@driftengine/core 4.8.7 → 4.10.0

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Files changed (263) hide show
  1. package/CHANGELOG.json +123 -11
  2. package/README.md +43 -38
  3. package/dist/index.d.ts +8 -1
  4. package/dist/index.js +11 -3
  5. package/dist/render/ambientHarmonics.d.ts +1 -1
  6. package/dist/render/ambientHarmonics.js +1 -1
  7. package/dist/render/areaLights.d.ts +4 -4
  8. package/dist/render/areaLights.js +1 -1
  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 +19 -4
  12. package/dist/render/backend/createRenderer.d.ts +6 -0
  13. package/dist/render/backend/createRenderer.js +4 -1
  14. package/dist/render/backend/select.js +11 -5
  15. package/dist/render/backend/webgl2/boneAnimations.d.ts +29 -0
  16. package/dist/render/backend/webgl2/boneAnimations.js +80 -0
  17. package/dist/render/backend/webgl2/instanced.d.ts +5 -1
  18. package/dist/render/backend/webgl2/instanced.js +13 -1
  19. package/dist/render/backend/webgl2/renderer.d.ts +180 -4
  20. package/dist/render/backend/webgl2/renderer.js +550 -40
  21. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +5 -3
  22. package/dist/render/backend/webgl2/skinPaletteTexture.js +6 -4
  23. package/dist/render/backend/webgpu/boneAnimations.d.ts +34 -0
  24. package/dist/render/backend/webgpu/boneAnimations.js +76 -0
  25. package/dist/render/backend/webgpu/buffers.d.ts +19 -4
  26. package/dist/render/backend/webgpu/buffers.js +18 -11
  27. package/dist/render/backend/webgpu/compressedUpload.d.ts +0 -1
  28. package/dist/render/backend/webgpu/compressedUpload.js +53 -8
  29. package/dist/render/backend/webgpu/depthPass.d.ts +59 -3
  30. package/dist/render/backend/webgpu/depthPass.js +49 -14
  31. package/dist/render/backend/webgpu/device.d.ts +7 -1
  32. package/dist/render/backend/webgpu/device.js +31 -3
  33. package/dist/render/backend/webgpu/drawCommand.d.ts +18 -4
  34. package/dist/render/backend/webgpu/drawCommand.js +10 -3
  35. package/dist/render/backend/webgpu/flatPass.d.ts +100 -42
  36. package/dist/render/backend/webgpu/flatPass.js +191 -43
  37. package/dist/render/backend/webgpu/instanced.d.ts +14 -1
  38. package/dist/render/backend/webgpu/instanced.js +24 -1
  39. package/dist/render/backend/webgpu/materialStore.d.ts +101 -0
  40. package/dist/render/backend/webgpu/materialStore.js +265 -0
  41. package/dist/render/backend/webgpu/pipelineCache.d.ts +6 -0
  42. package/dist/render/backend/webgpu/pipelineCache.js +7 -0
  43. package/dist/render/backend/webgpu/postPass.d.ts +51 -9
  44. package/dist/render/backend/webgpu/postPass.js +16 -2
  45. package/dist/render/backend/webgpu/reflectionSurfacePass.d.ts +30 -0
  46. package/dist/render/backend/webgpu/reflectionSurfacePass.js +100 -0
  47. package/dist/render/backend/webgpu/renderer.d.ts +283 -37
  48. package/dist/render/backend/webgpu/renderer.js +1363 -202
  49. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +7 -3
  50. package/dist/render/backend/webgpu/skinPaletteRing.js +13 -7
  51. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +6 -0
  52. package/dist/render/backend/webgpu/skinPaletteTexture.js +7 -1
  53. package/dist/render/backend/webgpu/staticBundles.d.ts +125 -0
  54. package/dist/render/backend/webgpu/staticBundles.js +241 -0
  55. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +10 -3
  56. package/dist/render/backend/webgpu/surfaceTexturePass.js +20 -2
  57. package/dist/render/backend/webgpu/uniformRing.d.ts +21 -0
  58. package/dist/render/backend/webgpu/uniformRing.js +9 -1
  59. package/dist/render/bloomChain.d.ts +3 -3
  60. package/dist/render/boneAnimation.d.ts +92 -0
  61. package/dist/render/boneAnimation.js +133 -0
  62. package/dist/render/compressedSource.d.ts +33 -13
  63. package/dist/render/compressedSource.js +70 -25
  64. package/dist/render/displayRange.d.ts +31 -0
  65. package/dist/render/displayRange.js +47 -0
  66. package/dist/render/filmicCurve.d.ts +74 -0
  67. package/dist/render/filmicCurve.js +203 -0
  68. package/dist/render/fog.d.ts +4 -1
  69. package/dist/render/fog.js +12 -2
  70. package/dist/render/frame/resources.d.ts +2 -2
  71. package/dist/render/frame/resources.js +6 -0
  72. package/dist/render/frameReflections.d.ts +40 -0
  73. package/dist/render/frameReflections.js +48 -0
  74. package/dist/render/glCompressed.js +83 -0
  75. package/dist/render/instances.d.ts +26 -0
  76. package/dist/render/lightBudget.d.ts +10 -0
  77. package/dist/render/lightBudget.js +10 -0
  78. package/dist/render/lightmap.d.ts +1 -1
  79. package/dist/render/mesh.d.ts +5 -0
  80. package/dist/render/mesh.js +6 -0
  81. package/dist/render/pass.d.ts +49 -0
  82. package/dist/render/pointLightSelection.d.ts +4 -4
  83. package/dist/render/reflectionSurfaceTargets.d.ts +28 -0
  84. package/dist/render/reflectionSurfaceTargets.js +99 -0
  85. package/dist/render/renderQuality.d.ts +39 -8
  86. package/dist/render/renderQuality.js +4 -0
  87. package/dist/render/sceneTarget.d.ts +5 -0
  88. package/dist/render/sceneTarget.js +24 -1
  89. package/dist/render/screenSpaceReflection.d.ts +7 -1
  90. package/dist/render/screenSpaceReflection.js +5 -0
  91. package/dist/render/shaders/arcane.d.ts +1 -1
  92. package/dist/render/shaders/bolt.d.ts +1 -1
  93. package/dist/render/shaders/boneAnimation.d.ts +19 -0
  94. package/dist/render/shaders/boneAnimation.js +63 -0
  95. package/dist/render/shaders/caustics.d.ts +1 -1
  96. package/dist/render/shaders/depth.d.ts +7 -0
  97. package/dist/render/shaders/depth.js +35 -10
  98. package/dist/render/shaders/film.d.ts +1 -1
  99. package/dist/render/shaders/filmLook.js +2 -1
  100. package/dist/render/shaders/fire.d.ts +1 -1
  101. package/dist/render/shaders/flat/glassTint.d.ts +1 -1
  102. package/dist/render/shaders/flat/glassTint.js +2 -0
  103. package/dist/render/shaders/flat/index.d.ts +16 -0
  104. package/dist/render/shaders/flat/index.js +33 -5
  105. package/dist/render/shaders/flat/main.d.ts +1 -1
  106. package/dist/render/shaders/flat/main.js +43 -5
  107. package/dist/render/shaders/flat/models.js +1 -1
  108. package/dist/render/shaders/flat/overlay.d.ts +16 -0
  109. package/dist/render/shaders/flat/overlay.js +117 -0
  110. package/dist/render/shaders/flat/pointShadow.js +3 -3
  111. package/dist/render/shaders/flat/preamble.js +38 -24
  112. package/dist/render/shaders/flat/reflectionSurface.d.ts +21 -0
  113. package/dist/render/shaders/flat/reflectionSurface.js +61 -0
  114. package/dist/render/shaders/fog.d.ts +1 -1
  115. package/dist/render/shaders/fog.js +9 -2
  116. package/dist/render/shaders/fringe.d.ts +29 -0
  117. package/dist/render/shaders/fringe.js +55 -0
  118. package/dist/render/shaders/generated/arcane.wgsl.d.ts +1 -1
  119. package/dist/render/shaders/generated/arcane.wgsl.js +1 -1
  120. package/dist/render/shaders/generated/bolt.wgsl.d.ts +1 -1
  121. package/dist/render/shaders/generated/bolt.wgsl.js +1 -1
  122. package/dist/render/shaders/generated/caustics.wgsl.d.ts +1 -1
  123. package/dist/render/shaders/generated/caustics.wgsl.js +1 -1
  124. package/dist/render/shaders/generated/depth.wgsl.d.ts +93 -0
  125. package/dist/render/shaders/generated/depth.wgsl.js +93 -0
  126. package/dist/render/shaders/generated/film.wgsl.d.ts +1 -1
  127. package/dist/render/shaders/generated/film.wgsl.js +1 -1
  128. package/dist/render/shaders/generated/fire.wgsl.d.ts +1 -1
  129. package/dist/render/shaders/generated/fire.wgsl.js +1 -1
  130. package/dist/render/shaders/generated/flat.wgsl.d.ts +3254 -2920
  131. package/dist/render/shaders/generated/flat.wgsl.js +3292 -2957
  132. package/dist/render/shaders/generated/line.wgsl.d.ts +1 -1
  133. package/dist/render/shaders/generated/line.wgsl.js +1 -1
  134. package/dist/render/shaders/generated/particle.wgsl.d.ts +4 -4
  135. package/dist/render/shaders/generated/particle.wgsl.js +4 -4
  136. package/dist/render/shaders/generated/rush.wgsl.d.ts +56 -26
  137. package/dist/render/shaders/generated/rush.wgsl.js +56 -26
  138. package/dist/render/shaders/generated/scatter.wgsl.d.ts +1 -1
  139. package/dist/render/shaders/generated/scatter.wgsl.js +1 -1
  140. package/dist/render/shaders/generated/smoke.wgsl.d.ts +1 -1
  141. package/dist/render/shaders/generated/smoke.wgsl.js +1 -1
  142. package/dist/render/shaders/generated/ssrResolve.wgsl.d.ts +29 -0
  143. package/dist/render/shaders/generated/ssrResolve.wgsl.js +29 -0
  144. package/dist/render/shaders/generated/ssrTrace.wgsl.d.ts +22 -2
  145. package/dist/render/shaders/generated/ssrTrace.wgsl.js +22 -2
  146. package/dist/render/shaders/generated/water.wgsl.d.ts +1 -1
  147. package/dist/render/shaders/generated/water.wgsl.js +1 -1
  148. package/dist/render/shaders/gpudriven/fog.wgsl.d.ts +2 -2
  149. package/dist/render/shaders/gpudriven/fog.wgsl.js +11 -3
  150. package/dist/render/shaders/line.d.ts +1 -1
  151. package/dist/render/shaders/outputTransform.d.ts +7 -0
  152. package/dist/render/shaders/outputTransform.js +28 -14
  153. package/dist/render/shaders/particle.d.ts +3 -3
  154. package/dist/render/shaders/rush.js +54 -11
  155. package/dist/render/shaders/scatter.d.ts +1 -1
  156. package/dist/render/shaders/smoke.d.ts +1 -1
  157. package/dist/render/shaders/ssrResolve.d.ts +17 -0
  158. package/dist/render/shaders/ssrResolve.js +51 -0
  159. package/dist/render/shaders/ssrTrace.js +26 -0
  160. package/dist/render/shaders/vertexChannel.d.ts +7 -0
  161. package/dist/render/shaders/vertexChannel.js +26 -0
  162. package/dist/render/shaders/water.d.ts +1 -1
  163. package/dist/render/ssrPass.d.ts +16 -0
  164. package/dist/render/ssrPass.js +106 -1
  165. package/dist/render/staticDraws.d.ts +47 -0
  166. package/dist/render/staticDraws.js +43 -0
  167. package/dist/render/surfaceOverlay.d.ts +132 -0
  168. package/dist/render/surfaceOverlay.js +85 -0
  169. package/dist/render/surfaceTexture.d.ts +57 -7
  170. package/dist/render/surfaceTexture.js +125 -17
  171. package/dist/render/temporalAa.d.ts +14 -0
  172. package/dist/render/temporalAa.js +20 -0
  173. package/dist/render/vertexDefaults.d.ts +17 -0
  174. package/dist/render/vertexDefaults.js +24 -0
  175. package/package.json +6 -6
  176. package/src/index.ts +24 -2
  177. package/src/render/ambientHarmonics.ts +1 -1
  178. package/src/render/areaLights.ts +4 -4
  179. package/src/render/atmosphere.ts +22 -1
  180. package/src/render/backend/api.ts +22 -3
  181. package/src/render/backend/createRenderer.ts +18 -1
  182. package/src/render/backend/select.ts +10 -5
  183. package/src/render/backend/webgl2/boneAnimations.ts +105 -0
  184. package/src/render/backend/webgl2/instanced.ts +20 -1
  185. package/src/render/backend/webgl2/renderer.ts +672 -37
  186. package/src/render/backend/webgl2/skinPaletteTexture.ts +6 -4
  187. package/src/render/backend/webgpu/boneAnimations.ts +97 -0
  188. package/src/render/backend/webgpu/buffers.ts +42 -16
  189. package/src/render/backend/webgpu/compressedUpload.ts +59 -9
  190. package/src/render/backend/webgpu/depthPass.ts +51 -10
  191. package/src/render/backend/webgpu/device.ts +42 -3
  192. package/src/render/backend/webgpu/drawCommand.ts +22 -4
  193. package/src/render/backend/webgpu/flatPass.ts +250 -40
  194. package/src/render/backend/webgpu/instanced.ts +32 -1
  195. package/src/render/backend/webgpu/materialStore.ts +276 -0
  196. package/src/render/backend/webgpu/pipelineCache.ts +7 -0
  197. package/src/render/backend/webgpu/postPass.ts +18 -0
  198. package/src/render/backend/webgpu/reflectionSurfacePass.ts +114 -0
  199. package/src/render/backend/webgpu/renderer.ts +1655 -230
  200. package/src/render/backend/webgpu/skinPaletteRing.ts +13 -7
  201. package/src/render/backend/webgpu/skinPaletteTexture.ts +7 -1
  202. package/src/render/backend/webgpu/staticBundles.ts +363 -0
  203. package/src/render/backend/webgpu/surfaceTexturePass.ts +29 -3
  204. package/src/render/backend/webgpu/uniformRing.ts +10 -1
  205. package/src/render/bloomChain.ts +3 -3
  206. package/src/render/boneAnimation.ts +223 -0
  207. package/src/render/compressedSource.ts +121 -29
  208. package/src/render/displayRange.ts +61 -0
  209. package/src/render/filmicCurve.ts +229 -0
  210. package/src/render/fog.ts +19 -3
  211. package/src/render/frame/resources.ts +6 -0
  212. package/src/render/frameReflections.ts +72 -0
  213. package/src/render/glCompressed.ts +83 -0
  214. package/src/render/instances.ts +27 -0
  215. package/src/render/lightBudget.ts +11 -0
  216. package/src/render/lightmap.ts +1 -1
  217. package/src/render/mesh.ts +6 -0
  218. package/src/render/pass.ts +53 -1
  219. package/src/render/pointLightSelection.ts +4 -4
  220. package/src/render/reflectionSurfaceTargets.ts +105 -0
  221. package/src/render/renderQuality.ts +44 -8
  222. package/src/render/sceneTarget.ts +30 -2
  223. package/src/render/screenSpaceReflection.ts +7 -1
  224. package/src/render/shaders/boneAnimation.ts +63 -0
  225. package/src/render/shaders/depth.ts +45 -10
  226. package/src/render/shaders/filmLook.ts +2 -1
  227. package/src/render/shaders/flat/glassTint.ts +5 -1
  228. package/src/render/shaders/flat/index.ts +49 -5
  229. package/src/render/shaders/flat/main.ts +43 -5
  230. package/src/render/shaders/flat/models.ts +1 -1
  231. package/src/render/shaders/flat/overlay.ts +117 -0
  232. package/src/render/shaders/flat/pointShadow.ts +3 -3
  233. package/src/render/shaders/flat/preamble.ts +38 -24
  234. package/src/render/shaders/flat/reflectionSurface.ts +61 -0
  235. package/src/render/shaders/fog.ts +9 -2
  236. package/src/render/shaders/fringe.ts +59 -0
  237. package/src/render/shaders/generated/arcane.wgsl.ts +1 -1
  238. package/src/render/shaders/generated/bolt.wgsl.ts +1 -1
  239. package/src/render/shaders/generated/caustics.wgsl.ts +1 -1
  240. package/src/render/shaders/generated/depth.wgsl.ts +95 -0
  241. package/src/render/shaders/generated/film.wgsl.ts +1 -1
  242. package/src/render/shaders/generated/fire.wgsl.ts +1 -1
  243. package/src/render/shaders/generated/flat.wgsl.ts +3292 -2957
  244. package/src/render/shaders/generated/line.wgsl.ts +1 -1
  245. package/src/render/shaders/generated/particle.wgsl.ts +4 -4
  246. package/src/render/shaders/generated/rush.wgsl.ts +56 -26
  247. package/src/render/shaders/generated/scatter.wgsl.ts +1 -1
  248. package/src/render/shaders/generated/smoke.wgsl.ts +1 -1
  249. package/src/render/shaders/generated/ssrResolve.wgsl.ts +30 -0
  250. package/src/render/shaders/generated/ssrTrace.wgsl.ts +22 -2
  251. package/src/render/shaders/generated/water.wgsl.ts +1 -1
  252. package/src/render/shaders/gpudriven/fog.wgsl.ts +11 -3
  253. package/src/render/shaders/outputTransform.ts +30 -14
  254. package/src/render/shaders/rush.ts +54 -11
  255. package/src/render/shaders/ssrResolve.ts +52 -0
  256. package/src/render/shaders/ssrTrace.ts +26 -0
  257. package/src/render/shaders/vertexChannel.ts +27 -0
  258. package/src/render/ssrPass.ts +138 -1
  259. package/src/render/staticDraws.ts +95 -0
  260. package/src/render/surfaceOverlay.ts +195 -0
  261. package/src/render/surfaceTexture.ts +161 -27
  262. package/src/render/temporalAa.ts +20 -0
  263. package/src/render/vertexDefaults.ts +28 -0
@@ -0,0 +1,55 @@
1
+ /**
2
+ * Chromatic aberration: a lens bending each colour by its own amount, so red and green land a
3
+ * little nearer the centre than blue toward the frame's edges.
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+ *
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+ * **Linear in wavelength, from an offset outward.** A simple lens's dispersion is close to linear
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+ * in wavelength over the visible range, so red (611 nm) and green (549 nm) are pulled toward the
7
+ * centre by their distance from blue (464 nm), which is drawn where it is. Nothing moves inside
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+ * `start` — a share of the half-frame, 0 at the centre — and the pull grows linearly past it,
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+ * scaled so that the frame's edge takes the whole of `intensity`, which is a percentage.
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+ *
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+ * **What it gives up**: it re-reads the scene at the composite's first sample, so the camera's
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+ * motion blur and the depth of field, which re-read the scene themselves, carry less of the fringe
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+ * where they are strong. A pass of its own after both would carry it whole, at a full-frame read
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+ * and write a frame. **What would make that wrong** is a game that blurs heavily and fringes
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+ * heavily at once, where the colour edges would be seen to soften with the blur.
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+ */
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+ /** How many floats `resolveFringe` fills: the red pull, the green pull, and where they begin. */
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+ export const FRINGE_FLOATS = 3;
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+ /** The primaries' wavelengths, nanometres. */
20
+ const RED_NM = 611.3;
21
+ const GREEN_NM = 549.1;
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+ const BLUE_NM = 464.3;
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+ /** The lens's dispersion per nanometre, the constant that makes `intensity` a percentage. */
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+ const PER_NM = 0.007;
25
+ /**
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+ * The fringe's three numbers, into `out`: how far red and green are pulled toward the centre at
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+ * the frame's edge, as a share of the half-frame, and the start offset. `intensity` 0 or below is
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+ * none; a start of 1 or more is none too, since nothing then lies past it. Not finite is none.
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+ */
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+ export function resolveFringe(intensity, start, out) {
31
+ const at = Number.isFinite(start) ? Math.min(Math.max(start, 0), 1) : 0;
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+ const amount = Number.isFinite(intensity) && intensity > 0 && at < 1 ? intensity * 0.01 : 0;
33
+ /* Divided only where there is something to divide: at a start of 1 this is 0 over 0. */
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+ const reach = amount > 0 ? amount / (1 - at) : 0;
35
+ out[0] = reach * PER_NM * (RED_NM - BLUE_NM);
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+ out[1] = reach * PER_NM * (GREEN_NM - BLUE_NM);
37
+ out[2] = at;
38
+ }
39
+ /**
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+ * `withFringe(scene)`: the scene's colour with red and green read again where the lens put them.
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+ * Reads `uScene` and `vUv`, which the including stage declares, and `uFringe`, which this declares.
42
+ */
43
+ export const FRINGE_GLSL = `
44
+ /** Red's and green's pull at the frame's edge, and where it begins: see shaders/fringe.ts. */
45
+ uniform vec3 uFringe;
46
+
47
+ vec3 withFringe(vec3 scene) {
48
+ if (uFringe.x <= 0.0) return scene;
49
+ vec2 lens = vUv * 2.0 - 1.0;
50
+ vec2 past = sign(lens) * clamp(abs(lens) - uFringe.z, 0.0, 1.0);
51
+ vec2 red = (lens - past * uFringe.x) * 0.5 + 0.5;
52
+ vec2 green = (lens - past * uFringe.y) * 0.5 + 0.5;
53
+ return vec3(textureLod(uScene, red, 0.0).r, textureLod(uScene, green, 0.0).g, scene.b);
54
+ }
55
+ `;
@@ -1,4 +1,4 @@
1
- export declare const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e59 = unnamed.uFogColor;\n let _e61 = unnamed.uUnderwaterColor;\n let _e63 = unnamed.uUnderwaterFactor;\n return mix(_e59, _e61, vec3(_e63));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e68 = unnamed.uFogMode;\n if (_e68 == 1i) {\n let _e71 = unnamed.uFogFar;\n let _e73 = unnamed.uFogNear;\n span = max((_e71 - _e73), 0.0001f);\n let _e76 = (*dist);\n let _e78 = unnamed.uFogNear;\n let _e80 = span;\n ramp = clamp(((_e76 - _e78) / _e80), 0f, 1f);\n let _e84 = unnamed.uUnderwaterFactor;\n if (_e84 <= 0f) {\n let _e86 = ramp;\n return _e86;\n }\n let _e88 = unnamed.uUnderwaterFogDensity;\n let _e89 = (*dist);\n wetLinear = (_e88 * _e89);\n let _e91 = ramp;\n let _e92 = wetLinear;\n let _e94 = wetLinear;\n let _e100 = unnamed.uUnderwaterFactor;\n return mix(_e91, (1f - exp2(((-(_e92) * _e94) * 1.442695f))), _e100);\n }\n let _e102 = (*pointY);\n let _e104 = unnamed.uFogEyeY;\n let _e107 = unnamed.uFogHeightFalloff;\n t = ((_e102 - _e104) * _e107);\n let _e109 = t;\n let _e112 = t;\n denom = select(_e112, 0.0001f, (abs(_e109) < 0.0001f));\n let _e115 = unnamed.uFogDensity;\n let _e117 = (*dist);\n let _e119 = denom;\n let _e124 = denom;\n air = (1f - exp((((-(_e115) * _e117) * (1f - exp(-(_e119)))) / _e124)));\n let _e129 = unnamed.uUnderwaterFactor;\n if (_e129 <= 0f) {\n let _e131 = air;\n return _e131;\n }\n let _e133 = unnamed.uUnderwaterFogDensity;\n let _e134 = (*dist);\n wet = (_e133 * _e134);\n let _e136 = air;\n let _e137 = wet;\n let _e139 = wet;\n let _e145 = unnamed.uUnderwaterFactor;\n return mix(_e136, (1f - exp2(((-(_e137) * _e139) * 1.442695f))), _e145);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e59 = (*p);\n return fract((sin(dot(_e59, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e66 = (*p_1);\n i = floor(_e66);\n let _e68 = (*p_1);\n f = fract(_e68);\n let _e70 = f;\n let _e71 = f;\n let _e73 = f;\n u = ((_e70 * _e71) * (vec2(3f) - (_e73 * 2f)));\n let _e78 = i;\n param = _e78;\n let _e79 = hash21_u0028_vf2_u003b((&param));\n let _e80 = i;\n param_1 = (_e80 + vec2<f32>(1f, 0f));\n let _e82 = hash21_u0028_vf2_u003b((&param_1));\n let _e84 = u[0u];\n let _e86 = i;\n param_2 = (_e86 + vec2<f32>(0f, 1f));\n let _e88 = hash21_u0028_vf2_u003b((&param_2));\n let _e89 = i;\n param_3 = (_e89 + vec2<f32>(1f, 1f));\n let _e91 = hash21_u0028_vf2_u003b((&param_3));\n let _e93 = u[0u];\n let _e96 = u[1u];\n return mix(mix(_e79, _e82, _e84), mix(_e88, _e91, _e93), _e96);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_4: vec2<f32>;\n var outer: f32;\n var param_5: vec2<f32>;\n var swirl: f32;\n var param_6: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_7: f32;\n var param_8: f32;\n var phi_237_: bool;\n\n let _e77 = unnamed.uClipEnabled;\n let _e78 = (_e77 != 0i);\n phi_237_ = _e78;\n if _e78 {\n let _e79 = vWorldPos_1;\n let _e85 = unnamed.uClipPlane;\n phi_237_ = (dot(vec4<f32>(_e79.x, _e79.y, _e79.z, 1f), _e85) < 0f);\n }\n let _e89 = phi_237_;\n if _e89 {\n discard;\n }\n let _e90 = vUv_1;\n radius = (length((_e90 - vec2(0.5f))) * 2f);\n let _e95 = radius;\n if (_e95 >= 1f) {\n discard;\n }\n let _e97 = vUv_1;\n d = (_e97 - vec2(0.5f));\n let _e101 = d[1u];\n let _e103 = d[0u];\n angle = atan2(_e101, _e103);\n let _e106 = unnamed.uTime;\n let _e107 = vSeed_1;\n t_1 = (_e106 + (_e107 * 37f));\n let _e110 = angle;\n let _e112 = t_1;\n let _e115 = radius;\n param_4 = vec2<f32>(((_e110 * 1.9f) + (_e112 * 0.55f)), (_e115 * 4.2f));\n let _e118 = valueNoise_u0028_vf2_u003b((&param_4));\n inner = _e118;\n let _e119 = angle;\n let _e121 = t_1;\n let _e124 = radius;\n param_5 = vec2<f32>(((_e119 * 3.1f) - (_e121 * 0.34f)), (_e124 * 2.6f));\n let _e127 = valueNoise_u0028_vf2_u003b((&param_5));\n outer = _e127;\n let _e128 = inner;\n let _e130 = outer;\n swirl = ((_e128 * 0.62f) + (_e130 * 0.38f));\n let _e134 = unnamed.uNoiseOctaves;\n if (_e134 > 1i) {\n let _e136 = swirl;\n let _e137 = swirl;\n let _e138 = angle;\n let _e140 = t_1;\n let _e143 = radius;\n param_6 = vec2<f32>(((_e138 * 6.3f) + (_e140 * 0.9f)), (_e143 * 8f));\n let _e146 = valueNoise_u0028_vf2_u003b((&param_6));\n swirl = mix(_e136, ((_e137 * _e146) * 2f), 0.35f);\n }\n let _e150 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e150));\n let _e153 = radius;\n let _e156 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e153)) * (0.35f + (_e156 * 0.65f)));\n let _e160 = core;\n let _e162 = corona;\n body = ((_e160 * 0.9f) + _e162);\n let _e164 = body;\n if (_e164 <= 0.02f) {\n discard;\n }\n let _e167 = unnamed.uTint;\n let _e170 = unnamed.uTint;\n let _e171 = body;\n col = mix((_e167 * 0.35f), _e170, vec3(smoothstep(0f, 0.55f, _e171)));\n let _e175 = col;\n let _e176 = body;\n col = mix(_e175, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e176)));\n let _e181 = unnamed.uTint;\n let _e182 = col;\n col = (_e182 * _e181);\n let _e184 = body;\n alpha = clamp((_e184 * 1.6f), 0f, 1f);\n let _e187 = vDistance_1;\n param_7 = _e187;\n let _e189 = vWorldPos_1[1u];\n param_8 = _e189;\n let _e190 = mediumFog_u0028_f1_u003b_f1_u003b((&param_7), (&param_8));\n fog = _e190;\n let _e191 = col;\n let _e192 = mediumColor_u0028_();\n let _e193 = fog;\n col = mix(_e191, _e192, vec3(_e193));\n let _e196 = fog;\n let _e198 = alpha;\n alpha = (_e198 * (1f - _e196));\n let _e200 = col;\n let _e201 = alpha;\n outColor = vec4<f32>(_e200.x, _e200.y, _e200.z, _e201);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
1
+ export declare const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e59 = unnamed.uFogColor;\n let _e61 = unnamed.uUnderwaterColor;\n let _e63 = unnamed.uUnderwaterFactor;\n return mix(_e59, _e61, vec3(_e63));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e72 = unnamed.uFogMode;\n if (_e72 == 1i) {\n let _e75 = unnamed.uFogFar;\n let _e77 = unnamed.uFogNear;\n span = max((_e75 - _e77), 0.0001f);\n let _e80 = (*dist);\n let _e82 = unnamed.uFogNear;\n let _e84 = span;\n ramp = clamp(((_e80 - _e82) / _e84), 0f, 1f);\n let _e88 = unnamed.uUnderwaterFactor;\n if (_e88 <= 0f) {\n let _e90 = ramp;\n return _e90;\n }\n let _e92 = unnamed.uUnderwaterFogDensity;\n let _e93 = (*dist);\n wetLinear = (_e92 * _e93);\n let _e95 = ramp;\n let _e96 = wetLinear;\n let _e98 = wetLinear;\n let _e104 = unnamed.uUnderwaterFactor;\n return mix(_e95, (1f - exp2(((-(_e96) * _e98) * 1.442695f))), _e104);\n }\n let _e107 = unnamed.uFogNear;\n let _e108 = (*dist);\n start = min(_e107, _e108);\n let _e110 = (*dist);\n if (_e110 > 0f) {\n let _e112 = start;\n let _e113 = (*dist);\n local = (_e112 / _e113);\n } else {\n local = 0f;\n }\n let _e115 = local;\n before = _e115;\n let _e116 = (*pointY);\n let _e118 = unnamed.uFogEyeY;\n let _e121 = unnamed.uFogHeightFalloff;\n t = ((_e116 - _e118) * _e121);\n let _e123 = t;\n let _e124 = before;\n rest = (_e123 * (1f - _e124));\n let _e127 = rest;\n let _e130 = rest;\n denom = select(_e130, 0.0001f, (abs(_e127) < 0.0001f));\n let _e133 = unnamed.uFogDensity;\n let _e135 = t;\n let _e137 = before;\n let _e141 = (*dist);\n let _e142 = start;\n let _e145 = denom;\n let _e150 = denom;\n air = (1f - exp(((((-(_e133) * exp((-(_e135) * _e137))) * (_e141 - _e142)) * (1f - exp(-(_e145)))) / _e150)));\n let _e155 = unnamed.uUnderwaterFactor;\n if (_e155 <= 0f) {\n let _e157 = air;\n return _e157;\n }\n let _e159 = unnamed.uUnderwaterFogDensity;\n let _e160 = (*dist);\n wet = (_e159 * _e160);\n let _e162 = air;\n let _e163 = wet;\n let _e165 = wet;\n let _e171 = unnamed.uUnderwaterFactor;\n return mix(_e162, (1f - exp2(((-(_e163) * _e165) * 1.442695f))), _e171);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e59 = (*p);\n return fract((sin(dot(_e59, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e66 = (*p_1);\n i = floor(_e66);\n let _e68 = (*p_1);\n f = fract(_e68);\n let _e70 = f;\n let _e71 = f;\n let _e73 = f;\n u = ((_e70 * _e71) * (vec2(3f) - (_e73 * 2f)));\n let _e78 = i;\n param = _e78;\n let _e79 = hash21_u0028_vf2_u003b((&param));\n let _e80 = i;\n param_1 = (_e80 + vec2<f32>(1f, 0f));\n let _e82 = hash21_u0028_vf2_u003b((&param_1));\n let _e84 = u[0u];\n let _e86 = i;\n param_2 = (_e86 + vec2<f32>(0f, 1f));\n let _e88 = hash21_u0028_vf2_u003b((&param_2));\n let _e89 = i;\n param_3 = (_e89 + vec2<f32>(1f, 1f));\n let _e91 = hash21_u0028_vf2_u003b((&param_3));\n let _e93 = u[0u];\n let _e96 = u[1u];\n return mix(mix(_e79, _e82, _e84), mix(_e88, _e91, _e93), _e96);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_4: vec2<f32>;\n var outer: f32;\n var param_5: vec2<f32>;\n var swirl: f32;\n var param_6: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_7: f32;\n var param_8: f32;\n var phi_266_: bool;\n\n let _e77 = unnamed.uClipEnabled;\n let _e78 = (_e77 != 0i);\n phi_266_ = _e78;\n if _e78 {\n let _e79 = vWorldPos_1;\n let _e85 = unnamed.uClipPlane;\n phi_266_ = (dot(vec4<f32>(_e79.x, _e79.y, _e79.z, 1f), _e85) < 0f);\n }\n let _e89 = phi_266_;\n if _e89 {\n discard;\n }\n let _e90 = vUv_1;\n radius = (length((_e90 - vec2(0.5f))) * 2f);\n let _e95 = radius;\n if (_e95 >= 1f) {\n discard;\n }\n let _e97 = vUv_1;\n d = (_e97 - vec2(0.5f));\n let _e101 = d[1u];\n let _e103 = d[0u];\n angle = atan2(_e101, _e103);\n let _e106 = unnamed.uTime;\n let _e107 = vSeed_1;\n t_1 = (_e106 + (_e107 * 37f));\n let _e110 = angle;\n let _e112 = t_1;\n let _e115 = radius;\n param_4 = vec2<f32>(((_e110 * 1.9f) + (_e112 * 0.55f)), (_e115 * 4.2f));\n let _e118 = valueNoise_u0028_vf2_u003b((&param_4));\n inner = _e118;\n let _e119 = angle;\n let _e121 = t_1;\n let _e124 = radius;\n param_5 = vec2<f32>(((_e119 * 3.1f) - (_e121 * 0.34f)), (_e124 * 2.6f));\n let _e127 = valueNoise_u0028_vf2_u003b((&param_5));\n outer = _e127;\n let _e128 = inner;\n let _e130 = outer;\n swirl = ((_e128 * 0.62f) + (_e130 * 0.38f));\n let _e134 = unnamed.uNoiseOctaves;\n if (_e134 > 1i) {\n let _e136 = swirl;\n let _e137 = swirl;\n let _e138 = angle;\n let _e140 = t_1;\n let _e143 = radius;\n param_6 = vec2<f32>(((_e138 * 6.3f) + (_e140 * 0.9f)), (_e143 * 8f));\n let _e146 = valueNoise_u0028_vf2_u003b((&param_6));\n swirl = mix(_e136, ((_e137 * _e146) * 2f), 0.35f);\n }\n let _e150 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e150));\n let _e153 = radius;\n let _e156 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e153)) * (0.35f + (_e156 * 0.65f)));\n let _e160 = core;\n let _e162 = corona;\n body = ((_e160 * 0.9f) + _e162);\n let _e164 = body;\n if (_e164 <= 0.02f) {\n discard;\n }\n let _e167 = unnamed.uTint;\n let _e170 = unnamed.uTint;\n let _e171 = body;\n col = mix((_e167 * 0.35f), _e170, vec3(smoothstep(0f, 0.55f, _e171)));\n let _e175 = col;\n let _e176 = body;\n col = mix(_e175, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e176)));\n let _e181 = unnamed.uTint;\n let _e182 = col;\n col = (_e182 * _e181);\n let _e184 = body;\n alpha = clamp((_e184 * 1.6f), 0f, 1f);\n let _e187 = vDistance_1;\n param_7 = _e187;\n let _e189 = vWorldPos_1[1u];\n param_8 = _e189;\n let _e190 = mediumFog_u0028_f1_u003b_f1_u003b((&param_7), (&param_8));\n fog = _e190;\n let _e191 = col;\n let _e192 = mediumColor_u0028_();\n let _e193 = fog;\n col = mix(_e191, _e192, vec3(_e193));\n let _e196 = fog;\n let _e198 = alpha;\n alpha = (_e198 * (1f - _e196));\n let _e200 = col;\n let _e201 = alpha;\n outColor = vec4<f32>(_e200.x, _e200.y, _e200.z, _e201);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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  /**
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  * What the transform assigned, so the renderer binds the same numbers.
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  *
@@ -4,7 +4,7 @@
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  * The GLSL beside this file is the source of truth. A hand edit here is discarded by
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  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
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  */
7
- export const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e59 = unnamed.uFogColor;\n let _e61 = unnamed.uUnderwaterColor;\n let _e63 = unnamed.uUnderwaterFactor;\n return mix(_e59, _e61, vec3(_e63));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e68 = unnamed.uFogMode;\n if (_e68 == 1i) {\n let _e71 = unnamed.uFogFar;\n let _e73 = unnamed.uFogNear;\n span = max((_e71 - _e73), 0.0001f);\n let _e76 = (*dist);\n let _e78 = unnamed.uFogNear;\n let _e80 = span;\n ramp = clamp(((_e76 - _e78) / _e80), 0f, 1f);\n let _e84 = unnamed.uUnderwaterFactor;\n if (_e84 <= 0f) {\n let _e86 = ramp;\n return _e86;\n }\n let _e88 = unnamed.uUnderwaterFogDensity;\n let _e89 = (*dist);\n wetLinear = (_e88 * _e89);\n let _e91 = ramp;\n let _e92 = wetLinear;\n let _e94 = wetLinear;\n let _e100 = unnamed.uUnderwaterFactor;\n return mix(_e91, (1f - exp2(((-(_e92) * _e94) * 1.442695f))), _e100);\n }\n let _e102 = (*pointY);\n let _e104 = unnamed.uFogEyeY;\n let _e107 = unnamed.uFogHeightFalloff;\n t = ((_e102 - _e104) * _e107);\n let _e109 = t;\n let _e112 = t;\n denom = select(_e112, 0.0001f, (abs(_e109) < 0.0001f));\n let _e115 = unnamed.uFogDensity;\n let _e117 = (*dist);\n let _e119 = denom;\n let _e124 = denom;\n air = (1f - exp((((-(_e115) * _e117) * (1f - exp(-(_e119)))) / _e124)));\n let _e129 = unnamed.uUnderwaterFactor;\n if (_e129 <= 0f) {\n let _e131 = air;\n return _e131;\n }\n let _e133 = unnamed.uUnderwaterFogDensity;\n let _e134 = (*dist);\n wet = (_e133 * _e134);\n let _e136 = air;\n let _e137 = wet;\n let _e139 = wet;\n let _e145 = unnamed.uUnderwaterFactor;\n return mix(_e136, (1f - exp2(((-(_e137) * _e139) * 1.442695f))), _e145);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e59 = (*p);\n return fract((sin(dot(_e59, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e66 = (*p_1);\n i = floor(_e66);\n let _e68 = (*p_1);\n f = fract(_e68);\n let _e70 = f;\n let _e71 = f;\n let _e73 = f;\n u = ((_e70 * _e71) * (vec2(3f) - (_e73 * 2f)));\n let _e78 = i;\n param = _e78;\n let _e79 = hash21_u0028_vf2_u003b((&param));\n let _e80 = i;\n param_1 = (_e80 + vec2<f32>(1f, 0f));\n let _e82 = hash21_u0028_vf2_u003b((&param_1));\n let _e84 = u[0u];\n let _e86 = i;\n param_2 = (_e86 + vec2<f32>(0f, 1f));\n let _e88 = hash21_u0028_vf2_u003b((&param_2));\n let _e89 = i;\n param_3 = (_e89 + vec2<f32>(1f, 1f));\n let _e91 = hash21_u0028_vf2_u003b((&param_3));\n let _e93 = u[0u];\n let _e96 = u[1u];\n return mix(mix(_e79, _e82, _e84), mix(_e88, _e91, _e93), _e96);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_4: vec2<f32>;\n var outer: f32;\n var param_5: vec2<f32>;\n var swirl: f32;\n var param_6: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_7: f32;\n var param_8: f32;\n var phi_237_: bool;\n\n let _e77 = unnamed.uClipEnabled;\n let _e78 = (_e77 != 0i);\n phi_237_ = _e78;\n if _e78 {\n let _e79 = vWorldPos_1;\n let _e85 = unnamed.uClipPlane;\n phi_237_ = (dot(vec4<f32>(_e79.x, _e79.y, _e79.z, 1f), _e85) < 0f);\n }\n let _e89 = phi_237_;\n if _e89 {\n discard;\n }\n let _e90 = vUv_1;\n radius = (length((_e90 - vec2(0.5f))) * 2f);\n let _e95 = radius;\n if (_e95 >= 1f) {\n discard;\n }\n let _e97 = vUv_1;\n d = (_e97 - vec2(0.5f));\n let _e101 = d[1u];\n let _e103 = d[0u];\n angle = atan2(_e101, _e103);\n let _e106 = unnamed.uTime;\n let _e107 = vSeed_1;\n t_1 = (_e106 + (_e107 * 37f));\n let _e110 = angle;\n let _e112 = t_1;\n let _e115 = radius;\n param_4 = vec2<f32>(((_e110 * 1.9f) + (_e112 * 0.55f)), (_e115 * 4.2f));\n let _e118 = valueNoise_u0028_vf2_u003b((&param_4));\n inner = _e118;\n let _e119 = angle;\n let _e121 = t_1;\n let _e124 = radius;\n param_5 = vec2<f32>(((_e119 * 3.1f) - (_e121 * 0.34f)), (_e124 * 2.6f));\n let _e127 = valueNoise_u0028_vf2_u003b((&param_5));\n outer = _e127;\n let _e128 = inner;\n let _e130 = outer;\n swirl = ((_e128 * 0.62f) + (_e130 * 0.38f));\n let _e134 = unnamed.uNoiseOctaves;\n if (_e134 > 1i) {\n let _e136 = swirl;\n let _e137 = swirl;\n let _e138 = angle;\n let _e140 = t_1;\n let _e143 = radius;\n param_6 = vec2<f32>(((_e138 * 6.3f) + (_e140 * 0.9f)), (_e143 * 8f));\n let _e146 = valueNoise_u0028_vf2_u003b((&param_6));\n swirl = mix(_e136, ((_e137 * _e146) * 2f), 0.35f);\n }\n let _e150 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e150));\n let _e153 = radius;\n let _e156 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e153)) * (0.35f + (_e156 * 0.65f)));\n let _e160 = core;\n let _e162 = corona;\n body = ((_e160 * 0.9f) + _e162);\n let _e164 = body;\n if (_e164 <= 0.02f) {\n discard;\n }\n let _e167 = unnamed.uTint;\n let _e170 = unnamed.uTint;\n let _e171 = body;\n col = mix((_e167 * 0.35f), _e170, vec3(smoothstep(0f, 0.55f, _e171)));\n let _e175 = col;\n let _e176 = body;\n col = mix(_e175, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e176)));\n let _e181 = unnamed.uTint;\n let _e182 = col;\n col = (_e182 * _e181);\n let _e184 = body;\n alpha = clamp((_e184 * 1.6f), 0f, 1f);\n let _e187 = vDistance_1;\n param_7 = _e187;\n let _e189 = vWorldPos_1[1u];\n param_8 = _e189;\n let _e190 = mediumFog_u0028_f1_u003b_f1_u003b((&param_7), (&param_8));\n fog = _e190;\n let _e191 = col;\n let _e192 = mediumColor_u0028_();\n let _e193 = fog;\n col = mix(_e191, _e192, vec3(_e193));\n let _e196 = fog;\n let _e198 = alpha;\n alpha = (_e198 * (1f - _e196));\n let _e200 = col;\n let _e201 = alpha;\n outColor = vec4<f32>(_e200.x, _e200.y, _e200.z, _e201);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
7
+ export const ARCANE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uTint: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vDistance_1: f32;\nvar<private> outColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e59 = unnamed.uFogColor;\n let _e61 = unnamed.uUnderwaterColor;\n let _e63 = unnamed.uUnderwaterFactor;\n return mix(_e59, _e61, vec3(_e63));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e72 = unnamed.uFogMode;\n if (_e72 == 1i) {\n let _e75 = unnamed.uFogFar;\n let _e77 = unnamed.uFogNear;\n span = max((_e75 - _e77), 0.0001f);\n let _e80 = (*dist);\n let _e82 = unnamed.uFogNear;\n let _e84 = span;\n ramp = clamp(((_e80 - _e82) / _e84), 0f, 1f);\n let _e88 = unnamed.uUnderwaterFactor;\n if (_e88 <= 0f) {\n let _e90 = ramp;\n return _e90;\n }\n let _e92 = unnamed.uUnderwaterFogDensity;\n let _e93 = (*dist);\n wetLinear = (_e92 * _e93);\n let _e95 = ramp;\n let _e96 = wetLinear;\n let _e98 = wetLinear;\n let _e104 = unnamed.uUnderwaterFactor;\n return mix(_e95, (1f - exp2(((-(_e96) * _e98) * 1.442695f))), _e104);\n }\n let _e107 = unnamed.uFogNear;\n let _e108 = (*dist);\n start = min(_e107, _e108);\n let _e110 = (*dist);\n if (_e110 > 0f) {\n let _e112 = start;\n let _e113 = (*dist);\n local = (_e112 / _e113);\n } else {\n local = 0f;\n }\n let _e115 = local;\n before = _e115;\n let _e116 = (*pointY);\n let _e118 = unnamed.uFogEyeY;\n let _e121 = unnamed.uFogHeightFalloff;\n t = ((_e116 - _e118) * _e121);\n let _e123 = t;\n let _e124 = before;\n rest = (_e123 * (1f - _e124));\n let _e127 = rest;\n let _e130 = rest;\n denom = select(_e130, 0.0001f, (abs(_e127) < 0.0001f));\n let _e133 = unnamed.uFogDensity;\n let _e135 = t;\n let _e137 = before;\n let _e141 = (*dist);\n let _e142 = start;\n let _e145 = denom;\n let _e150 = denom;\n air = (1f - exp(((((-(_e133) * exp((-(_e135) * _e137))) * (_e141 - _e142)) * (1f - exp(-(_e145)))) / _e150)));\n let _e155 = unnamed.uUnderwaterFactor;\n if (_e155 <= 0f) {\n let _e157 = air;\n return _e157;\n }\n let _e159 = unnamed.uUnderwaterFogDensity;\n let _e160 = (*dist);\n wet = (_e159 * _e160);\n let _e162 = air;\n let _e163 = wet;\n let _e165 = wet;\n let _e171 = unnamed.uUnderwaterFactor;\n return mix(_e162, (1f - exp2(((-(_e163) * _e165) * 1.442695f))), _e171);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e59 = (*p);\n return fract((sin(dot(_e59, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param: vec2<f32>;\n var param_1: vec2<f32>;\n var param_2: vec2<f32>;\n var param_3: vec2<f32>;\n\n let _e66 = (*p_1);\n i = floor(_e66);\n let _e68 = (*p_1);\n f = fract(_e68);\n let _e70 = f;\n let _e71 = f;\n let _e73 = f;\n u = ((_e70 * _e71) * (vec2(3f) - (_e73 * 2f)));\n let _e78 = i;\n param = _e78;\n let _e79 = hash21_u0028_vf2_u003b((&param));\n let _e80 = i;\n param_1 = (_e80 + vec2<f32>(1f, 0f));\n let _e82 = hash21_u0028_vf2_u003b((&param_1));\n let _e84 = u[0u];\n let _e86 = i;\n param_2 = (_e86 + vec2<f32>(0f, 1f));\n let _e88 = hash21_u0028_vf2_u003b((&param_2));\n let _e89 = i;\n param_3 = (_e89 + vec2<f32>(1f, 1f));\n let _e91 = hash21_u0028_vf2_u003b((&param_3));\n let _e93 = u[0u];\n let _e96 = u[1u];\n return mix(mix(_e79, _e82, _e84), mix(_e88, _e91, _e93), _e96);\n}\n\nfn main_1() {\n var radius: f32;\n var d: vec2<f32>;\n var angle: f32;\n var t_1: f32;\n var inner: f32;\n var param_4: vec2<f32>;\n var outer: f32;\n var param_5: vec2<f32>;\n var swirl: f32;\n var param_6: vec2<f32>;\n var core: f32;\n var corona: f32;\n var body: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_7: f32;\n var param_8: f32;\n var phi_266_: bool;\n\n let _e77 = unnamed.uClipEnabled;\n let _e78 = (_e77 != 0i);\n phi_266_ = _e78;\n if _e78 {\n let _e79 = vWorldPos_1;\n let _e85 = unnamed.uClipPlane;\n phi_266_ = (dot(vec4<f32>(_e79.x, _e79.y, _e79.z, 1f), _e85) < 0f);\n }\n let _e89 = phi_266_;\n if _e89 {\n discard;\n }\n let _e90 = vUv_1;\n radius = (length((_e90 - vec2(0.5f))) * 2f);\n let _e95 = radius;\n if (_e95 >= 1f) {\n discard;\n }\n let _e97 = vUv_1;\n d = (_e97 - vec2(0.5f));\n let _e101 = d[1u];\n let _e103 = d[0u];\n angle = atan2(_e101, _e103);\n let _e106 = unnamed.uTime;\n let _e107 = vSeed_1;\n t_1 = (_e106 + (_e107 * 37f));\n let _e110 = angle;\n let _e112 = t_1;\n let _e115 = radius;\n param_4 = vec2<f32>(((_e110 * 1.9f) + (_e112 * 0.55f)), (_e115 * 4.2f));\n let _e118 = valueNoise_u0028_vf2_u003b((&param_4));\n inner = _e118;\n let _e119 = angle;\n let _e121 = t_1;\n let _e124 = radius;\n param_5 = vec2<f32>(((_e119 * 3.1f) - (_e121 * 0.34f)), (_e124 * 2.6f));\n let _e127 = valueNoise_u0028_vf2_u003b((&param_5));\n outer = _e127;\n let _e128 = inner;\n let _e130 = outer;\n swirl = ((_e128 * 0.62f) + (_e130 * 0.38f));\n let _e134 = unnamed.uNoiseOctaves;\n if (_e134 > 1i) {\n let _e136 = swirl;\n let _e137 = swirl;\n let _e138 = angle;\n let _e140 = t_1;\n let _e143 = radius;\n param_6 = vec2<f32>(((_e138 * 6.3f) + (_e140 * 0.9f)), (_e143 * 8f));\n let _e146 = valueNoise_u0028_vf2_u003b((&param_6));\n swirl = mix(_e136, ((_e137 * _e146) * 2f), 0.35f);\n }\n let _e150 = radius;\n core = (1f - smoothstep(0f, 0.28f, _e150));\n let _e153 = radius;\n let _e156 = swirl;\n corona = ((1f - smoothstep(0.18f, 1f, _e153)) * (0.35f + (_e156 * 0.65f)));\n let _e160 = core;\n let _e162 = corona;\n body = ((_e160 * 0.9f) + _e162);\n let _e164 = body;\n if (_e164 <= 0.02f) {\n discard;\n }\n let _e167 = unnamed.uTint;\n let _e170 = unnamed.uTint;\n let _e171 = body;\n col = mix((_e167 * 0.35f), _e170, vec3(smoothstep(0f, 0.55f, _e171)));\n let _e175 = col;\n let _e176 = body;\n col = mix(_e175, vec3<f32>(1f, 1f, 1f), vec3(smoothstep(0.82f, 1.4f, _e176)));\n let _e181 = unnamed.uTint;\n let _e182 = col;\n col = (_e182 * _e181);\n let _e184 = body;\n alpha = clamp((_e184 * 1.6f), 0f, 1f);\n let _e187 = vDistance_1;\n param_7 = _e187;\n let _e189 = vWorldPos_1[1u];\n param_8 = _e189;\n let _e190 = mediumFog_u0028_f1_u003b_f1_u003b((&param_7), (&param_8));\n fog = _e190;\n let _e191 = col;\n let _e192 = mediumColor_u0028_();\n let _e193 = fog;\n col = mix(_e191, _e192, vec3(_e193));\n let _e196 = fog;\n let _e198 = alpha;\n alpha = (_e198 * (1f - _e196));\n let _e200 = col;\n let _e201 = alpha;\n outColor = vec4<f32>(_e200.x, _e200.y, _e200.z, _e201);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
8
8
  /**
9
9
  * What the transform assigned, so the renderer binds the same numbers.
10
10
  *
@@ -1,4 +1,4 @@
1
- export declare const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e48 = unnamed.uFogMode;\n if (_e48 == 1i) {\n let _e51 = unnamed.uFogFar;\n let _e53 = unnamed.uFogNear;\n span = max((_e51 - _e53), 0.0001f);\n let _e56 = (*dist);\n let _e58 = unnamed.uFogNear;\n let _e60 = span;\n ramp = clamp(((_e56 - _e58) / _e60), 0f, 1f);\n let _e64 = unnamed.uUnderwaterFactor;\n if (_e64 <= 0f) {\n let _e66 = ramp;\n return _e66;\n }\n let _e68 = unnamed.uUnderwaterFogDensity;\n let _e69 = (*dist);\n wetLinear = (_e68 * _e69);\n let _e71 = ramp;\n let _e72 = wetLinear;\n let _e74 = wetLinear;\n let _e80 = unnamed.uUnderwaterFactor;\n return mix(_e71, (1f - exp2(((-(_e72) * _e74) * 1.442695f))), _e80);\n }\n let _e82 = (*pointY);\n let _e84 = unnamed.uFogEyeY;\n let _e87 = unnamed.uFogHeightFalloff;\n t = ((_e82 - _e84) * _e87);\n let _e89 = t;\n let _e92 = t;\n denom = select(_e92, 0.0001f, (abs(_e89) < 0.0001f));\n let _e95 = unnamed.uFogDensity;\n let _e97 = (*dist);\n let _e99 = denom;\n let _e104 = denom;\n air = (1f - exp((((-(_e95) * _e97) * (1f - exp(-(_e99)))) / _e104)));\n let _e109 = unnamed.uUnderwaterFactor;\n if (_e109 <= 0f) {\n let _e111 = air;\n return _e111;\n }\n let _e113 = unnamed.uUnderwaterFogDensity;\n let _e114 = (*dist);\n wet = (_e113 * _e114);\n let _e116 = air;\n let _e117 = wet;\n let _e119 = wet;\n let _e125 = unnamed.uUnderwaterFactor;\n return mix(_e116, (1f - exp2(((-(_e117) * _e119) * 1.442695f))), _e125);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e39 = (*p);\n return fract((sin((_e39 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param: f32;\n var param_1: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_2: f32;\n var param_3: f32;\n\n let _e51 = vSide_1;\n across = clamp((1f - abs(_e51)), 0f, 1f);\n let _e55 = across;\n core = pow(_e55, 10f);\n let _e57 = across;\n glow = pow(_e57, 1.1f);\n let _e60 = unnamed.uTime;\n let _e62 = vSeed_1;\n t_1 = ((_e60 * 47f) + (_e62 * 17f));\n let _e65 = t_1;\n param = floor(_e65);\n let _e67 = hash11_u0028_f1_u003b((&param));\n let _e69 = t_1;\n param_1 = floor((_e69 * 2.37f));\n let _e72 = hash11_u0028_f1_u003b((&param_1));\n stutter = (0.78f + (0.22f * ((_e67 * 0.6f) + (_e72 * 0.4f))));\n let _e77 = vAlong_1;\n taper = (1f - (_e77 * 0.55f));\n let _e80 = vFade_1;\n let _e81 = stutter;\n let _e83 = taper;\n let _e85 = vGain_1;\n energy = (((_e80 * _e81) * _e83) * _e85);\n let _e88 = unnamed.uEdgeColor;\n let _e89 = glow;\n let _e92 = unnamed.uCoreColor;\n let _e93 = core;\n let _e96 = unnamed.uCoreGain;\n lit = ((_e88 * _e89) + ((_e92 * _e93) * _e96));\n let _e99 = vWorldPos_1;\n let _e101 = unnamed.uCameraPos;\n param_2 = distance(_e99, _e101);\n let _e104 = vWorldPos_1[1u];\n param_3 = _e104;\n let _e105 = mediumFog_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n fog = _e105;\n let _e106 = lit;\n let _e107 = energy;\n let _e109 = fog;\n let _e111 = ((_e106 * _e107) * (1f - _e109));\n outColor = vec4<f32>(_e111.x, _e111.y, _e111.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
1
+ export declare const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e52 = unnamed.uFogMode;\n if (_e52 == 1i) {\n let _e55 = unnamed.uFogFar;\n let _e57 = unnamed.uFogNear;\n span = max((_e55 - _e57), 0.0001f);\n let _e60 = (*dist);\n let _e62 = unnamed.uFogNear;\n let _e64 = span;\n ramp = clamp(((_e60 - _e62) / _e64), 0f, 1f);\n let _e68 = unnamed.uUnderwaterFactor;\n if (_e68 <= 0f) {\n let _e70 = ramp;\n return _e70;\n }\n let _e72 = unnamed.uUnderwaterFogDensity;\n let _e73 = (*dist);\n wetLinear = (_e72 * _e73);\n let _e75 = ramp;\n let _e76 = wetLinear;\n let _e78 = wetLinear;\n let _e84 = unnamed.uUnderwaterFactor;\n return mix(_e75, (1f - exp2(((-(_e76) * _e78) * 1.442695f))), _e84);\n }\n let _e87 = unnamed.uFogNear;\n let _e88 = (*dist);\n start = min(_e87, _e88);\n let _e90 = (*dist);\n if (_e90 > 0f) {\n let _e92 = start;\n let _e93 = (*dist);\n local = (_e92 / _e93);\n } else {\n local = 0f;\n }\n let _e95 = local;\n before = _e95;\n let _e96 = (*pointY);\n let _e98 = unnamed.uFogEyeY;\n let _e101 = unnamed.uFogHeightFalloff;\n t = ((_e96 - _e98) * _e101);\n let _e103 = t;\n let _e104 = before;\n rest = (_e103 * (1f - _e104));\n let _e107 = rest;\n let _e110 = rest;\n denom = select(_e110, 0.0001f, (abs(_e107) < 0.0001f));\n let _e113 = unnamed.uFogDensity;\n let _e115 = t;\n let _e117 = before;\n let _e121 = (*dist);\n let _e122 = start;\n let _e125 = denom;\n let _e130 = denom;\n air = (1f - exp(((((-(_e113) * exp((-(_e115) * _e117))) * (_e121 - _e122)) * (1f - exp(-(_e125)))) / _e130)));\n let _e135 = unnamed.uUnderwaterFactor;\n if (_e135 <= 0f) {\n let _e137 = air;\n return _e137;\n }\n let _e139 = unnamed.uUnderwaterFogDensity;\n let _e140 = (*dist);\n wet = (_e139 * _e140);\n let _e142 = air;\n let _e143 = wet;\n let _e145 = wet;\n let _e151 = unnamed.uUnderwaterFactor;\n return mix(_e142, (1f - exp2(((-(_e143) * _e145) * 1.442695f))), _e151);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e39 = (*p);\n return fract((sin((_e39 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param: f32;\n var param_1: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_2: f32;\n var param_3: f32;\n\n let _e51 = vSide_1;\n across = clamp((1f - abs(_e51)), 0f, 1f);\n let _e55 = across;\n core = pow(_e55, 10f);\n let _e57 = across;\n glow = pow(_e57, 1.1f);\n let _e60 = unnamed.uTime;\n let _e62 = vSeed_1;\n t_1 = ((_e60 * 47f) + (_e62 * 17f));\n let _e65 = t_1;\n param = floor(_e65);\n let _e67 = hash11_u0028_f1_u003b((&param));\n let _e69 = t_1;\n param_1 = floor((_e69 * 2.37f));\n let _e72 = hash11_u0028_f1_u003b((&param_1));\n stutter = (0.78f + (0.22f * ((_e67 * 0.6f) + (_e72 * 0.4f))));\n let _e77 = vAlong_1;\n taper = (1f - (_e77 * 0.55f));\n let _e80 = vFade_1;\n let _e81 = stutter;\n let _e83 = taper;\n let _e85 = vGain_1;\n energy = (((_e80 * _e81) * _e83) * _e85);\n let _e88 = unnamed.uEdgeColor;\n let _e89 = glow;\n let _e92 = unnamed.uCoreColor;\n let _e93 = core;\n let _e96 = unnamed.uCoreGain;\n lit = ((_e88 * _e89) + ((_e92 * _e93) * _e96));\n let _e99 = vWorldPos_1;\n let _e101 = unnamed.uCameraPos;\n param_2 = distance(_e99, _e101);\n let _e104 = vWorldPos_1[1u];\n param_3 = _e104;\n let _e105 = mediumFog_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n fog = _e105;\n let _e106 = lit;\n let _e107 = energy;\n let _e109 = fog;\n let _e111 = ((_e106 * _e107) * (1f - _e109));\n outColor = vec4<f32>(_e111.x, _e111.y, _e111.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
2
2
  export declare const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWidth: f32,\n uMinWidthPerMetre: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n @location(3) member_3: f32,\n @location(4) member_4: f32,\n @location(5) member_5: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aFrom_1: vec3<f32>;\nvar<private> aTo_1: vec3<f32>;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide: f32;\nvar<private> vAlong: f32;\nvar<private> aArc_1: vec4<f32>;\nvar<private> vFade: f32;\nvar<private> vSeed: f32;\nvar<private> vGain: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var mid: vec3<f32>;\n var dir: vec3<f32>;\n var len: f32;\n var local: vec3<f32>;\n var view: vec3<f32>;\n var dist: f32;\n var local_1: vec3<f32>;\n var across: vec3<f32>;\n var span: f32;\n var local_2: vec3<f32>;\n var halfWidth: f32;\n var world: vec3<f32>;\n\n let _e40 = aFrom_1;\n let _e41 = aTo_1;\n let _e43 = aCorner_1[0u];\n mid = mix(_e40, _e41, vec3(_e43));\n let _e46 = aTo_1;\n let _e47 = aFrom_1;\n dir = (_e46 - _e47);\n let _e49 = dir;\n len = length(_e49);\n let _e51 = len;\n if (_e51 > 0.000001f) {\n let _e53 = dir;\n let _e54 = len;\n local = (_e53 / vec3(_e54));\n } else {\n local = vec3<f32>(0f, 1f, 0f);\n }\n let _e57 = local;\n dir = _e57;\n let _e58 = mid;\n let _e60 = unnamed.uCameraPos;\n view = (_e58 - _e60);\n let _e62 = view;\n dist = length(_e62);\n let _e64 = dist;\n if (_e64 > 0.000001f) {\n let _e66 = view;\n let _e67 = dist;\n local_1 = (_e66 / vec3(_e67));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e70 = local_1;\n view = _e70;\n let _e71 = dir;\n let _e72 = view;\n across = cross(_e71, _e72);\n let _e74 = across;\n span = length(_e74);\n let _e76 = span;\n if (_e76 > 0.0001f) {\n let _e78 = across;\n let _e79 = span;\n local_2 = (_e78 / vec3(_e79));\n } else {\n let _e82 = dir;\n local_2 = normalize((cross(_e82, vec3<f32>(0f, 1f, 0f)) + vec3<f32>(0.001f, 0.001f, 0.001f)));\n }\n let _e86 = local_2;\n across = _e86;\n let _e88 = unnamed.uWidth;\n let _e89 = dist;\n let _e91 = unnamed.uMinWidthPerMetre;\n halfWidth = max(_e88, (_e89 * _e91));\n let _e94 = mid;\n let _e95 = across;\n let _e97 = aCorner_1[1u];\n let _e99 = halfWidth;\n world = (_e94 + ((_e95 * _e97) * _e99));\n let _e103 = aCorner_1[1u];\n vSide = _e103;\n let _e105 = aArc_1[0u];\n vAlong = _e105;\n let _e107 = aArc_1[1u];\n vFade = _e107;\n let _e109 = aArc_1[2u];\n vSeed = _e109;\n let _e111 = aArc_1[3u];\n vGain = _e111;\n let _e112 = world;\n vWorldPos = _e112;\n let _e114 = unnamed.uViewProj;\n let _e115 = world;\n unnamed_1.gl_Position = (_e114 * vec4<f32>(_e115.x, _e115.y, _e115.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aFrom: vec3<f32>, @location(1) aTo: vec3<f32>, @location(2) aCorner: vec2<f32>, @location(3) aArc: vec4<f32>) -> VertexOutput {\n aFrom_1 = aFrom;\n aTo_1 = aTo;\n aCorner_1 = aCorner;\n aArc_1 = aArc;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vSide;\n let _e20 = vAlong;\n let _e21 = vFade;\n let _e22 = vSeed;\n let _e23 = vGain;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e19, _e20, _e21, _e22, _e23, _e24, _e25);\n}\n";
3
3
  /**
4
4
  * What the transform assigned, so the renderer binds the same numbers.
@@ -4,7 +4,7 @@
4
4
  * The GLSL beside this file is the source of truth. A hand edit here is discarded by
5
5
  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
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  */
7
- export const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e48 = unnamed.uFogMode;\n if (_e48 == 1i) {\n let _e51 = unnamed.uFogFar;\n let _e53 = unnamed.uFogNear;\n span = max((_e51 - _e53), 0.0001f);\n let _e56 = (*dist);\n let _e58 = unnamed.uFogNear;\n let _e60 = span;\n ramp = clamp(((_e56 - _e58) / _e60), 0f, 1f);\n let _e64 = unnamed.uUnderwaterFactor;\n if (_e64 <= 0f) {\n let _e66 = ramp;\n return _e66;\n }\n let _e68 = unnamed.uUnderwaterFogDensity;\n let _e69 = (*dist);\n wetLinear = (_e68 * _e69);\n let _e71 = ramp;\n let _e72 = wetLinear;\n let _e74 = wetLinear;\n let _e80 = unnamed.uUnderwaterFactor;\n return mix(_e71, (1f - exp2(((-(_e72) * _e74) * 1.442695f))), _e80);\n }\n let _e82 = (*pointY);\n let _e84 = unnamed.uFogEyeY;\n let _e87 = unnamed.uFogHeightFalloff;\n t = ((_e82 - _e84) * _e87);\n let _e89 = t;\n let _e92 = t;\n denom = select(_e92, 0.0001f, (abs(_e89) < 0.0001f));\n let _e95 = unnamed.uFogDensity;\n let _e97 = (*dist);\n let _e99 = denom;\n let _e104 = denom;\n air = (1f - exp((((-(_e95) * _e97) * (1f - exp(-(_e99)))) / _e104)));\n let _e109 = unnamed.uUnderwaterFactor;\n if (_e109 <= 0f) {\n let _e111 = air;\n return _e111;\n }\n let _e113 = unnamed.uUnderwaterFogDensity;\n let _e114 = (*dist);\n wet = (_e113 * _e114);\n let _e116 = air;\n let _e117 = wet;\n let _e119 = wet;\n let _e125 = unnamed.uUnderwaterFactor;\n return mix(_e116, (1f - exp2(((-(_e117) * _e119) * 1.442695f))), _e125);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e39 = (*p);\n return fract((sin((_e39 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param: f32;\n var param_1: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_2: f32;\n var param_3: f32;\n\n let _e51 = vSide_1;\n across = clamp((1f - abs(_e51)), 0f, 1f);\n let _e55 = across;\n core = pow(_e55, 10f);\n let _e57 = across;\n glow = pow(_e57, 1.1f);\n let _e60 = unnamed.uTime;\n let _e62 = vSeed_1;\n t_1 = ((_e60 * 47f) + (_e62 * 17f));\n let _e65 = t_1;\n param = floor(_e65);\n let _e67 = hash11_u0028_f1_u003b((&param));\n let _e69 = t_1;\n param_1 = floor((_e69 * 2.37f));\n let _e72 = hash11_u0028_f1_u003b((&param_1));\n stutter = (0.78f + (0.22f * ((_e67 * 0.6f) + (_e72 * 0.4f))));\n let _e77 = vAlong_1;\n taper = (1f - (_e77 * 0.55f));\n let _e80 = vFade_1;\n let _e81 = stutter;\n let _e83 = taper;\n let _e85 = vGain_1;\n energy = (((_e80 * _e81) * _e83) * _e85);\n let _e88 = unnamed.uEdgeColor;\n let _e89 = glow;\n let _e92 = unnamed.uCoreColor;\n let _e93 = core;\n let _e96 = unnamed.uCoreGain;\n lit = ((_e88 * _e89) + ((_e92 * _e93) * _e96));\n let _e99 = vWorldPos_1;\n let _e101 = unnamed.uCameraPos;\n param_2 = distance(_e99, _e101);\n let _e104 = vWorldPos_1[1u];\n param_3 = _e104;\n let _e105 = mediumFog_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n fog = _e105;\n let _e106 = lit;\n let _e107 = energy;\n let _e109 = fog;\n let _e111 = ((_e106 * _e107) * (1f - _e109));\n outColor = vec4<f32>(_e111.x, _e111.y, _e111.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
7
+ export const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e52 = unnamed.uFogMode;\n if (_e52 == 1i) {\n let _e55 = unnamed.uFogFar;\n let _e57 = unnamed.uFogNear;\n span = max((_e55 - _e57), 0.0001f);\n let _e60 = (*dist);\n let _e62 = unnamed.uFogNear;\n let _e64 = span;\n ramp = clamp(((_e60 - _e62) / _e64), 0f, 1f);\n let _e68 = unnamed.uUnderwaterFactor;\n if (_e68 <= 0f) {\n let _e70 = ramp;\n return _e70;\n }\n let _e72 = unnamed.uUnderwaterFogDensity;\n let _e73 = (*dist);\n wetLinear = (_e72 * _e73);\n let _e75 = ramp;\n let _e76 = wetLinear;\n let _e78 = wetLinear;\n let _e84 = unnamed.uUnderwaterFactor;\n return mix(_e75, (1f - exp2(((-(_e76) * _e78) * 1.442695f))), _e84);\n }\n let _e87 = unnamed.uFogNear;\n let _e88 = (*dist);\n start = min(_e87, _e88);\n let _e90 = (*dist);\n if (_e90 > 0f) {\n let _e92 = start;\n let _e93 = (*dist);\n local = (_e92 / _e93);\n } else {\n local = 0f;\n }\n let _e95 = local;\n before = _e95;\n let _e96 = (*pointY);\n let _e98 = unnamed.uFogEyeY;\n let _e101 = unnamed.uFogHeightFalloff;\n t = ((_e96 - _e98) * _e101);\n let _e103 = t;\n let _e104 = before;\n rest = (_e103 * (1f - _e104));\n let _e107 = rest;\n let _e110 = rest;\n denom = select(_e110, 0.0001f, (abs(_e107) < 0.0001f));\n let _e113 = unnamed.uFogDensity;\n let _e115 = t;\n let _e117 = before;\n let _e121 = (*dist);\n let _e122 = start;\n let _e125 = denom;\n let _e130 = denom;\n air = (1f - exp(((((-(_e113) * exp((-(_e115) * _e117))) * (_e121 - _e122)) * (1f - exp(-(_e125)))) / _e130)));\n let _e135 = unnamed.uUnderwaterFactor;\n if (_e135 <= 0f) {\n let _e137 = air;\n return _e137;\n }\n let _e139 = unnamed.uUnderwaterFogDensity;\n let _e140 = (*dist);\n wet = (_e139 * _e140);\n let _e142 = air;\n let _e143 = wet;\n let _e145 = wet;\n let _e151 = unnamed.uUnderwaterFactor;\n return mix(_e142, (1f - exp2(((-(_e143) * _e145) * 1.442695f))), _e151);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e39 = (*p);\n return fract((sin((_e39 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param: f32;\n var param_1: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_2: f32;\n var param_3: f32;\n\n let _e51 = vSide_1;\n across = clamp((1f - abs(_e51)), 0f, 1f);\n let _e55 = across;\n core = pow(_e55, 10f);\n let _e57 = across;\n glow = pow(_e57, 1.1f);\n let _e60 = unnamed.uTime;\n let _e62 = vSeed_1;\n t_1 = ((_e60 * 47f) + (_e62 * 17f));\n let _e65 = t_1;\n param = floor(_e65);\n let _e67 = hash11_u0028_f1_u003b((&param));\n let _e69 = t_1;\n param_1 = floor((_e69 * 2.37f));\n let _e72 = hash11_u0028_f1_u003b((&param_1));\n stutter = (0.78f + (0.22f * ((_e67 * 0.6f) + (_e72 * 0.4f))));\n let _e77 = vAlong_1;\n taper = (1f - (_e77 * 0.55f));\n let _e80 = vFade_1;\n let _e81 = stutter;\n let _e83 = taper;\n let _e85 = vGain_1;\n energy = (((_e80 * _e81) * _e83) * _e85);\n let _e88 = unnamed.uEdgeColor;\n let _e89 = glow;\n let _e92 = unnamed.uCoreColor;\n let _e93 = core;\n let _e96 = unnamed.uCoreGain;\n lit = ((_e88 * _e89) + ((_e92 * _e93) * _e96));\n let _e99 = vWorldPos_1;\n let _e101 = unnamed.uCameraPos;\n param_2 = distance(_e99, _e101);\n let _e104 = vWorldPos_1[1u];\n param_3 = _e104;\n let _e105 = mediumFog_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n fog = _e105;\n let _e106 = lit;\n let _e107 = energy;\n let _e109 = fog;\n let _e111 = ((_e106 * _e107) * (1f - _e109));\n outColor = vec4<f32>(_e111.x, _e111.y, _e111.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
8
8
  export const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWidth: f32,\n uMinWidthPerMetre: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n @location(3) member_3: f32,\n @location(4) member_4: f32,\n @location(5) member_5: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aFrom_1: vec3<f32>;\nvar<private> aTo_1: vec3<f32>;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide: f32;\nvar<private> vAlong: f32;\nvar<private> aArc_1: vec4<f32>;\nvar<private> vFade: f32;\nvar<private> vSeed: f32;\nvar<private> vGain: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var mid: vec3<f32>;\n var dir: vec3<f32>;\n var len: f32;\n var local: vec3<f32>;\n var view: vec3<f32>;\n var dist: f32;\n var local_1: vec3<f32>;\n var across: vec3<f32>;\n var span: f32;\n var local_2: vec3<f32>;\n var halfWidth: f32;\n var world: vec3<f32>;\n\n let _e40 = aFrom_1;\n let _e41 = aTo_1;\n let _e43 = aCorner_1[0u];\n mid = mix(_e40, _e41, vec3(_e43));\n let _e46 = aTo_1;\n let _e47 = aFrom_1;\n dir = (_e46 - _e47);\n let _e49 = dir;\n len = length(_e49);\n let _e51 = len;\n if (_e51 > 0.000001f) {\n let _e53 = dir;\n let _e54 = len;\n local = (_e53 / vec3(_e54));\n } else {\n local = vec3<f32>(0f, 1f, 0f);\n }\n let _e57 = local;\n dir = _e57;\n let _e58 = mid;\n let _e60 = unnamed.uCameraPos;\n view = (_e58 - _e60);\n let _e62 = view;\n dist = length(_e62);\n let _e64 = dist;\n if (_e64 > 0.000001f) {\n let _e66 = view;\n let _e67 = dist;\n local_1 = (_e66 / vec3(_e67));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e70 = local_1;\n view = _e70;\n let _e71 = dir;\n let _e72 = view;\n across = cross(_e71, _e72);\n let _e74 = across;\n span = length(_e74);\n let _e76 = span;\n if (_e76 > 0.0001f) {\n let _e78 = across;\n let _e79 = span;\n local_2 = (_e78 / vec3(_e79));\n } else {\n let _e82 = dir;\n local_2 = normalize((cross(_e82, vec3<f32>(0f, 1f, 0f)) + vec3<f32>(0.001f, 0.001f, 0.001f)));\n }\n let _e86 = local_2;\n across = _e86;\n let _e88 = unnamed.uWidth;\n let _e89 = dist;\n let _e91 = unnamed.uMinWidthPerMetre;\n halfWidth = max(_e88, (_e89 * _e91));\n let _e94 = mid;\n let _e95 = across;\n let _e97 = aCorner_1[1u];\n let _e99 = halfWidth;\n world = (_e94 + ((_e95 * _e97) * _e99));\n let _e103 = aCorner_1[1u];\n vSide = _e103;\n let _e105 = aArc_1[0u];\n vAlong = _e105;\n let _e107 = aArc_1[1u];\n vFade = _e107;\n let _e109 = aArc_1[2u];\n vSeed = _e109;\n let _e111 = aArc_1[3u];\n vGain = _e111;\n let _e112 = world;\n vWorldPos = _e112;\n let _e114 = unnamed.uViewProj;\n let _e115 = world;\n unnamed_1.gl_Position = (_e114 * vec4<f32>(_e115.x, _e115.y, _e115.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aFrom: vec3<f32>, @location(1) aTo: vec3<f32>, @location(2) aCorner: vec2<f32>, @location(3) aArc: vec4<f32>) -> VertexOutput {\n aFrom_1 = aFrom;\n aTo_1 = aTo;\n aCorner_1 = aCorner;\n aArc_1 = aArc;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vSide;\n let _e20 = vAlong;\n let _e21 = vFade;\n let _e22 = vSeed;\n let _e23 = vGain;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e19, _e20, _e21, _e22, _e23, _e24, _e25);\n}\n";
9
9
  /**
10
10
  * What the transform assigned, so the renderer binds the same numbers.
@@ -1,4 +1,4 @@
1
- export declare const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e74 = unnamed.uFogMode;\n if (_e74 == 1i) {\n let _e77 = unnamed.uFogFar;\n let _e79 = unnamed.uFogNear;\n span = max((_e77 - _e79), 0.0001f);\n let _e82 = (*dist);\n let _e84 = unnamed.uFogNear;\n let _e86 = span;\n ramp = clamp(((_e82 - _e84) / _e86), 0f, 1f);\n let _e90 = unnamed.uUnderwaterFactor;\n if (_e90 <= 0f) {\n let _e92 = ramp;\n return _e92;\n }\n let _e94 = unnamed.uUnderwaterFogDensity;\n let _e95 = (*dist);\n wetLinear = (_e94 * _e95);\n let _e97 = ramp;\n let _e98 = wetLinear;\n let _e100 = wetLinear;\n let _e106 = unnamed.uUnderwaterFactor;\n return mix(_e97, (1f - exp2(((-(_e98) * _e100) * 1.442695f))), _e106);\n }\n let _e108 = (*pointY);\n let _e110 = unnamed.uFogEyeY;\n let _e113 = unnamed.uFogHeightFalloff;\n t = ((_e108 - _e110) * _e113);\n let _e115 = t;\n let _e118 = t;\n denom = select(_e118, 0.0001f, (abs(_e115) < 0.0001f));\n let _e121 = unnamed.uFogDensity;\n let _e123 = (*dist);\n let _e125 = denom;\n let _e130 = denom;\n air = (1f - exp((((-(_e121) * _e123) * (1f - exp(-(_e125)))) / _e130)));\n let _e135 = unnamed.uUnderwaterFactor;\n if (_e135 <= 0f) {\n let _e137 = air;\n return _e137;\n }\n let _e139 = unnamed.uUnderwaterFogDensity;\n let _e140 = (*dist);\n wet = (_e139 * _e140);\n let _e142 = air;\n let _e143 = wet;\n let _e145 = wet;\n let _e151 = unnamed.uUnderwaterFactor;\n return mix(_e142, (1f - exp2(((-(_e143) * _e145) * 1.442695f))), _e151);\n}\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e69 = (*k);\n c = sqrt((9.81f / _e69));\n let _e72 = (*k);\n let _e73 = (*dir);\n let _e74 = (*p);\n let _e76 = c;\n let _e77 = (*time);\n return (_e72 * (dot(_e73, _e74) - (_e76 * _e77)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e66 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable[_e66][3u];\n return (6.2831855f / _e69);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e67 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable_1[_e67];\n let _e72 = (*windDir);\n return normalize(mix(normalize(_e69.xy), _e72, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e83 = i_2;\n if (_e83 < 4i) {\n let _e85 = i_2;\n param = _e85;\n let _e86 = (*windDir_1);\n param_1 = _e86;\n let _e87 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((&param), (&param_1));\n dir_1 = _e87;\n let _e88 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e91 = indexable_2[_e88][2u];\n let _e92 = (*gain);\n steepness = (_e91 * _e92);\n let _e94 = i_2;\n param_2 = _e94;\n let _e95 = gerstnerWavenumber_u0028_i1_u003b((&param_2));\n k_1 = _e95;\n let _e96 = k_1;\n param_3 = _e96;\n let _e97 = dir_1;\n param_4 = _e97;\n let _e98 = (*p_1);\n param_5 = _e98;\n let _e99 = (*time_1);\n param_6 = _e99;\n let _e100 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((&param_3), (&param_4), (&param_5), (&param_6));\n f = _e100;\n let _e101 = steepness;\n let _e103 = k_1;\n let _e105 = f;\n second = ((-(_e101) * _e103) * sin(_e105));\n let _e108 = second;\n let _e110 = dir_1[0u];\n let _e113 = dir_1[0u];\n let _e116 = h[0u];\n h[0u] = (_e116 + ((_e108 * _e110) * _e113));\n let _e119 = second;\n let _e121 = dir_1[1u];\n let _e124 = dir_1[1u];\n let _e127 = h[1u];\n h[1u] = (_e127 + ((_e119 * _e121) * _e124));\n let _e130 = second;\n let _e132 = dir_1[0u];\n let _e135 = dir_1[1u];\n let _e138 = h[2u];\n h[2u] = (_e138 + ((_e130 * _e132) * _e135));\n continue;\n } else {\n break;\n }\n continuing {\n let _e141 = i_2;\n i_2 = (_e141 + 1i);\n }\n }\n let _e143 = h;\n return _e143;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var a: f32;\n var b: f32;\n var c_1: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n\n let _e93 = vParams_1[0u];\n waterY = _e93;\n let _e95 = vWorldPos_1[1u];\n let _e96 = waterY;\n drop = (_e95 - _e96);\n let _e98 = drop;\n distanceFromWater = abs(_e98);\n let _e100 = distanceFromWater;\n clear = step(0.02f, _e100);\n let _e103 = unnamed.uMaxDrop;\n let _e106 = unnamed.uMaxDrop;\n let _e107 = distanceFromWater;\n height = (1f - smoothstep((_e103 * 0.45f), _e106, _e107));\n let _e111 = vLocal_1[0u];\n let _e113 = vLocal_1[0u];\n let _e117 = vLocal_1[1u];\n let _e119 = vLocal_1[1u];\n rim = min(min(_e111, (1f - _e113)), min(_e117, (1f - _e119)));\n let _e123 = rim;\n edge = smoothstep(0f, 0.12f, _e123);\n let _e125 = clear;\n let _e126 = height;\n let _e128 = edge;\n reach = ((_e125 * _e126) * _e128);\n let _e132 = unnamed.uLightDir[1u];\n elevation = max(_e132, 0.16f);\n let _e134 = elevation;\n slant = (1f / _e134);\n let _e136 = drop;\n let _e137 = slant;\n d = (_e136 * _e137);\n let _e139 = vWorldPos_1;\n let _e142 = unnamed.uLightDir;\n let _e144 = d;\n water = (_e139.xz + (_e142.xz * _e144));\n let _e147 = water;\n param_7 = _e147;\n let _e149 = unnamed.uTime;\n param_8 = _e149;\n let _e151 = unnamed.uWindDir;\n param_9 = _e151;\n let _e153 = unnamed.uWaveGain;\n param_10 = _e153;\n let _e154 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((&param_7), (&param_8), (&param_9), (&param_10));\n h_1 = _e154;\n let _e155 = d;\n let _e158 = h_1[0u];\n a = (1f - ((2f * _e155) * _e158));\n let _e161 = d;\n let _e164 = h_1[1u];\n b = (1f - ((2f * _e161) * _e164));\n let _e167 = d;\n let _e170 = h_1[2u];\n c_1 = ((2f * _e167) * _e170);\n let _e172 = a;\n let _e173 = b;\n let _e175 = c_1;\n let _e176 = c_1;\n det = ((_e172 * _e173) - (_e175 * _e176));\n let _e179 = det;\n let _e180 = fwidth(_e179);\n soft = max(0.05f, (_e180 * 1.6f));\n let _e183 = soft;\n let _e184 = det;\n let _e186 = soft;\n lines = (_e183 / max(abs(_e184), _e186));\n let _e189 = det;\n sheen = clamp(((1f / max(abs(_e189), 0.18f)) - 0.85f), 0f, 1f);\n let _e195 = lines;\n let _e197 = sheen;\n caustic = clamp(((_e195 * 0.9f) + (_e197 * 0.09f)), 0f, 1.6f);\n let _e201 = vWorldPos_1;\n let _e203 = unnamed.uCameraPos;\n param_11 = distance(_e201, _e203);\n let _e206 = vWorldPos_1[1u];\n param_12 = _e206;\n let _e207 = mediumFog_u0028_f1_u003b_f1_u003b((&param_11), (&param_12));\n fog = _e207;\n let _e209 = unnamed.uTint;\n let _e210 = caustic;\n let _e212 = unnamed.uStrength;\n let _e214 = reach;\n let _e216 = fog;\n let _e219 = (_e209 * (((_e210 * _e212) * _e214) * (1f - _e216)));\n outColor = vec4<f32>(_e219.x, _e219.y, _e219.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
1
+ export declare const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e78 = unnamed.uFogMode;\n if (_e78 == 1i) {\n let _e81 = unnamed.uFogFar;\n let _e83 = unnamed.uFogNear;\n span = max((_e81 - _e83), 0.0001f);\n let _e86 = (*dist);\n let _e88 = unnamed.uFogNear;\n let _e90 = span;\n ramp = clamp(((_e86 - _e88) / _e90), 0f, 1f);\n let _e94 = unnamed.uUnderwaterFactor;\n if (_e94 <= 0f) {\n let _e96 = ramp;\n return _e96;\n }\n let _e98 = unnamed.uUnderwaterFogDensity;\n let _e99 = (*dist);\n wetLinear = (_e98 * _e99);\n let _e101 = ramp;\n let _e102 = wetLinear;\n let _e104 = wetLinear;\n let _e110 = unnamed.uUnderwaterFactor;\n return mix(_e101, (1f - exp2(((-(_e102) * _e104) * 1.442695f))), _e110);\n }\n let _e113 = unnamed.uFogNear;\n let _e114 = (*dist);\n start = min(_e113, _e114);\n let _e116 = (*dist);\n if (_e116 > 0f) {\n let _e118 = start;\n let _e119 = (*dist);\n local = (_e118 / _e119);\n } else {\n local = 0f;\n }\n let _e121 = local;\n before = _e121;\n let _e122 = (*pointY);\n let _e124 = unnamed.uFogEyeY;\n let _e127 = unnamed.uFogHeightFalloff;\n t = ((_e122 - _e124) * _e127);\n let _e129 = t;\n let _e130 = before;\n rest = (_e129 * (1f - _e130));\n let _e133 = rest;\n let _e136 = rest;\n denom = select(_e136, 0.0001f, (abs(_e133) < 0.0001f));\n let _e139 = unnamed.uFogDensity;\n let _e141 = t;\n let _e143 = before;\n let _e147 = (*dist);\n let _e148 = start;\n let _e151 = denom;\n let _e156 = denom;\n air = (1f - exp(((((-(_e139) * exp((-(_e141) * _e143))) * (_e147 - _e148)) * (1f - exp(-(_e151)))) / _e156)));\n let _e161 = unnamed.uUnderwaterFactor;\n if (_e161 <= 0f) {\n let _e163 = air;\n return _e163;\n }\n let _e165 = unnamed.uUnderwaterFogDensity;\n let _e166 = (*dist);\n wet = (_e165 * _e166);\n let _e168 = air;\n let _e169 = wet;\n let _e171 = wet;\n let _e177 = unnamed.uUnderwaterFactor;\n return mix(_e168, (1f - exp2(((-(_e169) * _e171) * 1.442695f))), _e177);\n}\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e69 = (*k);\n c = sqrt((9.81f / _e69));\n let _e72 = (*k);\n let _e73 = (*dir);\n let _e74 = (*p);\n let _e76 = c;\n let _e77 = (*time);\n return (_e72 * (dot(_e73, _e74) - (_e76 * _e77)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e66 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable[_e66][3u];\n return (6.2831855f / _e69);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e67 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable_1[_e67];\n let _e72 = (*windDir);\n return normalize(mix(normalize(_e69.xy), _e72, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e83 = i_2;\n if (_e83 < 4i) {\n let _e85 = i_2;\n param = _e85;\n let _e86 = (*windDir_1);\n param_1 = _e86;\n let _e87 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((&param), (&param_1));\n dir_1 = _e87;\n let _e88 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e91 = indexable_2[_e88][2u];\n let _e92 = (*gain);\n steepness = (_e91 * _e92);\n let _e94 = i_2;\n param_2 = _e94;\n let _e95 = gerstnerWavenumber_u0028_i1_u003b((&param_2));\n k_1 = _e95;\n let _e96 = k_1;\n param_3 = _e96;\n let _e97 = dir_1;\n param_4 = _e97;\n let _e98 = (*p_1);\n param_5 = _e98;\n let _e99 = (*time_1);\n param_6 = _e99;\n let _e100 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((&param_3), (&param_4), (&param_5), (&param_6));\n f = _e100;\n let _e101 = steepness;\n let _e103 = k_1;\n let _e105 = f;\n second = ((-(_e101) * _e103) * sin(_e105));\n let _e108 = second;\n let _e110 = dir_1[0u];\n let _e113 = dir_1[0u];\n let _e116 = h[0u];\n h[0u] = (_e116 + ((_e108 * _e110) * _e113));\n let _e119 = second;\n let _e121 = dir_1[1u];\n let _e124 = dir_1[1u];\n let _e127 = h[1u];\n h[1u] = (_e127 + ((_e119 * _e121) * _e124));\n let _e130 = second;\n let _e132 = dir_1[0u];\n let _e135 = dir_1[1u];\n let _e138 = h[2u];\n h[2u] = (_e138 + ((_e130 * _e132) * _e135));\n continue;\n } else {\n break;\n }\n continuing {\n let _e141 = i_2;\n i_2 = (_e141 + 1i);\n }\n }\n let _e143 = h;\n return _e143;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var a: f32;\n var b: f32;\n var c_1: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n\n let _e93 = vParams_1[0u];\n waterY = _e93;\n let _e95 = vWorldPos_1[1u];\n let _e96 = waterY;\n drop = (_e95 - _e96);\n let _e98 = drop;\n distanceFromWater = abs(_e98);\n let _e100 = distanceFromWater;\n clear = step(0.02f, _e100);\n let _e103 = unnamed.uMaxDrop;\n let _e106 = unnamed.uMaxDrop;\n let _e107 = distanceFromWater;\n height = (1f - smoothstep((_e103 * 0.45f), _e106, _e107));\n let _e111 = vLocal_1[0u];\n let _e113 = vLocal_1[0u];\n let _e117 = vLocal_1[1u];\n let _e119 = vLocal_1[1u];\n rim = min(min(_e111, (1f - _e113)), min(_e117, (1f - _e119)));\n let _e123 = rim;\n edge = smoothstep(0f, 0.12f, _e123);\n let _e125 = clear;\n let _e126 = height;\n let _e128 = edge;\n reach = ((_e125 * _e126) * _e128);\n let _e132 = unnamed.uLightDir[1u];\n elevation = max(_e132, 0.16f);\n let _e134 = elevation;\n slant = (1f / _e134);\n let _e136 = drop;\n let _e137 = slant;\n d = (_e136 * _e137);\n let _e139 = vWorldPos_1;\n let _e142 = unnamed.uLightDir;\n let _e144 = d;\n water = (_e139.xz + (_e142.xz * _e144));\n let _e147 = water;\n param_7 = _e147;\n let _e149 = unnamed.uTime;\n param_8 = _e149;\n let _e151 = unnamed.uWindDir;\n param_9 = _e151;\n let _e153 = unnamed.uWaveGain;\n param_10 = _e153;\n let _e154 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((&param_7), (&param_8), (&param_9), (&param_10));\n h_1 = _e154;\n let _e155 = d;\n let _e158 = h_1[0u];\n a = (1f - ((2f * _e155) * _e158));\n let _e161 = d;\n let _e164 = h_1[1u];\n b = (1f - ((2f * _e161) * _e164));\n let _e167 = d;\n let _e170 = h_1[2u];\n c_1 = ((2f * _e167) * _e170);\n let _e172 = a;\n let _e173 = b;\n let _e175 = c_1;\n let _e176 = c_1;\n det = ((_e172 * _e173) - (_e175 * _e176));\n let _e179 = det;\n let _e180 = fwidth(_e179);\n soft = max(0.05f, (_e180 * 1.6f));\n let _e183 = soft;\n let _e184 = det;\n let _e186 = soft;\n lines = (_e183 / max(abs(_e184), _e186));\n let _e189 = det;\n sheen = clamp(((1f / max(abs(_e189), 0.18f)) - 0.85f), 0f, 1f);\n let _e195 = lines;\n let _e197 = sheen;\n caustic = clamp(((_e195 * 0.9f) + (_e197 * 0.09f)), 0f, 1.6f);\n let _e201 = vWorldPos_1;\n let _e203 = unnamed.uCameraPos;\n param_11 = distance(_e201, _e203);\n let _e206 = vWorldPos_1[1u];\n param_12 = _e206;\n let _e207 = mediumFog_u0028_f1_u003b_f1_u003b((&param_11), (&param_12));\n fog = _e207;\n let _e209 = unnamed.uTint;\n let _e210 = caustic;\n let _e212 = unnamed.uStrength;\n let _e214 = reach;\n let _e216 = fog;\n let _e219 = (_e209 * (((_e210 * _e212) * _e214) * (1f - _e216)));\n outColor = vec4<f32>(_e219.x, _e219.y, _e219.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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2
  export declare const CAUSTICS_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n}\n\nstruct VertexOutput {\n @location(0) member: vec3<f32>,\n @location(1) member_1: vec2<f32>,\n @location(2) member_2: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vWorldPos: vec3<f32>;\nvar<private> aRest_1: vec3<f32>;\nvar<private> vLocal: vec2<f32>;\nvar<private> aLocal_1: vec2<f32>;\nvar<private> vParams: vec2<f32>;\nvar<private> aParams_1: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(0) \nvar<uniform> unnamed_1: Uniforms;\n\nfn main_1() {\n let _e10 = aRest_1;\n vWorldPos = _e10;\n let _e11 = aLocal_1;\n vLocal = _e11;\n let _e12 = aParams_1;\n vParams = _e12;\n let _e14 = unnamed_1.uViewProj;\n let _e15 = aRest_1;\n unnamed.gl_Position = (_e14 * vec4<f32>(_e15.x, _e15.y, _e15.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aRest: vec3<f32>, @location(1) aLocal: vec2<f32>, @location(2) aParams: vec2<f32>) -> VertexOutput {\n aRest_1 = aRest;\n aLocal_1 = aLocal;\n aParams_1 = aParams;\n main_1();\n let _e12 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e12);\n let _e14 = vWorldPos;\n let _e15 = vLocal;\n let _e16 = vParams;\n let _e17 = unnamed.gl_Position;\n return VertexOutput(_e14, _e15, _e16, _e17);\n}\n";
3
3
  /**
4
4
  * What the transform assigned, so the renderer binds the same numbers.
@@ -4,7 +4,7 @@
4
4
  * The GLSL beside this file is the source of truth. A hand edit here is discarded by
5
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  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
6
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  */
7
- export const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e74 = unnamed.uFogMode;\n if (_e74 == 1i) {\n let _e77 = unnamed.uFogFar;\n let _e79 = unnamed.uFogNear;\n span = max((_e77 - _e79), 0.0001f);\n let _e82 = (*dist);\n let _e84 = unnamed.uFogNear;\n let _e86 = span;\n ramp = clamp(((_e82 - _e84) / _e86), 0f, 1f);\n let _e90 = unnamed.uUnderwaterFactor;\n if (_e90 <= 0f) {\n let _e92 = ramp;\n return _e92;\n }\n let _e94 = unnamed.uUnderwaterFogDensity;\n let _e95 = (*dist);\n wetLinear = (_e94 * _e95);\n let _e97 = ramp;\n let _e98 = wetLinear;\n let _e100 = wetLinear;\n let _e106 = unnamed.uUnderwaterFactor;\n return mix(_e97, (1f - exp2(((-(_e98) * _e100) * 1.442695f))), _e106);\n }\n let _e108 = (*pointY);\n let _e110 = unnamed.uFogEyeY;\n let _e113 = unnamed.uFogHeightFalloff;\n t = ((_e108 - _e110) * _e113);\n let _e115 = t;\n let _e118 = t;\n denom = select(_e118, 0.0001f, (abs(_e115) < 0.0001f));\n let _e121 = unnamed.uFogDensity;\n let _e123 = (*dist);\n let _e125 = denom;\n let _e130 = denom;\n air = (1f - exp((((-(_e121) * _e123) * (1f - exp(-(_e125)))) / _e130)));\n let _e135 = unnamed.uUnderwaterFactor;\n if (_e135 <= 0f) {\n let _e137 = air;\n return _e137;\n }\n let _e139 = unnamed.uUnderwaterFogDensity;\n let _e140 = (*dist);\n wet = (_e139 * _e140);\n let _e142 = air;\n let _e143 = wet;\n let _e145 = wet;\n let _e151 = unnamed.uUnderwaterFactor;\n return mix(_e142, (1f - exp2(((-(_e143) * _e145) * 1.442695f))), _e151);\n}\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e69 = (*k);\n c = sqrt((9.81f / _e69));\n let _e72 = (*k);\n let _e73 = (*dir);\n let _e74 = (*p);\n let _e76 = c;\n let _e77 = (*time);\n return (_e72 * (dot(_e73, _e74) - (_e76 * _e77)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e66 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable[_e66][3u];\n return (6.2831855f / _e69);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e67 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable_1[_e67];\n let _e72 = (*windDir);\n return normalize(mix(normalize(_e69.xy), _e72, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e83 = i_2;\n if (_e83 < 4i) {\n let _e85 = i_2;\n param = _e85;\n let _e86 = (*windDir_1);\n param_1 = _e86;\n let _e87 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((&param), (&param_1));\n dir_1 = _e87;\n let _e88 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e91 = indexable_2[_e88][2u];\n let _e92 = (*gain);\n steepness = (_e91 * _e92);\n let _e94 = i_2;\n param_2 = _e94;\n let _e95 = gerstnerWavenumber_u0028_i1_u003b((&param_2));\n k_1 = _e95;\n let _e96 = k_1;\n param_3 = _e96;\n let _e97 = dir_1;\n param_4 = _e97;\n let _e98 = (*p_1);\n param_5 = _e98;\n let _e99 = (*time_1);\n param_6 = _e99;\n let _e100 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((&param_3), (&param_4), (&param_5), (&param_6));\n f = _e100;\n let _e101 = steepness;\n let _e103 = k_1;\n let _e105 = f;\n second = ((-(_e101) * _e103) * sin(_e105));\n let _e108 = second;\n let _e110 = dir_1[0u];\n let _e113 = dir_1[0u];\n let _e116 = h[0u];\n h[0u] = (_e116 + ((_e108 * _e110) * _e113));\n let _e119 = second;\n let _e121 = dir_1[1u];\n let _e124 = dir_1[1u];\n let _e127 = h[1u];\n h[1u] = (_e127 + ((_e119 * _e121) * _e124));\n let _e130 = second;\n let _e132 = dir_1[0u];\n let _e135 = dir_1[1u];\n let _e138 = h[2u];\n h[2u] = (_e138 + ((_e130 * _e132) * _e135));\n continue;\n } else {\n break;\n }\n continuing {\n let _e141 = i_2;\n i_2 = (_e141 + 1i);\n }\n }\n let _e143 = h;\n return _e143;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var a: f32;\n var b: f32;\n var c_1: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n\n let _e93 = vParams_1[0u];\n waterY = _e93;\n let _e95 = vWorldPos_1[1u];\n let _e96 = waterY;\n drop = (_e95 - _e96);\n let _e98 = drop;\n distanceFromWater = abs(_e98);\n let _e100 = distanceFromWater;\n clear = step(0.02f, _e100);\n let _e103 = unnamed.uMaxDrop;\n let _e106 = unnamed.uMaxDrop;\n let _e107 = distanceFromWater;\n height = (1f - smoothstep((_e103 * 0.45f), _e106, _e107));\n let _e111 = vLocal_1[0u];\n let _e113 = vLocal_1[0u];\n let _e117 = vLocal_1[1u];\n let _e119 = vLocal_1[1u];\n rim = min(min(_e111, (1f - _e113)), min(_e117, (1f - _e119)));\n let _e123 = rim;\n edge = smoothstep(0f, 0.12f, _e123);\n let _e125 = clear;\n let _e126 = height;\n let _e128 = edge;\n reach = ((_e125 * _e126) * _e128);\n let _e132 = unnamed.uLightDir[1u];\n elevation = max(_e132, 0.16f);\n let _e134 = elevation;\n slant = (1f / _e134);\n let _e136 = drop;\n let _e137 = slant;\n d = (_e136 * _e137);\n let _e139 = vWorldPos_1;\n let _e142 = unnamed.uLightDir;\n let _e144 = d;\n water = (_e139.xz + (_e142.xz * _e144));\n let _e147 = water;\n param_7 = _e147;\n let _e149 = unnamed.uTime;\n param_8 = _e149;\n let _e151 = unnamed.uWindDir;\n param_9 = _e151;\n let _e153 = unnamed.uWaveGain;\n param_10 = _e153;\n let _e154 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((&param_7), (&param_8), (&param_9), (&param_10));\n h_1 = _e154;\n let _e155 = d;\n let _e158 = h_1[0u];\n a = (1f - ((2f * _e155) * _e158));\n let _e161 = d;\n let _e164 = h_1[1u];\n b = (1f - ((2f * _e161) * _e164));\n let _e167 = d;\n let _e170 = h_1[2u];\n c_1 = ((2f * _e167) * _e170);\n let _e172 = a;\n let _e173 = b;\n let _e175 = c_1;\n let _e176 = c_1;\n det = ((_e172 * _e173) - (_e175 * _e176));\n let _e179 = det;\n let _e180 = fwidth(_e179);\n soft = max(0.05f, (_e180 * 1.6f));\n let _e183 = soft;\n let _e184 = det;\n let _e186 = soft;\n lines = (_e183 / max(abs(_e184), _e186));\n let _e189 = det;\n sheen = clamp(((1f / max(abs(_e189), 0.18f)) - 0.85f), 0f, 1f);\n let _e195 = lines;\n let _e197 = sheen;\n caustic = clamp(((_e195 * 0.9f) + (_e197 * 0.09f)), 0f, 1.6f);\n let _e201 = vWorldPos_1;\n let _e203 = unnamed.uCameraPos;\n param_11 = distance(_e201, _e203);\n let _e206 = vWorldPos_1[1u];\n param_12 = _e206;\n let _e207 = mediumFog_u0028_f1_u003b_f1_u003b((&param_11), (&param_12));\n fog = _e207;\n let _e209 = unnamed.uTint;\n let _e210 = caustic;\n let _e212 = unnamed.uStrength;\n let _e214 = reach;\n let _e216 = fog;\n let _e219 = (_e209 * (((_e210 * _e212) * _e214) * (1f - _e216)));\n outColor = vec4<f32>(_e219.x, _e219.y, _e219.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
7
+ export const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e78 = unnamed.uFogMode;\n if (_e78 == 1i) {\n let _e81 = unnamed.uFogFar;\n let _e83 = unnamed.uFogNear;\n span = max((_e81 - _e83), 0.0001f);\n let _e86 = (*dist);\n let _e88 = unnamed.uFogNear;\n let _e90 = span;\n ramp = clamp(((_e86 - _e88) / _e90), 0f, 1f);\n let _e94 = unnamed.uUnderwaterFactor;\n if (_e94 <= 0f) {\n let _e96 = ramp;\n return _e96;\n }\n let _e98 = unnamed.uUnderwaterFogDensity;\n let _e99 = (*dist);\n wetLinear = (_e98 * _e99);\n let _e101 = ramp;\n let _e102 = wetLinear;\n let _e104 = wetLinear;\n let _e110 = unnamed.uUnderwaterFactor;\n return mix(_e101, (1f - exp2(((-(_e102) * _e104) * 1.442695f))), _e110);\n }\n let _e113 = unnamed.uFogNear;\n let _e114 = (*dist);\n start = min(_e113, _e114);\n let _e116 = (*dist);\n if (_e116 > 0f) {\n let _e118 = start;\n let _e119 = (*dist);\n local = (_e118 / _e119);\n } else {\n local = 0f;\n }\n let _e121 = local;\n before = _e121;\n let _e122 = (*pointY);\n let _e124 = unnamed.uFogEyeY;\n let _e127 = unnamed.uFogHeightFalloff;\n t = ((_e122 - _e124) * _e127);\n let _e129 = t;\n let _e130 = before;\n rest = (_e129 * (1f - _e130));\n let _e133 = rest;\n let _e136 = rest;\n denom = select(_e136, 0.0001f, (abs(_e133) < 0.0001f));\n let _e139 = unnamed.uFogDensity;\n let _e141 = t;\n let _e143 = before;\n let _e147 = (*dist);\n let _e148 = start;\n let _e151 = denom;\n let _e156 = denom;\n air = (1f - exp(((((-(_e139) * exp((-(_e141) * _e143))) * (_e147 - _e148)) * (1f - exp(-(_e151)))) / _e156)));\n let _e161 = unnamed.uUnderwaterFactor;\n if (_e161 <= 0f) {\n let _e163 = air;\n return _e163;\n }\n let _e165 = unnamed.uUnderwaterFogDensity;\n let _e166 = (*dist);\n wet = (_e165 * _e166);\n let _e168 = air;\n let _e169 = wet;\n let _e171 = wet;\n let _e177 = unnamed.uUnderwaterFactor;\n return mix(_e168, (1f - exp2(((-(_e169) * _e171) * 1.442695f))), _e177);\n}\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e69 = (*k);\n c = sqrt((9.81f / _e69));\n let _e72 = (*k);\n let _e73 = (*dir);\n let _e74 = (*p);\n let _e76 = c;\n let _e77 = (*time);\n return (_e72 * (dot(_e73, _e74) - (_e76 * _e77)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e66 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable[_e66][3u];\n return (6.2831855f / _e69);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e67 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable_1[_e67];\n let _e72 = (*windDir);\n return normalize(mix(normalize(_e69.xy), _e72, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e83 = i_2;\n if (_e83 < 4i) {\n let _e85 = i_2;\n param = _e85;\n let _e86 = (*windDir_1);\n param_1 = _e86;\n let _e87 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((&param), (&param_1));\n dir_1 = _e87;\n let _e88 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e91 = indexable_2[_e88][2u];\n let _e92 = (*gain);\n steepness = (_e91 * _e92);\n let _e94 = i_2;\n param_2 = _e94;\n let _e95 = gerstnerWavenumber_u0028_i1_u003b((&param_2));\n k_1 = _e95;\n let _e96 = k_1;\n param_3 = _e96;\n let _e97 = dir_1;\n param_4 = _e97;\n let _e98 = (*p_1);\n param_5 = _e98;\n let _e99 = (*time_1);\n param_6 = _e99;\n let _e100 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((&param_3), (&param_4), (&param_5), (&param_6));\n f = _e100;\n let _e101 = steepness;\n let _e103 = k_1;\n let _e105 = f;\n second = ((-(_e101) * _e103) * sin(_e105));\n let _e108 = second;\n let _e110 = dir_1[0u];\n let _e113 = dir_1[0u];\n let _e116 = h[0u];\n h[0u] = (_e116 + ((_e108 * _e110) * _e113));\n let _e119 = second;\n let _e121 = dir_1[1u];\n let _e124 = dir_1[1u];\n let _e127 = h[1u];\n h[1u] = (_e127 + ((_e119 * _e121) * _e124));\n let _e130 = second;\n let _e132 = dir_1[0u];\n let _e135 = dir_1[1u];\n let _e138 = h[2u];\n h[2u] = (_e138 + ((_e130 * _e132) * _e135));\n continue;\n } else {\n break;\n }\n continuing {\n let _e141 = i_2;\n i_2 = (_e141 + 1i);\n }\n }\n let _e143 = h;\n return _e143;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var a: f32;\n var b: f32;\n var c_1: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n\n let _e93 = vParams_1[0u];\n waterY = _e93;\n let _e95 = vWorldPos_1[1u];\n let _e96 = waterY;\n drop = (_e95 - _e96);\n let _e98 = drop;\n distanceFromWater = abs(_e98);\n let _e100 = distanceFromWater;\n clear = step(0.02f, _e100);\n let _e103 = unnamed.uMaxDrop;\n let _e106 = unnamed.uMaxDrop;\n let _e107 = distanceFromWater;\n height = (1f - smoothstep((_e103 * 0.45f), _e106, _e107));\n let _e111 = vLocal_1[0u];\n let _e113 = vLocal_1[0u];\n let _e117 = vLocal_1[1u];\n let _e119 = vLocal_1[1u];\n rim = min(min(_e111, (1f - _e113)), min(_e117, (1f - _e119)));\n let _e123 = rim;\n edge = smoothstep(0f, 0.12f, _e123);\n let _e125 = clear;\n let _e126 = height;\n let _e128 = edge;\n reach = ((_e125 * _e126) * _e128);\n let _e132 = unnamed.uLightDir[1u];\n elevation = max(_e132, 0.16f);\n let _e134 = elevation;\n slant = (1f / _e134);\n let _e136 = drop;\n let _e137 = slant;\n d = (_e136 * _e137);\n let _e139 = vWorldPos_1;\n let _e142 = unnamed.uLightDir;\n let _e144 = d;\n water = (_e139.xz + (_e142.xz * _e144));\n let _e147 = water;\n param_7 = _e147;\n let _e149 = unnamed.uTime;\n param_8 = _e149;\n let _e151 = unnamed.uWindDir;\n param_9 = _e151;\n let _e153 = unnamed.uWaveGain;\n param_10 = _e153;\n let _e154 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((&param_7), (&param_8), (&param_9), (&param_10));\n h_1 = _e154;\n let _e155 = d;\n let _e158 = h_1[0u];\n a = (1f - ((2f * _e155) * _e158));\n let _e161 = d;\n let _e164 = h_1[1u];\n b = (1f - ((2f * _e161) * _e164));\n let _e167 = d;\n let _e170 = h_1[2u];\n c_1 = ((2f * _e167) * _e170);\n let _e172 = a;\n let _e173 = b;\n let _e175 = c_1;\n let _e176 = c_1;\n det = ((_e172 * _e173) - (_e175 * _e176));\n let _e179 = det;\n let _e180 = fwidth(_e179);\n soft = max(0.05f, (_e180 * 1.6f));\n let _e183 = soft;\n let _e184 = det;\n let _e186 = soft;\n lines = (_e183 / max(abs(_e184), _e186));\n let _e189 = det;\n sheen = clamp(((1f / max(abs(_e189), 0.18f)) - 0.85f), 0f, 1f);\n let _e195 = lines;\n let _e197 = sheen;\n caustic = clamp(((_e195 * 0.9f) + (_e197 * 0.09f)), 0f, 1.6f);\n let _e201 = vWorldPos_1;\n let _e203 = unnamed.uCameraPos;\n param_11 = distance(_e201, _e203);\n let _e206 = vWorldPos_1[1u];\n param_12 = _e206;\n let _e207 = mediumFog_u0028_f1_u003b_f1_u003b((&param_11), (&param_12));\n fog = _e207;\n let _e209 = unnamed.uTint;\n let _e210 = caustic;\n let _e212 = unnamed.uStrength;\n let _e214 = reach;\n let _e216 = fog;\n let _e219 = (_e209 * (((_e210 * _e212) * _e214) * (1f - _e216)));\n outColor = vec4<f32>(_e219.x, _e219.y, _e219.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
8
8
  export const CAUSTICS_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n}\n\nstruct VertexOutput {\n @location(0) member: vec3<f32>,\n @location(1) member_1: vec2<f32>,\n @location(2) member_2: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vWorldPos: vec3<f32>;\nvar<private> aRest_1: vec3<f32>;\nvar<private> vLocal: vec2<f32>;\nvar<private> aLocal_1: vec2<f32>;\nvar<private> vParams: vec2<f32>;\nvar<private> aParams_1: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(0) \nvar<uniform> unnamed_1: Uniforms;\n\nfn main_1() {\n let _e10 = aRest_1;\n vWorldPos = _e10;\n let _e11 = aLocal_1;\n vLocal = _e11;\n let _e12 = aParams_1;\n vParams = _e12;\n let _e14 = unnamed_1.uViewProj;\n let _e15 = aRest_1;\n unnamed.gl_Position = (_e14 * vec4<f32>(_e15.x, _e15.y, _e15.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aRest: vec3<f32>, @location(1) aLocal: vec2<f32>, @location(2) aParams: vec2<f32>) -> VertexOutput {\n aRest_1 = aRest;\n aLocal_1 = aLocal;\n aParams_1 = aParams;\n main_1();\n let _e12 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e12);\n let _e14 = vWorldPos;\n let _e15 = vLocal;\n let _e16 = vParams;\n let _e17 = unnamed.gl_Position;\n return VertexOutput(_e14, _e15, _e16, _e17);\n}\n";
9
9
  /**
10
10
  * What the transform assigned, so the renderer binds the same numbers.
@@ -1,6 +1,8 @@
1
1
  export declare const DEPTH_CUTOUT_FRAG_WGSL = "struct Uniforms {\n uPeelShadowLayer: i32,\n}\n\nvar<private> vUv_1: vec3<f32>;\n@group(0) @binding(34) \nvar uCutoutMap_t: texture_2d_array<f32>;\n@group(0) @binding(35) \nvar uCutoutMap_s: sampler;\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLightPosition_1: vec4<f32>;\n@group(0) @binding(32) \nvar uPreviousShadowMap_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uPreviousShadowMap_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\nvar<private> vAlphaCutout_1: vec2<f32>;\n\nfn cutoutKeeps_u0028_f1_u003b_vf2_u003b_f1_u003b(share: ptr<function, f32>, pixel: ptr<function, vec2<f32>>, frame: ptr<function, f32>) -> bool {\n var p: vec2<f32>;\n var noise: f32;\n\n let _e31 = (*pixel);\n let _e32 = (*frame);\n p = (_e31 + vec2((5.588238f * _e32)));\n let _e36 = p;\n noise = fract((52.982918f * fract(dot(_e36, vec2<f32>(0.06711056f, 0.00583715f)))));\n let _e41 = (*share);\n let _e42 = noise;\n return (_e41 > _e42);\n}\n\nfn cutoutShare_u0028_f1_u003b_f1_u003b(alpha: ptr<function, f32>, cutoff: ptr<function, f32>) -> f32 {\n var band: f32;\n\n let _e29 = (*cutoff);\n let _e30 = (*cutoff);\n band = max((2f * min(_e29, (1f - _e30))), 0.0001f);\n let _e35 = (*alpha);\n let _e36 = (*cutoff);\n let _e38 = band;\n return clamp((((_e35 - _e36) / _e38) + 0.5f), 0f, 1f);\n}\n\nfn cutoutAlpha_u0028_f1_u003b_vf2_u003b(alpha_1: ptr<function, f32>, texels: ptr<function, vec2<f32>>) -> f32 {\n var dx: vec2<f32>;\n var dy: vec2<f32>;\n var level: f32;\n\n let _e31 = (*texels);\n let _e32 = dpdx(_e31);\n dx = _e32;\n let _e33 = (*texels);\n let _e34 = dpdy(_e33);\n dy = _e34;\n let _e35 = dx;\n let _e36 = dx;\n let _e38 = dy;\n let _e39 = dy;\n level = max(0f, (0.5f * log2(max(dot(_e35, _e36), dot(_e38, _e39)))));\n let _e45 = (*alpha_1);\n let _e46 = level;\n return (_e45 * (1f + (_e46 * 0.25f)));\n}\n\nfn main_1() {\n var at: vec3<f32>;\n var alpha_2: f32;\n var param: f32;\n var param_1: vec2<f32>;\n var p_1: vec3<f32>;\n var uv: vec2<f32>;\n var previousDepth: f32;\n var param_2: f32;\n var param_3: f32;\n var param_4: f32;\n var param_5: vec2<f32>;\n var param_6: f32;\n\n let _e38 = vUv_1;\n let _e39 = _e38.xy;\n let _e41 = vUv_1[2u];\n at = vec3<f32>(_e39.x, _e39.y, floor((_e41 + 0.5f)));\n let _e47 = at;\n let _e53 = textureSample(uCutoutMap_t, uCutoutMap_s, vec2<f32>(_e47.x, _e47.y), i32(_e47.z));\n let _e54 = vUv_1;\n let _e56 = textureDimensions(uCutoutMap_t, 0i);\n param = _e53.w;\n param_1 = (_e54.xy * vec2<f32>(vec2<i32>(_e56).xy));\n let _e62 = cutoutAlpha_u0028_f1_u003b_vf2_u003b((&param), (&param_1));\n alpha_2 = _e62;\n let _e64 = unnamed.uPeelShadowLayer;\n if (_e64 != 0i) {\n let _e66 = vLightPosition_1;\n let _e69 = vLightPosition_1[3u];\n p_1 = (_e66.xyz / vec3(_e69));\n let _e72 = p_1;\n uv = ((_e72.xy * 0.5f) + vec2(0.5f));\n let _e77 = uv;\n let _e80 = vec3<f32>(_e77.x, _e77.y, 0f);\n let _e86 = textureSampleLevel(uPreviousShadowMap_t, uPreviousShadowMap_s, vec2<f32>(_e80.x, _e80.y), i32(_e80.z), 0f);\n previousDepth = _e86.x;\n let _e89 = gl_FragCoord_1[2u];\n let _e90 = previousDepth;\n if (_e89 <= (_e90 + 0.00001f)) {\n discard;\n }\n }\n let _e94 = vAlphaCutout_1[1u];\n if (_e94 > 0.5f) {\n let _e96 = alpha_2;\n param_2 = _e96;\n let _e98 = vAlphaCutout_1[0u];\n param_3 = _e98;\n let _e99 = cutoutShare_u0028_f1_u003b_f1_u003b((&param_2), (&param_3));\n param_4 = _e99;\n let _e100 = gl_FragCoord_1;\n param_5 = _e100.xy;\n param_6 = 0f;\n let _e102 = cutoutKeeps_u0028_f1_u003b_vf2_u003b_f1_u003b((&param_4), (&param_5), (&param_6));\n if !(_e102) {\n discard;\n }\n } else {\n let _e104 = alpha_2;\n let _e106 = vAlphaCutout_1[0u];\n if (_e104 < _e106) {\n discard;\n }\n }\n return;\n}\n\n@fragment \nfn main(@location(1) vUv: vec3<f32>, @location(0) vLightPosition: vec4<f32>, @builtin(position) gl_FragCoord: vec4<f32>, @location(2) @interpolate(flat) vAlphaCutout: vec2<f32>) {\n vUv_1 = vUv;\n vLightPosition_1 = vLightPosition;\n gl_FragCoord_1 = gl_FragCoord;\n vAlphaCutout_1 = vAlphaCutout;\n main_1();\n}\n";
2
2
  export declare const DEPTH_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e28 = (*sway);\n if (_e28 <= 0f) {\n let _e30 = (*worldPos);\n return _e30;\n }\n let _e31 = (*worldPos);\n let _e34 = unnamed.uWindSpatialPhase;\n let _e37 = unnamed.uWindTime;\n phase = (dot(_e31.xz, _e34) + _e37);\n let _e40 = unnamed.uWindSpeed;\n let _e42 = unnamed.uWindGust;\n let _e44 = phase;\n let _e47 = (*sway);\n bend = (((_e40 + _e42) * sin(_e44)) * _e47);\n let _e50 = (*worldPos)[0u];\n let _e53 = unnamed.uWindDirection[0u];\n let _e54 = bend;\n let _e58 = (*worldPos)[1u];\n let _e60 = (*worldPos)[2u];\n let _e63 = unnamed.uWindDirection[1u];\n let _e64 = bend;\n return vec3<f32>((_e50 + (_e53 * _e54)), _e58, (_e60 + (_e63 * _e64)));\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param: vec3<f32>;\n var param_1: f32;\n\n let _e30 = aPosition_1;\n local = vec4<f32>(_e30.x, _e30.y, _e30.z, 1f);\n let _e36 = unnamed.uModel;\n model = _e36;\n let _e37 = model;\n let _e38 = local;\n world = (_e37 * _e38);\n let _e40 = world;\n param = _e40.xyz;\n let _e43 = aChannel_1[0u];\n param_1 = _e43;\n let _e44 = channelBend_u0028_vf3_u003b_f1_u003b((&param), (&param_1));\n bent = _e44;\n let _e46 = unnamed.uLightViewProj;\n let _e47 = bent;\n let _e49 = world[3u];\n vLightPosition = (_e46 * vec4<f32>(_e47.x, _e47.y, _e47.z, _e49));\n let _e55 = vLightPosition;\n unnamed_1.gl_Position = _e55;\n let _e57 = aUv_1;\n let _e60 = unnamed.uUvScale;\n let _e63 = unnamed.uUvOffset;\n let _e64 = ((_e57.xy * _e60) + _e63);\n let _e66 = aUv_1[2u];\n vUv = vec3<f32>(_e64.x, _e64.y, _e66);\n let _e71 = unnamed.uAlphaCutout;\n vAlphaCutout = _e71;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n aUv_1 = aUv;\n main_1();\n let _e12 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e12);\n let _e14 = vLightPosition;\n let _e15 = unnamed_1.gl_Position;\n let _e16 = vUv;\n let _e17 = vAlphaCutout;\n return VertexOutput(_e14, _e15, _e16, _e17);\n}\n";
3
3
  export declare const DEPTH_FRAG_WGSL = "struct Uniforms {\n uPeelShadowLayer: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLightPosition_1: vec4<f32>;\n@group(0) @binding(32) \nvar uPreviousShadowMap_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uPreviousShadowMap_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn main_1() {\n var p: vec3<f32>;\n var uv: vec2<f32>;\n var previousDepth: f32;\n\n let _e16 = unnamed.uPeelShadowLayer;\n if (_e16 != 0i) {\n let _e18 = vLightPosition_1;\n let _e21 = vLightPosition_1[3u];\n p = (_e18.xyz / vec3(_e21));\n let _e24 = p;\n uv = ((_e24.xy * 0.5f) + vec2(0.5f));\n let _e29 = uv;\n let _e32 = vec3<f32>(_e29.x, _e29.y, 0f);\n let _e38 = textureSample(uPreviousShadowMap_t, uPreviousShadowMap_s, vec2<f32>(_e32.x, _e32.y), i32(_e32.z));\n previousDepth = _e38.x;\n let _e41 = gl_FragCoord_1[2u];\n let _e42 = previousDepth;\n if (_e41 <= (_e42 + 0.00001f)) {\n discard;\n }\n }\n return;\n}\n\n@fragment \nfn main(@location(0) vLightPosition: vec4<f32>, @builtin(position) gl_FragCoord: vec4<f32>) {\n vLightPosition_1 = vLightPosition;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n}\n";
4
+ export declare const DEPTH_INSTANCED_ANIMATED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n uSceneTime: f32,\n uBoneClip: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n}\n\n@group(0) @binding(16) \nvar uBonePlaces_t: texture_2d<f32>;\n@group(0) @binding(20) \nvar uInstanceClocks_t: texture_2d<f32>;\nvar<private> gl_InstanceIndex_1: i32;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aGrain_1: f32;\n@group(0) @binding(18) \nvar uBoneTurns_t: texture_2d<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\n@group(0) @binding(17) \nvar uBonePlaces_s: sampler;\n@group(0) @binding(19) \nvar uBoneTurns_s: sampler;\n@group(0) @binding(21) \nvar uInstanceClocks_s: sampler;\n\nfn boneTurn_u0028_vf4_u003b_vf3_u003b(q: ptr<function, vec4<f32>>, v: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e38 = (*v);\n let _e39 = (*q);\n let _e41 = (*q);\n let _e43 = (*v);\n let _e46 = (*q)[3u];\n let _e47 = (*v);\n return (_e38 + (cross(_e39.xyz, (cross(_e41.xyz, _e43) + (_e47 * _e46))) * 2f));\n}\n\nfn boneAnimate_u0028_vf3_u003b_vf3_u003b_vf3_u003b(position: ptr<function, vec3<f32>>, normal: ptr<function, vec3<f32>>, tangent: ptr<function, vec3<f32>>) -> vec3<f32> {\n var size: vec2<i32>;\n var clocksWidth: i32;\n var clock: vec2<f32>;\n var moment: f32;\n var frames: f32;\n var wrapped: f32;\n var first: i32;\n var second: i32;\n var local: i32;\n var blend: f32;\n var bone: i32;\n var q0_: vec4<f32>;\n var q1_: vec4<f32>;\n var q_1: vec4<f32>;\n var place: vec3<f32>;\n var param: vec4<f32>;\n var param_1: vec3<f32>;\n var param_2: vec4<f32>;\n var param_3: vec3<f32>;\n var param_4: vec4<f32>;\n var param_5: vec3<f32>;\n\n let _e60 = textureDimensions(uBonePlaces_t, 0i);\n size = vec2<i32>(_e60);\n let _e62 = textureDimensions(uInstanceClocks_t, 0i);\n clocksWidth = vec2<i32>(_e62).x;\n let _e65 = gl_InstanceIndex_1;\n let _e66 = clocksWidth;\n let _e74 = gl_InstanceIndex_1;\n let _e75 = clocksWidth;\n let _e78 = textureLoad(uInstanceClocks_t, vec2<i32>((_e65 - (i32(floor((f32(_e65) / f32(_e66)))) * _e66)), (_e74 / _e75)), 0i);\n clock = _e78.xy;\n let _e81 = unnamed.uSceneTime;\n let _e83 = clock[1u];\n let _e86 = clock[0u];\n let _e90 = unnamed.uBoneClip[0u];\n moment = (((_e81 * _e83) + _e86) * _e90);\n let _e93 = size[1u];\n frames = f32(_e93);\n let _e95 = moment;\n let _e96 = frames;\n let _e97 = moment;\n let _e98 = frames;\n wrapped = (_e95 - (_e96 * floor((_e97 / _e98))));\n let _e103 = wrapped;\n let _e107 = size[1u];\n first = min(i32(floor(_e103)), (_e107 - 1i));\n let _e110 = first;\n let _e113 = size[1u];\n if ((_e110 + 1i) == _e113) {\n local = 0i;\n } else {\n let _e115 = first;\n local = (_e115 + 1i);\n }\n let _e117 = local;\n second = _e117;\n let _e118 = wrapped;\n let _e119 = first;\n blend = clamp((_e118 - f32(_e119)), 0f, 1f);\n let _e123 = aGrain_1;\n let _e127 = unnamed.uBoneClip[1u];\n let _e133 = size[0u];\n bone = clamp(i32(floor((((-1f - _e123) * _e127) + 0.5f))), 0i, (_e133 - 1i));\n let _e136 = bone;\n let _e137 = first;\n let _e139 = textureLoad(uBoneTurns_t, vec2<i32>(_e136, _e137), 0i);\n q0_ = _e139;\n let _e140 = bone;\n let _e141 = second;\n let _e143 = textureLoad(uBoneTurns_t, vec2<i32>(_e140, _e141), 0i);\n q1_ = _e143;\n let _e144 = q0_;\n let _e145 = q1_;\n if (dot(_e144, _e145) < 0f) {\n let _e148 = q1_;\n q1_ = -(_e148);\n }\n let _e150 = q0_;\n let _e151 = q1_;\n let _e152 = blend;\n q_1 = normalize(mix(_e150, _e151, vec4(_e152)));\n let _e156 = bone;\n let _e157 = first;\n let _e159 = textureLoad(uBonePlaces_t, vec2<i32>(_e156, _e157), 0i);\n let _e161 = bone;\n let _e162 = second;\n let _e164 = textureLoad(uBonePlaces_t, vec2<i32>(_e161, _e162), 0i);\n let _e166 = blend;\n place = mix(_e159.xyz, _e164.xyz, vec3(_e166));\n let _e169 = q_1;\n param = _e169;\n let _e170 = (*normal);\n param_1 = _e170;\n let _e171 = boneTurn_u0028_vf4_u003b_vf3_u003b((&param), (&param_1));\n (*normal) = _e171;\n let _e172 = q_1;\n param_2 = _e172;\n let _e173 = (*tangent);\n param_3 = _e173;\n let _e174 = boneTurn_u0028_vf4_u003b_vf3_u003b((&param_2), (&param_3));\n (*tangent) = _e174;\n let _e175 = q_1;\n param_4 = _e175;\n let _e176 = (*position);\n param_5 = _e176;\n let _e177 = boneTurn_u0028_vf4_u003b_vf3_u003b((&param_4), (&param_5));\n let _e178 = place;\n return (_e177 + _e178);\n}\n\nfn main_1() {\n var local_1: vec4<f32>;\n var animatedNormal: vec3<f32>;\n var animatedTangent: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n var param_8: vec3<f32>;\n var model: mat4x4<f32>;\n var instanceCell: vec4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e46 = aPosition_1;\n local_1 = vec4<f32>(_e46.x, _e46.y, _e46.z, 1f);\n animatedNormal = vec3<f32>(0f, 1f, 0f);\n animatedTangent = vec3<f32>(1f, 0f, 0f);\n let _e51 = local_1;\n param_6 = _e51.xyz;\n let _e53 = animatedNormal;\n param_7 = _e53;\n let _e54 = animatedTangent;\n param_8 = _e54;\n let _e55 = boneAnimate_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_6), (&param_7), (&param_8));\n let _e56 = param_7;\n animatedNormal = _e56;\n let _e57 = param_8;\n animatedTangent = _e57;\n local_1 = vec4<f32>(_e55.x, _e55.y, _e55.z, 1f);\n let _e62 = aInstanceModel0_1;\n let _e63 = aInstanceModel1_1;\n let _e64 = aInstanceModel2_1;\n let _e65 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e62.x, _e62.y, _e62.z, _e62.w), vec4<f32>(_e63.x, _e63.y, _e63.z, _e63.w), vec4<f32>(_e64.x, _e64.y, _e64.z, _e64.w), vec4<f32>(_e65.x, _e65.y, _e65.z, _e65.w));\n let _e89 = model[0][3u];\n let _e92 = model[1][3u];\n let _e95 = model[2][3u];\n let _e98 = model[3][3u];\n instanceCell = vec4<f32>(_e89, _e92, _e95, _e98);\n model[0][3u] = 0f;\n model[1][3u] = 0f;\n model[2][3u] = 0f;\n model[3][3u] = 1f;\n let _e108 = model;\n let _e109 = local_1;\n world = (_e108 * _e109);\n let _e111 = world;\n bent = _e111.xyz;\n let _e114 = unnamed.uLightViewProj;\n let _e115 = bent;\n let _e117 = world[3u];\n vLightPosition = (_e114 * vec4<f32>(_e115.x, _e115.y, _e115.z, _e117));\n let _e123 = vLightPosition;\n unnamed_1.gl_Position = _e123;\n let _e125 = aUv_1;\n let _e127 = instanceCell;\n let _e130 = instanceCell;\n let _e134 = unnamed.uUvScale;\n let _e137 = unnamed.uUvOffset;\n let _e138 = ((((_e125.xy * _e127.xy) + _e130.zw) * _e134) + _e137);\n let _e140 = aUv_1[2u];\n vUv = vec3<f32>(_e138.x, _e138.y, _e140);\n let _e145 = unnamed.uAlphaCutout;\n vAlphaCutout = _e145;\n return;\n}\n\n@vertex \nfn main(@builtin(instance_index) gl_InstanceIndex: u32, @location(8) aGrain: f32, @location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n gl_InstanceIndex_1 = i32(gl_InstanceIndex);\n aGrain_1 = aGrain;\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e23 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e23);\n let _e25 = vLightPosition;\n let _e26 = unnamed_1.gl_Position;\n let _e27 = vUv;\n let _e28 = vAlphaCutout;\n return VertexOutput(_e25, _e26, _e27, _e28);\n}\n";
5
+ export declare const DEPTH_INSTANCED_ANIMATED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uSceneTime: f32,\n uBoneClip: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(16) \nvar uBonePlaces_t: texture_2d<f32>;\n@group(0) @binding(20) \nvar uInstanceClocks_t: texture_2d<f32>;\nvar<private> gl_InstanceIndex_1: i32;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aGrain_1: f32;\n@group(0) @binding(18) \nvar uBoneTurns_t: texture_2d<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(17) \nvar uBonePlaces_s: sampler;\n@group(0) @binding(19) \nvar uBoneTurns_s: sampler;\n@group(0) @binding(21) \nvar uInstanceClocks_s: sampler;\n\nfn boneTurn_u0028_vf4_u003b_vf3_u003b(q: ptr<function, vec4<f32>>, v: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e32 = (*v);\n let _e33 = (*q);\n let _e35 = (*q);\n let _e37 = (*v);\n let _e40 = (*q)[3u];\n let _e41 = (*v);\n return (_e32 + (cross(_e33.xyz, (cross(_e35.xyz, _e37) + (_e41 * _e40))) * 2f));\n}\n\nfn boneAnimate_u0028_vf3_u003b_vf3_u003b_vf3_u003b(position: ptr<function, vec3<f32>>, normal: ptr<function, vec3<f32>>, tangent: ptr<function, vec3<f32>>) -> vec3<f32> {\n var size: vec2<i32>;\n var clocksWidth: i32;\n var clock: vec2<f32>;\n var moment: f32;\n var frames: f32;\n var wrapped: f32;\n var first: i32;\n var second: i32;\n var local: i32;\n var blend: f32;\n var bone: i32;\n var q0_: vec4<f32>;\n var q1_: vec4<f32>;\n var q_1: vec4<f32>;\n var place: vec3<f32>;\n var param: vec4<f32>;\n var param_1: vec3<f32>;\n var param_2: vec4<f32>;\n var param_3: vec3<f32>;\n var param_4: vec4<f32>;\n var param_5: vec3<f32>;\n\n let _e54 = textureDimensions(uBonePlaces_t, 0i);\n size = vec2<i32>(_e54);\n let _e56 = textureDimensions(uInstanceClocks_t, 0i);\n clocksWidth = vec2<i32>(_e56).x;\n let _e59 = gl_InstanceIndex_1;\n let _e60 = clocksWidth;\n let _e68 = gl_InstanceIndex_1;\n let _e69 = clocksWidth;\n let _e72 = textureLoad(uInstanceClocks_t, vec2<i32>((_e59 - (i32(floor((f32(_e59) / f32(_e60)))) * _e60)), (_e68 / _e69)), 0i);\n clock = _e72.xy;\n let _e75 = unnamed.uSceneTime;\n let _e77 = clock[1u];\n let _e80 = clock[0u];\n let _e84 = unnamed.uBoneClip[0u];\n moment = (((_e75 * _e77) + _e80) * _e84);\n let _e87 = size[1u];\n frames = f32(_e87);\n let _e89 = moment;\n let _e90 = frames;\n let _e91 = moment;\n let _e92 = frames;\n wrapped = (_e89 - (_e90 * floor((_e91 / _e92))));\n let _e97 = wrapped;\n let _e101 = size[1u];\n first = min(i32(floor(_e97)), (_e101 - 1i));\n let _e104 = first;\n let _e107 = size[1u];\n if ((_e104 + 1i) == _e107) {\n local = 0i;\n } else {\n let _e109 = first;\n local = (_e109 + 1i);\n }\n let _e111 = local;\n second = _e111;\n let _e112 = wrapped;\n let _e113 = first;\n blend = clamp((_e112 - f32(_e113)), 0f, 1f);\n let _e117 = aGrain_1;\n let _e121 = unnamed.uBoneClip[1u];\n let _e127 = size[0u];\n bone = clamp(i32(floor((((-1f - _e117) * _e121) + 0.5f))), 0i, (_e127 - 1i));\n let _e130 = bone;\n let _e131 = first;\n let _e133 = textureLoad(uBoneTurns_t, vec2<i32>(_e130, _e131), 0i);\n q0_ = _e133;\n let _e134 = bone;\n let _e135 = second;\n let _e137 = textureLoad(uBoneTurns_t, vec2<i32>(_e134, _e135), 0i);\n q1_ = _e137;\n let _e138 = q0_;\n let _e139 = q1_;\n if (dot(_e138, _e139) < 0f) {\n let _e142 = q1_;\n q1_ = -(_e142);\n }\n let _e144 = q0_;\n let _e145 = q1_;\n let _e146 = blend;\n q_1 = normalize(mix(_e144, _e145, vec4(_e146)));\n let _e150 = bone;\n let _e151 = first;\n let _e153 = textureLoad(uBonePlaces_t, vec2<i32>(_e150, _e151), 0i);\n let _e155 = bone;\n let _e156 = second;\n let _e158 = textureLoad(uBonePlaces_t, vec2<i32>(_e155, _e156), 0i);\n let _e160 = blend;\n place = mix(_e153.xyz, _e158.xyz, vec3(_e160));\n let _e163 = q_1;\n param = _e163;\n let _e164 = (*normal);\n param_1 = _e164;\n let _e165 = boneTurn_u0028_vf4_u003b_vf3_u003b((&param), (&param_1));\n (*normal) = _e165;\n let _e166 = q_1;\n param_2 = _e166;\n let _e167 = (*tangent);\n param_3 = _e167;\n let _e168 = boneTurn_u0028_vf4_u003b_vf3_u003b((&param_2), (&param_3));\n (*tangent) = _e168;\n let _e169 = q_1;\n param_4 = _e169;\n let _e170 = (*position);\n param_5 = _e170;\n let _e171 = boneTurn_u0028_vf4_u003b_vf3_u003b((&param_4), (&param_5));\n let _e172 = place;\n return (_e171 + _e172);\n}\n\nfn main_1() {\n var local_1: vec4<f32>;\n var animatedNormal: vec3<f32>;\n var animatedTangent: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n var param_8: vec3<f32>;\n var model: mat4x4<f32>;\n var instanceCell: vec4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e40 = aPosition_1;\n local_1 = vec4<f32>(_e40.x, _e40.y, _e40.z, 1f);\n animatedNormal = vec3<f32>(0f, 1f, 0f);\n animatedTangent = vec3<f32>(1f, 0f, 0f);\n let _e45 = local_1;\n param_6 = _e45.xyz;\n let _e47 = animatedNormal;\n param_7 = _e47;\n let _e48 = animatedTangent;\n param_8 = _e48;\n let _e49 = boneAnimate_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_6), (&param_7), (&param_8));\n let _e50 = param_7;\n animatedNormal = _e50;\n let _e51 = param_8;\n animatedTangent = _e51;\n local_1 = vec4<f32>(_e49.x, _e49.y, _e49.z, 1f);\n let _e56 = aInstanceModel0_1;\n let _e57 = aInstanceModel1_1;\n let _e58 = aInstanceModel2_1;\n let _e59 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e56.x, _e56.y, _e56.z, _e56.w), vec4<f32>(_e57.x, _e57.y, _e57.z, _e57.w), vec4<f32>(_e58.x, _e58.y, _e58.z, _e58.w), vec4<f32>(_e59.x, _e59.y, _e59.z, _e59.w));\n let _e83 = model[0][3u];\n let _e86 = model[1][3u];\n let _e89 = model[2][3u];\n let _e92 = model[3][3u];\n instanceCell = vec4<f32>(_e83, _e86, _e89, _e92);\n model[0][3u] = 0f;\n model[1][3u] = 0f;\n model[2][3u] = 0f;\n model[3][3u] = 1f;\n let _e102 = model;\n let _e103 = local_1;\n world = (_e102 * _e103);\n let _e105 = world;\n bent = _e105.xyz;\n let _e108 = unnamed.uLightViewProj;\n let _e109 = bent;\n let _e111 = world[3u];\n vLightPosition = (_e108 * vec4<f32>(_e109.x, _e109.y, _e109.z, _e111));\n let _e117 = vLightPosition;\n unnamed_1.gl_Position = _e117;\n return;\n}\n\n@vertex \nfn main(@builtin(instance_index) gl_InstanceIndex: u32, @location(8) aGrain: f32, @location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n gl_InstanceIndex_1 = i32(gl_InstanceIndex);\n aGrain_1 = aGrain;\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e19 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e19);\n let _e21 = vLightPosition;\n let _e22 = unnamed_1.gl_Position;\n return VertexOutput(_e21, _e22);\n}\n";
4
6
  export declare const DEPTH_INSTANCED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var instanceCell: vec4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e24 = aPosition_1;\n local = vec4<f32>(_e24.x, _e24.y, _e24.z, 1f);\n let _e29 = aInstanceModel0_1;\n let _e30 = aInstanceModel1_1;\n let _e31 = aInstanceModel2_1;\n let _e32 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w), vec4<f32>(_e30.x, _e30.y, _e30.z, _e30.w), vec4<f32>(_e31.x, _e31.y, _e31.z, _e31.w), vec4<f32>(_e32.x, _e32.y, _e32.z, _e32.w));\n let _e56 = model[0][3u];\n let _e59 = model[1][3u];\n let _e62 = model[2][3u];\n let _e65 = model[3][3u];\n instanceCell = vec4<f32>(_e56, _e59, _e62, _e65);\n model[0][3u] = 0f;\n model[1][3u] = 0f;\n model[2][3u] = 0f;\n model[3][3u] = 1f;\n let _e75 = model;\n let _e76 = local;\n world = (_e75 * _e76);\n let _e78 = world;\n bent = _e78.xyz;\n let _e81 = unnamed.uLightViewProj;\n let _e82 = bent;\n let _e84 = world[3u];\n vLightPosition = (_e81 * vec4<f32>(_e82.x, _e82.y, _e82.z, _e84));\n let _e90 = vLightPosition;\n unnamed_1.gl_Position = _e90;\n let _e92 = aUv_1;\n let _e94 = instanceCell;\n let _e97 = instanceCell;\n let _e101 = unnamed.uUvScale;\n let _e104 = unnamed.uUvOffset;\n let _e105 = ((((_e92.xy * _e94.xy) + _e97.zw) * _e101) + _e104);\n let _e107 = aUv_1[2u];\n vUv = vec3<f32>(_e105.x, _e105.y, _e107);\n let _e112 = unnamed.uAlphaCutout;\n vAlphaCutout = _e112;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e18 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e18);\n let _e20 = vLightPosition;\n let _e21 = unnamed_1.gl_Position;\n let _e22 = vUv;\n let _e23 = vAlphaCutout;\n return VertexOutput(_e20, _e21, _e22, _e23);\n}\n";
5
7
  export declare const DEPTH_INSTANCED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var instanceCell: vec4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e20 = aPosition_1;\n local = vec4<f32>(_e20.x, _e20.y, _e20.z, 1f);\n let _e25 = aInstanceModel0_1;\n let _e26 = aInstanceModel1_1;\n let _e27 = aInstanceModel2_1;\n let _e28 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e25.x, _e25.y, _e25.z, _e25.w), vec4<f32>(_e26.x, _e26.y, _e26.z, _e26.w), vec4<f32>(_e27.x, _e27.y, _e27.z, _e27.w), vec4<f32>(_e28.x, _e28.y, _e28.z, _e28.w));\n let _e52 = model[0][3u];\n let _e55 = model[1][3u];\n let _e58 = model[2][3u];\n let _e61 = model[3][3u];\n instanceCell = vec4<f32>(_e52, _e55, _e58, _e61);\n model[0][3u] = 0f;\n model[1][3u] = 0f;\n model[2][3u] = 0f;\n model[3][3u] = 1f;\n let _e71 = model;\n let _e72 = local;\n world = (_e71 * _e72);\n let _e74 = world;\n bent = _e74.xyz;\n let _e77 = unnamed.uLightViewProj;\n let _e78 = bent;\n let _e80 = world[3u];\n vLightPosition = (_e77 * vec4<f32>(_e78.x, _e78.y, _e78.z, _e80));\n let _e86 = vLightPosition;\n unnamed_1.gl_Position = _e86;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = vLightPosition;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e16, _e17);\n}\n";
6
8
  export declare const DEPTH_SKINNED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uModel: mat4x4<f32>,\n uWindDirection: vec2<f32>,\n uWindSpeed: f32,\n uWindGust: f32,\n uWindTime: f32,\n uWindSpatialPhase: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@id(0) override SKIN_EIGHT: bool = false;\n@id(1) override CLOTH_BOUND: bool = false;\n\n@group(0) @binding(16) \nvar uJointPalette_t: texture_2d<f32>;\nvar<private> aJoints_1: vec4<f32>;\nvar<private> aWeights_1: vec4<f32>;\nvar<private> aJoints2_1: vec4<f32>;\nvar<private> aWeights2_1: vec4<f32>;\n@group(0) @binding(18) \nvar uClothBinding_t: texture_2d<f32>;\n@group(0) @binding(20) \nvar uClothParticles_t: texture_2d<f32>;\n@group(0) @binding(22) \nvar uClothRest_t: texture_2d<f32>;\nvar<private> gl_VertexIndex_1: i32;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aChannel_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(17) \nvar uJointPalette_s: sampler;\n@group(0) @binding(19) \nvar uClothBinding_s: sampler;\n@group(0) @binding(21) \nvar uClothParticles_s: sampler;\n@group(0) @binding(23) \nvar uClothRest_s: sampler;\n\nfn clothFrame_u0028_vf3_u003b_vf3_u003b_vf3_u003b(a: ptr<function, vec3<f32>>, b: ptr<function, vec3<f32>>, c: ptr<function, vec3<f32>>) -> mat3x3<f32> {\n var edge: vec3<f32>;\n var n: vec3<f32>;\n var t: vec3<f32>;\n\n let _e43 = (*b);\n let _e44 = (*a);\n edge = (_e43 - _e44);\n let _e46 = edge;\n let _e47 = (*c);\n let _e48 = (*a);\n n = normalize(cross(_e46, (_e47 - _e48)));\n let _e52 = edge;\n t = normalize(_e52);\n let _e54 = t;\n let _e55 = n;\n let _e56 = t;\n let _e57 = cross(_e55, _e56);\n let _e58 = n;\n return mat3x3<f32>(vec3<f32>(_e54.x, _e54.y, _e54.z), vec3<f32>(_e57.x, _e57.y, _e57.z), vec3<f32>(_e58.x, _e58.y, _e58.z));\n}\n\nfn clothTexel_u0028_i1_u003b_i1_u003b(i: ptr<function, i32>, width: ptr<function, i32>) -> vec2<i32> {\n let _e39 = (*i);\n let _e40 = (*width);\n let _e48 = (*i);\n let _e49 = (*width);\n return vec2<i32>((_e39 - (i32(floor((f32(_e39) / f32(_e40)))) * _e40)), (_e48 / _e49));\n}\n\nfn clothPlace_u0028_vf3_u003b_mf33_u003b(position: ptr<function, vec3<f32>>, turn: ptr<function, mat3x3<f32>>) -> f32 {\n var bindingWidth: i32;\n var particleWidth: i32;\n var restWidth: i32;\n var indices: vec4<f32>;\n var param: i32;\n var param_1: i32;\n var at: vec4<f32>;\n var param_2: i32;\n var param_3: i32;\n var a_1: i32;\n var b_1: i32;\n var c_1: i32;\n var pa: vec3<f32>;\n var param_4: i32;\n var param_5: i32;\n var pb: vec3<f32>;\n var param_6: i32;\n var param_7: i32;\n var pc: vec3<f32>;\n var param_8: i32;\n var param_9: i32;\n var now: mat3x3<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n var rest: mat3x3<f32>;\n var param_13: i32;\n var param_14: i32;\n var param_15: i32;\n var param_16: i32;\n var param_17: i32;\n var param_18: i32;\n var param_19: vec3<f32>;\n var param_20: vec3<f32>;\n var param_21: vec3<f32>;\n\n let _e74 = textureDimensions(uClothBinding_t, 0i);\n bindingWidth = vec2<i32>(_e74).x;\n let _e77 = textureDimensions(uClothParticles_t, 0i);\n particleWidth = vec2<i32>(_e77).x;\n let _e80 = textureDimensions(uClothRest_t, 0i);\n restWidth = vec2<i32>(_e80).x;\n let _e83 = gl_VertexIndex_1;\n param = (_e83 * 2i);\n let _e85 = bindingWidth;\n param_1 = _e85;\n let _e86 = clothTexel_u0028_i1_u003b_i1_u003b((&param), (&param_1));\n let _e87 = textureLoad(uClothBinding_t, _e86, 0i);\n indices = _e87;\n let _e88 = gl_VertexIndex_1;\n param_2 = ((_e88 * 2i) + 1i);\n let _e91 = bindingWidth;\n param_3 = _e91;\n let _e92 = clothTexel_u0028_i1_u003b_i1_u003b((&param_2), (&param_3));\n let _e93 = textureLoad(uClothBinding_t, _e92, 0i);\n at = _e93;\n let _e95 = indices[0u];\n a_1 = i32(_e95);\n let _e98 = indices[1u];\n b_1 = i32(_e98);\n let _e101 = indices[2u];\n c_1 = i32(_e101);\n let _e103 = a_1;\n param_4 = _e103;\n let _e104 = particleWidth;\n param_5 = _e104;\n let _e105 = clothTexel_u0028_i1_u003b_i1_u003b((&param_4), (&param_5));\n let _e106 = textureLoad(uClothParticles_t, _e105, 0i);\n pa = _e106.xyz;\n let _e108 = a_1;\n let _e109 = b_1;\n let _e111 = b_1;\n let _e112 = c_1;\n if ((_e108 == _e109) && (_e111 == _e112)) {\n let _e115 = pa;\n (*position) = _e115;\n (*turn) = mat3x3<f32>(vec3<f32>(1f, 0f, 0f), vec3<f32>(0f, 1f, 0f), vec3<f32>(0f, 0f, 1f));\n let _e117 = indices[3u];\n return _e117;\n }\n let _e118 = b_1;\n param_6 = _e118;\n let _e119 = particleWidth;\n param_7 = _e119;\n let _e120 = clothTexel_u0028_i1_u003b_i1_u003b((&param_6), (&param_7));\n let _e121 = textureLoad(uClothParticles_t, _e120, 0i);\n pb = _e121.xyz;\n let _e123 = c_1;\n param_8 = _e123;\n let _e124 = particleWidth;\n param_9 = _e124;\n let _e125 = clothTexel_u0028_i1_u003b_i1_u003b((&param_8), (&param_9));\n let _e126 = textureLoad(uClothParticles_t, _e125, 0i);\n pc = _e126.xyz;\n let _e128 = pa;\n param_10 = _e128;\n let _e129 = pb;\n param_11 = _e129;\n let _e130 = pc;\n param_12 = _e130;\n let _e131 = clothFrame_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_10), (&param_11), (&param_12));\n now = _e131;\n let _e132 = a_1;\n param_13 = _e132;\n let _e133 = restWidth;\n param_14 = _e133;\n let _e134 = clothTexel_u0028_i1_u003b_i1_u003b((&param_13), (&param_14));\n let _e135 = textureLoad(uClothRest_t, _e134, 0i);\n let _e136 = b_1;\n param_15 = _e136;\n let _e137 = restWidth;\n param_16 = _e137;\n let _e138 = clothTexel_u0028_i1_u003b_i1_u003b((&param_15), (&param_16));\n let _e139 = textureLoad(uClothRest_t, _e138, 0i);\n let _e140 = c_1;\n param_17 = _e140;\n let _e141 = restWidth;\n param_18 = _e141;\n let _e142 = clothTexel_u0028_i1_u003b_i1_u003b((&param_17), (&param_18));\n let _e143 = textureLoad(uClothRest_t, _e142, 0i);\n param_19 = _e135.xyz;\n param_20 = _e139.xyz;\n param_21 = _e143.xyz;\n let _e147 = clothFrame_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_19), (&param_20), (&param_21));\n rest = _e147;\n let _e148 = pa;\n let _e150 = at[0u];\n let _e153 = at[1u];\n let _e156 = pb;\n let _e158 = at[0u];\n let _e161 = pc;\n let _e163 = at[1u];\n let _e167 = now[2];\n let _e169 = at[2u];\n (*position) = ((((_e148 * ((1f - _e150) - _e153)) + (_e156 * _e158)) + (_e161 * _e163)) + (_e167 * _e169));\n let _e172 = now;\n let _e173 = rest;\n (*turn) = (_e172 * transpose(_e173));\n let _e177 = indices[3u];\n return _e177;\n}\n\nfn channelBend_u0028_vf3_u003b_f1_u003b(worldPos: ptr<function, vec3<f32>>, sway: ptr<function, f32>) -> vec3<f32> {\n var phase: f32;\n var bend: f32;\n\n let _e41 = (*sway);\n if (_e41 <= 0f) {\n let _e43 = (*worldPos);\n return _e43;\n }\n let _e44 = (*worldPos);\n let _e47 = unnamed.uWindSpatialPhase;\n let _e50 = unnamed.uWindTime;\n phase = (dot(_e44.xz, _e47) + _e50);\n let _e53 = unnamed.uWindSpeed;\n let _e55 = unnamed.uWindGust;\n let _e57 = phase;\n let _e60 = (*sway);\n bend = (((_e53 + _e55) * sin(_e57)) * _e60);\n let _e63 = (*worldPos)[0u];\n let _e66 = unnamed.uWindDirection[0u];\n let _e67 = bend;\n let _e71 = (*worldPos)[1u];\n let _e73 = (*worldPos)[2u];\n let _e76 = unnamed.uWindDirection[1u];\n let _e77 = bend;\n return vec3<f32>((_e63 + (_e66 * _e67)), _e71, (_e73 + (_e76 * _e77)));\n}\n\nfn jointMatrix_u0028_i1_u003b(index: ptr<function, i32>) -> mat4x4<f32> {\n var x: i32;\n\n let _e39 = (*index);\n x = (_e39 * 4i);\n let _e41 = x;\n let _e43 = textureLoad(uJointPalette_t, vec2<i32>(_e41, 0i), 0i);\n let _e44 = x;\n let _e47 = textureLoad(uJointPalette_t, vec2<i32>((_e44 + 1i), 0i), 0i);\n let _e48 = x;\n let _e51 = textureLoad(uJointPalette_t, vec2<i32>((_e48 + 2i), 0i), 0i);\n let _e52 = x;\n let _e55 = textureLoad(uJointPalette_t, vec2<i32>((_e52 + 3i), 0i), 0i);\n return mat4x4<f32>(vec4<f32>(_e43.x, _e43.y, _e43.z, _e43.w), vec4<f32>(_e47.x, _e47.y, _e47.z, _e47.w), vec4<f32>(_e51.x, _e51.y, _e51.z, _e51.w), vec4<f32>(_e55.x, _e55.y, _e55.z, _e55.w));\n}\n\nfn skinMatrix_u0028_() -> mat4x4<f32> {\n var m: mat4x4<f32>;\n var param_22: i32;\n var param_23: i32;\n var param_24: i32;\n var param_25: i32;\n var param_26: i32;\n var param_27: i32;\n var param_28: i32;\n var param_29: i32;\n\n let _e47 = aJoints_1[0u];\n param_22 = i32(_e47);\n let _e49 = jointMatrix_u0028_i1_u003b((&param_22));\n let _e51 = aWeights_1[0u];\n let _e52 = (_e49 * _e51);\n let _e54 = aJoints_1[1u];\n param_23 = i32(_e54);\n let _e56 = jointMatrix_u0028_i1_u003b((&param_23));\n let _e58 = aWeights_1[1u];\n let _e59 = (_e56 * _e58);\n let _e72 = mat4x4<f32>((_e52[0] + _e59[0]), (_e52[1] + _e59[1]), (_e52[2] + _e59[2]), (_e52[3] + _e59[3]));\n let _e74 = aJoints_1[2u];\n param_24 = i32(_e74);\n let _e76 = jointMatrix_u0028_i1_u003b((&param_24));\n let _e78 = aWeights_1[2u];\n let _e79 = (_e76 * _e78);\n let _e92 = mat4x4<f32>((_e72[0] + _e79[0]), (_e72[1] + _e79[1]), (_e72[2] + _e79[2]), (_e72[3] + _e79[3]));\n let _e94 = aJoints_1[3u];\n param_25 = i32(_e94);\n let _e96 = jointMatrix_u0028_i1_u003b((&param_25));\n let _e98 = aWeights_1[3u];\n let _e99 = (_e96 * _e98);\n m = mat4x4<f32>((_e92[0] + _e99[0]), (_e92[1] + _e99[1]), (_e92[2] + _e99[2]), (_e92[3] + _e99[3]));\n if SKIN_EIGHT {\n let _e114 = aJoints2_1[0u];\n param_26 = i32(_e114);\n let _e116 = jointMatrix_u0028_i1_u003b((&param_26));\n let _e118 = aWeights2_1[0u];\n let _e119 = (_e116 * _e118);\n let _e121 = aJoints2_1[1u];\n param_27 = i32(_e121);\n let _e123 = jointMatrix_u0028_i1_u003b((&param_27));\n let _e125 = aWeights2_1[1u];\n let _e126 = (_e123 * _e125);\n let _e139 = mat4x4<f32>((_e119[0] + _e126[0]), (_e119[1] + _e126[1]), (_e119[2] + _e126[2]), (_e119[3] + _e126[3]));\n let _e141 = aJoints2_1[2u];\n param_28 = i32(_e141);\n let _e143 = jointMatrix_u0028_i1_u003b((&param_28));\n let _e145 = aWeights2_1[2u];\n let _e146 = (_e143 * _e145);\n let _e159 = mat4x4<f32>((_e139[0] + _e146[0]), (_e139[1] + _e146[1]), (_e139[2] + _e146[2]), (_e139[3] + _e146[3]));\n let _e161 = aJoints2_1[3u];\n param_29 = i32(_e161);\n let _e163 = jointMatrix_u0028_i1_u003b((&param_29));\n let _e165 = aWeights2_1[3u];\n let _e166 = (_e163 * _e165);\n let _e179 = mat4x4<f32>((_e159[0] + _e166[0]), (_e159[1] + _e166[1]), (_e159[2] + _e166[2]), (_e159[3] + _e166[3]));\n let _e180 = m;\n m = mat4x4<f32>((_e180[0] + _e179[0]), (_e180[1] + _e179[1]), (_e180[2] + _e179[2]), (_e180[3] + _e179[3]));\n }\n let _e194 = m;\n return _e194;\n}\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n var param_30: vec3<f32>;\n var param_31: f32;\n var follow: f32;\n var clothPosition: vec3<f32>;\n var turn_1: mat3x3<f32>;\n var param_32: vec3<f32>;\n var param_33: mat3x3<f32>;\n\n let _e48 = skinMatrix_u0028_();\n let _e49 = aPosition_1;\n local = (_e48 * vec4<f32>(_e49.x, _e49.y, _e49.z, 1f));\n let _e56 = unnamed.uModel;\n model = _e56;\n let _e57 = model;\n let _e58 = local;\n world = (_e57 * _e58);\n let _e60 = world;\n param_30 = _e60.xyz;\n let _e63 = aChannel_1[0u];\n param_31 = _e63;\n let _e64 = channelBend_u0028_vf3_u003b_f1_u003b((&param_30), (&param_31));\n bent = _e64;\n if CLOTH_BOUND {\n let _e65 = clothPlace_u0028_vf3_u003b_mf33_u003b((&param_32), (&param_33));\n let _e66 = param_32;\n clothPosition = _e66;\n let _e67 = param_33;\n turn_1 = _e67;\n follow = _e65;\n let _e68 = bent;\n let _e69 = clothPosition;\n let _e70 = follow;\n bent = mix(_e68, _e69, vec3(_e70));\n }\n let _e74 = unnamed.uLightViewProj;\n let _e75 = bent;\n let _e77 = world[3u];\n vLightPosition = (_e74 * vec4<f32>(_e75.x, _e75.y, _e75.z, _e77));\n let _e83 = vLightPosition;\n unnamed_1.gl_Position = _e83;\n return;\n}\n\n@vertex \nfn main(@location(11) aJoints: vec4<f32>, @location(12) aWeights: vec4<f32>, @location(14) aJoints2_: vec4<f32>, @location(15) aWeights2_: vec4<f32>, @builtin(vertex_index) gl_VertexIndex: u32, @location(0) aPosition: vec3<f32>, @location(13) aChannel: vec4<f32>) -> VertexOutput {\n aJoints_1 = aJoints;\n aWeights_1 = aWeights;\n aJoints2_1 = aJoints2_;\n aWeights2_1 = aWeights2_;\n gl_VertexIndex_1 = i32(gl_VertexIndex);\n aPosition_1 = aPosition;\n aChannel_1 = aChannel;\n main_1();\n let _e19 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e19);\n let _e21 = vLightPosition;\n let _e22 = unnamed_1.gl_Position;\n return VertexOutput(_e21, _e22);\n}\n";
@@ -116,6 +118,97 @@ export declare const DEPTH_BINDINGS: {
116
118
  };
117
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  };
118
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  };
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+ readonly DEPTH_INSTANCED_ANIMATED_CUTOUT_VERT: {
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+ readonly uniforms: 0;
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+ readonly uniformSize: 112;
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+ readonly fields: {
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+ readonly uLightViewProj: {
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+ readonly offset: 0;
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+ readonly size: 64;
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+ readonly type: "mat4";
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+ };
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+ readonly uUvScale: {
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+ readonly offset: 64;
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+ readonly size: 8;
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+ readonly type: "vec2";
134
+ };
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+ readonly uUvOffset: {
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+ readonly offset: 72;
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+ readonly size: 8;
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+ readonly type: "vec2";
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+ };
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+ readonly uAlphaCutout: {
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+ readonly offset: 80;
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+ readonly size: 8;
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+ readonly type: "vec2";
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+ };
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+ readonly uSceneTime: {
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+ readonly offset: 88;
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+ readonly size: 4;
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+ readonly type: "float";
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+ };
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+ readonly uBoneClip: {
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+ readonly offset: 96;
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+ readonly size: 8;
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+ readonly type: "vec2";
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+ };
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+ };
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+ readonly textures: {
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+ readonly uBonePlaces: {
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+ readonly texture: 16;
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+ readonly sampler: 17;
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+ readonly type: "sampler2D";
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+ };
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+ readonly uBoneTurns: {
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+ readonly texture: 18;
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+ readonly sampler: 19;
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+ readonly type: "sampler2D";
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+ };
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+ readonly uInstanceClocks: {
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+ readonly texture: 20;
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+ readonly sampler: 21;
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+ readonly type: "sampler2D";
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+ };
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+ };
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+ };
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+ readonly DEPTH_INSTANCED_ANIMATED_VERT: {
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+ readonly uniforms: 0;
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+ readonly uniformSize: 80;
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+ readonly fields: {
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+ readonly uLightViewProj: {
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+ readonly offset: 0;
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+ readonly size: 64;
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+ readonly type: "mat4";
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+ };
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+ readonly uSceneTime: {
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+ readonly offset: 64;
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+ readonly size: 4;
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+ readonly type: "float";
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+ };
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+ readonly uBoneClip: {
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+ readonly offset: 72;
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+ readonly size: 8;
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+ readonly type: "vec2";
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+ };
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+ };
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+ readonly textures: {
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+ readonly uBonePlaces: {
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+ readonly texture: 16;
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+ readonly sampler: 17;
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+ readonly type: "sampler2D";
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+ };
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+ readonly uBoneTurns: {
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+ readonly texture: 18;
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+ readonly sampler: 19;
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+ readonly type: "sampler2D";
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+ };
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+ readonly uInstanceClocks: {
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+ readonly texture: 20;
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+ readonly sampler: 21;
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+ readonly type: "sampler2D";
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+ };
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+ };
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+ };
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  readonly DEPTH_INSTANCED_CUTOUT_VERT: {
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  readonly uniforms: 0;
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  readonly uniformSize: 96;