@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
@@ -48,6 +48,12 @@ const bool SKIN_ALBEDO = false; // wgsl:override
48
48
  * Declared after skin's halves so that every switch before it keeps the id it shipped with.
49
49
  */
50
50
  const bool MODEL_LIGHTMAP = false; // wgsl:override
51
+ /*
52
+ * Not a model either: whether this program carries GGX's own highlight for a material that asks
53
+ * (\`SurfaceMaterial.physicalSpecular\`). A lit switch, off until a material first asks and then
54
+ * on for good, as \`litSwitchesGlsl\`'s are; declared last so every switch before it keeps its id.
55
+ */
56
+ const bool PHYSICAL_SPECULAR = PHYSICAL_SPECULAR_ON; // wgsl:override
51
57
 
52
58
  /*
53
59
  * A model's numbers, two vectors a material — the lit stage's uniform budget has no more room
@@ -126,15 +132,57 @@ float smithMasking(float ndl, float ndv, float alpha) {
126
132
  );
127
133
  }
128
134
 
135
+ /*
136
+ * Whether this surface's highlights are GGX's own (\`SurfaceMaterial.physicalSpecular\`), from the
137
+ * lane the standard, lightmap and anisotropic models leave free (\`packModel\`). Skin, hair and the
138
+ * eye shade their own highlights, and the eye's axis holds that lane, so they are never asked. The
139
+ * lit switch first, so a program built before any material asked carries none of it.
140
+ */
141
+ bool physicalSpecular() {
142
+ if (PHYSICAL_SPECULAR) {
143
+ if (MODEL_HAIR) return false;
144
+ if (MODEL_SKIN) return false;
145
+ if (MODEL_EYE) return false;
146
+ return uModelParams[1].z > 0.5;
147
+ }
148
+ return false;
149
+ }
150
+
151
+ /**
152
+ * GGX as a BRDF in this engine's light units, \`π · D · Vis · N·L\` with Fresnel left to the caller:
153
+ * the term skin's and the eye's highlights are, for a surface that asks for it. Its peak is
154
+ * \`1 / (4 α²)\` of the light head-on, against the look's 1. A lamp's size widens α as \`sphereLobe\`
155
+ * widens it, and a normalised distribution keeps its energy as it widens.
156
+ */
157
+ float physicalLobe(float ndh, float ndl, float ndv, float roughness, float sourceRadius, float dist) {
158
+ float grow = sourceRadius / max(2.0 * dist, 1e-3);
159
+ float alpha = min(max(roughness * roughness, MIN_LOBE_ALPHA) + grow, 1.0);
160
+ return 3.14159265 * ggxLobe(ndh, alpha) * smithMasking(ndl, max(ndv, 1e-4), alpha) * ndl;
161
+ }
162
+
163
+ /**
164
+ * A highlight's colour: Schlick's Fresnel from the surface's reflectance toward white at a grazing
165
+ * \`voh\`. On a metal alone for the look, whose dielectric attribute is a strength rather than a
166
+ * reflectance; on every surface where the highlight is physical, whose attribute is its F0 — but
167
+ * one reflecting nothing head-on keeps nothing, as the lamps' gate on that attribute has it.
168
+ */
169
+ vec3 highlightTint(vec3 specColor, float voh, float metal) {
170
+ float edge = pow(1.0 - voh, 5.0);
171
+ bool reflects = max(max(specColor.r, specColor.g), specColor.b) > 0.0;
172
+ return mix(specColor, vec3(1.0), physicalSpecular() && reflects ? edge : edge * metal);
173
+ }
174
+
129
175
  /** The standard model's answer to one light, which a model falls back to for what it does not change. */
130
176
  void standardLight(vec3 l, float sourceRadius, float dist) {
131
177
  float ndl = max(dot(mNormal, l), 0.0);
132
178
  vec3 h = normalize(l + mToEye);
133
179
  float ndh = max(dot(mNormal, h), 0.0);
134
- float lobe = sourceRadius > 0.0
135
- ? sphereLobe(ndh, mRoughness, sourceRadius, dist)
136
- : specularLobe(ndh, mRoughness);
137
- vec3 tint = mix(mSpecColor, vec3(1.0), pow(1.0 - max(dot(mToEye, h), 0.0), 5.0) * mMetal);
180
+ float lobe = physicalSpecular()
181
+ ? physicalLobe(ndh, ndl, dot(mNormal, mToEye), mRoughness, sourceRadius, dist)
182
+ : sourceRadius > 0.0
183
+ ? sphereLobe(ndh, mRoughness, sourceRadius, dist)
184
+ : specularLobe(ndh, mRoughness);
185
+ vec3 tint = highlightTint(mSpecColor, max(dot(mToEye, h), 0.0), mMetal);
138
186
  mDiffuse = mAlbedo * ndl * (1.0 - mMetal);
139
187
  mSpecular = ndl > 0.0 ? tint * lobe : vec3(0.0);
140
188
  }
@@ -253,20 +301,51 @@ vec3 modelEnvironment(vec3 environment) {
253
301
  return environment;
254
302
  }
255
303
 
304
+ /**
305
+ * One texel of a page's irradiance layer: its four bytes put back into the rgb9e5 word they are,
306
+ * lowest first, and decoded — three 9-bit mantissas over the exponent in the top five bits.
307
+ */
308
+ vec3 bakedIrradianceAt(ivec3 texel) {
309
+ uvec4 bytes = uvec4(texelFetch(uModelMap, texel, 0) * 255.0 + 0.5);
310
+ uint word = bytes.x | (bytes.y << 8u) | (bytes.z << 16u) | (bytes.w << 24u);
311
+ float scale = exp2(float(word >> 27u) - 24.0);
312
+ return vec3(float(word & 511u), float((word >> 9u) & 511u), float((word >> 18u) & 511u)) * scale;
313
+ }
314
+
256
315
  /**
257
316
  * What a baked page adds to this surface's diffuse: nothing in any pipeline but a lightmapped one,
258
317
  * nor in one whose page is missing. The page's two layers at the surface's second coordinates, which
259
318
  * ride the grain and relief lanes as \`-1 - uv\` (lightmap.ts) and are placed by the material's
260
319
  * region: the irradiance, and the first-order harmonic its direction is, answered by the shading
261
320
  * normal.
262
- * **An explicit level**, because the page has one and nothing here needs a derivative.
321
+ *
322
+ * **Filtered here, because the page cannot be filtered as it is stored**: the irradiance is a
323
+ * shared-exponent word in four bytes, and a blend of two words is not the blend of their colours.
324
+ * So the four texels around the sample are fetched, decoded and blended, as a bilinear sampler
325
+ * clamped at the page's edge would. Fetches need no derivative, so the branch costs nothing there.
263
326
  */
264
327
  vec3 modelBaked(vec3 n, vec3 albedo, float metal) {
265
328
  if (MODEL_LIGHTMAP) {
266
329
  if (uModelParams[1].w <= 0.0) return vec3(0.0);
267
330
  vec2 at = (vec2(-1.0) - vec2(vGrain, vRelief)) * uModelParams[0].xy + uModelParams[0].zw;
268
- vec3 irradiance = textureLod(uModelMap, vec3(at, 0.0), 0.0).rgb;
269
- vec4 d = textureLod(uModelMap, vec3(at, 1.0), 0.0) * 2.0 - 1.0;
331
+ ivec2 size = textureSize(uModelMap, 0).xy;
332
+ vec2 texel = at * vec2(size) - 0.5;
333
+ vec2 corner = floor(texel);
334
+ vec2 f = texel - corner;
335
+ ivec2 last = size - 1;
336
+ ivec2 lo = clamp(ivec2(corner), ivec2(0), last);
337
+ ivec2 hi = clamp(ivec2(corner) + 1, ivec2(0), last);
338
+ vec3 irradiance = mix(
339
+ mix(bakedIrradianceAt(ivec3(lo.x, lo.y, 0)), bakedIrradianceAt(ivec3(hi.x, lo.y, 0)), f.x),
340
+ mix(bakedIrradianceAt(ivec3(lo.x, hi.y, 0)), bakedIrradianceAt(ivec3(hi.x, hi.y, 0)), f.x),
341
+ f.y
342
+ );
343
+ vec4 direction = mix(
344
+ mix(texelFetch(uModelMap, ivec3(lo.x, lo.y, 1), 0), texelFetch(uModelMap, ivec3(hi.x, lo.y, 1), 0), f.x),
345
+ mix(texelFetch(uModelMap, ivec3(lo.x, hi.y, 1), 0), texelFetch(uModelMap, ivec3(hi.x, hi.y, 1), 0), f.x),
346
+ f.y
347
+ );
348
+ vec4 d = direction * 2.0 - 1.0;
270
349
  return albedo * (1.0 - metal) * irradiance * max(dot(d.xyz, n) + d.w, 0.0);
271
350
  }
272
351
  return vec3(0.0);
@@ -289,15 +368,20 @@ float modelReflectance(float standard) {
289
368
  }
290
369
  `;
291
370
 
292
- /** The models' whole chunk, at depth zero before `main`: see `flatFrag`. */
293
- export const MODELS_GLSL = [
294
- MODELS_HEAD,
295
- ANISOTROPIC_GLSL,
296
- HAIR_GLSL,
297
- SKIN_GLSL,
298
- EYE_GLSL,
299
- MODELS_DISPATCH,
300
- ].join('\n');
371
+ /**
372
+ * The models' whole chunk, at depth zero before `main`: see `flatFrag`. `physicalSpecular` is the
373
+ * \`PHYSICAL_SPECULAR\` lit switch's value, written in as \`litSwitchesGlsl\` writes the others.
374
+ */
375
+ export function modelsGlsl(physicalSpecular: boolean): string {
376
+ return [
377
+ MODELS_HEAD.replace('PHYSICAL_SPECULAR_ON', physicalSpecular ? 'true' : 'false'),
378
+ ANISOTROPIC_GLSL,
379
+ HAIR_GLSL,
380
+ SKIN_GLSL,
381
+ EYE_GLSL,
382
+ MODELS_DISPATCH,
383
+ ].join('\n');
384
+ }
301
385
 
302
386
  /**
303
387
  * Which half of a skin a lit pipeline draws under `skinScattering: 'screen-space'`: the whole
@@ -0,0 +1,117 @@
1
+ /**
2
+ * A draw's surface overlay in the lit stage: the rim, the dissolve and the wrinkles
3
+ * `surfaceOverlay.ts` packs into `uOverlay`. Called from `main` at three places — the dissolve's cut
4
+ * before anything is shaded, the wrinkles after the normal map, and the glow beside emission.
5
+ *
6
+ * **A lit switch, `SURFACE_OVERLAY`**, off until a draw first sets an overlay and then on for good,
7
+ * as `litSwitchesGlsl`'s are; declared after the models so every switch before it keeps its id.
8
+ * Compiled out, the three calls are stubs and the fifteen vectors are not declared at all, which is
9
+ * what lets WebGL2 build a lit program without them on a device that has no room.
10
+ *
11
+ * **Images come from the atlas bound where the frame's refraction copy goes**, which an opaque draw
12
+ * never reads; a draw that refracts or is glass reads that copy there, so its overlay reads no image
13
+ * (`overlayImagesBound`). Each image is read by `textureLod` at level 0: several are reached under a
14
+ * branch on a per-pixel value, and the atlas carries no chain anyway.
15
+ */
16
+ export function overlayGlsl(on: boolean): string {
17
+ if (!on) {
18
+ return /* glsl */ `
19
+ const bool SURFACE_OVERLAY = false; // wgsl:override
20
+ bool overlayCuts(vec2 uv) { return false; }
21
+ vec3 overlayWrinkle(vec3 mapped, vec3 unmapped, vec2 uv) { return mapped; }
22
+ vec3 overlayGlow(vec2 uv, vec3 n) { return vec3(0.0); }
23
+ `;
24
+ }
25
+ return /* glsl */ `
26
+ /* Whether this program carries a draw's overlay. Off but where one has been set: overlay.ts. */
27
+ const bool SURFACE_OVERLAY = true; // wgsl:override
28
+ /* The overlay's fifteen vectors; packSurfaceOverlay in surfaceOverlay.ts says what each holds. */
29
+ uniform vec4 uOverlay[15];
30
+
31
+ /* Whether the atlas is what the refraction slot holds: not where this draw refracts or is glass. */
32
+ bool overlayImagesBound() {
33
+ return uSeeThrough.x <= 0.0 && uSeeThrough.z <= 0.0;
34
+ }
35
+
36
+ /* One image of the atlas at uv, repeated within its region; zero where the region has no size. */
37
+ vec4 overlayImage(vec4 region, vec2 uv) {
38
+ if (region.x <= 0.0) return vec4(0.0);
39
+ return textureLod(uRefractScene, region.zw + fract(uv) * region.xy, 0.0);
40
+ }
41
+
42
+ /* The dissolve's noise at uv, and whether the draw dissolves at all: -1 where it does not. */
43
+ float overlayDissolveNoise(vec2 uv) {
44
+ if (uOverlay[6].x <= 0.0 || uOverlay[7].z <= 0.0) return -1.0;
45
+ if (!overlayImagesBound()) return -1.0;
46
+ return overlayImage(uOverlay[6], uv * uOverlay[7].xy).r;
47
+ }
48
+
49
+ /* Whether the dissolve cuts this fragment away: where its noise is under the threshold, or all of
50
+ it at a threshold of 1. */
51
+ bool overlayCuts(vec2 uv) {
52
+ float noise = overlayDissolveNoise(uv);
53
+ if (noise < 0.0) return false;
54
+ return noise < uOverlay[7].z || uOverlay[7].z >= 1.0;
55
+ }
56
+
57
+ /*
58
+ * The wrinkle normal blended into the mapped one by the two masks' channels times the six weights,
59
+ * in the frame the normal map is read in. **Under uniform control flow up to the frame**, which
60
+ * takes derivatives: every branch before it is on the overlay's numbers alone, and the weight a
61
+ * pixel takes is a mix rather than a branch.
62
+ */
63
+ vec3 overlayWrinkle(vec3 mapped, vec3 unmapped, vec2 uv) {
64
+ if (uOverlay[10].x <= 0.0 || !overlayImagesBound()) return mapped;
65
+ mat3 tbn = tangentFrame(unmapped, vWorldPos, vUv.xy, vTangent, vHasTangents);
66
+ vec3 a = overlayImage(uOverlay[11], uv).rgb;
67
+ vec3 b = overlayImage(uOverlay[12], uv).rgb;
68
+ float weight = clamp(
69
+ dot(a, uOverlay[13].xyz) + dot(b, vec3(uOverlay[13].w, uOverlay[14].xy)), 0.0, 1.0);
70
+ vec3 wrinkle = overlayImage(uOverlay[10], uv).xyz * 2.0 - 1.0;
71
+ /* z rebuilt where none is stored, as normalMapped does: see normalMap.ts. */
72
+ wrinkle.z = wrinkle.z > 0.0 ? wrinkle.z : sqrt(max(0.0, 1.0 - dot(wrinkle.xy, wrinkle.xy)));
73
+ return normalize(mix(mapped, normalize(tbn * wrinkle), weight));
74
+ }
75
+
76
+ /*
77
+ * The rim's place on the screen, 0 to 1 up its height and its width in the same units: from view
78
+ * space and the projection's tangent, not from gl_FragCoord, whose y runs up on one backend and
79
+ * down on the other (the 2026-08-17 rule), and whose scale is a render target's, not the screen's.
80
+ */
81
+ vec2 overlayScreen() {
82
+ vec4 eye = uView * vec4(vWorldPos, 1.0);
83
+ float depth = max(-eye.z, 1e-4) * uClusterFrustum.z;
84
+ return vec2(eye.x / depth + uClusterFrustum.w, eye.y / depth + 1.0) * 0.5;
85
+ }
86
+
87
+ /* What the overlay adds to the light the surface gives off: the dissolve's band, the colour laid
88
+ over through its noise, and the rim. Zero where the draw sets none of them. */
89
+ vec3 overlayGlow(vec2 uv, vec3 n) {
90
+ vec3 glow = vec3(0.0);
91
+ float noise = overlayDissolveNoise(uv);
92
+ if (noise >= 0.0) {
93
+ float band = 1.0 - clamp((noise - uOverlay[7].z) / uOverlay[7].w, 0.0, 1.0);
94
+ glow += uOverlay[8].rgb * uOverlay[8].w * band + uOverlay[9].rgb * uOverlay[9].w * noise;
95
+ }
96
+ float strength = uOverlay[0].w;
97
+ if (strength > 0.0) {
98
+ vec3 toEye = normalize(uCameraPos - vWorldPos);
99
+ float edge = pow(1.0 - clamp(dot(n, toEye), 0.0, 1.0), max(uOverlay[1].x, 1e-4));
100
+ float up = pow(clamp(n.y * 0.5 + 0.5, 0.0, 1.0), max(uOverlay[1].y, 1e-4));
101
+ float rim = pow(edge * up, max(uOverlay[1].z, 1e-4));
102
+ float time = uSurfaceScene.x;
103
+ if (uOverlay[2].x > 0.0 && overlayImagesBound()) {
104
+ vec2 at = overlayScreen() * uOverlay[3].z + uOverlay[3].xy * time;
105
+ rim *= overlayImage(uOverlay[2], at).r;
106
+ }
107
+ rim = min(rim, 1.0);
108
+ rim *= mix(uOverlay[4].x, uOverlay[4].y, 0.5 + 0.5 * sin(uOverlay[3].w * time));
109
+ if (uOverlay[5].x > 0.0 && overlayImagesBound()) {
110
+ rim *= 1.0 - uOverlay[1].w * overlayImage(uOverlay[5], uv).r;
111
+ }
112
+ glow += uOverlay[0].rgb * strength * rim;
113
+ }
114
+ return glow;
115
+ }
116
+ `;
117
+ }
@@ -342,7 +342,7 @@ float areaShadow(
342
342
  ${LAMP_GLASS_GLSL}
343
343
  #endif
344
344
 
345
- out vec4 outColor;
345
+ layout(location = 0) out vec4 outColor;
346
346
 
347
347
  ${OUTPUT_TRANSFORM_GLSL}
348
348
 
@@ -784,13 +784,15 @@ uniform float uLightWeight[MAX_LIGHTS];
784
784
  */
785
785
  uniform vec3 uLightDir[MAX_LIGHTS];
786
786
  /**
787
- * The cosine of each light's inner cone angle, then of its outer.
787
+ * The cosine of each light's inner cone angle, then of its outer, and in z the light's own falloff
788
+ * exponent, 0 for the frame's falloff (\`PointLightSource.falloffExponent\`): a \`vec2\` array cost
789
+ * a whole row a light anyway, so the exponent spends no row of its own.
788
790
  *
789
791
  * A light with no cone carries -1 and -2, which makes \`smoothstep(outer, inner, dot)\` exactly 1
790
792
  * for every direction on the sphere. See \`POINT_LIGHT_COS_OUTER\`: the pair is chosen so a point
791
793
  * light collapses to the arithmetic it had rather than to something very close to it.
792
794
  */
793
- uniform vec2 uLightCone[MAX_LIGHTS];
795
+ uniform vec4 uLightCone[MAX_LIGHTS];
794
796
  /**
795
797
  * Which row of the photometric atlas each light uses, or a negative index for none.
796
798
  *
@@ -895,7 +897,12 @@ uniform vec3 uAreaLightColor[MAX_AREA_LIGHTS];
895
897
  /** The rectangle's in-plane axes, unit length, and its half extents along each. */
896
898
  uniform vec3 uAreaLightRight[MAX_AREA_LIGHTS];
897
899
  uniform vec3 uAreaLightUp[MAX_AREA_LIGHTS];
898
- uniform vec2 uAreaLightSize[MAX_AREA_LIGHTS];
900
+ /*
901
+ * Each rectangle's half extents, and in zw its barn doors: the cosine of their angle from its normal
902
+ * and their length, 0 for none (\`areaBarnDoors\`). A \`vec2\` array costs a whole row a rectangle
903
+ * anyway, so the doors spend no row of their own.
904
+ */
905
+ uniform vec4 uAreaLightSize[MAX_AREA_LIGHTS];
899
906
  /**
900
907
  * Whether the rectangle emits from both faces, 1 or 0.
901
908
  *
@@ -0,0 +1,61 @@
1
+ /**
2
+ * What the lit stage leaves for a reflection traced in the frame: how much of the environment each
3
+ * pixel shows, and how a reflection found in the frame would land there instead. Read by the
4
+ * reflection pass (`screenSpaceReflection.ts`), which swaps the one for the other where its ray
5
+ * finds something.
6
+ *
7
+ * **The swap is exact because the lit stage's own blend is a mix**: `lit = mix(lit, environment ·
8
+ * tint, weight)` leaves `environment · tint · weight` of the probe in the frame, and a reflection
9
+ * found in the frame belongs there with the same tint and the same weight. So the frame gains
10
+ * `(found · tint − environment · tint) · weight` and nothing else moves: the diffuse the blend
11
+ * already took its share from keeps it. Both are carried the rest of the way the shaded colour
12
+ * goes — the occlusion, the water and the medium in front of the surface — so the swap lands in the
13
+ * frame's own units.
14
+ *
15
+ * **Two outputs beside the colour, written by every lit draw and kept only where a target is
16
+ * bound.** WebGL2 binds them during opaque lit draws alone; WebGPU's frame pass binds none, and a
17
+ * second pass replays the frame's opaque draws into them with `REFLECTION_SURFACE` on, which leaves
18
+ * before the lamps (`main`). What it gives up is a vector of arithmetic on every lit pixel whether
19
+ * or not anything reads it.
20
+ */
21
+ export function reflectionSurfaceGlsl(maps: boolean): string {
22
+ return /* glsl */ `
23
+ /*
24
+ * Whether this pipeline is the reflection pass's surface half: the frame's opaque draws again,
25
+ * against the depth they wrote, leaving the two outputs below and no light. Off in every other
26
+ * pipeline, and set from the key as skin's halves are. See reflectionSurface.ts.
27
+ */
28
+ const bool REFLECTION_SURFACE = false; // wgsl:override
29
+ /*
30
+ * Whether the frame's own draws write the two outputs as well: WebGL2's arrangement, on where the
31
+ * frame's materials' reflections are, and off in every WebGPU pipeline, which replays the draws
32
+ * instead. A lit switch, so a program that does not write them carries nothing live across the
33
+ * lamps for them.
34
+ */
35
+ const bool REFLECTION_MAPS = ${maps ? 'true' : 'false'}; // wgsl:override
36
+ /* The environment as the frame shows it, and the surface's roughness in w. */
37
+ layout(location = 1) out vec4 outReflectedProbe;
38
+ /* What a reflection found in the frame is multiplied by to land where the environment did. */
39
+ layout(location = 2) out vec4 outReflectedTint;
40
+
41
+ /* How much of the surface the medium in front of it leaves: the fog block below's own measure. */
42
+ float reflectionAir() {
43
+ return uFogEnabled != 0 ? mediumFog(distance(vWorldPos, uCameraPos), vWorldPos.y) : 0.0;
44
+ }
45
+
46
+ /*
47
+ * The two outputs, carried through what the shaded colour meets after the blend: its occlusion,
48
+ * the water, and the air, as \`main\` applies them. \`air\` is the fog the caller has already
49
+ * reckoned, so the frame's own draws pay for it once.
50
+ */
51
+ void reflectionSurfaceOut(vec3 probe, vec3 tint, float roughness, float occlusion, float air) {
52
+ vec3 keep = vec3(occlusion * (1.0 - air));
53
+ if (uFogEnabled != 0) {
54
+ vec3 waterTransmission = vec3(0.42) + uUnderwaterColor * 2.0;
55
+ keep *= mix(vec3(1.0), waterTransmission, uUnderwaterFactor * 0.55);
56
+ }
57
+ outReflectedProbe = vec4(probe * keep, roughness);
58
+ outReflectedTint = vec4(tint * keep, 1.0);
59
+ }
60
+ `;
61
+ }
@@ -85,11 +85,18 @@ float mediumFog(float dist, float pointY) {
85
85
  return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), uUnderwaterFactor);
86
86
  }
87
87
 
88
+ // Where the medium begins along the ray: uFogNear, the linear mode's slot, which this mode
89
+ // never read before Atmosphere.fogStart. The ray is integrated from there on, at the density
90
+ // of that point; at a start of 0 every term is the one it always was. See render/fog.ts.
91
+ float start = min(uFogNear, dist);
92
+ float before = dist > 0.0 ? start / dist : 0.0;
88
93
  float t = (pointY - uFogEyeY) * uFogHeightFalloff;
94
+ float rest = t * (1.0 - before);
89
95
  // (1 - e^-t)/t, which tends to 1 as the ray levels out. Guarded rather than
90
96
  // branched: at t = 0 the quotient is 0/0, and 1e-4 of a scale height is 8 mm.
91
- float denom = abs(t) < 1e-4 ? 1e-4 : t;
92
- float air = 1.0 - exp(-uFogDensity * dist * (1.0 - exp(-denom)) / denom);
97
+ float denom = abs(rest) < 1e-4 ? 1e-4 : rest;
98
+ float air =
99
+ 1.0 - exp(-uFogDensity * exp(-t * before) * (dist - start) * (1.0 - exp(-denom)) / denom);
93
100
  if (uUnderwaterFactor <= 0.0) return air;
94
101
  // Water is its own medium and keeps its own curve, so crossing the surface
95
102
  // changes nothing about how the water column reads.
@@ -0,0 +1,59 @@
1
+ /**
2
+ * Chromatic aberration: a lens bending each colour by its own amount, so red and green land a
3
+ * little nearer the centre than blue toward the frame's edges.
4
+ *
5
+ * **Linear in wavelength, from an offset outward.** A simple lens's dispersion is close to linear
6
+ * in wavelength over the visible range, so red (611 nm) and green (549 nm) are pulled toward the
7
+ * centre by their distance from blue (464 nm), which is drawn where it is. Nothing moves inside
8
+ * `start` — a share of the half-frame, 0 at the centre — and the pull grows linearly past it,
9
+ * scaled so that the frame's edge takes the whole of `intensity`, which is a percentage.
10
+ *
11
+ * **What it gives up**: it re-reads the scene at the composite's first sample, so the camera's
12
+ * motion blur and the depth of field, which re-read the scene themselves, carry less of the fringe
13
+ * where they are strong. A pass of its own after both would carry it whole, at a full-frame read
14
+ * and write a frame. **What would make that wrong** is a game that blurs heavily and fringes
15
+ * heavily at once, where the colour edges would be seen to soften with the blur.
16
+ */
17
+
18
+ /** How many floats `resolveFringe` fills: the red pull, the green pull, and where they begin. */
19
+ export const FRINGE_FLOATS = 3;
20
+
21
+ /** The primaries' wavelengths, nanometres. */
22
+ const RED_NM = 611.3;
23
+ const GREEN_NM = 549.1;
24
+ const BLUE_NM = 464.3;
25
+ /** The lens's dispersion per nanometre, the constant that makes `intensity` a percentage. */
26
+ const PER_NM = 0.007;
27
+
28
+ /**
29
+ * The fringe's three numbers, into `out`: how far red and green are pulled toward the centre at
30
+ * the frame's edge, as a share of the half-frame, and the start offset. `intensity` 0 or below is
31
+ * none; a start of 1 or more is none too, since nothing then lies past it. Not finite is none.
32
+ */
33
+ export function resolveFringe(intensity: number, start: number, out: Float32Array): void {
34
+ const at = Number.isFinite(start) ? Math.min(Math.max(start, 0), 1) : 0;
35
+ const amount = Number.isFinite(intensity) && intensity > 0 && at < 1 ? intensity * 0.01 : 0;
36
+ /* Divided only where there is something to divide: at a start of 1 this is 0 over 0. */
37
+ const reach = amount > 0 ? amount / (1 - at) : 0;
38
+ out[0] = reach * PER_NM * (RED_NM - BLUE_NM);
39
+ out[1] = reach * PER_NM * (GREEN_NM - BLUE_NM);
40
+ out[2] = at;
41
+ }
42
+
43
+ /**
44
+ * `withFringe(scene)`: the scene's colour with red and green read again where the lens put them.
45
+ * Reads `uScene` and `vUv`, which the including stage declares, and `uFringe`, which this declares.
46
+ */
47
+ export const FRINGE_GLSL = `
48
+ /** Red's and green's pull at the frame's edge, and where it begins: see shaders/fringe.ts. */
49
+ uniform vec3 uFringe;
50
+
51
+ vec3 withFringe(vec3 scene) {
52
+ if (uFringe.x <= 0.0) return scene;
53
+ vec2 lens = vUv * 2.0 - 1.0;
54
+ vec2 past = sign(lens) * clamp(abs(lens) - uFringe.z, 0.0, 1.0);
55
+ vec2 red = (lens - past * uFringe.x) * 0.5 + 0.5;
56
+ vec2 green = (lens - past * uFringe.y) * 0.5 + 0.5;
57
+ return vec3(textureLod(uScene, red, 0.0).r, textureLod(uScene, green, 0.0).g, scene.b);
58
+ }
59
+ `;
@@ -5,7 +5,7 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
 
8
- export const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e59 = unnamed.uFogColor;\n let _e61 = unnamed.uUnderwaterColor;\n let _e63 = unnamed.uUnderwaterFactor;\n return mix(_e59, _e61, vec3(_e63));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e68 = unnamed.uFogMode;\n if (_e68 == 1i) {\n let _e71 = unnamed.uFogFar;\n let _e73 = unnamed.uFogNear;\n span = max((_e71 - _e73), 0.0001f);\n let _e76 = (*dist);\n let _e78 = unnamed.uFogNear;\n let _e80 = span;\n ramp = clamp(((_e76 - _e78) / _e80), 0f, 1f);\n let _e84 = unnamed.uUnderwaterFactor;\n if (_e84 <= 0f) {\n let _e86 = ramp;\n return _e86;\n }\n let _e88 = unnamed.uUnderwaterFogDensity;\n let _e89 = (*dist);\n wetLinear = (_e88 * _e89);\n let _e91 = ramp;\n let _e92 = wetLinear;\n let _e94 = wetLinear;\n let _e100 = unnamed.uUnderwaterFactor;\n return mix(_e91, (1f - exp2(((-(_e92) * _e94) * 1.442695f))), _e100);\n }\n let _e102 = (*pointY);\n let _e104 = unnamed.uFogEyeY;\n let _e107 = unnamed.uFogHeightFalloff;\n t = ((_e102 - _e104) * _e107);\n let _e109 = t;\n let _e112 = t;\n denom = select(_e112, 0.0001f, (abs(_e109) < 0.0001f));\n let _e115 = unnamed.uFogDensity;\n let _e117 = (*dist);\n let _e119 = denom;\n let _e124 = denom;\n air = (1f - exp((((-(_e115) * _e117) * (1f - exp(-(_e119)))) / _e124)));\n let _e129 = unnamed.uUnderwaterFactor;\n if (_e129 <= 0f) {\n let _e131 = air;\n return _e131;\n }\n let _e133 = unnamed.uUnderwaterFogDensity;\n let _e134 = (*dist);\n wet = (_e133 * _e134);\n let _e136 = air;\n let _e137 = wet;\n let _e139 = wet;\n let _e145 = unnamed.uUnderwaterFactor;\n return mix(_e136, (1f - exp2(((-(_e137) * _e139) * 1.442695f))), _e145);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e59 = (*p);\n return fract((sin(dot(_e59, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e66 = (*p_1);\n i = floor(_e66);\n let _e68 = (*p_1);\n f = fract(_e68);\n let _e70 = f;\n let _e71 = f;\n let _e73 = f;\n u = ((_e70 * _e71) * (vec2(3f) - (_e73 * 2f)));\n let _e78 = i;\n param = _e78;\n let _e79 = hash21_u0028_vf2_u003b((&param));\n let _e80 = i;\n param_1 = (_e80 + vec2<f32>(1f, 0f));\n let _e82 = hash21_u0028_vf2_u003b((&param_1));\n let _e84 = u[0u];\n let _e86 = i;\n param_2 = (_e86 + vec2<f32>(0f, 1f));\n let _e88 = hash21_u0028_vf2_u003b((&param_2));\n let _e89 = i;\n param_3 = (_e89 + vec2<f32>(1f, 1f));\n let _e91 = hash21_u0028_vf2_u003b((&param_3));\n let _e93 = u[0u];\n let _e96 = u[1u];\n return mix(mix(_e79, _e82, _e84), mix(_e88, _e91, _e93), _e96);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_4: vec2<f32>;\n var outer: f32;\n var param_5: vec2<f32>;\n var swirl: f32;\n var param_6: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_7: f32;\n var param_8: f32;\n var phi_237_: bool;\n\n let _e77 = unnamed.uClipEnabled;\n let _e78 = (_e77 != 0i);\n phi_237_ = _e78;\n if _e78 {\n let _e79 = vWorldPos_1;\n let _e85 = unnamed.uClipPlane;\n phi_237_ = (dot(vec4<f32>(_e79.x, _e79.y, _e79.z, 1f), _e85) < 0f);\n }\n let _e89 = phi_237_;\n if _e89 {\n discard;\n }\n let _e90 = vUv_1;\n radius = (length((_e90 - vec2(0.5f))) * 2f);\n let _e95 = radius;\n if (_e95 >= 1f) {\n discard;\n }\n let _e97 = vUv_1;\n d = (_e97 - vec2(0.5f));\n let _e101 = d[1u];\n let _e103 = d[0u];\n angle = atan2(_e101, _e103);\n let _e106 = unnamed.uTime;\n let _e107 = vSeed_1;\n t_1 = (_e106 + (_e107 * 37f));\n let _e110 = angle;\n let _e112 = t_1;\n let _e115 = radius;\n param_4 = vec2<f32>(((_e110 * 1.9f) + (_e112 * 0.55f)), (_e115 * 4.2f));\n let _e118 = valueNoise_u0028_vf2_u003b((&param_4));\n inner = _e118;\n let _e119 = angle;\n let _e121 = t_1;\n let _e124 = radius;\n param_5 = vec2<f32>(((_e119 * 3.1f) - (_e121 * 0.34f)), (_e124 * 2.6f));\n let _e127 = valueNoise_u0028_vf2_u003b((&param_5));\n outer = _e127;\n let _e128 = inner;\n let _e130 = outer;\n swirl = ((_e128 * 0.62f) + (_e130 * 0.38f));\n let _e134 = unnamed.uNoiseOctaves;\n if (_e134 > 1i) {\n let _e136 = swirl;\n let _e137 = swirl;\n let _e138 = angle;\n let _e140 = t_1;\n let _e143 = radius;\n param_6 = vec2<f32>(((_e138 * 6.3f) + (_e140 * 0.9f)), (_e143 * 8f));\n let _e146 = valueNoise_u0028_vf2_u003b((&param_6));\n swirl = mix(_e136, ((_e137 * _e146) * 2f), 0.35f);\n }\n let _e150 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e150));\n let _e153 = radius;\n let _e156 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e153)) * (0.35f + (_e156 * 0.65f)));\n let _e160 = core;\n let _e162 = corona;\n body = ((_e160 * 0.9f) + _e162);\n let _e164 = body;\n if (_e164 <= 0.02f) {\n discard;\n }\n let _e167 = unnamed.uTint;\n let _e170 = unnamed.uTint;\n let _e171 = body;\n col = mix((_e167 * 0.35f), _e170, vec3(smoothstep(0f, 0.55f, _e171)));\n let _e175 = col;\n let _e176 = body;\n col = mix(_e175, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e176)));\n let _e181 = unnamed.uTint;\n let _e182 = col;\n col = (_e182 * _e181);\n let _e184 = body;\n alpha = clamp((_e184 * 1.6f), 0f, 1f);\n let _e187 = vDistance_1;\n param_7 = _e187;\n let _e189 = vWorldPos_1[1u];\n param_8 = _e189;\n let _e190 = mediumFog_u0028_f1_u003b_f1_u003b((&param_7), (&param_8));\n fog = _e190;\n let _e191 = col;\n let _e192 = mediumColor_u0028_();\n let _e193 = fog;\n col = mix(_e191, _e192, vec3(_e193));\n let _e196 = fog;\n let _e198 = alpha;\n alpha = (_e198 * (1f - _e196));\n let _e200 = col;\n let _e201 = alpha;\n outColor = vec4<f32>(_e200.x, _e200.y, _e200.z, _e201);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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+ export const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e59 = unnamed.uFogColor;\n let _e61 = unnamed.uUnderwaterColor;\n let _e63 = unnamed.uUnderwaterFactor;\n return mix(_e59, _e61, vec3(_e63));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e72 = unnamed.uFogMode;\n if (_e72 == 1i) {\n let _e75 = unnamed.uFogFar;\n let _e77 = unnamed.uFogNear;\n span = max((_e75 - _e77), 0.0001f);\n let _e80 = (*dist);\n let _e82 = unnamed.uFogNear;\n let _e84 = span;\n ramp = clamp(((_e80 - _e82) / _e84), 0f, 1f);\n let _e88 = unnamed.uUnderwaterFactor;\n if (_e88 <= 0f) {\n let _e90 = ramp;\n return _e90;\n }\n let _e92 = unnamed.uUnderwaterFogDensity;\n let _e93 = (*dist);\n wetLinear = (_e92 * _e93);\n let _e95 = ramp;\n let _e96 = wetLinear;\n let _e98 = wetLinear;\n let _e104 = unnamed.uUnderwaterFactor;\n return mix(_e95, (1f - exp2(((-(_e96) * _e98) * 1.442695f))), _e104);\n }\n let _e107 = unnamed.uFogNear;\n let _e108 = (*dist);\n start = min(_e107, _e108);\n let _e110 = (*dist);\n if (_e110 > 0f) {\n let _e112 = start;\n let _e113 = (*dist);\n local = (_e112 / _e113);\n } else {\n local = 0f;\n }\n let _e115 = local;\n before = _e115;\n let _e116 = (*pointY);\n let _e118 = unnamed.uFogEyeY;\n let _e121 = unnamed.uFogHeightFalloff;\n t = ((_e116 - _e118) * _e121);\n let _e123 = t;\n let _e124 = before;\n rest = (_e123 * (1f - _e124));\n let _e127 = rest;\n let _e130 = rest;\n denom = select(_e130, 0.0001f, (abs(_e127) < 0.0001f));\n let _e133 = unnamed.uFogDensity;\n let _e135 = t;\n let _e137 = before;\n let _e141 = (*dist);\n let _e142 = start;\n let _e145 = denom;\n let _e150 = denom;\n air = (1f - exp(((((-(_e133) * exp((-(_e135) * _e137))) * (_e141 - _e142)) * (1f - exp(-(_e145)))) / _e150)));\n let _e155 = unnamed.uUnderwaterFactor;\n if (_e155 <= 0f) {\n let _e157 = air;\n return _e157;\n }\n let _e159 = unnamed.uUnderwaterFogDensity;\n let _e160 = (*dist);\n wet = (_e159 * _e160);\n let _e162 = air;\n let _e163 = wet;\n let _e165 = wet;\n let _e171 = unnamed.uUnderwaterFactor;\n return mix(_e162, (1f - exp2(((-(_e163) * _e165) * 1.442695f))), _e171);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e59 = (*p);\n return fract((sin(dot(_e59, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e66 = (*p_1);\n i = floor(_e66);\n let _e68 = (*p_1);\n f = fract(_e68);\n let _e70 = f;\n let _e71 = f;\n let _e73 = f;\n u = ((_e70 * _e71) * (vec2(3f) - (_e73 * 2f)));\n let _e78 = i;\n param = _e78;\n let _e79 = hash21_u0028_vf2_u003b((&param));\n let _e80 = i;\n param_1 = (_e80 + vec2<f32>(1f, 0f));\n let _e82 = hash21_u0028_vf2_u003b((&param_1));\n let _e84 = u[0u];\n let _e86 = i;\n param_2 = (_e86 + vec2<f32>(0f, 1f));\n let _e88 = hash21_u0028_vf2_u003b((&param_2));\n let _e89 = i;\n param_3 = (_e89 + vec2<f32>(1f, 1f));\n let _e91 = hash21_u0028_vf2_u003b((&param_3));\n let _e93 = u[0u];\n let _e96 = u[1u];\n return mix(mix(_e79, _e82, _e84), mix(_e88, _e91, _e93), _e96);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_4: vec2<f32>;\n var outer: f32;\n var param_5: vec2<f32>;\n var swirl: f32;\n var param_6: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_7: f32;\n var param_8: f32;\n var phi_266_: bool;\n\n let _e77 = unnamed.uClipEnabled;\n let _e78 = (_e77 != 0i);\n phi_266_ = _e78;\n if _e78 {\n let _e79 = vWorldPos_1;\n let _e85 = unnamed.uClipPlane;\n phi_266_ = (dot(vec4<f32>(_e79.x, _e79.y, _e79.z, 1f), _e85) < 0f);\n }\n let _e89 = phi_266_;\n if _e89 {\n discard;\n }\n let _e90 = vUv_1;\n radius = (length((_e90 - vec2(0.5f))) * 2f);\n let _e95 = radius;\n if (_e95 >= 1f) {\n discard;\n }\n let _e97 = vUv_1;\n d = (_e97 - vec2(0.5f));\n let _e101 = d[1u];\n let _e103 = d[0u];\n angle = atan2(_e101, _e103);\n let _e106 = unnamed.uTime;\n let _e107 = vSeed_1;\n t_1 = (_e106 + (_e107 * 37f));\n let _e110 = angle;\n let _e112 = t_1;\n let _e115 = radius;\n param_4 = vec2<f32>(((_e110 * 1.9f) + (_e112 * 0.55f)), (_e115 * 4.2f));\n let _e118 = valueNoise_u0028_vf2_u003b((&param_4));\n inner = _e118;\n let _e119 = angle;\n let _e121 = t_1;\n let _e124 = radius;\n param_5 = vec2<f32>(((_e119 * 3.1f) - (_e121 * 0.34f)), (_e124 * 2.6f));\n let _e127 = valueNoise_u0028_vf2_u003b((&param_5));\n outer = _e127;\n let _e128 = inner;\n let _e130 = outer;\n swirl = ((_e128 * 0.62f) + (_e130 * 0.38f));\n let _e134 = unnamed.uNoiseOctaves;\n if (_e134 > 1i) {\n let _e136 = swirl;\n let _e137 = swirl;\n let _e138 = angle;\n let _e140 = t_1;\n let _e143 = radius;\n param_6 = vec2<f32>(((_e138 * 6.3f) + (_e140 * 0.9f)), (_e143 * 8f));\n let _e146 = valueNoise_u0028_vf2_u003b((&param_6));\n swirl = mix(_e136, ((_e137 * _e146) * 2f), 0.35f);\n }\n let _e150 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e150));\n let _e153 = radius;\n let _e156 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e153)) * (0.35f + (_e156 * 0.65f)));\n let _e160 = core;\n let _e162 = corona;\n body = ((_e160 * 0.9f) + _e162);\n let _e164 = body;\n if (_e164 <= 0.02f) {\n discard;\n }\n let _e167 = unnamed.uTint;\n let _e170 = unnamed.uTint;\n let _e171 = body;\n col = mix((_e167 * 0.35f), _e170, vec3(smoothstep(0f, 0.55f, _e171)));\n let _e175 = col;\n let _e176 = body;\n col = mix(_e175, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e176)));\n let _e181 = unnamed.uTint;\n let _e182 = col;\n col = (_e182 * _e181);\n let _e184 = body;\n alpha = clamp((_e184 * 1.6f), 0f, 1f);\n let _e187 = vDistance_1;\n param_7 = _e187;\n let _e189 = vWorldPos_1[1u];\n param_8 = _e189;\n let _e190 = mediumFog_u0028_f1_u003b_f1_u003b((&param_7), (&param_8));\n fog = _e190;\n let _e191 = col;\n let _e192 = mediumColor_u0028_();\n let _e193 = fog;\n col = mix(_e191, _e192, vec3(_e193));\n let _e196 = fog;\n let _e198 = alpha;\n alpha = (_e198 * (1f - _e196));\n let _e200 = col;\n let _e201 = alpha;\n outColor = vec4<f32>(_e200.x, _e200.y, _e200.z, _e201);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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  /**
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  * What the transform assigned, so the renderer binds the same numbers.
@@ -5,7 +5,7 @@
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  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
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  */
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- export const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e48 = unnamed.uFogMode;\n if (_e48 == 1i) {\n let _e51 = unnamed.uFogFar;\n let _e53 = unnamed.uFogNear;\n span = max((_e51 - _e53), 0.0001f);\n let _e56 = (*dist);\n let _e58 = unnamed.uFogNear;\n let _e60 = span;\n ramp = clamp(((_e56 - _e58) / _e60), 0f, 1f);\n let _e64 = unnamed.uUnderwaterFactor;\n if (_e64 <= 0f) {\n let _e66 = ramp;\n return _e66;\n }\n let _e68 = unnamed.uUnderwaterFogDensity;\n let _e69 = (*dist);\n wetLinear = (_e68 * _e69);\n let _e71 = ramp;\n let _e72 = wetLinear;\n let _e74 = wetLinear;\n let _e80 = unnamed.uUnderwaterFactor;\n return mix(_e71, (1f - exp2(((-(_e72) * _e74) * 1.442695f))), _e80);\n }\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 _e92 = t;\n denom = select(_e92, 0.0001f, (abs(_e89) < 0.0001f));\n let _e95 = unnamed.uFogDensity;\n let _e97 = (*dist);\n let _e99 = denom;\n let _e104 = denom;\n air = (1f - exp((((-(_e95) * _e97) * (1f - exp(-(_e99)))) / _e104)));\n let _e109 = unnamed.uUnderwaterFactor;\n if (_e109 <= 0f) {\n let _e111 = air;\n return _e111;\n }\n let _e113 = unnamed.uUnderwaterFogDensity;\n let _e114 = (*dist);\n wet = (_e113 * _e114);\n let _e116 = air;\n let _e117 = wet;\n let _e119 = wet;\n let _e125 = unnamed.uUnderwaterFactor;\n return mix(_e116, (1f - exp2(((-(_e117) * _e119) * 1.442695f))), _e125);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e39 = (*p);\n return fract((sin((_e39 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param: f32;\n var param_1: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_2: f32;\n var param_3: f32;\n\n let _e51 = vSide_1;\n across = (1f - abs(_e51));\n let _e54 = across;\n core = pow(_e54, 10f);\n let _e56 = across;\n glow = pow(_e56, 1.1f);\n let _e59 = unnamed.uTime;\n let _e61 = vSeed_1;\n t_1 = ((_e59 * 47f) + (_e61 * 17f));\n let _e64 = t_1;\n param = floor(_e64);\n let _e66 = hash11_u0028_f1_u003b((&param));\n let _e68 = t_1;\n param_1 = floor((_e68 * 2.37f));\n let _e71 = hash11_u0028_f1_u003b((&param_1));\n stutter = (0.78f + (0.22f * ((_e66 * 0.6f) + (_e71 * 0.4f))));\n let _e76 = vAlong_1;\n taper = (1f - (_e76 * 0.55f));\n let _e79 = vFade_1;\n let _e80 = stutter;\n let _e82 = taper;\n let _e84 = vGain_1;\n energy = (((_e79 * _e80) * _e82) * _e84);\n let _e87 = unnamed.uEdgeColor;\n let _e88 = glow;\n let _e91 = unnamed.uCoreColor;\n let _e92 = core;\n let _e95 = unnamed.uCoreGain;\n lit = ((_e87 * _e88) + ((_e91 * _e92) * _e95));\n let _e98 = vWorldPos_1;\n let _e100 = unnamed.uCameraPos;\n param_2 = distance(_e98, _e100);\n let _e103 = vWorldPos_1[1u];\n param_3 = _e103;\n let _e104 = mediumFog_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n fog = _e104;\n let _e105 = lit;\n let _e106 = energy;\n let _e108 = fog;\n let _e110 = ((_e105 * _e106) * (1f - _e108));\n outColor = vec4<f32>(_e110.x, _e110.y, _e110.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
8
+ export const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e52 = unnamed.uFogMode;\n if (_e52 == 1i) {\n let _e55 = unnamed.uFogFar;\n let _e57 = unnamed.uFogNear;\n span = max((_e55 - _e57), 0.0001f);\n let _e60 = (*dist);\n let _e62 = unnamed.uFogNear;\n let _e64 = span;\n ramp = clamp(((_e60 - _e62) / _e64), 0f, 1f);\n let _e68 = unnamed.uUnderwaterFactor;\n if (_e68 <= 0f) {\n let _e70 = ramp;\n return _e70;\n }\n let _e72 = unnamed.uUnderwaterFogDensity;\n let _e73 = (*dist);\n wetLinear = (_e72 * _e73);\n let _e75 = ramp;\n let _e76 = wetLinear;\n let _e78 = wetLinear;\n let _e84 = unnamed.uUnderwaterFactor;\n return mix(_e75, (1f - exp2(((-(_e76) * _e78) * 1.442695f))), _e84);\n }\n let _e87 = unnamed.uFogNear;\n let _e88 = (*dist);\n start = min(_e87, _e88);\n let _e90 = (*dist);\n if (_e90 > 0f) {\n let _e92 = start;\n let _e93 = (*dist);\n local = (_e92 / _e93);\n } else {\n local = 0f;\n }\n let _e95 = local;\n before = _e95;\n let _e96 = (*pointY);\n let _e98 = unnamed.uFogEyeY;\n let _e101 = unnamed.uFogHeightFalloff;\n t = ((_e96 - _e98) * _e101);\n let _e103 = t;\n let _e104 = before;\n rest = (_e103 * (1f - _e104));\n let _e107 = rest;\n let _e110 = rest;\n denom = select(_e110, 0.0001f, (abs(_e107) < 0.0001f));\n let _e113 = unnamed.uFogDensity;\n let _e115 = t;\n let _e117 = before;\n let _e121 = (*dist);\n let _e122 = start;\n let _e125 = denom;\n let _e130 = denom;\n air = (1f - exp(((((-(_e113) * exp((-(_e115) * _e117))) * (_e121 - _e122)) * (1f - exp(-(_e125)))) / _e130)));\n let _e135 = unnamed.uUnderwaterFactor;\n if (_e135 <= 0f) {\n let _e137 = air;\n return _e137;\n }\n let _e139 = unnamed.uUnderwaterFogDensity;\n let _e140 = (*dist);\n wet = (_e139 * _e140);\n let _e142 = air;\n let _e143 = wet;\n let _e145 = wet;\n let _e151 = unnamed.uUnderwaterFactor;\n return mix(_e142, (1f - exp2(((-(_e143) * _e145) * 1.442695f))), _e151);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e39 = (*p);\n return fract((sin((_e39 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param: f32;\n var param_1: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_2: f32;\n var param_3: f32;\n\n let _e51 = vSide_1;\n across = clamp((1f - abs(_e51)), 0f, 1f);\n let _e55 = across;\n core = pow(_e55, 10f);\n let _e57 = across;\n glow = pow(_e57, 1.1f);\n let _e60 = unnamed.uTime;\n let _e62 = vSeed_1;\n t_1 = ((_e60 * 47f) + (_e62 * 17f));\n let _e65 = t_1;\n param = floor(_e65);\n let _e67 = hash11_u0028_f1_u003b((&param));\n let _e69 = t_1;\n param_1 = floor((_e69 * 2.37f));\n let _e72 = hash11_u0028_f1_u003b((&param_1));\n stutter = (0.78f + (0.22f * ((_e67 * 0.6f) + (_e72 * 0.4f))));\n let _e77 = vAlong_1;\n taper = (1f - (_e77 * 0.55f));\n let _e80 = vFade_1;\n let _e81 = stutter;\n let _e83 = taper;\n let _e85 = vGain_1;\n energy = (((_e80 * _e81) * _e83) * _e85);\n let _e88 = unnamed.uEdgeColor;\n let _e89 = glow;\n let _e92 = unnamed.uCoreColor;\n let _e93 = core;\n let _e96 = unnamed.uCoreGain;\n lit = ((_e88 * _e89) + ((_e92 * _e93) * _e96));\n let _e99 = vWorldPos_1;\n let _e101 = unnamed.uCameraPos;\n param_2 = distance(_e99, _e101);\n let _e104 = vWorldPos_1[1u];\n param_3 = _e104;\n let _e105 = mediumFog_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n fog = _e105;\n let _e106 = lit;\n let _e107 = energy;\n let _e109 = fog;\n let _e111 = ((_e106 * _e107) * (1f - _e109));\n outColor = vec4<f32>(_e111.x, _e111.y, _e111.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
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9
 
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10
  export const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWidth: f32,\n uMinWidthPerMetre: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n @location(3) member_3: f32,\n @location(4) member_4: f32,\n @location(5) member_5: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aFrom_1: vec3<f32>;\nvar<private> aTo_1: vec3<f32>;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide: f32;\nvar<private> vAlong: f32;\nvar<private> aArc_1: vec4<f32>;\nvar<private> vFade: f32;\nvar<private> vSeed: f32;\nvar<private> vGain: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var mid: vec3<f32>;\n var dir: vec3<f32>;\n var len: f32;\n var local: vec3<f32>;\n var view: vec3<f32>;\n var dist: f32;\n var local_1: vec3<f32>;\n var across: vec3<f32>;\n var span: f32;\n var local_2: vec3<f32>;\n var halfWidth: f32;\n var world: vec3<f32>;\n\n let _e40 = aFrom_1;\n let _e41 = aTo_1;\n let _e43 = aCorner_1[0u];\n mid = mix(_e40, _e41, vec3(_e43));\n let _e46 = aTo_1;\n let _e47 = aFrom_1;\n dir = (_e46 - _e47);\n let _e49 = dir;\n len = length(_e49);\n let _e51 = len;\n if (_e51 > 0.000001f) {\n let _e53 = dir;\n let _e54 = len;\n local = (_e53 / vec3(_e54));\n } else {\n local = vec3<f32>(0f, 1f, 0f);\n }\n let _e57 = local;\n dir = _e57;\n let _e58 = mid;\n let _e60 = unnamed.uCameraPos;\n view = (_e58 - _e60);\n let _e62 = view;\n dist = length(_e62);\n let _e64 = dist;\n if (_e64 > 0.000001f) {\n let _e66 = view;\n let _e67 = dist;\n local_1 = (_e66 / vec3(_e67));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e70 = local_1;\n view = _e70;\n let _e71 = dir;\n let _e72 = view;\n across = cross(_e71, _e72);\n let _e74 = across;\n span = length(_e74);\n let _e76 = span;\n if (_e76 > 0.0001f) {\n let _e78 = across;\n let _e79 = span;\n local_2 = (_e78 / vec3(_e79));\n } else {\n let _e82 = dir;\n local_2 = normalize((cross(_e82, vec3<f32>(0f, 1f, 0f)) + vec3<f32>(0.001f, 0.001f, 0.001f)));\n }\n let _e86 = local_2;\n across = _e86;\n let _e88 = unnamed.uWidth;\n let _e89 = dist;\n let _e91 = unnamed.uMinWidthPerMetre;\n halfWidth = max(_e88, (_e89 * _e91));\n let _e94 = mid;\n let _e95 = across;\n let _e97 = aCorner_1[1u];\n let _e99 = halfWidth;\n world = (_e94 + ((_e95 * _e97) * _e99));\n let _e103 = aCorner_1[1u];\n vSide = _e103;\n let _e105 = aArc_1[0u];\n vAlong = _e105;\n let _e107 = aArc_1[1u];\n vFade = _e107;\n let _e109 = aArc_1[2u];\n vSeed = _e109;\n let _e111 = aArc_1[3u];\n vGain = _e111;\n let _e112 = world;\n vWorldPos = _e112;\n let _e114 = unnamed.uViewProj;\n let _e115 = world;\n unnamed_1.gl_Position = (_e114 * vec4<f32>(_e115.x, _e115.y, _e115.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aFrom: vec3<f32>, @location(1) aTo: vec3<f32>, @location(2) aCorner: vec2<f32>, @location(3) aArc: vec4<f32>) -> VertexOutput {\n aFrom_1 = aFrom;\n aTo_1 = aTo;\n aCorner_1 = aCorner;\n aArc_1 = aArc;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vSide;\n let _e20 = vAlong;\n let _e21 = vFade;\n let _e22 = vSeed;\n let _e23 = vGain;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e19, _e20, _e21, _e22, _e23, _e24, _e25);\n}\n";
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11
 
@@ -5,7 +5,7 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
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  */
7
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8
- export const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e74 = unnamed.uFogMode;\n if (_e74 == 1i) {\n let _e77 = unnamed.uFogFar;\n let _e79 = unnamed.uFogNear;\n span = max((_e77 - _e79), 0.0001f);\n let _e82 = (*dist);\n let _e84 = unnamed.uFogNear;\n let _e86 = span;\n ramp = clamp(((_e82 - _e84) / _e86), 0f, 1f);\n let _e90 = unnamed.uUnderwaterFactor;\n if (_e90 <= 0f) {\n let _e92 = ramp;\n return _e92;\n }\n let _e94 = unnamed.uUnderwaterFogDensity;\n let _e95 = (*dist);\n wetLinear = (_e94 * _e95);\n let _e97 = ramp;\n let _e98 = wetLinear;\n let _e100 = wetLinear;\n let _e106 = unnamed.uUnderwaterFactor;\n return mix(_e97, (1f - exp2(((-(_e98) * _e100) * 1.442695f))), _e106);\n }\n let _e108 = (*pointY);\n let _e110 = unnamed.uFogEyeY;\n let _e113 = unnamed.uFogHeightFalloff;\n t = ((_e108 - _e110) * _e113);\n let _e115 = t;\n let _e118 = t;\n denom = select(_e118, 0.0001f, (abs(_e115) < 0.0001f));\n let _e121 = unnamed.uFogDensity;\n let _e123 = (*dist);\n let _e125 = denom;\n let _e130 = denom;\n air = (1f - exp((((-(_e121) * _e123) * (1f - exp(-(_e125)))) / _e130)));\n let _e135 = unnamed.uUnderwaterFactor;\n if (_e135 <= 0f) {\n let _e137 = air;\n return _e137;\n }\n let _e139 = unnamed.uUnderwaterFogDensity;\n let _e140 = (*dist);\n wet = (_e139 * _e140);\n let _e142 = air;\n let _e143 = wet;\n let _e145 = wet;\n let _e151 = unnamed.uUnderwaterFactor;\n return mix(_e142, (1f - exp2(((-(_e143) * _e145) * 1.442695f))), _e151);\n}\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e69 = (*k);\n c = sqrt((9.81f / _e69));\n let _e72 = (*k);\n let _e73 = (*dir);\n let _e74 = (*p);\n let _e76 = c;\n let _e77 = (*time);\n return (_e72 * (dot(_e73, _e74) - (_e76 * _e77)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e66 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable[_e66][3u];\n return (6.2831855f / _e69);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e67 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable_1[_e67];\n let _e72 = (*windDir);\n return normalize(mix(normalize(_e69.xy), _e72, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e83 = i_2;\n if (_e83 < 4i) {\n let _e85 = i_2;\n param = _e85;\n let _e86 = (*windDir_1);\n param_1 = _e86;\n let _e87 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((&param), (&param_1));\n dir_1 = _e87;\n let _e88 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e91 = indexable_2[_e88][2u];\n let _e92 = (*gain);\n steepness = (_e91 * _e92);\n let _e94 = i_2;\n param_2 = _e94;\n let _e95 = gerstnerWavenumber_u0028_i1_u003b((&param_2));\n k_1 = _e95;\n let _e96 = k_1;\n param_3 = _e96;\n let _e97 = dir_1;\n param_4 = _e97;\n let _e98 = (*p_1);\n param_5 = _e98;\n let _e99 = (*time_1);\n param_6 = _e99;\n let _e100 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((&param_3), (&param_4), (&param_5), (&param_6));\n f = _e100;\n let _e101 = steepness;\n let _e103 = k_1;\n let _e105 = f;\n second = ((-(_e101) * _e103) * sin(_e105));\n let _e108 = second;\n let _e110 = dir_1[0u];\n let _e113 = dir_1[0u];\n let _e116 = h[0u];\n h[0u] = (_e116 + ((_e108 * _e110) * _e113));\n let _e119 = second;\n let _e121 = dir_1[1u];\n let _e124 = dir_1[1u];\n let _e127 = h[1u];\n h[1u] = (_e127 + ((_e119 * _e121) * _e124));\n let _e130 = second;\n let _e132 = dir_1[0u];\n let _e135 = dir_1[1u];\n let _e138 = h[2u];\n h[2u] = (_e138 + ((_e130 * _e132) * _e135));\n continue;\n } else {\n break;\n }\n continuing {\n let _e141 = i_2;\n i_2 = (_e141 + 1i);\n }\n }\n let _e143 = h;\n return _e143;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var a: f32;\n var b: f32;\n var c_1: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n\n let _e93 = vParams_1[0u];\n waterY = _e93;\n let _e95 = vWorldPos_1[1u];\n let _e96 = waterY;\n drop = (_e95 - _e96);\n let _e98 = drop;\n distanceFromWater = abs(_e98);\n let _e100 = distanceFromWater;\n clear = step(0.02f, _e100);\n let _e103 = unnamed.uMaxDrop;\n let _e106 = unnamed.uMaxDrop;\n let _e107 = distanceFromWater;\n height = (1f - smoothstep((_e103 * 0.45f), _e106, _e107));\n let _e111 = vLocal_1[0u];\n let _e113 = vLocal_1[0u];\n let _e117 = vLocal_1[1u];\n let _e119 = vLocal_1[1u];\n rim = min(min(_e111, (1f - _e113)), min(_e117, (1f - _e119)));\n let _e123 = rim;\n edge = smoothstep(0f, 0.12f, _e123);\n let _e125 = clear;\n let _e126 = height;\n let _e128 = edge;\n reach = ((_e125 * _e126) * _e128);\n let _e132 = unnamed.uLightDir[1u];\n elevation = max(_e132, 0.16f);\n let _e134 = elevation;\n slant = (1f / _e134);\n let _e136 = drop;\n let _e137 = slant;\n d = (_e136 * _e137);\n let _e139 = vWorldPos_1;\n let _e142 = unnamed.uLightDir;\n let _e144 = d;\n water = (_e139.xz + (_e142.xz * _e144));\n let _e147 = water;\n param_7 = _e147;\n let _e149 = unnamed.uTime;\n param_8 = _e149;\n let _e151 = unnamed.uWindDir;\n param_9 = _e151;\n let _e153 = unnamed.uWaveGain;\n param_10 = _e153;\n let _e154 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((&param_7), (&param_8), (&param_9), (&param_10));\n h_1 = _e154;\n let _e155 = d;\n let _e158 = h_1[0u];\n a = (1f - ((2f * _e155) * _e158));\n let _e161 = d;\n let _e164 = h_1[1u];\n b = (1f - ((2f * _e161) * _e164));\n let _e167 = d;\n let _e170 = h_1[2u];\n c_1 = ((2f * _e167) * _e170);\n let _e172 = a;\n let _e173 = b;\n let _e175 = c_1;\n let _e176 = c_1;\n det = ((_e172 * _e173) - (_e175 * _e176));\n let _e179 = det;\n let _e180 = fwidth(_e179);\n soft = max(0.05f, (_e180 * 1.6f));\n let _e183 = soft;\n let _e184 = det;\n let _e186 = soft;\n lines = (_e183 / max(abs(_e184), _e186));\n let _e189 = det;\n sheen = clamp(((1f / max(abs(_e189), 0.18f)) - 0.85f), 0f, 1f);\n let _e195 = lines;\n let _e197 = sheen;\n caustic = clamp(((_e195 * 0.9f) + (_e197 * 0.09f)), 0f, 1.6f);\n let _e201 = vWorldPos_1;\n let _e203 = unnamed.uCameraPos;\n param_11 = distance(_e201, _e203);\n let _e206 = vWorldPos_1[1u];\n param_12 = _e206;\n let _e207 = mediumFog_u0028_f1_u003b_f1_u003b((&param_11), (&param_12));\n fog = _e207;\n let _e209 = unnamed.uTint;\n let _e210 = caustic;\n let _e212 = unnamed.uStrength;\n let _e214 = reach;\n let _e216 = fog;\n let _e219 = (_e209 * (((_e210 * _e212) * _e214) * (1f - _e216)));\n outColor = vec4<f32>(_e219.x, _e219.y, _e219.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
8
+ export const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e78 = unnamed.uFogMode;\n if (_e78 == 1i) {\n let _e81 = unnamed.uFogFar;\n let _e83 = unnamed.uFogNear;\n span = max((_e81 - _e83), 0.0001f);\n let _e86 = (*dist);\n let _e88 = unnamed.uFogNear;\n let _e90 = span;\n ramp = clamp(((_e86 - _e88) / _e90), 0f, 1f);\n let _e94 = unnamed.uUnderwaterFactor;\n if (_e94 <= 0f) {\n let _e96 = ramp;\n return _e96;\n }\n let _e98 = unnamed.uUnderwaterFogDensity;\n let _e99 = (*dist);\n wetLinear = (_e98 * _e99);\n let _e101 = ramp;\n let _e102 = wetLinear;\n let _e104 = wetLinear;\n let _e110 = unnamed.uUnderwaterFactor;\n return mix(_e101, (1f - exp2(((-(_e102) * _e104) * 1.442695f))), _e110);\n }\n let _e113 = unnamed.uFogNear;\n let _e114 = (*dist);\n start = min(_e113, _e114);\n let _e116 = (*dist);\n if (_e116 > 0f) {\n let _e118 = start;\n let _e119 = (*dist);\n local = (_e118 / _e119);\n } else {\n local = 0f;\n }\n let _e121 = local;\n before = _e121;\n let _e122 = (*pointY);\n let _e124 = unnamed.uFogEyeY;\n let _e127 = unnamed.uFogHeightFalloff;\n t = ((_e122 - _e124) * _e127);\n let _e129 = t;\n let _e130 = before;\n rest = (_e129 * (1f - _e130));\n let _e133 = rest;\n let _e136 = rest;\n denom = select(_e136, 0.0001f, (abs(_e133) < 0.0001f));\n let _e139 = unnamed.uFogDensity;\n let _e141 = t;\n let _e143 = before;\n let _e147 = (*dist);\n let _e148 = start;\n let _e151 = denom;\n let _e156 = denom;\n air = (1f - exp(((((-(_e139) * exp((-(_e141) * _e143))) * (_e147 - _e148)) * (1f - exp(-(_e151)))) / _e156)));\n let _e161 = unnamed.uUnderwaterFactor;\n if (_e161 <= 0f) {\n let _e163 = air;\n return _e163;\n }\n let _e165 = unnamed.uUnderwaterFogDensity;\n let _e166 = (*dist);\n wet = (_e165 * _e166);\n let _e168 = air;\n let _e169 = wet;\n let _e171 = wet;\n let _e177 = unnamed.uUnderwaterFactor;\n return mix(_e168, (1f - exp2(((-(_e169) * _e171) * 1.442695f))), _e177);\n}\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e69 = (*k);\n c = sqrt((9.81f / _e69));\n let _e72 = (*k);\n let _e73 = (*dir);\n let _e74 = (*p);\n let _e76 = c;\n let _e77 = (*time);\n return (_e72 * (dot(_e73, _e74) - (_e76 * _e77)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e66 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable[_e66][3u];\n return (6.2831855f / _e69);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e67 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable_1[_e67];\n let _e72 = (*windDir);\n return normalize(mix(normalize(_e69.xy), _e72, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e83 = i_2;\n if (_e83 < 4i) {\n let _e85 = i_2;\n param = _e85;\n let _e86 = (*windDir_1);\n param_1 = _e86;\n let _e87 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((&param), (&param_1));\n dir_1 = _e87;\n let _e88 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e91 = indexable_2[_e88][2u];\n let _e92 = (*gain);\n steepness = (_e91 * _e92);\n let _e94 = i_2;\n param_2 = _e94;\n let _e95 = gerstnerWavenumber_u0028_i1_u003b((&param_2));\n k_1 = _e95;\n let _e96 = k_1;\n param_3 = _e96;\n let _e97 = dir_1;\n param_4 = _e97;\n let _e98 = (*p_1);\n param_5 = _e98;\n let _e99 = (*time_1);\n param_6 = _e99;\n let _e100 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((&param_3), (&param_4), (&param_5), (&param_6));\n f = _e100;\n let _e101 = steepness;\n let _e103 = k_1;\n let _e105 = f;\n second = ((-(_e101) * _e103) * sin(_e105));\n let _e108 = second;\n let _e110 = dir_1[0u];\n let _e113 = dir_1[0u];\n let _e116 = h[0u];\n h[0u] = (_e116 + ((_e108 * _e110) * _e113));\n let _e119 = second;\n let _e121 = dir_1[1u];\n let _e124 = dir_1[1u];\n let _e127 = h[1u];\n h[1u] = (_e127 + ((_e119 * _e121) * _e124));\n let _e130 = second;\n let _e132 = dir_1[0u];\n let _e135 = dir_1[1u];\n let _e138 = h[2u];\n h[2u] = (_e138 + ((_e130 * _e132) * _e135));\n continue;\n } else {\n break;\n }\n continuing {\n let _e141 = i_2;\n i_2 = (_e141 + 1i);\n }\n }\n let _e143 = h;\n return _e143;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var a: f32;\n var b: f32;\n var c_1: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n\n let _e93 = vParams_1[0u];\n waterY = _e93;\n let _e95 = vWorldPos_1[1u];\n let _e96 = waterY;\n drop = (_e95 - _e96);\n let _e98 = drop;\n distanceFromWater = abs(_e98);\n let _e100 = distanceFromWater;\n clear = step(0.02f, _e100);\n let _e103 = unnamed.uMaxDrop;\n let _e106 = unnamed.uMaxDrop;\n let _e107 = distanceFromWater;\n height = (1f - smoothstep((_e103 * 0.45f), _e106, _e107));\n let _e111 = vLocal_1[0u];\n let _e113 = vLocal_1[0u];\n let _e117 = vLocal_1[1u];\n let _e119 = vLocal_1[1u];\n rim = min(min(_e111, (1f - _e113)), min(_e117, (1f - _e119)));\n let _e123 = rim;\n edge = smoothstep(0f, 0.12f, _e123);\n let _e125 = clear;\n let _e126 = height;\n let _e128 = edge;\n reach = ((_e125 * _e126) * _e128);\n let _e132 = unnamed.uLightDir[1u];\n elevation = max(_e132, 0.16f);\n let _e134 = elevation;\n slant = (1f / _e134);\n let _e136 = drop;\n let _e137 = slant;\n d = (_e136 * _e137);\n let _e139 = vWorldPos_1;\n let _e142 = unnamed.uLightDir;\n let _e144 = d;\n water = (_e139.xz + (_e142.xz * _e144));\n let _e147 = water;\n param_7 = _e147;\n let _e149 = unnamed.uTime;\n param_8 = _e149;\n let _e151 = unnamed.uWindDir;\n param_9 = _e151;\n let _e153 = unnamed.uWaveGain;\n param_10 = _e153;\n let _e154 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((&param_7), (&param_8), (&param_9), (&param_10));\n h_1 = _e154;\n let _e155 = d;\n let _e158 = h_1[0u];\n a = (1f - ((2f * _e155) * _e158));\n let _e161 = d;\n let _e164 = h_1[1u];\n b = (1f - ((2f * _e161) * _e164));\n let _e167 = d;\n let _e170 = h_1[2u];\n c_1 = ((2f * _e167) * _e170);\n let _e172 = a;\n let _e173 = b;\n let _e175 = c_1;\n let _e176 = c_1;\n det = ((_e172 * _e173) - (_e175 * _e176));\n let _e179 = det;\n let _e180 = fwidth(_e179);\n soft = max(0.05f, (_e180 * 1.6f));\n let _e183 = soft;\n let _e184 = det;\n let _e186 = soft;\n lines = (_e183 / max(abs(_e184), _e186));\n let _e189 = det;\n sheen = clamp(((1f / max(abs(_e189), 0.18f)) - 0.85f), 0f, 1f);\n let _e195 = lines;\n let _e197 = sheen;\n caustic = clamp(((_e195 * 0.9f) + (_e197 * 0.09f)), 0f, 1.6f);\n let _e201 = vWorldPos_1;\n let _e203 = unnamed.uCameraPos;\n param_11 = distance(_e201, _e203);\n let _e206 = vWorldPos_1[1u];\n param_12 = _e206;\n let _e207 = mediumFog_u0028_f1_u003b_f1_u003b((&param_11), (&param_12));\n fog = _e207;\n let _e209 = unnamed.uTint;\n let _e210 = caustic;\n let _e212 = unnamed.uStrength;\n let _e214 = reach;\n let _e216 = fog;\n let _e219 = (_e209 * (((_e210 * _e212) * _e214) * (1f - _e216)));\n outColor = vec4<f32>(_e219.x, _e219.y, _e219.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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  export const CAUSTICS_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n}\n\nstruct VertexOutput {\n @location(0) member: vec3<f32>,\n @location(1) member_1: vec2<f32>,\n @location(2) member_2: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vWorldPos: vec3<f32>;\nvar<private> aRest_1: vec3<f32>;\nvar<private> vLocal: vec2<f32>;\nvar<private> aLocal_1: vec2<f32>;\nvar<private> vParams: vec2<f32>;\nvar<private> aParams_1: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(0) \nvar<uniform> unnamed_1: Uniforms;\n\nfn main_1() {\n let _e10 = aRest_1;\n vWorldPos = _e10;\n let _e11 = aLocal_1;\n vLocal = _e11;\n let _e12 = aParams_1;\n vParams = _e12;\n let _e14 = unnamed_1.uViewProj;\n let _e15 = aRest_1;\n unnamed.gl_Position = (_e14 * vec4<f32>(_e15.x, _e15.y, _e15.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aRest: vec3<f32>, @location(1) aLocal: vec2<f32>, @location(2) aParams: vec2<f32>) -> VertexOutput {\n aRest_1 = aRest;\n aLocal_1 = aLocal;\n aParams_1 = aParams;\n main_1();\n let _e12 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e12);\n let _e14 = vWorldPos;\n let _e15 = vLocal;\n let _e16 = vParams;\n let _e17 = unnamed.gl_Position;\n return VertexOutput(_e14, _e15, _e16, _e17);\n}\n";
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