@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
@@ -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 LINE_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uCameraPos: vec3<f32>,\n uSoftness: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e71 = (*c);\n low = (_e71 * 12.92f);\n let _e73 = (*c);\n high = ((pow(max(_e73, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e79 = high;\n let _e80 = low;\n let _e81 = (*c);\n return mix(_e79, _e80, step(_e81, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e72 = (*c_1)[0u];\n let _e74 = (*c_1)[1u];\n let _e76 = (*c_1)[2u];\n m = max(_e72, max(_e74, _e76));\n let _e79 = m;\n if (_e79 <= 0.8f) {\n let _e81 = (*c_1);\n return _e81;\n }\n let _e82 = m;\n e = (_e82 - 0.8f);\n let _e84 = (*c_1);\n let _e85 = e;\n let _e87 = e;\n let _e91 = m;\n return (_e84 * ((0.8f + ((0.2f * _e85) / (_e87 + 0.2f))) / _e91));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e71 = (*v);\n let _e72 = (*v);\n a = ((_e71 * (_e72 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e78 = (*v);\n let _e79 = (*v);\n b = ((_e78 * ((_e79 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e86 = a;\n let _e87 = b;\n return (_e86 / _e87);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e71 = unnamed.uOutputExposure;\n let _e72 = (*x);\n (*x) = (_e72 * _e71);\n let _e74 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e74);\n let _e76 = rrtAndOdtFit_u0028_vf3_u003b((&param));\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)) * _e76), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e73 = unnamed.uOutputTransform;\n if (_e73 == 0i) {\n let _e75 = (*c_2);\n return _e75;\n }\n let _e77 = unnamed.uOutputTransform;\n if (_e77 == 2i) {\n let _e79 = (*c_2);\n param_1 = _e79;\n let _e80 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e80;\n }\n let _e82 = unnamed.uOutputTransform;\n if (_e82 == 3i) {\n let _e84 = (*c_2);\n let _e86 = unnamed.uOutputExposure;\n param_2 = (_e84 * _e86);\n let _e88 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e88;\n }\n let _e89 = (*c_2);\n param_3 = _e89;\n let _e90 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e90;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e69 = unnamed.uFogColor;\n let _e71 = unnamed.uUnderwaterColor;\n let _e73 = unnamed.uUnderwaterFactor;\n return mix(_e69, _e71, vec3(_e73));\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 _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 _e112 = (*pointY);\n let _e114 = unnamed.uFogEyeY;\n let _e117 = unnamed.uFogHeightFalloff;\n t = ((_e112 - _e114) * _e117);\n let _e119 = t;\n let _e122 = t;\n denom = select(_e122, 0.0001f, (abs(_e119) < 0.0001f));\n let _e125 = unnamed.uFogDensity;\n let _e127 = (*dist);\n let _e129 = denom;\n let _e134 = denom;\n air = (1f - exp((((-(_e125) * _e127) * (1f - exp(-(_e129)))) / _e134)));\n let _e139 = unnamed.uUnderwaterFactor;\n if (_e139 <= 0f) {\n let _e141 = air;\n return _e141;\n }\n let _e143 = unnamed.uUnderwaterFogDensity;\n let _e144 = (*dist);\n wet = (_e143 * _e144);\n let _e146 = air;\n let _e147 = wet;\n let _e149 = wet;\n let _e155 = unnamed.uUnderwaterFactor;\n return mix(_e146, (1f - exp2(((-(_e147) * _e149) * 1.442695f))), _e155);\n}\n\nfn main_1() {\n var edge: f32;\n var band: f32;\n var coverage: f32;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var color: vec3<f32>;\n var param_6: vec3<f32>;\n\n let _e76 = vSide_1;\n edge = (1f - abs(_e76));\n let _e79 = vSide_1;\n let _e80 = fwidth(_e79);\n let _e82 = unnamed.uSoftness;\n band = max(_e80, _e82);\n let _e84 = band;\n let _e85 = edge;\n coverage = smoothstep(0f, _e84, _e85);\n let _e87 = vWorldPos_1;\n let _e89 = unnamed.uCameraPos;\n param_4 = distance(_e87, _e89);\n let _e92 = vWorldPos_1[1u];\n param_5 = _e92;\n let _e93 = mediumFog_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n fog = _e93;\n let _e95 = unnamed.uColor;\n let _e96 = mediumColor_u0028_();\n let _e97 = fog;\n color = mix(_e95, _e96, vec3(_e97));\n let _e100 = color;\n param_6 = _e100;\n let _e101 = applyOutputTransform_u0028_vf3_u003b((&param_6));\n let _e102 = coverage;\n let _e104 = unnamed.uOpacity;\n outColor = vec4<f32>(_e101.x, _e101.y, _e101.z, (_e102 * _e104));\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(1) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e5 = outColor;\n return _e5;\n}\n";
8
+ export const LINE_FRAG_WGSL = "struct Uniforms {\n uColor: vec3<f32>,\n uOpacity: f32,\n uCameraPos: vec3<f32>,\n uSoftness: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e71 = (*c);\n low = (_e71 * 12.92f);\n let _e73 = (*c);\n high = ((pow(max(_e73, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e79 = high;\n let _e80 = low;\n let _e81 = (*c);\n return mix(_e79, _e80, step(_e81, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e72 = (*c_1)[0u];\n let _e74 = (*c_1)[1u];\n let _e76 = (*c_1)[2u];\n m = max(_e72, max(_e74, _e76));\n let _e79 = m;\n if (_e79 <= 0.8f) {\n let _e81 = (*c_1);\n return _e81;\n }\n let _e82 = m;\n e = (_e82 - 0.8f);\n let _e84 = (*c_1);\n let _e85 = e;\n let _e87 = e;\n let _e91 = m;\n return (_e84 * ((0.8f + ((0.2f * _e85) / (_e87 + 0.2f))) / _e91));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e71 = (*v);\n let _e72 = (*v);\n a = ((_e71 * (_e72 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e78 = (*v);\n let _e79 = (*v);\n b = ((_e78 * ((_e79 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e86 = a;\n let _e87 = b;\n return (_e86 / _e87);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e71 = unnamed.uOutputExposure;\n let _e72 = (*x);\n (*x) = (_e72 * _e71);\n let _e74 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e74);\n let _e76 = rrtAndOdtFit_u0028_vf3_u003b((&param));\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)) * _e76), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e73 = unnamed.uOutputTransform;\n if (_e73 == 0i) {\n let _e75 = (*c_2);\n return _e75;\n }\n let _e77 = unnamed.uOutputTransform;\n if (_e77 == 2i) {\n let _e79 = (*c_2);\n param_1 = _e79;\n let _e80 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e80;\n }\n let _e82 = unnamed.uOutputTransform;\n if (_e82 == 3i) {\n let _e84 = (*c_2);\n let _e86 = unnamed.uOutputExposure;\n param_2 = (_e84 * _e86);\n let _e88 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e88;\n }\n let _e89 = (*c_2);\n param_3 = _e89;\n let _e90 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e90;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e69 = unnamed.uFogColor;\n let _e71 = unnamed.uUnderwaterColor;\n let _e73 = unnamed.uUnderwaterFactor;\n return mix(_e69, _e71, vec3(_e73));\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 _e82 = unnamed.uFogMode;\n if (_e82 == 1i) {\n let _e85 = unnamed.uFogFar;\n let _e87 = unnamed.uFogNear;\n span = max((_e85 - _e87), 0.0001f);\n let _e90 = (*dist);\n let _e92 = unnamed.uFogNear;\n let _e94 = span;\n ramp = clamp(((_e90 - _e92) / _e94), 0f, 1f);\n let _e98 = unnamed.uUnderwaterFactor;\n if (_e98 <= 0f) {\n let _e100 = ramp;\n return _e100;\n }\n let _e102 = unnamed.uUnderwaterFogDensity;\n let _e103 = (*dist);\n wetLinear = (_e102 * _e103);\n let _e105 = ramp;\n let _e106 = wetLinear;\n let _e108 = wetLinear;\n let _e114 = unnamed.uUnderwaterFactor;\n return mix(_e105, (1f - exp2(((-(_e106) * _e108) * 1.442695f))), _e114);\n }\n let _e117 = unnamed.uFogNear;\n let _e118 = (*dist);\n start = min(_e117, _e118);\n let _e120 = (*dist);\n if (_e120 > 0f) {\n let _e122 = start;\n let _e123 = (*dist);\n local = (_e122 / _e123);\n } else {\n local = 0f;\n }\n let _e125 = local;\n before = _e125;\n let _e126 = (*pointY);\n let _e128 = unnamed.uFogEyeY;\n let _e131 = unnamed.uFogHeightFalloff;\n t = ((_e126 - _e128) * _e131);\n let _e133 = t;\n let _e134 = before;\n rest = (_e133 * (1f - _e134));\n let _e137 = rest;\n let _e140 = rest;\n denom = select(_e140, 0.0001f, (abs(_e137) < 0.0001f));\n let _e143 = unnamed.uFogDensity;\n let _e145 = t;\n let _e147 = before;\n let _e151 = (*dist);\n let _e152 = start;\n let _e155 = denom;\n let _e160 = denom;\n air = (1f - exp(((((-(_e143) * exp((-(_e145) * _e147))) * (_e151 - _e152)) * (1f - exp(-(_e155)))) / _e160)));\n let _e165 = unnamed.uUnderwaterFactor;\n if (_e165 <= 0f) {\n let _e167 = air;\n return _e167;\n }\n let _e169 = unnamed.uUnderwaterFogDensity;\n let _e170 = (*dist);\n wet = (_e169 * _e170);\n let _e172 = air;\n let _e173 = wet;\n let _e175 = wet;\n let _e181 = unnamed.uUnderwaterFactor;\n return mix(_e172, (1f - exp2(((-(_e173) * _e175) * 1.442695f))), _e181);\n}\n\nfn main_1() {\n var edge: f32;\n var band: f32;\n var coverage: f32;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var color: vec3<f32>;\n var param_6: vec3<f32>;\n\n let _e76 = vSide_1;\n edge = (1f - abs(_e76));\n let _e79 = vSide_1;\n let _e80 = fwidth(_e79);\n let _e82 = unnamed.uSoftness;\n band = max(_e80, _e82);\n let _e84 = band;\n let _e85 = edge;\n coverage = smoothstep(0f, _e84, _e85);\n let _e87 = vWorldPos_1;\n let _e89 = unnamed.uCameraPos;\n param_4 = distance(_e87, _e89);\n let _e92 = vWorldPos_1[1u];\n param_5 = _e92;\n let _e93 = mediumFog_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n fog = _e93;\n let _e95 = unnamed.uColor;\n let _e96 = mediumColor_u0028_();\n let _e97 = fog;\n color = mix(_e95, _e96, vec3(_e97));\n let _e100 = color;\n param_6 = _e100;\n let _e101 = applyOutputTransform_u0028_vf3_u003b((&param_6));\n let _e102 = coverage;\n let _e104 = unnamed.uOpacity;\n outColor = vec4<f32>(_e101.x, _e101.y, _e101.z, (_e102 * _e104));\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(1) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e5 = outColor;\n return _e5;\n}\n";
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9
 
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10
  export const LINE_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uModel: 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: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aFrom_1: vec3<f32>;\nvar<private> aTo_1: vec3<f32>;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vSide: 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 from_: vec3<f32>;\n var to: vec3<f32>;\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 _e37 = unnamed.uModel;\n let _e38 = aFrom_1;\n from_ = (_e37 * vec4<f32>(_e38.x, _e38.y, _e38.z, 1f)).xyz;\n let _e46 = unnamed.uModel;\n let _e47 = aTo_1;\n to = (_e46 * vec4<f32>(_e47.x, _e47.y, _e47.z, 1f)).xyz;\n let _e54 = from_;\n let _e55 = to;\n let _e57 = aCorner_1[0u];\n mid = mix(_e54, _e55, vec3(_e57));\n let _e60 = to;\n let _e61 = from_;\n dir = (_e60 - _e61);\n let _e63 = dir;\n len = length(_e63);\n let _e65 = len;\n if (_e65 > 0.000001f) {\n let _e67 = dir;\n let _e68 = len;\n local = (_e67 / vec3(_e68));\n } else {\n local = vec3<f32>(0f, 1f, 0f);\n }\n let _e71 = local;\n dir = _e71;\n let _e72 = mid;\n let _e74 = unnamed.uCameraPos;\n view = (_e72 - _e74);\n let _e76 = view;\n dist = length(_e76);\n let _e78 = dist;\n if (_e78 > 0.000001f) {\n let _e80 = view;\n let _e81 = dist;\n local_1 = (_e80 / vec3(_e81));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e84 = local_1;\n view = _e84;\n let _e85 = dir;\n let _e86 = view;\n across = cross(_e85, _e86);\n let _e88 = across;\n span = length(_e88);\n let _e90 = span;\n if (_e90 > 0.0001f) {\n let _e92 = across;\n let _e93 = span;\n local_2 = (_e92 / vec3(_e93));\n } else {\n let _e96 = dir;\n local_2 = normalize((cross(_e96, vec3<f32>(0f, 1f, 0f)) + vec3<f32>(0.001f, 0.001f, 0.001f)));\n }\n let _e100 = local_2;\n across = _e100;\n let _e102 = unnamed.uWidth;\n let _e103 = dist;\n let _e105 = unnamed.uMinWidthPerMetre;\n halfWidth = max(_e102, (_e103 * _e105));\n let _e108 = mid;\n let _e109 = across;\n let _e111 = aCorner_1[1u];\n let _e113 = halfWidth;\n world = (_e108 + ((_e109 * _e111) * _e113));\n let _e117 = aCorner_1[1u];\n vSide = _e117;\n let _e118 = world;\n vWorldPos = _e118;\n let _e120 = unnamed.uViewProj;\n let _e121 = world;\n unnamed_1.gl_Position = (_e120 * vec4<f32>(_e121.x, _e121.y, _e121.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>) -> VertexOutput {\n aFrom_1 = aFrom;\n aTo_1 = aTo;\n aCorner_1 = aCorner;\n main_1();\n let _e11 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e11);\n let _e13 = vSide;\n let _e14 = vWorldPos;\n let _e15 = unnamed_1.gl_Position;\n return VertexOutput(_e13, _e14, _e15);\n}\n";
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11
 
@@ -5,13 +5,13 @@
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
6
  */
7
7
 
8
- export const PARTICLE_MOTE_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uFogEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vAlpha_1: f32;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAge_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e76 = (*c);\n low = (_e76 * 12.92f);\n let _e78 = (*c);\n high = ((pow(max(_e78, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e84 = high;\n let _e85 = low;\n let _e86 = (*c);\n return mix(_e84, _e85, step(_e86, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e77 = (*c_1)[0u];\n let _e79 = (*c_1)[1u];\n let _e81 = (*c_1)[2u];\n m = max(_e77, max(_e79, _e81));\n let _e84 = m;\n if (_e84 <= 0.8f) {\n let _e86 = (*c_1);\n return _e86;\n }\n let _e87 = m;\n e = (_e87 - 0.8f);\n let _e89 = (*c_1);\n let _e90 = e;\n let _e92 = e;\n let _e96 = m;\n return (_e89 * ((0.8f + ((0.2f * _e90) / (_e92 + 0.2f))) / _e96));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e76 = (*v);\n let _e77 = (*v);\n a = ((_e76 * (_e77 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e83 = (*v);\n let _e84 = (*v);\n b = ((_e83 * ((_e84 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e91 = a;\n let _e92 = b;\n return (_e91 / _e92);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e76 = unnamed.uOutputExposure;\n let _e77 = (*x);\n (*x) = (_e77 * _e76);\n let _e79 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e79);\n let _e81 = rrtAndOdtFit_u0028_vf3_u003b((&param));\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)) * _e81), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e78 = unnamed.uOutputTransform;\n if (_e78 == 0i) {\n let _e80 = (*c_2);\n return _e80;\n }\n let _e82 = unnamed.uOutputTransform;\n if (_e82 == 2i) {\n let _e84 = (*c_2);\n param_1 = _e84;\n let _e85 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e85;\n }\n let _e87 = unnamed.uOutputTransform;\n if (_e87 == 3i) {\n let _e89 = (*c_2);\n let _e91 = unnamed.uOutputExposure;\n param_2 = (_e89 * _e91);\n let _e93 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e93;\n }\n let _e94 = (*c_2);\n param_3 = _e94;\n let _e95 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e95;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e74 = unnamed.uFogColor;\n let _e76 = unnamed.uUnderwaterColor;\n let _e78 = unnamed.uUnderwaterFactor;\n return mix(_e74, _e76, vec3(_e78));\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 _e83 = unnamed.uFogMode;\n if (_e83 == 1i) {\n let _e86 = unnamed.uFogFar;\n let _e88 = unnamed.uFogNear;\n span = max((_e86 - _e88), 0.0001f);\n let _e91 = (*dist);\n let _e93 = unnamed.uFogNear;\n let _e95 = span;\n ramp = clamp(((_e91 - _e93) / _e95), 0f, 1f);\n let _e99 = unnamed.uUnderwaterFactor;\n if (_e99 <= 0f) {\n let _e101 = ramp;\n return _e101;\n }\n let _e103 = unnamed.uUnderwaterFogDensity;\n let _e104 = (*dist);\n wetLinear = (_e103 * _e104);\n let _e106 = ramp;\n let _e107 = wetLinear;\n let _e109 = wetLinear;\n let _e115 = unnamed.uUnderwaterFactor;\n return mix(_e106, (1f - exp2(((-(_e107) * _e109) * 1.442695f))), _e115);\n }\n let _e117 = (*pointY);\n let _e119 = unnamed.uFogEyeY;\n let _e122 = unnamed.uFogHeightFalloff;\n t = ((_e117 - _e119) * _e122);\n let _e124 = t;\n let _e127 = t;\n denom = select(_e127, 0.0001f, (abs(_e124) < 0.0001f));\n let _e130 = unnamed.uFogDensity;\n let _e132 = (*dist);\n let _e134 = denom;\n let _e139 = denom;\n air = (1f - exp((((-(_e130) * _e132) * (1f - exp(-(_e134)))) / _e139)));\n let _e144 = unnamed.uUnderwaterFactor;\n if (_e144 <= 0f) {\n let _e146 = air;\n return _e146;\n }\n let _e148 = unnamed.uUnderwaterFogDensity;\n let _e149 = (*dist);\n wet = (_e148 * _e149);\n let _e151 = air;\n let _e152 = wet;\n let _e154 = wet;\n let _e160 = unnamed.uUnderwaterFactor;\n return mix(_e151, (1f - exp2(((-(_e152) * _e154) * 1.442695f))), _e160);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var alpha: f32;\n var color: vec3<f32>;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var param_6: vec3<f32>;\n\n let _e81 = vUv_1;\n r = length(_e81);\n let _e83 = r;\n body = (1f - smoothstep(0.4f, 1f, _e83));\n let _e86 = body;\n if (_e86 <= 0f) {\n discard;\n }\n let _e88 = body;\n let _e89 = body;\n let _e91 = vAlpha_1;\n alpha = ((_e88 * _e89) * _e91);\n let _e93 = alpha;\n if (_e93 <= 0.002f) {\n discard;\n }\n let _e95 = vColor_1;\n color = _e95;\n let _e97 = unnamed.uFogEnabled;\n if (_e97 != 0i) {\n let _e99 = vWorldPos_1;\n let _e101 = unnamed.uCameraPos;\n param_4 = distance(_e99, _e101);\n let _e104 = vWorldPos_1[1u];\n param_5 = _e104;\n let _e105 = mediumFog_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n fog = _e105;\n let _e106 = color;\n let _e107 = mediumColor_u0028_();\n let _e108 = fog;\n color = mix(_e106, _e107, vec3(_e108));\n }\n let _e111 = color;\n param_6 = _e111;\n let _e112 = applyOutputTransform_u0028_vf3_u003b((&param_6));\n let _e113 = alpha;\n outColor = vec4<f32>(_e112.x, _e112.y, _e112.z, _e113);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(2) vAlpha: f32, @location(1) vColor: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(3) vAge: f32, @location(4) vSeed: f32, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vAlpha_1 = vAlpha;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n vAge_1 = vAge;\n vSeed_1 = vSeed;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
8
+ export const PARTICLE_MOTE_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uFogEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vAlpha_1: f32;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAge_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e76 = (*c);\n low = (_e76 * 12.92f);\n let _e78 = (*c);\n high = ((pow(max(_e78, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e84 = high;\n let _e85 = low;\n let _e86 = (*c);\n return mix(_e84, _e85, step(_e86, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e77 = (*c_1)[0u];\n let _e79 = (*c_1)[1u];\n let _e81 = (*c_1)[2u];\n m = max(_e77, max(_e79, _e81));\n let _e84 = m;\n if (_e84 <= 0.8f) {\n let _e86 = (*c_1);\n return _e86;\n }\n let _e87 = m;\n e = (_e87 - 0.8f);\n let _e89 = (*c_1);\n let _e90 = e;\n let _e92 = e;\n let _e96 = m;\n return (_e89 * ((0.8f + ((0.2f * _e90) / (_e92 + 0.2f))) / _e96));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e76 = (*v);\n let _e77 = (*v);\n a = ((_e76 * (_e77 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e83 = (*v);\n let _e84 = (*v);\n b = ((_e83 * ((_e84 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e91 = a;\n let _e92 = b;\n return (_e91 / _e92);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e76 = unnamed.uOutputExposure;\n let _e77 = (*x);\n (*x) = (_e77 * _e76);\n let _e79 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e79);\n let _e81 = rrtAndOdtFit_u0028_vf3_u003b((&param));\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)) * _e81), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e78 = unnamed.uOutputTransform;\n if (_e78 == 0i) {\n let _e80 = (*c_2);\n return _e80;\n }\n let _e82 = unnamed.uOutputTransform;\n if (_e82 == 2i) {\n let _e84 = (*c_2);\n param_1 = _e84;\n let _e85 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e85;\n }\n let _e87 = unnamed.uOutputTransform;\n if (_e87 == 3i) {\n let _e89 = (*c_2);\n let _e91 = unnamed.uOutputExposure;\n param_2 = (_e89 * _e91);\n let _e93 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e93;\n }\n let _e94 = (*c_2);\n param_3 = _e94;\n let _e95 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e95;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e74 = unnamed.uFogColor;\n let _e76 = unnamed.uUnderwaterColor;\n let _e78 = unnamed.uUnderwaterFactor;\n return mix(_e74, _e76, vec3(_e78));\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 _e87 = unnamed.uFogMode;\n if (_e87 == 1i) {\n let _e90 = unnamed.uFogFar;\n let _e92 = unnamed.uFogNear;\n span = max((_e90 - _e92), 0.0001f);\n let _e95 = (*dist);\n let _e97 = unnamed.uFogNear;\n let _e99 = span;\n ramp = clamp(((_e95 - _e97) / _e99), 0f, 1f);\n let _e103 = unnamed.uUnderwaterFactor;\n if (_e103 <= 0f) {\n let _e105 = ramp;\n return _e105;\n }\n let _e107 = unnamed.uUnderwaterFogDensity;\n let _e108 = (*dist);\n wetLinear = (_e107 * _e108);\n let _e110 = ramp;\n let _e111 = wetLinear;\n let _e113 = wetLinear;\n let _e119 = unnamed.uUnderwaterFactor;\n return mix(_e110, (1f - exp2(((-(_e111) * _e113) * 1.442695f))), _e119);\n }\n let _e122 = unnamed.uFogNear;\n let _e123 = (*dist);\n start = min(_e122, _e123);\n let _e125 = (*dist);\n if (_e125 > 0f) {\n let _e127 = start;\n let _e128 = (*dist);\n local = (_e127 / _e128);\n } else {\n local = 0f;\n }\n let _e130 = local;\n before = _e130;\n let _e131 = (*pointY);\n let _e133 = unnamed.uFogEyeY;\n let _e136 = unnamed.uFogHeightFalloff;\n t = ((_e131 - _e133) * _e136);\n let _e138 = t;\n let _e139 = before;\n rest = (_e138 * (1f - _e139));\n let _e142 = rest;\n let _e145 = rest;\n denom = select(_e145, 0.0001f, (abs(_e142) < 0.0001f));\n let _e148 = unnamed.uFogDensity;\n let _e150 = t;\n let _e152 = before;\n let _e156 = (*dist);\n let _e157 = start;\n let _e160 = denom;\n let _e165 = denom;\n air = (1f - exp(((((-(_e148) * exp((-(_e150) * _e152))) * (_e156 - _e157)) * (1f - exp(-(_e160)))) / _e165)));\n let _e170 = unnamed.uUnderwaterFactor;\n if (_e170 <= 0f) {\n let _e172 = air;\n return _e172;\n }\n let _e174 = unnamed.uUnderwaterFogDensity;\n let _e175 = (*dist);\n wet = (_e174 * _e175);\n let _e177 = air;\n let _e178 = wet;\n let _e180 = wet;\n let _e186 = unnamed.uUnderwaterFactor;\n return mix(_e177, (1f - exp2(((-(_e178) * _e180) * 1.442695f))), _e186);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var alpha: f32;\n var color: vec3<f32>;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var param_6: vec3<f32>;\n\n let _e81 = vUv_1;\n r = length(_e81);\n let _e83 = r;\n body = (1f - smoothstep(0.4f, 1f, _e83));\n let _e86 = body;\n if (_e86 <= 0f) {\n discard;\n }\n let _e88 = body;\n let _e89 = body;\n let _e91 = vAlpha_1;\n alpha = ((_e88 * _e89) * _e91);\n let _e93 = alpha;\n if (_e93 <= 0.002f) {\n discard;\n }\n let _e95 = vColor_1;\n color = _e95;\n let _e97 = unnamed.uFogEnabled;\n if (_e97 != 0i) {\n let _e99 = vWorldPos_1;\n let _e101 = unnamed.uCameraPos;\n param_4 = distance(_e99, _e101);\n let _e104 = vWorldPos_1[1u];\n param_5 = _e104;\n let _e105 = mediumFog_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n fog = _e105;\n let _e106 = color;\n let _e107 = mediumColor_u0028_();\n let _e108 = fog;\n color = mix(_e106, _e107, vec3(_e108));\n }\n let _e111 = color;\n param_6 = _e111;\n let _e112 = applyOutputTransform_u0028_vf3_u003b((&param_6));\n let _e113 = alpha;\n outColor = vec4<f32>(_e112.x, _e112.y, _e112.z, _e113);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(2) vAlpha: f32, @location(1) vColor: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(3) vAge: f32, @location(4) vSeed: f32, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vAlpha_1 = vAlpha;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n vAge_1 = vAge;\n vSeed_1 = vSeed;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
9
9
 
10
- export const PARTICLE_SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uNoiseOctaves: i32,\n uErosion: f32,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAlpha_1: f32;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e109 = (*c);\n low = (_e109 * 12.92f);\n let _e111 = (*c);\n high = ((pow(max(_e111, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e117 = high;\n let _e118 = low;\n let _e119 = (*c);\n return mix(_e117, _e118, step(_e119, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e110 = (*c_1)[0u];\n let _e112 = (*c_1)[1u];\n let _e114 = (*c_1)[2u];\n m = max(_e110, max(_e112, _e114));\n let _e117 = m;\n if (_e117 <= 0.8f) {\n let _e119 = (*c_1);\n return _e119;\n }\n let _e120 = m;\n e = (_e120 - 0.8f);\n let _e122 = (*c_1);\n let _e123 = e;\n let _e125 = e;\n let _e129 = m;\n return (_e122 * ((0.8f + ((0.2f * _e123) / (_e125 + 0.2f))) / _e129));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e109 = (*v);\n let _e110 = (*v);\n a = ((_e109 * (_e110 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e116 = (*v);\n let _e117 = (*v);\n b = ((_e116 * ((_e117 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e124 = a;\n let _e125 = b;\n return (_e124 / _e125);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e109 = unnamed.uOutputExposure;\n let _e110 = (*x);\n (*x) = (_e110 * _e109);\n let _e112 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e112);\n let _e114 = rrtAndOdtFit_u0028_vf3_u003b((&param));\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)) * _e114), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e111 = unnamed.uOutputTransform;\n if (_e111 == 0i) {\n let _e113 = (*c_2);\n return _e113;\n }\n let _e115 = unnamed.uOutputTransform;\n if (_e115 == 2i) {\n let _e117 = (*c_2);\n param_1 = _e117;\n let _e118 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e118;\n }\n let _e120 = unnamed.uOutputTransform;\n if (_e120 == 3i) {\n let _e122 = (*c_2);\n let _e124 = unnamed.uOutputExposure;\n param_2 = (_e122 * _e124);\n let _e126 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e126;\n }\n let _e127 = (*c_2);\n param_3 = _e127;\n let _e128 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e128;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e107 = unnamed.uFogColor;\n let _e109 = unnamed.uUnderwaterColor;\n let _e111 = unnamed.uUnderwaterFactor;\n return mix(_e107, _e109, vec3(_e111));\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 _e116 = unnamed.uFogMode;\n if (_e116 == 1i) {\n let _e119 = unnamed.uFogFar;\n let _e121 = unnamed.uFogNear;\n span = max((_e119 - _e121), 0.0001f);\n let _e124 = (*dist);\n let _e126 = unnamed.uFogNear;\n let _e128 = span;\n ramp = clamp(((_e124 - _e126) / _e128), 0f, 1f);\n let _e132 = unnamed.uUnderwaterFactor;\n if (_e132 <= 0f) {\n let _e134 = ramp;\n return _e134;\n }\n let _e136 = unnamed.uUnderwaterFogDensity;\n let _e137 = (*dist);\n wetLinear = (_e136 * _e137);\n let _e139 = ramp;\n let _e140 = wetLinear;\n let _e142 = wetLinear;\n let _e148 = unnamed.uUnderwaterFactor;\n return mix(_e139, (1f - exp2(((-(_e140) * _e142) * 1.442695f))), _e148);\n }\n let _e150 = (*pointY);\n let _e152 = unnamed.uFogEyeY;\n let _e155 = unnamed.uFogHeightFalloff;\n t = ((_e150 - _e152) * _e155);\n let _e157 = t;\n let _e160 = t;\n denom = select(_e160, 0.0001f, (abs(_e157) < 0.0001f));\n let _e163 = unnamed.uFogDensity;\n let _e165 = (*dist);\n let _e167 = denom;\n let _e172 = denom;\n air = (1f - exp((((-(_e163) * _e165) * (1f - exp(-(_e167)))) / _e172)));\n let _e177 = unnamed.uUnderwaterFactor;\n if (_e177 <= 0f) {\n let _e179 = air;\n return _e179;\n }\n let _e181 = unnamed.uUnderwaterFogDensity;\n let _e182 = (*dist);\n wet = (_e181 * _e182);\n let _e184 = air;\n let _e185 = wet;\n let _e187 = wet;\n let _e193 = unnamed.uUnderwaterFactor;\n return mix(_e184, (1f - exp2(((-(_e185) * _e187) * 1.442695f))), _e193);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e107 = (*p);\n return fract((sin(dot(_e107, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e114 = (*p_1);\n i = floor(_e114);\n let _e116 = (*p_1);\n f = fract(_e116);\n let _e118 = f;\n let _e119 = f;\n let _e121 = f;\n u = ((_e118 * _e119) * (vec2(3f) - (_e121 * 2f)));\n let _e126 = i;\n param_4 = _e126;\n let _e127 = hash21_u0028_vf2_u003b((&param_4));\n let _e128 = i;\n param_5 = (_e128 + vec2<f32>(1f, 0f));\n let _e130 = hash21_u0028_vf2_u003b((&param_5));\n let _e132 = u[0u];\n let _e134 = i;\n param_6 = (_e134 + vec2<f32>(0f, 1f));\n let _e136 = hash21_u0028_vf2_u003b((&param_6));\n let _e137 = i;\n param_7 = (_e137 + vec2<f32>(1f, 1f));\n let _e139 = hash21_u0028_vf2_u003b((&param_7));\n let _e141 = u[0u];\n let _e144 = u[1u];\n return mix(mix(_e127, _e130, _e132), mix(_e136, _e139, _e141), _e144);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b_i1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>, octaves: ptr<function, i32>) -> f32 {\n var v_1: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n\n let _e112 = (*p_2);\n let _e114 = (*t_1);\n param_8 = ((_e112 * 2.4f) + vec2<f32>(0f, (-(_e114) * 0.5f)));\n let _e119 = valueNoise_u0028_vf2_u003b((&param_8));\n v_1 = (_e119 * 0.62f);\n let _e121 = (*octaves);\n if (_e121 == 1i) {\n let _e123 = v_1;\n return (_e123 / 0.62f);\n }\n let _e125 = (*p_2);\n let _e127 = (*t_1);\n let _e129 = (*t_1);\n param_9 = ((_e125 * 5.1f) + vec2<f32>((_e127 * 0.15f), (-(_e129) * 0.8f)));\n let _e134 = valueNoise_u0028_vf2_u003b((&param_9));\n let _e136 = v_1;\n v_1 = (_e136 + (_e134 * 0.38f));\n let _e138 = v_1;\n return (_e138 / 1f);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var t_2: f32;\n var n: f32;\n var param_10: vec2<f32>;\n var param_11: f32;\n var param_12: i32;\n var erode: f32;\n var mask: f32;\n var n3_: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var i_1: i32;\n var toLight: vec3<f32>;\n var dist_1: f32;\n var radius: f32;\n var falloff: f32;\n var wrapped: f32;\n var shaded: vec3<f32>;\n var fog: f32;\n var param_13: f32;\n var param_14: f32;\n var param_15: vec3<f32>;\n\n let _e129 = vUv_1;\n r = length(_e129);\n let _e131 = r;\n body = (1f - smoothstep(0.35f, 1f, _e131));\n let _e134 = body;\n if (_e134 <= 0f) {\n discard;\n }\n let _e137 = unnamed.uTime;\n let _e139 = vSeed_1;\n t_2 = ((_e137 * 0.55f) + (_e139 * 7.31f));\n let _e142 = vUv_1;\n let _e143 = vAge_1;\n let _e147 = vSeed_1;\n param_10 = ((_e142 * (0.9f + (_e143 * 1.4f))) + vec2<f32>((_e147 * 3.7f), 0f));\n let _e151 = t_2;\n param_11 = _e151;\n let _e153 = unnamed.uNoiseOctaves;\n param_12 = _e153;\n let _e154 = billow_u0028_vf2_u003b_f1_u003b_i1_u003b((&param_10), (&param_11), (&param_12));\n n = _e154;\n let _e155 = n;\n let _e157 = unnamed.uErosion;\n let _e158 = vAge_1;\n erode = mix(1f, _e155, (_e157 * (0.35f + (_e158 * 0.65f))));\n let _e163 = body;\n let _e164 = erode;\n mask = clamp((_e163 * _e164), 0f, 1f);\n let _e167 = mask;\n let _e169 = mask;\n mask = (_e169 * smoothstep(0f, 0.25f, _e167));\n let _e171 = mask;\n if (_e171 <= 0.002f) {\n discard;\n }\n let _e173 = vNormal_1;\n n3_ = normalize(_e173);\n let _e175 = n3_;\n let _e177 = unnamed.uDirectionalDir;\n ndl = ((dot(_e175, _e177) * 0.5f) + 0.5f);\n let _e182 = unnamed.uAmbient;\n let _e184 = unnamed.uDirectionalColor;\n let _e185 = ndl;\n lit = (_e182 + (_e184 * _e185));\n i_1 = 0i;\n loop {\n let _e188 = i_1;\n if (_e188 < 16i) {\n let _e190 = i_1;\n let _e192 = unnamed.uLightCount;\n if (_e190 >= _e192) {\n break;\n }\n let _e194 = i_1;\n let _e197 = unnamed.uLightPos[_e194];\n let _e198 = vWorldPos_1;\n toLight = (_e197 - _e198);\n let _e200 = toLight;\n dist_1 = length(_e200);\n let _e202 = i_1;\n let _e206 = unnamed.uLightRadius[_e202][0u];\n radius = _e206;\n let _e207 = radius;\n let _e209 = dist_1;\n let _e210 = radius;\n if ((_e207 <= 0f) || (_e209 >= _e210)) {\n continue;\n }\n let _e213 = dist_1;\n let _e214 = radius;\n falloff = (1f - (_e213 / _e214));\n let _e217 = n3_;\n let _e218 = toLight;\n let _e219 = dist_1;\n wrapped = ((dot(_e217, (_e218 / vec3(max(_e219, 0.0001f)))) * 0.5f) + 0.5f);\n let _e226 = i_1;\n let _e229 = unnamed.uLightColor[_e226];\n let _e230 = falloff;\n let _e232 = falloff;\n let _e234 = wrapped;\n let _e236 = i_1;\n let _e240 = unnamed.uLightWeight[_e236][0u];\n let _e242 = lit;\n lit = (_e242 + ((((_e229 * _e230) * _e232) * _e234) * _e240));\n continue;\n } else {\n break;\n }\n continuing {\n let _e244 = i_1;\n i_1 = (_e244 + 1i);\n }\n }\n let _e246 = vColor_1;\n let _e247 = lit;\n shaded = (_e246 * _e247);\n let _e249 = vWorldPos_1;\n let _e251 = unnamed.uCameraPos;\n param_13 = distance(_e249, _e251);\n let _e254 = vWorldPos_1[1u];\n param_14 = _e254;\n let _e255 = mediumFog_u0028_f1_u003b_f1_u003b((&param_13), (&param_14));\n fog = _e255;\n let _e256 = shaded;\n let _e257 = mediumColor_u0028_();\n let _e258 = fog;\n param_15 = mix(_e256, _e257, vec3(_e258));\n let _e261 = applyOutputTransform_u0028_vf3_u003b((&param_15));\n let _e262 = mask;\n let _e263 = vAlpha_1;\n outColor = vec4<f32>(_e261.x, _e261.y, _e261.z, (_e262 * _e263));\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(6) vNormal: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(2) vAlpha: f32) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vAlpha_1 = vAlpha;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
10
+ export const PARTICLE_SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uNoiseOctaves: i32,\n uErosion: f32,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAlpha_1: f32;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e109 = (*c);\n low = (_e109 * 12.92f);\n let _e111 = (*c);\n high = ((pow(max(_e111, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e117 = high;\n let _e118 = low;\n let _e119 = (*c);\n return mix(_e117, _e118, step(_e119, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e110 = (*c_1)[0u];\n let _e112 = (*c_1)[1u];\n let _e114 = (*c_1)[2u];\n m = max(_e110, max(_e112, _e114));\n let _e117 = m;\n if (_e117 <= 0.8f) {\n let _e119 = (*c_1);\n return _e119;\n }\n let _e120 = m;\n e = (_e120 - 0.8f);\n let _e122 = (*c_1);\n let _e123 = e;\n let _e125 = e;\n let _e129 = m;\n return (_e122 * ((0.8f + ((0.2f * _e123) / (_e125 + 0.2f))) / _e129));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e109 = (*v);\n let _e110 = (*v);\n a = ((_e109 * (_e110 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e116 = (*v);\n let _e117 = (*v);\n b = ((_e116 * ((_e117 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e124 = a;\n let _e125 = b;\n return (_e124 / _e125);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e109 = unnamed.uOutputExposure;\n let _e110 = (*x);\n (*x) = (_e110 * _e109);\n let _e112 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e112);\n let _e114 = rrtAndOdtFit_u0028_vf3_u003b((&param));\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)) * _e114), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e111 = unnamed.uOutputTransform;\n if (_e111 == 0i) {\n let _e113 = (*c_2);\n return _e113;\n }\n let _e115 = unnamed.uOutputTransform;\n if (_e115 == 2i) {\n let _e117 = (*c_2);\n param_1 = _e117;\n let _e118 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e118;\n }\n let _e120 = unnamed.uOutputTransform;\n if (_e120 == 3i) {\n let _e122 = (*c_2);\n let _e124 = unnamed.uOutputExposure;\n param_2 = (_e122 * _e124);\n let _e126 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e126;\n }\n let _e127 = (*c_2);\n param_3 = _e127;\n let _e128 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e128;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e107 = unnamed.uFogColor;\n let _e109 = unnamed.uUnderwaterColor;\n let _e111 = unnamed.uUnderwaterFactor;\n return mix(_e107, _e109, vec3(_e111));\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 _e120 = unnamed.uFogMode;\n if (_e120 == 1i) {\n let _e123 = unnamed.uFogFar;\n let _e125 = unnamed.uFogNear;\n span = max((_e123 - _e125), 0.0001f);\n let _e128 = (*dist);\n let _e130 = unnamed.uFogNear;\n let _e132 = span;\n ramp = clamp(((_e128 - _e130) / _e132), 0f, 1f);\n let _e136 = unnamed.uUnderwaterFactor;\n if (_e136 <= 0f) {\n let _e138 = ramp;\n return _e138;\n }\n let _e140 = unnamed.uUnderwaterFogDensity;\n let _e141 = (*dist);\n wetLinear = (_e140 * _e141);\n let _e143 = ramp;\n let _e144 = wetLinear;\n let _e146 = wetLinear;\n let _e152 = unnamed.uUnderwaterFactor;\n return mix(_e143, (1f - exp2(((-(_e144) * _e146) * 1.442695f))), _e152);\n }\n let _e155 = unnamed.uFogNear;\n let _e156 = (*dist);\n start = min(_e155, _e156);\n let _e158 = (*dist);\n if (_e158 > 0f) {\n let _e160 = start;\n let _e161 = (*dist);\n local = (_e160 / _e161);\n } else {\n local = 0f;\n }\n let _e163 = local;\n before = _e163;\n let _e164 = (*pointY);\n let _e166 = unnamed.uFogEyeY;\n let _e169 = unnamed.uFogHeightFalloff;\n t = ((_e164 - _e166) * _e169);\n let _e171 = t;\n let _e172 = before;\n rest = (_e171 * (1f - _e172));\n let _e175 = rest;\n let _e178 = rest;\n denom = select(_e178, 0.0001f, (abs(_e175) < 0.0001f));\n let _e181 = unnamed.uFogDensity;\n let _e183 = t;\n let _e185 = before;\n let _e189 = (*dist);\n let _e190 = start;\n let _e193 = denom;\n let _e198 = denom;\n air = (1f - exp(((((-(_e181) * exp((-(_e183) * _e185))) * (_e189 - _e190)) * (1f - exp(-(_e193)))) / _e198)));\n let _e203 = unnamed.uUnderwaterFactor;\n if (_e203 <= 0f) {\n let _e205 = air;\n return _e205;\n }\n let _e207 = unnamed.uUnderwaterFogDensity;\n let _e208 = (*dist);\n wet = (_e207 * _e208);\n let _e210 = air;\n let _e211 = wet;\n let _e213 = wet;\n let _e219 = unnamed.uUnderwaterFactor;\n return mix(_e210, (1f - exp2(((-(_e211) * _e213) * 1.442695f))), _e219);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e107 = (*p);\n return fract((sin(dot(_e107, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e114 = (*p_1);\n i = floor(_e114);\n let _e116 = (*p_1);\n f = fract(_e116);\n let _e118 = f;\n let _e119 = f;\n let _e121 = f;\n u = ((_e118 * _e119) * (vec2(3f) - (_e121 * 2f)));\n let _e126 = i;\n param_4 = _e126;\n let _e127 = hash21_u0028_vf2_u003b((&param_4));\n let _e128 = i;\n param_5 = (_e128 + vec2<f32>(1f, 0f));\n let _e130 = hash21_u0028_vf2_u003b((&param_5));\n let _e132 = u[0u];\n let _e134 = i;\n param_6 = (_e134 + vec2<f32>(0f, 1f));\n let _e136 = hash21_u0028_vf2_u003b((&param_6));\n let _e137 = i;\n param_7 = (_e137 + vec2<f32>(1f, 1f));\n let _e139 = hash21_u0028_vf2_u003b((&param_7));\n let _e141 = u[0u];\n let _e144 = u[1u];\n return mix(mix(_e127, _e130, _e132), mix(_e136, _e139, _e141), _e144);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b_i1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>, octaves: ptr<function, i32>) -> f32 {\n var v_1: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n\n let _e112 = (*p_2);\n let _e114 = (*t_1);\n param_8 = ((_e112 * 2.4f) + vec2<f32>(0f, (-(_e114) * 0.5f)));\n let _e119 = valueNoise_u0028_vf2_u003b((&param_8));\n v_1 = (_e119 * 0.62f);\n let _e121 = (*octaves);\n if (_e121 == 1i) {\n let _e123 = v_1;\n return (_e123 / 0.62f);\n }\n let _e125 = (*p_2);\n let _e127 = (*t_1);\n let _e129 = (*t_1);\n param_9 = ((_e125 * 5.1f) + vec2<f32>((_e127 * 0.15f), (-(_e129) * 0.8f)));\n let _e134 = valueNoise_u0028_vf2_u003b((&param_9));\n let _e136 = v_1;\n v_1 = (_e136 + (_e134 * 0.38f));\n let _e138 = v_1;\n return (_e138 / 1f);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var t_2: f32;\n var n: f32;\n var param_10: vec2<f32>;\n var param_11: f32;\n var param_12: i32;\n var erode: f32;\n var mask: f32;\n var n3_: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var i_1: i32;\n var toLight: vec3<f32>;\n var dist_1: f32;\n var radius: f32;\n var falloff: f32;\n var wrapped: f32;\n var shaded: vec3<f32>;\n var fog: f32;\n var param_13: f32;\n var param_14: f32;\n var param_15: vec3<f32>;\n\n let _e129 = vUv_1;\n r = length(_e129);\n let _e131 = r;\n body = (1f - smoothstep(0.35f, 1f, _e131));\n let _e134 = body;\n if (_e134 <= 0f) {\n discard;\n }\n let _e137 = unnamed.uTime;\n let _e139 = vSeed_1;\n t_2 = ((_e137 * 0.55f) + (_e139 * 7.31f));\n let _e142 = vUv_1;\n let _e143 = vAge_1;\n let _e147 = vSeed_1;\n param_10 = ((_e142 * (0.9f + (_e143 * 1.4f))) + vec2<f32>((_e147 * 3.7f), 0f));\n let _e151 = t_2;\n param_11 = _e151;\n let _e153 = unnamed.uNoiseOctaves;\n param_12 = _e153;\n let _e154 = billow_u0028_vf2_u003b_f1_u003b_i1_u003b((&param_10), (&param_11), (&param_12));\n n = _e154;\n let _e155 = n;\n let _e157 = unnamed.uErosion;\n let _e158 = vAge_1;\n erode = mix(1f, _e155, (_e157 * (0.35f + (_e158 * 0.65f))));\n let _e163 = body;\n let _e164 = erode;\n mask = clamp((_e163 * _e164), 0f, 1f);\n let _e167 = mask;\n let _e169 = mask;\n mask = (_e169 * smoothstep(0f, 0.25f, _e167));\n let _e171 = mask;\n if (_e171 <= 0.002f) {\n discard;\n }\n let _e173 = vNormal_1;\n n3_ = normalize(_e173);\n let _e175 = n3_;\n let _e177 = unnamed.uDirectionalDir;\n ndl = ((dot(_e175, _e177) * 0.5f) + 0.5f);\n let _e182 = unnamed.uAmbient;\n let _e184 = unnamed.uDirectionalColor;\n let _e185 = ndl;\n lit = (_e182 + (_e184 * _e185));\n i_1 = 0i;\n loop {\n let _e188 = i_1;\n if (_e188 < 16i) {\n let _e190 = i_1;\n let _e192 = unnamed.uLightCount;\n if (_e190 >= _e192) {\n break;\n }\n let _e194 = i_1;\n let _e197 = unnamed.uLightPos[_e194];\n let _e198 = vWorldPos_1;\n toLight = (_e197 - _e198);\n let _e200 = toLight;\n dist_1 = length(_e200);\n let _e202 = i_1;\n let _e206 = unnamed.uLightRadius[_e202][0u];\n radius = _e206;\n let _e207 = radius;\n let _e209 = dist_1;\n let _e210 = radius;\n if ((_e207 <= 0f) || (_e209 >= _e210)) {\n continue;\n }\n let _e213 = dist_1;\n let _e214 = radius;\n falloff = (1f - (_e213 / _e214));\n let _e217 = n3_;\n let _e218 = toLight;\n let _e219 = dist_1;\n wrapped = ((dot(_e217, (_e218 / vec3(max(_e219, 0.0001f)))) * 0.5f) + 0.5f);\n let _e226 = i_1;\n let _e229 = unnamed.uLightColor[_e226];\n let _e230 = falloff;\n let _e232 = falloff;\n let _e234 = wrapped;\n let _e236 = i_1;\n let _e240 = unnamed.uLightWeight[_e236][0u];\n let _e242 = lit;\n lit = (_e242 + ((((_e229 * _e230) * _e232) * _e234) * _e240));\n continue;\n } else {\n break;\n }\n continuing {\n let _e244 = i_1;\n i_1 = (_e244 + 1i);\n }\n }\n let _e246 = vColor_1;\n let _e247 = lit;\n shaded = (_e246 * _e247);\n let _e249 = vWorldPos_1;\n let _e251 = unnamed.uCameraPos;\n param_13 = distance(_e249, _e251);\n let _e254 = vWorldPos_1[1u];\n param_14 = _e254;\n let _e255 = mediumFog_u0028_f1_u003b_f1_u003b((&param_13), (&param_14));\n fog = _e255;\n let _e256 = shaded;\n let _e257 = mediumColor_u0028_();\n let _e258 = fog;\n param_15 = mix(_e256, _e257, vec3(_e258));\n let _e261 = applyOutputTransform_u0028_vf3_u003b((&param_15));\n let _e262 = mask;\n let _e263 = vAlpha_1;\n outColor = vec4<f32>(_e261.x, _e261.y, _e261.z, (_e262 * _e263));\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(6) vNormal: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(2) vAlpha: f32) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vAlpha_1 = vAlpha;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
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- export const PARTICLE_SPARK_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCameraPos: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e90 = (*c);\n low = (_e90 * 12.92f);\n let _e92 = (*c);\n high = ((pow(max(_e92, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e98 = high;\n let _e99 = low;\n let _e100 = (*c);\n return mix(_e98, _e99, step(_e100, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e91 = (*c_1)[0u];\n let _e93 = (*c_1)[1u];\n let _e95 = (*c_1)[2u];\n m = max(_e91, max(_e93, _e95));\n let _e98 = m;\n if (_e98 <= 0.8f) {\n let _e100 = (*c_1);\n return _e100;\n }\n let _e101 = m;\n e = (_e101 - 0.8f);\n let _e103 = (*c_1);\n let _e104 = e;\n let _e106 = e;\n let _e110 = m;\n return (_e103 * ((0.8f + ((0.2f * _e104) / (_e106 + 0.2f))) / _e110));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e90 = (*v);\n let _e91 = (*v);\n a = ((_e90 * (_e91 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e97 = (*v);\n let _e98 = (*v);\n b = ((_e97 * ((_e98 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e105 = a;\n let _e106 = b;\n return (_e105 / _e106);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e90 = unnamed.uOutputExposure;\n let _e91 = (*x);\n (*x) = (_e91 * _e90);\n let _e93 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e93);\n let _e95 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e95), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e92 = unnamed.uOutputTransform;\n if (_e92 == 0i) {\n let _e94 = (*c_2);\n return _e94;\n }\n let _e96 = unnamed.uOutputTransform;\n if (_e96 == 2i) {\n let _e98 = (*c_2);\n param_1 = _e98;\n let _e99 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e99;\n }\n let _e101 = unnamed.uOutputTransform;\n if (_e101 == 3i) {\n let _e103 = (*c_2);\n let _e105 = unnamed.uOutputExposure;\n param_2 = (_e103 * _e105);\n let _e107 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e107;\n }\n let _e108 = (*c_2);\n param_3 = _e108;\n let _e109 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e109;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e97 = unnamed.uFogMode;\n if (_e97 == 1i) {\n let _e100 = unnamed.uFogFar;\n let _e102 = unnamed.uFogNear;\n span = max((_e100 - _e102), 0.0001f);\n let _e105 = (*dist);\n let _e107 = unnamed.uFogNear;\n let _e109 = span;\n ramp = clamp(((_e105 - _e107) / _e109), 0f, 1f);\n let _e113 = unnamed.uUnderwaterFactor;\n if (_e113 <= 0f) {\n let _e115 = ramp;\n return _e115;\n }\n let _e117 = unnamed.uUnderwaterFogDensity;\n let _e118 = (*dist);\n wetLinear = (_e117 * _e118);\n let _e120 = ramp;\n let _e121 = wetLinear;\n let _e123 = wetLinear;\n let _e129 = unnamed.uUnderwaterFactor;\n return mix(_e120, (1f - exp2(((-(_e121) * _e123) * 1.442695f))), _e129);\n }\n let _e131 = (*pointY);\n let _e133 = unnamed.uFogEyeY;\n let _e136 = unnamed.uFogHeightFalloff;\n t = ((_e131 - _e133) * _e136);\n let _e138 = t;\n let _e141 = t;\n denom = select(_e141, 0.0001f, (abs(_e138) < 0.0001f));\n let _e144 = unnamed.uFogDensity;\n let _e146 = (*dist);\n let _e148 = denom;\n let _e153 = denom;\n air = (1f - exp((((-(_e144) * _e146) * (1f - exp(-(_e148)))) / _e153)));\n let _e158 = unnamed.uUnderwaterFactor;\n if (_e158 <= 0f) {\n let _e160 = air;\n return _e160;\n }\n let _e162 = unnamed.uUnderwaterFogDensity;\n let _e163 = (*dist);\n wet = (_e162 * _e163);\n let _e165 = air;\n let _e166 = wet;\n let _e168 = wet;\n let _e174 = unnamed.uUnderwaterFactor;\n return mix(_e165, (1f - exp2(((-(_e166) * _e168) * 1.442695f))), _e174);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e88 = (*p);\n return fract((sin(dot(_e88, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e95 = (*p_1);\n i = floor(_e95);\n let _e97 = (*p_1);\n f = fract(_e97);\n let _e99 = f;\n let _e100 = f;\n let _e102 = f;\n u = ((_e99 * _e100) * (vec2(3f) - (_e102 * 2f)));\n let _e107 = i;\n param_4 = _e107;\n let _e108 = hash21_u0028_vf2_u003b((&param_4));\n let _e109 = i;\n param_5 = (_e109 + vec2<f32>(1f, 0f));\n let _e111 = hash21_u0028_vf2_u003b((&param_5));\n let _e113 = u[0u];\n let _e115 = i;\n param_6 = (_e115 + vec2<f32>(0f, 1f));\n let _e117 = hash21_u0028_vf2_u003b((&param_6));\n let _e118 = i;\n param_7 = (_e118 + vec2<f32>(1f, 1f));\n let _e120 = hash21_u0028_vf2_u003b((&param_7));\n let _e122 = u[0u];\n let _e125 = u[1u];\n return mix(mix(_e108, _e111, _e113), mix(_e117, _e120, _e122), _e125);\n}\n\nfn main_1() {\n var r: f32;\n var core: f32;\n var halo: f32;\n var flick: f32;\n var param_8: vec2<f32>;\n var cool: f32;\n var energy: f32;\n var fog: f32;\n var param_9: f32;\n var param_10: f32;\n var param_11: vec3<f32>;\n\n let _e98 = vUv_1;\n r = length(_e98);\n let _e100 = r;\n if (_e100 > 1f) {\n discard;\n }\n let _e102 = r;\n core = pow((1f - clamp(_e102, 0f, 1f)), 6f);\n let _e106 = r;\n halo = pow((1f - clamp(_e106, 0f, 1f)), 1.6f);\n let _e111 = unnamed.uTime;\n let _e113 = vSeed_1;\n let _e116 = vSeed_1;\n param_8 = vec2<f32>(((_e111 * 9f) + (_e113 * 13f)), _e116);\n let _e118 = valueNoise_u0028_vf2_u003b((&param_8));\n flick = (0.7f + (0.3f * _e118));\n let _e121 = vAge_1;\n let _e122 = vAge_1;\n cool = (1f - (_e121 * _e122));\n let _e125 = halo;\n let _e127 = core;\n let _e129 = unnamed.uCoreGain;\n let _e132 = flick;\n let _e134 = cool;\n let _e136 = vAlpha_1;\n energy = (((((_e125 * 0.55f) + (_e127 * _e129)) * _e132) * _e134) * _e136);\n let _e138 = vWorldPos_1;\n let _e140 = unnamed.uCameraPos;\n param_9 = distance(_e138, _e140);\n let _e143 = vWorldPos_1[1u];\n param_10 = _e143;\n let _e144 = mediumFog_u0028_f1_u003b_f1_u003b((&param_9), (&param_10));\n fog = _e144;\n let _e145 = fog;\n let _e147 = energy;\n energy = (_e147 * (1f - _e145));\n let _e149 = vColor_1;\n let _e150 = energy;\n param_11 = (_e149 * _e150);\n let _e152 = applyOutputTransform_u0028_vf3_u003b((&param_11));\n outColor = vec4<f32>(_e152.x, _e152.y, _e152.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(2) vAlpha: f32, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vAlpha_1 = vAlpha;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
12
+ export const PARTICLE_SPARK_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCameraPos: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e90 = (*c);\n low = (_e90 * 12.92f);\n let _e92 = (*c);\n high = ((pow(max(_e92, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e98 = high;\n let _e99 = low;\n let _e100 = (*c);\n return mix(_e98, _e99, step(_e100, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e91 = (*c_1)[0u];\n let _e93 = (*c_1)[1u];\n let _e95 = (*c_1)[2u];\n m = max(_e91, max(_e93, _e95));\n let _e98 = m;\n if (_e98 <= 0.8f) {\n let _e100 = (*c_1);\n return _e100;\n }\n let _e101 = m;\n e = (_e101 - 0.8f);\n let _e103 = (*c_1);\n let _e104 = e;\n let _e106 = e;\n let _e110 = m;\n return (_e103 * ((0.8f + ((0.2f * _e104) / (_e106 + 0.2f))) / _e110));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e90 = (*v);\n let _e91 = (*v);\n a = ((_e90 * (_e91 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e97 = (*v);\n let _e98 = (*v);\n b = ((_e97 * ((_e98 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e105 = a;\n let _e106 = b;\n return (_e105 / _e106);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e90 = unnamed.uOutputExposure;\n let _e91 = (*x);\n (*x) = (_e91 * _e90);\n let _e93 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e93);\n let _e95 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e95), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e92 = unnamed.uOutputTransform;\n if (_e92 == 0i) {\n let _e94 = (*c_2);\n return _e94;\n }\n let _e96 = unnamed.uOutputTransform;\n if (_e96 == 2i) {\n let _e98 = (*c_2);\n param_1 = _e98;\n let _e99 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e99;\n }\n let _e101 = unnamed.uOutputTransform;\n if (_e101 == 3i) {\n let _e103 = (*c_2);\n let _e105 = unnamed.uOutputExposure;\n param_2 = (_e103 * _e105);\n let _e107 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e107;\n }\n let _e108 = (*c_2);\n param_3 = _e108;\n let _e109 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e109;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var 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 _e101 = unnamed.uFogMode;\n if (_e101 == 1i) {\n let _e104 = unnamed.uFogFar;\n let _e106 = unnamed.uFogNear;\n span = max((_e104 - _e106), 0.0001f);\n let _e109 = (*dist);\n let _e111 = unnamed.uFogNear;\n let _e113 = span;\n ramp = clamp(((_e109 - _e111) / _e113), 0f, 1f);\n let _e117 = unnamed.uUnderwaterFactor;\n if (_e117 <= 0f) {\n let _e119 = ramp;\n return _e119;\n }\n let _e121 = unnamed.uUnderwaterFogDensity;\n let _e122 = (*dist);\n wetLinear = (_e121 * _e122);\n let _e124 = ramp;\n let _e125 = wetLinear;\n let _e127 = wetLinear;\n let _e133 = unnamed.uUnderwaterFactor;\n return mix(_e124, (1f - exp2(((-(_e125) * _e127) * 1.442695f))), _e133);\n }\n let _e136 = unnamed.uFogNear;\n let _e137 = (*dist);\n start = min(_e136, _e137);\n let _e139 = (*dist);\n if (_e139 > 0f) {\n let _e141 = start;\n let _e142 = (*dist);\n local = (_e141 / _e142);\n } else {\n local = 0f;\n }\n let _e144 = local;\n before = _e144;\n let _e145 = (*pointY);\n let _e147 = unnamed.uFogEyeY;\n let _e150 = unnamed.uFogHeightFalloff;\n t = ((_e145 - _e147) * _e150);\n let _e152 = t;\n let _e153 = before;\n rest = (_e152 * (1f - _e153));\n let _e156 = rest;\n let _e159 = rest;\n denom = select(_e159, 0.0001f, (abs(_e156) < 0.0001f));\n let _e162 = unnamed.uFogDensity;\n let _e164 = t;\n let _e166 = before;\n let _e170 = (*dist);\n let _e171 = start;\n let _e174 = denom;\n let _e179 = denom;\n air = (1f - exp(((((-(_e162) * exp((-(_e164) * _e166))) * (_e170 - _e171)) * (1f - exp(-(_e174)))) / _e179)));\n let _e184 = unnamed.uUnderwaterFactor;\n if (_e184 <= 0f) {\n let _e186 = air;\n return _e186;\n }\n let _e188 = unnamed.uUnderwaterFogDensity;\n let _e189 = (*dist);\n wet = (_e188 * _e189);\n let _e191 = air;\n let _e192 = wet;\n let _e194 = wet;\n let _e200 = unnamed.uUnderwaterFactor;\n return mix(_e191, (1f - exp2(((-(_e192) * _e194) * 1.442695f))), _e200);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e88 = (*p);\n return fract((sin(dot(_e88, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e95 = (*p_1);\n i = floor(_e95);\n let _e97 = (*p_1);\n f = fract(_e97);\n let _e99 = f;\n let _e100 = f;\n let _e102 = f;\n u = ((_e99 * _e100) * (vec2(3f) - (_e102 * 2f)));\n let _e107 = i;\n param_4 = _e107;\n let _e108 = hash21_u0028_vf2_u003b((&param_4));\n let _e109 = i;\n param_5 = (_e109 + vec2<f32>(1f, 0f));\n let _e111 = hash21_u0028_vf2_u003b((&param_5));\n let _e113 = u[0u];\n let _e115 = i;\n param_6 = (_e115 + vec2<f32>(0f, 1f));\n let _e117 = hash21_u0028_vf2_u003b((&param_6));\n let _e118 = i;\n param_7 = (_e118 + vec2<f32>(1f, 1f));\n let _e120 = hash21_u0028_vf2_u003b((&param_7));\n let _e122 = u[0u];\n let _e125 = u[1u];\n return mix(mix(_e108, _e111, _e113), mix(_e117, _e120, _e122), _e125);\n}\n\nfn main_1() {\n var r: f32;\n var core: f32;\n var halo: f32;\n var flick: f32;\n var param_8: vec2<f32>;\n var cool: f32;\n var energy: f32;\n var fog: f32;\n var param_9: f32;\n var param_10: f32;\n var param_11: vec3<f32>;\n\n let _e98 = vUv_1;\n r = length(_e98);\n let _e100 = r;\n if (_e100 > 1f) {\n discard;\n }\n let _e102 = r;\n core = pow((1f - clamp(_e102, 0f, 1f)), 6f);\n let _e106 = r;\n halo = pow((1f - clamp(_e106, 0f, 1f)), 1.6f);\n let _e111 = unnamed.uTime;\n let _e113 = vSeed_1;\n let _e116 = vSeed_1;\n param_8 = vec2<f32>(((_e111 * 9f) + (_e113 * 13f)), _e116);\n let _e118 = valueNoise_u0028_vf2_u003b((&param_8));\n flick = (0.7f + (0.3f * _e118));\n let _e121 = vAge_1;\n let _e122 = vAge_1;\n cool = (1f - (_e121 * _e122));\n let _e125 = halo;\n let _e127 = core;\n let _e129 = unnamed.uCoreGain;\n let _e132 = flick;\n let _e134 = cool;\n let _e136 = vAlpha_1;\n energy = (((((_e125 * 0.55f) + (_e127 * _e129)) * _e132) * _e134) * _e136);\n let _e138 = vWorldPos_1;\n let _e140 = unnamed.uCameraPos;\n param_9 = distance(_e138, _e140);\n let _e143 = vWorldPos_1[1u];\n param_10 = _e143;\n let _e144 = mediumFog_u0028_f1_u003b_f1_u003b((&param_9), (&param_10));\n fog = _e144;\n let _e145 = fog;\n let _e147 = energy;\n energy = (_e147 * (1f - _e145));\n let _e149 = vColor_1;\n let _e150 = energy;\n param_11 = (_e149 * _e150);\n let _e152 = applyOutputTransform_u0028_vf3_u003b((&param_11));\n outColor = vec4<f32>(_e152.x, _e152.y, _e152.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(2) vAlpha: f32, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vAlpha_1 = vAlpha;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
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14
- export const PARTICLE_SPRITE_FRAG_WGSL = "struct Uniforms {\n uCells: vec4<f32>,\n uFade: vec4<f32>,\n uDepthToViewZ: vec4<f32>,\n uViewport: vec2<f32>,\n uCameraPos: vec3<f32>,\n uFogEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vFrame_1: f32;\n@group(0) @binding(32) \nvar uSprite_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uSprite_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\nvar<private> vViewDepth_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAge_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e89 = (*c);\n low = (_e89 * 12.92f);\n let _e91 = (*c);\n high = ((pow(max(_e91, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e97 = high;\n let _e98 = low;\n let _e99 = (*c);\n return mix(_e97, _e98, step(_e99, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e90 = (*c_1)[0u];\n let _e92 = (*c_1)[1u];\n let _e94 = (*c_1)[2u];\n m = max(_e90, max(_e92, _e94));\n let _e97 = m;\n if (_e97 <= 0.8f) {\n let _e99 = (*c_1);\n return _e99;\n }\n let _e100 = m;\n e = (_e100 - 0.8f);\n let _e102 = (*c_1);\n let _e103 = e;\n let _e105 = e;\n let _e109 = m;\n return (_e102 * ((0.8f + ((0.2f * _e103) / (_e105 + 0.2f))) / _e109));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e89 = (*v);\n let _e90 = (*v);\n a = ((_e89 * (_e90 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e96 = (*v);\n let _e97 = (*v);\n b = ((_e96 * ((_e97 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e104 = a;\n let _e105 = b;\n return (_e104 / _e105);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e89 = unnamed.uOutputExposure;\n let _e90 = (*x);\n (*x) = (_e90 * _e89);\n let _e92 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e92);\n let _e94 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e94), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e91 = unnamed.uOutputTransform;\n if (_e91 == 0i) {\n let _e93 = (*c_2);\n return _e93;\n }\n let _e95 = unnamed.uOutputTransform;\n if (_e95 == 2i) {\n let _e97 = (*c_2);\n param_1 = _e97;\n let _e98 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e98;\n }\n let _e100 = unnamed.uOutputTransform;\n if (_e100 == 3i) {\n let _e102 = (*c_2);\n let _e104 = unnamed.uOutputExposure;\n param_2 = (_e102 * _e104);\n let _e106 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e106;\n }\n let _e107 = (*c_2);\n param_3 = _e107;\n let _e108 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e108;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e87 = unnamed.uFogColor;\n let _e89 = unnamed.uUnderwaterColor;\n let _e91 = unnamed.uUnderwaterFactor;\n return mix(_e87, _e89, vec3(_e91));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e96 = unnamed.uFogMode;\n if (_e96 == 1i) {\n let _e99 = unnamed.uFogFar;\n let _e101 = unnamed.uFogNear;\n span = max((_e99 - _e101), 0.0001f);\n let _e104 = (*dist);\n let _e106 = unnamed.uFogNear;\n let _e108 = span;\n ramp = clamp(((_e104 - _e106) / _e108), 0f, 1f);\n let _e112 = unnamed.uUnderwaterFactor;\n if (_e112 <= 0f) {\n let _e114 = ramp;\n return _e114;\n }\n let _e116 = unnamed.uUnderwaterFogDensity;\n let _e117 = (*dist);\n wetLinear = (_e116 * _e117);\n let _e119 = ramp;\n let _e120 = wetLinear;\n let _e122 = wetLinear;\n let _e128 = unnamed.uUnderwaterFactor;\n return mix(_e119, (1f - exp2(((-(_e120) * _e122) * 1.442695f))), _e128);\n }\n let _e130 = (*pointY);\n let _e132 = unnamed.uFogEyeY;\n let _e135 = unnamed.uFogHeightFalloff;\n t = ((_e130 - _e132) * _e135);\n let _e137 = t;\n let _e140 = t;\n denom = select(_e140, 0.0001f, (abs(_e137) < 0.0001f));\n let _e143 = unnamed.uFogDensity;\n let _e145 = (*dist);\n let _e147 = denom;\n let _e152 = denom;\n air = (1f - exp((((-(_e143) * _e145) * (1f - exp(-(_e147)))) / _e152)));\n let _e157 = unnamed.uUnderwaterFactor;\n if (_e157 <= 0f) {\n let _e159 = air;\n return _e159;\n }\n let _e161 = unnamed.uUnderwaterFogDensity;\n let _e162 = (*dist);\n wet = (_e161 * _e162);\n let _e164 = air;\n let _e165 = wet;\n let _e167 = wet;\n let _e173 = unnamed.uUnderwaterFactor;\n return mix(_e164, (1f - exp2(((-(_e165) * _e167) * 1.442695f))), _e173);\n}\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e88 = (*depth);\n ndc = (1f - (_e88 * 2f));\n let _e93 = unnamed.uDepthToViewZ[0u];\n let _e94 = ndc;\n let _e98 = unnamed.uDepthToViewZ[1u];\n let _e102 = unnamed.uDepthToViewZ[2u];\n let _e103 = ndc;\n let _e107 = unnamed.uDepthToViewZ[3u];\n return (((_e93 * _e94) + _e98) / ((_e102 * _e103) + _e107));\n}\n\nfn cellUv_u0028_i1_u003b_vf2_u003b(cell: ptr<function, i32>, uv: ptr<function, vec2<f32>>) -> vec2<f32> {\n var columns: i32;\n var rows: i32;\n var wrapped: i32;\n var column: i32;\n var row: i32;\n\n let _e95 = unnamed.uCells[0u];\n columns = max(i32((_e95 + 0.5f)), 1i);\n let _e101 = unnamed.uCells[1u];\n rows = max(i32((_e101 + 0.5f)), 1i);\n let _e105 = (*cell);\n let _e106 = columns;\n let _e107 = rows;\n let _e108 = (_e106 * _e107);\n wrapped = (_e105 - (i32(floor((f32(_e105) / f32(_e108)))) * _e108));\n let _e116 = wrapped;\n let _e117 = columns;\n column = (_e116 - (i32(floor((f32(_e116) / f32(_e117)))) * _e117));\n let _e125 = wrapped;\n let _e126 = columns;\n row = (_e125 / _e126);\n let _e128 = column;\n let _e130 = row;\n let _e133 = (*uv);\n let _e135 = columns;\n let _e137 = rows;\n return ((vec2<f32>(f32(_e128), f32(_e130)) + _e133) / vec2<f32>(f32(_e135), f32(_e137)));\n}\n\nfn main_1() {\n var uv_1: vec2<f32>;\n var frame: f32;\n var first: i32;\n var image: vec4<f32>;\n var param_4: i32;\n var param_5: vec2<f32>;\n var next: vec4<f32>;\n var param_6: i32;\n var param_7: vec2<f32>;\n var fade: f32;\n var depth_1: f32;\n var param_8: f32;\n var alpha: f32;\n var color: vec3<f32>;\n var fog: f32;\n var param_9: f32;\n var param_10: f32;\n var param_11: vec3<f32>;\n var phi_484_: bool;\n\n let _e105 = vUv_1[0u];\n let _e109 = vUv_1[1u];\n uv_1 = vec2<f32>(((_e105 * 0.5f) + 0.5f), (0.5f - (_e109 * 0.5f)));\n let _e113 = vFrame_1;\n frame = max(_e113, 0f);\n let _e115 = frame;\n first = i32(floor(_e115));\n let _e118 = first;\n param_4 = _e118;\n let _e119 = uv_1;\n param_5 = _e119;\n let _e120 = cellUv_u0028_i1_u003b_vf2_u003b((&param_4), (&param_5));\n let _e123 = vec3<f32>(_e120.x, _e120.y, 0f);\n let _e129 = textureSample(uSprite_t, uSprite_s, vec2<f32>(_e123.x, _e123.y), i32(_e123.z));\n image = _e129;\n let _e132 = unnamed.uCells[2u];\n if (_e132 > 0.5f) {\n let _e134 = first;\n param_6 = (_e134 + 1i);\n let _e136 = uv_1;\n param_7 = _e136;\n let _e137 = cellUv_u0028_i1_u003b_vf2_u003b((&param_6), (&param_7));\n let _e140 = vec3<f32>(_e137.x, _e137.y, 0f);\n let _e146 = textureSample(uSprite_t, uSprite_s, vec2<f32>(_e140.x, _e140.y), i32(_e140.z));\n next = _e146;\n let _e147 = image;\n let _e148 = next;\n let _e149 = frame;\n image = mix(_e147, _e148, vec4(fract(_e149)));\n }\n fade = 1f;\n let _e155 = unnamed.uFade[2u];\n let _e156 = (_e155 > 0.5f);\n phi_484_ = _e156;\n if _e156 {\n let _e159 = unnamed.uFade[0u];\n phi_484_ = (_e159 > 0f);\n }\n let _e162 = phi_484_;\n if _e162 {\n let _e163 = gl_FragCoord_1;\n let _e166 = unnamed.uViewport;\n let _e168 = textureSampleLevel(uDepth_t, uDepth_s, (_e163.xy / _e166), 0f);\n depth_1 = _e168.x;\n let _e170 = depth_1;\n if !((_e170 <= 0f)) {\n let _e173 = depth_1;\n param_8 = _e173;\n let _e174 = viewZ_u0028_f1_u003b((&param_8));\n let _e176 = vViewDepth_1;\n let _e180 = unnamed.uFade[0u];\n fade = clamp(((abs(_e174) - _e176) / _e180), 0f, 1f);\n }\n }\n let _e185 = unnamed.uFade[1u];\n if (_e185 > 0f) {\n let _e187 = vViewDepth_1;\n let _e190 = unnamed.uFade[1u];\n let _e193 = fade;\n fade = (_e193 * clamp((_e187 / _e190), 0f, 1f));\n }\n let _e195 = vAlpha_1;\n let _e197 = image[3u];\n let _e199 = fade;\n alpha = ((_e195 * _e197) * _e199);\n let _e201 = alpha;\n if (_e201 <= 0.001f) {\n discard;\n }\n let _e203 = vColor_1;\n let _e204 = image;\n color = (_e203 * _e204.xyz);\n let _e208 = unnamed.uFogEnabled;\n if (_e208 != 0i) {\n let _e210 = vWorldPos_1;\n let _e212 = unnamed.uCameraPos;\n param_9 = distance(_e210, _e212);\n let _e215 = vWorldPos_1[1u];\n param_10 = _e215;\n let _e216 = mediumFog_u0028_f1_u003b_f1_u003b((&param_9), (&param_10));\n fog = _e216;\n let _e217 = color;\n let _e218 = mediumColor_u0028_();\n let _e219 = fog;\n color = mix(_e217, _e218, vec3(_e219));\n }\n let _e222 = color;\n param_11 = _e222;\n let _e223 = applyOutputTransform_u0028_vf3_u003b((&param_11));\n let _e224 = alpha;\n outColor = vec4<f32>(_e223.x, _e223.y, _e223.z, _e224);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(7) vFrame: f32, @builtin(position) gl_FragCoord: vec4<f32>, @location(8) vViewDepth: f32, @location(2) vAlpha: f32, @location(1) vColor: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(3) vAge: f32, @location(4) vSeed: f32, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vFrame_1 = vFrame;\n gl_FragCoord_1 = gl_FragCoord;\n vViewDepth_1 = vViewDepth;\n vAlpha_1 = vAlpha;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n vAge_1 = vAge;\n vSeed_1 = vSeed;\n vNormal_1 = vNormal;\n main_1();\n let _e21 = outColor;\n return _e21;\n}\n";
14
+ export const PARTICLE_SPRITE_FRAG_WGSL = "struct Uniforms {\n uCells: vec4<f32>,\n uFade: vec4<f32>,\n uDepthToViewZ: vec4<f32>,\n uViewport: vec2<f32>,\n uCameraPos: vec3<f32>,\n uFogEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vFrame_1: f32;\n@group(0) @binding(32) \nvar uSprite_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uSprite_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\nvar<private> vViewDepth_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAge_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e89 = (*c);\n low = (_e89 * 12.92f);\n let _e91 = (*c);\n high = ((pow(max(_e91, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e97 = high;\n let _e98 = low;\n let _e99 = (*c);\n return mix(_e97, _e98, step(_e99, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e90 = (*c_1)[0u];\n let _e92 = (*c_1)[1u];\n let _e94 = (*c_1)[2u];\n m = max(_e90, max(_e92, _e94));\n let _e97 = m;\n if (_e97 <= 0.8f) {\n let _e99 = (*c_1);\n return _e99;\n }\n let _e100 = m;\n e = (_e100 - 0.8f);\n let _e102 = (*c_1);\n let _e103 = e;\n let _e105 = e;\n let _e109 = m;\n return (_e102 * ((0.8f + ((0.2f * _e103) / (_e105 + 0.2f))) / _e109));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e89 = (*v);\n let _e90 = (*v);\n a = ((_e89 * (_e90 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e96 = (*v);\n let _e97 = (*v);\n b = ((_e96 * ((_e97 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e104 = a;\n let _e105 = b;\n return (_e104 / _e105);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e89 = unnamed.uOutputExposure;\n let _e90 = (*x);\n (*x) = (_e90 * _e89);\n let _e92 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e92);\n let _e94 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e94), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e91 = unnamed.uOutputTransform;\n if (_e91 == 0i) {\n let _e93 = (*c_2);\n return _e93;\n }\n let _e95 = unnamed.uOutputTransform;\n if (_e95 == 2i) {\n let _e97 = (*c_2);\n param_1 = _e97;\n let _e98 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e98;\n }\n let _e100 = unnamed.uOutputTransform;\n if (_e100 == 3i) {\n let _e102 = (*c_2);\n let _e104 = unnamed.uOutputExposure;\n param_2 = (_e102 * _e104);\n let _e106 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e106;\n }\n let _e107 = (*c_2);\n param_3 = _e107;\n let _e108 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e108;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e87 = unnamed.uFogColor;\n let _e89 = unnamed.uUnderwaterColor;\n let _e91 = unnamed.uUnderwaterFactor;\n return mix(_e87, _e89, vec3(_e91));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var 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 _e100 = unnamed.uFogMode;\n if (_e100 == 1i) {\n let _e103 = unnamed.uFogFar;\n let _e105 = unnamed.uFogNear;\n span = max((_e103 - _e105), 0.0001f);\n let _e108 = (*dist);\n let _e110 = unnamed.uFogNear;\n let _e112 = span;\n ramp = clamp(((_e108 - _e110) / _e112), 0f, 1f);\n let _e116 = unnamed.uUnderwaterFactor;\n if (_e116 <= 0f) {\n let _e118 = ramp;\n return _e118;\n }\n let _e120 = unnamed.uUnderwaterFogDensity;\n let _e121 = (*dist);\n wetLinear = (_e120 * _e121);\n let _e123 = ramp;\n let _e124 = wetLinear;\n let _e126 = wetLinear;\n let _e132 = unnamed.uUnderwaterFactor;\n return mix(_e123, (1f - exp2(((-(_e124) * _e126) * 1.442695f))), _e132);\n }\n let _e135 = unnamed.uFogNear;\n let _e136 = (*dist);\n start = min(_e135, _e136);\n let _e138 = (*dist);\n if (_e138 > 0f) {\n let _e140 = start;\n let _e141 = (*dist);\n local = (_e140 / _e141);\n } else {\n local = 0f;\n }\n let _e143 = local;\n before = _e143;\n let _e144 = (*pointY);\n let _e146 = unnamed.uFogEyeY;\n let _e149 = unnamed.uFogHeightFalloff;\n t = ((_e144 - _e146) * _e149);\n let _e151 = t;\n let _e152 = before;\n rest = (_e151 * (1f - _e152));\n let _e155 = rest;\n let _e158 = rest;\n denom = select(_e158, 0.0001f, (abs(_e155) < 0.0001f));\n let _e161 = unnamed.uFogDensity;\n let _e163 = t;\n let _e165 = before;\n let _e169 = (*dist);\n let _e170 = start;\n let _e173 = denom;\n let _e178 = denom;\n air = (1f - exp(((((-(_e161) * exp((-(_e163) * _e165))) * (_e169 - _e170)) * (1f - exp(-(_e173)))) / _e178)));\n let _e183 = unnamed.uUnderwaterFactor;\n if (_e183 <= 0f) {\n let _e185 = air;\n return _e185;\n }\n let _e187 = unnamed.uUnderwaterFogDensity;\n let _e188 = (*dist);\n wet = (_e187 * _e188);\n let _e190 = air;\n let _e191 = wet;\n let _e193 = wet;\n let _e199 = unnamed.uUnderwaterFactor;\n return mix(_e190, (1f - exp2(((-(_e191) * _e193) * 1.442695f))), _e199);\n}\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e88 = (*depth);\n ndc = (1f - (_e88 * 2f));\n let _e93 = unnamed.uDepthToViewZ[0u];\n let _e94 = ndc;\n let _e98 = unnamed.uDepthToViewZ[1u];\n let _e102 = unnamed.uDepthToViewZ[2u];\n let _e103 = ndc;\n let _e107 = unnamed.uDepthToViewZ[3u];\n return (((_e93 * _e94) + _e98) / ((_e102 * _e103) + _e107));\n}\n\nfn cellUv_u0028_i1_u003b_vf2_u003b(cell: ptr<function, i32>, uv: ptr<function, vec2<f32>>) -> vec2<f32> {\n var columns: i32;\n var rows: i32;\n var wrapped: i32;\n var column: i32;\n var row: i32;\n\n let _e95 = unnamed.uCells[0u];\n columns = max(i32((_e95 + 0.5f)), 1i);\n let _e101 = unnamed.uCells[1u];\n rows = max(i32((_e101 + 0.5f)), 1i);\n let _e105 = (*cell);\n let _e106 = columns;\n let _e107 = rows;\n let _e108 = (_e106 * _e107);\n wrapped = (_e105 - (i32(floor((f32(_e105) / f32(_e108)))) * _e108));\n let _e116 = wrapped;\n let _e117 = columns;\n column = (_e116 - (i32(floor((f32(_e116) / f32(_e117)))) * _e117));\n let _e125 = wrapped;\n let _e126 = columns;\n row = (_e125 / _e126);\n let _e128 = column;\n let _e130 = row;\n let _e133 = (*uv);\n let _e135 = columns;\n let _e137 = rows;\n return ((vec2<f32>(f32(_e128), f32(_e130)) + _e133) / vec2<f32>(f32(_e135), f32(_e137)));\n}\n\nfn main_1() {\n var uv_1: vec2<f32>;\n var frame: f32;\n var first: i32;\n var image: vec4<f32>;\n var param_4: i32;\n var param_5: vec2<f32>;\n var next: vec4<f32>;\n var param_6: i32;\n var param_7: vec2<f32>;\n var fade: f32;\n var depth_1: f32;\n var param_8: f32;\n var alpha: f32;\n var color: vec3<f32>;\n var fog: f32;\n var param_9: f32;\n var param_10: f32;\n var param_11: vec3<f32>;\n var phi_513_: bool;\n\n let _e105 = vUv_1[0u];\n let _e109 = vUv_1[1u];\n uv_1 = vec2<f32>(((_e105 * 0.5f) + 0.5f), (0.5f - (_e109 * 0.5f)));\n let _e113 = vFrame_1;\n frame = max(_e113, 0f);\n let _e115 = frame;\n first = i32(floor(_e115));\n let _e118 = first;\n param_4 = _e118;\n let _e119 = uv_1;\n param_5 = _e119;\n let _e120 = cellUv_u0028_i1_u003b_vf2_u003b((&param_4), (&param_5));\n let _e123 = vec3<f32>(_e120.x, _e120.y, 0f);\n let _e129 = textureSample(uSprite_t, uSprite_s, vec2<f32>(_e123.x, _e123.y), i32(_e123.z));\n image = _e129;\n let _e132 = unnamed.uCells[2u];\n if (_e132 > 0.5f) {\n let _e134 = first;\n param_6 = (_e134 + 1i);\n let _e136 = uv_1;\n param_7 = _e136;\n let _e137 = cellUv_u0028_i1_u003b_vf2_u003b((&param_6), (&param_7));\n let _e140 = vec3<f32>(_e137.x, _e137.y, 0f);\n let _e146 = textureSample(uSprite_t, uSprite_s, vec2<f32>(_e140.x, _e140.y), i32(_e140.z));\n next = _e146;\n let _e147 = image;\n let _e148 = next;\n let _e149 = frame;\n image = mix(_e147, _e148, vec4(fract(_e149)));\n }\n fade = 1f;\n let _e155 = unnamed.uFade[2u];\n let _e156 = (_e155 > 0.5f);\n phi_513_ = _e156;\n if _e156 {\n let _e159 = unnamed.uFade[0u];\n phi_513_ = (_e159 > 0f);\n }\n let _e162 = phi_513_;\n if _e162 {\n let _e163 = gl_FragCoord_1;\n let _e166 = unnamed.uViewport;\n let _e168 = textureSampleLevel(uDepth_t, uDepth_s, (_e163.xy / _e166), 0f);\n depth_1 = _e168.x;\n let _e170 = depth_1;\n if !((_e170 <= 0f)) {\n let _e173 = depth_1;\n param_8 = _e173;\n let _e174 = viewZ_u0028_f1_u003b((&param_8));\n let _e176 = vViewDepth_1;\n let _e180 = unnamed.uFade[0u];\n fade = clamp(((abs(_e174) - _e176) / _e180), 0f, 1f);\n }\n }\n let _e185 = unnamed.uFade[1u];\n if (_e185 > 0f) {\n let _e187 = vViewDepth_1;\n let _e190 = unnamed.uFade[1u];\n let _e193 = fade;\n fade = (_e193 * clamp((_e187 / _e190), 0f, 1f));\n }\n let _e195 = vAlpha_1;\n let _e197 = image[3u];\n let _e199 = fade;\n alpha = ((_e195 * _e197) * _e199);\n let _e201 = alpha;\n if (_e201 <= 0.001f) {\n discard;\n }\n let _e203 = vColor_1;\n let _e204 = image;\n color = (_e203 * _e204.xyz);\n let _e208 = unnamed.uFogEnabled;\n if (_e208 != 0i) {\n let _e210 = vWorldPos_1;\n let _e212 = unnamed.uCameraPos;\n param_9 = distance(_e210, _e212);\n let _e215 = vWorldPos_1[1u];\n param_10 = _e215;\n let _e216 = mediumFog_u0028_f1_u003b_f1_u003b((&param_9), (&param_10));\n fog = _e216;\n let _e217 = color;\n let _e218 = mediumColor_u0028_();\n let _e219 = fog;\n color = mix(_e217, _e218, vec3(_e219));\n }\n let _e222 = color;\n param_11 = _e222;\n let _e223 = applyOutputTransform_u0028_vf3_u003b((&param_11));\n let _e224 = alpha;\n outColor = vec4<f32>(_e223.x, _e223.y, _e223.z, _e224);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(7) vFrame: f32, @builtin(position) gl_FragCoord: vec4<f32>, @location(8) vViewDepth: f32, @location(2) vAlpha: f32, @location(1) vColor: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(3) vAge: f32, @location(4) vSeed: f32, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vFrame_1 = vFrame;\n gl_FragCoord_1 = gl_FragCoord;\n vViewDepth_1 = vViewDepth;\n vAlpha_1 = vAlpha;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n vAge_1 = vAge;\n vSeed_1 = vSeed;\n vNormal_1 = vNormal;\n main_1();\n let _e21 = outColor;\n return _e21;\n}\n";
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  export const PARTICLE_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uStretchSec: f32,\n uCameraFacing: f32,\n uCameraOffset: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @location(7) member_1: f32,\n @location(1) member_2: vec3<f32>,\n @location(2) member_3: f32,\n @location(3) member_4: f32,\n @location(4) member_5: f32,\n @location(5) member_6: vec3<f32>,\n @location(6) member_7: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(8) member_8: f32,\n}\n\nvar<private> aSpin_1: f32;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPos_1: vec3<f32>;\nvar<private> aVelocity_1: vec3<f32>;\nvar<private> aBlade_1: f32;\nvar<private> aSize_1: f32;\nvar<private> aSprite_1: vec2<f32>;\nvar<private> vUv: vec2<f32>;\nvar<private> vFrame: f32;\nvar<private> vColor: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> vAlpha: f32;\nvar<private> aAlpha_1: f32;\nvar<private> vAge: f32;\nvar<private> aAge_1: f32;\nvar<private> vSeed: f32;\nvar<private> aSeed_1: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vViewDepth: f32;\n\nfn main_1() {\n var s: f32;\n var c: f32;\n var rolled: vec2<f32>;\n var viewer: vec3<f32>;\n var alongView: vec3<f32>;\n var up: vec3<f32>;\n var across: vec3<f32>;\n var bladeGain: f32;\n var toCamera: vec3<f32>;\n var reference: vec3<f32>;\n var offset: vec3<f32>;\n var extent: vec2<f32>;\n var turned: vec2<f32>;\n var travel: vec3<f32>;\n var along: f32;\n var world: vec3<f32>;\n var face: vec3<f32>;\n var toEye: vec3<f32>;\n var local: vec3<f32>;\n var phi_84_: bool;\n\n let _e60 = aSpin_1;\n s = sin(_e60);\n let _e62 = aSpin_1;\n c = cos(_e62);\n let _e65 = aCorner_1[0u];\n let _e66 = c;\n let _e69 = aCorner_1[1u];\n let _e70 = s;\n let _e74 = aCorner_1[0u];\n let _e75 = s;\n let _e78 = aCorner_1[1u];\n let _e79 = c;\n rolled = vec2<f32>(((_e65 * _e66) - (_e69 * _e70)), ((_e74 * _e75) + (_e78 * _e79)));\n let _e84 = unnamed.uCameraPos;\n let _e85 = aPos_1;\n viewer = normalize((_e84 - _e85));\n let _e88 = aVelocity_1;\n let _e89 = viewer;\n let _e90 = aVelocity_1;\n let _e91 = viewer;\n alongView = (_e88 - (_e89 * dot(_e90, _e91)));\n let _e96 = unnamed.uCameraFacing;\n let _e97 = (_e96 > 1.5f);\n phi_84_ = _e97;\n if _e97 {\n let _e98 = alongView;\n let _e99 = alongView;\n phi_84_ = (dot(_e98, _e99) > 0.0000000001f);\n }\n let _e103 = phi_84_;\n if _e103 {\n let _e104 = alongView;\n up = normalize(_e104);\n let _e106 = up;\n let _e107 = viewer;\n across = cross(_e106, _e107);\n let _e109 = aBlade_1;\n bladeGain = select(0f, 1f, (_e109 < 0.5f));\n } else {\n let _e113 = unnamed.uCameraFacing;\n if (_e113 > 0.5f) {\n let _e116 = unnamed.uCameraPos;\n let _e117 = aPos_1;\n toCamera = normalize((_e116 - _e117));\n let _e121 = toCamera[1u];\n reference = select(vec3<f32>(0f, 1f, 0f), vec3<f32>(0f, 0f, 1f), vec3((abs(_e121) > 0.999f)));\n let _e126 = reference;\n let _e127 = toCamera;\n across = normalize(cross(_e126, _e127));\n let _e130 = toCamera;\n let _e131 = across;\n up = cross(_e130, _e131);\n let _e133 = aBlade_1;\n bladeGain = select(0f, 1f, (_e133 < 0.5f));\n } else {\n let _e136 = aBlade_1;\n across = select(vec3<f32>(0f, 0f, 1f), vec3<f32>(1f, 0f, 0f), vec3((_e136 < 0.5f)));\n up = vec3<f32>(0f, 1f, 0f);\n bladeGain = 1f;\n }\n }\n let _e140 = across;\n let _e142 = rolled[0u];\n let _e144 = up;\n let _e146 = rolled[1u];\n let _e149 = aSize_1;\n offset = (((_e140 * _e142) + (_e144 * _e146)) * _e149);\n let _e152 = aSprite_1[1u];\n if (_e152 > 0f) {\n let _e155 = aCorner_1[0u];\n let _e156 = aSize_1;\n let _e159 = aCorner_1[1u];\n let _e161 = aSprite_1[1u];\n extent = vec2<f32>((_e155 * _e156), (_e159 * _e161));\n let _e165 = extent[0u];\n let _e166 = c;\n let _e169 = extent[1u];\n let _e170 = s;\n let _e174 = extent[0u];\n let _e175 = s;\n let _e178 = extent[1u];\n let _e179 = c;\n turned = vec2<f32>(((_e165 * _e166) - (_e169 * _e170)), ((_e174 * _e175) + (_e178 * _e179)));\n let _e183 = across;\n let _e185 = turned[0u];\n let _e187 = up;\n let _e189 = turned[1u];\n offset = ((_e183 * _e185) + (_e187 * _e189));\n }\n let _e193 = unnamed.uStretchSec;\n if (_e193 > 0f) {\n let _e195 = aVelocity_1;\n let _e197 = unnamed.uStretchSec;\n travel = (_e195 * _e197);\n let _e199 = offset;\n let _e202 = travel;\n along = dot(normalize((_e199 + vec3<f32>(0.000001f, 0.000001f, 0.000001f))), normalize((_e202 + vec3<f32>(0.000001f, 0.000001f, 0.000001f))));\n let _e206 = travel;\n let _e207 = along;\n let _e210 = offset;\n offset = (_e210 + ((_e206 * _e207) * 0.5f));\n }\n let _e212 = aPos_1;\n let _e213 = offset;\n let _e214 = bladeGain;\n world = (_e212 + (_e213 * _e214));\n let _e217 = viewer;\n let _e219 = unnamed.uCameraOffset;\n let _e221 = bladeGain;\n let _e223 = world;\n world = (_e223 + ((_e217 * _e219) * _e221));\n let _e225 = aCorner_1;\n vUv = _e225;\n let _e227 = aSprite_1[0u];\n vFrame = _e227;\n let _e228 = aColor_1;\n vColor = _e228;\n let _e229 = aAlpha_1;\n vAlpha = _e229;\n let _e230 = aAge_1;\n vAge = _e230;\n let _e231 = aSeed_1;\n vSeed = _e231;\n let _e232 = world;\n vWorldPos = _e232;\n let _e233 = across;\n let _e234 = up;\n face = cross(_e233, _e234);\n let _e237 = unnamed.uCameraPos;\n let _e238 = world;\n toEye = normalize((_e237 - _e238));\n let _e241 = face;\n let _e242 = toEye;\n if (dot(_e241, _e242) < 0f) {\n let _e245 = face;\n local = -(_e245);\n } else {\n let _e247 = face;\n local = _e247;\n }\n let _e248 = local;\n vNormal = _e248;\n let _e250 = unnamed.uViewProj;\n let _e251 = world;\n unnamed_1.gl_Position = (_e250 * vec4<f32>(_e251.x, _e251.y, _e251.z, 1f));\n let _e260 = unnamed_1.gl_Position[3u];\n vViewDepth = _e260;\n return;\n}\n\n@vertex \nfn main(@location(4) aSpin: f32, @location(0) aCorner: vec2<f32>, @location(2) aPos: vec3<f32>, @location(9) aVelocity: vec3<f32>, @location(1) aBlade: f32, @location(3) aSize: f32, @location(10) aSprite: vec2<f32>, @location(5) aColor: vec3<f32>, @location(6) aAlpha: f32, @location(7) aAge: f32, @location(8) aSeed: f32) -> VertexOutput {\n aSpin_1 = aSpin;\n aCorner_1 = aCorner;\n aPos_1 = aPos;\n aVelocity_1 = aVelocity;\n aBlade_1 = aBlade;\n aSize_1 = aSize;\n aSprite_1 = aSprite;\n aColor_1 = aColor;\n aAlpha_1 = aAlpha;\n aAge_1 = aAge;\n aSeed_1 = aSeed;\n main_1();\n let _e34 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e34);\n let _e36 = vUv;\n let _e37 = vFrame;\n let _e38 = vColor;\n let _e39 = vAlpha;\n let _e40 = vAge;\n let _e41 = vSeed;\n let _e42 = vWorldPos;\n let _e43 = vNormal;\n let _e44 = unnamed_1.gl_Position;\n let _e45 = vViewDepth;\n return VertexOutput(_e36, _e37, _e38, _e39, _e40, _e41, _e42, _e43, _e44, _e45);\n}\n";
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