e209);\n let _e211 = edge;\n let _e213 = unnamed.uStrength;\n amount = (_e211 * _e213);\n let _e215 = amount;\n if (_e215 <= 0f) {\n let _e217 = scene_1;\n let _e218 = ao;\n param_51 = (_e217 * _e218);\n let _e220 = withBloom_u0028_vf3_u003b((&param_51));\n param_52 = _e220;\n let _e221 = finish_u0028_vf3_u003b((&param_52));\n fragColor = vec4<f32>(_e221.x, _e221.y, _e221.z, 1f);\n return;\n }\n let _e226 = fromCentre;\n let _e230 = unnamed.uReach;\n let _e232 = amount;\n step_ = ((normalize((_e226 + vec2<f32>(0.000001f, 0.000001f))) * _e230) * _e232);\n let _e234 = scene_1;\n sum_2 = _e234;\n i_1 = 1i;\n loop {\n let _e235 = i_1;\n if (_e235 <= 6i) {\n let _e237 = vUv_1;\n let _e238 = step_;\n let _e239 = i_1;\n let _e244 = textureSampleLevel(uScene_t, uScene_s, (_e237 + (_e238 * (f32(_e239) / 6f))), 0f);\n let _e246 = sum_2;\n sum_2 = (_e246 + _e244.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e248 = i_1;\n i_1 = (_e248 + 1i);\n }\n }\n let _e250 = sum_2;\n blurred = (_e250 / vec3(7f));\n let _e253 = scene_1;\n let _e254 = blurred;\n let _e255 = amount;\n let _e258 = ao;\n param_53 = (mix(_e253, _e254, vec3(_e255)) * _e258);\n let _e260 = withBloom_u0028_vf3_u003b((&param_53));\n param_54 = _e260;\n let _e261 = finish_u0028_vf3_u003b((&param_54));\n fragColor = vec4<f32>(_e261.x, _e261.y, _e261.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
7
+ export const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uFilmA: vec4<f32>,\n uFilmB: vec4<f32>,\n uDisplayHeadroom: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uObjectMotion: f32,\n uAoStrength: f32,\n uAoOffset: vec2<f32>,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uVignette: f32,\n uGrain: vec2<f32>,\n uAutoExposure: f32,\n uLocalExposure: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n uFringe: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(42) \nvar uExposureHeld_t: texture_2d<f32>;\n@group(0) @binding(44) \nvar uExposureLocal_t: texture_2d<f32>;\n@group(0) @binding(45) \nvar uExposureLocal_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(40) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(41) \nvar uBloom_s: sampler;\n@group(0) @binding(46) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(47) \nvar uGradeLut_s: sampler;\n@group(0) @binding(36) \nvar uMotion_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uMotion_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(38) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(43) \nvar uExposureHeld_s: sampler;\n\nfn grainNoise_u0028_vu2_u003b_u1_u003b(p: ptr<function, vec2<u32>>, seed: ptr<function, u32>) -> f32 {\n var h: u32;\n\n let _e234 = (*p)[0u];\n let _e237 = (*p)[1u];\n let _e240 = (*seed);\n h = (((_e234 * 1664525u) + (_e237 * 1013904223u)) + (_e240 * 2654435769u));\n let _e243 = h;\n let _e246 = h;\n h = (_e246 ^ (_e243 >> bitcast<u32>(16u)));\n let _e248 = h;\n h = (_e248 * 2246822519u);\n let _e250 = h;\n let _e253 = h;\n h = (_e253 ^ (_e250 >> bitcast<u32>(13u)));\n let _e255 = h;\n h = (_e255 * 3266489917u);\n let _e257 = h;\n let _e260 = h;\n h = (_e260 ^ (_e257 >> bitcast<u32>(16u)));\n let _e262 = h;\n return (f32(_e262) * 0.00000000023283064f);\n}\n\nfn withGrain_u0028_vf3_u003b_vf2_u003b(c: ptr<function, vec3<f32>>, fragCoord: ptr<function, vec2<f32>>) -> vec3<f32> {\n var luma: f32;\n var weight: f32;\n var n: f32;\n var param: vec2<u32>;\n var param_1: u32;\n\n let _e239 = unnamed.uGrain[0u];\n if (_e239 <= 0f) {\n let _e241 = (*c);\n return _e241;\n }\n let _e242 = (*c);\n luma = dot(clamp(_e242, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e247 = luma;\n let _e249 = luma;\n weight = (0.25f + ((3f * _e247) * (1f - _e249)));\n let _e253 = (*fragCoord);\n let _e257 = unnamed.uGrain[1u];\n param = vec2<u32>(_e253);\n param_1 = u32(_e257);\n let _e259 = grainNoise_u0028_vu2_u003b_u1_u003b((&param), (&param_1));\n n = (_e259 - 0.5f);\n let _e261 = (*c);\n let _e262 = n;\n let _e266 = unnamed.uGrain[0u];\n let _e268 = weight;\n return (_e261 + vec3((((2f * _e262) * _e266) * _e268)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e232 = unnamed.uVeilAlpha;\n if (_e232 <= 0f) {\n let _e234 = (*c_1);\n return _e234;\n }\n let _e235 = (*c_1);\n let _e237 = unnamed.uVeilColor;\n let _e239 = unnamed.uVeilAlpha;\n return mix(_e235, _e237, vec3(_e239));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var over: f32;\n var local: f32;\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e236 = unnamed.uGradeStrength;\n if (_e236 <= 0f) {\n let _e238 = (*c_2);\n return _e238;\n }\n let _e240 = unnamed.uDisplayHeadroom;\n if (_e240 > 1f) {\n let _e243 = (*c_2)[0u];\n let _e245 = (*c_2)[1u];\n let _e247 = (*c_2)[2u];\n local = max(max(_e243, max(_e245, _e247)), 1f);\n } else {\n local = 1f;\n }\n let _e251 = local;\n over = _e251;\n let _e252 = (*c_2);\n let _e253 = over;\n clamped = clamp((_e252 / vec3(_e253)), vec3(0f), vec3(1f));\n let _e259 = clamped;\n let _e261 = unnamed.uGradeSize;\n let _e267 = unnamed.uGradeSize;\n uvw = (((_e259 * (_e261 - 1f)) + vec3(0.5f)) / vec3(_e267));\n let _e270 = (*c_2);\n let _e271 = uvw;\n let _e272 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e271, 0f);\n let _e274 = over;\n let _e277 = unnamed.uGradeStrength;\n return mix(_e270, (_e272.xyz * _e274), vec3(_e277));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e233 = (*c_3);\n low = (_e233 * 12.92f);\n let _e235 = (*c_3);\n high = ((pow(max(_e235, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e241 = low;\n let _e242 = high;\n let _e243 = (*c_3);\n return mix(_e241, _e242, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e243));\n}\n\nfn filmCentredHue_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> f32 {\n var y: f32;\n var x: f32;\n var phi_889_: bool;\n\n let _e234 = (*c_4)[1u];\n let _e236 = (*c_4)[2u];\n y = (1.7320508f * (_e234 - _e236));\n let _e240 = (*c_4)[0u];\n let _e243 = (*c_4)[1u];\n let _e246 = (*c_4)[2u];\n x = (((2f * _e240) - _e243) - _e246);\n let _e248 = x;\n let _e250 = (abs(_e248) < 0.0000000001f);\n phi_889_ = _e250;\n if _e250 {\n let _e251 = y;\n phi_889_ = (abs(_e251) < 0.0000000001f);\n }\n let _e255 = phi_889_;\n if _e255 {\n return 0f;\n }\n let _e256 = y;\n let _e257 = x;\n return degrees(atan2(_e256, _e257));\n}\n\nfn filmGlow_u0028_f1_u003b_f1_u003b_f1_u003b(yc: ptr<function, f32>, gain: ptr<function, f32>, mid: ptr<function, f32>) -> f32 {\n let _e233 = (*yc);\n let _e234 = (*mid);\n if (_e233 <= (0.6666667f * _e234)) {\n let _e237 = (*gain);\n return _e237;\n }\n let _e238 = (*yc);\n let _e239 = (*mid);\n if (_e238 >= (2f * _e239)) {\n return 0f;\n }\n let _e242 = (*gain);\n let _e243 = (*mid);\n let _e244 = (*yc);\n return (_e242 * ((_e243 / _e244) - 0.5f));\n}\n\nfn filmSigmoid_u0028_f1_u003b(x_1: ptr<function, f32>) -> f32 {\n var t: f32;\n\n let _e232 = (*x_1);\n t = max((1f - abs((_e232 / 2f))), 0f);\n let _e237 = (*x_1);\n let _e239 = t;\n let _e240 = t;\n return ((1f + (sign(_e237) * (1f - (_e239 * _e240)))) / 2f);\n}\n\nfn filmYc_u0028_vf3_u003b(c_5: ptr<function, vec3<f32>>) -> f32 {\n var chroma: f32;\n\n let _e233 = (*c_5)[2u];\n let _e235 = (*c_5)[2u];\n let _e237 = (*c_5)[1u];\n let _e241 = (*c_5)[1u];\n let _e243 = (*c_5)[1u];\n let _e245 = (*c_5)[0u];\n let _e250 = (*c_5)[0u];\n let _e252 = (*c_5)[0u];\n let _e254 = (*c_5)[2u];\n chroma = sqrt(max((((_e233 * (_e235 - _e237)) + (_e241 * (_e243 - _e245))) + (_e250 * (_e252 - _e254))), 0f));\n let _e261 = (*c_5)[2u];\n let _e263 = (*c_5)[1u];\n let _e266 = (*c_5)[0u];\n let _e268 = chroma;\n return ((((_e261 + _e263) + _e266) + (1.75f * _e268)) / 3f);\n}\n\nfn filmSaturation_u0028_vf3_u003b(c_6: ptr<function, vec3<f32>>) -> f32 {\n var hi: f32;\n var lo: f32;\n\n let _e234 = (*c_6)[0u];\n let _e236 = (*c_6)[1u];\n let _e238 = (*c_6)[2u];\n hi = max(_e234, max(_e236, _e238));\n let _e242 = (*c_6)[0u];\n let _e244 = (*c_6)[1u];\n let _e246 = (*c_6)[2u];\n lo = min(_e242, min(_e244, _e246));\n let _e249 = hi;\n let _e251 = lo;\n let _e254 = hi;\n return ((max(_e249, 0.0000000001f) - max(_e251, 0.0000000001f)) / max(_e254, 0.01f));\n}\n\nfn filmicCurve_u0028_vf3_u003b(linear: ptr<function, vec3<f32>>) -> vec3<f32> {\n var ap0_: vec3<f32>;\n var saturation: f32;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: f32;\n var param_5: f32;\n var param_6: f32;\n var param_7: f32;\n var weight_1: f32;\n var param_8: vec3<f32>;\n var work: vec3<f32>;\n var slope: f32;\n var black: f32;\n var white: f32;\n var toeScale: f32;\n var shoulderScale: f32;\n var toeMatch: f32;\n var straightMatch: f32;\n var shoulderMatch: f32;\n var logc: vec3<f32>;\n var straight: vec3<f32>;\n var toeC: vec3<f32>;\n var shoulderC: vec3<f32>;\n var t_1: vec3<f32>;\n var tone: vec3<f32>;\n var ceiling: f32;\n var local_1: f32;\n\n let _e258 = (*linear);\n ap0_ = (mat3x3<f32>(vec3<f32>(0.6954522f, 0.044794563f, -0.005525883f), vec3<f32>(0.1406787f, 0.8596711f, 0.00402521f), vec3<f32>(0.16386907f, 0.09553432f, 1.0015007f)) * (mat3x3<f32>(vec3<f32>(0.61319f, 0.07021f, 0.02062f), vec3<f32>(0.33951f, 0.91634f, 0.10957f), vec3<f32>(0.04737f, 0.01345f, 0.86961f)) * _e258));\n let _e261 = ap0_;\n param_2 = _e261;\n let _e262 = filmSaturation_u0028_vf3_u003b((&param_2));\n saturation = _e262;\n let _e263 = ap0_;\n param_3 = _e263;\n let _e264 = filmYc_u0028_vf3_u003b((&param_3));\n let _e265 = saturation;\n param_4 = ((_e265 - 0.4f) / 0.2f);\n let _e268 = filmSigmoid_u0028_f1_u003b((&param_4));\n param_5 = _e264;\n param_6 = (0.05f * _e268);\n param_7 = 0.08f;\n let _e270 = filmGlow_u0028_f1_u003b_f1_u003b_f1_u003b((&param_5), (&param_6), (&param_7));\n let _e272 = ap0_;\n ap0_ = (_e272 * (1f + _e270));\n let _e274 = ap0_;\n param_8 = _e274;\n let _e275 = filmCentredHue_u0028_vf3_u003b((&param_8));\n weight_1 = smoothstep(0f, 1f, (1f - abs(((2f * _e275) / 135f))));\n let _e281 = weight_1;\n let _e282 = weight_1;\n let _e284 = saturation;\n let _e287 = ap0_[0u];\n let _e292 = ap0_[0u];\n ap0_[0u] = (_e292 + ((((_e281 * _e282) * _e284) * (0.03f - _e287)) * 0.18f));\n let _e295 = ap0_;\n work = max((mat3x3<f32>(vec3<f32>(1.4514393f, -0.07655378f, 0.008316148f), vec3<f32>(-0.23651075f, 1.1762297f, -0.0060324497f), vec3<f32>(-0.21492857f, -0.09967592f, 0.9977163f)) * _e295), vec3<f32>(0f, 0f, 0f));\n let _e298 = work;\n let _e301 = work;\n work = mix(vec3(dot(_e298, vec3<f32>(0.27222872f, 0.67408174f, 0.053689517f))), _e301, vec3(0.96f));\n let _e306 = unnamed.uFilmA[0u];\n slope = _e306;\n let _e309 = unnamed.uFilmA[1u];\n black = _e309;\n let _e312 = unnamed.uFilmA[2u];\n white = _e312;\n let _e315 = unnamed.uFilmA[3u];\n toeScale = _e315;\n let _e318 = unnamed.uFilmB[0u];\n shoulderScale = _e318;\n let _e321 = unnamed.uFilmB[1u];\n toeMatch = _e321;\n let _e324 = unnamed.uFilmB[2u];\n straightMatch = _e324;\n let _e327 = unnamed.uFilmB[3u];\n shoulderMatch = _e327;\n let _e328 = work;\n logc = (log2(max(_e328, vec3<f32>(0.0000000001f, 0.0000000001f, 0.0000000001f))) * 0.30103f);\n let _e332 = slope;\n let _e333 = logc;\n let _e334 = straightMatch;\n straight = ((_e333 + vec3(_e334)) * _e332);\n let _e338 = black;\n let _e340 = toeScale;\n let _e342 = slope;\n let _e344 = toeScale;\n let _e346 = logc;\n let _e347 = toeMatch;\n toeC = (vec3(-(_e338)) + (vec3((2f * _e340)) / (vec3(1f) + exp(((_e346 - vec3(_e347)) * ((-2f * _e342) / _e344))))));\n let _e358 = white;\n let _e360 = shoulderScale;\n let _e362 = slope;\n let _e364 = shoulderScale;\n let _e366 = logc;\n let _e367 = shoulderMatch;\n shoulderC = (vec3((1f + _e358)) - (vec3((2f * _e360)) / (vec3(1f) + exp(((_e366 - vec3(_e367)) * ((2f * _e362) / _e364))))));\n let _e378 = straight;\n let _e379 = toeC;\n let _e380 = logc;\n let _e381 = toeMatch;\n toeC = mix(_e378, _e379, select(vec3<f32>(0f, 0f, 0f), vec3<f32>(1f, 1f, 1f), (_e380 < vec3(_e381))));\n let _e386 = straight;\n let _e387 = shoulderC;\n let _e388 = logc;\n let _e389 = shoulderMatch;\n shoulderC = mix(_e386, _e387, select(vec3<f32>(0f, 0f, 0f), vec3<f32>(1f, 1f, 1f), (_e388 > vec3(_e389))));\n let _e394 = logc;\n let _e395 = toeMatch;\n let _e398 = shoulderMatch;\n let _e399 = toeMatch;\n t_1 = clamp(((_e394 - vec3(_e395)) / vec3((_e398 - _e399))), vec3(0f), vec3(1f));\n let _e406 = shoulderMatch;\n let _e407 = toeMatch;\n if (_e406 < _e407) {\n let _e409 = t_1;\n t_1 = (vec3(1f) - _e409);\n }\n let _e412 = t_1;\n let _e416 = t_1;\n let _e418 = t_1;\n t_1 = (((vec3(3f) - (_e412 * 2f)) * _e416) * _e418);\n let _e420 = toeC;\n let _e421 = shoulderC;\n let _e422 = t_1;\n tone = mix(_e420, _e421, _e422);\n let _e424 = tone;\n let _e427 = tone;\n tone = mix(vec3(dot(_e424, vec3<f32>(0.27222872f, 0.67408174f, 0.053689517f))), _e427, vec3(0.93f));\n let _e431 = unnamed.uDisplayHeadroom;\n if (_e431 > 1f) {\n let _e433 = white;\n local_1 = (1f + _e433);\n } else {\n local_1 = 1f;\n }\n let _e435 = local_1;\n ceiling = _e435;\n let _e436 = tone;\n let _e439 = ceiling;\n return clamp((mat3x3<f32>(vec3<f32>(1.7048f, -0.13027f, -0.02401f), vec3<f32>(-0.62168f, 1.14082f, -0.129f), vec3<f32>(-0.08325f, -0.01055f, 1.15324f)) * max(_e436, vec3<f32>(0f, 0f, 0f))), vec3(0f), vec3(_e439));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_7: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e234 = (*c_7)[0u];\n let _e236 = (*c_7)[1u];\n let _e238 = (*c_7)[2u];\n m = max(_e234, max(_e236, _e238));\n let _e241 = m;\n if (_e241 <= 0.8f) {\n let _e243 = (*c_7);\n return _e243;\n }\n let _e244 = m;\n e = (_e244 - 0.8f);\n let _e246 = (*c_7);\n let _e247 = e;\n let _e249 = e;\n let _e253 = m;\n return (_e246 * ((0.8f + ((0.2f * _e247) / (_e249 + 0.2f))) / _e253));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e235 = unnamed.uOutputExposure;\n let _e236 = (*x_2);\n (*x_2) = (_e236 * _e235);\n let _e238 = (*x_2);\n v = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e238);\n let _e240 = v;\n let _e241 = v;\n a = ((_e240 * (_e241 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e247 = v;\n let _e248 = v;\n b = ((_e247 * ((_e248 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e255 = a;\n let _e256 = b;\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * (_e255 / _e256)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_8: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_9: vec3<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n\n let _e236 = unnamed.uOutputTransform;\n if (_e236 == 0i) {\n let _e238 = (*c_8);\n return _e238;\n }\n let _e240 = unnamed.uOutputTransform;\n if (_e240 == 2i) {\n let _e242 = (*c_8);\n param_9 = _e242;\n let _e243 = acesFilmic_u0028_vf3_u003b((&param_9));\n (*c_8) = _e243;\n }\n let _e245 = unnamed.uOutputTransform;\n if (_e245 == 3i) {\n let _e247 = (*c_8);\n let _e249 = unnamed.uOutputExposure;\n param_10 = (_e247 * _e249);\n let _e251 = highlightShoulder_u0028_vf3_u003b((&param_10));\n (*c_8) = _e251;\n }\n let _e253 = unnamed.uOutputTransform;\n if (_e253 == 4i) {\n let _e255 = (*c_8);\n let _e257 = unnamed.uOutputExposure;\n param_11 = (_e255 * _e257);\n let _e259 = filmicCurve_u0028_vf3_u003b((&param_11));\n (*c_8) = _e259;\n }\n let _e260 = (*c_8);\n param_12 = _e260;\n let _e261 = linearToSrgb_u0028_vf3_u003b((&param_12));\n return _e261;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_9: ptr<function, vec3<f32>>, uv: ptr<function, vec2<f32>>, size: ptr<function, vec2<f32>>) -> vec3<f32> {\n var d: vec2<f32>;\n var corner: vec2<f32>;\n var r2_: f32;\n var falloff: f32;\n\n let _e238 = unnamed.uVignette;\n if (_e238 <= 0f) {\n let _e240 = (*c_9);\n return _e240;\n }\n let _e241 = (*uv);\n let _e244 = (*size);\n d = ((_e241 - vec2(0.5f)) * _e244);\n let _e246 = (*size);\n corner = (_e246 * 0.5f);\n let _e248 = d;\n let _e249 = d;\n let _e251 = corner;\n let _e252 = corner;\n r2_ = (dot(_e248, _e249) / dot(_e251, _e252));\n let _e256 = unnamed.uVignette;\n let _e257 = r2_;\n falloff = (1f + (_e256 * _e257));\n let _e260 = (*c_9);\n let _e261 = falloff;\n let _e262 = falloff;\n return (_e260 / vec3((_e261 * _e262)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e233 = unnamed.uAutoExposure;\n if (_e233 <= 0f) {\n return 1f;\n }\n let _e235 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e235.x;\n let _e238 = unnamed.uAutoExposure;\n let _e239 = held;\n stops = (_e238 * (-2.473931f - _e239));\n let _e242 = stops;\n return exp2(clamp(_e242, -6f, 6f));\n}\n\nfn localBlock_u0028_vf2_u003b_f1_u003b(uv_1: ptr<function, vec2<f32>>, block: ptr<function, f32>) -> vec2<f32> {\n var inside: vec2<f32>;\n\n let _e233 = (*uv_1);\n inside = clamp(_e233, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e235 = (*block);\n let _e237 = inside[0u];\n let _e241 = inside[1u];\n let _e243 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e235 + _e237) / 11f), _e241), 0f);\n return _e243.xy;\n}\n\nfn localExposureGain_u0028_vf2_u003b_vf3_u003b(uv_2: ptr<function, vec2<f32>>, light: ptr<function, vec3<f32>>) -> f32 {\n var held_1: f32;\n var pixel: f32;\n var b_1: f32;\n var lower: f32;\n var upper: f32;\n var banded: vec2<f32>;\n var param_13: vec2<f32>;\n var param_14: f32;\n var param_15: vec2<f32>;\n var param_16: f32;\n var tileMean: f32;\n var param_17: vec2<f32>;\n var param_18: f32;\n var bilateral: f32;\n var local_2: f32;\n var local_3: f32;\n var stops_1: f32;\n\n let _e250 = unnamed.uLocalExposure;\n if (_e250 <= 0f) {\n return 1f;\n }\n let _e252 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e252.x;\n let _e254 = (*light);\n pixel = clamp(log2(max(dot(_e254, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e259 = pixel;\n b_1 = (((_e259 - -12f) / 2f) - 0.5f);\n let _e263 = b_1;\n lower = clamp(floor(_e263), 0f, 9f);\n let _e266 = lower;\n upper = min((_e266 + 1f), 9f);\n let _e269 = (*uv_2);\n param_13 = _e269;\n let _e270 = lower;\n param_14 = _e270;\n let _e271 = localBlock_u0028_vf2_u003b_f1_u003b((&param_13), (&param_14));\n let _e272 = (*uv_2);\n param_15 = _e272;\n let _e273 = upper;\n param_16 = _e273;\n let _e274 = localBlock_u0028_vf2_u003b_f1_u003b((&param_15), (&param_16));\n let _e275 = b_1;\n let _e276 = lower;\n banded = mix(_e271, _e274, vec2(clamp((_e275 - _e276), 0f, 1f)));\n let _e281 = (*uv_2);\n param_17 = _e281;\n param_18 = 10f;\n let _e282 = localBlock_u0028_vf2_u003b_f1_u003b((&param_17), (&param_18));\n tileMean = _e282.x;\n let _e285 = banded[1u];\n if (_e285 > 0.001f) {\n let _e288 = banded[0u];\n let _e290 = banded[1u];\n local_2 = (_e288 / _e290);\n } else {\n let _e292 = tileMean;\n local_2 = _e292;\n }\n let _e293 = local_2;\n bilateral = _e293;\n let _e294 = bilateral;\n let _e295 = tileMean;\n local_3 = mix(_e294, _e295, 0.4f);\n let _e298 = unnamed.uLocalExposure;\n let _e299 = held_1;\n let _e300 = local_3;\n stops_1 = (_e298 * (_e299 - _e300));\n let _e303 = stops_1;\n return exp2(clamp(_e303, -3f, 3f));\n}\n\nfn finish_u0028_vf3_u003b(light_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var local_4: f32;\n var param_19: vec2<f32>;\n var param_20: vec3<f32>;\n var lensed: vec3<f32>;\n var param_21: vec3<f32>;\n var param_22: vec2<f32>;\n var param_23: vec2<f32>;\n var param_24: vec3<f32>;\n var param_25: vec3<f32>;\n var param_26: vec3<f32>;\n var param_27: vec3<f32>;\n var param_28: vec2<f32>;\n\n let _e243 = vUv_1;\n param_19 = _e243;\n let _e244 = (*light_1);\n param_20 = _e244;\n let _e245 = localExposureGain_u0028_vf2_u003b_vf3_u003b((&param_19), (&param_20));\n local_4 = _e245;\n let _e246 = autoExposureGain_u0028_();\n let _e247 = local_4;\n let _e249 = (*light_1);\n (*light_1) = (_e249 * (_e246 * _e247));\n let _e251 = textureDimensions(uScene_t, 0i);\n let _e254 = (*light_1);\n param_21 = _e254;\n let _e255 = vUv_1;\n param_22 = _e255;\n param_23 = vec2<f32>(vec2<i32>(_e251));\n let _e256 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((&param_21), (&param_22), (&param_23));\n lensed = _e256;\n let _e257 = lensed;\n param_24 = _e257;\n let _e258 = grade_u0028_vf3_u003b((&param_24));\n param_25 = _e258;\n let _e259 = applyColourGrade_u0028_vf3_u003b((&param_25));\n param_26 = _e259;\n let _e260 = withVeil_u0028_vf3_u003b((&param_26));\n param_27 = _e260;\n let _e261 = gl_FragCoord_1;\n param_28 = _e261.xy;\n let _e263 = withGrain_u0028_vf3_u003b_vf2_u003b((&param_27), (&param_28));\n return _e263;\n}\n\nfn withBloom_u0028_vf3_u003b(c_10: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e232 = unnamed.uBloomStrength;\n if (_e232 <= 0f) {\n let _e234 = (*c_10);\n return _e234;\n }\n let _e235 = (*c_10);\n let _e236 = vUv_1;\n let _e237 = textureSampleLevel(uBloom_t, uBloom_s, _e236, 0f);\n let _e240 = unnamed.uBloomStrength;\n return (_e235 + (_e237.xyz * _e240));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e232 = (*viewDepth);\n let _e234 = unnamed.uFocusDistance;\n let _e238 = unnamed.uFocusRange;\n offPlane = (abs((_e232 - _e234)) - _e238);\n let _e240 = offPlane;\n let _e242 = unnamed.uFocusRange;\n return clamp((_e240 / _e242), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e232 = (*uv_3);\n let _e233 = textureSampleLevel(uDepth_t, uDepth_s, _e232, 0f);\n z = (1f - (_e233.x * 2f));\n let _e239 = unnamed.uDepthToView[0u];\n let _e240 = z;\n let _e244 = unnamed.uDepthToView[1u];\n let _e249 = unnamed.uDepthToView[2u];\n let _e250 = z;\n let _e254 = unnamed.uDepthToView[3u];\n return (-(((_e239 * _e240) + _e244)) / ((_e249 * _e250) + _e254));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_4: vec2<f32>;\n var depth: f32;\n var param_29: vec2<f32>;\n var weight_2: f32;\n var local_5: f32;\n var param_30: f32;\n\n let _e239 = vUv_1;\n let _e240 = (*direction);\n let _e241 = (*radius);\n let _e244 = unnamed.uDofAspect;\n uv_4 = (_e239 + ((_e240 * _e241) * _e244));\n let _e247 = uv_4;\n param_29 = _e247;\n let _e248 = viewDepthOf_u0028_vf2_u003b((&param_29));\n depth = _e248;\n let _e249 = depth;\n let _e250 = (*centreDepth);\n if (_e249 >= _e250) {\n local_5 = 1f;\n } else {\n let _e252 = depth;\n param_30 = _e252;\n let _e253 = circleOfConfusion_u0028_f1_u003b((&param_30));\n local_5 = _e253;\n }\n let _e254 = local_5;\n weight_2 = _e254;\n let _e255 = uv_4;\n let _e256 = textureSampleLevel(uScene_t, uScene_s, _e255, 0f);\n let _e258 = weight_2;\n let _e259 = (_e256.xyz * _e258);\n let _e260 = weight_2;\n return vec4<f32>(_e259.x, _e259.y, _e259.z, _e260);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_31: vec2<f32>;\n var coc: f32;\n var param_32: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_33: vec2<f32>;\n var param_34: f32;\n var param_35: f32;\n var param_36: vec2<f32>;\n var param_37: f32;\n var param_38: f32;\n var param_39: vec2<f32>;\n var param_40: f32;\n var param_41: f32;\n var param_42: vec2<f32>;\n var param_43: f32;\n var param_44: f32;\n var param_45: vec2<f32>;\n var param_46: f32;\n var param_47: f32;\n var param_48: vec2<f32>;\n var param_49: f32;\n var param_50: f32;\n var param_51: vec2<f32>;\n var param_52: f32;\n var param_53: f32;\n var param_54: vec2<f32>;\n var param_55: f32;\n var param_56: f32;\n\n let _e261 = vUv_1;\n param_31 = _e261;\n let _e262 = viewDepthOf_u0028_vf2_u003b((&param_31));\n depth_1 = _e262;\n let _e263 = depth_1;\n param_32 = _e263;\n let _e264 = circleOfConfusion_u0028_f1_u003b((&param_32));\n coc = _e264;\n let _e265 = coc;\n if (_e265 <= 0f) {\n let _e267 = (*centre);\n return _e267;\n }\n let _e268 = coc;\n let _e270 = unnamed.uDofStrength;\n radius_1 = (_e268 * _e270);\n let _e272 = (*centre);\n sum = vec4<f32>(_e272.x, _e272.y, _e272.z, 1f);\n param_33 = vec2<f32>(0.25f, 0f);\n let _e277 = radius_1;\n param_34 = _e277;\n let _e278 = depth_1;\n param_35 = _e278;\n let _e279 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_33), (&param_34), (&param_35));\n let _e280 = sum;\n sum = (_e280 + _e279);\n param_36 = vec2<f32>(-0.31929f, 0.292496f);\n let _e282 = radius_1;\n param_37 = _e282;\n let _e283 = depth_1;\n param_38 = _e283;\n let _e284 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_36), (&param_37), (&param_38));\n let _e285 = sum;\n sum = (_e285 + _e284);\n param_39 = vec2<f32>(0.048872f, -0.556877f);\n let _e287 = radius_1;\n param_40 = _e287;\n let _e288 = depth_1;\n param_41 = _e288;\n let _e289 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_39), (&param_40), (&param_41));\n let _e290 = sum;\n sum = (_e290 + _e289);\n param_42 = vec2<f32>(0.402444f, 0.524918f);\n let _e292 = radius_1;\n param_43 = _e292;\n let _e293 = depth_1;\n param_44 = _e293;\n let _e294 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_42), (&param_43), (&param_44));\n let _e295 = sum;\n sum = (_e295 + _e294);\n param_45 = vec2<f32>(-0.738535f, -0.130636f);\n let _e297 = radius_1;\n param_46 = _e297;\n let _e298 = depth_1;\n param_47 = _e298;\n let _e299 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_45), (&param_46), (&param_47));\n let _e300 = sum;\n sum = (_e300 + _e299);\n param_48 = vec2<f32>(0.699605f, -0.445031f);\n let _e302 = radius_1;\n param_49 = _e302;\n let _e303 = depth_1;\n param_50 = _e303;\n let _e304 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_48), (&param_49), (&param_50));\n let _e305 = sum;\n sum = (_e305 + _e304);\n param_51 = vec2<f32>(-0.234004f, 0.870484f);\n let _e307 = radius_1;\n param_52 = _e307;\n let _e308 = depth_1;\n param_53 = _e308;\n let _e309 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_51), (&param_52), (&param_53));\n let _e310 = sum;\n sum = (_e310 + _e309);\n param_54 = vec2<f32>(-0.446271f, -0.859268f);\n let _e312 = radius_1;\n param_55 = _e312;\n let _e313 = depth_1;\n param_56 = _e313;\n let _e314 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_54), (&param_55), (&param_56));\n let _e315 = sum;\n sum = (_e315 + _e314);\n let _e317 = sum;\n let _e320 = sum[3u];\n return (_e317.xyz / vec3(_e320));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var moved: vec4<f32>;\n var velocity: vec2<f32>;\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t_2: f32;\n var phi_1351_: bool;\n\n let _e241 = vUv_1;\n let _e242 = textureSampleLevel(uMotion_t, uMotion_s, _e241, 0f);\n moved = _e242;\n let _e244 = unnamed.uObjectMotion;\n let _e245 = (_e244 > 0.5f);\n phi_1351_ = _e245;\n if _e245 {\n let _e247 = moved[3u];\n phi_1351_ = (_e247 > 0.5f);\n }\n let _e250 = phi_1351_;\n if _e250 {\n let _e251 = moved;\n let _e255 = unnamed.uMotionStrength;\n velocity = (-(_e251.xy) * _e255);\n } else {\n let _e257 = vUv_1;\n let _e258 = textureSampleLevel(uDepth_t, uDepth_s, _e257, 0f);\n depth_2 = _e258.x;\n let _e260 = vUv_1;\n let _e263 = ((_e260 * 2f) - vec2(1f));\n let _e264 = depth_2;\n clip = vec4<f32>(_e263.x, _e263.y, (1f - (_e264 * 2f)), 1f);\n let _e271 = unnamed.uReprojection;\n let _e272 = clip;\n previous = (_e271 * _e272);\n let _e275 = previous[3u];\n if (_e275 <= 0f) {\n let _e277 = (*scene);\n return _e277;\n }\n let _e278 = previous;\n let _e281 = previous[3u];\n wasUv = (((_e278.xy / vec2(_e281)) * 0.5f) + vec2(0.5f));\n let _e287 = vUv_1;\n let _e288 = wasUv;\n let _e291 = unnamed.uMotionStrength;\n velocity = ((_e287 - _e288) * _e291);\n }\n let _e293 = velocity;\n distance_ = length(_e293);\n let _e295 = distance_;\n if (_e295 < 0.0001f) {\n let _e297 = (*scene);\n return _e297;\n }\n let _e298 = distance_;\n let _e300 = unnamed.uMotionMax;\n if (_e298 > _e300) {\n let _e303 = unnamed.uMotionMax;\n let _e304 = distance_;\n let _e306 = velocity;\n velocity = (_e306 * (_e303 / _e304));\n }\n let _e308 = (*scene);\n sum_1 = _e308;\n i = 1i;\n loop {\n let _e309 = i;\n if (_e309 <= 4i) {\n let _e311 = i;\n t_2 = ((f32(_e311) / 4f) * 0.5f);\n let _e315 = vUv_1;\n let _e316 = velocity;\n let _e317 = t_2;\n let _e320 = textureSampleLevel(uScene_t, uScene_s, (_e315 + (_e316 * _e317)), 0f);\n let _e322 = sum_1;\n sum_1 = (_e322 + _e320.xyz);\n let _e324 = vUv_1;\n let _e325 = velocity;\n let _e326 = t_2;\n let _e329 = textureSampleLevel(uScene_t, uScene_s, (_e324 - (_e325 * _e326)), 0f);\n let _e331 = sum_1;\n sum_1 = (_e331 + _e329.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e333 = i;\n i = (_e333 + 1i);\n }\n }\n let _e335 = sum_1;\n return (_e335 / vec3(9f));\n}\n\nfn withFringe_u0028_vf3_u003b(scene_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var lens: vec2<f32>;\n var past: vec2<f32>;\n var red: vec2<f32>;\n var green: vec2<f32>;\n\n let _e237 = unnamed.uFringe[0u];\n if (_e237 <= 0f) {\n let _e239 = (*scene_1);\n return _e239;\n }\n let _e240 = vUv_1;\n lens = ((_e240 * 2f) - vec2(1f));\n let _e244 = lens;\n let _e246 = lens;\n let _e250 = unnamed.uFringe[2u];\n past = (sign(_e244) * clamp((abs(_e246) - vec2(_e250)), vec2(0f), vec2(1f)));\n let _e257 = lens;\n let _e258 = past;\n let _e261 = unnamed.uFringe[0u];\n red = (((_e257 - (_e258 * _e261)) * 0.5f) + vec2(0.5f));\n let _e267 = lens;\n let _e268 = past;\n let _e271 = unnamed.uFringe[1u];\n green = (((_e267 - (_e268 * _e271)) * 0.5f) + vec2(0.5f));\n let _e277 = red;\n let _e278 = textureSampleLevel(uScene_t, uScene_s, _e277, 0f);\n let _e280 = green;\n let _e281 = textureSampleLevel(uScene_t, uScene_s, _e280, 0f);\n let _e284 = (*scene_1)[2u];\n return vec3<f32>(_e278.x, _e281.y, _e284);\n}\n\nfn main_1() {\n var sampled: vec4<f32>;\n var scene_2: vec3<f32>;\n var param_57: vec3<f32>;\n var param_58: vec3<f32>;\n var param_59: vec3<f32>;\n var share: f32;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_60: vec3<f32>;\n var param_61: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_62: vec3<f32>;\n var param_63: vec3<f32>;\n\n let _e250 = vUv_1;\n let _e251 = textureSampleLevel(uScene_t, uScene_s, _e250, 0f);\n sampled = _e251;\n let _e252 = sampled;\n param_57 = _e252.xyz;\n let _e254 = withFringe_u0028_vf3_u003b((&param_57));\n scene_2 = _e254;\n let _e256 = unnamed.uMotionStrength;\n if (_e256 > 0f) {\n let _e258 = scene_2;\n param_58 = _e258;\n let _e259 = cameraBlur_u0028_vf3_u003b((&param_58));\n scene_2 = _e259;\n }\n let _e261 = unnamed.uDofStrength;\n if (_e261 > 0f) {\n let _e263 = scene_2;\n param_59 = _e263;\n let _e264 = depthOfField_u0028_vf3_u003b((&param_59));\n scene_2 = _e264;\n }\n let _e266 = sampled[3u];\n share = clamp(_e266, 0f, 1f);\n let _e268 = vUv_1;\n let _e270 = unnamed.uAoOffset;\n let _e272 = textureSampleLevel(uAo_t, uAo_s, (_e268 + _e270), 0f);\n let _e275 = unnamed.uAoStrength;\n let _e276 = share;\n ao = mix(1f, _e272.x, (_e275 * _e276));\n let _e279 = vUv_1;\n fromCentre = (_e279 - vec2(0.5f));\n let _e282 = fromCentre;\n radius_2 = (length((_e282 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e287 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e287);\n let _e289 = inner;\n let _e290 = radius_2;\n edge = smoothstep(_e289, 1f, _e290);\n let _e292 = edge;\n let _e294 = unnamed.uStrength;\n amount = (_e292 * _e294);\n let _e296 = amount;\n if (_e296 <= 0f) {\n let _e298 = scene_2;\n let _e299 = ao;\n param_60 = (_e298 * _e299);\n let _e301 = withBloom_u0028_vf3_u003b((&param_60));\n param_61 = _e301;\n let _e302 = finish_u0028_vf3_u003b((&param_61));\n fragColor = vec4<f32>(_e302.x, _e302.y, _e302.z, 1f);\n return;\n }\n let _e307 = fromCentre;\n let _e311 = unnamed.uReach;\n let _e313 = amount;\n step_ = ((normalize((_e307 + vec2<f32>(0.000001f, 0.000001f))) * _e311) * _e313);\n let _e315 = scene_2;\n sum_2 = _e315;\n i_1 = 1i;\n loop {\n let _e316 = i_1;\n if (_e316 <= 6i) {\n let _e318 = vUv_1;\n let _e319 = step_;\n let _e320 = i_1;\n let _e325 = textureSampleLevel(uScene_t, uScene_s, (_e318 + (_e319 * (f32(_e320) / 6f))), 0f);\n let _e327 = sum_2;\n sum_2 = (_e327 + _e325.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e329 = i_1;\n i_1 = (_e329 + 1i);\n }\n }\n let _e331 = sum_2;\n blurred = (_e331 / vec3(7f));\n let _e334 = scene_2;\n let _e335 = blurred;\n let _e336 = amount;\n let _e339 = ao;\n param_62 = (mix(_e334, _e335, vec3(_e336)) * _e339);\n let _e341 = withBloom_u0028_vf3_u003b((&param_62));\n param_63 = _e341;\n let _e342 = finish_u0028_vf3_u003b((&param_63));\n fragColor = vec4<f32>(_e342.x, _e342.y, _e342.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
8
8
  /**
9
9
  * What the transform assigned, so the renderer binds the same numbers.
10
10
  *
@@ -13,7 +13,7 @@ export const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReac
13
13
  export const RUSH_BINDINGS = {
14
14
  "RUSH_FRAG": {
15
15
  "uniforms": 1,
16
- "uniformSize": 208,
16
+ "uniformSize": 272,
17
17
  "fields": {
18
18
  "uStrength": {
19
19
  "offset": 0,
@@ -35,100 +35,125 @@ export const RUSH_BINDINGS = {
35
35
  "size": 4,
36
36
  "type": "float"
37
37
  },
38
- "uReprojection": {
38
+ "uFilmA": {
39
39
  "offset": 16,
40
+ "size": 16,
41
+ "type": "vec4"
42
+ },
43
+ "uFilmB": {
44
+ "offset": 32,
45
+ "size": 16,
46
+ "type": "vec4"
47
+ },
48
+ "uDisplayHeadroom": {
49
+ "offset": 48,
50
+ "size": 4,
51
+ "type": "float"
52
+ },
53
+ "uReprojection": {
54
+ "offset": 64,
40
55
  "size": 64,
41
56
  "type": "mat4"
42
57
  },
43
58
  "uMotionStrength": {
44
- "offset": 80,
59
+ "offset": 128,
45
60
  "size": 4,
46
61
  "type": "float"
47
62
  },
48
63
  "uMotionMax": {
49
- "offset": 84,
64
+ "offset": 132,
65
+ "size": 4,
66
+ "type": "float"
67
+ },
68
+ "uObjectMotion": {
69
+ "offset": 136,
50
70
  "size": 4,
51
71
  "type": "float"
52
72
  },
53
73
  "uAoStrength": {
54
- "offset": 88,
74
+ "offset": 140,
55
75
  "size": 4,
56
76
  "type": "float"
57
77
  },
58
78
  "uAoOffset": {
59
- "offset": 96,
79
+ "offset": 144,
60
80
  "size": 8,
61
81
  "type": "vec2"
62
82
  },
63
83
  "uBloomStrength": {
64
- "offset": 104,
84
+ "offset": 152,
65
85
  "size": 4,
66
86
  "type": "float"
67
87
  },
68
88
  "uVeilColor": {
69
- "offset": 112,
89
+ "offset": 160,
70
90
  "size": 12,
71
91
  "type": "vec3"
72
92
  },
73
93
  "uVeilAlpha": {
74
- "offset": 124,
94
+ "offset": 172,
75
95
  "size": 4,
76
96
  "type": "float"
77
97
  },
78
98
  "uVignette": {
79
- "offset": 128,
99
+ "offset": 176,
80
100
  "size": 4,
81
101
  "type": "float"
82
102
  },
83
103
  "uGrain": {
84
- "offset": 136,
104
+ "offset": 184,
85
105
  "size": 8,
86
106
  "type": "vec2"
87
107
  },
88
108
  "uAutoExposure": {
89
- "offset": 144,
109
+ "offset": 192,
90
110
  "size": 4,
91
111
  "type": "float"
92
112
  },
93
113
  "uLocalExposure": {
94
- "offset": 148,
114
+ "offset": 196,
95
115
  "size": 4,
96
116
  "type": "float"
97
117
  },
98
118
  "uGradeStrength": {
99
- "offset": 152,
119
+ "offset": 200,
100
120
  "size": 4,
101
121
  "type": "float"
102
122
  },
103
123
  "uGradeSize": {
104
- "offset": 156,
124
+ "offset": 204,
105
125
  "size": 4,
106
126
  "type": "float"
107
127
  },
108
128
  "uFocusDistance": {
109
- "offset": 160,
129
+ "offset": 208,
110
130
  "size": 4,
111
131
  "type": "float"
112
132
  },
113
133
  "uFocusRange": {
114
- "offset": 164,
134
+ "offset": 212,
115
135
  "size": 4,
116
136
  "type": "float"
117
137
  },
118
138
  "uDofStrength": {
119
- "offset": 168,
139
+ "offset": 216,
120
140
  "size": 4,
121
141
  "type": "float"
122
142
  },
123
143
  "uDofAspect": {
124
- "offset": 176,
144
+ "offset": 224,
125
145
  "size": 8,
126
146
  "type": "vec2"
127
147
  },
128
148
  "uDepthToView": {
129
- "offset": 192,
149
+ "offset": 240,
130
150
  "size": 16,
131
151
  "type": "vec4"
152
+ },
153
+ "uFringe": {
154
+ "offset": 256,
155
+ "size": 12,
156
+ "type": "vec3"
132
157
  }
133
158
  },
134
159
  "textures": {
@@ -142,29 +167,34 @@ export const RUSH_BINDINGS = {
142
167
  "sampler": 35,
143
168
  "type": "sampler2D"
144
169
  },
145
- "uAo": {
170
+ "uMotion": {
146
171
  "texture": 36,
147
172
  "sampler": 37,
148
173
  "type": "sampler2D"
149
174
  },
150
- "uBloom": {
175
+ "uAo": {
151
176
  "texture": 38,
152
177
  "sampler": 39,
153
178
  "type": "sampler2D"
154
179
  },
155
- "uExposureHeld": {
180
+ "uBloom": {
156
181
  "texture": 40,
157
182
  "sampler": 41,
158
183
  "type": "sampler2D"
159
184
  },
160
- "uExposureLocal": {
185
+ "uExposureHeld": {
161
186
  "texture": 42,
162
187
  "sampler": 43,
163
188
  "type": "sampler2D"
164
189
  },
165
- "uGradeLut": {
190
+ "uExposureLocal": {
166
191
  "texture": 44,
167
192
  "sampler": 45,
193
+ "type": "sampler2D"
194
+ },
195
+ "uGradeLut": {
196
+ "texture": 46,
197
+ "sampler": 47,
168
198
  "type": "sampler3D"
169
199
  }
170
200
  }
@@ -1,5 +1,5 @@
1
1
  export declare const SCATTER_DEPTH_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uTrample: array<vec4<f32>, 8>,\n uTrampleRadius: f32,\n uTrampleDepth: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstancePos_1: vec3<f32>;\nvar<private> aScaleYaw_1: vec2<f32>;\nvar<private> aWindResponse_1: vec3<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b(position: ptr<function, vec3<f32>>, instancePos: ptr<function, vec3<f32>>, scaleYaw: ptr<function, vec2<f32>>, windResponse: ptr<function, vec3<f32>>, yawTrig: ptr<function, vec2<f32>>) -> vec3<f32> {\n var s: f32;\n var c: f32;\n var local: vec3<f32>;\n var rotated: vec3<f32>;\n var phase: f32;\n var rooted: f32;\n var bend: f32;\n var pressed: f32;\n var away: vec2<f32>;\n var i: i32;\n var p: vec4<f32>;\n var offset: vec3<f32>;\n var dist: f32;\n var fade: f32;\n var strength: f32;\n var local_1: vec2<f32>;\n var take: f32;\n\n let _e49 = (*yawTrig)[0u];\n s = _e49;\n let _e51 = (*yawTrig)[1u];\n c = _e51;\n let _e52 = (*position);\n let _e54 = (*scaleYaw)[0u];\n local = (_e52 * _e54);\n let _e57 = local[0u];\n let _e58 = c;\n let _e61 = local[2u];\n let _e62 = s;\n let _e66 = local[1u];\n let _e68 = local[0u];\n let _e70 = s;\n let _e73 = local[2u];\n let _e74 = c;\n rotated = vec3<f32>(((_e57 * _e58) + (_e61 * _e62)), _e66, ((-(_e68) * _e70) + (_e73 * _e74)));\n let _e78 = (*instancePos);\n let _e81 = unnamed.uWindSpatialPhase;\n let _e84 = unnamed.uWindTime;\n let _e87 = (*windResponse)[2u];\n phase = ((dot(_e78.xz, _e81) + _e84) + _e87);\n let _e90 = rotated[1u];\n let _e92 = (*windResponse)[0u];\n rooted = clamp((_e90 * _e92), 0f, 1f);\n let _e96 = unnamed.uWindSpeed;\n let _e98 = unnamed.uWindGust;\n let _e100 = (*windResponse)[1u];\n let _e103 = phase;\n let _e106 = rooted;\n let _e108 = rooted;\n bend = ((((_e96 + (_e98 * _e100)) * sin(_e103)) * _e106) * _e108);\n let _e111 = unnamed.uWindDirection;\n let _e112 = bend;\n let _e114 = rotated;\n let _e116 = (_e114.xz + (_e111 * _e112));\n let _e117 = rotated;\n rotated = vec3<f32>(_e116.x, _e117.y, _e116.y);\n pressed = 0f;\n away = vec2<f32>(0f, 0f);\n i = 0i;\n loop {\n let _e122 = i;\n if (_e122 < 8i) {\n let _e124 = i;\n let _e127 = unnamed.uTrample[_e124];\n p = _e127;\n let _e129 = p[3u];\n if (_e129 <= 0f) {\n continue;\n }\n let _e131 = (*instancePos);\n let _e132 = p;\n offset = (_e131 - _e132.xyz);\n let _e135 = offset;\n dist = length(_e135);\n let _e137 = dist;\n let _e139 = unnamed.uTrampleRadius;\n if (_e137 >= _e139) {\n continue;\n }\n let _e141 = dist;\n let _e143 = unnamed.uTrampleRadius;\n fade = (1f - (_e141 / _e143));\n let _e147 = p[3u];\n let _e148 = fade;\n let _e150 = fade;\n strength = ((_e147 * _e148) * _e150);\n let _e152 = strength;\n let _e153 = pressed;\n if (_e152 <= _e153) {\n continue;\n }\n let _e155 = strength;\n pressed = _e155;\n let _e156 = dist;\n if (_e156 > 0.0001f) {\n let _e158 = offset;\n let _e160 = dist;\n local_1 = (_e158.xz / vec2(_e160));\n } else {\n local_1 = vec2<f32>(0f, 0f);\n }\n let _e163 = local_1;\n away = _e163;\n continue;\n } else {\n break;\n }\n continuing {\n let _e164 = i;\n i = (_e164 + 1i);\n }\n }\n let _e166 = pressed;\n if (_e166 > 0f) {\n let _e168 = pressed;\n let _e170 = unnamed.uTrampleDepth;\n take = (_e168 * _e170);\n let _e172 = take;\n let _e175 = rotated[1u];\n rotated[1u] = (_e175 * (1f - _e172));\n let _e178 = away;\n let _e179 = take;\n let _e182 = rotated[1u];\n let _e185 = rotated;\n let _e187 = (_e185.xz + (((_e178 * _e179) * _e182) * 1.4f));\n let _e188 = rotated;\n rotated = vec3<f32>(_e187.x, _e188.y, _e187.y);\n }\n let _e193 = rotated;\n return _e193;\n}\n\nfn scatterYaw_u0028_f1_u003b(yaw: ptr<function, f32>) -> vec2<f32> {\n let _e27 = (*yaw);\n let _e29 = (*yaw);\n return vec2<f32>(sin(_e27), cos(_e29));\n}\n\nfn main_1() {\n var rotated_1: vec3<f32>;\n var param: f32;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n\n let _e34 = aScaleYaw_1[1u];\n param = _e34;\n let _e35 = scatterYaw_u0028_f1_u003b((&param));\n let _e36 = aPosition_1;\n param_1 = _e36;\n let _e37 = aInstancePos_1;\n param_2 = _e37;\n let _e38 = aScaleYaw_1;\n param_3 = _e38;\n let _e39 = aWindResponse_1;\n param_4 = _e39;\n param_5 = _e35;\n let _e40 = scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b((&param_1), (&param_2), (&param_3), (&param_4), (&param_5));\n rotated_1 = _e40;\n let _e42 = unnamed.uLightViewProj;\n let _e43 = aInstancePos_1;\n let _e44 = rotated_1;\n let _e45 = (_e43 + _e44);\n vLightPosition = (_e42 * vec4<f32>(_e45.x, _e45.y, _e45.z, 1f));\n let _e51 = vLightPosition;\n unnamed_1.gl_Position = _e51;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(3) aInstancePos: vec3<f32>, @location(4) aScaleYaw: vec2<f32>, @location(6) aWindResponse: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstancePos_1 = aInstancePos;\n aScaleYaw_1 = aScaleYaw;\n aWindResponse_1 = aWindResponse;\n main_1();\n let _e12 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e12);\n let _e14 = vLightPosition;\n let _e15 = unnamed_1.gl_Position;\n return VertexOutput(_e14, _e15);\n}\n";
2
- export declare const SCATTER_FRAG_WGSL = "struct Uniforms {\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<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> vNormal_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e25 = unnamed.uFogColor;\n let _e27 = unnamed.uUnderwaterColor;\n let _e29 = unnamed.uUnderwaterFactor;\n return mix(_e25, _e27, vec3(_e29));\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 _e34 = unnamed.uFogMode;\n if (_e34 == 1i) {\n let _e37 = unnamed.uFogFar;\n let _e39 = unnamed.uFogNear;\n span = max((_e37 - _e39), 0.0001f);\n let _e42 = (*dist);\n let _e44 = unnamed.uFogNear;\n let _e46 = span;\n ramp = clamp(((_e42 - _e44) / _e46), 0f, 1f);\n let _e50 = unnamed.uUnderwaterFactor;\n if (_e50 <= 0f) {\n let _e52 = ramp;\n return _e52;\n }\n let _e54 = unnamed.uUnderwaterFogDensity;\n let _e55 = (*dist);\n wetLinear = (_e54 * _e55);\n let _e57 = ramp;\n let _e58 = wetLinear;\n let _e60 = wetLinear;\n let _e66 = unnamed.uUnderwaterFactor;\n return mix(_e57, (1f - exp2(((-(_e58) * _e60) * 1.442695f))), _e66);\n }\n let _e68 = (*pointY);\n let _e70 = unnamed.uFogEyeY;\n let _e73 = unnamed.uFogHeightFalloff;\n t = ((_e68 - _e70) * _e73);\n let _e75 = t;\n let _e78 = t;\n denom = select(_e78, 0.0001f, (abs(_e75) < 0.0001f));\n let _e81 = unnamed.uFogDensity;\n let _e83 = (*dist);\n let _e85 = denom;\n let _e90 = denom;\n air = (1f - exp((((-(_e81) * _e83) * (1f - exp(-(_e85)))) / _e90)));\n let _e95 = unnamed.uUnderwaterFactor;\n if (_e95 <= 0f) {\n let _e97 = air;\n return _e97;\n }\n let _e99 = unnamed.uUnderwaterFogDensity;\n let _e100 = (*dist);\n wet = (_e99 * _e100);\n let _e102 = air;\n let _e103 = wet;\n let _e105 = wet;\n let _e111 = unnamed.uUnderwaterFactor;\n return mix(_e102, (1f - exp2(((-(_e103) * _e105) * 1.442695f))), _e111);\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param: f32;\n var param_1: f32;\n\n let _e30 = vNormal_1;\n n = normalize(_e30);\n let _e32 = n;\n let _e34 = unnamed.uDirectionalDir;\n ndl = abs(dot(_e32, _e34));\n let _e37 = vColor_1;\n let _e39 = unnamed.uAmbient;\n let _e41 = unnamed.uDirectionalColor;\n let _e42 = ndl;\n lit = (_e37 * (_e39 + (_e41 * _e42)));\n let _e46 = vWorldPos_1;\n let _e48 = unnamed.uCameraPos;\n param = distance(_e46, _e48);\n let _e51 = vWorldPos_1[1u];\n param_1 = _e51;\n let _e52 = mediumFog_u0028_f1_u003b_f1_u003b((&param), (&param_1));\n fog = _e52;\n let _e53 = lit;\n let _e54 = mediumColor_u0028_();\n let _e55 = fog;\n let _e57 = mix(_e53, _e54, vec3(_e55));\n outColor = vec4<f32>(_e57.x, _e57.y, _e57.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vColor: vec3<f32>, @location(2) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
2
+ export declare const SCATTER_FRAG_WGSL = "struct Uniforms {\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<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> vNormal_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e25 = unnamed.uFogColor;\n let _e27 = unnamed.uUnderwaterColor;\n let _e29 = unnamed.uUnderwaterFactor;\n return mix(_e25, _e27, vec3(_e29));\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 _e38 = unnamed.uFogMode;\n if (_e38 == 1i) {\n let _e41 = unnamed.uFogFar;\n let _e43 = unnamed.uFogNear;\n span = max((_e41 - _e43), 0.0001f);\n let _e46 = (*dist);\n let _e48 = unnamed.uFogNear;\n let _e50 = span;\n ramp = clamp(((_e46 - _e48) / _e50), 0f, 1f);\n let _e54 = unnamed.uUnderwaterFactor;\n if (_e54 <= 0f) {\n let _e56 = ramp;\n return _e56;\n }\n let _e58 = unnamed.uUnderwaterFogDensity;\n let _e59 = (*dist);\n wetLinear = (_e58 * _e59);\n let _e61 = ramp;\n let _e62 = wetLinear;\n let _e64 = wetLinear;\n let _e70 = unnamed.uUnderwaterFactor;\n return mix(_e61, (1f - exp2(((-(_e62) * _e64) * 1.442695f))), _e70);\n }\n let _e73 = unnamed.uFogNear;\n let _e74 = (*dist);\n start = min(_e73, _e74);\n let _e76 = (*dist);\n if (_e76 > 0f) {\n let _e78 = start;\n let _e79 = (*dist);\n local = (_e78 / _e79);\n } else {\n local = 0f;\n }\n let _e81 = local;\n before = _e81;\n let _e82 = (*pointY);\n let _e84 = unnamed.uFogEyeY;\n let _e87 = unnamed.uFogHeightFalloff;\n t = ((_e82 - _e84) * _e87);\n let _e89 = t;\n let _e90 = before;\n rest = (_e89 * (1f - _e90));\n let _e93 = rest;\n let _e96 = rest;\n denom = select(_e96, 0.0001f, (abs(_e93) < 0.0001f));\n let _e99 = unnamed.uFogDensity;\n let _e101 = t;\n let _e103 = before;\n let _e107 = (*dist);\n let _e108 = start;\n let _e111 = denom;\n let _e116 = denom;\n air = (1f - exp(((((-(_e99) * exp((-(_e101) * _e103))) * (_e107 - _e108)) * (1f - exp(-(_e111)))) / _e116)));\n let _e121 = unnamed.uUnderwaterFactor;\n if (_e121 <= 0f) {\n let _e123 = air;\n return _e123;\n }\n let _e125 = unnamed.uUnderwaterFogDensity;\n let _e126 = (*dist);\n wet = (_e125 * _e126);\n let _e128 = air;\n let _e129 = wet;\n let _e131 = wet;\n let _e137 = unnamed.uUnderwaterFactor;\n return mix(_e128, (1f - exp2(((-(_e129) * _e131) * 1.442695f))), _e137);\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param: f32;\n var param_1: f32;\n\n let _e30 = vNormal_1;\n n = normalize(_e30);\n let _e32 = n;\n let _e34 = unnamed.uDirectionalDir;\n ndl = abs(dot(_e32, _e34));\n let _e37 = vColor_1;\n let _e39 = unnamed.uAmbient;\n let _e41 = unnamed.uDirectionalColor;\n let _e42 = ndl;\n lit = (_e37 * (_e39 + (_e41 * _e42)));\n let _e46 = vWorldPos_1;\n let _e48 = unnamed.uCameraPos;\n param = distance(_e46, _e48);\n let _e51 = vWorldPos_1[1u];\n param_1 = _e51;\n let _e52 = mediumFog_u0028_f1_u003b_f1_u003b((&param), (&param_1));\n fog = _e52;\n let _e53 = lit;\n let _e54 = mediumColor_u0028_();\n let _e55 = fog;\n let _e57 = mix(_e53, _e54, vec3(_e55));\n outColor = vec4<f32>(_e57.x, _e57.y, _e57.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vColor: vec3<f32>, @location(2) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
3
3
  export declare const SCATTER_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uTrample: array<vec4<f32>, 8>,\n uTrampleRadius: f32,\n uTrampleDepth: 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: vec3<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) member_2: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aScaleYaw_1: vec2<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstancePos_1: vec3<f32>;\nvar<private> aWindResponse_1: vec3<f32>;\nvar<private> vColor: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> aTint_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b(position: ptr<function, vec3<f32>>, instancePos: ptr<function, vec3<f32>>, scaleYaw: ptr<function, vec2<f32>>, windResponse: ptr<function, vec3<f32>>, yawTrig: ptr<function, vec2<f32>>) -> vec3<f32> {\n var s: f32;\n var c: f32;\n var local: vec3<f32>;\n var rotated: vec3<f32>;\n var phase: f32;\n var rooted: f32;\n var bend: f32;\n var pressed: f32;\n var away: vec2<f32>;\n var i: i32;\n var p: vec4<f32>;\n var offset: vec3<f32>;\n var dist: f32;\n var fade: f32;\n var strength: f32;\n var local_1: vec2<f32>;\n var take: f32;\n\n let _e54 = (*yawTrig)[0u];\n s = _e54;\n let _e56 = (*yawTrig)[1u];\n c = _e56;\n let _e57 = (*position);\n let _e59 = (*scaleYaw)[0u];\n local = (_e57 * _e59);\n let _e62 = local[0u];\n let _e63 = c;\n let _e66 = local[2u];\n let _e67 = s;\n let _e71 = local[1u];\n let _e73 = local[0u];\n let _e75 = s;\n let _e78 = local[2u];\n let _e79 = c;\n rotated = vec3<f32>(((_e62 * _e63) + (_e66 * _e67)), _e71, ((-(_e73) * _e75) + (_e78 * _e79)));\n let _e83 = (*instancePos);\n let _e86 = unnamed.uWindSpatialPhase;\n let _e89 = unnamed.uWindTime;\n let _e92 = (*windResponse)[2u];\n phase = ((dot(_e83.xz, _e86) + _e89) + _e92);\n let _e95 = rotated[1u];\n let _e97 = (*windResponse)[0u];\n rooted = clamp((_e95 * _e97), 0f, 1f);\n let _e101 = unnamed.uWindSpeed;\n let _e103 = unnamed.uWindGust;\n let _e105 = (*windResponse)[1u];\n let _e108 = phase;\n let _e111 = rooted;\n let _e113 = rooted;\n bend = ((((_e101 + (_e103 * _e105)) * sin(_e108)) * _e111) * _e113);\n let _e116 = unnamed.uWindDirection;\n let _e117 = bend;\n let _e119 = rotated;\n let _e121 = (_e119.xz + (_e116 * _e117));\n let _e122 = rotated;\n rotated = vec3<f32>(_e121.x, _e122.y, _e121.y);\n pressed = 0f;\n away = vec2<f32>(0f, 0f);\n i = 0i;\n loop {\n let _e127 = i;\n if (_e127 < 8i) {\n let _e129 = i;\n let _e132 = unnamed.uTrample[_e129];\n p = _e132;\n let _e134 = p[3u];\n if (_e134 <= 0f) {\n continue;\n }\n let _e136 = (*instancePos);\n let _e137 = p;\n offset = (_e136 - _e137.xyz);\n let _e140 = offset;\n dist = length(_e140);\n let _e142 = dist;\n let _e144 = unnamed.uTrampleRadius;\n if (_e142 >= _e144) {\n continue;\n }\n let _e146 = dist;\n let _e148 = unnamed.uTrampleRadius;\n fade = (1f - (_e146 / _e148));\n let _e152 = p[3u];\n let _e153 = fade;\n let _e155 = fade;\n strength = ((_e152 * _e153) * _e155);\n let _e157 = strength;\n let _e158 = pressed;\n if (_e157 <= _e158) {\n continue;\n }\n let _e160 = strength;\n pressed = _e160;\n let _e161 = dist;\n if (_e161 > 0.0001f) {\n let _e163 = offset;\n let _e165 = dist;\n local_1 = (_e163.xz / vec2(_e165));\n } else {\n local_1 = vec2<f32>(0f, 0f);\n }\n let _e168 = local_1;\n away = _e168;\n continue;\n } else {\n break;\n }\n continuing {\n let _e169 = i;\n i = (_e169 + 1i);\n }\n }\n let _e171 = pressed;\n if (_e171 > 0f) {\n let _e173 = pressed;\n let _e175 = unnamed.uTrampleDepth;\n take = (_e173 * _e175);\n let _e177 = take;\n let _e180 = rotated[1u];\n rotated[1u] = (_e180 * (1f - _e177));\n let _e183 = away;\n let _e184 = take;\n let _e187 = rotated[1u];\n let _e190 = rotated;\n let _e192 = (_e190.xz + (((_e183 * _e184) * _e187) * 1.4f));\n let _e193 = rotated;\n rotated = vec3<f32>(_e192.x, _e193.y, _e192.y);\n }\n let _e198 = rotated;\n return _e198;\n}\n\nfn scatterYaw_u0028_f1_u003b(yaw: ptr<function, f32>) -> vec2<f32> {\n let _e32 = (*yaw);\n let _e34 = (*yaw);\n return vec2<f32>(sin(_e32), cos(_e34));\n}\n\nfn main_1() {\n var yawTrig_1: vec2<f32>;\n var param: f32;\n var rotated_1: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n var world: vec3<f32>;\n var s_1: f32;\n var c_1: f32;\n\n let _e43 = aScaleYaw_1[1u];\n param = _e43;\n let _e44 = scatterYaw_u0028_f1_u003b((&param));\n yawTrig_1 = _e44;\n let _e45 = aPosition_1;\n param_1 = _e45;\n let _e46 = aInstancePos_1;\n param_2 = _e46;\n let _e47 = aScaleYaw_1;\n param_3 = _e47;\n let _e48 = aWindResponse_1;\n param_4 = _e48;\n let _e49 = yawTrig_1;\n param_5 = _e49;\n let _e50 = scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b((&param_1), (&param_2), (&param_3), (&param_4), (&param_5));\n rotated_1 = _e50;\n let _e51 = aInstancePos_1;\n let _e52 = rotated_1;\n world = (_e51 + _e52);\n let _e55 = yawTrig_1[0u];\n s_1 = _e55;\n let _e57 = yawTrig_1[1u];\n c_1 = _e57;\n let _e58 = aColor_1;\n let _e59 = aTint_1;\n vColor = (_e58 * _e59);\n let _e62 = aNormal_1[0u];\n let _e63 = c_1;\n let _e66 = aNormal_1[2u];\n let _e67 = s_1;\n let _e71 = aNormal_1[1u];\n let _e73 = aNormal_1[0u];\n let _e75 = s_1;\n let _e78 = aNormal_1[2u];\n let _e79 = c_1;\n vNormal = vec3<f32>(((_e62 * _e63) + (_e66 * _e67)), _e71, ((-(_e73) * _e75) + (_e78 * _e79)));\n let _e83 = world;\n vWorldPos = _e83;\n let _e85 = unnamed.uViewProj;\n let _e86 = world;\n unnamed_1.gl_Position = (_e85 * vec4<f32>(_e86.x, _e86.y, _e86.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(4) aScaleYaw: vec2<f32>, @location(0) aPosition: vec3<f32>, @location(3) aInstancePos: vec3<f32>, @location(6) aWindResponse: vec3<f32>, @location(2) aColor: vec3<f32>, @location(5) aTint: vec3<f32>, @location(1) aNormal: vec3<f32>) -> VertexOutput {\n aScaleYaw_1 = aScaleYaw;\n aPosition_1 = aPosition;\n aInstancePos_1 = aInstancePos;\n aWindResponse_1 = aWindResponse;\n aColor_1 = aColor;\n aTint_1 = aTint;\n aNormal_1 = aNormal;\n main_1();\n let _e20 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e20);\n let _e22 = vColor;\n let _e23 = vNormal;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e22, _e23, _e24, _e25);\n}\n";
4
4
  /**
5
5
  * What the transform assigned, so the renderer binds the same numbers.
@@ -5,7 +5,7 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
  export const SCATTER_DEPTH_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uTrample: array<vec4<f32>, 8>,\n uTrampleRadius: f32,\n uTrampleDepth: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstancePos_1: vec3<f32>;\nvar<private> aScaleYaw_1: vec2<f32>;\nvar<private> aWindResponse_1: vec3<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b(position: ptr<function, vec3<f32>>, instancePos: ptr<function, vec3<f32>>, scaleYaw: ptr<function, vec2<f32>>, windResponse: ptr<function, vec3<f32>>, yawTrig: ptr<function, vec2<f32>>) -> vec3<f32> {\n var s: f32;\n var c: f32;\n var local: vec3<f32>;\n var rotated: vec3<f32>;\n var phase: f32;\n var rooted: f32;\n var bend: f32;\n var pressed: f32;\n var away: vec2<f32>;\n var i: i32;\n var p: vec4<f32>;\n var offset: vec3<f32>;\n var dist: f32;\n var fade: f32;\n var strength: f32;\n var local_1: vec2<f32>;\n var take: f32;\n\n let _e49 = (*yawTrig)[0u];\n s = _e49;\n let _e51 = (*yawTrig)[1u];\n c = _e51;\n let _e52 = (*position);\n let _e54 = (*scaleYaw)[0u];\n local = (_e52 * _e54);\n let _e57 = local[0u];\n let _e58 = c;\n let _e61 = local[2u];\n let _e62 = s;\n let _e66 = local[1u];\n let _e68 = local[0u];\n let _e70 = s;\n let _e73 = local[2u];\n let _e74 = c;\n rotated = vec3<f32>(((_e57 * _e58) + (_e61 * _e62)), _e66, ((-(_e68) * _e70) + (_e73 * _e74)));\n let _e78 = (*instancePos);\n let _e81 = unnamed.uWindSpatialPhase;\n let _e84 = unnamed.uWindTime;\n let _e87 = (*windResponse)[2u];\n phase = ((dot(_e78.xz, _e81) + _e84) + _e87);\n let _e90 = rotated[1u];\n let _e92 = (*windResponse)[0u];\n rooted = clamp((_e90 * _e92), 0f, 1f);\n let _e96 = unnamed.uWindSpeed;\n let _e98 = unnamed.uWindGust;\n let _e100 = (*windResponse)[1u];\n let _e103 = phase;\n let _e106 = rooted;\n let _e108 = rooted;\n bend = ((((_e96 + (_e98 * _e100)) * sin(_e103)) * _e106) * _e108);\n let _e111 = unnamed.uWindDirection;\n let _e112 = bend;\n let _e114 = rotated;\n let _e116 = (_e114.xz + (_e111 * _e112));\n let _e117 = rotated;\n rotated = vec3<f32>(_e116.x, _e117.y, _e116.y);\n pressed = 0f;\n away = vec2<f32>(0f, 0f);\n i = 0i;\n loop {\n let _e122 = i;\n if (_e122 < 8i) {\n let _e124 = i;\n let _e127 = unnamed.uTrample[_e124];\n p = _e127;\n let _e129 = p[3u];\n if (_e129 <= 0f) {\n continue;\n }\n let _e131 = (*instancePos);\n let _e132 = p;\n offset = (_e131 - _e132.xyz);\n let _e135 = offset;\n dist = length(_e135);\n let _e137 = dist;\n let _e139 = unnamed.uTrampleRadius;\n if (_e137 >= _e139) {\n continue;\n }\n let _e141 = dist;\n let _e143 = unnamed.uTrampleRadius;\n fade = (1f - (_e141 / _e143));\n let _e147 = p[3u];\n let _e148 = fade;\n let _e150 = fade;\n strength = ((_e147 * _e148) * _e150);\n let _e152 = strength;\n let _e153 = pressed;\n if (_e152 <= _e153) {\n continue;\n }\n let _e155 = strength;\n pressed = _e155;\n let _e156 = dist;\n if (_e156 > 0.0001f) {\n let _e158 = offset;\n let _e160 = dist;\n local_1 = (_e158.xz / vec2(_e160));\n } else {\n local_1 = vec2<f32>(0f, 0f);\n }\n let _e163 = local_1;\n away = _e163;\n continue;\n } else {\n break;\n }\n continuing {\n let _e164 = i;\n i = (_e164 + 1i);\n }\n }\n let _e166 = pressed;\n if (_e166 > 0f) {\n let _e168 = pressed;\n let _e170 = unnamed.uTrampleDepth;\n take = (_e168 * _e170);\n let _e172 = take;\n let _e175 = rotated[1u];\n rotated[1u] = (_e175 * (1f - _e172));\n let _e178 = away;\n let _e179 = take;\n let _e182 = rotated[1u];\n let _e185 = rotated;\n let _e187 = (_e185.xz + (((_e178 * _e179) * _e182) * 1.4f));\n let _e188 = rotated;\n rotated = vec3<f32>(_e187.x, _e188.y, _e187.y);\n }\n let _e193 = rotated;\n return _e193;\n}\n\nfn scatterYaw_u0028_f1_u003b(yaw: ptr<function, f32>) -> vec2<f32> {\n let _e27 = (*yaw);\n let _e29 = (*yaw);\n return vec2<f32>(sin(_e27), cos(_e29));\n}\n\nfn main_1() {\n var rotated_1: vec3<f32>;\n var param: f32;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n\n let _e34 = aScaleYaw_1[1u];\n param = _e34;\n let _e35 = scatterYaw_u0028_f1_u003b((&param));\n let _e36 = aPosition_1;\n param_1 = _e36;\n let _e37 = aInstancePos_1;\n param_2 = _e37;\n let _e38 = aScaleYaw_1;\n param_3 = _e38;\n let _e39 = aWindResponse_1;\n param_4 = _e39;\n param_5 = _e35;\n let _e40 = scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b((&param_1), (&param_2), (&param_3), (&param_4), (&param_5));\n rotated_1 = _e40;\n let _e42 = unnamed.uLightViewProj;\n let _e43 = aInstancePos_1;\n let _e44 = rotated_1;\n let _e45 = (_e43 + _e44);\n vLightPosition = (_e42 * vec4<f32>(_e45.x, _e45.y, _e45.z, 1f));\n let _e51 = vLightPosition;\n unnamed_1.gl_Position = _e51;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(3) aInstancePos: vec3<f32>, @location(4) aScaleYaw: vec2<f32>, @location(6) aWindResponse: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstancePos_1 = aInstancePos;\n aScaleYaw_1 = aScaleYaw;\n aWindResponse_1 = aWindResponse;\n main_1();\n let _e12 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e12);\n let _e14 = vLightPosition;\n let _e15 = unnamed_1.gl_Position;\n return VertexOutput(_e14, _e15);\n}\n";
8
- export const SCATTER_FRAG_WGSL = "struct Uniforms {\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<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> vNormal_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e25 = unnamed.uFogColor;\n let _e27 = unnamed.uUnderwaterColor;\n let _e29 = unnamed.uUnderwaterFactor;\n return mix(_e25, _e27, vec3(_e29));\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 _e34 = unnamed.uFogMode;\n if (_e34 == 1i) {\n let _e37 = unnamed.uFogFar;\n let _e39 = unnamed.uFogNear;\n span = max((_e37 - _e39), 0.0001f);\n let _e42 = (*dist);\n let _e44 = unnamed.uFogNear;\n let _e46 = span;\n ramp = clamp(((_e42 - _e44) / _e46), 0f, 1f);\n let _e50 = unnamed.uUnderwaterFactor;\n if (_e50 <= 0f) {\n let _e52 = ramp;\n return _e52;\n }\n let _e54 = unnamed.uUnderwaterFogDensity;\n let _e55 = (*dist);\n wetLinear = (_e54 * _e55);\n let _e57 = ramp;\n let _e58 = wetLinear;\n let _e60 = wetLinear;\n let _e66 = unnamed.uUnderwaterFactor;\n return mix(_e57, (1f - exp2(((-(_e58) * _e60) * 1.442695f))), _e66);\n }\n let _e68 = (*pointY);\n let _e70 = unnamed.uFogEyeY;\n let _e73 = unnamed.uFogHeightFalloff;\n t = ((_e68 - _e70) * _e73);\n let _e75 = t;\n let _e78 = t;\n denom = select(_e78, 0.0001f, (abs(_e75) < 0.0001f));\n let _e81 = unnamed.uFogDensity;\n let _e83 = (*dist);\n let _e85 = denom;\n let _e90 = denom;\n air = (1f - exp((((-(_e81) * _e83) * (1f - exp(-(_e85)))) / _e90)));\n let _e95 = unnamed.uUnderwaterFactor;\n if (_e95 <= 0f) {\n let _e97 = air;\n return _e97;\n }\n let _e99 = unnamed.uUnderwaterFogDensity;\n let _e100 = (*dist);\n wet = (_e99 * _e100);\n let _e102 = air;\n let _e103 = wet;\n let _e105 = wet;\n let _e111 = unnamed.uUnderwaterFactor;\n return mix(_e102, (1f - exp2(((-(_e103) * _e105) * 1.442695f))), _e111);\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param: f32;\n var param_1: f32;\n\n let _e30 = vNormal_1;\n n = normalize(_e30);\n let _e32 = n;\n let _e34 = unnamed.uDirectionalDir;\n ndl = abs(dot(_e32, _e34));\n let _e37 = vColor_1;\n let _e39 = unnamed.uAmbient;\n let _e41 = unnamed.uDirectionalColor;\n let _e42 = ndl;\n lit = (_e37 * (_e39 + (_e41 * _e42)));\n let _e46 = vWorldPos_1;\n let _e48 = unnamed.uCameraPos;\n param = distance(_e46, _e48);\n let _e51 = vWorldPos_1[1u];\n param_1 = _e51;\n let _e52 = mediumFog_u0028_f1_u003b_f1_u003b((&param), (&param_1));\n fog = _e52;\n let _e53 = lit;\n let _e54 = mediumColor_u0028_();\n let _e55 = fog;\n let _e57 = mix(_e53, _e54, vec3(_e55));\n outColor = vec4<f32>(_e57.x, _e57.y, _e57.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vColor: vec3<f32>, @location(2) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
8
+ export const SCATTER_FRAG_WGSL = "struct Uniforms {\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<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> vNormal_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e25 = unnamed.uFogColor;\n let _e27 = unnamed.uUnderwaterColor;\n let _e29 = unnamed.uUnderwaterFactor;\n return mix(_e25, _e27, vec3(_e29));\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 _e38 = unnamed.uFogMode;\n if (_e38 == 1i) {\n let _e41 = unnamed.uFogFar;\n let _e43 = unnamed.uFogNear;\n span = max((_e41 - _e43), 0.0001f);\n let _e46 = (*dist);\n let _e48 = unnamed.uFogNear;\n let _e50 = span;\n ramp = clamp(((_e46 - _e48) / _e50), 0f, 1f);\n let _e54 = unnamed.uUnderwaterFactor;\n if (_e54 <= 0f) {\n let _e56 = ramp;\n return _e56;\n }\n let _e58 = unnamed.uUnderwaterFogDensity;\n let _e59 = (*dist);\n wetLinear = (_e58 * _e59);\n let _e61 = ramp;\n let _e62 = wetLinear;\n let _e64 = wetLinear;\n let _e70 = unnamed.uUnderwaterFactor;\n return mix(_e61, (1f - exp2(((-(_e62) * _e64) * 1.442695f))), _e70);\n }\n let _e73 = unnamed.uFogNear;\n let _e74 = (*dist);\n start = min(_e73, _e74);\n let _e76 = (*dist);\n if (_e76 > 0f) {\n let _e78 = start;\n let _e79 = (*dist);\n local = (_e78 / _e79);\n } else {\n local = 0f;\n }\n let _e81 = local;\n before = _e81;\n let _e82 = (*pointY);\n let _e84 = unnamed.uFogEyeY;\n let _e87 = unnamed.uFogHeightFalloff;\n t = ((_e82 - _e84) * _e87);\n let _e89 = t;\n let _e90 = before;\n rest = (_e89 * (1f - _e90));\n let _e93 = rest;\n let _e96 = rest;\n denom = select(_e96, 0.0001f, (abs(_e93) < 0.0001f));\n let _e99 = unnamed.uFogDensity;\n let _e101 = t;\n let _e103 = before;\n let _e107 = (*dist);\n let _e108 = start;\n let _e111 = denom;\n let _e116 = denom;\n air = (1f - exp(((((-(_e99) * exp((-(_e101) * _e103))) * (_e107 - _e108)) * (1f - exp(-(_e111)))) / _e116)));\n let _e121 = unnamed.uUnderwaterFactor;\n if (_e121 <= 0f) {\n let _e123 = air;\n return _e123;\n }\n let _e125 = unnamed.uUnderwaterFogDensity;\n let _e126 = (*dist);\n wet = (_e125 * _e126);\n let _e128 = air;\n let _e129 = wet;\n let _e131 = wet;\n let _e137 = unnamed.uUnderwaterFactor;\n return mix(_e128, (1f - exp2(((-(_e129) * _e131) * 1.442695f))), _e137);\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param: f32;\n var param_1: f32;\n\n let _e30 = vNormal_1;\n n = normalize(_e30);\n let _e32 = n;\n let _e34 = unnamed.uDirectionalDir;\n ndl = abs(dot(_e32, _e34));\n let _e37 = vColor_1;\n let _e39 = unnamed.uAmbient;\n let _e41 = unnamed.uDirectionalColor;\n let _e42 = ndl;\n lit = (_e37 * (_e39 + (_e41 * _e42)));\n let _e46 = vWorldPos_1;\n let _e48 = unnamed.uCameraPos;\n param = distance(_e46, _e48);\n let _e51 = vWorldPos_1[1u];\n param_1 = _e51;\n let _e52 = mediumFog_u0028_f1_u003b_f1_u003b((&param), (&param_1));\n fog = _e52;\n let _e53 = lit;\n let _e54 = mediumColor_u0028_();\n let _e55 = fog;\n let _e57 = mix(_e53, _e54, vec3(_e55));\n outColor = vec4<f32>(_e57.x, _e57.y, _e57.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vColor: vec3<f32>, @location(2) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
9
9
  export const SCATTER_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uTrample: array<vec4<f32>, 8>,\n uTrampleRadius: f32,\n uTrampleDepth: 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: vec3<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) member_2: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aScaleYaw_1: vec2<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstancePos_1: vec3<f32>;\nvar<private> aWindResponse_1: vec3<f32>;\nvar<private> vColor: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> aTint_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b(position: ptr<function, vec3<f32>>, instancePos: ptr<function, vec3<f32>>, scaleYaw: ptr<function, vec2<f32>>, windResponse: ptr<function, vec3<f32>>, yawTrig: ptr<function, vec2<f32>>) -> vec3<f32> {\n var s: f32;\n var c: f32;\n var local: vec3<f32>;\n var rotated: vec3<f32>;\n var phase: f32;\n var rooted: f32;\n var bend: f32;\n var pressed: f32;\n var away: vec2<f32>;\n var i: i32;\n var p: vec4<f32>;\n var offset: vec3<f32>;\n var dist: f32;\n var fade: f32;\n var strength: f32;\n var local_1: vec2<f32>;\n var take: f32;\n\n let _e54 = (*yawTrig)[0u];\n s = _e54;\n let _e56 = (*yawTrig)[1u];\n c = _e56;\n let _e57 = (*position);\n let _e59 = (*scaleYaw)[0u];\n local = (_e57 * _e59);\n let _e62 = local[0u];\n let _e63 = c;\n let _e66 = local[2u];\n let _e67 = s;\n let _e71 = local[1u];\n let _e73 = local[0u];\n let _e75 = s;\n let _e78 = local[2u];\n let _e79 = c;\n rotated = vec3<f32>(((_e62 * _e63) + (_e66 * _e67)), _e71, ((-(_e73) * _e75) + (_e78 * _e79)));\n let _e83 = (*instancePos);\n let _e86 = unnamed.uWindSpatialPhase;\n let _e89 = unnamed.uWindTime;\n let _e92 = (*windResponse)[2u];\n phase = ((dot(_e83.xz, _e86) + _e89) + _e92);\n let _e95 = rotated[1u];\n let _e97 = (*windResponse)[0u];\n rooted = clamp((_e95 * _e97), 0f, 1f);\n let _e101 = unnamed.uWindSpeed;\n let _e103 = unnamed.uWindGust;\n let _e105 = (*windResponse)[1u];\n let _e108 = phase;\n let _e111 = rooted;\n let _e113 = rooted;\n bend = ((((_e101 + (_e103 * _e105)) * sin(_e108)) * _e111) * _e113);\n let _e116 = unnamed.uWindDirection;\n let _e117 = bend;\n let _e119 = rotated;\n let _e121 = (_e119.xz + (_e116 * _e117));\n let _e122 = rotated;\n rotated = vec3<f32>(_e121.x, _e122.y, _e121.y);\n pressed = 0f;\n away = vec2<f32>(0f, 0f);\n i = 0i;\n loop {\n let _e127 = i;\n if (_e127 < 8i) {\n let _e129 = i;\n let _e132 = unnamed.uTrample[_e129];\n p = _e132;\n let _e134 = p[3u];\n if (_e134 <= 0f) {\n continue;\n }\n let _e136 = (*instancePos);\n let _e137 = p;\n offset = (_e136 - _e137.xyz);\n let _e140 = offset;\n dist = length(_e140);\n let _e142 = dist;\n let _e144 = unnamed.uTrampleRadius;\n if (_e142 >= _e144) {\n continue;\n }\n let _e146 = dist;\n let _e148 = unnamed.uTrampleRadius;\n fade = (1f - (_e146 / _e148));\n let _e152 = p[3u];\n let _e153 = fade;\n let _e155 = fade;\n strength = ((_e152 * _e153) * _e155);\n let _e157 = strength;\n let _e158 = pressed;\n if (_e157 <= _e158) {\n continue;\n }\n let _e160 = strength;\n pressed = _e160;\n let _e161 = dist;\n if (_e161 > 0.0001f) {\n let _e163 = offset;\n let _e165 = dist;\n local_1 = (_e163.xz / vec2(_e165));\n } else {\n local_1 = vec2<f32>(0f, 0f);\n }\n let _e168 = local_1;\n away = _e168;\n continue;\n } else {\n break;\n }\n continuing {\n let _e169 = i;\n i = (_e169 + 1i);\n }\n }\n let _e171 = pressed;\n if (_e171 > 0f) {\n let _e173 = pressed;\n let _e175 = unnamed.uTrampleDepth;\n take = (_e173 * _e175);\n let _e177 = take;\n let _e180 = rotated[1u];\n rotated[1u] = (_e180 * (1f - _e177));\n let _e183 = away;\n let _e184 = take;\n let _e187 = rotated[1u];\n let _e190 = rotated;\n let _e192 = (_e190.xz + (((_e183 * _e184) * _e187) * 1.4f));\n let _e193 = rotated;\n rotated = vec3<f32>(_e192.x, _e193.y, _e192.y);\n }\n let _e198 = rotated;\n return _e198;\n}\n\nfn scatterYaw_u0028_f1_u003b(yaw: ptr<function, f32>) -> vec2<f32> {\n let _e32 = (*yaw);\n let _e34 = (*yaw);\n return vec2<f32>(sin(_e32), cos(_e34));\n}\n\nfn main_1() {\n var yawTrig_1: vec2<f32>;\n var param: f32;\n var rotated_1: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec2<f32>;\n var param_4: vec3<f32>;\n var param_5: vec2<f32>;\n var world: vec3<f32>;\n var s_1: f32;\n var c_1: f32;\n\n let _e43 = aScaleYaw_1[1u];\n param = _e43;\n let _e44 = scatterYaw_u0028_f1_u003b((&param));\n yawTrig_1 = _e44;\n let _e45 = aPosition_1;\n param_1 = _e45;\n let _e46 = aInstancePos_1;\n param_2 = _e46;\n let _e47 = aScaleYaw_1;\n param_3 = _e47;\n let _e48 = aWindResponse_1;\n param_4 = _e48;\n let _e49 = yawTrig_1;\n param_5 = _e49;\n let _e50 = scatterOffset_u0028_vf3_u003b_vf3_u003b_vf2_u003b_vf3_u003b_vf2_u003b((&param_1), (&param_2), (&param_3), (&param_4), (&param_5));\n rotated_1 = _e50;\n let _e51 = aInstancePos_1;\n let _e52 = rotated_1;\n world = (_e51 + _e52);\n let _e55 = yawTrig_1[0u];\n s_1 = _e55;\n let _e57 = yawTrig_1[1u];\n c_1 = _e57;\n let _e58 = aColor_1;\n let _e59 = aTint_1;\n vColor = (_e58 * _e59);\n let _e62 = aNormal_1[0u];\n let _e63 = c_1;\n let _e66 = aNormal_1[2u];\n let _e67 = s_1;\n let _e71 = aNormal_1[1u];\n let _e73 = aNormal_1[0u];\n let _e75 = s_1;\n let _e78 = aNormal_1[2u];\n let _e79 = c_1;\n vNormal = vec3<f32>(((_e62 * _e63) + (_e66 * _e67)), _e71, ((-(_e73) * _e75) + (_e78 * _e79)));\n let _e83 = world;\n vWorldPos = _e83;\n let _e85 = unnamed.uViewProj;\n let _e86 = world;\n unnamed_1.gl_Position = (_e85 * vec4<f32>(_e86.x, _e86.y, _e86.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(4) aScaleYaw: vec2<f32>, @location(0) aPosition: vec3<f32>, @location(3) aInstancePos: vec3<f32>, @location(6) aWindResponse: vec3<f32>, @location(2) aColor: vec3<f32>, @location(5) aTint: vec3<f32>, @location(1) aNormal: vec3<f32>) -> VertexOutput {\n aScaleYaw_1 = aScaleYaw;\n aPosition_1 = aPosition;\n aInstancePos_1 = aInstancePos;\n aWindResponse_1 = aWindResponse;\n aColor_1 = aColor;\n aTint_1 = aTint;\n aNormal_1 = aNormal;\n main_1();\n let _e20 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e20);\n let _e22 = vColor;\n let _e23 = vNormal;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e22, _e23, _e24, _e25);\n}\n";
10
10
  /**
11
11
  * What the transform assigned, so the renderer binds the same numbers.
@@ -1,4 +1,4 @@
1
- export declare const SMOKE_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}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vDistance_1: 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 _e76 = unnamed.uFogMode;\n if (_e76 == 1i) {\n let _e79 = unnamed.uFogFar;\n let _e81 = unnamed.uFogNear;\n span = max((_e79 - _e81), 0.0001f);\n let _e84 = (*dist);\n let _e86 = unnamed.uFogNear;\n let _e88 = span;\n ramp = clamp(((_e84 - _e86) / _e88), 0f, 1f);\n let _e92 = unnamed.uUnderwaterFactor;\n if (_e92 <= 0f) {\n let _e94 = ramp;\n return _e94;\n }\n let _e96 = unnamed.uUnderwaterFogDensity;\n let _e97 = (*dist);\n wetLinear = (_e96 * _e97);\n let _e99 = ramp;\n let _e100 = wetLinear;\n let _e102 = wetLinear;\n let _e108 = unnamed.uUnderwaterFactor;\n return mix(_e99, (1f - exp2(((-(_e100) * _e102) * 1.442695f))), _e108);\n }\n let _e110 = (*pointY);\n let _e112 = unnamed.uFogEyeY;\n let _e115 = unnamed.uFogHeightFalloff;\n t = ((_e110 - _e112) * _e115);\n let _e117 = t;\n let _e120 = t;\n denom = select(_e120, 0.0001f, (abs(_e117) < 0.0001f));\n let _e123 = unnamed.uFogDensity;\n let _e125 = (*dist);\n let _e127 = denom;\n let _e132 = denom;\n air = (1f - exp((((-(_e123) * _e125) * (1f - exp(-(_e127)))) / _e132)));\n let _e137 = unnamed.uUnderwaterFactor;\n if (_e137 <= 0f) {\n let _e139 = air;\n return _e139;\n }\n let _e141 = unnamed.uUnderwaterFogDensity;\n let _e142 = (*dist);\n wet = (_e141 * _e142);\n let _e144 = air;\n let _e145 = wet;\n let _e147 = wet;\n let _e153 = unnamed.uUnderwaterFactor;\n return mix(_e144, (1f - exp2(((-(_e145) * _e147) * 1.442695f))), _e153);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e67 = unnamed.uFogColor;\n let _e69 = unnamed.uUnderwaterColor;\n let _e71 = unnamed.uUnderwaterFactor;\n return mix(_e67, _e69, vec3(_e71));\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e67 = (*p);\n return fract((sin(dot(_e67, 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 _e74 = (*p_1);\n i = floor(_e74);\n let _e76 = (*p_1);\n f = fract(_e76);\n let _e78 = f;\n let _e79 = f;\n let _e81 = f;\n u = ((_e78 * _e79) * (vec2(3f) - (_e81 * 2f)));\n let _e86 = i;\n param = _e86;\n let _e87 = hash21_u0028_vf2_u003b((&param));\n let _e88 = i;\n param_1 = (_e88 + vec2<f32>(1f, 0f));\n let _e90 = hash21_u0028_vf2_u003b((&param_1));\n let _e92 = u[0u];\n let _e94 = i;\n param_2 = (_e94 + vec2<f32>(0f, 1f));\n let _e96 = hash21_u0028_vf2_u003b((&param_2));\n let _e97 = i;\n param_3 = (_e97 + vec2<f32>(1f, 1f));\n let _e99 = hash21_u0028_vf2_u003b((&param_3));\n let _e101 = u[0u];\n let _e104 = u[1u];\n return mix(mix(_e87, _e90, _e92), mix(_e96, _e99, _e101), _e104);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>) -> f32 {\n var v: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n\n let _e72 = (*p_2);\n let _e74 = (*t_1);\n param_4 = ((_e72 * 2.2f) + vec2<f32>(0f, (-(_e74) * 0.55f)));\n let _e79 = valueNoise_u0028_vf2_u003b((&param_4));\n v = (_e79 * 0.55f);\n let _e82 = unnamed.uNoiseOctaves;\n if (_e82 == 1i) {\n let _e84 = v;\n return (_e84 / 0.55f);\n }\n let _e86 = (*p_2);\n let _e88 = (*t_1);\n let _e90 = (*t_1);\n param_5 = ((_e86 * 4.7f) + vec2<f32>((_e88 * 0.12f), (-(_e90) * 0.9f)));\n let _e95 = valueNoise_u0028_vf2_u003b((&param_5));\n let _e97 = v;\n v = (_e97 + (_e95 * 0.29f));\n let _e100 = unnamed.uNoiseOctaves;\n if (_e100 == 2i) {\n let _e102 = v;\n return (_e102 / 0.84f);\n }\n let _e104 = v;\n let _e105 = (*p_2);\n let _e107 = (*t_1);\n let _e110 = (*t_1);\n param_6 = ((_e105 * 9.3f) + vec2<f32>((-(_e107) * 0.09f), (-(_e110) * 1.4f)));\n let _e115 = valueNoise_u0028_vf2_u003b((&param_6));\n return (_e104 + (_e115 * 0.16f));\n}\n\nfn main_1() {\n var t_2: f32;\n var height: f32;\n var spread: f32;\n var centred: f32;\n var sides: f32;\n var drift: f32;\n var param_7: vec2<f32>;\n var n: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var density: f32;\n var col: vec3<f32>;\n var atmosphereColor: vec3<f32>;\n var emerge: f32;\n var dissipate: f32;\n var fog: f32;\n var param_10: f32;\n var param_11: f32;\n var alpha: f32;\n var phi_312_: bool;\n\n let _e86 = unnamed.uClipEnabled;\n let _e87 = (_e86 != 0i);\n phi_312_ = _e87;\n if _e87 {\n let _e88 = vWorldPos_1;\n let _e94 = unnamed.uClipPlane;\n phi_312_ = (dot(vec4<f32>(_e88.x, _e88.y, _e88.z, 1f), _e94) < 0f);\n }\n let _e98 = phi_312_;\n if _e98 {\n discard;\n }\n let _e100 = unnamed.uTime;\n let _e101 = vSeed_1;\n t_2 = (_e100 + (_e101 * 53f));\n let _e105 = vUv_1[1u];\n height = _e105;\n let _e106 = height;\n spread = mix(0.5f, 1f, _e106);\n let _e109 = vUv_1[0u];\n let _e111 = spread;\n centred = (((_e109 - 0.5f) / _e111) + 0.5f);\n let _e114 = centred;\n sides = smoothstep(0f, 0.55f, (1f - clamp((abs((_e114 - 0.5f)) * 2f), 0f, 1f)));\n let _e121 = sides;\n if (_e121 <= 0.001f) {\n discard;\n }\n let _e123 = t_2;\n let _e125 = vSeed_1;\n param_7 = vec2<f32>((_e123 * 0.21f), (_e125 * 7f));\n let _e128 = valueNoise_u0028_vf2_u003b((&param_7));\n let _e131 = height;\n let _e133 = height;\n drift = ((((_e128 - 0.5f) * 0.6f) * _e131) * _e133);\n let _e135 = centred;\n let _e136 = drift;\n let _e138 = height;\n param_8 = vec2<f32>((_e135 + _e136), _e138);\n let _e140 = t_2;\n param_9 = _e140;\n let _e141 = billow_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n n = _e141;\n let _e142 = n;\n let _e143 = sides;\n let _e146 = height;\n density = (((_e142 * _e143) * 1.35f) - (_e146 * 0.88f));\n let _e149 = density;\n if (_e149 <= 0.02f) {\n discard;\n }\n let _e151 = height;\n col = mix(vec3<f32>(0.9f, 0.42f, 0.16f), vec3<f32>(0.11f, 0.1f, 0.1f), vec3(smoothstep(0f, 0.34f, _e151)));\n let _e155 = mediumColor_u0028_();\n atmosphereColor = _e155;\n let _e156 = col;\n let _e157 = atmosphereColor;\n let _e158 = height;\n col = mix(_e156, _e157, vec3(smoothstep(0.3f, 0.95f, _e158)));\n let _e162 = height;\n emerge = smoothstep(0f, 0.3f, _e162);\n let _e164 = height;\n dissipate = (1f - smoothstep(0.22f, 0.75f, _e164));\n let _e167 = vDistance_1;\n param_10 = _e167;\n let _e169 = vWorldPos_1[1u];\n param_11 = _e169;\n let _e170 = mediumFog_u0028_f1_u003b_f1_u003b((&param_10), (&param_11));\n fog = _e170;\n let _e171 = col;\n let _e172 = atmosphereColor;\n let _e173 = fog;\n col = mix(_e171, _e172, vec3(_e173));\n let _e176 = density;\n let _e179 = emerge;\n let _e181 = dissipate;\n alpha = (((clamp((_e176 * 0.95f), 0f, 1f) * _e179) * _e181) * 0.13f);\n let _e184 = col;\n let _e185 = alpha;\n let _e186 = fog;\n outColor = vec4<f32>(_e184.x, _e184.y, _e184.z, (_e185 * (1f - _e186)));\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(1) vSeed: f32, @location(0) vUv: vec2<f32>, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vSeed_1 = vSeed;\n vUv_1 = vUv;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
1
+ export declare const SMOKE_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}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vDistance_1: 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 _e80 = unnamed.uFogMode;\n if (_e80 == 1i) {\n let _e83 = unnamed.uFogFar;\n let _e85 = unnamed.uFogNear;\n span = max((_e83 - _e85), 0.0001f);\n let _e88 = (*dist);\n let _e90 = unnamed.uFogNear;\n let _e92 = span;\n ramp = clamp(((_e88 - _e90) / _e92), 0f, 1f);\n let _e96 = unnamed.uUnderwaterFactor;\n if (_e96 <= 0f) {\n let _e98 = ramp;\n return _e98;\n }\n let _e100 = unnamed.uUnderwaterFogDensity;\n let _e101 = (*dist);\n wetLinear = (_e100 * _e101);\n let _e103 = ramp;\n let _e104 = wetLinear;\n let _e106 = wetLinear;\n let _e112 = unnamed.uUnderwaterFactor;\n return mix(_e103, (1f - exp2(((-(_e104) * _e106) * 1.442695f))), _e112);\n }\n let _e115 = unnamed.uFogNear;\n let _e116 = (*dist);\n start = min(_e115, _e116);\n let _e118 = (*dist);\n if (_e118 > 0f) {\n let _e120 = start;\n let _e121 = (*dist);\n local = (_e120 / _e121);\n } else {\n local = 0f;\n }\n let _e123 = local;\n before = _e123;\n let _e124 = (*pointY);\n let _e126 = unnamed.uFogEyeY;\n let _e129 = unnamed.uFogHeightFalloff;\n t = ((_e124 - _e126) * _e129);\n let _e131 = t;\n let _e132 = before;\n rest = (_e131 * (1f - _e132));\n let _e135 = rest;\n let _e138 = rest;\n denom = select(_e138, 0.0001f, (abs(_e135) < 0.0001f));\n let _e141 = unnamed.uFogDensity;\n let _e143 = t;\n let _e145 = before;\n let _e149 = (*dist);\n let _e150 = start;\n let _e153 = denom;\n let _e158 = denom;\n air = (1f - exp(((((-(_e141) * exp((-(_e143) * _e145))) * (_e149 - _e150)) * (1f - exp(-(_e153)))) / _e158)));\n let _e163 = unnamed.uUnderwaterFactor;\n if (_e163 <= 0f) {\n let _e165 = air;\n return _e165;\n }\n let _e167 = unnamed.uUnderwaterFogDensity;\n let _e168 = (*dist);\n wet = (_e167 * _e168);\n let _e170 = air;\n let _e171 = wet;\n let _e173 = wet;\n let _e179 = unnamed.uUnderwaterFactor;\n return mix(_e170, (1f - exp2(((-(_e171) * _e173) * 1.442695f))), _e179);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e67 = unnamed.uFogColor;\n let _e69 = unnamed.uUnderwaterColor;\n let _e71 = unnamed.uUnderwaterFactor;\n return mix(_e67, _e69, vec3(_e71));\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e67 = (*p);\n return fract((sin(dot(_e67, 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 _e74 = (*p_1);\n i = floor(_e74);\n let _e76 = (*p_1);\n f = fract(_e76);\n let _e78 = f;\n let _e79 = f;\n let _e81 = f;\n u = ((_e78 * _e79) * (vec2(3f) - (_e81 * 2f)));\n let _e86 = i;\n param = _e86;\n let _e87 = hash21_u0028_vf2_u003b((&param));\n let _e88 = i;\n param_1 = (_e88 + vec2<f32>(1f, 0f));\n let _e90 = hash21_u0028_vf2_u003b((&param_1));\n let _e92 = u[0u];\n let _e94 = i;\n param_2 = (_e94 + vec2<f32>(0f, 1f));\n let _e96 = hash21_u0028_vf2_u003b((&param_2));\n let _e97 = i;\n param_3 = (_e97 + vec2<f32>(1f, 1f));\n let _e99 = hash21_u0028_vf2_u003b((&param_3));\n let _e101 = u[0u];\n let _e104 = u[1u];\n return mix(mix(_e87, _e90, _e92), mix(_e96, _e99, _e101), _e104);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>) -> f32 {\n var v: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n\n let _e72 = (*p_2);\n let _e74 = (*t_1);\n param_4 = ((_e72 * 2.2f) + vec2<f32>(0f, (-(_e74) * 0.55f)));\n let _e79 = valueNoise_u0028_vf2_u003b((&param_4));\n v = (_e79 * 0.55f);\n let _e82 = unnamed.uNoiseOctaves;\n if (_e82 == 1i) {\n let _e84 = v;\n return (_e84 / 0.55f);\n }\n let _e86 = (*p_2);\n let _e88 = (*t_1);\n let _e90 = (*t_1);\n param_5 = ((_e86 * 4.7f) + vec2<f32>((_e88 * 0.12f), (-(_e90) * 0.9f)));\n let _e95 = valueNoise_u0028_vf2_u003b((&param_5));\n let _e97 = v;\n v = (_e97 + (_e95 * 0.29f));\n let _e100 = unnamed.uNoiseOctaves;\n if (_e100 == 2i) {\n let _e102 = v;\n return (_e102 / 0.84f);\n }\n let _e104 = v;\n let _e105 = (*p_2);\n let _e107 = (*t_1);\n let _e110 = (*t_1);\n param_6 = ((_e105 * 9.3f) + vec2<f32>((-(_e107) * 0.09f), (-(_e110) * 1.4f)));\n let _e115 = valueNoise_u0028_vf2_u003b((&param_6));\n return (_e104 + (_e115 * 0.16f));\n}\n\nfn main_1() {\n var t_2: f32;\n var height: f32;\n var spread: f32;\n var centred: f32;\n var sides: f32;\n var drift: f32;\n var param_7: vec2<f32>;\n var n: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var density: f32;\n var col: vec3<f32>;\n var atmosphereColor: vec3<f32>;\n var emerge: f32;\n var dissipate: f32;\n var fog: f32;\n var param_10: f32;\n var param_11: f32;\n var alpha: f32;\n var phi_341_: bool;\n\n let _e86 = unnamed.uClipEnabled;\n let _e87 = (_e86 != 0i);\n phi_341_ = _e87;\n if _e87 {\n let _e88 = vWorldPos_1;\n let _e94 = unnamed.uClipPlane;\n phi_341_ = (dot(vec4<f32>(_e88.x, _e88.y, _e88.z, 1f), _e94) < 0f);\n }\n let _e98 = phi_341_;\n if _e98 {\n discard;\n }\n let _e100 = unnamed.uTime;\n let _e101 = vSeed_1;\n t_2 = (_e100 + (_e101 * 53f));\n let _e105 = vUv_1[1u];\n height = _e105;\n let _e106 = height;\n spread = mix(0.5f, 1f, _e106);\n let _e109 = vUv_1[0u];\n let _e111 = spread;\n centred = (((_e109 - 0.5f) / _e111) + 0.5f);\n let _e114 = centred;\n sides = smoothstep(0f, 0.55f, (1f - clamp((abs((_e114 - 0.5f)) * 2f), 0f, 1f)));\n let _e121 = sides;\n if (_e121 <= 0.001f) {\n discard;\n }\n let _e123 = t_2;\n let _e125 = vSeed_1;\n param_7 = vec2<f32>((_e123 * 0.21f), (_e125 * 7f));\n let _e128 = valueNoise_u0028_vf2_u003b((&param_7));\n let _e131 = height;\n let _e133 = height;\n drift = ((((_e128 - 0.5f) * 0.6f) * _e131) * _e133);\n let _e135 = centred;\n let _e136 = drift;\n let _e138 = height;\n param_8 = vec2<f32>((_e135 + _e136), _e138);\n let _e140 = t_2;\n param_9 = _e140;\n let _e141 = billow_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n n = _e141;\n let _e142 = n;\n let _e143 = sides;\n let _e146 = height;\n density = (((_e142 * _e143) * 1.35f) - (_e146 * 0.88f));\n let _e149 = density;\n if (_e149 <= 0.02f) {\n discard;\n }\n let _e151 = height;\n col = mix(vec3<f32>(0.9f, 0.42f, 0.16f), vec3<f32>(0.11f, 0.1f, 0.1f), vec3(smoothstep(0f, 0.34f, _e151)));\n let _e155 = mediumColor_u0028_();\n atmosphereColor = _e155;\n let _e156 = col;\n let _e157 = atmosphereColor;\n let _e158 = height;\n col = mix(_e156, _e157, vec3(smoothstep(0.3f, 0.95f, _e158)));\n let _e162 = height;\n emerge = smoothstep(0f, 0.3f, _e162);\n let _e164 = height;\n dissipate = (1f - smoothstep(0.22f, 0.75f, _e164));\n let _e167 = vDistance_1;\n param_10 = _e167;\n let _e169 = vWorldPos_1[1u];\n param_11 = _e169;\n let _e170 = mediumFog_u0028_f1_u003b_f1_u003b((&param_10), (&param_11));\n fog = _e170;\n let _e171 = col;\n let _e172 = atmosphereColor;\n let _e173 = fog;\n col = mix(_e171, _e172, vec3(_e173));\n let _e176 = density;\n let _e179 = emerge;\n let _e181 = dissipate;\n alpha = (((clamp((_e176 * 0.95f), 0f, 1f) * _e179) * _e181) * 0.13f);\n let _e184 = col;\n let _e185 = alpha;\n let _e186 = fog;\n outColor = vec4<f32>(_e184.x, _e184.y, _e184.z, (_e185 * (1f - _e186)));\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(1) vSeed: f32, @location(0) vUv: vec2<f32>, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vSeed_1 = vSeed;\n vUv_1 = vUv;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\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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  */
7
- export const SMOKE_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}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vDistance_1: 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 _e76 = unnamed.uFogMode;\n if (_e76 == 1i) {\n let _e79 = unnamed.uFogFar;\n let _e81 = unnamed.uFogNear;\n span = max((_e79 - _e81), 0.0001f);\n let _e84 = (*dist);\n let _e86 = unnamed.uFogNear;\n let _e88 = span;\n ramp = clamp(((_e84 - _e86) / _e88), 0f, 1f);\n let _e92 = unnamed.uUnderwaterFactor;\n if (_e92 <= 0f) {\n let _e94 = ramp;\n return _e94;\n }\n let _e96 = unnamed.uUnderwaterFogDensity;\n let _e97 = (*dist);\n wetLinear = (_e96 * _e97);\n let _e99 = ramp;\n let _e100 = wetLinear;\n let _e102 = wetLinear;\n let _e108 = unnamed.uUnderwaterFactor;\n return mix(_e99, (1f - exp2(((-(_e100) * _e102) * 1.442695f))), _e108);\n }\n let _e110 = (*pointY);\n let _e112 = unnamed.uFogEyeY;\n let _e115 = unnamed.uFogHeightFalloff;\n t = ((_e110 - _e112) * _e115);\n let _e117 = t;\n let _e120 = t;\n denom = select(_e120, 0.0001f, (abs(_e117) < 0.0001f));\n let _e123 = unnamed.uFogDensity;\n let _e125 = (*dist);\n let _e127 = denom;\n let _e132 = denom;\n air = (1f - exp((((-(_e123) * _e125) * (1f - exp(-(_e127)))) / _e132)));\n let _e137 = unnamed.uUnderwaterFactor;\n if (_e137 <= 0f) {\n let _e139 = air;\n return _e139;\n }\n let _e141 = unnamed.uUnderwaterFogDensity;\n let _e142 = (*dist);\n wet = (_e141 * _e142);\n let _e144 = air;\n let _e145 = wet;\n let _e147 = wet;\n let _e153 = unnamed.uUnderwaterFactor;\n return mix(_e144, (1f - exp2(((-(_e145) * _e147) * 1.442695f))), _e153);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e67 = unnamed.uFogColor;\n let _e69 = unnamed.uUnderwaterColor;\n let _e71 = unnamed.uUnderwaterFactor;\n return mix(_e67, _e69, vec3(_e71));\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e67 = (*p);\n return fract((sin(dot(_e67, 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 _e74 = (*p_1);\n i = floor(_e74);\n let _e76 = (*p_1);\n f = fract(_e76);\n let _e78 = f;\n let _e79 = f;\n let _e81 = f;\n u = ((_e78 * _e79) * (vec2(3f) - (_e81 * 2f)));\n let _e86 = i;\n param = _e86;\n let _e87 = hash21_u0028_vf2_u003b((&param));\n let _e88 = i;\n param_1 = (_e88 + vec2<f32>(1f, 0f));\n let _e90 = hash21_u0028_vf2_u003b((&param_1));\n let _e92 = u[0u];\n let _e94 = i;\n param_2 = (_e94 + vec2<f32>(0f, 1f));\n let _e96 = hash21_u0028_vf2_u003b((&param_2));\n let _e97 = i;\n param_3 = (_e97 + vec2<f32>(1f, 1f));\n let _e99 = hash21_u0028_vf2_u003b((&param_3));\n let _e101 = u[0u];\n let _e104 = u[1u];\n return mix(mix(_e87, _e90, _e92), mix(_e96, _e99, _e101), _e104);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>) -> f32 {\n var v: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n\n let _e72 = (*p_2);\n let _e74 = (*t_1);\n param_4 = ((_e72 * 2.2f) + vec2<f32>(0f, (-(_e74) * 0.55f)));\n let _e79 = valueNoise_u0028_vf2_u003b((&param_4));\n v = (_e79 * 0.55f);\n let _e82 = unnamed.uNoiseOctaves;\n if (_e82 == 1i) {\n let _e84 = v;\n return (_e84 / 0.55f);\n }\n let _e86 = (*p_2);\n let _e88 = (*t_1);\n let _e90 = (*t_1);\n param_5 = ((_e86 * 4.7f) + vec2<f32>((_e88 * 0.12f), (-(_e90) * 0.9f)));\n let _e95 = valueNoise_u0028_vf2_u003b((&param_5));\n let _e97 = v;\n v = (_e97 + (_e95 * 0.29f));\n let _e100 = unnamed.uNoiseOctaves;\n if (_e100 == 2i) {\n let _e102 = v;\n return (_e102 / 0.84f);\n }\n let _e104 = v;\n let _e105 = (*p_2);\n let _e107 = (*t_1);\n let _e110 = (*t_1);\n param_6 = ((_e105 * 9.3f) + vec2<f32>((-(_e107) * 0.09f), (-(_e110) * 1.4f)));\n let _e115 = valueNoise_u0028_vf2_u003b((&param_6));\n return (_e104 + (_e115 * 0.16f));\n}\n\nfn main_1() {\n var t_2: f32;\n var height: f32;\n var spread: f32;\n var centred: f32;\n var sides: f32;\n var drift: f32;\n var param_7: vec2<f32>;\n var n: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var density: f32;\n var col: vec3<f32>;\n var atmosphereColor: vec3<f32>;\n var emerge: f32;\n var dissipate: f32;\n var fog: f32;\n var param_10: f32;\n var param_11: f32;\n var alpha: f32;\n var phi_312_: bool;\n\n let _e86 = unnamed.uClipEnabled;\n let _e87 = (_e86 != 0i);\n phi_312_ = _e87;\n if _e87 {\n let _e88 = vWorldPos_1;\n let _e94 = unnamed.uClipPlane;\n phi_312_ = (dot(vec4<f32>(_e88.x, _e88.y, _e88.z, 1f), _e94) < 0f);\n }\n let _e98 = phi_312_;\n if _e98 {\n discard;\n }\n let _e100 = unnamed.uTime;\n let _e101 = vSeed_1;\n t_2 = (_e100 + (_e101 * 53f));\n let _e105 = vUv_1[1u];\n height = _e105;\n let _e106 = height;\n spread = mix(0.5f, 1f, _e106);\n let _e109 = vUv_1[0u];\n let _e111 = spread;\n centred = (((_e109 - 0.5f) / _e111) + 0.5f);\n let _e114 = centred;\n sides = smoothstep(0f, 0.55f, (1f - clamp((abs((_e114 - 0.5f)) * 2f), 0f, 1f)));\n let _e121 = sides;\n if (_e121 <= 0.001f) {\n discard;\n }\n let _e123 = t_2;\n let _e125 = vSeed_1;\n param_7 = vec2<f32>((_e123 * 0.21f), (_e125 * 7f));\n let _e128 = valueNoise_u0028_vf2_u003b((&param_7));\n let _e131 = height;\n let _e133 = height;\n drift = ((((_e128 - 0.5f) * 0.6f) * _e131) * _e133);\n let _e135 = centred;\n let _e136 = drift;\n let _e138 = height;\n param_8 = vec2<f32>((_e135 + _e136), _e138);\n let _e140 = t_2;\n param_9 = _e140;\n let _e141 = billow_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n n = _e141;\n let _e142 = n;\n let _e143 = sides;\n let _e146 = height;\n density = (((_e142 * _e143) * 1.35f) - (_e146 * 0.88f));\n let _e149 = density;\n if (_e149 <= 0.02f) {\n discard;\n }\n let _e151 = height;\n col = mix(vec3<f32>(0.9f, 0.42f, 0.16f), vec3<f32>(0.11f, 0.1f, 0.1f), vec3(smoothstep(0f, 0.34f, _e151)));\n let _e155 = mediumColor_u0028_();\n atmosphereColor = _e155;\n let _e156 = col;\n let _e157 = atmosphereColor;\n let _e158 = height;\n col = mix(_e156, _e157, vec3(smoothstep(0.3f, 0.95f, _e158)));\n let _e162 = height;\n emerge = smoothstep(0f, 0.3f, _e162);\n let _e164 = height;\n dissipate = (1f - smoothstep(0.22f, 0.75f, _e164));\n let _e167 = vDistance_1;\n param_10 = _e167;\n let _e169 = vWorldPos_1[1u];\n param_11 = _e169;\n let _e170 = mediumFog_u0028_f1_u003b_f1_u003b((&param_10), (&param_11));\n fog = _e170;\n let _e171 = col;\n let _e172 = atmosphereColor;\n let _e173 = fog;\n col = mix(_e171, _e172, vec3(_e173));\n let _e176 = density;\n let _e179 = emerge;\n let _e181 = dissipate;\n alpha = (((clamp((_e176 * 0.95f), 0f, 1f) * _e179) * _e181) * 0.13f);\n let _e184 = col;\n let _e185 = alpha;\n let _e186 = fog;\n outColor = vec4<f32>(_e184.x, _e184.y, _e184.z, (_e185 * (1f - _e186)));\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(1) vSeed: f32, @location(0) vUv: vec2<f32>, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vSeed_1 = vSeed;\n vUv_1 = vUv;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
7
+ export const SMOKE_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}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vDistance_1: 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 _e80 = unnamed.uFogMode;\n if (_e80 == 1i) {\n let _e83 = unnamed.uFogFar;\n let _e85 = unnamed.uFogNear;\n span = max((_e83 - _e85), 0.0001f);\n let _e88 = (*dist);\n let _e90 = unnamed.uFogNear;\n let _e92 = span;\n ramp = clamp(((_e88 - _e90) / _e92), 0f, 1f);\n let _e96 = unnamed.uUnderwaterFactor;\n if (_e96 <= 0f) {\n let _e98 = ramp;\n return _e98;\n }\n let _e100 = unnamed.uUnderwaterFogDensity;\n let _e101 = (*dist);\n wetLinear = (_e100 * _e101);\n let _e103 = ramp;\n let _e104 = wetLinear;\n let _e106 = wetLinear;\n let _e112 = unnamed.uUnderwaterFactor;\n return mix(_e103, (1f - exp2(((-(_e104) * _e106) * 1.442695f))), _e112);\n }\n let _e115 = unnamed.uFogNear;\n let _e116 = (*dist);\n start = min(_e115, _e116);\n let _e118 = (*dist);\n if (_e118 > 0f) {\n let _e120 = start;\n let _e121 = (*dist);\n local = (_e120 / _e121);\n } else {\n local = 0f;\n }\n let _e123 = local;\n before = _e123;\n let _e124 = (*pointY);\n let _e126 = unnamed.uFogEyeY;\n let _e129 = unnamed.uFogHeightFalloff;\n t = ((_e124 - _e126) * _e129);\n let _e131 = t;\n let _e132 = before;\n rest = (_e131 * (1f - _e132));\n let _e135 = rest;\n let _e138 = rest;\n denom = select(_e138, 0.0001f, (abs(_e135) < 0.0001f));\n let _e141 = unnamed.uFogDensity;\n let _e143 = t;\n let _e145 = before;\n let _e149 = (*dist);\n let _e150 = start;\n let _e153 = denom;\n let _e158 = denom;\n air = (1f - exp(((((-(_e141) * exp((-(_e143) * _e145))) * (_e149 - _e150)) * (1f - exp(-(_e153)))) / _e158)));\n let _e163 = unnamed.uUnderwaterFactor;\n if (_e163 <= 0f) {\n let _e165 = air;\n return _e165;\n }\n let _e167 = unnamed.uUnderwaterFogDensity;\n let _e168 = (*dist);\n wet = (_e167 * _e168);\n let _e170 = air;\n let _e171 = wet;\n let _e173 = wet;\n let _e179 = unnamed.uUnderwaterFactor;\n return mix(_e170, (1f - exp2(((-(_e171) * _e173) * 1.442695f))), _e179);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e67 = unnamed.uFogColor;\n let _e69 = unnamed.uUnderwaterColor;\n let _e71 = unnamed.uUnderwaterFactor;\n return mix(_e67, _e69, vec3(_e71));\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e67 = (*p);\n return fract((sin(dot(_e67, 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 _e74 = (*p_1);\n i = floor(_e74);\n let _e76 = (*p_1);\n f = fract(_e76);\n let _e78 = f;\n let _e79 = f;\n let _e81 = f;\n u = ((_e78 * _e79) * (vec2(3f) - (_e81 * 2f)));\n let _e86 = i;\n param = _e86;\n let _e87 = hash21_u0028_vf2_u003b((&param));\n let _e88 = i;\n param_1 = (_e88 + vec2<f32>(1f, 0f));\n let _e90 = hash21_u0028_vf2_u003b((&param_1));\n let _e92 = u[0u];\n let _e94 = i;\n param_2 = (_e94 + vec2<f32>(0f, 1f));\n let _e96 = hash21_u0028_vf2_u003b((&param_2));\n let _e97 = i;\n param_3 = (_e97 + vec2<f32>(1f, 1f));\n let _e99 = hash21_u0028_vf2_u003b((&param_3));\n let _e101 = u[0u];\n let _e104 = u[1u];\n return mix(mix(_e87, _e90, _e92), mix(_e96, _e99, _e101), _e104);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>) -> f32 {\n var v: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n\n let _e72 = (*p_2);\n let _e74 = (*t_1);\n param_4 = ((_e72 * 2.2f) + vec2<f32>(0f, (-(_e74) * 0.55f)));\n let _e79 = valueNoise_u0028_vf2_u003b((&param_4));\n v = (_e79 * 0.55f);\n let _e82 = unnamed.uNoiseOctaves;\n if (_e82 == 1i) {\n let _e84 = v;\n return (_e84 / 0.55f);\n }\n let _e86 = (*p_2);\n let _e88 = (*t_1);\n let _e90 = (*t_1);\n param_5 = ((_e86 * 4.7f) + vec2<f32>((_e88 * 0.12f), (-(_e90) * 0.9f)));\n let _e95 = valueNoise_u0028_vf2_u003b((&param_5));\n let _e97 = v;\n v = (_e97 + (_e95 * 0.29f));\n let _e100 = unnamed.uNoiseOctaves;\n if (_e100 == 2i) {\n let _e102 = v;\n return (_e102 / 0.84f);\n }\n let _e104 = v;\n let _e105 = (*p_2);\n let _e107 = (*t_1);\n let _e110 = (*t_1);\n param_6 = ((_e105 * 9.3f) + vec2<f32>((-(_e107) * 0.09f), (-(_e110) * 1.4f)));\n let _e115 = valueNoise_u0028_vf2_u003b((&param_6));\n return (_e104 + (_e115 * 0.16f));\n}\n\nfn main_1() {\n var t_2: f32;\n var height: f32;\n var spread: f32;\n var centred: f32;\n var sides: f32;\n var drift: f32;\n var param_7: vec2<f32>;\n var n: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var density: f32;\n var col: vec3<f32>;\n var atmosphereColor: vec3<f32>;\n var emerge: f32;\n var dissipate: f32;\n var fog: f32;\n var param_10: f32;\n var param_11: f32;\n var alpha: f32;\n var phi_341_: bool;\n\n let _e86 = unnamed.uClipEnabled;\n let _e87 = (_e86 != 0i);\n phi_341_ = _e87;\n if _e87 {\n let _e88 = vWorldPos_1;\n let _e94 = unnamed.uClipPlane;\n phi_341_ = (dot(vec4<f32>(_e88.x, _e88.y, _e88.z, 1f), _e94) < 0f);\n }\n let _e98 = phi_341_;\n if _e98 {\n discard;\n }\n let _e100 = unnamed.uTime;\n let _e101 = vSeed_1;\n t_2 = (_e100 + (_e101 * 53f));\n let _e105 = vUv_1[1u];\n height = _e105;\n let _e106 = height;\n spread = mix(0.5f, 1f, _e106);\n let _e109 = vUv_1[0u];\n let _e111 = spread;\n centred = (((_e109 - 0.5f) / _e111) + 0.5f);\n let _e114 = centred;\n sides = smoothstep(0f, 0.55f, (1f - clamp((abs((_e114 - 0.5f)) * 2f), 0f, 1f)));\n let _e121 = sides;\n if (_e121 <= 0.001f) {\n discard;\n }\n let _e123 = t_2;\n let _e125 = vSeed_1;\n param_7 = vec2<f32>((_e123 * 0.21f), (_e125 * 7f));\n let _e128 = valueNoise_u0028_vf2_u003b((&param_7));\n let _e131 = height;\n let _e133 = height;\n drift = ((((_e128 - 0.5f) * 0.6f) * _e131) * _e133);\n let _e135 = centred;\n let _e136 = drift;\n let _e138 = height;\n param_8 = vec2<f32>((_e135 + _e136), _e138);\n let _e140 = t_2;\n param_9 = _e140;\n let _e141 = billow_u0028_vf2_u003b_f1_u003b((&param_8), (&param_9));\n n = _e141;\n let _e142 = n;\n let _e143 = sides;\n let _e146 = height;\n density = (((_e142 * _e143) * 1.35f) - (_e146 * 0.88f));\n let _e149 = density;\n if (_e149 <= 0.02f) {\n discard;\n }\n let _e151 = height;\n col = mix(vec3<f32>(0.9f, 0.42f, 0.16f), vec3<f32>(0.11f, 0.1f, 0.1f), vec3(smoothstep(0f, 0.34f, _e151)));\n let _e155 = mediumColor_u0028_();\n atmosphereColor = _e155;\n let _e156 = col;\n let _e157 = atmosphereColor;\n let _e158 = height;\n col = mix(_e156, _e157, vec3(smoothstep(0.3f, 0.95f, _e158)));\n let _e162 = height;\n emerge = smoothstep(0f, 0.3f, _e162);\n let _e164 = height;\n dissipate = (1f - smoothstep(0.22f, 0.75f, _e164));\n let _e167 = vDistance_1;\n param_10 = _e167;\n let _e169 = vWorldPos_1[1u];\n param_11 = _e169;\n let _e170 = mediumFog_u0028_f1_u003b_f1_u003b((&param_10), (&param_11));\n fog = _e170;\n let _e171 = col;\n let _e172 = atmosphereColor;\n let _e173 = fog;\n col = mix(_e171, _e172, vec3(_e173));\n let _e176 = density;\n let _e179 = emerge;\n let _e181 = dissipate;\n alpha = (((clamp((_e176 * 0.95f), 0f, 1f) * _e179) * _e181) * 0.13f);\n let _e184 = col;\n let _e185 = alpha;\n let _e186 = fog;\n outColor = vec4<f32>(_e184.x, _e184.y, _e184.z, (_e185 * (1f - _e186)));\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(1) vSeed: f32, @location(0) vUv: vec2<f32>, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vSeed_1 = vSeed;\n vUv_1 = vUv;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
8
8
  /**
9
9
  * What the transform assigned, so the renderer binds the same numbers.
10
10
  *