@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 SSR_TRACE_FRAG_WGSL = "struct Uniforms {\n uSsrDepthToWorld: mat4x4<f32>,\n uSsrViewProj: mat4x4<f32>,\n uWorldToSurface: mat4x4<f32>,\n uSsrEye: vec3<f32>,\n uSsrAxis: vec3<f32>,\n uSsrTint: vec3<f32>,\n uSsrStrength: f32,\n uSsrFresnel: vec2<f32>,\n uSsrFacingCos: f32,\n uSsrReach: f32,\n uSsrThickness: f32,\n uSsrSteps: f32,\n uSsrEdgeFade: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uSsrDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSsrDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(34) \nvar uSsrScene_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uSsrScene_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn worldAt_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, stored: ptr<function, f32>) -> vec3<f32> {\n var world: vec4<f32>;\n\n let _e53 = unnamed.uSsrDepthToWorld;\n let _e54 = (*uv);\n let _e57 = ((_e54 * 2f) - vec2(1f));\n let _e58 = (*stored);\n world = (_e53 * vec4<f32>(_e57.x, _e57.y, _e58, 1f));\n let _e63 = world;\n let _e66 = world[3u];\n return (_e63.xyz / vec3(_e66));\n}\n\nfn sceneDistanceAt_u0028_vf2_u003b(uv_1: ptr<function, vec2<f32>>) -> f32 {\n var stored_1: f32;\n var param: vec2<f32>;\n var param_1: f32;\n\n let _e53 = (*uv_1);\n let _e54 = textureSampleLevel(uSsrDepth_t, uSsrDepth_s, _e53, 0f);\n stored_1 = _e54.x;\n let _e56 = stored_1;\n if (_e56 <= 0f) {\n return 1000000000f;\n }\n let _e58 = (*uv_1);\n param = _e58;\n let _e59 = stored_1;\n param_1 = _e59;\n let _e60 = worldAt_u0028_vf2_u003b_f1_u003b((¶m), (¶m_1));\n let _e62 = unnamed.uSsrEye;\n return length((_e60 - _e62));\n}\n\nfn projectPoint_u0028_vf3_u003b_vf2_u003b(point: ptr<function, vec3<f32>>, uv_2: ptr<function, vec2<f32>>) -> bool {\n var clip: vec4<f32>;\n var phi_175_: bool;\n var phi_181_: bool;\n var phi_187_: bool;\n\n let _e53 = unnamed.uSsrViewProj;\n let _e54 = (*point);\n clip = (_e53 * vec4<f32>(_e54.x, _e54.y, _e54.z, 1f));\n let _e61 = clip[3u];\n if (_e61 <= 0f) {\n return false;\n }\n let _e63 = clip;\n let _e66 = clip[3u];\n (*uv_2) = (((_e63.xy / vec2(_e66)) * 0.5f) + vec2(0.5f));\n let _e73 = (*uv_2)[0u];\n let _e74 = (_e73 >= 0f);\n phi_175_ = _e74;\n if _e74 {\n let _e76 = (*uv_2)[0u];\n phi_175_ = (_e76 <= 1f);\n }\n let _e79 = phi_175_;\n phi_181_ = _e79;\n if _e79 {\n let _e81 = (*uv_2)[1u];\n phi_181_ = (_e81 >= 0f);\n }\n let _e84 = phi_181_;\n phi_187_ = _e84;\n if _e84 {\n let _e86 = (*uv_2)[1u];\n phi_187_ = (_e86 <= 1f);\n }\n let _e89 = phi_187_;\n return _e89;\n}\n\nfn envBrdfApprox_u0028_f1_u003b_f1_u003b(ndv: ptr<function, f32>, roughness: ptr<function, f32>) -> vec2<f32> {\n var r: vec4<f32>;\n var a004_: f32;\n\n let _e53 = (*roughness);\n r = ((vec4<f32>(-1f, -0.0275f, -0.572f, 0.022f) * _e53) + vec4<f32>(1f, 0.0425f, 1.04f, -0.04f));\n let _e57 = r[0u];\n let _e59 = r[0u];\n let _e61 = (*ndv);\n let _e66 = r[0u];\n let _e69 = r[1u];\n a004_ = ((min((_e57 * _e59), exp2((-9.28f * _e61))) * _e66) + _e69);\n let _e71 = a004_;\n let _e73 = r;\n return ((vec2<f32>(-1.04f, 1.04f) * _e71) + _e73.zw);\n}\n\nfn main_1() {\n var stored_2: f32;\n var point_1: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var plane: vec3<f32>;\n var span: f32;\n var normal: vec3<f32>;\n var local: vec3<f32>;\n var toEye: vec3<f32>;\n var box: vec3<f32>;\n var inside: vec3<f32>;\n var mask: f32;\n var facing: f32;\n var returned: f32;\n var dfg: vec2<f32>;\n var param_4: f32;\n var param_5: f32;\n var found: vec3<f32>;\n var weight: f32;\n var view: vec3<f32>;\n var ray: vec3<f32>;\n var steps: f32;\n var behind: f32;\n var previous: f32;\n var hitUv: vec2<f32>;\n var hitDistance: f32;\n var found_hit: bool;\n var i: i32;\n var at: f32;\n var t: f32;\n var sample_point: vec3<f32>;\n var uv_3: vec2<f32>;\n var param_6: vec3<f32>;\n var param_7: vec2<f32>;\n var scene: f32;\n var param_8: vec2<f32>;\n var gap: f32;\n var near: f32;\n var far: f32;\n var refinedUv: vec2<f32>;\n var refinedGap: f32;\n var refine: i32;\n var mid: f32;\n var midPoint: vec3<f32>;\n var midUv: vec2<f32>;\n var param_9: vec3<f32>;\n var param_10: vec2<f32>;\n var midScene: f32;\n var param_11: vec2<f32>;\n var midGap: f32;\n var edge: f32;\n var away: f32;\n var reach: f32;\n\n let _e102 = vUv_1;\n let _e103 = textureSampleLevel(uSsrDepth_t, uSsrDepth_s, _e102, 0f);\n stored_2 = _e103.x;\n let _e105 = vUv_1;\n param_2 = _e105;\n let _e106 = stored_2;\n param_3 = _e106;\n let _e107 = worldAt_u0028_vf2_u003b_f1_u003b((¶m_2), (¶m_3));\n point_1 = _e107;\n let _e108 = point_1;\n let _e109 = dpdx(_e108);\n let _e110 = point_1;\n let _e111 = dpdy(_e110);\n plane = cross(_e109, _e111);\n let _e113 = plane;\n span = length(_e113);\n let _e115 = span;\n if (_e115 > 0f) {\n let _e117 = plane;\n let _e118 = span;\n local = (_e117 / vec3(_e118));\n } else {\n let _e122 = unnamed.uSsrAxis;\n local = -(_e122);\n }\n let _e124 = local;\n normal = _e124;\n let _e126 = unnamed.uSsrEye;\n let _e127 = point_1;\n toEye = (_e126 - _e127);\n let _e129 = toEye;\n let _e130 = normal;\n let _e133 = normal;\n normal = (_e133 * sign(dot(_e129, _e130)));\n let _e136 = unnamed.uWorldToSurface;\n let _e137 = point_1;\n box = (_e136 * vec4<f32>(_e137.x, _e137.y, _e137.z, 1f)).xyz;\n let _e144 = box;\n inside = step(abs(_e144), vec3<f32>(1f, 1f, 1f));\n let _e148 = inside[0u];\n let _e150 = inside[1u];\n let _e153 = inside[2u];\n mask = ((_e148 * _e150) * _e153);\n let _e155 = normal;\n let _e157 = unnamed.uSsrAxis;\n facing = dot(_e155, -(_e157));\n let _e161 = unnamed.uSsrFacingCos;\n let _e163 = unnamed.uSsrFacingCos;\n let _e166 = facing;\n let _e168 = mask;\n mask = (_e168 * smoothstep(_e161, min(1f, (_e163 + 0.25f)), _e166));\n let _e170 = stored_2;\n let _e173 = mask;\n mask = (_e173 * select(1f, 0f, (_e170 <= 0f)));\n let _e176 = unnamed.uSsrStrength;\n returned = _e176;\n let _e179 = unnamed.uSsrFresnel[0u];\n if (_e179 > 0.5f) {\n let _e181 = normal;\n let _e182 = toEye;\n param_4 = clamp(dot(_e181, normalize(_e182)), 0f, 1f);\n let _e188 = unnamed.uSsrFresnel[1u];\n param_5 = _e188;\n let _e189 = envBrdfApprox_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n dfg = _e189;\n let _e191 = unnamed.uSsrStrength;\n let _e193 = dfg[0u];\n let _e196 = dfg[1u];\n returned = clamp(((_e191 * _e193) + _e196), 0f, 1f);\n }\n let _e199 = returned;\n let _e200 = mask;\n mask = (_e200 * _e199);\n found = vec3<f32>(0f, 0f, 0f);\n weight = 0f;\n let _e202 = mask;\n if (_e202 > 0f) {\n let _e204 = point_1;\n let _e206 = unnamed.uSsrEye;\n view = normalize((_e204 - _e206));\n let _e209 = view;\n let _e210 = normal;\n ray = reflect(_e209, _e210);\n let _e213 = unnamed.uSsrSteps;\n steps = max(1f, _e213);\n behind = 0f;\n previous = 0f;\n hitUv = vec2<f32>(0f, 0f);\n hitDistance = 0f;\n found_hit = false;\n i = 1i;\n loop {\n let _e215 = i;\n if (_e215 <= 32i) {\n let _e217 = i;\n let _e219 = steps;\n if (f32(_e217) > _e219) {\n break;\n }\n let _e221 = i;\n let _e223 = steps;\n at = (f32(_e221) / _e223);\n let _e226 = unnamed.uSsrReach;\n let _e227 = at;\n let _e229 = at;\n t = ((_e226 * _e227) * _e229);\n let _e231 = point_1;\n let _e232 = ray;\n let _e233 = t;\n sample_point = (_e231 + (_e232 * _e233));\n let _e236 = sample_point;\n param_6 = _e236;\n let _e237 = projectPoint_u0028_vf3_u003b_vf2_u003b((¶m_6), (¶m_7));\n let _e238 = param_7;\n uv_3 = _e238;\n if !(_e237) {\n break;\n }\n let _e240 = uv_3;\n param_8 = _e240;\n let _e241 = sceneDistanceAt_u0028_vf2_u003b((¶m_8));\n scene = _e241;\n let _e242 = sample_point;\n let _e244 = unnamed.uSsrEye;\n let _e247 = scene;\n gap = (length((_e242 - _e244)) - _e247);\n let _e249 = behind;\n let _e251 = gap;\n if ((_e249 < 0f) && (_e251 >= 0f)) {\n let _e254 = previous;\n near = _e254;\n let _e255 = t;\n far = _e255;\n let _e256 = uv_3;\n refinedUv = _e256;\n let _e257 = gap;\n refinedGap = _e257;\n refine = 0i;\n loop {\n let _e258 = refine;\n if (_e258 < 6i) {\n let _e260 = near;\n let _e261 = far;\n mid = ((_e260 + _e261) * 0.5f);\n let _e264 = point_1;\n let _e265 = ray;\n let _e266 = mid;\n midPoint = (_e264 + (_e265 * _e266));\n let _e269 = midPoint;\n param_9 = _e269;\n let _e270 = projectPoint_u0028_vf3_u003b_vf2_u003b((¶m_9), (¶m_10));\n let _e271 = param_10;\n midUv = _e271;\n if !(_e270) {\n break;\n }\n let _e273 = midUv;\n param_11 = _e273;\n let _e274 = sceneDistanceAt_u0028_vf2_u003b((¶m_11));\n midScene = _e274;\n let _e275 = midPoint;\n let _e277 = unnamed.uSsrEye;\n let _e280 = midScene;\n midGap = (length((_e275 - _e277)) - _e280);\n let _e282 = midGap;\n if (_e282 >= 0f) {\n let _e284 = mid;\n far = _e284;\n let _e285 = midUv;\n refinedUv = _e285;\n let _e286 = midGap;\n refinedGap = _e286;\n } else {\n let _e287 = mid;\n near = _e287;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e288 = refine;\n refine = (_e288 + 1i);\n }\n }\n let _e290 = refinedGap;\n let _e292 = unnamed.uSsrThickness;\n if (_e290 <= _e292) {\n found_hit = true;\n let _e294 = refinedUv;\n hitUv = _e294;\n let _e295 = far;\n hitDistance = _e295;\n }\n break;\n }\n let _e296 = gap;\n behind = _e296;\n let _e297 = t;\n previous = _e297;\n continue;\n } else {\n break;\n }\n continuing {\n let _e298 = i;\n i = (_e298 + 1i);\n }\n }\n let _e300 = found_hit;\n if _e300 {\n let _e302 = hitUv[0u];\n let _e304 = hitUv[0u];\n let _e308 = hitUv[1u];\n let _e310 = hitUv[1u];\n let _e315 = unnamed.uSsrEdgeFade;\n edge = clamp((min(min(_e302, (1f - _e304)), min(_e308, (1f - _e310))) / max(_e315, 0.0001f)), 0f, 1f);\n let _e319 = ray;\n let _e321 = view;\n away = clamp(((dot(normalize(_e319), _e321) + 1f) * 0.5f), 0f, 1f);\n let _e326 = hitDistance;\n let _e328 = unnamed.uSsrReach;\n reach = (1f - clamp((_e326 / max(_e328, 0.0001f)), 0f, 1f));\n let _e333 = mask;\n let _e334 = edge;\n let _e336 = away;\n let _e338 = reach;\n weight = (((_e333 * _e334) * _e336) * _e338);\n let _e340 = hitUv;\n let _e341 = textureSampleLevel(uSsrScene_t, uSsrScene_s, _e340, 0f);\n let _e344 = unnamed.uSsrTint;\n found = (_e341.xyz * _e344);\n }\n }\n let _e346 = found;\n let _e347 = weight;\n let _e348 = (_e346 * _e347);\n let _e349 = weight;\n fragColor = vec4<f32>(_e348.x, _e348.y, _e348.z, _e349);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
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export const SSR_TRACE_FRAG_WGSL = "struct Uniforms {\n uSsrDepthToWorld: mat4x4<f32>,\n uSsrViewProj: mat4x4<f32>,\n uWorldToSurface: mat4x4<f32>,\n uSsrEye: vec3<f32>,\n uSsrAxis: vec3<f32>,\n uSsrTint: vec3<f32>,\n uSsrStrength: f32,\n uSsrFresnel: vec2<f32>,\n uSsrFacingCos: f32,\n uSsrReach: f32,\n uSsrThickness: f32,\n uSsrSteps: f32,\n uSsrEdgeFade: f32,\n uSsrMaterial: f32,\n uSsrMaxRoughness: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uSsrDepth_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSsrDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(38) \nvar uSsrTintMap_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uSsrTintMap_s: sampler;\n@group(0) @binding(36) \nvar uSsrProbeMap_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uSsrProbeMap_s: sampler;\n@group(0) @binding(34) \nvar uSsrScene_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uSsrScene_s: sampler;\nvar<private> fragColor: vec4<f32>;\n\nfn worldAt_u0028_vf2_u003b_f1_u003b(uv: ptr<function, vec2<f32>>, stored: ptr<function, f32>) -> vec3<f32> {\n var world: vec4<f32>;\n\n let _e60 = unnamed.uSsrDepthToWorld;\n let _e61 = (*uv);\n let _e64 = ((_e61 * 2f) - vec2(1f));\n let _e65 = (*stored);\n world = (_e60 * vec4<f32>(_e64.x, _e64.y, _e65, 1f));\n let _e70 = world;\n let _e73 = world[3u];\n return (_e70.xyz / vec3(_e73));\n}\n\nfn sceneDistanceAt_u0028_vf2_u003b(uv_1: ptr<function, vec2<f32>>) -> f32 {\n var stored_1: f32;\n var param: vec2<f32>;\n var param_1: f32;\n\n let _e60 = (*uv_1);\n let _e61 = textureSampleLevel(uSsrDepth_t, uSsrDepth_s, _e60, 0f);\n stored_1 = _e61.x;\n let _e63 = stored_1;\n if (_e63 <= 0f) {\n return 1000000000f;\n }\n let _e65 = (*uv_1);\n param = _e65;\n let _e66 = stored_1;\n param_1 = _e66;\n let _e67 = worldAt_u0028_vf2_u003b_f1_u003b((¶m), (¶m_1));\n let _e69 = unnamed.uSsrEye;\n return length((_e67 - _e69));\n}\n\nfn projectPoint_u0028_vf3_u003b_vf2_u003b(point: ptr<function, vec3<f32>>, uv_2: ptr<function, vec2<f32>>) -> bool {\n var clip: vec4<f32>;\n var phi_175_: bool;\n var phi_181_: bool;\n var phi_187_: bool;\n\n let _e60 = unnamed.uSsrViewProj;\n let _e61 = (*point);\n clip = (_e60 * vec4<f32>(_e61.x, _e61.y, _e61.z, 1f));\n let _e68 = clip[3u];\n if (_e68 <= 0f) {\n return false;\n }\n let _e70 = clip;\n let _e73 = clip[3u];\n (*uv_2) = (((_e70.xy / vec2(_e73)) * 0.5f) + vec2(0.5f));\n let _e80 = (*uv_2)[0u];\n let _e81 = (_e80 >= 0f);\n phi_175_ = _e81;\n if _e81 {\n let _e83 = (*uv_2)[0u];\n phi_175_ = (_e83 <= 1f);\n }\n let _e86 = phi_175_;\n phi_181_ = _e86;\n if _e86 {\n let _e88 = (*uv_2)[1u];\n phi_181_ = (_e88 >= 0f);\n }\n let _e91 = phi_181_;\n phi_187_ = _e91;\n if _e91 {\n let _e93 = (*uv_2)[1u];\n phi_187_ = (_e93 <= 1f);\n }\n let _e96 = phi_187_;\n return _e96;\n}\n\nfn envBrdfApprox_u0028_f1_u003b_f1_u003b(ndv: ptr<function, f32>, roughness: ptr<function, f32>) -> vec2<f32> {\n var r: vec4<f32>;\n var a004_: f32;\n\n let _e60 = (*roughness);\n r = ((vec4<f32>(-1f, -0.0275f, -0.572f, 0.022f) * _e60) + vec4<f32>(1f, 0.0425f, 1.04f, -0.04f));\n let _e64 = r[0u];\n let _e66 = r[0u];\n let _e68 = (*ndv);\n let _e73 = r[0u];\n let _e76 = r[1u];\n a004_ = ((min((_e64 * _e66), exp2((-9.28f * _e68))) * _e73) + _e76);\n let _e78 = a004_;\n let _e80 = r;\n return ((vec2<f32>(-1.04f, 1.04f) * _e78) + _e80.zw);\n}\n\nfn main_1() {\n var stored_2: f32;\n var point_1: vec3<f32>;\n var param_2: vec2<f32>;\n var param_3: f32;\n var plane: vec3<f32>;\n var span: f32;\n var normal: vec3<f32>;\n var local: vec3<f32>;\n var toEye: vec3<f32>;\n var box: vec3<f32>;\n var inside: vec3<f32>;\n var mask: f32;\n var facing: f32;\n var returned: f32;\n var dfg: vec2<f32>;\n var param_4: f32;\n var param_5: f32;\n var tint: vec3<f32>;\n var roughness_1: f32;\n var reflective: f32;\n var ceiling: f32;\n var found: vec3<f32>;\n var weight: f32;\n var view: vec3<f32>;\n var ray: vec3<f32>;\n var steps: f32;\n var behind: f32;\n var previous: f32;\n var hitUv: vec2<f32>;\n var hitDistance: f32;\n var found_hit: bool;\n var i: i32;\n var at: f32;\n var t: f32;\n var sample_point: vec3<f32>;\n var uv_3: vec2<f32>;\n var param_6: vec3<f32>;\n var param_7: vec2<f32>;\n var scene: f32;\n var param_8: vec2<f32>;\n var gap: f32;\n var near: f32;\n var far: f32;\n var refinedUv: vec2<f32>;\n var refinedGap: f32;\n var refine: i32;\n var mid: f32;\n var midPoint: vec3<f32>;\n var midUv: vec2<f32>;\n var param_9: vec3<f32>;\n var param_10: vec2<f32>;\n var midScene: f32;\n var param_11: vec2<f32>;\n var midGap: f32;\n var edge: f32;\n var away: f32;\n var reach: f32;\n\n let _e113 = vUv_1;\n let _e114 = textureSampleLevel(uSsrDepth_t, uSsrDepth_s, _e113, 0f);\n stored_2 = _e114.x;\n let _e116 = vUv_1;\n param_2 = _e116;\n let _e117 = stored_2;\n param_3 = _e117;\n let _e118 = worldAt_u0028_vf2_u003b_f1_u003b((¶m_2), (¶m_3));\n point_1 = _e118;\n let _e119 = point_1;\n let _e120 = dpdx(_e119);\n let _e121 = point_1;\n let _e122 = dpdy(_e121);\n plane = cross(_e120, _e122);\n let _e124 = plane;\n span = length(_e124);\n let _e126 = span;\n if (_e126 > 0f) {\n let _e128 = plane;\n let _e129 = span;\n local = (_e128 / vec3(_e129));\n } else {\n let _e133 = unnamed.uSsrAxis;\n local = -(_e133);\n }\n let _e135 = local;\n normal = _e135;\n let _e137 = unnamed.uSsrEye;\n let _e138 = point_1;\n toEye = (_e137 - _e138);\n let _e140 = toEye;\n let _e141 = normal;\n let _e144 = normal;\n normal = (_e144 * sign(dot(_e140, _e141)));\n let _e147 = unnamed.uWorldToSurface;\n let _e148 = point_1;\n box = (_e147 * vec4<f32>(_e148.x, _e148.y, _e148.z, 1f)).xyz;\n let _e155 = box;\n inside = step(abs(_e155), vec3<f32>(1f, 1f, 1f));\n let _e159 = inside[0u];\n let _e161 = inside[1u];\n let _e164 = inside[2u];\n mask = ((_e159 * _e161) * _e164);\n let _e166 = normal;\n let _e168 = unnamed.uSsrAxis;\n facing = dot(_e166, -(_e168));\n let _e172 = unnamed.uSsrFacingCos;\n let _e174 = unnamed.uSsrFacingCos;\n let _e177 = facing;\n let _e179 = mask;\n mask = (_e179 * smoothstep(_e172, min(1f, (_e174 + 0.25f)), _e177));\n let _e181 = stored_2;\n let _e184 = mask;\n mask = (_e184 * select(1f, 0f, (_e181 <= 0f)));\n let _e187 = unnamed.uSsrStrength;\n returned = _e187;\n let _e190 = unnamed.uSsrFresnel[0u];\n if (_e190 > 0.5f) {\n let _e192 = normal;\n let _e193 = toEye;\n param_4 = clamp(dot(_e192, normalize(_e193)), 0f, 1f);\n let _e199 = unnamed.uSsrFresnel[1u];\n param_5 = _e199;\n let _e200 = envBrdfApprox_u0028_f1_u003b_f1_u003b((¶m_4), (¶m_5));\n dfg = _e200;\n let _e202 = unnamed.uSsrStrength;\n let _e204 = dfg[0u];\n let _e207 = dfg[1u];\n returned = clamp(((_e202 * _e204) + _e207), 0f, 1f);\n }\n let _e210 = returned;\n let _e211 = mask;\n mask = (_e211 * _e210);\n let _e214 = unnamed.uSsrMaterial;\n if (_e214 > 0.5f) {\n let _e216 = vUv_1;\n let _e217 = textureSampleLevel(uSsrTintMap_t, uSsrTintMap_s, _e216, 0f);\n tint = _e217.xyz;\n let _e219 = vUv_1;\n let _e220 = textureSampleLevel(uSsrProbeMap_t, uSsrProbeMap_s, _e219, 0f);\n roughness_1 = _e220.w;\n let _e223 = tint[0u];\n let _e225 = tint[1u];\n let _e228 = tint[2u];\n reflective = select(0f, 1f, (max(max(_e223, _e225), _e228) > 0f));\n let _e233 = unnamed.uSsrMaxRoughness;\n ceiling = max(_e233, 0.0001f);\n let _e235 = reflective;\n let _e236 = ceiling;\n let _e238 = ceiling;\n let _e239 = roughness_1;\n mask = (_e235 * (1f - smoothstep((_e236 * 0.75f), _e238, _e239)));\n let _e243 = stored_2;\n let _e246 = mask;\n mask = (_e246 * select(1f, 0f, (_e243 <= 0f)));\n }\n found = vec3<f32>(0f, 0f, 0f);\n weight = 0f;\n let _e248 = mask;\n if (_e248 > 0f) {\n let _e250 = point_1;\n let _e252 = unnamed.uSsrEye;\n view = normalize((_e250 - _e252));\n let _e255 = view;\n let _e256 = normal;\n ray = reflect(_e255, _e256);\n let _e259 = unnamed.uSsrSteps;\n steps = max(1f, _e259);\n behind = 0f;\n previous = 0f;\n hitUv = vec2<f32>(0f, 0f);\n hitDistance = 0f;\n found_hit = false;\n i = 1i;\n loop {\n let _e261 = i;\n if (_e261 <= 32i) {\n let _e263 = i;\n let _e265 = steps;\n if (f32(_e263) > _e265) {\n break;\n }\n let _e267 = i;\n let _e269 = steps;\n at = (f32(_e267) / _e269);\n let _e272 = unnamed.uSsrReach;\n let _e273 = at;\n let _e275 = at;\n t = ((_e272 * _e273) * _e275);\n let _e277 = point_1;\n let _e278 = ray;\n let _e279 = t;\n sample_point = (_e277 + (_e278 * _e279));\n let _e282 = sample_point;\n param_6 = _e282;\n let _e283 = projectPoint_u0028_vf3_u003b_vf2_u003b((¶m_6), (¶m_7));\n let _e284 = param_7;\n uv_3 = _e284;\n if !(_e283) {\n break;\n }\n let _e286 = uv_3;\n param_8 = _e286;\n let _e287 = sceneDistanceAt_u0028_vf2_u003b((¶m_8));\n scene = _e287;\n let _e288 = sample_point;\n let _e290 = unnamed.uSsrEye;\n let _e293 = scene;\n gap = (length((_e288 - _e290)) - _e293);\n let _e295 = behind;\n let _e297 = gap;\n if ((_e295 < 0f) && (_e297 >= 0f)) {\n let _e300 = previous;\n near = _e300;\n let _e301 = t;\n far = _e301;\n let _e302 = uv_3;\n refinedUv = _e302;\n let _e303 = gap;\n refinedGap = _e303;\n refine = 0i;\n loop {\n let _e304 = refine;\n if (_e304 < 6i) {\n let _e306 = near;\n let _e307 = far;\n mid = ((_e306 + _e307) * 0.5f);\n let _e310 = point_1;\n let _e311 = ray;\n let _e312 = mid;\n midPoint = (_e310 + (_e311 * _e312));\n let _e315 = midPoint;\n param_9 = _e315;\n let _e316 = projectPoint_u0028_vf3_u003b_vf2_u003b((¶m_9), (¶m_10));\n let _e317 = param_10;\n midUv = _e317;\n if !(_e316) {\n break;\n }\n let _e319 = midUv;\n param_11 = _e319;\n let _e320 = sceneDistanceAt_u0028_vf2_u003b((¶m_11));\n midScene = _e320;\n let _e321 = midPoint;\n let _e323 = unnamed.uSsrEye;\n let _e326 = midScene;\n midGap = (length((_e321 - _e323)) - _e326);\n let _e328 = midGap;\n if (_e328 >= 0f) {\n let _e330 = mid;\n far = _e330;\n let _e331 = midUv;\n refinedUv = _e331;\n let _e332 = midGap;\n refinedGap = _e332;\n } else {\n let _e333 = mid;\n near = _e333;\n }\n continue;\n } else {\n break;\n }\n continuing {\n let _e334 = refine;\n refine = (_e334 + 1i);\n }\n }\n let _e336 = refinedGap;\n let _e338 = unnamed.uSsrThickness;\n if (_e336 <= _e338) {\n found_hit = true;\n let _e340 = refinedUv;\n hitUv = _e340;\n let _e341 = far;\n hitDistance = _e341;\n }\n break;\n }\n let _e342 = gap;\n behind = _e342;\n let _e343 = t;\n previous = _e343;\n continue;\n } else {\n break;\n }\n continuing {\n let _e344 = i;\n i = (_e344 + 1i);\n }\n }\n let _e346 = found_hit;\n if _e346 {\n let _e348 = hitUv[0u];\n let _e350 = hitUv[0u];\n let _e354 = hitUv[1u];\n let _e356 = hitUv[1u];\n let _e361 = unnamed.uSsrEdgeFade;\n edge = clamp((min(min(_e348, (1f - _e350)), min(_e354, (1f - _e356))) / max(_e361, 0.0001f)), 0f, 1f);\n let _e365 = ray;\n let _e367 = view;\n away = clamp(((dot(normalize(_e365), _e367) + 1f) * 0.5f), 0f, 1f);\n let _e372 = hitDistance;\n let _e374 = unnamed.uSsrReach;\n reach = (1f - clamp((_e372 / max(_e374, 0.0001f)), 0f, 1f));\n let _e379 = mask;\n let _e380 = edge;\n let _e382 = away;\n let _e384 = reach;\n weight = (((_e379 * _e380) * _e382) * _e384);\n let _e386 = hitUv;\n let _e387 = textureSampleLevel(uSsrScene_t, uSsrScene_s, _e386, 0f);\n let _e390 = unnamed.uSsrTint;\n found = (_e387.xyz * _e390);\n }\n }\n let _e392 = found;\n let _e393 = weight;\n let _e394 = (_e392 * _e393);\n let _e395 = weight;\n fragColor = vec4<f32>(_e394.x, _e394.y, _e394.z, _e395);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n main_1();\n let _e3 = fragColor;\n return _e3;\n}\n";
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* What the transform assigned, so the renderer binds the same numbers.
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@@ -15,7 +15,7 @@ export const SSR_TRACE_FRAG_WGSL = "struct Uniforms {\n uSsrDepthToWorld: mat
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export const SSRTRACE_BINDINGS = {
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* the next generation, and `npm run wgsl:check` fails the build when this is stale.
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export const WATER_FRAG_WGSL = "struct Uniforms {\n uGridHalf: vec2<f32>,\n uFoamGain: f32,\n uNadirOpacity: f32,\n uVisibility: f32,\n uMirror: f32,\n uDeepColor: vec3<f32>,\n uShallowColor: vec3<f32>,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uLightFalloff: i32,\n uLightCone: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n uReflectionEnabled: i32,\n uReflectionTexelSize: vec2<f32>,\n uReflectionFilterTaps: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vCrest_1: 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> vGrid_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 _e118 = unnamed.uFogMode;\n if (_e118 == 1i) {\n let _e121 = unnamed.uFogFar;\n let _e123 = unnamed.uFogNear;\n span = max((_e121 - _e123), 0.0001f);\n let _e126 = (*dist);\n let _e128 = unnamed.uFogNear;\n let _e130 = span;\n ramp = clamp(((_e126 - _e128) / _e130), 0f, 1f);\n let _e134 = unnamed.uUnderwaterFactor;\n if (_e134 <= 0f) {\n let _e136 = ramp;\n return _e136;\n }\n let _e138 = unnamed.uUnderwaterFogDensity;\n let _e139 = (*dist);\n wetLinear = (_e138 * _e139);\n let _e141 = ramp;\n let _e142 = wetLinear;\n let _e144 = wetLinear;\n let _e150 = unnamed.uUnderwaterFactor;\n return mix(_e141, (1f - exp2(((-(_e142) * _e144) * 1.442695f))), _e150);\n }\n let _e152 = (*pointY);\n let _e154 = unnamed.uFogEyeY;\n let _e157 = unnamed.uFogHeightFalloff;\n t = ((_e152 - _e154) * _e157);\n let _e159 = t;\n let _e162 = t;\n denom = select(_e162, 0.0001f, (abs(_e159) < 0.0001f));\n let _e165 = unnamed.uFogDensity;\n let _e167 = (*dist);\n let _e169 = denom;\n let _e174 = denom;\n air = (1f - exp((((-(_e165) * _e167) * (1f - exp(-(_e169)))) / _e174)));\n let _e179 = unnamed.uUnderwaterFactor;\n if (_e179 <= 0f) {\n let _e181 = air;\n return _e181;\n }\n let _e183 = unnamed.uUnderwaterFogDensity;\n let _e184 = (*dist);\n wet = (_e183 * _e184);\n let _e186 = air;\n let _e187 = wet;\n let _e189 = wet;\n let _e195 = unnamed.uUnderwaterFactor;\n return mix(_e186, (1f - exp2(((-(_e187) * _e189) * 1.442695f))), _e195);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e109 = unnamed.uFogColor;\n let _e111 = unnamed.uUnderwaterColor;\n let _e113 = unnamed.uUnderwaterFactor;\n return mix(_e109, _e111, vec3(_e113));\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var view: vec3<f32>;\n var facing: f32;\n var fresnel: f32;\n var atmosphereColor: vec3<f32>;\n var col: vec3<f32>;\n var incident: vec3<f32>;\n var halfVec: vec3<f32>;\n var spec: f32;\n var highlight: vec3<f32>;\n var i: i32;\n var toLight: vec3<f32>;\n var lightDist: f32;\n var exponent: f32;\n var reach: f32;\n var falloff: f32;\n var window: f32;\n var lightDir: vec3<f32>;\n var shaped: f32;\n var lampHalf: vec3<f32>;\n var foam: f32;\n var dist_1: f32;\n var fog: f32;\n var param: f32;\n var param_1: f32;\n var airOpacity: f32;\n var underwaterOpacity: f32;\n var opacity: f32;\n var reflected: vec3<f32>;\n var reflectionValid: f32;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var blurPixels: f32;\n var sceneReflection: vec3<f32>;\n var filterWeight: f32;\n var i_1: i32;\n var sampleUv: vec2<f32>;\n var indexable: array<vec2<f32>, 9>;\n var weight: f32;\n var indexable_1: array<f32, 9>;\n var sceneWeight: f32;\n var reflectionGain: f32;\n var reflectivity: f32;\n var reflectedRadiance: f32;\n var reflectionWeight: f32;\n var rimFraction: vec2<f32>;\n var rimT: f32;\n var rim: f32;\n var edge: f32;\n var phi_466_: bool;\n\n let _e157 = vNormal_1;\n n = normalize(_e157);\n let _e160 = unnamed.uCameraPos;\n let _e161 = vWorldPos_1;\n view = normalize((_e160 - _e161));\n let _e164 = n;\n let _e165 = view;\n facing = clamp(abs(dot(_e164, _e165)), 0f, 1f);\n let _e169 = facing;\n fresnel = (0.02f + (0.98f * pow((1f - _e169), 5f)));\n let _e174 = mediumColor_u0028_();\n atmosphereColor = _e174;\n let _e176 = unnamed.uDeepColor;\n let _e178 = unnamed.uShallowColor;\n let _e179 = vCrest_1;\n col = mix(_e176, _e178, vec3(clamp(((_e179 * 1.4f) + 0.4f), 0f, 1f)));\n let _e186 = unnamed.uAmbient;\n let _e188 = unnamed.uDirectionalColor;\n let _e189 = n;\n let _e191 = unnamed.uDirectionalDir;\n incident = (_e186 + ((_e188 * max(dot(_e189, _e191), 0f)) * 0.6f));\n let _e198 = unnamed.uDirectionalDir;\n let _e199 = view;\n halfVec = normalize((_e198 + _e199));\n let _e202 = n;\n let _e203 = halfVec;\n spec = pow(max(dot(_e202, _e203), 0f), 220f);\n let _e208 = unnamed.uDirectionalColor;\n let _e209 = spec;\n highlight = ((_e208 * _e209) * 1.6f);\n i = 0i;\n loop {\n let _e212 = i;\n if (_e212 < 16i) {\n let _e214 = i;\n let _e216 = unnamed.uLightCount;\n if (_e214 >= _e216) {\n break;\n }\n let _e218 = i;\n let _e221 = unnamed.uLightPos[_e218];\n let _e222 = vWorldPos_1;\n toLight = (_e221 - _e222);\n let _e224 = toLight;\n lightDist = length(_e224);\n let _e226 = i;\n let _e230 = unnamed.uLightCone[_e226][2u];\n exponent = _e230;\n let _e231 = exponent;\n if (_e231 > 0f) {\n let _e233 = lightDist;\n let _e234 = i;\n let _e238 = unnamed.uLightRadius[_e234][0u];\n reach = (_e233 / max(_e238, 0.0001f));\n let _e241 = reach;\n let _e242 = reach;\n let _e246 = exponent;\n falloff = pow(clamp((1f - (_e241 * _e242)), 0f, 1f), _e246);\n } else {\n let _e249 = unnamed.uLightFalloff;\n if (_e249 == 1i) {\n let _e251 = lightDist;\n let _e252 = i;\n let _e256 = unnamed.uLightRadius[_e252][0u];\n window = clamp((1f - pow((_e251 / max(_e256, 0.0001f)), 4f)), 0f, 1f);\n let _e262 = window;\n let _e263 = window;\n let _e265 = lightDist;\n let _e266 = lightDist;\n falloff = ((_e262 * _e263) / max((_e265 * _e266), 0.01f));\n } else {\n let _e270 = lightDist;\n let _e271 = i;\n let _e275 = unnamed.uLightRadius[_e271][0u];\n falloff = clamp((1f - (_e270 / max(_e275, 0.0001f))), 0f, 1f);\n }\n }\n let _e280 = falloff;\n if (_e280 <= 0f) {\n continue;\n }\n let _e282 = toLight;\n let _e283 = lightDist;\n lightDir = (_e282 / vec3(max(_e283, 0.0001f)));\n let _e287 = falloff;\n let _e288 = i;\n let _e292 = unnamed.uLightWeight[_e288][0u];\n shaped = (_e287 * _e292);\n let _e294 = i;\n let _e297 = unnamed.uLightColor[_e294];\n let _e298 = n;\n let _e299 = lightDir;\n let _e303 = shaped;\n let _e306 = incident;\n incident = (_e306 + (((_e297 * max(dot(_e298, _e299), 0f)) * _e303) * 0.6f));\n let _e308 = lightDir;\n let _e309 = view;\n lampHalf = normalize((_e308 + _e309));\n let _e312 = i;\n let _e315 = unnamed.uLightColor[_e312];\n let _e316 = n;\n let _e317 = lampHalf;\n let _e322 = shaped;\n let _e325 = highlight;\n highlight = (_e325 + (((_e315 * pow(max(dot(_e316, _e317), 0f), 220f)) * _e322) * 1.6f));\n continue;\n } else {\n break;\n }\n continuing {\n let _e327 = i;\n i = (_e327 + 1i);\n }\n }\n let _e329 = incident;\n let _e330 = col;\n col = (_e330 * _e329);\n let _e332 = highlight;\n let _e333 = col;\n col = (_e333 + _e332);\n let _e335 = vCrest_1;\n let _e338 = unnamed.uFoamGain;\n foam = (smoothstep(0.55f, 0.85f, _e335) * _e338);\n let _e340 = col;\n let _e341 = foam;\n col = mix(_e340, vec3<f32>(0.92f, 0.96f, 1f), vec3((_e341 * 0.5f)));\n let _e345 = vWorldPos_1;\n let _e347 = unnamed.uCameraPos;\n dist_1 = distance(_e345, _e347);\n let _e349 = dist_1;\n param = _e349;\n let _e351 = vWorldPos_1[1u];\n param_1 = _e351;\n let _e352 = mediumFog_u0028_f1_u003b_f1_u003b((¶m), (¶m_1));\n fog = _e352;\n let _e353 = col;\n let _e354 = atmosphereColor;\n let _e355 = fog;\n col = mix(_e353, _e354, vec3(_e355));\n let _e359 = unnamed.uNadirOpacity;\n let _e360 = fresnel;\n airOpacity = mix(_e359, 0.96f, _e360);\n let _e363 = unnamed.uNadirOpacity;\n let _e365 = fresnel;\n underwaterOpacity = mix((_e363 * 0.55f), 0.88f, _e365);\n let _e367 = airOpacity;\n let _e368 = underwaterOpacity;\n let _e370 = unnamed.uUnderwaterFactor;\n opacity = mix(_e367, _e368, _e370);\n let _e372 = opacity;\n let _e373 = foam;\n opacity = mix(_e372, 0.96f, (_e373 * 0.7f));\n let _e376 = atmosphereColor;\n reflected = _e376;\n reflectionValid = 0f;\n let _e378 = unnamed.uReflectionEnabled;\n let _e379 = (_e378 != 0i);\n phi_466_ = _e379;\n if _e379 {\n let _e381 = vReflectionClip_1[3u];\n phi_466_ = (_e381 > 0f);\n }\n let _e384 = phi_466_;\n if _e384 {\n let _e385 = vReflectionClip_1;\n let _e388 = vReflectionClip_1[3u];\n reflectionUv = (((_e385.xy / vec2(_e388)) * 0.5f) + vec2(0.5f));\n let _e394 = n;\n let _e396 = fresnel;\n let _e399 = reflectionUv;\n reflectionUv = (_e399 + (_e394.xz * mix(0.008f, 0.022f, _e396)));\n let _e401 = reflectionUv;\n let _e402 = reflectionUv;\n border = min(_e401, (vec2(1f) - _e402));\n let _e407 = border[0u];\n let _e409 = border[1u];\n reflectionValid = smoothstep(0f, 0.025f, min(_e407, _e409));\n let _e412 = dist_1;\n blurPixels = (1.35f + min((_e412 * 0.022f), 3.5f));\n sceneReflection = vec3<f32>(0f, 0f, 0f);\n filterWeight = 0f;\n i_1 = 0i;\n loop {\n let _e416 = i_1;\n if (_e416 < 9i) {\n let _e418 = i_1;\n let _e420 = unnamed.uReflectionFilterTaps;\n if (_e418 >= _e420) {\n break;\n }\n let _e422 = reflectionUv;\n let _e423 = i_1;\n indexable = array<vec2<f32>, 9>(vec2<f32>(0f, 0f), vec2<f32>(-0.62f, -0.31f), vec2<f32>(0.54f, 0.43f), vec2<f32>(-0.34f, 0.76f), vec2<f32>(0.78f, -0.57f), vec2<f32>(-0.88f, 0.28f), vec2<f32>(0.22f, -0.91f), vec2<f32>(0.91f, 0.08f), vec2<f32>(-0.18f, 0.94f));\n let _e425 = indexable[_e423];\n let _e427 = unnamed.uReflectionTexelSize;\n let _e429 = blurPixels;\n sampleUv = (_e422 + ((_e425 * _e427) * _e429));\n let _e432 = i_1;\n indexable_1 = array<f32, 9>(0.28f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f);\n let _e434 = indexable_1[_e432];\n weight = _e434;\n let _e435 = sampleUv;\n let _e439 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e435, vec2(0f), vec2(1f)), 0f);\n let _e441 = weight;\n let _e443 = sceneReflection;\n sceneReflection = (_e443 + (_e439.xyz * _e441));\n let _e445 = weight;\n let _e446 = filterWeight;\n filterWeight = (_e446 + _e445);\n continue;\n } else {\n break;\n }\n continuing {\n let _e448 = i_1;\n i_1 = (_e448 + 1i);\n }\n }\n let _e450 = filterWeight;\n let _e452 = sceneReflection;\n sceneReflection = (_e452 / vec3(max(_e450, 0.001f)));\n let _e455 = atmosphereColor;\n let _e456 = sceneReflection;\n let _e457 = reflectionValid;\n reflected = mix(_e455, _e456, vec3(_e457));\n }\n let _e461 = unnamed.uReflectionEnabled;\n let _e463 = reflectionValid;\n sceneWeight = (f32(_e461) * _e463);\n let _e465 = sceneWeight;\n reflectionGain = mix(0.75f, 0.94f, _e465);\n let _e467 = fresnel;\n let _e469 = unnamed.uMirror;\n reflectivity = mix(_e467, 1f, _e469);\n let _e471 = reflectivity;\n let _e472 = reflectionGain;\n let _e474 = foam;\n let _e478 = opacity;\n reflectedRadiance = min(((_e471 * _e472) * (1f - (_e474 * 0.8f))), _e478);\n let _e480 = reflectedRadiance;\n let _e481 = opacity;\n reflectionWeight = (_e480 / max(_e481, 0.001f));\n let _e484 = col;\n let _e485 = reflected;\n let _e486 = reflectionWeight;\n col = mix(_e484, _e485, vec3(_e486));\n let _e489 = vGrid_1;\n let _e492 = unnamed.uGridHalf;\n rimFraction = (abs(_e489) / max(_e492, vec2<f32>(0.001f, 0.001f)));\n let _e496 = rimFraction[0u];\n let _e498 = rimFraction[1u];\n rimT = max(_e496, _e498);\n let _e500 = rimT;\n rim = (1f - smoothstep(0.9f, 1f, _e500));\n let _e503 = fog;\n edge = (1f - smoothstep(0.82f, 1f, _e503));\n let _e506 = col;\n let _e507 = opacity;\n let _e508 = edge;\n let _e510 = rim;\n let _e513 = unnamed.uVisibility;\n outColor = vec4<f32>(_e506.x, _e506.y, _e506.z, (((_e507 * _e508) * _e510) * _e513));\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vWorldPos: vec3<f32>, @location(2) vCrest: f32, @location(3) vReflectionClip: vec4<f32>, @location(4) vGrid: vec2<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vCrest_1 = vCrest;\n vReflectionClip_1 = vReflectionClip;\n vGrid_1 = vGrid;\n main_1();\n let _e11 = outColor;\n return _e11;\n}\n";
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export const WATER_FRAG_WGSL = "struct Uniforms {\n uGridHalf: vec2<f32>,\n uFoamGain: f32,\n uNadirOpacity: f32,\n uVisibility: f32,\n uMirror: f32,\n uDeepColor: vec3<f32>,\n uShallowColor: vec3<f32>,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uLightFalloff: i32,\n uLightCone: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uCameraPos: vec3<f32>,\n uReflectionEnabled: i32,\n uReflectionTexelSize: vec2<f32>,\n uReflectionFilterTaps: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vCrest_1: 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> vGrid_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 _e122 = unnamed.uFogMode;\n if (_e122 == 1i) {\n let _e125 = unnamed.uFogFar;\n let _e127 = unnamed.uFogNear;\n span = max((_e125 - _e127), 0.0001f);\n let _e130 = (*dist);\n let _e132 = unnamed.uFogNear;\n let _e134 = span;\n ramp = clamp(((_e130 - _e132) / _e134), 0f, 1f);\n let _e138 = unnamed.uUnderwaterFactor;\n if (_e138 <= 0f) {\n let _e140 = ramp;\n return _e140;\n }\n let _e142 = unnamed.uUnderwaterFogDensity;\n let _e143 = (*dist);\n wetLinear = (_e142 * _e143);\n let _e145 = ramp;\n let _e146 = wetLinear;\n let _e148 = wetLinear;\n let _e154 = unnamed.uUnderwaterFactor;\n return mix(_e145, (1f - exp2(((-(_e146) * _e148) * 1.442695f))), _e154);\n }\n let _e157 = unnamed.uFogNear;\n let _e158 = (*dist);\n start = min(_e157, _e158);\n let _e160 = (*dist);\n if (_e160 > 0f) {\n let _e162 = start;\n let _e163 = (*dist);\n local = (_e162 / _e163);\n } else {\n local = 0f;\n }\n let _e165 = local;\n before = _e165;\n let _e166 = (*pointY);\n let _e168 = unnamed.uFogEyeY;\n let _e171 = unnamed.uFogHeightFalloff;\n t = ((_e166 - _e168) * _e171);\n let _e173 = t;\n let _e174 = before;\n rest = (_e173 * (1f - _e174));\n let _e177 = rest;\n let _e180 = rest;\n denom = select(_e180, 0.0001f, (abs(_e177) < 0.0001f));\n let _e183 = unnamed.uFogDensity;\n let _e185 = t;\n let _e187 = before;\n let _e191 = (*dist);\n let _e192 = start;\n let _e195 = denom;\n let _e200 = denom;\n air = (1f - exp(((((-(_e183) * exp((-(_e185) * _e187))) * (_e191 - _e192)) * (1f - exp(-(_e195)))) / _e200)));\n let _e205 = unnamed.uUnderwaterFactor;\n if (_e205 <= 0f) {\n let _e207 = air;\n return _e207;\n }\n let _e209 = unnamed.uUnderwaterFogDensity;\n let _e210 = (*dist);\n wet = (_e209 * _e210);\n let _e212 = air;\n let _e213 = wet;\n let _e215 = wet;\n let _e221 = unnamed.uUnderwaterFactor;\n return mix(_e212, (1f - exp2(((-(_e213) * _e215) * 1.442695f))), _e221);\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e109 = unnamed.uFogColor;\n let _e111 = unnamed.uUnderwaterColor;\n let _e113 = unnamed.uUnderwaterFactor;\n return mix(_e109, _e111, vec3(_e113));\n}\n\nfn main_1() {\n var n: vec3<f32>;\n var view: vec3<f32>;\n var facing: f32;\n var fresnel: f32;\n var atmosphereColor: vec3<f32>;\n var col: vec3<f32>;\n var incident: vec3<f32>;\n var halfVec: vec3<f32>;\n var spec: f32;\n var highlight: vec3<f32>;\n var i: i32;\n var toLight: vec3<f32>;\n var lightDist: f32;\n var exponent: f32;\n var reach: f32;\n var falloff: f32;\n var window: f32;\n var lightDir: vec3<f32>;\n var shaped: f32;\n var lampHalf: vec3<f32>;\n var foam: f32;\n var dist_1: f32;\n var fog: f32;\n var param: f32;\n var param_1: f32;\n var airOpacity: f32;\n var underwaterOpacity: f32;\n var opacity: f32;\n var reflected: vec3<f32>;\n var reflectionValid: f32;\n var reflectionUv: vec2<f32>;\n var border: vec2<f32>;\n var blurPixels: f32;\n var sceneReflection: vec3<f32>;\n var filterWeight: f32;\n var i_1: i32;\n var sampleUv: vec2<f32>;\n var indexable: array<vec2<f32>, 9>;\n var weight: f32;\n var indexable_1: array<f32, 9>;\n var sceneWeight: f32;\n var reflectionGain: f32;\n var reflectivity: f32;\n var reflectedRadiance: f32;\n var reflectionWeight: f32;\n var rimFraction: vec2<f32>;\n var rimT: f32;\n var rim: f32;\n var edge: f32;\n var phi_495_: bool;\n\n let _e157 = vNormal_1;\n n = normalize(_e157);\n let _e160 = unnamed.uCameraPos;\n let _e161 = vWorldPos_1;\n view = normalize((_e160 - _e161));\n let _e164 = n;\n let _e165 = view;\n facing = clamp(abs(dot(_e164, _e165)), 0f, 1f);\n let _e169 = facing;\n fresnel = (0.02f + (0.98f * pow((1f - _e169), 5f)));\n let _e174 = mediumColor_u0028_();\n atmosphereColor = _e174;\n let _e176 = unnamed.uDeepColor;\n let _e178 = unnamed.uShallowColor;\n let _e179 = vCrest_1;\n col = mix(_e176, _e178, vec3(clamp(((_e179 * 1.4f) + 0.4f), 0f, 1f)));\n let _e186 = unnamed.uAmbient;\n let _e188 = unnamed.uDirectionalColor;\n let _e189 = n;\n let _e191 = unnamed.uDirectionalDir;\n incident = (_e186 + ((_e188 * max(dot(_e189, _e191), 0f)) * 0.6f));\n let _e198 = unnamed.uDirectionalDir;\n let _e199 = view;\n halfVec = normalize((_e198 + _e199));\n let _e202 = n;\n let _e203 = halfVec;\n spec = pow(max(dot(_e202, _e203), 0f), 220f);\n let _e208 = unnamed.uDirectionalColor;\n let _e209 = spec;\n highlight = ((_e208 * _e209) * 1.6f);\n i = 0i;\n loop {\n let _e212 = i;\n if (_e212 < 16i) {\n let _e214 = i;\n let _e216 = unnamed.uLightCount;\n if (_e214 >= _e216) {\n break;\n }\n let _e218 = i;\n let _e221 = unnamed.uLightPos[_e218];\n let _e222 = vWorldPos_1;\n toLight = (_e221 - _e222);\n let _e224 = toLight;\n lightDist = length(_e224);\n let _e226 = i;\n let _e230 = unnamed.uLightCone[_e226][2u];\n exponent = _e230;\n let _e231 = exponent;\n if (_e231 > 0f) {\n let _e233 = lightDist;\n let _e234 = i;\n let _e238 = unnamed.uLightRadius[_e234][0u];\n reach = (_e233 / max(_e238, 0.0001f));\n let _e241 = reach;\n let _e242 = reach;\n let _e246 = exponent;\n falloff = pow(clamp((1f - (_e241 * _e242)), 0f, 1f), _e246);\n } else {\n let _e249 = unnamed.uLightFalloff;\n if (_e249 == 1i) {\n let _e251 = lightDist;\n let _e252 = i;\n let _e256 = unnamed.uLightRadius[_e252][0u];\n window = clamp((1f - pow((_e251 / max(_e256, 0.0001f)), 4f)), 0f, 1f);\n let _e262 = window;\n let _e263 = window;\n let _e265 = lightDist;\n let _e266 = lightDist;\n falloff = ((_e262 * _e263) / max((_e265 * _e266), 0.01f));\n } else {\n let _e270 = lightDist;\n let _e271 = i;\n let _e275 = unnamed.uLightRadius[_e271][0u];\n falloff = clamp((1f - (_e270 / max(_e275, 0.0001f))), 0f, 1f);\n }\n }\n let _e280 = falloff;\n if (_e280 <= 0f) {\n continue;\n }\n let _e282 = toLight;\n let _e283 = lightDist;\n lightDir = (_e282 / vec3(max(_e283, 0.0001f)));\n let _e287 = falloff;\n let _e288 = i;\n let _e292 = unnamed.uLightWeight[_e288][0u];\n shaped = (_e287 * _e292);\n let _e294 = i;\n let _e297 = unnamed.uLightColor[_e294];\n let _e298 = n;\n let _e299 = lightDir;\n let _e303 = shaped;\n let _e306 = incident;\n incident = (_e306 + (((_e297 * max(dot(_e298, _e299), 0f)) * _e303) * 0.6f));\n let _e308 = lightDir;\n let _e309 = view;\n lampHalf = normalize((_e308 + _e309));\n let _e312 = i;\n let _e315 = unnamed.uLightColor[_e312];\n let _e316 = n;\n let _e317 = lampHalf;\n let _e322 = shaped;\n let _e325 = highlight;\n highlight = (_e325 + (((_e315 * pow(max(dot(_e316, _e317), 0f), 220f)) * _e322) * 1.6f));\n continue;\n } else {\n break;\n }\n continuing {\n let _e327 = i;\n i = (_e327 + 1i);\n }\n }\n let _e329 = incident;\n let _e330 = col;\n col = (_e330 * _e329);\n let _e332 = highlight;\n let _e333 = col;\n col = (_e333 + _e332);\n let _e335 = vCrest_1;\n let _e338 = unnamed.uFoamGain;\n foam = (smoothstep(0.55f, 0.85f, _e335) * _e338);\n let _e340 = col;\n let _e341 = foam;\n col = mix(_e340, vec3<f32>(0.92f, 0.96f, 1f), vec3((_e341 * 0.5f)));\n let _e345 = vWorldPos_1;\n let _e347 = unnamed.uCameraPos;\n dist_1 = distance(_e345, _e347);\n let _e349 = dist_1;\n param = _e349;\n let _e351 = vWorldPos_1[1u];\n param_1 = _e351;\n let _e352 = mediumFog_u0028_f1_u003b_f1_u003b((¶m), (¶m_1));\n fog = _e352;\n let _e353 = col;\n let _e354 = atmosphereColor;\n let _e355 = fog;\n col = mix(_e353, _e354, vec3(_e355));\n let _e359 = unnamed.uNadirOpacity;\n let _e360 = fresnel;\n airOpacity = mix(_e359, 0.96f, _e360);\n let _e363 = unnamed.uNadirOpacity;\n let _e365 = fresnel;\n underwaterOpacity = mix((_e363 * 0.55f), 0.88f, _e365);\n let _e367 = airOpacity;\n let _e368 = underwaterOpacity;\n let _e370 = unnamed.uUnderwaterFactor;\n opacity = mix(_e367, _e368, _e370);\n let _e372 = opacity;\n let _e373 = foam;\n opacity = mix(_e372, 0.96f, (_e373 * 0.7f));\n let _e376 = atmosphereColor;\n reflected = _e376;\n reflectionValid = 0f;\n let _e378 = unnamed.uReflectionEnabled;\n let _e379 = (_e378 != 0i);\n phi_495_ = _e379;\n if _e379 {\n let _e381 = vReflectionClip_1[3u];\n phi_495_ = (_e381 > 0f);\n }\n let _e384 = phi_495_;\n if _e384 {\n let _e385 = vReflectionClip_1;\n let _e388 = vReflectionClip_1[3u];\n reflectionUv = (((_e385.xy / vec2(_e388)) * 0.5f) + vec2(0.5f));\n let _e394 = n;\n let _e396 = fresnel;\n let _e399 = reflectionUv;\n reflectionUv = (_e399 + (_e394.xz * mix(0.008f, 0.022f, _e396)));\n let _e401 = reflectionUv;\n let _e402 = reflectionUv;\n border = min(_e401, (vec2(1f) - _e402));\n let _e407 = border[0u];\n let _e409 = border[1u];\n reflectionValid = smoothstep(0f, 0.025f, min(_e407, _e409));\n let _e412 = dist_1;\n blurPixels = (1.35f + min((_e412 * 0.022f), 3.5f));\n sceneReflection = vec3<f32>(0f, 0f, 0f);\n filterWeight = 0f;\n i_1 = 0i;\n loop {\n let _e416 = i_1;\n if (_e416 < 9i) {\n let _e418 = i_1;\n let _e420 = unnamed.uReflectionFilterTaps;\n if (_e418 >= _e420) {\n break;\n }\n let _e422 = reflectionUv;\n let _e423 = i_1;\n indexable = array<vec2<f32>, 9>(vec2<f32>(0f, 0f), vec2<f32>(-0.62f, -0.31f), vec2<f32>(0.54f, 0.43f), vec2<f32>(-0.34f, 0.76f), vec2<f32>(0.78f, -0.57f), vec2<f32>(-0.88f, 0.28f), vec2<f32>(0.22f, -0.91f), vec2<f32>(0.91f, 0.08f), vec2<f32>(-0.18f, 0.94f));\n let _e425 = indexable[_e423];\n let _e427 = unnamed.uReflectionTexelSize;\n let _e429 = blurPixels;\n sampleUv = (_e422 + ((_e425 * _e427) * _e429));\n let _e432 = i_1;\n indexable_1 = array<f32, 9>(0.28f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f, 0.09f);\n let _e434 = indexable_1[_e432];\n weight = _e434;\n let _e435 = sampleUv;\n let _e439 = textureSampleLevel(uReflectionMap_t, uReflectionMap_s, clamp(_e435, vec2(0f), vec2(1f)), 0f);\n let _e441 = weight;\n let _e443 = sceneReflection;\n sceneReflection = (_e443 + (_e439.xyz * _e441));\n let _e445 = weight;\n let _e446 = filterWeight;\n filterWeight = (_e446 + _e445);\n continue;\n } else {\n break;\n }\n continuing {\n let _e448 = i_1;\n i_1 = (_e448 + 1i);\n }\n }\n let _e450 = filterWeight;\n let _e452 = sceneReflection;\n sceneReflection = (_e452 / vec3(max(_e450, 0.001f)));\n let _e455 = atmosphereColor;\n let _e456 = sceneReflection;\n let _e457 = reflectionValid;\n reflected = mix(_e455, _e456, vec3(_e457));\n }\n let _e461 = unnamed.uReflectionEnabled;\n let _e463 = reflectionValid;\n sceneWeight = (f32(_e461) * _e463);\n let _e465 = sceneWeight;\n reflectionGain = mix(0.75f, 0.94f, _e465);\n let _e467 = fresnel;\n let _e469 = unnamed.uMirror;\n reflectivity = mix(_e467, 1f, _e469);\n let _e471 = reflectivity;\n let _e472 = reflectionGain;\n let _e474 = foam;\n let _e478 = opacity;\n reflectedRadiance = min(((_e471 * _e472) * (1f - (_e474 * 0.8f))), _e478);\n let _e480 = reflectedRadiance;\n let _e481 = opacity;\n reflectionWeight = (_e480 / max(_e481, 0.001f));\n let _e484 = col;\n let _e485 = reflected;\n let _e486 = reflectionWeight;\n col = mix(_e484, _e485, vec3(_e486));\n let _e489 = vGrid_1;\n let _e492 = unnamed.uGridHalf;\n rimFraction = (abs(_e489) / max(_e492, vec2<f32>(0.001f, 0.001f)));\n let _e496 = rimFraction[0u];\n let _e498 = rimFraction[1u];\n rimT = max(_e496, _e498);\n let _e500 = rimT;\n rim = (1f - smoothstep(0.9f, 1f, _e500));\n let _e503 = fog;\n edge = (1f - smoothstep(0.82f, 1f, _e503));\n let _e506 = col;\n let _e507 = opacity;\n let _e508 = edge;\n let _e510 = rim;\n let _e513 = unnamed.uVisibility;\n outColor = vec4<f32>(_e506.x, _e506.y, _e506.z, (((_e507 * _e508) * _e510) * _e513));\n return;\n}\n\n@fragment \nfn main(@location(1) vNormal: vec3<f32>, @location(0) vWorldPos: vec3<f32>, @location(2) vCrest: f32, @location(3) vReflectionClip: vec4<f32>, @location(4) vGrid: vec2<f32>) -> @location(0) vec4<f32> {\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vCrest_1 = vCrest;\n vReflectionClip_1 = vReflectionClip;\n vGrid_1 = vGrid;\n main_1();\n let _e11 = outColor;\n return _e11;\n}\n";
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export const WATER_VERT_WGSL = "struct GerstnerSurface {\n offset: vec3<f32>,\n normal: vec3<f32>,\n crest: f32,\n}\n\nstruct Uniforms {\n uViewProj: mat4x4<f32>,\n uReflectionViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uTime: f32,\n uGridOrigin: vec2<f32>,\n uGridSpan: vec2<f32>,\n uGridHalf: vec2<f32>,\n uNearHalf: vec2<f32>,\n uGridForward: vec2<f32>,\n uWindDir: vec2<f32>,\n uWaveGain: f32,\n uWaterLevel: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(4) member: vec2<f32>,\n @location(0) member_1: vec3<f32>,\n @location(1) member_2: vec3<f32>,\n @location(2) member_3: f32,\n @location(3) member_4: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aGrid_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vGrid: vec2<f32>;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> vCrest: f32;\nvar<private> vReflectionClip: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\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 _e59 = (*k);\n c = sqrt((9.81f / _e59));\n let _e62 = (*k);\n let _e63 = (*dir);\n let _e64 = (*p);\n let _e66 = c;\n let _e67 = (*time);\n return (_e62 * (dot(_e63, _e64) - (_e66 * _e67)));\n}\n\nfn gerstnerWavenumber_u0028_i1_u003b(i: ptr<function, i32>) -> f32 {\n var indexable: array<vec4<f32>, 4>;\n\n let _e56 = (*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 _e59 = indexable[_e56][3u];\n return (6.2831855f / _e59);\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 _e57 = (*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 _e59 = indexable_1[_e57];\n let _e62 = (*windDir);\n return normalize(mix(normalize(_e59.xy), _e62, vec2(0.62f)));\n}\n\nfn gerstnerSurface_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>) -> GerstnerSurface {\n var s: GerstnerSurface;\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 a: f32;\n\n s.offset = vec3<f32>(0f, 0f, 0f);\n s.normal = vec3<f32>(0f, 1f, 0f);\n s.crest = 0f;\n i_2 = 0i;\n loop {\n let _e76 = i_2;\n if (_e76 < 4i) {\n let _e78 = i_2;\n param = _e78;\n let _e79 = (*windDir_1);\n param_1 = _e79;\n let _e80 = gerstnerDirection_u0028_i1_u003b_vf2_u003b((¶m), (¶m_1));\n dir_1 = _e80;\n let _e81 = 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 _e84 = indexable_2[_e81][2u];\n let _e85 = (*gain);\n steepness = (_e84 * _e85);\n let _e87 = i_2;\n param_2 = _e87;\n let _e88 = gerstnerWavenumber_u0028_i1_u003b((¶m_2));\n k_1 = _e88;\n let _e89 = k_1;\n param_3 = _e89;\n let _e90 = dir_1;\n param_4 = _e90;\n let _e91 = (*p_1);\n param_5 = _e91;\n let _e92 = (*time_1);\n param_6 = _e92;\n let _e93 = gerstnerPhase_u0028_f1_u003b_vf2_u003b_vf2_u003b_f1_u003b((¶m_3), (¶m_4), (¶m_5), (¶m_6));\n f = _e93;\n let _e94 = steepness;\n let _e95 = k_1;\n a = (_e94 / _e95);\n let _e98 = dir_1[0u];\n let _e99 = a;\n let _e101 = f;\n let _e106 = s.offset[0u];\n s.offset[0u] = (_e106 + ((_e98 * _e99) * cos(_e101)));\n let _e110 = a;\n let _e111 = f;\n let _e116 = s.offset[1u];\n s.offset[1u] = (_e116 + (_e110 * sin(_e111)));\n let _e121 = dir_1[1u];\n let _e122 = a;\n let _e124 = f;\n let _e129 = s.offset[2u];\n s.offset[2u] = (_e129 + ((_e121 * _e122) * cos(_e124)));\n let _e134 = dir_1[0u];\n let _e135 = steepness;\n let _e137 = f;\n let _e142 = s.normal[0u];\n s.normal[0u] = (_e142 - ((_e134 * _e135) * cos(_e137)));\n let _e147 = dir_1[1u];\n let _e148 = steepness;\n let _e150 = f;\n let _e155 = s.normal[2u];\n s.normal[2u] = (_e155 - ((_e147 * _e148) * cos(_e150)));\n let _e159 = steepness;\n let _e160 = f;\n let _e165 = s.normal[1u];\n s.normal[1u] = (_e165 - (_e159 * sin(_e160)));\n let _e169 = f;\n let _e171 = steepness;\n let _e174 = s.crest;\n s.crest = (_e174 + (sin(_e169) * _e171));\n continue;\n } else {\n break;\n }\n continuing {\n let _e177 = i_2;\n i_2 = (_e177 + 1i);\n }\n }\n let _e179 = s;\n return _e179;\n}\n\nfn main_1() {\n var grid: vec2<f32>;\n var rimFraction: vec2<f32>;\n var rimDistance: f32;\n var waveFade: f32;\n var laid: vec2<f32>;\n var base: vec3<f32>;\n var sea: GerstnerSurface;\n var param_7: vec2<f32>;\n var param_8: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var pos: vec3<f32>;\n\n let _e66 = aGrid_1;\n let _e68 = unnamed.uGridSpan;\n grid = (_e66 * _e68);\n let _e70 = grid;\n vGrid = _e70;\n let _e71 = grid;\n let _e74 = unnamed.uNearHalf;\n rimFraction = (abs(_e71) / max(_e74, vec2<f32>(0.0001f, 0.0001f)));\n let _e78 = rimFraction[0u];\n let _e80 = rimFraction[1u];\n rimDistance = max(_e78, _e80);\n let _e82 = rimDistance;\n waveFade = (1f - smoothstep(0.35f, 0.97f, _e82));\n let _e87 = unnamed.uGridForward[1u];\n let _e90 = unnamed.uGridForward[0u];\n let _e94 = grid[0u];\n let _e97 = unnamed.uGridForward;\n let _e99 = grid[1u];\n laid = ((vec2<f32>(_e87, -(_e90)) * _e94) + (_e97 * _e99));\n let _e104 = unnamed.uGridOrigin[0u];\n let _e106 = laid[0u];\n let _e109 = unnamed.uWaterLevel;\n let _e112 = unnamed.uGridOrigin[1u];\n let _e114 = laid[1u];\n base = vec3<f32>((_e104 + _e106), _e109, (_e112 + _e114));\n let _e117 = waveFade;\n let _e119 = unnamed.uWaveGain;\n let _e121 = base;\n param_7 = _e121.xz;\n let _e124 = unnamed.uTime;\n param_8 = _e124;\n let _e126 = unnamed.uWindDir;\n param_9 = _e126;\n param_10 = (_e117 * _e119);\n let _e127 = gerstnerSurface_u0028_vf2_u003b_f1_u003b_vf2_u003b_f1_u003b((¶m_7), (¶m_8), (¶m_9), (¶m_10));\n sea = _e127;\n let _e128 = base;\n let _e130 = sea.offset;\n pos = (_e128 + _e130);\n let _e132 = pos;\n vWorldPos = _e132;\n let _e134 = sea.normal;\n vNormal = normalize(_e134);\n let _e137 = sea.crest;\n vCrest = _e137;\n let _e139 = unnamed.uReflectionViewProj;\n let _e140 = pos;\n vReflectionClip = (_e139 * vec4<f32>(_e140.x, _e140.y, _e140.z, 1f));\n let _e147 = unnamed.uViewProj;\n let _e148 = pos;\n unnamed_1.gl_Position = (_e147 * vec4<f32>(_e148.x, _e148.y, _e148.z, 1f));\n return;\n}\n\n@vertex \nfn main(@location(0) aGrid: vec2<f32>) -> VertexOutput {\n aGrid_1 = aGrid;\n main_1();\n let _e10 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e10);\n let _e12 = vGrid;\n let _e13 = vWorldPos;\n let _e14 = vNormal;\n let _e15 = vCrest;\n let _e16 = vReflectionClip;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e12, _e13, _e14, _e15, _e16, _e17);\n}\n";
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@@ -47,12 +47,20 @@ fn mediumFog(dist: f32, pointY: f32) -> f32 {
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return mix(ramp, 1.0 - exp2(-wetLinear * wetLinear * 1.442695), underwaterFactor);
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}
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/* Where the medium begins along the ray: fogRange.x, the linear mode's near, which this mode
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never read before Atmosphere.fogStart. Integrated from there on, at that point's density; at
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a start of 0 every term is the one it always was. See render/fog.ts. */
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let start = min(frame.fogRange.x, dist);
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if (dist > 0.0) { before = start / dist; }
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1.0 - exp(-frame.fogHeight.y * exp(-t * before) * (dist - start) * (1.0 - exp(-denom)) / denom);
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about how the water column reads. */
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`;
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export const OUTPUT_TRANSFORM_GLSL = `
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uniform int uOutputTransform;
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uniform float uOutputExposure;
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/** The fit and `applyOutputTransform`, below whichever declaration of the two uniforms. */
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const OUTPUT_TRANSFORM_BODY_GLSL = `
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*
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return linearToSrgb(c);
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}
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`;
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/**
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* `uOutputTransform` and `uOutputExposure`, the fit, and `applyOutputTransform`.
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*
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* Declares its own two uniforms, so including it is the whole of what a fragment stage has to
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* do besides calling it. Both are ints and floats rather than defines because the choice is a
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* caller's, per draw, and a permutation per output transform would double a pipeline count for
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* a branch that costs one compare.
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*/
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export const OUTPUT_TRANSFORM_GLSL = `
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/** 0 none, 1 sRGB, 2 ACES then sRGB, 3 the highlight shoulder then sRGB. See renderQuality.ts. */
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uniform int uOutputTransform;
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/** Scales the scene into the tone curve. 1 is the reference grade. See renderQuality.ts. */
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uniform float uOutputExposure;
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${OUTPUT_TRANSFORM_BODY_GLSL}`;
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/**
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* The same, for the lit stage, whose two uniforms live in its material block: a draw that opts out
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* of the grade sets them, so they change with the material and not with the pass. See
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* `hoistUniformBlock` in `scripts/wgsl/transform.mjs`. Text otherwise identical, so WebGL2 runs
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* the same program it always has.
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*/
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export const LIT_OUTPUT_TRANSFORM_GLSL = `
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/** 0 none, 1 sRGB, 2 ACES then sRGB, 3 the highlight shoulder then sRGB. See renderQuality.ts. */
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uniform int uOutputTransform; // wgsl:material
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/** Scales the scene into the tone curve. 1 is the reference grade. See renderQuality.ts. */
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uniform float uOutputExposure; // wgsl:material
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${OUTPUT_TRANSFORM_BODY_GLSL}`;
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@@ -26,6 +26,8 @@ import { AUTO_EXPOSURE_GLSL } from './exposure.ts';
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import { LOCAL_EXPOSURE_GLSL } from './localExposure.ts';
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import { FILM_LOOK_GLSL } from './filmLook.ts';
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import { HIGHLIGHT_SHOULDER_GLSL } from './outputTransform.ts';
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import { FILMIC_GLSL } from '../filmicCurve.ts';
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import { FRINGE_GLSL } from './fringe.ts';
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export const RUSH_FRAG = `#version 300 es
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precision highp float;
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@@ -64,6 +66,18 @@ uniform float uReach;
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*/
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uniform int uOutputTransform;
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uniform float uOutputExposure;
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/**
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* The \`filmic\` curve's eight constants, solved once a curve by \`resolveFilmicCurve\`: (slope, black
|
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* clip, white clip, toe scale) and (shoulder scale, toe match, straight match, shoulder match).
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* Read only where \`uOutputTransform\` is 4.
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*/
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uniform vec4 uFilmA;
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uniform vec4 uFilmB;
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/**
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* The display's peak over paper white on a high dynamic range canvas, and 1 everywhere else: a
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* value of 1 is the display's paper white, and only above 1 does anything here let light past it.
|
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+
*/
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+
uniform float uDisplayHeadroom;
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|
/**
|
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* The frame's depth, and the matrix that carries a pixel back to where it was last frame.
|
|
@@ -91,6 +105,14 @@ uniform mat4 uReprojection;
|
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91
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|
uniform float uMotionStrength;
|
|
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|
/** A ceiling on the smear, in UV, so a fast turn softens the frame rather than erasing it. */
|
|
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|
uniform float uMotionMax;
|
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|
+
/**
|
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|
+
* Each drawn object's own motion, where the frame keeps it: the reconstruction's motion target,
|
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|
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* whose texel is where a mover's surface was minus where it is, in this pass's uv, and a flag in the
|
|
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|
+
* fourth channel above one half where a draw wrote it. \`uObjectMotion\` is 1 where it is bound and
|
|
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|
+
* drawn this frame and 0 otherwise, when a placeholder is bound and the camera's motion alone blurs.
|
|
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+
*/
|
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|
+
uniform sampler2D uMotion;
|
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+
uniform float uObjectMotion;
|
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|
|
|
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|
/**
|
|
96
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|
* Ambient occlusion, already estimated and blurred by its own pass. 1 is open, 0 is enclosed.
|
|
@@ -244,10 +266,12 @@ vec3 acesFilmic(vec3 x) {
|
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|
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}
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|
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|
|
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|
${HIGHLIGHT_SHOULDER_GLSL}
|
|
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|
+
${FILMIC_GLSL}
|
|
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|
vec3 grade(vec3 c) {
|
|
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|
if (uOutputTransform == 0) return c;
|
|
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|
if (uOutputTransform == 2) c = acesFilmic(c);
|
|
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273
|
if (uOutputTransform == 3) c = highlightShoulder(c * uOutputExposure);
|
|
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|
+
if (uOutputTransform == 4) c = filmicCurve(c * uOutputExposure);
|
|
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|
return linearToSrgb(c);
|
|
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|
}
|
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|
|
|
@@ -260,9 +284,16 @@ vec3 withBloom(vec3 c) {
|
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|
/** The grade, sampled after the curve and before the veil. See uGradeLut's own comment. */
|
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|
vec3 applyColourGrade(vec3 c) {
|
|
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|
if (uGradeStrength <= 0.0) return c;
|
|
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|
-
|
|
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|
+
/*
|
|
288
|
+
* **A table graded for paper white grades the colour and keeps the light above it** on a high
|
|
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|
+
* range display: the pixel is brought under white by its brightest channel, graded, and taken
|
|
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|
+
* back up by the same factor, so a lamp keeps its brightness and takes the look's colour. At a
|
|
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|
+
* headroom of 1 the factor is exactly 1 and this is the grade it always was.
|
|
292
|
+
*/
|
|
293
|
+
float over = uDisplayHeadroom > 1.0 ? max(max(c.r, max(c.g, c.b)), 1.0) : 1.0;
|
|
294
|
+
vec3 clamped = clamp(c / over, 0.0, 1.0);
|
|
264
295
|
vec3 uvw = (clamped * (uGradeSize - 1.0) + 0.5) / uGradeSize;
|
|
265
|
-
return mix(c, textureLod(uGradeLut, uvw, 0.0).rgb, uGradeStrength);
|
|
296
|
+
return mix(c, textureLod(uGradeLut, uvw, 0.0).rgb * over, uGradeStrength);
|
|
266
297
|
}
|
|
267
298
|
|
|
268
299
|
/** The veil, mixed in last of everything this pass does. See uVeilAlpha's own comment. */
|
|
@@ -292,14 +323,24 @@ vec3 withVeil(vec3 c) {
|
|
|
292
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|
* correctly, and a camera turning past a horizon *should* smear it.
|
|
293
324
|
*/
|
|
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|
vec3 cameraBlur(vec3 scene) {
|
|
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|
-
|
|
296
|
-
|
|
297
|
-
|
|
298
|
-
|
|
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|
-
|
|
300
|
-
|
|
301
|
-
vec2
|
|
302
|
-
|
|
326
|
+
/*
|
|
327
|
+
* **A drawn object's own motion where it has one**: a kick's leg or a thrown body smears along
|
|
328
|
+
* its path while the stage standing still behind it does not, which the camera's motion alone
|
|
329
|
+
* cannot tell apart. Read unconditionally, the placeholder where there is no target.
|
|
330
|
+
*/
|
|
331
|
+
vec4 moved = textureLod(uMotion, vUv, 0.0);
|
|
332
|
+
vec2 velocity;
|
|
333
|
+
if (uObjectMotion > 0.5 && moved.a > 0.5) {
|
|
334
|
+
velocity = -moved.xy * uMotionStrength;
|
|
335
|
+
} else {
|
|
336
|
+
float depth = textureLod(uDepth, vUv, 0.0).r;
|
|
337
|
+
vec4 clip = vec4(vUv * 2.0 - 1.0, ${glslSceneDepthToNdc('depth')}, 1.0);
|
|
338
|
+
vec4 previous = uReprojection * clip;
|
|
339
|
+
/* Behind the previous eye: there is no last-frame position to smear toward. */
|
|
340
|
+
if (previous.w <= 0.0) return scene;
|
|
341
|
+
vec2 wasUv = (previous.xy / previous.w) * 0.5 + 0.5;
|
|
342
|
+
velocity = (vUv - wasUv) * uMotionStrength;
|
|
343
|
+
}
|
|
303
344
|
|
|
304
345
|
float distance = length(velocity);
|
|
305
346
|
if (distance < 1e-4) return scene;
|
|
@@ -337,9 +378,11 @@ vec3 finish(vec3 light) {
|
|
|
337
378
|
return withGrain(withVeil(applyColourGrade(grade(lensed))), gl_FragCoord.xy);
|
|
338
379
|
}
|
|
339
380
|
|
|
381
|
+
${FRINGE_GLSL}
|
|
340
382
|
void main() {
|
|
341
383
|
vec4 sampled = textureLod(uScene, vUv, 0.0);
|
|
342
|
-
|
|
384
|
+
/* The lens's colour fringe first, on the scene as it arrived. See shaders/fringe.ts. */
|
|
385
|
+
vec3 scene = withFringe(sampled.rgb);
|
|
343
386
|
if (uMotionStrength > 0.0) scene = cameraBlur(scene);
|
|
344
387
|
/*
|
|
345
388
|
* Defocus after the camera smear and before everything else, because a lens is the last thing
|
|
@@ -26,3 +26,55 @@ void main() {
|
|
|
26
26
|
fragColor = textureLod(uSsrReflection, vUv, 0.0);
|
|
27
27
|
}
|
|
28
28
|
`;
|
|
29
|
+
|
|
30
|
+
/**
|
|
31
|
+
* The resolve for a trace of the frame's materials: **the probe's share of each pixel swapped for
|
|
32
|
+
* what the ray found**, by the weight the lit stage reflected with.
|
|
33
|
+
*
|
|
34
|
+
* The frame holds `environment · tint · weight` of the probe (`flat/reflectionSurface.ts`), and a
|
|
35
|
+
* reflection found in the frame belongs there with the same tint and weight. So the frame gains the
|
|
36
|
+
* found colour times the tint, less the probe's share, both scaled by how far the hit is believed —
|
|
37
|
+
* nothing where nothing was found, and the probe kept wherever the ray left the frame. Added, against
|
|
38
|
+
* a blend of `(one, one)` on the colour and the scene's alpha kept, onto a half-float scene, where a
|
|
39
|
+
* negative addend is the subtraction it reads as.
|
|
40
|
+
*
|
|
41
|
+
* **Blurred by the surface's roughness**, twelve taps on two rings whose radius is the roughness
|
|
42
|
+
* times `uSsrBlur` texels: the trace reads the scene at one point, which is a mirror, and a satin
|
|
43
|
+
* panel reflects a smear. What it gives up is a lobe's true shape and its stretch toward a grazing
|
|
44
|
+
* view; what it keeps is that a rougher panel reflects a softer picture, and a mirror a sharp one.
|
|
45
|
+
*/
|
|
46
|
+
export const SSR_MATERIAL_RESOLVE_FRAG = `#version 300 es
|
|
47
|
+
precision highp float;
|
|
48
|
+
|
|
49
|
+
in vec2 vUv;
|
|
50
|
+
|
|
51
|
+
/** The found colour times how far it is believed in rgb, the belief in a. */
|
|
52
|
+
uniform sampler2D uSsrReflection;
|
|
53
|
+
/** The environment as the frame shows it, the roughness in a. */
|
|
54
|
+
uniform sampler2D uSsrProbeMap;
|
|
55
|
+
/** What a found reflection is multiplied by to land where the environment did. */
|
|
56
|
+
uniform sampler2D uSsrTintMap;
|
|
57
|
+
/** x, y: one texel of the trace; z: the blur's radius at roughness 1, in texels. */
|
|
58
|
+
uniform vec3 uSsrBlur;
|
|
59
|
+
|
|
60
|
+
out vec4 fragColor;
|
|
61
|
+
|
|
62
|
+
void main() {
|
|
63
|
+
vec4 probe = textureLod(uSsrProbeMap, vUv, 0.0);
|
|
64
|
+
vec3 tint = textureLod(uSsrTintMap, vUv, 0.0).rgb;
|
|
65
|
+
vec4 traced = textureLod(uSsrReflection, vUv, 0.0);
|
|
66
|
+
float radius = probe.a * uSsrBlur.z;
|
|
67
|
+
if (radius >= 1.0) {
|
|
68
|
+
vec4 sum = traced;
|
|
69
|
+
for (int i = 0; i < 12; i++) {
|
|
70
|
+
/* Six taps a ring, sixty degrees apart, the inner ring turned half a step. */
|
|
71
|
+
float angle = float(i % 6) * 1.0471976 + (i < 6 ? 0.0 : 0.5235988);
|
|
72
|
+
float reach = i < 6 ? radius : radius * 0.5;
|
|
73
|
+
vec2 offset = vec2(cos(angle), sin(angle)) * reach * uSsrBlur.xy;
|
|
74
|
+
sum += textureLod(uSsrReflection, vUv + offset, 0.0);
|
|
75
|
+
}
|
|
76
|
+
traced = sum / 13.0;
|
|
77
|
+
}
|
|
78
|
+
fragColor = vec4(traced.rgb * tint - traced.a * probe.rgb, 0.0);
|
|
79
|
+
}
|
|
80
|
+
`;
|
|
@@ -76,6 +76,18 @@ uniform float uSsrThickness;
|
|
|
76
76
|
uniform float uSsrSteps;
|
|
77
77
|
/** How much of the frame each side is fade, as a fraction. */
|
|
78
78
|
uniform float uSsrEdgeFade;
|
|
79
|
+
/**
|
|
80
|
+
* **1 where the trace is the frame's materials rather than a box's**: every pixel the lit stage
|
|
81
|
+
* left a reflection for reflects, by its own material, and the box, its axis and its strength are
|
|
82
|
+
* not read. See \`flat/reflectionSurface.ts\` for the two maps it is handed.
|
|
83
|
+
*/
|
|
84
|
+
uniform float uSsrMaterial;
|
|
85
|
+
/** The roughness past which a pixel's reflection is the probes' alone, faded over the last quarter. */
|
|
86
|
+
uniform float uSsrMaxRoughness;
|
|
87
|
+
/** The environment as the frame shows it, and the surface's roughness in its alpha. */
|
|
88
|
+
uniform sampler2D uSsrProbeMap;
|
|
89
|
+
/** What a found reflection is multiplied by to land where the environment did. */
|
|
90
|
+
uniform sampler2D uSsrTintMap;
|
|
79
91
|
|
|
80
92
|
out vec4 fragColor;
|
|
81
93
|
|
|
@@ -153,6 +165,20 @@ void main() {
|
|
|
153
165
|
returned = clamp(uSsrStrength * dfg.x + dfg.y, 0.0, 1.0);
|
|
154
166
|
}
|
|
155
167
|
mask *= returned;
|
|
168
|
+
/*
|
|
169
|
+
* **Or the pixel's own material**, where the trace is the frame's: reflective wherever the lit
|
|
170
|
+
* stage left a reflection to swap (any tint above zero), and the probes' alone past the
|
|
171
|
+
* roughness ceiling. How much it returns is the tint, which the resolve multiplies by, so the
|
|
172
|
+
* mask here is only whether to march and how much to trust a hit.
|
|
173
|
+
*/
|
|
174
|
+
if (uSsrMaterial > 0.5) {
|
|
175
|
+
vec3 tint = textureLod(uSsrTintMap, vUv, 0.0).rgb;
|
|
176
|
+
float roughness = textureLod(uSsrProbeMap, vUv, 0.0).a;
|
|
177
|
+
float reflective = max(max(tint.r, tint.g), tint.b) > 0.0 ? 1.0 : 0.0;
|
|
178
|
+
float ceiling = max(uSsrMaxRoughness, 1.0e-4);
|
|
179
|
+
mask = reflective * (1.0 - smoothstep(ceiling * 0.75, ceiling, roughness));
|
|
180
|
+
mask *= ${glslIsFarDepth('stored')} ? 0.0 : 1.0;
|
|
181
|
+
}
|
|
156
182
|
|
|
157
183
|
vec3 found = vec3(0.0);
|
|
158
184
|
float weight = 0.0;
|
|
@@ -39,6 +39,33 @@ uniform float uWindTime;
|
|
|
39
39
|
uniform vec2 uWindSpatialPhase;
|
|
40
40
|
`;
|
|
41
41
|
|
|
42
|
+
/**
|
|
43
|
+
* The same, for the lit stage, whose wind lives in its view block: the frame's and not the draw's,
|
|
44
|
+
* so a draw's own block does not change when the wind does. See `hoistUniformBlock` in
|
|
45
|
+
* `scripts/wgsl/transform.mjs`. Text otherwise identical, so WebGL2 runs the same program it always
|
|
46
|
+
* has; the depth stage keeps the unmarked chunk, having no view block.
|
|
47
|
+
*/
|
|
48
|
+
export const LIT_CHANNEL_ATTRIBUTE = `
|
|
49
|
+
layout(location = 13) in vec4 aChannel;
|
|
50
|
+
|
|
51
|
+
/*
|
|
52
|
+
* The frame's wind, already converted by \`resolveScatterDeform\` — a normalised direction, metres
|
|
53
|
+
* of bend, a gust amplitude and a scaled clock.
|
|
54
|
+
*
|
|
55
|
+
* **The same numbers the scatter batch reads, and that is the rule rather than an economy.** A
|
|
56
|
+
* second conversion here would be a second wind however identical its inputs, and the failure is
|
|
57
|
+
* not localised: it shows up as a scene that does not cohere, a canopy leaning one way while the
|
|
58
|
+
* grass beneath it leans another, with no single element looking wrong. See "One wind, sampled
|
|
59
|
+
* once" in AGENTS.md.
|
|
60
|
+
*/
|
|
61
|
+
uniform vec2 uWindDirection; // wgsl:view
|
|
62
|
+
uniform float uWindSpeed; // wgsl:view
|
|
63
|
+
uniform float uWindGust; // wgsl:view
|
|
64
|
+
uniform float uWindTime; // wgsl:view
|
|
65
|
+
/* Spatial frequency of the travelling gust, per metre. */
|
|
66
|
+
uniform vec2 uWindSpatialPhase; // wgsl:view
|
|
67
|
+
`;
|
|
68
|
+
|
|
42
69
|
/**
|
|
43
70
|
* Where the wind puts a vertex, given how much of it that vertex takes.
|
|
44
71
|
*
|