@driftengine/core 4.8.7 → 4.10.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.json +123 -11
- package/README.md +43 -38
- package/dist/index.d.ts +8 -1
- package/dist/index.js +11 -3
- package/dist/render/ambientHarmonics.d.ts +1 -1
- package/dist/render/ambientHarmonics.js +1 -1
- package/dist/render/areaLights.d.ts +4 -4
- package/dist/render/areaLights.js +1 -1
- package/dist/render/atmosphere.d.ts +13 -0
- package/dist/render/atmosphere.js +9 -1
- package/dist/render/backend/api.d.ts +19 -4
- package/dist/render/backend/createRenderer.d.ts +6 -0
- package/dist/render/backend/createRenderer.js +4 -1
- package/dist/render/backend/select.js +11 -5
- package/dist/render/backend/webgl2/boneAnimations.d.ts +29 -0
- package/dist/render/backend/webgl2/boneAnimations.js +80 -0
- package/dist/render/backend/webgl2/instanced.d.ts +5 -1
- package/dist/render/backend/webgl2/instanced.js +13 -1
- package/dist/render/backend/webgl2/renderer.d.ts +180 -4
- package/dist/render/backend/webgl2/renderer.js +550 -40
- package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +5 -3
- package/dist/render/backend/webgl2/skinPaletteTexture.js +6 -4
- package/dist/render/backend/webgpu/boneAnimations.d.ts +34 -0
- package/dist/render/backend/webgpu/boneAnimations.js +76 -0
- package/dist/render/backend/webgpu/buffers.d.ts +19 -4
- package/dist/render/backend/webgpu/buffers.js +18 -11
- package/dist/render/backend/webgpu/compressedUpload.d.ts +0 -1
- package/dist/render/backend/webgpu/compressedUpload.js +53 -8
- package/dist/render/backend/webgpu/depthPass.d.ts +59 -3
- package/dist/render/backend/webgpu/depthPass.js +49 -14
- package/dist/render/backend/webgpu/device.d.ts +7 -1
- package/dist/render/backend/webgpu/device.js +31 -3
- package/dist/render/backend/webgpu/drawCommand.d.ts +18 -4
- package/dist/render/backend/webgpu/drawCommand.js +10 -3
- package/dist/render/backend/webgpu/flatPass.d.ts +100 -42
- package/dist/render/backend/webgpu/flatPass.js +191 -43
- package/dist/render/backend/webgpu/instanced.d.ts +14 -1
- package/dist/render/backend/webgpu/instanced.js +24 -1
- package/dist/render/backend/webgpu/materialStore.d.ts +101 -0
- package/dist/render/backend/webgpu/materialStore.js +265 -0
- package/dist/render/backend/webgpu/pipelineCache.d.ts +6 -0
- package/dist/render/backend/webgpu/pipelineCache.js +7 -0
- package/dist/render/backend/webgpu/postPass.d.ts +51 -9
- package/dist/render/backend/webgpu/postPass.js +16 -2
- package/dist/render/backend/webgpu/reflectionSurfacePass.d.ts +30 -0
- package/dist/render/backend/webgpu/reflectionSurfacePass.js +100 -0
- package/dist/render/backend/webgpu/renderer.d.ts +283 -37
- package/dist/render/backend/webgpu/renderer.js +1363 -202
- package/dist/render/backend/webgpu/skinPaletteRing.d.ts +7 -3
- package/dist/render/backend/webgpu/skinPaletteRing.js +13 -7
- package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +6 -0
- package/dist/render/backend/webgpu/skinPaletteTexture.js +7 -1
- package/dist/render/backend/webgpu/staticBundles.d.ts +125 -0
- package/dist/render/backend/webgpu/staticBundles.js +241 -0
- package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +10 -3
- package/dist/render/backend/webgpu/surfaceTexturePass.js +20 -2
- package/dist/render/backend/webgpu/uniformRing.d.ts +21 -0
- package/dist/render/backend/webgpu/uniformRing.js +9 -1
- package/dist/render/bloomChain.d.ts +3 -3
- package/dist/render/boneAnimation.d.ts +92 -0
- package/dist/render/boneAnimation.js +133 -0
- package/dist/render/compressedSource.d.ts +33 -13
- package/dist/render/compressedSource.js +70 -25
- package/dist/render/displayRange.d.ts +31 -0
- package/dist/render/displayRange.js +47 -0
- package/dist/render/filmicCurve.d.ts +74 -0
- package/dist/render/filmicCurve.js +203 -0
- package/dist/render/fog.d.ts +4 -1
- package/dist/render/fog.js +12 -2
- package/dist/render/frame/resources.d.ts +2 -2
- package/dist/render/frame/resources.js +6 -0
- package/dist/render/frameReflections.d.ts +40 -0
- package/dist/render/frameReflections.js +48 -0
- package/dist/render/glCompressed.js +83 -0
- package/dist/render/instances.d.ts +26 -0
- package/dist/render/lightBudget.d.ts +10 -0
- package/dist/render/lightBudget.js +10 -0
- package/dist/render/lightmap.d.ts +1 -1
- package/dist/render/mesh.d.ts +5 -0
- package/dist/render/mesh.js +6 -0
- package/dist/render/pass.d.ts +49 -0
- package/dist/render/pointLightSelection.d.ts +4 -4
- package/dist/render/reflectionSurfaceTargets.d.ts +28 -0
- package/dist/render/reflectionSurfaceTargets.js +99 -0
- package/dist/render/renderQuality.d.ts +39 -8
- package/dist/render/renderQuality.js +4 -0
- package/dist/render/sceneTarget.d.ts +5 -0
- package/dist/render/sceneTarget.js +24 -1
- package/dist/render/screenSpaceReflection.d.ts +7 -1
- package/dist/render/screenSpaceReflection.js +5 -0
- package/dist/render/shaders/arcane.d.ts +1 -1
- package/dist/render/shaders/bolt.d.ts +1 -1
- package/dist/render/shaders/boneAnimation.d.ts +19 -0
- package/dist/render/shaders/boneAnimation.js +63 -0
- package/dist/render/shaders/caustics.d.ts +1 -1
- package/dist/render/shaders/depth.d.ts +7 -0
- package/dist/render/shaders/depth.js +35 -10
- package/dist/render/shaders/film.d.ts +1 -1
- package/dist/render/shaders/filmLook.js +2 -1
- package/dist/render/shaders/fire.d.ts +1 -1
- package/dist/render/shaders/flat/glassTint.d.ts +1 -1
- package/dist/render/shaders/flat/glassTint.js +2 -0
- package/dist/render/shaders/flat/index.d.ts +16 -0
- package/dist/render/shaders/flat/index.js +33 -5
- package/dist/render/shaders/flat/main.d.ts +1 -1
- package/dist/render/shaders/flat/main.js +43 -5
- package/dist/render/shaders/flat/models.js +1 -1
- package/dist/render/shaders/flat/overlay.d.ts +16 -0
- package/dist/render/shaders/flat/overlay.js +117 -0
- package/dist/render/shaders/flat/pointShadow.js +3 -3
- package/dist/render/shaders/flat/preamble.js +38 -24
- package/dist/render/shaders/flat/reflectionSurface.d.ts +21 -0
- package/dist/render/shaders/flat/reflectionSurface.js +61 -0
- package/dist/render/shaders/fog.d.ts +1 -1
- package/dist/render/shaders/fog.js +9 -2
- package/dist/render/shaders/fringe.d.ts +29 -0
- package/dist/render/shaders/fringe.js +55 -0
- package/dist/render/shaders/generated/arcane.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/arcane.wgsl.js +1 -1
- package/dist/render/shaders/generated/bolt.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/bolt.wgsl.js +1 -1
- package/dist/render/shaders/generated/caustics.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/caustics.wgsl.js +1 -1
- package/dist/render/shaders/generated/depth.wgsl.d.ts +93 -0
- package/dist/render/shaders/generated/depth.wgsl.js +93 -0
- package/dist/render/shaders/generated/film.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/film.wgsl.js +1 -1
- package/dist/render/shaders/generated/fire.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/fire.wgsl.js +1 -1
- package/dist/render/shaders/generated/flat.wgsl.d.ts +3254 -2920
- package/dist/render/shaders/generated/flat.wgsl.js +3292 -2957
- package/dist/render/shaders/generated/line.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/line.wgsl.js +1 -1
- package/dist/render/shaders/generated/particle.wgsl.d.ts +4 -4
- package/dist/render/shaders/generated/particle.wgsl.js +4 -4
- package/dist/render/shaders/generated/rush.wgsl.d.ts +56 -26
- package/dist/render/shaders/generated/rush.wgsl.js +56 -26
- package/dist/render/shaders/generated/scatter.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/scatter.wgsl.js +1 -1
- package/dist/render/shaders/generated/smoke.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/smoke.wgsl.js +1 -1
- package/dist/render/shaders/generated/ssrResolve.wgsl.d.ts +29 -0
- package/dist/render/shaders/generated/ssrResolve.wgsl.js +29 -0
- package/dist/render/shaders/generated/ssrTrace.wgsl.d.ts +22 -2
- package/dist/render/shaders/generated/ssrTrace.wgsl.js +22 -2
- package/dist/render/shaders/generated/water.wgsl.d.ts +1 -1
- package/dist/render/shaders/generated/water.wgsl.js +1 -1
- package/dist/render/shaders/gpudriven/fog.wgsl.d.ts +2 -2
- package/dist/render/shaders/gpudriven/fog.wgsl.js +11 -3
- package/dist/render/shaders/line.d.ts +1 -1
- package/dist/render/shaders/outputTransform.d.ts +7 -0
- package/dist/render/shaders/outputTransform.js +28 -14
- package/dist/render/shaders/particle.d.ts +3 -3
- package/dist/render/shaders/rush.js +54 -11
- package/dist/render/shaders/scatter.d.ts +1 -1
- package/dist/render/shaders/smoke.d.ts +1 -1
- package/dist/render/shaders/ssrResolve.d.ts +17 -0
- package/dist/render/shaders/ssrResolve.js +51 -0
- package/dist/render/shaders/ssrTrace.js +26 -0
- package/dist/render/shaders/vertexChannel.d.ts +7 -0
- package/dist/render/shaders/vertexChannel.js +26 -0
- package/dist/render/shaders/water.d.ts +1 -1
- package/dist/render/ssrPass.d.ts +16 -0
- package/dist/render/ssrPass.js +106 -1
- package/dist/render/staticDraws.d.ts +47 -0
- package/dist/render/staticDraws.js +43 -0
- package/dist/render/surfaceOverlay.d.ts +132 -0
- package/dist/render/surfaceOverlay.js +85 -0
- package/dist/render/surfaceTexture.d.ts +57 -7
- package/dist/render/surfaceTexture.js +125 -17
- package/dist/render/temporalAa.d.ts +14 -0
- package/dist/render/temporalAa.js +20 -0
- package/dist/render/vertexDefaults.d.ts +17 -0
- package/dist/render/vertexDefaults.js +24 -0
- package/package.json +6 -6
- package/src/index.ts +24 -2
- package/src/render/ambientHarmonics.ts +1 -1
- package/src/render/areaLights.ts +4 -4
- package/src/render/atmosphere.ts +22 -1
- package/src/render/backend/api.ts +22 -3
- package/src/render/backend/createRenderer.ts +18 -1
- package/src/render/backend/select.ts +10 -5
- package/src/render/backend/webgl2/boneAnimations.ts +105 -0
- package/src/render/backend/webgl2/instanced.ts +20 -1
- package/src/render/backend/webgl2/renderer.ts +672 -37
- package/src/render/backend/webgl2/skinPaletteTexture.ts +6 -4
- package/src/render/backend/webgpu/boneAnimations.ts +97 -0
- package/src/render/backend/webgpu/buffers.ts +42 -16
- package/src/render/backend/webgpu/compressedUpload.ts +59 -9
- package/src/render/backend/webgpu/depthPass.ts +51 -10
- package/src/render/backend/webgpu/device.ts +42 -3
- package/src/render/backend/webgpu/drawCommand.ts +22 -4
- package/src/render/backend/webgpu/flatPass.ts +250 -40
- package/src/render/backend/webgpu/instanced.ts +32 -1
- package/src/render/backend/webgpu/materialStore.ts +276 -0
- package/src/render/backend/webgpu/pipelineCache.ts +7 -0
- package/src/render/backend/webgpu/postPass.ts +18 -0
- package/src/render/backend/webgpu/reflectionSurfacePass.ts +114 -0
- package/src/render/backend/webgpu/renderer.ts +1655 -230
- package/src/render/backend/webgpu/skinPaletteRing.ts +13 -7
- package/src/render/backend/webgpu/skinPaletteTexture.ts +7 -1
- package/src/render/backend/webgpu/staticBundles.ts +363 -0
- package/src/render/backend/webgpu/surfaceTexturePass.ts +29 -3
- package/src/render/backend/webgpu/uniformRing.ts +10 -1
- package/src/render/bloomChain.ts +3 -3
- package/src/render/boneAnimation.ts +223 -0
- package/src/render/compressedSource.ts +121 -29
- package/src/render/displayRange.ts +61 -0
- package/src/render/filmicCurve.ts +229 -0
- package/src/render/fog.ts +19 -3
- package/src/render/frame/resources.ts +6 -0
- package/src/render/frameReflections.ts +72 -0
- package/src/render/glCompressed.ts +83 -0
- package/src/render/instances.ts +27 -0
- package/src/render/lightBudget.ts +11 -0
- package/src/render/lightmap.ts +1 -1
- package/src/render/mesh.ts +6 -0
- package/src/render/pass.ts +53 -1
- package/src/render/pointLightSelection.ts +4 -4
- package/src/render/reflectionSurfaceTargets.ts +105 -0
- package/src/render/renderQuality.ts +44 -8
- package/src/render/sceneTarget.ts +30 -2
- package/src/render/screenSpaceReflection.ts +7 -1
- package/src/render/shaders/boneAnimation.ts +63 -0
- package/src/render/shaders/depth.ts +45 -10
- package/src/render/shaders/filmLook.ts +2 -1
- package/src/render/shaders/flat/glassTint.ts +5 -1
- package/src/render/shaders/flat/index.ts +49 -5
- package/src/render/shaders/flat/main.ts +43 -5
- package/src/render/shaders/flat/models.ts +1 -1
- package/src/render/shaders/flat/overlay.ts +117 -0
- package/src/render/shaders/flat/pointShadow.ts +3 -3
- package/src/render/shaders/flat/preamble.ts +38 -24
- package/src/render/shaders/flat/reflectionSurface.ts +61 -0
- package/src/render/shaders/fog.ts +9 -2
- package/src/render/shaders/fringe.ts +59 -0
- package/src/render/shaders/generated/arcane.wgsl.ts +1 -1
- package/src/render/shaders/generated/bolt.wgsl.ts +1 -1
- package/src/render/shaders/generated/caustics.wgsl.ts +1 -1
- package/src/render/shaders/generated/depth.wgsl.ts +95 -0
- package/src/render/shaders/generated/film.wgsl.ts +1 -1
- package/src/render/shaders/generated/fire.wgsl.ts +1 -1
- package/src/render/shaders/generated/flat.wgsl.ts +3292 -2957
- package/src/render/shaders/generated/line.wgsl.ts +1 -1
- package/src/render/shaders/generated/particle.wgsl.ts +4 -4
- package/src/render/shaders/generated/rush.wgsl.ts +56 -26
- package/src/render/shaders/generated/scatter.wgsl.ts +1 -1
- package/src/render/shaders/generated/smoke.wgsl.ts +1 -1
- package/src/render/shaders/generated/ssrResolve.wgsl.ts +30 -0
- package/src/render/shaders/generated/ssrTrace.wgsl.ts +22 -2
- package/src/render/shaders/generated/water.wgsl.ts +1 -1
- package/src/render/shaders/gpudriven/fog.wgsl.ts +11 -3
- package/src/render/shaders/outputTransform.ts +30 -14
- package/src/render/shaders/rush.ts +54 -11
- package/src/render/shaders/ssrResolve.ts +52 -0
- package/src/render/shaders/ssrTrace.ts +26 -0
- package/src/render/shaders/vertexChannel.ts +27 -0
- package/src/render/ssrPass.ts +138 -1
- package/src/render/staticDraws.ts +95 -0
- package/src/render/surfaceOverlay.ts +195 -0
- package/src/render/surfaceTexture.ts +161 -27
- package/src/render/temporalAa.ts +20 -0
- package/src/render/vertexDefaults.ts +28 -0
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export const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let
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export const BOLT_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCoreColor: vec3<f32>,\n uEdgeColor: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vAlong_1: f32;\nvar<private> vFade_1: f32;\nvar<private> vGain_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e52 = unnamed.uFogMode;\n if (_e52 == 1i) {\n let _e55 = unnamed.uFogFar;\n let _e57 = unnamed.uFogNear;\n span = max((_e55 - _e57), 0.0001f);\n let _e60 = (*dist);\n let _e62 = unnamed.uFogNear;\n let _e64 = span;\n ramp = clamp(((_e60 - _e62) / _e64), 0f, 1f);\n let _e68 = unnamed.uUnderwaterFactor;\n if (_e68 <= 0f) {\n let _e70 = ramp;\n return _e70;\n }\n let _e72 = unnamed.uUnderwaterFogDensity;\n let _e73 = (*dist);\n wetLinear = (_e72 * _e73);\n let _e75 = ramp;\n let _e76 = wetLinear;\n let _e78 = wetLinear;\n let _e84 = unnamed.uUnderwaterFactor;\n return mix(_e75, (1f - exp2(((-(_e76) * _e78) * 1.442695f))), _e84);\n }\n let _e87 = unnamed.uFogNear;\n let _e88 = (*dist);\n start = min(_e87, _e88);\n let _e90 = (*dist);\n if (_e90 > 0f) {\n let _e92 = start;\n let _e93 = (*dist);\n local = (_e92 / _e93);\n } else {\n local = 0f;\n }\n let _e95 = local;\n before = _e95;\n let _e96 = (*pointY);\n let _e98 = unnamed.uFogEyeY;\n let _e101 = unnamed.uFogHeightFalloff;\n t = ((_e96 - _e98) * _e101);\n let _e103 = t;\n let _e104 = before;\n rest = (_e103 * (1f - _e104));\n let _e107 = rest;\n let _e110 = rest;\n denom = select(_e110, 0.0001f, (abs(_e107) < 0.0001f));\n let _e113 = unnamed.uFogDensity;\n let _e115 = t;\n let _e117 = before;\n let _e121 = (*dist);\n let _e122 = start;\n let _e125 = denom;\n let _e130 = denom;\n air = (1f - exp(((((-(_e113) * exp((-(_e115) * _e117))) * (_e121 - _e122)) * (1f - exp(-(_e125)))) / _e130)));\n let _e135 = unnamed.uUnderwaterFactor;\n if (_e135 <= 0f) {\n let _e137 = air;\n return _e137;\n }\n let _e139 = unnamed.uUnderwaterFogDensity;\n let _e140 = (*dist);\n wet = (_e139 * _e140);\n let _e142 = air;\n let _e143 = wet;\n let _e145 = wet;\n let _e151 = unnamed.uUnderwaterFactor;\n return mix(_e142, (1f - exp2(((-(_e143) * _e145) * 1.442695f))), _e151);\n}\n\nfn hash11_u0028_f1_u003b(p: ptr<function, f32>) -> f32 {\n let _e39 = (*p);\n return fract((sin((_e39 * 12.9898f)) * 43758.547f));\n}\n\nfn main_1() {\n var across: f32;\n var core: f32;\n var glow: f32;\n var t_1: f32;\n var stutter: f32;\n var param: f32;\n var param_1: f32;\n var taper: f32;\n var energy: f32;\n var lit: vec3<f32>;\n var fog: f32;\n var param_2: f32;\n var param_3: f32;\n\n let _e51 = vSide_1;\n across = clamp((1f - abs(_e51)), 0f, 1f);\n let _e55 = across;\n core = pow(_e55, 10f);\n let _e57 = across;\n glow = pow(_e57, 1.1f);\n let _e60 = unnamed.uTime;\n let _e62 = vSeed_1;\n t_1 = ((_e60 * 47f) + (_e62 * 17f));\n let _e65 = t_1;\n param = floor(_e65);\n let _e67 = hash11_u0028_f1_u003b((¶m));\n let _e69 = t_1;\n param_1 = floor((_e69 * 2.37f));\n let _e72 = hash11_u0028_f1_u003b((¶m_1));\n stutter = (0.78f + (0.22f * ((_e67 * 0.6f) + (_e72 * 0.4f))));\n let _e77 = vAlong_1;\n taper = (1f - (_e77 * 0.55f));\n let _e80 = vFade_1;\n let _e81 = stutter;\n let _e83 = taper;\n let _e85 = vGain_1;\n energy = (((_e80 * _e81) * _e83) * _e85);\n let _e88 = unnamed.uEdgeColor;\n let _e89 = glow;\n let _e92 = unnamed.uCoreColor;\n let _e93 = core;\n let _e96 = unnamed.uCoreGain;\n lit = ((_e88 * _e89) + ((_e92 * _e93) * _e96));\n let _e99 = vWorldPos_1;\n let _e101 = unnamed.uCameraPos;\n param_2 = distance(_e99, _e101);\n let _e104 = vWorldPos_1[1u];\n param_3 = _e104;\n let _e105 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_2), (¶m_3));\n fog = _e105;\n let _e106 = lit;\n let _e107 = energy;\n let _e109 = fog;\n let _e111 = ((_e106 * _e107) * (1f - _e109));\n outColor = vec4<f32>(_e111.x, _e111.y, _e111.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vSide: f32, @location(3) vSeed: f32, @location(1) vAlong: f32, @location(2) vFade: f32, @location(4) vGain: f32, @location(5) vWorldPos: vec3<f32>) -> @location(0) vec4<f32> {\n vSide_1 = vSide;\n vSeed_1 = vSeed;\n vAlong_1 = vAlong;\n vFade_1 = vFade;\n vGain_1 = vGain;\n vWorldPos_1 = vWorldPos;\n main_1();\n let _e13 = outColor;\n return _e13;\n}\n";
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export const BOLT_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uWidth: f32,\n uMinWidthPerMetre: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: f32,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n @location(3) member_3: f32,\n @location(4) member_4: f32,\n @location(5) member_5: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aFrom_1: vec3<f32>;\nvar<private> aTo_1: vec3<f32>;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vSide: f32;\nvar<private> vAlong: f32;\nvar<private> aArc_1: vec4<f32>;\nvar<private> vFade: f32;\nvar<private> vSeed: f32;\nvar<private> vGain: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var mid: vec3<f32>;\n var dir: vec3<f32>;\n var len: f32;\n var local: vec3<f32>;\n var view: vec3<f32>;\n var dist: f32;\n var local_1: vec3<f32>;\n var across: vec3<f32>;\n var span: f32;\n var local_2: vec3<f32>;\n var halfWidth: f32;\n var world: vec3<f32>;\n\n let _e40 = aFrom_1;\n let _e41 = aTo_1;\n let _e43 = aCorner_1[0u];\n mid = mix(_e40, _e41, vec3(_e43));\n let _e46 = aTo_1;\n let _e47 = aFrom_1;\n dir = (_e46 - _e47);\n let _e49 = dir;\n len = length(_e49);\n let _e51 = len;\n if (_e51 > 0.000001f) {\n let _e53 = dir;\n let _e54 = len;\n local = (_e53 / vec3(_e54));\n } else {\n local = vec3<f32>(0f, 1f, 0f);\n }\n let _e57 = local;\n dir = _e57;\n let _e58 = mid;\n let _e60 = unnamed.uCameraPos;\n view = (_e58 - _e60);\n let _e62 = view;\n dist = length(_e62);\n let _e64 = dist;\n if (_e64 > 0.000001f) {\n let _e66 = view;\n let _e67 = dist;\n local_1 = (_e66 / vec3(_e67));\n } else {\n local_1 = vec3<f32>(0f, 0f, 1f);\n }\n let _e70 = local_1;\n view = _e70;\n let _e71 = dir;\n let _e72 = view;\n across = cross(_e71, _e72);\n let _e74 = across;\n span = length(_e74);\n let _e76 = span;\n if (_e76 > 0.0001f) {\n let _e78 = across;\n let _e79 = span;\n local_2 = (_e78 / vec3(_e79));\n } else {\n let _e82 = dir;\n local_2 = normalize((cross(_e82, vec3<f32>(0f, 1f, 0f)) + vec3<f32>(0.001f, 0.001f, 0.001f)));\n }\n let _e86 = local_2;\n across = _e86;\n let _e88 = unnamed.uWidth;\n let _e89 = dist;\n let _e91 = unnamed.uMinWidthPerMetre;\n halfWidth = max(_e88, (_e89 * _e91));\n let _e94 = mid;\n let _e95 = across;\n let _e97 = aCorner_1[1u];\n let _e99 = halfWidth;\n world = (_e94 + ((_e95 * _e97) * _e99));\n let _e103 = aCorner_1[1u];\n vSide = _e103;\n let _e105 = aArc_1[0u];\n vAlong = _e105;\n let _e107 = aArc_1[1u];\n vFade = _e107;\n let _e109 = aArc_1[2u];\n vSeed = _e109;\n let _e111 = aArc_1[3u];\n vGain = _e111;\n let _e112 = world;\n vWorldPos = _e112;\n let _e114 = unnamed.uViewProj;\n let _e115 = world;\n unnamed_1.gl_Position = (_e114 * vec4<f32>(_e115.x, _e115.y, _e115.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aFrom: vec3<f32>, @location(1) aTo: vec3<f32>, @location(2) aCorner: vec2<f32>, @location(3) aArc: vec4<f32>) -> VertexOutput {\n aFrom_1 = aFrom;\n aTo_1 = aTo;\n aCorner_1 = aCorner;\n aArc_1 = aArc;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vSide;\n let _e20 = vAlong;\n let _e21 = vFade;\n let _e22 = vSeed;\n let _e23 = vGain;\n let _e24 = vWorldPos;\n let _e25 = unnamed_1.gl_Position;\n return VertexOutput(_e19, _e20, _e21, _e22, _e23, _e24, _e25);\n}\n";
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export const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e74 = unnamed.uFogMode;\n if (_e74 == 1i) {\n let _e77 = unnamed.uFogFar;\n let _e79 = unnamed.uFogNear;\n span = max((_e77 - _e79), 0.0001f);\n let _e82 = (*dist);\n let _e84 = unnamed.uFogNear;\n let _e86 = span;\n ramp = clamp(((_e82 - _e84) / _e86), 0f, 1f);\n let _e90 = unnamed.uUnderwaterFactor;\n if (_e90 <= 0f) {\n let _e92 = ramp;\n return _e92;\n }\n let _e94 = unnamed.uUnderwaterFogDensity;\n let _e95 = (*dist);\n wetLinear = (_e94 * _e95);\n let _e97 = ramp;\n let _e98 = wetLinear;\n let _e100 = wetLinear;\n let _e106 = unnamed.uUnderwaterFactor;\n return mix(_e97, (1f - exp2(((-(_e98) * _e100) * 1.442695f))), _e106);\n }\n let _e108 = (*pointY);\n let _e110 = unnamed.uFogEyeY;\n let _e113 = unnamed.uFogHeightFalloff;\n t = ((_e108 - _e110) * _e113);\n let _e115 = t;\n let _e118 = t;\n denom = select(_e118, 0.0001f, (abs(_e115) < 0.0001f));\n let _e121 = unnamed.uFogDensity;\n let _e123 = (*dist);\n let _e125 = denom;\n let _e130 = denom;\n air = (1f - exp((((-(_e121) * _e123) * (1f - exp(-(_e125)))) / _e130)));\n let _e135 = unnamed.uUnderwaterFactor;\n if (_e135 <= 0f) {\n let _e137 = air;\n return _e137;\n }\n let _e139 = unnamed.uUnderwaterFogDensity;\n let _e140 = (*dist);\n wet = (_e139 * _e140);\n let _e142 = air;\n let _e143 = wet;\n let _e145 = wet;\n let _e151 = unnamed.uUnderwaterFactor;\n return mix(_e142, (1f - exp2(((-(_e143) * _e145) * 1.442695f))), _e151);\n}\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e69 = (*k);\n c = sqrt((9.81f / _e69));\n let _e72 = (*k);\n let _e73 = (*dir);\n let _e74 = (*p);\n let _e76 = c;\n let _e77 = (*time);\n return (_e72 * (dot(_e73, _e74) - (_e76 * _e77)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e66 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable[_e66][3u];\n return (6.2831855f / _e69);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e67 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable_1[_e67];\n let _e72 = (*windDir);\n return normalize(mix(normalize(_e69.xy), _e72, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e83 = i_2;\n if (_e83 < 4i) {\n let _e85 = i_2;\n param = _e85;\n let _e86 = (*windDir_1);\n param_1 = _e86;\n let _e87 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((¶m), (¶m_1));\n dir_1 = _e87;\n let _e88 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e91 = indexable_2[_e88][2u];\n let _e92 = (*gain);\n steepness = (_e91 * _e92);\n let _e94 = i_2;\n param_2 = _e94;\n let _e95 = gerstnerWavenumber_u0028_i1_u003b((¶m_2));\n k_1 = _e95;\n let _e96 = k_1;\n param_3 = _e96;\n let _e97 = dir_1;\n param_4 = _e97;\n let _e98 = (*p_1);\n param_5 = _e98;\n let _e99 = (*time_1);\n param_6 = _e99;\n let _e100 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((¶m_3), (¶m_4), (¶m_5), (¶m_6));\n f = _e100;\n let _e101 = steepness;\n let _e103 = k_1;\n let _e105 = f;\n second = ((-(_e101) * _e103) * sin(_e105));\n let _e108 = second;\n let _e110 = dir_1[0u];\n let _e113 = dir_1[0u];\n let _e116 = h[0u];\n h[0u] = (_e116 + ((_e108 * _e110) * _e113));\n let _e119 = second;\n let _e121 = dir_1[1u];\n let _e124 = dir_1[1u];\n let _e127 = h[1u];\n h[1u] = (_e127 + ((_e119 * _e121) * _e124));\n let _e130 = second;\n let _e132 = dir_1[0u];\n let _e135 = dir_1[1u];\n let _e138 = h[2u];\n h[2u] = (_e138 + ((_e130 * _e132) * _e135));\n continue;\n } else {\n break;\n }\n continuing {\n let _e141 = i_2;\n i_2 = (_e141 + 1i);\n }\n }\n let _e143 = h;\n return _e143;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var a: f32;\n var b: f32;\n var c_1: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n\n let _e93 = vParams_1[0u];\n waterY = _e93;\n let _e95 = vWorldPos_1[1u];\n let _e96 = waterY;\n drop = (_e95 - _e96);\n let _e98 = drop;\n distanceFromWater = abs(_e98);\n let _e100 = distanceFromWater;\n clear = step(0.02f, _e100);\n let _e103 = unnamed.uMaxDrop;\n let _e106 = unnamed.uMaxDrop;\n let _e107 = distanceFromWater;\n height = (1f - smoothstep((_e103 * 0.45f), _e106, _e107));\n let _e111 = vLocal_1[0u];\n let _e113 = vLocal_1[0u];\n let _e117 = vLocal_1[1u];\n let _e119 = vLocal_1[1u];\n rim = min(min(_e111, (1f - _e113)), min(_e117, (1f - _e119)));\n let _e123 = rim;\n edge = smoothstep(0f, 0.12f, _e123);\n let _e125 = clear;\n let _e126 = height;\n let _e128 = edge;\n reach = ((_e125 * _e126) * _e128);\n let _e132 = unnamed.uLightDir[1u];\n elevation = max(_e132, 0.16f);\n let _e134 = elevation;\n slant = (1f / _e134);\n let _e136 = drop;\n let _e137 = slant;\n d = (_e136 * _e137);\n let _e139 = vWorldPos_1;\n let _e142 = unnamed.uLightDir;\n let _e144 = d;\n water = (_e139.xz + (_e142.xz * _e144));\n let _e147 = water;\n param_7 = _e147;\n let _e149 = unnamed.uTime;\n param_8 = _e149;\n let _e151 = unnamed.uWindDir;\n param_9 = _e151;\n let _e153 = unnamed.uWaveGain;\n param_10 = _e153;\n let _e154 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((¶m_7), (¶m_8), (¶m_9), (¶m_10));\n h_1 = _e154;\n let _e155 = d;\n let _e158 = h_1[0u];\n a = (1f - ((2f * _e155) * _e158));\n let _e161 = d;\n let _e164 = h_1[1u];\n b = (1f - ((2f * _e161) * _e164));\n let _e167 = d;\n let _e170 = h_1[2u];\n c_1 = ((2f * _e167) * _e170);\n let _e172 = a;\n let _e173 = b;\n let _e175 = c_1;\n let _e176 = c_1;\n det = ((_e172 * _e173) - (_e175 * _e176));\n let _e179 = det;\n let _e180 = fwidth(_e179);\n soft = max(0.05f, (_e180 * 1.6f));\n let _e183 = soft;\n let _e184 = det;\n let _e186 = soft;\n lines = (_e183 / max(abs(_e184), _e186));\n let _e189 = det;\n sheen = clamp(((1f / max(abs(_e189), 0.18f)) - 0.85f), 0f, 1f);\n let _e195 = lines;\n let _e197 = sheen;\n caustic = clamp(((_e195 * 0.9f) + (_e197 * 0.09f)), 0f, 1.6f);\n let _e201 = vWorldPos_1;\n let _e203 = unnamed.uCameraPos;\n param_11 = distance(_e201, _e203);\n let _e206 = vWorldPos_1[1u];\n param_12 = _e206;\n let _e207 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_11), (¶m_12));\n fog = _e207;\n let _e209 = unnamed.uTint;\n let _e210 = caustic;\n let _e212 = unnamed.uStrength;\n let _e214 = reach;\n let _e216 = fog;\n let _e219 = (_e209 * (((_e210 * _e212) * _e214) * (1f - _e216)));\n outColor = vec4<f32>(_e219.x, _e219.y, _e219.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export const CAUSTICS_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uTime: f32,\n uLightDir: vec3<f32>,\n uTint: vec3<f32>,\n uStrength: f32,\n uMaxDrop: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vParams_1: vec2<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vLocal_1: vec2<f32>;\nvar<private> outColor: vec4<f32>;\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e78 = unnamed.uFogMode;\n if (_e78 == 1i) {\n let _e81 = unnamed.uFogFar;\n let _e83 = unnamed.uFogNear;\n span = max((_e81 - _e83), 0.0001f);\n let _e86 = (*dist);\n let _e88 = unnamed.uFogNear;\n let _e90 = span;\n ramp = clamp(((_e86 - _e88) / _e90), 0f, 1f);\n let _e94 = unnamed.uUnderwaterFactor;\n if (_e94 <= 0f) {\n let _e96 = ramp;\n return _e96;\n }\n let _e98 = unnamed.uUnderwaterFogDensity;\n let _e99 = (*dist);\n wetLinear = (_e98 * _e99);\n let _e101 = ramp;\n let _e102 = wetLinear;\n let _e104 = wetLinear;\n let _e110 = unnamed.uUnderwaterFactor;\n return mix(_e101, (1f - exp2(((-(_e102) * _e104) * 1.442695f))), _e110);\n }\n let _e113 = unnamed.uFogNear;\n let _e114 = (*dist);\n start = min(_e113, _e114);\n let _e116 = (*dist);\n if (_e116 > 0f) {\n let _e118 = start;\n let _e119 = (*dist);\n local = (_e118 / _e119);\n } else {\n local = 0f;\n }\n let _e121 = local;\n before = _e121;\n let _e122 = (*pointY);\n let _e124 = unnamed.uFogEyeY;\n let _e127 = unnamed.uFogHeightFalloff;\n t = ((_e122 - _e124) * _e127);\n let _e129 = t;\n let _e130 = before;\n rest = (_e129 * (1f - _e130));\n let _e133 = rest;\n let _e136 = rest;\n denom = select(_e136, 0.0001f, (abs(_e133) < 0.0001f));\n let _e139 = unnamed.uFogDensity;\n let _e141 = t;\n let _e143 = before;\n let _e147 = (*dist);\n let _e148 = start;\n let _e151 = denom;\n let _e156 = denom;\n air = (1f - exp(((((-(_e139) * exp((-(_e141) * _e143))) * (_e147 - _e148)) * (1f - exp(-(_e151)))) / _e156)));\n let _e161 = unnamed.uUnderwaterFactor;\n if (_e161 <= 0f) {\n let _e163 = air;\n return _e163;\n }\n let _e165 = unnamed.uUnderwaterFogDensity;\n let _e166 = (*dist);\n wet = (_e165 * _e166);\n let _e168 = air;\n let _e169 = wet;\n let _e171 = wet;\n let _e177 = unnamed.uUnderwaterFactor;\n return mix(_e168, (1f - exp2(((-(_e169) * _e171) * 1.442695f))), _e177);\n}\n\nfn gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b(k: ptr<function, f32>, dir: ptr<function, vec2<f32>>, p: ptr<function, vec2<f32>>, time: ptr<function, f32>) -> f32 {\n var c: f32;\n\n let _e69 = (*k);\n c = sqrt((9.81f / _e69));\n let _e72 = (*k);\n let _e73 = (*dir);\n let _e74 = (*p);\n let _e76 = c;\n let _e77 = (*time);\n return (_e72 * (dot(_e73, _e74) - (_e76 * _e77)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e66 = (*i);\n indexable = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable[_e66][3u];\n return (6.2831855f / _e69);\n}\n\nfn gerstnerDirection_u0028_i1_u003b_vf2_u003b(i_1: ptr<function, i32>, windDir: ptr<function, vec2<f32>>) -> vec2<f32> {\n var indexable_1: array<vec4<f32>, 4>;\n\n let _e67 = (*i_1);\n indexable_1 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e69 = indexable_1[_e67];\n let _e72 = (*windDir);\n return normalize(mix(normalize(_e69.xy), _e72, vec2(0.62f)));\n}\n\nfn gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b(p_1: ptr<function, vec2<f32>>, time_1: ptr<function, f32>, windDir_1: ptr<function, vec2<f32>>, gain: ptr<function, f32>) -> vec3<f32> {\n var h: vec3<f32>;\n var i_2: i32;\n var dir_1: vec2<f32>;\n var param: i32;\n var param_1: vec2<f32>;\n var steepness: f32;\n var indexable_2: array<vec4<f32>, 4>;\n var k_1: f32;\n var param_2: i32;\n var f: f32;\n var param_3: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var second: f32;\n\n h = vec3<f32>(0f, 0f, 0f);\n i_2 = 0i;\n loop {\n let _e83 = i_2;\n if (_e83 < 4i) {\n let _e85 = i_2;\n param = _e85;\n let _e86 = (*windDir_1);\n param_1 = _e86;\n let _e87 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((¶m), (¶m_1));\n dir_1 = _e87;\n let _e88 = i_2;\n indexable_2 = array<vec4<f32>, 4>(vec4<f32>(1f, 0f, 0.115f, 34f), vec4<f32>(0.6f, 0.8f, 0.1f, 18f), vec4<f32>(-0.7f, 0.7f, 0.08f, 9f), vec4<f32>(0.2f, -0.98f, 0.06f, 5f));\n let _e91 = indexable_2[_e88][2u];\n let _e92 = (*gain);\n steepness = (_e91 * _e92);\n let _e94 = i_2;\n param_2 = _e94;\n let _e95 = gerstnerWavenumber_u0028_i1_u003b((¶m_2));\n k_1 = _e95;\n let _e96 = k_1;\n param_3 = _e96;\n let _e97 = dir_1;\n param_4 = _e97;\n let _e98 = (*p_1);\n param_5 = _e98;\n let _e99 = (*time_1);\n param_6 = _e99;\n let _e100 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((¶m_3), (¶m_4), (¶m_5), (¶m_6));\n f = _e100;\n let _e101 = steepness;\n let _e103 = k_1;\n let _e105 = f;\n second = ((-(_e101) * _e103) * sin(_e105));\n let _e108 = second;\n let _e110 = dir_1[0u];\n let _e113 = dir_1[0u];\n let _e116 = h[0u];\n h[0u] = (_e116 + ((_e108 * _e110) * _e113));\n let _e119 = second;\n let _e121 = dir_1[1u];\n let _e124 = dir_1[1u];\n let _e127 = h[1u];\n h[1u] = (_e127 + ((_e119 * _e121) * _e124));\n let _e130 = second;\n let _e132 = dir_1[0u];\n let _e135 = dir_1[1u];\n let _e138 = h[2u];\n h[2u] = (_e138 + ((_e130 * _e132) * _e135));\n continue;\n } else {\n break;\n }\n continuing {\n let _e141 = i_2;\n i_2 = (_e141 + 1i);\n }\n }\n let _e143 = h;\n return _e143;\n}\n\nfn main_1() {\n var waterY: f32;\n var drop: f32;\n var distanceFromWater: f32;\n var clear: f32;\n var height: f32;\n var rim: f32;\n var edge: f32;\n var reach: f32;\n var elevation: f32;\n var slant: f32;\n var d: f32;\n var water: vec2<f32>;\n var h_1: vec3<f32>;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var a: f32;\n var b: f32;\n var c_1: f32;\n var det: f32;\n var soft: f32;\n var lines: f32;\n var sheen: f32;\n var caustic: f32;\n var fog: f32;\n var param_11: f32;\n var param_12: f32;\n\n let _e93 = vParams_1[0u];\n waterY = _e93;\n let _e95 = vWorldPos_1[1u];\n let _e96 = waterY;\n drop = (_e95 - _e96);\n let _e98 = drop;\n distanceFromWater = abs(_e98);\n let _e100 = distanceFromWater;\n clear = step(0.02f, _e100);\n let _e103 = unnamed.uMaxDrop;\n let _e106 = unnamed.uMaxDrop;\n let _e107 = distanceFromWater;\n height = (1f - smoothstep((_e103 * 0.45f), _e106, _e107));\n let _e111 = vLocal_1[0u];\n let _e113 = vLocal_1[0u];\n let _e117 = vLocal_1[1u];\n let _e119 = vLocal_1[1u];\n rim = min(min(_e111, (1f - _e113)), min(_e117, (1f - _e119)));\n let _e123 = rim;\n edge = smoothstep(0f, 0.12f, _e123);\n let _e125 = clear;\n let _e126 = height;\n let _e128 = edge;\n reach = ((_e125 * _e126) * _e128);\n let _e132 = unnamed.uLightDir[1u];\n elevation = max(_e132, 0.16f);\n let _e134 = elevation;\n slant = (1f / _e134);\n let _e136 = drop;\n let _e137 = slant;\n d = (_e136 * _e137);\n let _e139 = vWorldPos_1;\n let _e142 = unnamed.uLightDir;\n let _e144 = d;\n water = (_e139.xz + (_e142.xz * _e144));\n let _e147 = water;\n param_7 = _e147;\n let _e149 = unnamed.uTime;\n param_8 = _e149;\n let _e151 = unnamed.uWindDir;\n param_9 = _e151;\n let _e153 = unnamed.uWaveGain;\n param_10 = _e153;\n let _e154 = gerstnerCurvature_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((¶m_7), (¶m_8), (¶m_9), (¶m_10));\n h_1 = _e154;\n let _e155 = d;\n let _e158 = h_1[0u];\n a = (1f - ((2f * _e155) * _e158));\n let _e161 = d;\n let _e164 = h_1[1u];\n b = (1f - ((2f * _e161) * _e164));\n let _e167 = d;\n let _e170 = h_1[2u];\n c_1 = ((2f * _e167) * _e170);\n let _e172 = a;\n let _e173 = b;\n let _e175 = c_1;\n let _e176 = c_1;\n det = ((_e172 * _e173) - (_e175 * _e176));\n let _e179 = det;\n let _e180 = fwidth(_e179);\n soft = max(0.05f, (_e180 * 1.6f));\n let _e183 = soft;\n let _e184 = det;\n let _e186 = soft;\n lines = (_e183 / max(abs(_e184), _e186));\n let _e189 = det;\n sheen = clamp(((1f / max(abs(_e189), 0.18f)) - 0.85f), 0f, 1f);\n let _e195 = lines;\n let _e197 = sheen;\n caustic = clamp(((_e195 * 0.9f) + (_e197 * 0.09f)), 0f, 1.6f);\n let _e201 = vWorldPos_1;\n let _e203 = unnamed.uCameraPos;\n param_11 = distance(_e201, _e203);\n let _e206 = vWorldPos_1[1u];\n param_12 = _e206;\n let _e207 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_11), (¶m_12));\n fog = _e207;\n let _e209 = unnamed.uTint;\n let _e210 = caustic;\n let _e212 = unnamed.uStrength;\n let _e214 = reach;\n let _e216 = fog;\n let _e219 = (_e209 * (((_e210 * _e212) * _e214) * (1f - _e216)));\n outColor = vec4<f32>(_e219.x, _e219.y, _e219.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(2) vParams: vec2<f32>, @location(0) vWorldPos: vec3<f32>, @location(1) vLocal: vec2<f32>) -> @location(0) vec4<f32> {\n vParams_1 = vParams;\n vWorldPos_1 = vWorldPos;\n vLocal_1 = vLocal;\n main_1();\n let _e7 = outColor;\n return _e7;\n}\n";
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export const CAUSTICS_VERT_WGSL = "struct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n}\n\nstruct VertexOutput {\n @location(0) member: vec3<f32>,\n @location(1) member_1: vec2<f32>,\n @location(2) member_2: vec2<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vWorldPos: vec3<f32>;\nvar<private> aRest_1: vec3<f32>;\nvar<private> vLocal: vec2<f32>;\nvar<private> aLocal_1: vec2<f32>;\nvar<private> vParams: vec2<f32>;\nvar<private> aParams_1: vec2<f32>;\nvar<private> unnamed: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(0) \nvar<uniform> unnamed_1: Uniforms;\n\nfn main_1() {\n let _e10 = aRest_1;\n vWorldPos = _e10;\n let _e11 = aLocal_1;\n vLocal = _e11;\n let _e12 = aParams_1;\n vParams = _e12;\n let _e14 = unnamed_1.uViewProj;\n let _e15 = aRest_1;\n unnamed.gl_Position = (_e14 * vec4<f32>(_e15.x, _e15.y, _e15.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aRest: vec3<f32>, @location(1) aLocal: vec2<f32>, @location(2) aParams: vec2<f32>) -> VertexOutput {\n aRest_1 = aRest;\n aLocal_1 = aLocal;\n aParams_1 = aParams;\n main_1();\n let _e12 = unnamed.gl_Position.y;\n unnamed.gl_Position.y = -(_e12);\n let _e14 = vWorldPos;\n let _e15 = vLocal;\n let _e16 = vParams;\n let _e17 = unnamed.gl_Position;\n return VertexOutput(_e14, _e15, _e16, _e17);\n}\n";
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@@ -11,6 +11,10 @@ export const DEPTH_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: ma
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export 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";
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export 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((¶m), (¶m_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((¶m_2), (¶m_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((¶m_4), (¶m_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((¶m_6), (¶m_7), (¶m_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";
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export 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((¶m), (¶m_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((¶m_2), (¶m_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((¶m_4), (¶m_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((¶m_6), (¶m_7), (¶m_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";
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export 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";
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export 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";
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export const FILM_FRAG_WGSL = "struct Uniforms {\n uReflectionEnabled: i32,\n uReflectionStrength: f32,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uSheen: f32,\n uFilmRoughness: f32,\n uFilmRoughnessCycles: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorld_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vTint_1: vec3<f32>;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vCoverage_1: f32;\nvar<private> fragColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e75 = unnamed.uFogColor;\n let _e77 = unnamed.uUnderwaterColor;\n let _e79 = unnamed.uUnderwaterFactor;\n return mix(_e75, _e77, vec3(_e79));\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 _e84 = unnamed.uFogMode;\n if (_e84 == 1i) {\n let _e87 = unnamed.uFogFar;\n let _e89 = unnamed.uFogNear;\n span = max((_e87 - _e89), 0.0001f);\n let _e92 = (*dist);\n let _e94 = unnamed.uFogNear;\n let _e96 = span;\n ramp = clamp(((_e92 - _e94) / _e96), 0f, 1f);\n let _e100 = unnamed.uUnderwaterFactor;\n if (_e100 <= 0f) {\n let _e102 = ramp;\n return _e102;\n }\n let _e104 = unnamed.uUnderwaterFogDensity;\n let _e105 = (*dist);\n wetLinear = (_e104 * _e105);\n let _e107 = ramp;\n let _e108 = wetLinear;\n let _e110 = wetLinear;\n let _e116 = unnamed.uUnderwaterFactor;\n return mix(_e107, (1f - exp2(((-(_e108) * _e110) * 1.442695f))), _e116);\n }\n let _e118 = (*pointY);\n let _e120 = unnamed.uFogEyeY;\n let _e123 = unnamed.uFogHeightFalloff;\n t = ((_e118 - _e120) * _e123);\n let _e125 = t;\n let _e128 = t;\n denom = select(_e128, 0.0001f, (abs(_e125) < 0.0001f));\n let _e131 = unnamed.uFogDensity;\n let _e133 = (*dist);\n let _e135 = denom;\n let _e140 = denom;\n air = (1f - exp((((-(_e131) * _e133) * (1f - exp(-(_e135)))) / _e140)));\n let _e145 = unnamed.uUnderwaterFactor;\n if (_e145 <= 0f) {\n let _e147 = air;\n return _e147;\n }\n let _e149 = unnamed.uUnderwaterFogDensity;\n let _e150 = (*dist);\n wet = (_e149 * _e150);\n let _e152 = air;\n let _e153 = wet;\n let _e155 = wet;\n let _e161 = unnamed.uUnderwaterFactor;\n return mix(_e152, (1f - exp2(((-(_e153) * _e155) * 1.442695f))), _e161);\n}\n\nfn filmHash_u0028_vf3_u003b(p: ptr<function, vec3<f32>>) -> f32 {\n let _e75 = (*p);\n (*p) = fract((_e75 * 0.1031f));\n let _e78 = (*p);\n let _e79 = (*p);\n let _e84 = (*p);\n (*p) = (_e84 + vec3(dot(_e78, (_e79.zyx + vec3(31.32f)))));\n let _e88 = (*p)[0u];\n let _e90 = (*p)[1u];\n let _e93 = (*p)[2u];\n return fract(((_e88 + _e90) * _e93));\n}\n\nfn filmNoise_u0028_vf3_u003b(p_1: ptr<function, vec3<f32>>) -> f32 {\n var i: vec3<f32>;\n var f: vec3<f32>;\n var u: vec3<f32>;\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n\n let _e86 = (*p_1);\n i = floor(_e86);\n let _e88 = (*p_1);\n f = fract(_e88);\n let _e90 = f;\n let _e91 = f;\n let _e93 = f;\n u = ((_e90 * _e91) * (vec3(3f) - (_e93 * 2f)));\n let _e98 = i;\n param = (_e98 + vec3<f32>(0f, 0f, 0f));\n let _e100 = filmHash_u0028_vf3_u003b((¶m));\n let _e101 = i;\n param_1 = (_e101 + vec3<f32>(1f, 0f, 0f));\n let _e103 = filmHash_u0028_vf3_u003b((¶m_1));\n let _e105 = u[0u];\n let _e107 = i;\n param_2 = (_e107 + vec3<f32>(0f, 1f, 0f));\n let _e109 = filmHash_u0028_vf3_u003b((¶m_2));\n let _e110 = i;\n param_3 = (_e110 + vec3<f32>(1f, 1f, 0f));\n let _e112 = filmHash_u0028_vf3_u003b((¶m_3));\n let _e114 = u[0u];\n let _e117 = u[1u];\n let _e119 = i;\n param_4 = (_e119 + vec3<f32>(0f, 0f, 1f));\n let _e121 = filmHash_u0028_vf3_u003b((¶m_4));\n let _e122 = i;\n param_5 = (_e122 + vec3<f32>(1f, 0f, 1f));\n let _e124 = filmHash_u0028_vf3_u003b((¶m_5));\n let _e126 = u[0u];\n let _e128 = i;\n param_6 = (_e128 + vec3<f32>(0f, 1f, 1f));\n let _e130 = filmHash_u0028_vf3_u003b((¶m_6));\n let _e131 = i;\n param_7 = (_e131 + vec3<f32>(1f, 1f, 1f));\n let _e133 = filmHash_u0028_vf3_u003b((¶m_7));\n let _e135 = u[0u];\n let _e138 = u[1u];\n let _e141 = u[2u];\n return mix(mix(mix(_e100, _e103, _e105), mix(_e109, _e112, _e114), _e117), mix(mix(_e121, _e124, _e126), mix(_e130, _e133, _e135), _e138), _e141);\n}\n\nfn hue_u0028_f1_u003b(h: ptr<function, f32>) -> vec3<f32> {\n var c: vec3<f32>;\n\n let _e76 = (*h);\n (*h) = (fract(_e76) * 6f);\n let _e79 = (*h);\n let _e83 = (*h);\n let _e87 = (*h);\n c = clamp(vec3<f32>((abs((_e79 - 3f)) - 1f), (2f - abs((_e83 - 2f))), (2f - abs((_e87 - 4f)))), vec3(0f), vec3(1f));\n let _e95 = c;\n return _e95;\n}\n\nfn main_1() {\n var view: vec3<f32>;\n var facing: f32;\n var grazing: f32;\n var ripple: f32;\n var sheen: vec3<f32>;\n var param_8: f32;\n var base: vec3<f32>;\n var color: vec3<f32>;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var valid: f32;\n var at: vec3<f32>;\n var here: f32;\n var param_9: vec3<f32>;\n var slope: vec2<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var along: vec2<f32>;\n var smear: vec2<f32>;\n var movedBorder: vec2<f32>;\n var mirrored: vec3<f32>;\n var fog: f32;\n var param_12: f32;\n var param_13: f32;\n var coverage: f32;\n var alpha: f32;\n var phi_315_: bool;\n var phi_409_: bool;\n var phi_418_: bool;\n\n let _e101 = unnamed.uClipEnabled;\n let _e102 = (_e101 != 0i);\n phi_315_ = _e102;\n if _e102 {\n let _e103 = vWorld_1;\n let _e109 = unnamed.uClipPlane;\n phi_315_ = (dot(vec4<f32>(_e103.x, _e103.y, _e103.z, 1f), _e109) < 0f);\n }\n let _e113 = phi_315_;\n if _e113 {\n discard;\n }\n let _e115 = unnamed.uCameraPos;\n let _e116 = vWorld_1;\n view = normalize((_e115 - _e116));\n let _e119 = vNormal_1;\n let _e121 = view;\n facing = max(dot(normalize(_e119), _e121), 0f);\n let _e124 = facing;\n grazing = pow((1f - _e124), 3f);\n let _e128 = vWorld_1[0u];\n let _e131 = vWorld_1[2u];\n let _e135 = unnamed.uTime;\n let _e140 = vWorld_1[2u];\n let _e143 = vWorld_1[0u];\n let _e147 = unnamed.uTime;\n ripple = (sin((((_e128 * 0.73f) + (_e131 * 0.41f)) + (_e135 * 0.55f))) * cos((((_e140 * 0.91f) - (_e143 * 0.29f)) - (_e147 * 0.37f))));\n let _e152 = grazing;\n let _e154 = ripple;\n param_8 = (((_e152 * 1.35f) + (_e154 * 0.14f)) + 0.55f);\n let _e158 = hue_u0028_f1_u003b((¶m_8));\n sheen = _e158;\n let _e159 = vTint_1;\n base = (_e159 * 0.9f);\n let _e161 = base;\n let _e162 = sheen;\n let _e164 = unnamed.uSheen;\n let _e166 = grazing;\n color = (_e161 + ((_e162 * _e164) * (0.22f + (_e166 * 0.75f))));\n let _e172 = unnamed.uReflectionEnabled;\n let _e173 = (_e172 != 0i);\n phi_409_ = _e173;\n if _e173 {\n let _e175 = unnamed.uReflectionStrength;\n phi_409_ = (_e175 > 0f);\n }\n let _e178 = phi_409_;\n phi_418_ = _e178;\n if _e178 {\n let _e180 = vReflectionClip_1[3u];\n phi_418_ = (_e180 > 0f);\n }\n let _e183 = phi_418_;\n if _e183 {\n let _e184 = vReflectionClip_1;\n let _e187 = vReflectionClip_1[3u];\n reflectionUv = (((_e184.xy / vec2(_e187)) * 0.5f) + vec2(0.5f));\n let _e193 = reflectionUv;\n let _e194 = reflectionUv;\n border = min(_e193, (vec2(1f) - _e194));\n let _e199 = border[0u];\n let _e201 = border[1u];\n valid = smoothstep(0f, 0.025f, min(_e199, _e201));\n let _e205 = unnamed.uFilmRoughness;\n if (_e205 > 0f) {\n let _e207 = vWorld_1;\n let _e209 = unnamed.uFilmRoughnessCycles;\n at = (_e207 * _e209);\n let _e211 = at;\n param_9 = _e211;\n let _e212 = filmNoise_u0028_vf3_u003b((¶m_9));\n here = _e212;\n let _e213 = at;\n param_10 = (_e213 + vec3<f32>(0.5f, 0f, 0f));\n let _e215 = filmNoise_u0028_vf3_u003b((¶m_10));\n let _e216 = here;\n let _e218 = at;\n param_11 = (_e218 + vec3<f32>(0f, 0f, 0.5f));\n let _e220 = filmNoise_u0028_vf3_u003b((¶m_11));\n let _e221 = here;\n slope = vec2<f32>((_e215 - _e216), (_e220 - _e221));\n let _e225 = view[0u];\n let _e227 = view[2u];\n along = normalize((vec2<f32>(_e225, _e227) + vec2<f32>(0.00001f, 0f)));\n let _e231 = along;\n let _e232 = slope;\n let _e233 = along;\n let _e237 = slope;\n smear = (((_e231 * dot(_e232, _e233)) * 3f) + (_e237 * 0.35f));\n let _e240 = smear;\n let _e242 = unnamed.uFilmRoughness;\n let _e245 = grazing;\n let _e249 = reflectionUv;\n reflectionUv = (_e249 + (((_e240 * _e242) * 0.016f) * (0.2f + (_e245 * 0.8f))));\n let _e251 = reflectionUv;\n let _e252 = reflectionUv;\n movedBorder = min(_e251, (vec2(1f) - _e252));\n let _e256 = valid;\n let _e258 = movedBorder[0u];\n let _e260 = movedBorder[1u];\n valid = min(_e256, smoothstep(0f, 0.025f, min(_e258, _e260)));\n }\n let _e264 = reflectionUv;\n let _e268 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e264, vec2(0f), vec2(1f)), 0f);\n mirrored = _e268.xyz;\n let _e270 = color;\n let _e271 = mirrored;\n let _e272 = valid;\n let _e274 = unnamed.uReflectionStrength;\n let _e276 = grazing;\n color = mix(_e270, _e271, vec3(((_e272 * _e274) * (0.25f + (_e276 * 0.75f)))));\n }\n let _e283 = unnamed.uCameraPos;\n let _e284 = vWorld_1;\n param_12 = length((_e283 - _e284));\n let _e288 = vWorld_1[1u];\n param_13 = _e288;\n let _e289 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_12), (¶m_13));\n fog = _e289;\n let _e290 = color;\n let _e291 = mediumColor_u0028_();\n let _e292 = fog;\n color = mix(_e290, _e291, vec3(_e292));\n let _e295 = vCoverage_1;\n coverage = clamp(_e295, 0f, 1f);\n let _e297 = coverage;\n let _e298 = coverage;\n let _e300 = coverage;\n alpha = (mix((_e297 * _e298), _e300, 0.65f) * 0.92f);\n let _e303 = color;\n let _e304 = alpha;\n fragColor = vec4<f32>(_e303.x, _e303.y, _e303.z, _e304);\n return;\n}\n\n@fragment \nfn main(@location(0) vWorld: vec3<f32>, @location(1) vNormal: vec3<f32>, @location(2) vTint: vec3<f32>, @location(3) vReflectionClip: vec4<f32>, @location(4) vCoverage: f32) -> @location(0) vec4<f32> {\n vWorld_1 = vWorld;\n vNormal_1 = vNormal;\n vTint_1 = vTint;\n vReflectionClip_1 = vReflectionClip;\n vCoverage_1 = vCoverage;\n main_1();\n let _e11 = fragColor;\n return _e11;\n}\n";
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export const FILM_FRAG_WGSL = "struct Uniforms {\n uReflectionEnabled: i32,\n uReflectionStrength: f32,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uSheen: f32,\n uFilmRoughness: f32,\n uFilmRoughnessCycles: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorld_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vTint_1: vec3<f32>;\nvar<private> vReflectionClip_1: vec4<f32>;\n@group(0) @binding(32) \nvar uReflectionMap_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uReflectionMap_s: sampler;\nvar<private> vCoverage_1: f32;\nvar<private> fragColor: vec4<f32>;\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e75 = unnamed.uFogColor;\n let _e77 = unnamed.uUnderwaterColor;\n let _e79 = unnamed.uUnderwaterFactor;\n return mix(_e75, _e77, vec3(_e79));\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 _e88 = unnamed.uFogMode;\n if (_e88 == 1i) {\n let _e91 = unnamed.uFogFar;\n let _e93 = unnamed.uFogNear;\n span = max((_e91 - _e93), 0.0001f);\n let _e96 = (*dist);\n let _e98 = unnamed.uFogNear;\n let _e100 = span;\n ramp = clamp(((_e96 - _e98) / _e100), 0f, 1f);\n let _e104 = unnamed.uUnderwaterFactor;\n if (_e104 <= 0f) {\n let _e106 = ramp;\n return _e106;\n }\n let _e108 = unnamed.uUnderwaterFogDensity;\n let _e109 = (*dist);\n wetLinear = (_e108 * _e109);\n let _e111 = ramp;\n let _e112 = wetLinear;\n let _e114 = wetLinear;\n let _e120 = unnamed.uUnderwaterFactor;\n return mix(_e111, (1f - exp2(((-(_e112) * _e114) * 1.442695f))), _e120);\n }\n let _e123 = unnamed.uFogNear;\n let _e124 = (*dist);\n start = min(_e123, _e124);\n let _e126 = (*dist);\n if (_e126 > 0f) {\n let _e128 = start;\n let _e129 = (*dist);\n local = (_e128 / _e129);\n } else {\n local = 0f;\n }\n let _e131 = local;\n before = _e131;\n let _e132 = (*pointY);\n let _e134 = unnamed.uFogEyeY;\n let _e137 = unnamed.uFogHeightFalloff;\n t = ((_e132 - _e134) * _e137);\n let _e139 = t;\n let _e140 = before;\n rest = (_e139 * (1f - _e140));\n let _e143 = rest;\n let _e146 = rest;\n denom = select(_e146, 0.0001f, (abs(_e143) < 0.0001f));\n let _e149 = unnamed.uFogDensity;\n let _e151 = t;\n let _e153 = before;\n let _e157 = (*dist);\n let _e158 = start;\n let _e161 = denom;\n let _e166 = denom;\n air = (1f - exp(((((-(_e149) * exp((-(_e151) * _e153))) * (_e157 - _e158)) * (1f - exp(-(_e161)))) / _e166)));\n let _e171 = unnamed.uUnderwaterFactor;\n if (_e171 <= 0f) {\n let _e173 = air;\n return _e173;\n }\n let _e175 = unnamed.uUnderwaterFogDensity;\n let _e176 = (*dist);\n wet = (_e175 * _e176);\n let _e178 = air;\n let _e179 = wet;\n let _e181 = wet;\n let _e187 = unnamed.uUnderwaterFactor;\n return mix(_e178, (1f - exp2(((-(_e179) * _e181) * 1.442695f))), _e187);\n}\n\nfn filmHash_u0028_vf3_u003b(p: ptr<function, vec3<f32>>) -> f32 {\n let _e75 = (*p);\n (*p) = fract((_e75 * 0.1031f));\n let _e78 = (*p);\n let _e79 = (*p);\n let _e84 = (*p);\n (*p) = (_e84 + vec3(dot(_e78, (_e79.zyx + vec3(31.32f)))));\n let _e88 = (*p)[0u];\n let _e90 = (*p)[1u];\n let _e93 = (*p)[2u];\n return fract(((_e88 + _e90) * _e93));\n}\n\nfn filmNoise_u0028_vf3_u003b(p_1: ptr<function, vec3<f32>>) -> f32 {\n var i: vec3<f32>;\n var f: vec3<f32>;\n var u: vec3<f32>;\n var param: vec3<f32>;\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n var param_5: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n\n let _e86 = (*p_1);\n i = floor(_e86);\n let _e88 = (*p_1);\n f = fract(_e88);\n let _e90 = f;\n let _e91 = f;\n let _e93 = f;\n u = ((_e90 * _e91) * (vec3(3f) - (_e93 * 2f)));\n let _e98 = i;\n param = (_e98 + vec3<f32>(0f, 0f, 0f));\n let _e100 = filmHash_u0028_vf3_u003b((¶m));\n let _e101 = i;\n param_1 = (_e101 + vec3<f32>(1f, 0f, 0f));\n let _e103 = filmHash_u0028_vf3_u003b((¶m_1));\n let _e105 = u[0u];\n let _e107 = i;\n param_2 = (_e107 + vec3<f32>(0f, 1f, 0f));\n let _e109 = filmHash_u0028_vf3_u003b((¶m_2));\n let _e110 = i;\n param_3 = (_e110 + vec3<f32>(1f, 1f, 0f));\n let _e112 = filmHash_u0028_vf3_u003b((¶m_3));\n let _e114 = u[0u];\n let _e117 = u[1u];\n let _e119 = i;\n param_4 = (_e119 + vec3<f32>(0f, 0f, 1f));\n let _e121 = filmHash_u0028_vf3_u003b((¶m_4));\n let _e122 = i;\n param_5 = (_e122 + vec3<f32>(1f, 0f, 1f));\n let _e124 = filmHash_u0028_vf3_u003b((¶m_5));\n let _e126 = u[0u];\n let _e128 = i;\n param_6 = (_e128 + vec3<f32>(0f, 1f, 1f));\n let _e130 = filmHash_u0028_vf3_u003b((¶m_6));\n let _e131 = i;\n param_7 = (_e131 + vec3<f32>(1f, 1f, 1f));\n let _e133 = filmHash_u0028_vf3_u003b((¶m_7));\n let _e135 = u[0u];\n let _e138 = u[1u];\n let _e141 = u[2u];\n return mix(mix(mix(_e100, _e103, _e105), mix(_e109, _e112, _e114), _e117), mix(mix(_e121, _e124, _e126), mix(_e130, _e133, _e135), _e138), _e141);\n}\n\nfn hue_u0028_f1_u003b(h: ptr<function, f32>) -> vec3<f32> {\n var c: vec3<f32>;\n\n let _e76 = (*h);\n (*h) = (fract(_e76) * 6f);\n let _e79 = (*h);\n let _e83 = (*h);\n let _e87 = (*h);\n c = clamp(vec3<f32>((abs((_e79 - 3f)) - 1f), (2f - abs((_e83 - 2f))), (2f - abs((_e87 - 4f)))), vec3(0f), vec3(1f));\n let _e95 = c;\n return _e95;\n}\n\nfn main_1() {\n var view: vec3<f32>;\n var facing: f32;\n var grazing: f32;\n var ripple: f32;\n var sheen: vec3<f32>;\n var param_8: f32;\n var base: vec3<f32>;\n var color: vec3<f32>;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var valid: f32;\n var at: vec3<f32>;\n var here: f32;\n var param_9: vec3<f32>;\n var slope: vec2<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var along: vec2<f32>;\n var smear: vec2<f32>;\n var movedBorder: vec2<f32>;\n var mirrored: vec3<f32>;\n var fog: f32;\n var param_12: f32;\n var param_13: f32;\n var coverage: f32;\n var alpha: f32;\n var phi_344_: bool;\n var phi_438_: bool;\n var phi_447_: bool;\n\n let _e101 = unnamed.uClipEnabled;\n let _e102 = (_e101 != 0i);\n phi_344_ = _e102;\n if _e102 {\n let _e103 = vWorld_1;\n let _e109 = unnamed.uClipPlane;\n phi_344_ = (dot(vec4<f32>(_e103.x, _e103.y, _e103.z, 1f), _e109) < 0f);\n }\n let _e113 = phi_344_;\n if _e113 {\n discard;\n }\n let _e115 = unnamed.uCameraPos;\n let _e116 = vWorld_1;\n view = normalize((_e115 - _e116));\n let _e119 = vNormal_1;\n let _e121 = view;\n facing = max(dot(normalize(_e119), _e121), 0f);\n let _e124 = facing;\n grazing = pow((1f - _e124), 3f);\n let _e128 = vWorld_1[0u];\n let _e131 = vWorld_1[2u];\n let _e135 = unnamed.uTime;\n let _e140 = vWorld_1[2u];\n let _e143 = vWorld_1[0u];\n let _e147 = unnamed.uTime;\n ripple = (sin((((_e128 * 0.73f) + (_e131 * 0.41f)) + (_e135 * 0.55f))) * cos((((_e140 * 0.91f) - (_e143 * 0.29f)) - (_e147 * 0.37f))));\n let _e152 = grazing;\n let _e154 = ripple;\n param_8 = (((_e152 * 1.35f) + (_e154 * 0.14f)) + 0.55f);\n let _e158 = hue_u0028_f1_u003b((¶m_8));\n sheen = _e158;\n let _e159 = vTint_1;\n base = (_e159 * 0.9f);\n let _e161 = base;\n let _e162 = sheen;\n let _e164 = unnamed.uSheen;\n let _e166 = grazing;\n color = (_e161 + ((_e162 * _e164) * (0.22f + (_e166 * 0.75f))));\n let _e172 = unnamed.uReflectionEnabled;\n let _e173 = (_e172 != 0i);\n phi_438_ = _e173;\n if _e173 {\n let _e175 = unnamed.uReflectionStrength;\n phi_438_ = (_e175 > 0f);\n }\n let _e178 = phi_438_;\n phi_447_ = _e178;\n if _e178 {\n let _e180 = vReflectionClip_1[3u];\n phi_447_ = (_e180 > 0f);\n }\n let _e183 = phi_447_;\n if _e183 {\n let _e184 = vReflectionClip_1;\n let _e187 = vReflectionClip_1[3u];\n reflectionUv = (((_e184.xy / vec2(_e187)) * 0.5f) + vec2(0.5f));\n let _e193 = reflectionUv;\n let _e194 = reflectionUv;\n border = min(_e193, (vec2(1f) - _e194));\n let _e199 = border[0u];\n let _e201 = border[1u];\n valid = smoothstep(0f, 0.025f, min(_e199, _e201));\n let _e205 = unnamed.uFilmRoughness;\n if (_e205 > 0f) {\n let _e207 = vWorld_1;\n let _e209 = unnamed.uFilmRoughnessCycles;\n at = (_e207 * _e209);\n let _e211 = at;\n param_9 = _e211;\n let _e212 = filmNoise_u0028_vf3_u003b((¶m_9));\n here = _e212;\n let _e213 = at;\n param_10 = (_e213 + vec3<f32>(0.5f, 0f, 0f));\n let _e215 = filmNoise_u0028_vf3_u003b((¶m_10));\n let _e216 = here;\n let _e218 = at;\n param_11 = (_e218 + vec3<f32>(0f, 0f, 0.5f));\n let _e220 = filmNoise_u0028_vf3_u003b((¶m_11));\n let _e221 = here;\n slope = vec2<f32>((_e215 - _e216), (_e220 - _e221));\n let _e225 = view[0u];\n let _e227 = view[2u];\n along = normalize((vec2<f32>(_e225, _e227) + vec2<f32>(0.00001f, 0f)));\n let _e231 = along;\n let _e232 = slope;\n let _e233 = along;\n let _e237 = slope;\n smear = (((_e231 * dot(_e232, _e233)) * 3f) + (_e237 * 0.35f));\n let _e240 = smear;\n let _e242 = unnamed.uFilmRoughness;\n let _e245 = grazing;\n let _e249 = reflectionUv;\n reflectionUv = (_e249 + (((_e240 * _e242) * 0.016f) * (0.2f + (_e245 * 0.8f))));\n let _e251 = reflectionUv;\n let _e252 = reflectionUv;\n movedBorder = min(_e251, (vec2(1f) - _e252));\n let _e256 = valid;\n let _e258 = movedBorder[0u];\n let _e260 = movedBorder[1u];\n valid = min(_e256, smoothstep(0f, 0.025f, min(_e258, _e260)));\n }\n let _e264 = reflectionUv;\n let _e268 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e264, vec2(0f), vec2(1f)), 0f);\n mirrored = _e268.xyz;\n let _e270 = color;\n let _e271 = mirrored;\n let _e272 = valid;\n let _e274 = unnamed.uReflectionStrength;\n let _e276 = grazing;\n color = mix(_e270, _e271, vec3(((_e272 * _e274) * (0.25f + (_e276 * 0.75f)))));\n }\n let _e283 = unnamed.uCameraPos;\n let _e284 = vWorld_1;\n param_12 = length((_e283 - _e284));\n let _e288 = vWorld_1[1u];\n param_13 = _e288;\n let _e289 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_12), (¶m_13));\n fog = _e289;\n let _e290 = color;\n let _e291 = mediumColor_u0028_();\n let _e292 = fog;\n color = mix(_e290, _e291, vec3(_e292));\n let _e295 = vCoverage_1;\n coverage = clamp(_e295, 0f, 1f);\n let _e297 = coverage;\n let _e298 = coverage;\n let _e300 = coverage;\n alpha = (mix((_e297 * _e298), _e300, 0.65f) * 0.92f);\n let _e303 = color;\n let _e304 = alpha;\n fragColor = vec4<f32>(_e303.x, _e303.y, _e303.z, _e304);\n return;\n}\n\n@fragment \nfn main(@location(0) vWorld: vec3<f32>, @location(1) vNormal: vec3<f32>, @location(2) vTint: vec3<f32>, @location(3) vReflectionClip: vec4<f32>, @location(4) vCoverage: f32) -> @location(0) vec4<f32> {\n vWorld_1 = vWorld;\n vNormal_1 = vNormal;\n vTint_1 = vTint;\n vReflectionClip_1 = vReflectionClip;\n vCoverage_1 = vCoverage;\n main_1();\n let _e11 = fragColor;\n return _e11;\n}\n";
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export const FILM_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uReflectionViewProj: 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: vec3<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) member_2: vec3<f32>,\n @location(4) member_3: f32,\n @location(3) member_4: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> vWorld: vec3<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> aNormal_1: vec3<f32>;\nvar<private> vTint: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> vCoverage: f32;\nvar<private> aCoverage_1: f32;\nvar<private> vReflectionClip: 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 let _e14 = aPosition_1;\n vWorld = _e14;\n let _e15 = aNormal_1;\n vNormal = normalize(_e15);\n let _e17 = aColor_1;\n vTint = _e17;\n let _e18 = aCoverage_1;\n vCoverage = _e18;\n let _e20 = unnamed.uReflectionViewProj;\n let _e21 = aPosition_1;\n vReflectionClip = (_e20 * vec4<f32>(_e21.x, _e21.y, _e21.z, 1f));\n let _e28 = unnamed.uViewProj;\n let _e29 = aPosition_1;\n unnamed_1.gl_Position = (_e28 * vec4<f32>(_e29.x, _e29.y, _e29.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(1) aNormal: vec3<f32>, @location(2) aColor: vec3<f32>, @location(3) aCoverage: f32) -> VertexOutput {\n aPosition_1 = aPosition;\n aNormal_1 = aNormal;\n aColor_1 = aColor;\n aCoverage_1 = aCoverage;\n main_1();\n let _e16 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e16);\n let _e18 = vWorld;\n let _e19 = vNormal;\n let _e20 = vTint;\n let _e21 = vCoverage;\n let _e22 = vReflectionClip;\n let _e23 = unnamed_1.gl_Position;\n return VertexOutput(_e18, _e19, _e20, _e21, _e22, _e23);\n}\n";
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export const FIRE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> 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 _e68 = unnamed.uFogColor;\n let _e70 = unnamed.uUnderwaterColor;\n let _e72 = unnamed.uUnderwaterFactor;\n return mix(_e68, _e70, vec3(_e72));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let
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export const FIRE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uNoiseOctaves: i32,\n uClipPlane: vec4<f32>,\n uClipEnabled: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> 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 _e68 = unnamed.uFogColor;\n let _e70 = unnamed.uUnderwaterColor;\n let _e72 = unnamed.uUnderwaterFactor;\n return mix(_e68, _e70, vec3(_e72));\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 _e81 = unnamed.uFogMode;\n if (_e81 == 1i) {\n let _e84 = unnamed.uFogFar;\n let _e86 = unnamed.uFogNear;\n span = max((_e84 - _e86), 0.0001f);\n let _e89 = (*dist);\n let _e91 = unnamed.uFogNear;\n let _e93 = span;\n ramp = clamp(((_e89 - _e91) / _e93), 0f, 1f);\n let _e97 = unnamed.uUnderwaterFactor;\n if (_e97 <= 0f) {\n let _e99 = ramp;\n return _e99;\n }\n let _e101 = unnamed.uUnderwaterFogDensity;\n let _e102 = (*dist);\n wetLinear = (_e101 * _e102);\n let _e104 = ramp;\n let _e105 = wetLinear;\n let _e107 = wetLinear;\n let _e113 = unnamed.uUnderwaterFactor;\n return mix(_e104, (1f - exp2(((-(_e105) * _e107) * 1.442695f))), _e113);\n }\n let _e116 = unnamed.uFogNear;\n let _e117 = (*dist);\n start = min(_e116, _e117);\n let _e119 = (*dist);\n if (_e119 > 0f) {\n let _e121 = start;\n let _e122 = (*dist);\n local = (_e121 / _e122);\n } else {\n local = 0f;\n }\n let _e124 = local;\n before = _e124;\n let _e125 = (*pointY);\n let _e127 = unnamed.uFogEyeY;\n let _e130 = unnamed.uFogHeightFalloff;\n t = ((_e125 - _e127) * _e130);\n let _e132 = t;\n let _e133 = before;\n rest = (_e132 * (1f - _e133));\n let _e136 = rest;\n let _e139 = rest;\n denom = select(_e139, 0.0001f, (abs(_e136) < 0.0001f));\n let _e142 = unnamed.uFogDensity;\n let _e144 = t;\n let _e146 = before;\n let _e150 = (*dist);\n let _e151 = start;\n let _e154 = denom;\n let _e159 = denom;\n air = (1f - exp(((((-(_e142) * exp((-(_e144) * _e146))) * (_e150 - _e151)) * (1f - exp(-(_e154)))) / _e159)));\n let _e164 = unnamed.uUnderwaterFactor;\n if (_e164 <= 0f) {\n let _e166 = air;\n return _e166;\n }\n let _e168 = unnamed.uUnderwaterFogDensity;\n let _e169 = (*dist);\n wet = (_e168 * _e169);\n let _e171 = air;\n let _e172 = wet;\n let _e174 = wet;\n let _e180 = unnamed.uUnderwaterFactor;\n return mix(_e171, (1f - exp2(((-(_e172) * _e174) * 1.442695f))), _e180);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e68 = (*p);\n return fract((sin(dot(_e68, 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 _e75 = (*p_1);\n i = floor(_e75);\n let _e77 = (*p_1);\n f = fract(_e77);\n let _e79 = f;\n let _e80 = f;\n let _e82 = f;\n u = ((_e79 * _e80) * (vec2(3f) - (_e82 * 2f)));\n let _e87 = i;\n param = _e87;\n let _e88 = hash21_u0028_vf2_u003b((¶m));\n let _e89 = i;\n param_1 = (_e89 + vec2<f32>(1f, 0f));\n let _e91 = hash21_u0028_vf2_u003b((¶m_1));\n let _e93 = u[0u];\n let _e95 = i;\n param_2 = (_e95 + vec2<f32>(0f, 1f));\n let _e97 = hash21_u0028_vf2_u003b((¶m_2));\n let _e98 = i;\n param_3 = (_e98 + vec2<f32>(1f, 1f));\n let _e100 = hash21_u0028_vf2_u003b((¶m_3));\n let _e102 = u[0u];\n let _e105 = u[1u];\n return mix(mix(_e88, _e91, _e93), mix(_e97, _e100, _e102), _e105);\n}\n\nfn turbulence_u0028_vf2_u003b_f1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>) -> f32 {\n var v: f32;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n\n let _e73 = (*p_2);\n let _e75 = (*t_1);\n param_4 = ((_e73 * 3f) + vec2<f32>(0f, (-(_e75) * 1.9f)));\n let _e80 = valueNoise_u0028_vf2_u003b((¶m_4));\n v = (_e80 * 0.55f);\n let _e83 = unnamed.uNoiseOctaves;\n if (_e83 == 1i) {\n let _e85 = v;\n return (_e85 / 0.55f);\n }\n let _e87 = (*p_2);\n let _e89 = (*t_1);\n let _e91 = (*t_1);\n param_5 = ((_e87 * 6.5f) + vec2<f32>((_e89 * 0.3f), (-(_e91) * 3.1f)));\n let _e96 = valueNoise_u0028_vf2_u003b((¶m_5));\n let _e98 = v;\n v = (_e98 + (_e96 * 0.28f));\n let _e101 = unnamed.uNoiseOctaves;\n if (_e101 == 2i) {\n let _e103 = v;\n return (_e103 / 0.83f);\n }\n let _e105 = v;\n let _e106 = (*p_2);\n let _e108 = (*t_1);\n let _e111 = (*t_1);\n param_6 = ((_e106 * 13f) + vec2<f32>((-(_e108) * 0.2f), (-(_e111) * 4.6f)));\n let _e116 = valueNoise_u0028_vf2_u003b((¶m_6));\n return (_e105 + (_e116 * 0.17f));\n}\n\nfn main_1() {\n var uv: vec2<f32>;\n var t_2: f32;\n var sides: f32;\n var taper: f32;\n var sway: f32;\n var param_7: vec2<f32>;\n var p_3: vec2<f32>;\n var n: f32;\n var param_8: vec2<f32>;\n var param_9: f32;\n var body: f32;\n var heat: f32;\n var col: vec3<f32>;\n var alpha: f32;\n var fog: f32;\n var param_10: f32;\n var param_11: f32;\n var phi_341_: bool;\n\n let _e85 = unnamed.uClipEnabled;\n let _e86 = (_e85 != 0i);\n phi_341_ = _e86;\n if _e86 {\n let _e87 = vWorldPos_1;\n let _e93 = unnamed.uClipPlane;\n phi_341_ = (dot(vec4<f32>(_e87.x, _e87.y, _e87.z, 1f), _e93) < 0f);\n }\n let _e97 = phi_341_;\n if _e97 {\n discard;\n }\n let _e98 = vUv_1;\n uv = _e98;\n let _e100 = unnamed.uTime;\n let _e101 = vSeed_1;\n t_2 = (_e100 + (_e101 * 37f));\n let _e105 = uv[0u];\n sides = (1f - (abs((_e105 - 0.5f)) * 2f));\n let _e110 = sides;\n let _e112 = uv[1u];\n taper = (_e110 * (1f - (_e112 * 0.72f)));\n let _e116 = taper;\n if (_e116 <= 0f) {\n discard;\n }\n let _e118 = t_2;\n let _e120 = vSeed_1;\n param_7 = vec2<f32>((_e118 * 0.55f), (_e120 * 11f));\n let _e123 = valueNoise_u0028_vf2_u003b((¶m_7));\n let _e127 = uv[1u];\n sway = (((_e123 - 0.5f) * 0.34f) * _e127);\n let _e130 = uv[0u];\n let _e131 = sway;\n let _e134 = uv[1u];\n p_3 = vec2<f32>((_e130 + _e131), _e134);\n let _e136 = p_3;\n param_8 = _e136;\n let _e137 = t_2;\n param_9 = _e137;\n let _e138 = turbulence_u0028_vf2_u003b_f1_u003b((¶m_8), (¶m_9));\n n = _e138;\n let _e139 = n;\n let _e140 = taper;\n let _e144 = uv[1u];\n body = (((_e139 * _e140) * 1.9f) - (_e144 * 0.55f));\n let _e147 = body;\n if (_e147 <= 0.02f) {\n discard;\n }\n let _e149 = body;\n heat = clamp((_e149 * 1.5f), 0f, 1f);\n let _e152 = heat;\n col = mix(vec3<f32>(0.62f, 0.06f, 0.02f), vec3<f32>(1f, 0.45f, 0.06f), vec3(smoothstep(0f, 0.45f, _e152)));\n let _e156 = col;\n let _e157 = heat;\n col = mix(_e156, vec3<f32>(1f, 0.85f, 0.35f), vec3(smoothstep(0.45f, 0.75f, _e157)));\n let _e161 = col;\n let _e162 = heat;\n col = mix(_e161, vec3<f32>(1f, 0.98f, 0.88f), vec3(smoothstep(0.78f, 1f, _e162)));\n let _e166 = body;\n let _e170 = uv[1u];\n alpha = (clamp((_e166 * 2.2f), 0f, 1f) * (1f - smoothstep(0.72f, 1f, _e170)));\n let _e174 = vDistance_1;\n param_10 = _e174;\n let _e176 = vWorldPos_1[1u];\n param_11 = _e176;\n let _e177 = mediumFog_u0028_f1_u003b_f1_u003b((¶m_10), (¶m_11));\n fog = _e177;\n let _e178 = col;\n let _e179 = mediumColor_u0028_();\n let _e180 = fog;\n col = mix(_e178, _e179, vec3(_e180));\n let _e183 = fog;\n let _e185 = alpha;\n alpha = (_e185 * (1f - _e183));\n let _e187 = col;\n let _e188 = alpha;\n outColor = vec4<f32>(_e187.x, _e187.y, _e187.z, _e188);\n return;\n}\n\n@fragment \nfn main(@location(3) vWorldPos: vec3<f32>, @location(0) vUv: vec2<f32>, @location(1) vSeed: f32, @location(2) vDistance: f32) -> @location(0) vec4<f32> {\n vWorldPos_1 = vWorldPos;\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vDistance_1 = vDistance;\n main_1();\n let _e9 = outColor;\n return _e9;\n}\n";
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export const PLUME_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uSizePulse: f32,\n uWind: vec2<f32>,\n uOrigin: vec3<f32>,\n uWindResponse: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @location(1) member_1: f32,\n @location(2) member_2: f32,\n @location(3) member_3: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aCenter_1: vec3<f32>;\nvar<private> aSeed_1: f32;\nvar<private> aBlade_1: f32;\nvar<private> aSize_1: vec2<f32>;\nvar<private> aCorner_1: vec2<f32>;\nvar<private> vUv: vec2<f32>;\nvar<private> vSeed: f32;\nvar<private> vDistance: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn sizePulse_u0028_f1_u003b(seed: ptr<function, f32>) -> f32 {\n let _e35 = unnamed.uSizePulse;\n let _e37 = unnamed.uTime;\n let _e39 = (*seed);\n let _e45 = unnamed.uTime;\n let _e47 = (*seed);\n return (1f + (_e35 * ((sin(((_e37 * 1.7f) + (_e39 * 9.1f))) * 0.62f) + (sin(((_e45 * 3.3f) + (_e47 * 4.7f))) * 0.38f))));\n}\n\nfn main_1() {\n var anchor: vec3<f32>;\n var up: vec3<f32>;\n var yaw: f32;\n var right: vec3<f32>;\n var pulse: f32;\n var param: f32;\n var size: vec2<f32>;\n var rise: f32;\n var world: vec3<f32>;\n\n let _e42 = aCenter_1;\n let _e44 = unnamed.uOrigin;\n anchor = (_e42 + _e44);\n up = vec3<f32>(0f, 1f, 0f);\n let _e46 = aSeed_1;\n let _e48 = aBlade_1;\n yaw = ((_e46 * 6.2831855f) + (_e48 * 1.5707964f));\n let _e51 = yaw;\n let _e53 = yaw;\n right = vec3<f32>(cos(_e51), 0f, sin(_e53));\n let _e56 = aSeed_1;\n param = _e56;\n let _e57 = sizePulse_u0028_f1_u003b((¶m));\n pulse = _e57;\n let _e59 = aSize_1[0u];\n let _e60 = pulse;\n let _e64 = aSize_1[1u];\n let _e65 = pulse;\n size = vec2<f32>((_e59 * mix(1f, _e60, 0.55f)), (_e64 * _e65));\n let _e69 = aCorner_1[1u];\n rise = ((_e69 * 0.5f) + 0.5f);\n let _e72 = anchor;\n let _e73 = right;\n let _e75 = aCorner_1[0u];\n let _e77 = size[0u];\n let _e81 = up;\n let _e82 = rise;\n let _e84 = size[1u];\n world = ((_e72 + (_e73 * (_e75 * _e77))) + (_e81 * (_e82 * _e84)));\n let _e89 = unnamed.uWind;\n let _e91 = unnamed.uWindResponse;\n let _e92 = rise;\n let _e94 = rise;\n let _e97 = size[1u];\n let _e100 = world;\n let _e102 = (_e100.xz + (_e89 * (((_e91 * _e92) * _e94) * _e97)));\n let _e103 = world;\n world = vec3<f32>(_e102.x, _e103.y, _e102.y);\n let _e109 = aCorner_1[0u];\n let _e113 = aCorner_1[1u];\n vUv = vec2<f32>(((_e109 * 0.5f) + 0.5f), ((_e113 * 0.5f) + 0.5f));\n let _e117 = aSeed_1;\n vSeed = _e117;\n let _e118 = world;\n let _e120 = unnamed.uCameraPos;\n vDistance = distance(_e118, _e120);\n let _e122 = world;\n vWorldPos = _e122;\n let _e124 = unnamed.uViewProj;\n let _e125 = world;\n unnamed_1.gl_Position = (_e124 * vec4<f32>(_e125.x, _e125.y, _e125.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aCenter: vec3<f32>, @location(3) aSeed: f32, @location(4) aBlade: f32, @location(2) aSize: vec2<f32>, @location(1) aCorner: vec2<f32>) -> VertexOutput {\n aCenter_1 = aCenter;\n aSeed_1 = aSeed;\n aBlade_1 = aBlade;\n aSize_1 = aSize;\n aCorner_1 = aCorner;\n main_1();\n let _e17 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e17);\n let _e19 = vUv;\n let _e20 = vSeed;\n let _e21 = vDistance;\n let _e22 = vWorldPos;\n let _e23 = unnamed_1.gl_Position;\n return VertexOutput(_e19, _e20, _e21, _e22, _e23);\n}\n";
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