@driftengine/core 4.8.7 → 4.9.0

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Files changed (163) hide show
  1. package/CHANGELOG.json +61 -0
  2. package/README.md +1 -1
  3. package/dist/index.d.ts +5 -0
  4. package/dist/index.js +7 -0
  5. package/dist/render/atmosphere.d.ts +13 -0
  6. package/dist/render/atmosphere.js +9 -1
  7. package/dist/render/backend/api.d.ts +9 -1
  8. package/dist/render/backend/createRenderer.d.ts +6 -0
  9. package/dist/render/backend/createRenderer.js +4 -1
  10. package/dist/render/backend/webgl2/renderer.d.ts +90 -2
  11. package/dist/render/backend/webgl2/renderer.js +297 -16
  12. package/dist/render/backend/webgpu/device.d.ts +7 -1
  13. package/dist/render/backend/webgpu/device.js +31 -3
  14. package/dist/render/backend/webgpu/flatPass.d.ts +16 -1
  15. package/dist/render/backend/webgpu/flatPass.js +58 -26
  16. package/dist/render/backend/webgpu/postPass.d.ts +51 -9
  17. package/dist/render/backend/webgpu/postPass.js +16 -2
  18. package/dist/render/backend/webgpu/reflectionSurfacePass.d.ts +30 -0
  19. package/dist/render/backend/webgpu/reflectionSurfacePass.js +100 -0
  20. package/dist/render/backend/webgpu/renderer.d.ts +131 -2
  21. package/dist/render/backend/webgpu/renderer.js +586 -70
  22. package/dist/render/displayRange.d.ts +31 -0
  23. package/dist/render/displayRange.js +47 -0
  24. package/dist/render/filmicCurve.d.ts +74 -0
  25. package/dist/render/filmicCurve.js +203 -0
  26. package/dist/render/fog.d.ts +4 -1
  27. package/dist/render/fog.js +12 -2
  28. package/dist/render/frame/resources.d.ts +2 -2
  29. package/dist/render/frame/resources.js +6 -0
  30. package/dist/render/frameReflections.d.ts +40 -0
  31. package/dist/render/frameReflections.js +48 -0
  32. package/dist/render/pass.d.ts +49 -0
  33. package/dist/render/reflectionSurfaceTargets.d.ts +28 -0
  34. package/dist/render/reflectionSurfaceTargets.js +99 -0
  35. package/dist/render/renderQuality.d.ts +39 -8
  36. package/dist/render/renderQuality.js +4 -0
  37. package/dist/render/sceneTarget.d.ts +5 -0
  38. package/dist/render/sceneTarget.js +24 -1
  39. package/dist/render/screenSpaceReflection.d.ts +5 -0
  40. package/dist/render/screenSpaceReflection.js +5 -0
  41. package/dist/render/shaders/arcane.d.ts +1 -1
  42. package/dist/render/shaders/bolt.d.ts +1 -1
  43. package/dist/render/shaders/caustics.d.ts +1 -1
  44. package/dist/render/shaders/film.d.ts +1 -1
  45. package/dist/render/shaders/filmLook.js +2 -1
  46. package/dist/render/shaders/fire.d.ts +1 -1
  47. package/dist/render/shaders/flat/glassTint.d.ts +1 -1
  48. package/dist/render/shaders/flat/glassTint.js +2 -0
  49. package/dist/render/shaders/flat/index.d.ts +10 -0
  50. package/dist/render/shaders/flat/index.js +6 -0
  51. package/dist/render/shaders/flat/main.d.ts +1 -1
  52. package/dist/render/shaders/flat/main.js +28 -0
  53. package/dist/render/shaders/flat/overlay.d.ts +16 -0
  54. package/dist/render/shaders/flat/overlay.js +117 -0
  55. package/dist/render/shaders/flat/pointShadow.js +1 -1
  56. package/dist/render/shaders/flat/reflectionSurface.d.ts +21 -0
  57. package/dist/render/shaders/flat/reflectionSurface.js +61 -0
  58. package/dist/render/shaders/fog.d.ts +1 -1
  59. package/dist/render/shaders/fog.js +9 -2
  60. package/dist/render/shaders/fringe.d.ts +29 -0
  61. package/dist/render/shaders/fringe.js +55 -0
  62. package/dist/render/shaders/generated/arcane.wgsl.d.ts +1 -1
  63. package/dist/render/shaders/generated/arcane.wgsl.js +1 -1
  64. package/dist/render/shaders/generated/bolt.wgsl.d.ts +1 -1
  65. package/dist/render/shaders/generated/bolt.wgsl.js +1 -1
  66. package/dist/render/shaders/generated/caustics.wgsl.d.ts +1 -1
  67. package/dist/render/shaders/generated/caustics.wgsl.js +1 -1
  68. package/dist/render/shaders/generated/film.wgsl.d.ts +1 -1
  69. package/dist/render/shaders/generated/film.wgsl.js +1 -1
  70. package/dist/render/shaders/generated/fire.wgsl.d.ts +1 -1
  71. package/dist/render/shaders/generated/fire.wgsl.js +1 -1
  72. package/dist/render/shaders/generated/flat.wgsl.d.ts +176 -16
  73. package/dist/render/shaders/generated/flat.wgsl.js +214 -54
  74. package/dist/render/shaders/generated/line.wgsl.d.ts +1 -1
  75. package/dist/render/shaders/generated/line.wgsl.js +1 -1
  76. package/dist/render/shaders/generated/particle.wgsl.d.ts +4 -4
  77. package/dist/render/shaders/generated/particle.wgsl.js +4 -4
  78. package/dist/render/shaders/generated/rush.wgsl.d.ts +56 -26
  79. package/dist/render/shaders/generated/rush.wgsl.js +56 -26
  80. package/dist/render/shaders/generated/scatter.wgsl.d.ts +1 -1
  81. package/dist/render/shaders/generated/scatter.wgsl.js +1 -1
  82. package/dist/render/shaders/generated/smoke.wgsl.d.ts +1 -1
  83. package/dist/render/shaders/generated/smoke.wgsl.js +1 -1
  84. package/dist/render/shaders/generated/ssrResolve.wgsl.d.ts +29 -0
  85. package/dist/render/shaders/generated/ssrResolve.wgsl.js +29 -0
  86. package/dist/render/shaders/generated/ssrTrace.wgsl.d.ts +22 -2
  87. package/dist/render/shaders/generated/ssrTrace.wgsl.js +22 -2
  88. package/dist/render/shaders/generated/water.wgsl.d.ts +1 -1
  89. package/dist/render/shaders/generated/water.wgsl.js +1 -1
  90. package/dist/render/shaders/gpudriven/fog.wgsl.d.ts +2 -2
  91. package/dist/render/shaders/gpudriven/fog.wgsl.js +11 -3
  92. package/dist/render/shaders/line.d.ts +1 -1
  93. package/dist/render/shaders/particle.d.ts +3 -3
  94. package/dist/render/shaders/rush.js +54 -11
  95. package/dist/render/shaders/scatter.d.ts +1 -1
  96. package/dist/render/shaders/smoke.d.ts +1 -1
  97. package/dist/render/shaders/ssrResolve.d.ts +17 -0
  98. package/dist/render/shaders/ssrResolve.js +51 -0
  99. package/dist/render/shaders/ssrTrace.js +26 -0
  100. package/dist/render/shaders/water.d.ts +1 -1
  101. package/dist/render/ssrPass.d.ts +16 -0
  102. package/dist/render/ssrPass.js +106 -1
  103. package/dist/render/surfaceOverlay.d.ts +132 -0
  104. package/dist/render/surfaceOverlay.js +85 -0
  105. package/dist/render/surfaceTexture.d.ts +19 -0
  106. package/dist/render/surfaceTexture.js +69 -0
  107. package/dist/render/temporalAa.d.ts +14 -0
  108. package/dist/render/temporalAa.js +20 -0
  109. package/dist/render/vertexDefaults.d.ts +17 -0
  110. package/dist/render/vertexDefaults.js +24 -0
  111. package/package.json +6 -6
  112. package/src/index.ts +16 -0
  113. package/src/render/atmosphere.ts +22 -1
  114. package/src/render/backend/api.ts +9 -0
  115. package/src/render/backend/createRenderer.ts +18 -1
  116. package/src/render/backend/webgl2/renderer.ts +357 -13
  117. package/src/render/backend/webgpu/device.ts +42 -3
  118. package/src/render/backend/webgpu/flatPass.ts +63 -26
  119. package/src/render/backend/webgpu/postPass.ts +18 -0
  120. package/src/render/backend/webgpu/reflectionSurfacePass.ts +114 -0
  121. package/src/render/backend/webgpu/renderer.ts +735 -83
  122. package/src/render/displayRange.ts +61 -0
  123. package/src/render/filmicCurve.ts +229 -0
  124. package/src/render/fog.ts +19 -3
  125. package/src/render/frame/resources.ts +6 -0
  126. package/src/render/frameReflections.ts +72 -0
  127. package/src/render/pass.ts +53 -1
  128. package/src/render/reflectionSurfaceTargets.ts +105 -0
  129. package/src/render/renderQuality.ts +44 -8
  130. package/src/render/sceneTarget.ts +30 -2
  131. package/src/render/screenSpaceReflection.ts +5 -0
  132. package/src/render/shaders/filmLook.ts +2 -1
  133. package/src/render/shaders/flat/glassTint.ts +5 -1
  134. package/src/render/shaders/flat/index.ts +16 -0
  135. package/src/render/shaders/flat/main.ts +28 -0
  136. package/src/render/shaders/flat/overlay.ts +117 -0
  137. package/src/render/shaders/flat/pointShadow.ts +1 -1
  138. package/src/render/shaders/flat/reflectionSurface.ts +61 -0
  139. package/src/render/shaders/fog.ts +9 -2
  140. package/src/render/shaders/fringe.ts +59 -0
  141. package/src/render/shaders/generated/arcane.wgsl.ts +1 -1
  142. package/src/render/shaders/generated/bolt.wgsl.ts +1 -1
  143. package/src/render/shaders/generated/caustics.wgsl.ts +1 -1
  144. package/src/render/shaders/generated/film.wgsl.ts +1 -1
  145. package/src/render/shaders/generated/fire.wgsl.ts +1 -1
  146. package/src/render/shaders/generated/flat.wgsl.ts +214 -54
  147. package/src/render/shaders/generated/line.wgsl.ts +1 -1
  148. package/src/render/shaders/generated/particle.wgsl.ts +4 -4
  149. package/src/render/shaders/generated/rush.wgsl.ts +56 -26
  150. package/src/render/shaders/generated/scatter.wgsl.ts +1 -1
  151. package/src/render/shaders/generated/smoke.wgsl.ts +1 -1
  152. package/src/render/shaders/generated/ssrResolve.wgsl.ts +30 -0
  153. package/src/render/shaders/generated/ssrTrace.wgsl.ts +22 -2
  154. package/src/render/shaders/generated/water.wgsl.ts +1 -1
  155. package/src/render/shaders/gpudriven/fog.wgsl.ts +11 -3
  156. package/src/render/shaders/rush.ts +54 -11
  157. package/src/render/shaders/ssrResolve.ts +52 -0
  158. package/src/render/shaders/ssrTrace.ts +26 -0
  159. package/src/render/ssrPass.ts +138 -1
  160. package/src/render/surfaceOverlay.ts +195 -0
  161. package/src/render/surfaceTexture.ts +67 -0
  162. package/src/render/temporalAa.ts +20 -0
  163. package/src/render/vertexDefaults.ts +28 -0
@@ -4,10 +4,10 @@
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  * The GLSL beside this file is the source of truth. A hand edit here is discarded by
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  * the next generation, and `npm run wgsl:check` fails the build when this is stale.
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  */
7
- export const PARTICLE_MOTE_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uFogEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vAlpha_1: f32;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAge_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e76 = (*c);\n low = (_e76 * 12.92f);\n let _e78 = (*c);\n high = ((pow(max(_e78, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e84 = high;\n let _e85 = low;\n let _e86 = (*c);\n return mix(_e84, _e85, step(_e86, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e77 = (*c_1)[0u];\n let _e79 = (*c_1)[1u];\n let _e81 = (*c_1)[2u];\n m = max(_e77, max(_e79, _e81));\n let _e84 = m;\n if (_e84 <= 0.8f) {\n let _e86 = (*c_1);\n return _e86;\n }\n let _e87 = m;\n e = (_e87 - 0.8f);\n let _e89 = (*c_1);\n let _e90 = e;\n let _e92 = e;\n let _e96 = m;\n return (_e89 * ((0.8f + ((0.2f * _e90) / (_e92 + 0.2f))) / _e96));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e76 = (*v);\n let _e77 = (*v);\n a = ((_e76 * (_e77 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e83 = (*v);\n let _e84 = (*v);\n b = ((_e83 * ((_e84 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e91 = a;\n let _e92 = b;\n return (_e91 / _e92);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e76 = unnamed.uOutputExposure;\n let _e77 = (*x);\n (*x) = (_e77 * _e76);\n let _e79 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e79);\n let _e81 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e81), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e78 = unnamed.uOutputTransform;\n if (_e78 == 0i) {\n let _e80 = (*c_2);\n return _e80;\n }\n let _e82 = unnamed.uOutputTransform;\n if (_e82 == 2i) {\n let _e84 = (*c_2);\n param_1 = _e84;\n let _e85 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e85;\n }\n let _e87 = unnamed.uOutputTransform;\n if (_e87 == 3i) {\n let _e89 = (*c_2);\n let _e91 = unnamed.uOutputExposure;\n param_2 = (_e89 * _e91);\n let _e93 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e93;\n }\n let _e94 = (*c_2);\n param_3 = _e94;\n let _e95 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e95;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e74 = unnamed.uFogColor;\n let _e76 = unnamed.uUnderwaterColor;\n let _e78 = unnamed.uUnderwaterFactor;\n return mix(_e74, _e76, vec3(_e78));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e83 = unnamed.uFogMode;\n if (_e83 == 1i) {\n let _e86 = unnamed.uFogFar;\n let _e88 = unnamed.uFogNear;\n span = max((_e86 - _e88), 0.0001f);\n let _e91 = (*dist);\n let _e93 = unnamed.uFogNear;\n let _e95 = span;\n ramp = clamp(((_e91 - _e93) / _e95), 0f, 1f);\n let _e99 = unnamed.uUnderwaterFactor;\n if (_e99 <= 0f) {\n let _e101 = ramp;\n return _e101;\n }\n let _e103 = unnamed.uUnderwaterFogDensity;\n let _e104 = (*dist);\n wetLinear = (_e103 * _e104);\n let _e106 = ramp;\n let _e107 = wetLinear;\n let _e109 = wetLinear;\n let _e115 = unnamed.uUnderwaterFactor;\n return mix(_e106, (1f - exp2(((-(_e107) * _e109) * 1.442695f))), _e115);\n }\n let _e117 = (*pointY);\n let _e119 = unnamed.uFogEyeY;\n let _e122 = unnamed.uFogHeightFalloff;\n t = ((_e117 - _e119) * _e122);\n let _e124 = t;\n let _e127 = t;\n denom = select(_e127, 0.0001f, (abs(_e124) < 0.0001f));\n let _e130 = unnamed.uFogDensity;\n let _e132 = (*dist);\n let _e134 = denom;\n let _e139 = denom;\n air = (1f - exp((((-(_e130) * _e132) * (1f - exp(-(_e134)))) / _e139)));\n let _e144 = unnamed.uUnderwaterFactor;\n if (_e144 <= 0f) {\n let _e146 = air;\n return _e146;\n }\n let _e148 = unnamed.uUnderwaterFogDensity;\n let _e149 = (*dist);\n wet = (_e148 * _e149);\n let _e151 = air;\n let _e152 = wet;\n let _e154 = wet;\n let _e160 = unnamed.uUnderwaterFactor;\n return mix(_e151, (1f - exp2(((-(_e152) * _e154) * 1.442695f))), _e160);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var alpha: f32;\n var color: vec3<f32>;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var param_6: vec3<f32>;\n\n let _e81 = vUv_1;\n r = length(_e81);\n let _e83 = r;\n body = (1f - smoothstep(0.4f, 1f, _e83));\n let _e86 = body;\n if (_e86 <= 0f) {\n discard;\n }\n let _e88 = body;\n let _e89 = body;\n let _e91 = vAlpha_1;\n alpha = ((_e88 * _e89) * _e91);\n let _e93 = alpha;\n if (_e93 <= 0.002f) {\n discard;\n }\n let _e95 = vColor_1;\n color = _e95;\n let _e97 = unnamed.uFogEnabled;\n if (_e97 != 0i) {\n let _e99 = vWorldPos_1;\n let _e101 = unnamed.uCameraPos;\n param_4 = distance(_e99, _e101);\n let _e104 = vWorldPos_1[1u];\n param_5 = _e104;\n let _e105 = mediumFog_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n fog = _e105;\n let _e106 = color;\n let _e107 = mediumColor_u0028_();\n let _e108 = fog;\n color = mix(_e106, _e107, vec3(_e108));\n }\n let _e111 = color;\n param_6 = _e111;\n let _e112 = applyOutputTransform_u0028_vf3_u003b((&param_6));\n let _e113 = alpha;\n outColor = vec4<f32>(_e112.x, _e112.y, _e112.z, _e113);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(2) vAlpha: f32, @location(1) vColor: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(3) vAge: f32, @location(4) vSeed: f32, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vAlpha_1 = vAlpha;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n vAge_1 = vAge;\n vSeed_1 = vSeed;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
8
- export const PARTICLE_SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uNoiseOctaves: i32,\n uErosion: f32,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAlpha_1: f32;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e109 = (*c);\n low = (_e109 * 12.92f);\n let _e111 = (*c);\n high = ((pow(max(_e111, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e117 = high;\n let _e118 = low;\n let _e119 = (*c);\n return mix(_e117, _e118, step(_e119, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e110 = (*c_1)[0u];\n let _e112 = (*c_1)[1u];\n let _e114 = (*c_1)[2u];\n m = max(_e110, max(_e112, _e114));\n let _e117 = m;\n if (_e117 <= 0.8f) {\n let _e119 = (*c_1);\n return _e119;\n }\n let _e120 = m;\n e = (_e120 - 0.8f);\n let _e122 = (*c_1);\n let _e123 = e;\n let _e125 = e;\n let _e129 = m;\n return (_e122 * ((0.8f + ((0.2f * _e123) / (_e125 + 0.2f))) / _e129));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e109 = (*v);\n let _e110 = (*v);\n a = ((_e109 * (_e110 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e116 = (*v);\n let _e117 = (*v);\n b = ((_e116 * ((_e117 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e124 = a;\n let _e125 = b;\n return (_e124 / _e125);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e109 = unnamed.uOutputExposure;\n let _e110 = (*x);\n (*x) = (_e110 * _e109);\n let _e112 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e112);\n let _e114 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e114), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e111 = unnamed.uOutputTransform;\n if (_e111 == 0i) {\n let _e113 = (*c_2);\n return _e113;\n }\n let _e115 = unnamed.uOutputTransform;\n if (_e115 == 2i) {\n let _e117 = (*c_2);\n param_1 = _e117;\n let _e118 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e118;\n }\n let _e120 = unnamed.uOutputTransform;\n if (_e120 == 3i) {\n let _e122 = (*c_2);\n let _e124 = unnamed.uOutputExposure;\n param_2 = (_e122 * _e124);\n let _e126 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e126;\n }\n let _e127 = (*c_2);\n param_3 = _e127;\n let _e128 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e128;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e107 = unnamed.uFogColor;\n let _e109 = unnamed.uUnderwaterColor;\n let _e111 = unnamed.uUnderwaterFactor;\n return mix(_e107, _e109, vec3(_e111));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e116 = unnamed.uFogMode;\n if (_e116 == 1i) {\n let _e119 = unnamed.uFogFar;\n let _e121 = unnamed.uFogNear;\n span = max((_e119 - _e121), 0.0001f);\n let _e124 = (*dist);\n let _e126 = unnamed.uFogNear;\n let _e128 = span;\n ramp = clamp(((_e124 - _e126) / _e128), 0f, 1f);\n let _e132 = unnamed.uUnderwaterFactor;\n if (_e132 <= 0f) {\n let _e134 = ramp;\n return _e134;\n }\n let _e136 = unnamed.uUnderwaterFogDensity;\n let _e137 = (*dist);\n wetLinear = (_e136 * _e137);\n let _e139 = ramp;\n let _e140 = wetLinear;\n let _e142 = wetLinear;\n let _e148 = unnamed.uUnderwaterFactor;\n return mix(_e139, (1f - exp2(((-(_e140) * _e142) * 1.442695f))), _e148);\n }\n let _e150 = (*pointY);\n let _e152 = unnamed.uFogEyeY;\n let _e155 = unnamed.uFogHeightFalloff;\n t = ((_e150 - _e152) * _e155);\n let _e157 = t;\n let _e160 = t;\n denom = select(_e160, 0.0001f, (abs(_e157) < 0.0001f));\n let _e163 = unnamed.uFogDensity;\n let _e165 = (*dist);\n let _e167 = denom;\n let _e172 = denom;\n air = (1f - exp((((-(_e163) * _e165) * (1f - exp(-(_e167)))) / _e172)));\n let _e177 = unnamed.uUnderwaterFactor;\n if (_e177 <= 0f) {\n let _e179 = air;\n return _e179;\n }\n let _e181 = unnamed.uUnderwaterFogDensity;\n let _e182 = (*dist);\n wet = (_e181 * _e182);\n let _e184 = air;\n let _e185 = wet;\n let _e187 = wet;\n let _e193 = unnamed.uUnderwaterFactor;\n return mix(_e184, (1f - exp2(((-(_e185) * _e187) * 1.442695f))), _e193);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e107 = (*p);\n return fract((sin(dot(_e107, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e114 = (*p_1);\n i = floor(_e114);\n let _e116 = (*p_1);\n f = fract(_e116);\n let _e118 = f;\n let _e119 = f;\n let _e121 = f;\n u = ((_e118 * _e119) * (vec2(3f) - (_e121 * 2f)));\n let _e126 = i;\n param_4 = _e126;\n let _e127 = hash21_u0028_vf2_u003b((&param_4));\n let _e128 = i;\n param_5 = (_e128 + vec2<f32>(1f, 0f));\n let _e130 = hash21_u0028_vf2_u003b((&param_5));\n let _e132 = u[0u];\n let _e134 = i;\n param_6 = (_e134 + vec2<f32>(0f, 1f));\n let _e136 = hash21_u0028_vf2_u003b((&param_6));\n let _e137 = i;\n param_7 = (_e137 + vec2<f32>(1f, 1f));\n let _e139 = hash21_u0028_vf2_u003b((&param_7));\n let _e141 = u[0u];\n let _e144 = u[1u];\n return mix(mix(_e127, _e130, _e132), mix(_e136, _e139, _e141), _e144);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b_i1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>, octaves: ptr<function, i32>) -> f32 {\n var v_1: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n\n let _e112 = (*p_2);\n let _e114 = (*t_1);\n param_8 = ((_e112 * 2.4f) + vec2<f32>(0f, (-(_e114) * 0.5f)));\n let _e119 = valueNoise_u0028_vf2_u003b((&param_8));\n v_1 = (_e119 * 0.62f);\n let _e121 = (*octaves);\n if (_e121 == 1i) {\n let _e123 = v_1;\n return (_e123 / 0.62f);\n }\n let _e125 = (*p_2);\n let _e127 = (*t_1);\n let _e129 = (*t_1);\n param_9 = ((_e125 * 5.1f) + vec2<f32>((_e127 * 0.15f), (-(_e129) * 0.8f)));\n let _e134 = valueNoise_u0028_vf2_u003b((&param_9));\n let _e136 = v_1;\n v_1 = (_e136 + (_e134 * 0.38f));\n let _e138 = v_1;\n return (_e138 / 1f);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var t_2: f32;\n var n: f32;\n var param_10: vec2<f32>;\n var param_11: f32;\n var param_12: i32;\n var erode: f32;\n var mask: f32;\n var n3_: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var i_1: i32;\n var toLight: vec3<f32>;\n var dist_1: f32;\n var radius: f32;\n var falloff: f32;\n var wrapped: f32;\n var shaded: vec3<f32>;\n var fog: f32;\n var param_13: f32;\n var param_14: f32;\n var param_15: vec3<f32>;\n\n let _e129 = vUv_1;\n r = length(_e129);\n let _e131 = r;\n body = (1f - smoothstep(0.35f, 1f, _e131));\n let _e134 = body;\n if (_e134 <= 0f) {\n discard;\n }\n let _e137 = unnamed.uTime;\n let _e139 = vSeed_1;\n t_2 = ((_e137 * 0.55f) + (_e139 * 7.31f));\n let _e142 = vUv_1;\n let _e143 = vAge_1;\n let _e147 = vSeed_1;\n param_10 = ((_e142 * (0.9f + (_e143 * 1.4f))) + vec2<f32>((_e147 * 3.7f), 0f));\n let _e151 = t_2;\n param_11 = _e151;\n let _e153 = unnamed.uNoiseOctaves;\n param_12 = _e153;\n let _e154 = billow_u0028_vf2_u003b_f1_u003b_i1_u003b((&param_10), (&param_11), (&param_12));\n n = _e154;\n let _e155 = n;\n let _e157 = unnamed.uErosion;\n let _e158 = vAge_1;\n erode = mix(1f, _e155, (_e157 * (0.35f + (_e158 * 0.65f))));\n let _e163 = body;\n let _e164 = erode;\n mask = clamp((_e163 * _e164), 0f, 1f);\n let _e167 = mask;\n let _e169 = mask;\n mask = (_e169 * smoothstep(0f, 0.25f, _e167));\n let _e171 = mask;\n if (_e171 <= 0.002f) {\n discard;\n }\n let _e173 = vNormal_1;\n n3_ = normalize(_e173);\n let _e175 = n3_;\n let _e177 = unnamed.uDirectionalDir;\n ndl = ((dot(_e175, _e177) * 0.5f) + 0.5f);\n let _e182 = unnamed.uAmbient;\n let _e184 = unnamed.uDirectionalColor;\n let _e185 = ndl;\n lit = (_e182 + (_e184 * _e185));\n i_1 = 0i;\n loop {\n let _e188 = i_1;\n if (_e188 < 16i) {\n let _e190 = i_1;\n let _e192 = unnamed.uLightCount;\n if (_e190 >= _e192) {\n break;\n }\n let _e194 = i_1;\n let _e197 = unnamed.uLightPos[_e194];\n let _e198 = vWorldPos_1;\n toLight = (_e197 - _e198);\n let _e200 = toLight;\n dist_1 = length(_e200);\n let _e202 = i_1;\n let _e206 = unnamed.uLightRadius[_e202][0u];\n radius = _e206;\n let _e207 = radius;\n let _e209 = dist_1;\n let _e210 = radius;\n if ((_e207 <= 0f) || (_e209 >= _e210)) {\n continue;\n }\n let _e213 = dist_1;\n let _e214 = radius;\n falloff = (1f - (_e213 / _e214));\n let _e217 = n3_;\n let _e218 = toLight;\n let _e219 = dist_1;\n wrapped = ((dot(_e217, (_e218 / vec3(max(_e219, 0.0001f)))) * 0.5f) + 0.5f);\n let _e226 = i_1;\n let _e229 = unnamed.uLightColor[_e226];\n let _e230 = falloff;\n let _e232 = falloff;\n let _e234 = wrapped;\n let _e236 = i_1;\n let _e240 = unnamed.uLightWeight[_e236][0u];\n let _e242 = lit;\n lit = (_e242 + ((((_e229 * _e230) * _e232) * _e234) * _e240));\n continue;\n } else {\n break;\n }\n continuing {\n let _e244 = i_1;\n i_1 = (_e244 + 1i);\n }\n }\n let _e246 = vColor_1;\n let _e247 = lit;\n shaded = (_e246 * _e247);\n let _e249 = vWorldPos_1;\n let _e251 = unnamed.uCameraPos;\n param_13 = distance(_e249, _e251);\n let _e254 = vWorldPos_1[1u];\n param_14 = _e254;\n let _e255 = mediumFog_u0028_f1_u003b_f1_u003b((&param_13), (&param_14));\n fog = _e255;\n let _e256 = shaded;\n let _e257 = mediumColor_u0028_();\n let _e258 = fog;\n param_15 = mix(_e256, _e257, vec3(_e258));\n let _e261 = applyOutputTransform_u0028_vf3_u003b((&param_15));\n let _e262 = mask;\n let _e263 = vAlpha_1;\n outColor = vec4<f32>(_e261.x, _e261.y, _e261.z, (_e262 * _e263));\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(6) vNormal: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(2) vAlpha: f32) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vAlpha_1 = vAlpha;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
9
- export const PARTICLE_SPARK_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCameraPos: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e90 = (*c);\n low = (_e90 * 12.92f);\n let _e92 = (*c);\n high = ((pow(max(_e92, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e98 = high;\n let _e99 = low;\n let _e100 = (*c);\n return mix(_e98, _e99, step(_e100, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e91 = (*c_1)[0u];\n let _e93 = (*c_1)[1u];\n let _e95 = (*c_1)[2u];\n m = max(_e91, max(_e93, _e95));\n let _e98 = m;\n if (_e98 <= 0.8f) {\n let _e100 = (*c_1);\n return _e100;\n }\n let _e101 = m;\n e = (_e101 - 0.8f);\n let _e103 = (*c_1);\n let _e104 = e;\n let _e106 = e;\n let _e110 = m;\n return (_e103 * ((0.8f + ((0.2f * _e104) / (_e106 + 0.2f))) / _e110));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e90 = (*v);\n let _e91 = (*v);\n a = ((_e90 * (_e91 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e97 = (*v);\n let _e98 = (*v);\n b = ((_e97 * ((_e98 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e105 = a;\n let _e106 = b;\n return (_e105 / _e106);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e90 = unnamed.uOutputExposure;\n let _e91 = (*x);\n (*x) = (_e91 * _e90);\n let _e93 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e93);\n let _e95 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e95), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e92 = unnamed.uOutputTransform;\n if (_e92 == 0i) {\n let _e94 = (*c_2);\n return _e94;\n }\n let _e96 = unnamed.uOutputTransform;\n if (_e96 == 2i) {\n let _e98 = (*c_2);\n param_1 = _e98;\n let _e99 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e99;\n }\n let _e101 = unnamed.uOutputTransform;\n if (_e101 == 3i) {\n let _e103 = (*c_2);\n let _e105 = unnamed.uOutputExposure;\n param_2 = (_e103 * _e105);\n let _e107 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e107;\n }\n let _e108 = (*c_2);\n param_3 = _e108;\n let _e109 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e109;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e97 = unnamed.uFogMode;\n if (_e97 == 1i) {\n let _e100 = unnamed.uFogFar;\n let _e102 = unnamed.uFogNear;\n span = max((_e100 - _e102), 0.0001f);\n let _e105 = (*dist);\n let _e107 = unnamed.uFogNear;\n let _e109 = span;\n ramp = clamp(((_e105 - _e107) / _e109), 0f, 1f);\n let _e113 = unnamed.uUnderwaterFactor;\n if (_e113 <= 0f) {\n let _e115 = ramp;\n return _e115;\n }\n let _e117 = unnamed.uUnderwaterFogDensity;\n let _e118 = (*dist);\n wetLinear = (_e117 * _e118);\n let _e120 = ramp;\n let _e121 = wetLinear;\n let _e123 = wetLinear;\n let _e129 = unnamed.uUnderwaterFactor;\n return mix(_e120, (1f - exp2(((-(_e121) * _e123) * 1.442695f))), _e129);\n }\n let _e131 = (*pointY);\n let _e133 = unnamed.uFogEyeY;\n let _e136 = unnamed.uFogHeightFalloff;\n t = ((_e131 - _e133) * _e136);\n let _e138 = t;\n let _e141 = t;\n denom = select(_e141, 0.0001f, (abs(_e138) < 0.0001f));\n let _e144 = unnamed.uFogDensity;\n let _e146 = (*dist);\n let _e148 = denom;\n let _e153 = denom;\n air = (1f - exp((((-(_e144) * _e146) * (1f - exp(-(_e148)))) / _e153)));\n let _e158 = unnamed.uUnderwaterFactor;\n if (_e158 <= 0f) {\n let _e160 = air;\n return _e160;\n }\n let _e162 = unnamed.uUnderwaterFogDensity;\n let _e163 = (*dist);\n wet = (_e162 * _e163);\n let _e165 = air;\n let _e166 = wet;\n let _e168 = wet;\n let _e174 = unnamed.uUnderwaterFactor;\n return mix(_e165, (1f - exp2(((-(_e166) * _e168) * 1.442695f))), _e174);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e88 = (*p);\n return fract((sin(dot(_e88, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e95 = (*p_1);\n i = floor(_e95);\n let _e97 = (*p_1);\n f = fract(_e97);\n let _e99 = f;\n let _e100 = f;\n let _e102 = f;\n u = ((_e99 * _e100) * (vec2(3f) - (_e102 * 2f)));\n let _e107 = i;\n param_4 = _e107;\n let _e108 = hash21_u0028_vf2_u003b((&param_4));\n let _e109 = i;\n param_5 = (_e109 + vec2<f32>(1f, 0f));\n let _e111 = hash21_u0028_vf2_u003b((&param_5));\n let _e113 = u[0u];\n let _e115 = i;\n param_6 = (_e115 + vec2<f32>(0f, 1f));\n let _e117 = hash21_u0028_vf2_u003b((&param_6));\n let _e118 = i;\n param_7 = (_e118 + vec2<f32>(1f, 1f));\n let _e120 = hash21_u0028_vf2_u003b((&param_7));\n let _e122 = u[0u];\n let _e125 = u[1u];\n return mix(mix(_e108, _e111, _e113), mix(_e117, _e120, _e122), _e125);\n}\n\nfn main_1() {\n var r: f32;\n var core: f32;\n var halo: f32;\n var flick: f32;\n var param_8: vec2<f32>;\n var cool: f32;\n var energy: f32;\n var fog: f32;\n var param_9: f32;\n var param_10: f32;\n var param_11: vec3<f32>;\n\n let _e98 = vUv_1;\n r = length(_e98);\n let _e100 = r;\n if (_e100 > 1f) {\n discard;\n }\n let _e102 = r;\n core = pow((1f - clamp(_e102, 0f, 1f)), 6f);\n let _e106 = r;\n halo = pow((1f - clamp(_e106, 0f, 1f)), 1.6f);\n let _e111 = unnamed.uTime;\n let _e113 = vSeed_1;\n let _e116 = vSeed_1;\n param_8 = vec2<f32>(((_e111 * 9f) + (_e113 * 13f)), _e116);\n let _e118 = valueNoise_u0028_vf2_u003b((&param_8));\n flick = (0.7f + (0.3f * _e118));\n let _e121 = vAge_1;\n let _e122 = vAge_1;\n cool = (1f - (_e121 * _e122));\n let _e125 = halo;\n let _e127 = core;\n let _e129 = unnamed.uCoreGain;\n let _e132 = flick;\n let _e134 = cool;\n let _e136 = vAlpha_1;\n energy = (((((_e125 * 0.55f) + (_e127 * _e129)) * _e132) * _e134) * _e136);\n let _e138 = vWorldPos_1;\n let _e140 = unnamed.uCameraPos;\n param_9 = distance(_e138, _e140);\n let _e143 = vWorldPos_1[1u];\n param_10 = _e143;\n let _e144 = mediumFog_u0028_f1_u003b_f1_u003b((&param_9), (&param_10));\n fog = _e144;\n let _e145 = fog;\n let _e147 = energy;\n energy = (_e147 * (1f - _e145));\n let _e149 = vColor_1;\n let _e150 = energy;\n param_11 = (_e149 * _e150);\n let _e152 = applyOutputTransform_u0028_vf3_u003b((&param_11));\n outColor = vec4<f32>(_e152.x, _e152.y, _e152.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(2) vAlpha: f32, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vAlpha_1 = vAlpha;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
10
- export const PARTICLE_SPRITE_FRAG_WGSL = "struct Uniforms {\n uCells: vec4<f32>,\n uFade: vec4<f32>,\n uDepthToViewZ: vec4<f32>,\n uViewport: vec2<f32>,\n uCameraPos: vec3<f32>,\n uFogEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vFrame_1: f32;\n@group(0) @binding(32) \nvar uSprite_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uSprite_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\nvar<private> vViewDepth_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAge_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e89 = (*c);\n low = (_e89 * 12.92f);\n let _e91 = (*c);\n high = ((pow(max(_e91, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e97 = high;\n let _e98 = low;\n let _e99 = (*c);\n return mix(_e97, _e98, step(_e99, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e90 = (*c_1)[0u];\n let _e92 = (*c_1)[1u];\n let _e94 = (*c_1)[2u];\n m = max(_e90, max(_e92, _e94));\n let _e97 = m;\n if (_e97 <= 0.8f) {\n let _e99 = (*c_1);\n return _e99;\n }\n let _e100 = m;\n e = (_e100 - 0.8f);\n let _e102 = (*c_1);\n let _e103 = e;\n let _e105 = e;\n let _e109 = m;\n return (_e102 * ((0.8f + ((0.2f * _e103) / (_e105 + 0.2f))) / _e109));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e89 = (*v);\n let _e90 = (*v);\n a = ((_e89 * (_e90 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e96 = (*v);\n let _e97 = (*v);\n b = ((_e96 * ((_e97 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e104 = a;\n let _e105 = b;\n return (_e104 / _e105);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e89 = unnamed.uOutputExposure;\n let _e90 = (*x);\n (*x) = (_e90 * _e89);\n let _e92 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e92);\n let _e94 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e94), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e91 = unnamed.uOutputTransform;\n if (_e91 == 0i) {\n let _e93 = (*c_2);\n return _e93;\n }\n let _e95 = unnamed.uOutputTransform;\n if (_e95 == 2i) {\n let _e97 = (*c_2);\n param_1 = _e97;\n let _e98 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e98;\n }\n let _e100 = unnamed.uOutputTransform;\n if (_e100 == 3i) {\n let _e102 = (*c_2);\n let _e104 = unnamed.uOutputExposure;\n param_2 = (_e102 * _e104);\n let _e106 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e106;\n }\n let _e107 = (*c_2);\n param_3 = _e107;\n let _e108 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e108;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e87 = unnamed.uFogColor;\n let _e89 = unnamed.uUnderwaterColor;\n let _e91 = unnamed.uUnderwaterFactor;\n return mix(_e87, _e89, vec3(_e91));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var t: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e96 = unnamed.uFogMode;\n if (_e96 == 1i) {\n let _e99 = unnamed.uFogFar;\n let _e101 = unnamed.uFogNear;\n span = max((_e99 - _e101), 0.0001f);\n let _e104 = (*dist);\n let _e106 = unnamed.uFogNear;\n let _e108 = span;\n ramp = clamp(((_e104 - _e106) / _e108), 0f, 1f);\n let _e112 = unnamed.uUnderwaterFactor;\n if (_e112 <= 0f) {\n let _e114 = ramp;\n return _e114;\n }\n let _e116 = unnamed.uUnderwaterFogDensity;\n let _e117 = (*dist);\n wetLinear = (_e116 * _e117);\n let _e119 = ramp;\n let _e120 = wetLinear;\n let _e122 = wetLinear;\n let _e128 = unnamed.uUnderwaterFactor;\n return mix(_e119, (1f - exp2(((-(_e120) * _e122) * 1.442695f))), _e128);\n }\n let _e130 = (*pointY);\n let _e132 = unnamed.uFogEyeY;\n let _e135 = unnamed.uFogHeightFalloff;\n t = ((_e130 - _e132) * _e135);\n let _e137 = t;\n let _e140 = t;\n denom = select(_e140, 0.0001f, (abs(_e137) < 0.0001f));\n let _e143 = unnamed.uFogDensity;\n let _e145 = (*dist);\n let _e147 = denom;\n let _e152 = denom;\n air = (1f - exp((((-(_e143) * _e145) * (1f - exp(-(_e147)))) / _e152)));\n let _e157 = unnamed.uUnderwaterFactor;\n if (_e157 <= 0f) {\n let _e159 = air;\n return _e159;\n }\n let _e161 = unnamed.uUnderwaterFogDensity;\n let _e162 = (*dist);\n wet = (_e161 * _e162);\n let _e164 = air;\n let _e165 = wet;\n let _e167 = wet;\n let _e173 = unnamed.uUnderwaterFactor;\n return mix(_e164, (1f - exp2(((-(_e165) * _e167) * 1.442695f))), _e173);\n}\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e88 = (*depth);\n ndc = (1f - (_e88 * 2f));\n let _e93 = unnamed.uDepthToViewZ[0u];\n let _e94 = ndc;\n let _e98 = unnamed.uDepthToViewZ[1u];\n let _e102 = unnamed.uDepthToViewZ[2u];\n let _e103 = ndc;\n let _e107 = unnamed.uDepthToViewZ[3u];\n return (((_e93 * _e94) + _e98) / ((_e102 * _e103) + _e107));\n}\n\nfn cellUv_u0028_i1_u003b_vf2_u003b(cell: ptr<function, i32>, uv: ptr<function, vec2<f32>>) -> vec2<f32> {\n var columns: i32;\n var rows: i32;\n var wrapped: i32;\n var column: i32;\n var row: i32;\n\n let _e95 = unnamed.uCells[0u];\n columns = max(i32((_e95 + 0.5f)), 1i);\n let _e101 = unnamed.uCells[1u];\n rows = max(i32((_e101 + 0.5f)), 1i);\n let _e105 = (*cell);\n let _e106 = columns;\n let _e107 = rows;\n let _e108 = (_e106 * _e107);\n wrapped = (_e105 - (i32(floor((f32(_e105) / f32(_e108)))) * _e108));\n let _e116 = wrapped;\n let _e117 = columns;\n column = (_e116 - (i32(floor((f32(_e116) / f32(_e117)))) * _e117));\n let _e125 = wrapped;\n let _e126 = columns;\n row = (_e125 / _e126);\n let _e128 = column;\n let _e130 = row;\n let _e133 = (*uv);\n let _e135 = columns;\n let _e137 = rows;\n return ((vec2<f32>(f32(_e128), f32(_e130)) + _e133) / vec2<f32>(f32(_e135), f32(_e137)));\n}\n\nfn main_1() {\n var uv_1: vec2<f32>;\n var frame: f32;\n var first: i32;\n var image: vec4<f32>;\n var param_4: i32;\n var param_5: vec2<f32>;\n var next: vec4<f32>;\n var param_6: i32;\n var param_7: vec2<f32>;\n var fade: f32;\n var depth_1: f32;\n var param_8: f32;\n var alpha: f32;\n var color: vec3<f32>;\n var fog: f32;\n var param_9: f32;\n var param_10: f32;\n var param_11: vec3<f32>;\n var phi_484_: bool;\n\n let _e105 = vUv_1[0u];\n let _e109 = vUv_1[1u];\n uv_1 = vec2<f32>(((_e105 * 0.5f) + 0.5f), (0.5f - (_e109 * 0.5f)));\n let _e113 = vFrame_1;\n frame = max(_e113, 0f);\n let _e115 = frame;\n first = i32(floor(_e115));\n let _e118 = first;\n param_4 = _e118;\n let _e119 = uv_1;\n param_5 = _e119;\n let _e120 = cellUv_u0028_i1_u003b_vf2_u003b((&param_4), (&param_5));\n let _e123 = vec3<f32>(_e120.x, _e120.y, 0f);\n let _e129 = textureSample(uSprite_t, uSprite_s, vec2<f32>(_e123.x, _e123.y), i32(_e123.z));\n image = _e129;\n let _e132 = unnamed.uCells[2u];\n if (_e132 > 0.5f) {\n let _e134 = first;\n param_6 = (_e134 + 1i);\n let _e136 = uv_1;\n param_7 = _e136;\n let _e137 = cellUv_u0028_i1_u003b_vf2_u003b((&param_6), (&param_7));\n let _e140 = vec3<f32>(_e137.x, _e137.y, 0f);\n let _e146 = textureSample(uSprite_t, uSprite_s, vec2<f32>(_e140.x, _e140.y), i32(_e140.z));\n next = _e146;\n let _e147 = image;\n let _e148 = next;\n let _e149 = frame;\n image = mix(_e147, _e148, vec4(fract(_e149)));\n }\n fade = 1f;\n let _e155 = unnamed.uFade[2u];\n let _e156 = (_e155 > 0.5f);\n phi_484_ = _e156;\n if _e156 {\n let _e159 = unnamed.uFade[0u];\n phi_484_ = (_e159 > 0f);\n }\n let _e162 = phi_484_;\n if _e162 {\n let _e163 = gl_FragCoord_1;\n let _e166 = unnamed.uViewport;\n let _e168 = textureSampleLevel(uDepth_t, uDepth_s, (_e163.xy / _e166), 0f);\n depth_1 = _e168.x;\n let _e170 = depth_1;\n if !((_e170 <= 0f)) {\n let _e173 = depth_1;\n param_8 = _e173;\n let _e174 = viewZ_u0028_f1_u003b((&param_8));\n let _e176 = vViewDepth_1;\n let _e180 = unnamed.uFade[0u];\n fade = clamp(((abs(_e174) - _e176) / _e180), 0f, 1f);\n }\n }\n let _e185 = unnamed.uFade[1u];\n if (_e185 > 0f) {\n let _e187 = vViewDepth_1;\n let _e190 = unnamed.uFade[1u];\n let _e193 = fade;\n fade = (_e193 * clamp((_e187 / _e190), 0f, 1f));\n }\n let _e195 = vAlpha_1;\n let _e197 = image[3u];\n let _e199 = fade;\n alpha = ((_e195 * _e197) * _e199);\n let _e201 = alpha;\n if (_e201 <= 0.001f) {\n discard;\n }\n let _e203 = vColor_1;\n let _e204 = image;\n color = (_e203 * _e204.xyz);\n let _e208 = unnamed.uFogEnabled;\n if (_e208 != 0i) {\n let _e210 = vWorldPos_1;\n let _e212 = unnamed.uCameraPos;\n param_9 = distance(_e210, _e212);\n let _e215 = vWorldPos_1[1u];\n param_10 = _e215;\n let _e216 = mediumFog_u0028_f1_u003b_f1_u003b((&param_9), (&param_10));\n fog = _e216;\n let _e217 = color;\n let _e218 = mediumColor_u0028_();\n let _e219 = fog;\n color = mix(_e217, _e218, vec3(_e219));\n }\n let _e222 = color;\n param_11 = _e222;\n let _e223 = applyOutputTransform_u0028_vf3_u003b((&param_11));\n let _e224 = alpha;\n outColor = vec4<f32>(_e223.x, _e223.y, _e223.z, _e224);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(7) vFrame: f32, @builtin(position) gl_FragCoord: vec4<f32>, @location(8) vViewDepth: f32, @location(2) vAlpha: f32, @location(1) vColor: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(3) vAge: f32, @location(4) vSeed: f32, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vFrame_1 = vFrame;\n gl_FragCoord_1 = gl_FragCoord;\n vViewDepth_1 = vViewDepth;\n vAlpha_1 = vAlpha;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n vAge_1 = vAge;\n vSeed_1 = vSeed;\n vNormal_1 = vNormal;\n main_1();\n let _e21 = outColor;\n return _e21;\n}\n";
7
+ export const PARTICLE_MOTE_FRAG_WGSL = "struct Uniforms {\n uCameraPos: vec3<f32>,\n uFogEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vAlpha_1: f32;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAge_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e76 = (*c);\n low = (_e76 * 12.92f);\n let _e78 = (*c);\n high = ((pow(max(_e78, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e84 = high;\n let _e85 = low;\n let _e86 = (*c);\n return mix(_e84, _e85, step(_e86, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e77 = (*c_1)[0u];\n let _e79 = (*c_1)[1u];\n let _e81 = (*c_1)[2u];\n m = max(_e77, max(_e79, _e81));\n let _e84 = m;\n if (_e84 <= 0.8f) {\n let _e86 = (*c_1);\n return _e86;\n }\n let _e87 = m;\n e = (_e87 - 0.8f);\n let _e89 = (*c_1);\n let _e90 = e;\n let _e92 = e;\n let _e96 = m;\n return (_e89 * ((0.8f + ((0.2f * _e90) / (_e92 + 0.2f))) / _e96));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e76 = (*v);\n let _e77 = (*v);\n a = ((_e76 * (_e77 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e83 = (*v);\n let _e84 = (*v);\n b = ((_e83 * ((_e84 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e91 = a;\n let _e92 = b;\n return (_e91 / _e92);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e76 = unnamed.uOutputExposure;\n let _e77 = (*x);\n (*x) = (_e77 * _e76);\n let _e79 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e79);\n let _e81 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e81), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e78 = unnamed.uOutputTransform;\n if (_e78 == 0i) {\n let _e80 = (*c_2);\n return _e80;\n }\n let _e82 = unnamed.uOutputTransform;\n if (_e82 == 2i) {\n let _e84 = (*c_2);\n param_1 = _e84;\n let _e85 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e85;\n }\n let _e87 = unnamed.uOutputTransform;\n if (_e87 == 3i) {\n let _e89 = (*c_2);\n let _e91 = unnamed.uOutputExposure;\n param_2 = (_e89 * _e91);\n let _e93 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e93;\n }\n let _e94 = (*c_2);\n param_3 = _e94;\n let _e95 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e95;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e74 = unnamed.uFogColor;\n let _e76 = unnamed.uUnderwaterColor;\n let _e78 = unnamed.uUnderwaterFactor;\n return mix(_e74, _e76, vec3(_e78));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e87 = unnamed.uFogMode;\n if (_e87 == 1i) {\n let _e90 = unnamed.uFogFar;\n let _e92 = unnamed.uFogNear;\n span = max((_e90 - _e92), 0.0001f);\n let _e95 = (*dist);\n let _e97 = unnamed.uFogNear;\n let _e99 = span;\n ramp = clamp(((_e95 - _e97) / _e99), 0f, 1f);\n let _e103 = unnamed.uUnderwaterFactor;\n if (_e103 <= 0f) {\n let _e105 = ramp;\n return _e105;\n }\n let _e107 = unnamed.uUnderwaterFogDensity;\n let _e108 = (*dist);\n wetLinear = (_e107 * _e108);\n let _e110 = ramp;\n let _e111 = wetLinear;\n let _e113 = wetLinear;\n let _e119 = unnamed.uUnderwaterFactor;\n return mix(_e110, (1f - exp2(((-(_e111) * _e113) * 1.442695f))), _e119);\n }\n let _e122 = unnamed.uFogNear;\n let _e123 = (*dist);\n start = min(_e122, _e123);\n let _e125 = (*dist);\n if (_e125 > 0f) {\n let _e127 = start;\n let _e128 = (*dist);\n local = (_e127 / _e128);\n } else {\n local = 0f;\n }\n let _e130 = local;\n before = _e130;\n let _e131 = (*pointY);\n let _e133 = unnamed.uFogEyeY;\n let _e136 = unnamed.uFogHeightFalloff;\n t = ((_e131 - _e133) * _e136);\n let _e138 = t;\n let _e139 = before;\n rest = (_e138 * (1f - _e139));\n let _e142 = rest;\n let _e145 = rest;\n denom = select(_e145, 0.0001f, (abs(_e142) < 0.0001f));\n let _e148 = unnamed.uFogDensity;\n let _e150 = t;\n let _e152 = before;\n let _e156 = (*dist);\n let _e157 = start;\n let _e160 = denom;\n let _e165 = denom;\n air = (1f - exp(((((-(_e148) * exp((-(_e150) * _e152))) * (_e156 - _e157)) * (1f - exp(-(_e160)))) / _e165)));\n let _e170 = unnamed.uUnderwaterFactor;\n if (_e170 <= 0f) {\n let _e172 = air;\n return _e172;\n }\n let _e174 = unnamed.uUnderwaterFogDensity;\n let _e175 = (*dist);\n wet = (_e174 * _e175);\n let _e177 = air;\n let _e178 = wet;\n let _e180 = wet;\n let _e186 = unnamed.uUnderwaterFactor;\n return mix(_e177, (1f - exp2(((-(_e178) * _e180) * 1.442695f))), _e186);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var alpha: f32;\n var color: vec3<f32>;\n var fog: f32;\n var param_4: f32;\n var param_5: f32;\n var param_6: vec3<f32>;\n\n let _e81 = vUv_1;\n r = length(_e81);\n let _e83 = r;\n body = (1f - smoothstep(0.4f, 1f, _e83));\n let _e86 = body;\n if (_e86 <= 0f) {\n discard;\n }\n let _e88 = body;\n let _e89 = body;\n let _e91 = vAlpha_1;\n alpha = ((_e88 * _e89) * _e91);\n let _e93 = alpha;\n if (_e93 <= 0.002f) {\n discard;\n }\n let _e95 = vColor_1;\n color = _e95;\n let _e97 = unnamed.uFogEnabled;\n if (_e97 != 0i) {\n let _e99 = vWorldPos_1;\n let _e101 = unnamed.uCameraPos;\n param_4 = distance(_e99, _e101);\n let _e104 = vWorldPos_1[1u];\n param_5 = _e104;\n let _e105 = mediumFog_u0028_f1_u003b_f1_u003b((&param_4), (&param_5));\n fog = _e105;\n let _e106 = color;\n let _e107 = mediumColor_u0028_();\n let _e108 = fog;\n color = mix(_e106, _e107, vec3(_e108));\n }\n let _e111 = color;\n param_6 = _e111;\n let _e112 = applyOutputTransform_u0028_vf3_u003b((&param_6));\n let _e113 = alpha;\n outColor = vec4<f32>(_e112.x, _e112.y, _e112.z, _e113);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(2) vAlpha: f32, @location(1) vColor: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(3) vAge: f32, @location(4) vSeed: f32, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vAlpha_1 = vAlpha;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n vAge_1 = vAge;\n vSeed_1 = vSeed;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
8
+ export const PARTICLE_SMOKE_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uDirectionalDir: vec3<f32>,\n uDirectionalColor: vec3<f32>,\n uAmbient: vec3<f32>,\n uCameraPos: vec3<f32>,\n uNoiseOctaves: i32,\n uErosion: f32,\n uLightCount: i32,\n uLightPos: array<vec3<f32>, 16>,\n uLightColor: array<vec3<f32>, 16>,\n uLightRadius: array<vec4<f32>, 16>,\n uLightWeight: array<vec4<f32>, 16>,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vNormal_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAlpha_1: f32;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e109 = (*c);\n low = (_e109 * 12.92f);\n let _e111 = (*c);\n high = ((pow(max(_e111, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e117 = high;\n let _e118 = low;\n let _e119 = (*c);\n return mix(_e117, _e118, step(_e119, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e110 = (*c_1)[0u];\n let _e112 = (*c_1)[1u];\n let _e114 = (*c_1)[2u];\n m = max(_e110, max(_e112, _e114));\n let _e117 = m;\n if (_e117 <= 0.8f) {\n let _e119 = (*c_1);\n return _e119;\n }\n let _e120 = m;\n e = (_e120 - 0.8f);\n let _e122 = (*c_1);\n let _e123 = e;\n let _e125 = e;\n let _e129 = m;\n return (_e122 * ((0.8f + ((0.2f * _e123) / (_e125 + 0.2f))) / _e129));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e109 = (*v);\n let _e110 = (*v);\n a = ((_e109 * (_e110 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e116 = (*v);\n let _e117 = (*v);\n b = ((_e116 * ((_e117 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e124 = a;\n let _e125 = b;\n return (_e124 / _e125);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e109 = unnamed.uOutputExposure;\n let _e110 = (*x);\n (*x) = (_e110 * _e109);\n let _e112 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e112);\n let _e114 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e114), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e111 = unnamed.uOutputTransform;\n if (_e111 == 0i) {\n let _e113 = (*c_2);\n return _e113;\n }\n let _e115 = unnamed.uOutputTransform;\n if (_e115 == 2i) {\n let _e117 = (*c_2);\n param_1 = _e117;\n let _e118 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e118;\n }\n let _e120 = unnamed.uOutputTransform;\n if (_e120 == 3i) {\n let _e122 = (*c_2);\n let _e124 = unnamed.uOutputExposure;\n param_2 = (_e122 * _e124);\n let _e126 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e126;\n }\n let _e127 = (*c_2);\n param_3 = _e127;\n let _e128 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e128;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e107 = unnamed.uFogColor;\n let _e109 = unnamed.uUnderwaterColor;\n let _e111 = unnamed.uUnderwaterFactor;\n return mix(_e107, _e109, vec3(_e111));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e120 = unnamed.uFogMode;\n if (_e120 == 1i) {\n let _e123 = unnamed.uFogFar;\n let _e125 = unnamed.uFogNear;\n span = max((_e123 - _e125), 0.0001f);\n let _e128 = (*dist);\n let _e130 = unnamed.uFogNear;\n let _e132 = span;\n ramp = clamp(((_e128 - _e130) / _e132), 0f, 1f);\n let _e136 = unnamed.uUnderwaterFactor;\n if (_e136 <= 0f) {\n let _e138 = ramp;\n return _e138;\n }\n let _e140 = unnamed.uUnderwaterFogDensity;\n let _e141 = (*dist);\n wetLinear = (_e140 * _e141);\n let _e143 = ramp;\n let _e144 = wetLinear;\n let _e146 = wetLinear;\n let _e152 = unnamed.uUnderwaterFactor;\n return mix(_e143, (1f - exp2(((-(_e144) * _e146) * 1.442695f))), _e152);\n }\n let _e155 = unnamed.uFogNear;\n let _e156 = (*dist);\n start = min(_e155, _e156);\n let _e158 = (*dist);\n if (_e158 > 0f) {\n let _e160 = start;\n let _e161 = (*dist);\n local = (_e160 / _e161);\n } else {\n local = 0f;\n }\n let _e163 = local;\n before = _e163;\n let _e164 = (*pointY);\n let _e166 = unnamed.uFogEyeY;\n let _e169 = unnamed.uFogHeightFalloff;\n t = ((_e164 - _e166) * _e169);\n let _e171 = t;\n let _e172 = before;\n rest = (_e171 * (1f - _e172));\n let _e175 = rest;\n let _e178 = rest;\n denom = select(_e178, 0.0001f, (abs(_e175) < 0.0001f));\n let _e181 = unnamed.uFogDensity;\n let _e183 = t;\n let _e185 = before;\n let _e189 = (*dist);\n let _e190 = start;\n let _e193 = denom;\n let _e198 = denom;\n air = (1f - exp(((((-(_e181) * exp((-(_e183) * _e185))) * (_e189 - _e190)) * (1f - exp(-(_e193)))) / _e198)));\n let _e203 = unnamed.uUnderwaterFactor;\n if (_e203 <= 0f) {\n let _e205 = air;\n return _e205;\n }\n let _e207 = unnamed.uUnderwaterFogDensity;\n let _e208 = (*dist);\n wet = (_e207 * _e208);\n let _e210 = air;\n let _e211 = wet;\n let _e213 = wet;\n let _e219 = unnamed.uUnderwaterFactor;\n return mix(_e210, (1f - exp2(((-(_e211) * _e213) * 1.442695f))), _e219);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e107 = (*p);\n return fract((sin(dot(_e107, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e114 = (*p_1);\n i = floor(_e114);\n let _e116 = (*p_1);\n f = fract(_e116);\n let _e118 = f;\n let _e119 = f;\n let _e121 = f;\n u = ((_e118 * _e119) * (vec2(3f) - (_e121 * 2f)));\n let _e126 = i;\n param_4 = _e126;\n let _e127 = hash21_u0028_vf2_u003b((&param_4));\n let _e128 = i;\n param_5 = (_e128 + vec2<f32>(1f, 0f));\n let _e130 = hash21_u0028_vf2_u003b((&param_5));\n let _e132 = u[0u];\n let _e134 = i;\n param_6 = (_e134 + vec2<f32>(0f, 1f));\n let _e136 = hash21_u0028_vf2_u003b((&param_6));\n let _e137 = i;\n param_7 = (_e137 + vec2<f32>(1f, 1f));\n let _e139 = hash21_u0028_vf2_u003b((&param_7));\n let _e141 = u[0u];\n let _e144 = u[1u];\n return mix(mix(_e127, _e130, _e132), mix(_e136, _e139, _e141), _e144);\n}\n\nfn billow_u0028_vf2_u003b_f1_u003b_i1_u003b(p_2: ptr<function, vec2<f32>>, t_1: ptr<function, f32>, octaves: ptr<function, i32>) -> f32 {\n var v_1: f32;\n var param_8: vec2<f32>;\n var param_9: vec2<f32>;\n\n let _e112 = (*p_2);\n let _e114 = (*t_1);\n param_8 = ((_e112 * 2.4f) + vec2<f32>(0f, (-(_e114) * 0.5f)));\n let _e119 = valueNoise_u0028_vf2_u003b((&param_8));\n v_1 = (_e119 * 0.62f);\n let _e121 = (*octaves);\n if (_e121 == 1i) {\n let _e123 = v_1;\n return (_e123 / 0.62f);\n }\n let _e125 = (*p_2);\n let _e127 = (*t_1);\n let _e129 = (*t_1);\n param_9 = ((_e125 * 5.1f) + vec2<f32>((_e127 * 0.15f), (-(_e129) * 0.8f)));\n let _e134 = valueNoise_u0028_vf2_u003b((&param_9));\n let _e136 = v_1;\n v_1 = (_e136 + (_e134 * 0.38f));\n let _e138 = v_1;\n return (_e138 / 1f);\n}\n\nfn main_1() {\n var r: f32;\n var body: f32;\n var t_2: f32;\n var n: f32;\n var param_10: vec2<f32>;\n var param_11: f32;\n var param_12: i32;\n var erode: f32;\n var mask: f32;\n var n3_: vec3<f32>;\n var ndl: f32;\n var lit: vec3<f32>;\n var i_1: i32;\n var toLight: vec3<f32>;\n var dist_1: f32;\n var radius: f32;\n var falloff: f32;\n var wrapped: f32;\n var shaded: vec3<f32>;\n var fog: f32;\n var param_13: f32;\n var param_14: f32;\n var param_15: vec3<f32>;\n\n let _e129 = vUv_1;\n r = length(_e129);\n let _e131 = r;\n body = (1f - smoothstep(0.35f, 1f, _e131));\n let _e134 = body;\n if (_e134 <= 0f) {\n discard;\n }\n let _e137 = unnamed.uTime;\n let _e139 = vSeed_1;\n t_2 = ((_e137 * 0.55f) + (_e139 * 7.31f));\n let _e142 = vUv_1;\n let _e143 = vAge_1;\n let _e147 = vSeed_1;\n param_10 = ((_e142 * (0.9f + (_e143 * 1.4f))) + vec2<f32>((_e147 * 3.7f), 0f));\n let _e151 = t_2;\n param_11 = _e151;\n let _e153 = unnamed.uNoiseOctaves;\n param_12 = _e153;\n let _e154 = billow_u0028_vf2_u003b_f1_u003b_i1_u003b((&param_10), (&param_11), (&param_12));\n n = _e154;\n let _e155 = n;\n let _e157 = unnamed.uErosion;\n let _e158 = vAge_1;\n erode = mix(1f, _e155, (_e157 * (0.35f + (_e158 * 0.65f))));\n let _e163 = body;\n let _e164 = erode;\n mask = clamp((_e163 * _e164), 0f, 1f);\n let _e167 = mask;\n let _e169 = mask;\n mask = (_e169 * smoothstep(0f, 0.25f, _e167));\n let _e171 = mask;\n if (_e171 <= 0.002f) {\n discard;\n }\n let _e173 = vNormal_1;\n n3_ = normalize(_e173);\n let _e175 = n3_;\n let _e177 = unnamed.uDirectionalDir;\n ndl = ((dot(_e175, _e177) * 0.5f) + 0.5f);\n let _e182 = unnamed.uAmbient;\n let _e184 = unnamed.uDirectionalColor;\n let _e185 = ndl;\n lit = (_e182 + (_e184 * _e185));\n i_1 = 0i;\n loop {\n let _e188 = i_1;\n if (_e188 < 16i) {\n let _e190 = i_1;\n let _e192 = unnamed.uLightCount;\n if (_e190 >= _e192) {\n break;\n }\n let _e194 = i_1;\n let _e197 = unnamed.uLightPos[_e194];\n let _e198 = vWorldPos_1;\n toLight = (_e197 - _e198);\n let _e200 = toLight;\n dist_1 = length(_e200);\n let _e202 = i_1;\n let _e206 = unnamed.uLightRadius[_e202][0u];\n radius = _e206;\n let _e207 = radius;\n let _e209 = dist_1;\n let _e210 = radius;\n if ((_e207 <= 0f) || (_e209 >= _e210)) {\n continue;\n }\n let _e213 = dist_1;\n let _e214 = radius;\n falloff = (1f - (_e213 / _e214));\n let _e217 = n3_;\n let _e218 = toLight;\n let _e219 = dist_1;\n wrapped = ((dot(_e217, (_e218 / vec3(max(_e219, 0.0001f)))) * 0.5f) + 0.5f);\n let _e226 = i_1;\n let _e229 = unnamed.uLightColor[_e226];\n let _e230 = falloff;\n let _e232 = falloff;\n let _e234 = wrapped;\n let _e236 = i_1;\n let _e240 = unnamed.uLightWeight[_e236][0u];\n let _e242 = lit;\n lit = (_e242 + ((((_e229 * _e230) * _e232) * _e234) * _e240));\n continue;\n } else {\n break;\n }\n continuing {\n let _e244 = i_1;\n i_1 = (_e244 + 1i);\n }\n }\n let _e246 = vColor_1;\n let _e247 = lit;\n shaded = (_e246 * _e247);\n let _e249 = vWorldPos_1;\n let _e251 = unnamed.uCameraPos;\n param_13 = distance(_e249, _e251);\n let _e254 = vWorldPos_1[1u];\n param_14 = _e254;\n let _e255 = mediumFog_u0028_f1_u003b_f1_u003b((&param_13), (&param_14));\n fog = _e255;\n let _e256 = shaded;\n let _e257 = mediumColor_u0028_();\n let _e258 = fog;\n param_15 = mix(_e256, _e257, vec3(_e258));\n let _e261 = applyOutputTransform_u0028_vf3_u003b((&param_15));\n let _e262 = mask;\n let _e263 = vAlpha_1;\n outColor = vec4<f32>(_e261.x, _e261.y, _e261.z, (_e262 * _e263));\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(6) vNormal: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(2) vAlpha: f32) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vNormal_1 = vNormal;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vAlpha_1 = vAlpha;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
9
+ export const PARTICLE_SPARK_FRAG_WGSL = "struct Uniforms {\n uTime: f32,\n uCameraPos: vec3<f32>,\n uCoreGain: f32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vSeed_1: f32;\nvar<private> vAge_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e90 = (*c);\n low = (_e90 * 12.92f);\n let _e92 = (*c);\n high = ((pow(max(_e92, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e98 = high;\n let _e99 = low;\n let _e100 = (*c);\n return mix(_e98, _e99, step(_e100, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e91 = (*c_1)[0u];\n let _e93 = (*c_1)[1u];\n let _e95 = (*c_1)[2u];\n m = max(_e91, max(_e93, _e95));\n let _e98 = m;\n if (_e98 <= 0.8f) {\n let _e100 = (*c_1);\n return _e100;\n }\n let _e101 = m;\n e = (_e101 - 0.8f);\n let _e103 = (*c_1);\n let _e104 = e;\n let _e106 = e;\n let _e110 = m;\n return (_e103 * ((0.8f + ((0.2f * _e104) / (_e106 + 0.2f))) / _e110));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e90 = (*v);\n let _e91 = (*v);\n a = ((_e90 * (_e91 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e97 = (*v);\n let _e98 = (*v);\n b = ((_e97 * ((_e98 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e105 = a;\n let _e106 = b;\n return (_e105 / _e106);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e90 = unnamed.uOutputExposure;\n let _e91 = (*x);\n (*x) = (_e91 * _e90);\n let _e93 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e93);\n let _e95 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e95), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e92 = unnamed.uOutputTransform;\n if (_e92 == 0i) {\n let _e94 = (*c_2);\n return _e94;\n }\n let _e96 = unnamed.uOutputTransform;\n if (_e96 == 2i) {\n let _e98 = (*c_2);\n param_1 = _e98;\n let _e99 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e99;\n }\n let _e101 = unnamed.uOutputTransform;\n if (_e101 == 3i) {\n let _e103 = (*c_2);\n let _e105 = unnamed.uOutputExposure;\n param_2 = (_e103 * _e105);\n let _e107 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e107;\n }\n let _e108 = (*c_2);\n param_3 = _e108;\n let _e109 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e109;\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e101 = unnamed.uFogMode;\n if (_e101 == 1i) {\n let _e104 = unnamed.uFogFar;\n let _e106 = unnamed.uFogNear;\n span = max((_e104 - _e106), 0.0001f);\n let _e109 = (*dist);\n let _e111 = unnamed.uFogNear;\n let _e113 = span;\n ramp = clamp(((_e109 - _e111) / _e113), 0f, 1f);\n let _e117 = unnamed.uUnderwaterFactor;\n if (_e117 <= 0f) {\n let _e119 = ramp;\n return _e119;\n }\n let _e121 = unnamed.uUnderwaterFogDensity;\n let _e122 = (*dist);\n wetLinear = (_e121 * _e122);\n let _e124 = ramp;\n let _e125 = wetLinear;\n let _e127 = wetLinear;\n let _e133 = unnamed.uUnderwaterFactor;\n return mix(_e124, (1f - exp2(((-(_e125) * _e127) * 1.442695f))), _e133);\n }\n let _e136 = unnamed.uFogNear;\n let _e137 = (*dist);\n start = min(_e136, _e137);\n let _e139 = (*dist);\n if (_e139 > 0f) {\n let _e141 = start;\n let _e142 = (*dist);\n local = (_e141 / _e142);\n } else {\n local = 0f;\n }\n let _e144 = local;\n before = _e144;\n let _e145 = (*pointY);\n let _e147 = unnamed.uFogEyeY;\n let _e150 = unnamed.uFogHeightFalloff;\n t = ((_e145 - _e147) * _e150);\n let _e152 = t;\n let _e153 = before;\n rest = (_e152 * (1f - _e153));\n let _e156 = rest;\n let _e159 = rest;\n denom = select(_e159, 0.0001f, (abs(_e156) < 0.0001f));\n let _e162 = unnamed.uFogDensity;\n let _e164 = t;\n let _e166 = before;\n let _e170 = (*dist);\n let _e171 = start;\n let _e174 = denom;\n let _e179 = denom;\n air = (1f - exp(((((-(_e162) * exp((-(_e164) * _e166))) * (_e170 - _e171)) * (1f - exp(-(_e174)))) / _e179)));\n let _e184 = unnamed.uUnderwaterFactor;\n if (_e184 <= 0f) {\n let _e186 = air;\n return _e186;\n }\n let _e188 = unnamed.uUnderwaterFogDensity;\n let _e189 = (*dist);\n wet = (_e188 * _e189);\n let _e191 = air;\n let _e192 = wet;\n let _e194 = wet;\n let _e200 = unnamed.uUnderwaterFactor;\n return mix(_e191, (1f - exp2(((-(_e192) * _e194) * 1.442695f))), _e200);\n}\n\nfn hash21_u0028_vf2_u003b(p: ptr<function, vec2<f32>>) -> f32 {\n let _e88 = (*p);\n return fract((sin(dot(_e88, vec2<f32>(127.1f, 311.7f))) * 43758.547f));\n}\n\nfn valueNoise_u0028_vf2_u003b(p_1: ptr<function, vec2<f32>>) -> f32 {\n var i: vec2<f32>;\n var f: vec2<f32>;\n var u: vec2<f32>;\n var param_4: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: vec2<f32>;\n var param_7: vec2<f32>;\n\n let _e95 = (*p_1);\n i = floor(_e95);\n let _e97 = (*p_1);\n f = fract(_e97);\n let _e99 = f;\n let _e100 = f;\n let _e102 = f;\n u = ((_e99 * _e100) * (vec2(3f) - (_e102 * 2f)));\n let _e107 = i;\n param_4 = _e107;\n let _e108 = hash21_u0028_vf2_u003b((&param_4));\n let _e109 = i;\n param_5 = (_e109 + vec2<f32>(1f, 0f));\n let _e111 = hash21_u0028_vf2_u003b((&param_5));\n let _e113 = u[0u];\n let _e115 = i;\n param_6 = (_e115 + vec2<f32>(0f, 1f));\n let _e117 = hash21_u0028_vf2_u003b((&param_6));\n let _e118 = i;\n param_7 = (_e118 + vec2<f32>(1f, 1f));\n let _e120 = hash21_u0028_vf2_u003b((&param_7));\n let _e122 = u[0u];\n let _e125 = u[1u];\n return mix(mix(_e108, _e111, _e113), mix(_e117, _e120, _e122), _e125);\n}\n\nfn main_1() {\n var r: f32;\n var core: f32;\n var halo: f32;\n var flick: f32;\n var param_8: vec2<f32>;\n var cool: f32;\n var energy: f32;\n var fog: f32;\n var param_9: f32;\n var param_10: f32;\n var param_11: vec3<f32>;\n\n let _e98 = vUv_1;\n r = length(_e98);\n let _e100 = r;\n if (_e100 > 1f) {\n discard;\n }\n let _e102 = r;\n core = pow((1f - clamp(_e102, 0f, 1f)), 6f);\n let _e106 = r;\n halo = pow((1f - clamp(_e106, 0f, 1f)), 1.6f);\n let _e111 = unnamed.uTime;\n let _e113 = vSeed_1;\n let _e116 = vSeed_1;\n param_8 = vec2<f32>(((_e111 * 9f) + (_e113 * 13f)), _e116);\n let _e118 = valueNoise_u0028_vf2_u003b((&param_8));\n flick = (0.7f + (0.3f * _e118));\n let _e121 = vAge_1;\n let _e122 = vAge_1;\n cool = (1f - (_e121 * _e122));\n let _e125 = halo;\n let _e127 = core;\n let _e129 = unnamed.uCoreGain;\n let _e132 = flick;\n let _e134 = cool;\n let _e136 = vAlpha_1;\n energy = (((((_e125 * 0.55f) + (_e127 * _e129)) * _e132) * _e134) * _e136);\n let _e138 = vWorldPos_1;\n let _e140 = unnamed.uCameraPos;\n param_9 = distance(_e138, _e140);\n let _e143 = vWorldPos_1[1u];\n param_10 = _e143;\n let _e144 = mediumFog_u0028_f1_u003b_f1_u003b((&param_9), (&param_10));\n fog = _e144;\n let _e145 = fog;\n let _e147 = energy;\n energy = (_e147 * (1f - _e145));\n let _e149 = vColor_1;\n let _e150 = energy;\n param_11 = (_e149 * _e150);\n let _e152 = applyOutputTransform_u0028_vf3_u003b((&param_11));\n outColor = vec4<f32>(_e152.x, _e152.y, _e152.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(4) vSeed: f32, @location(3) vAge: f32, @location(2) vAlpha: f32, @location(5) vWorldPos: vec3<f32>, @location(1) vColor: vec3<f32>, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vSeed_1 = vSeed;\n vAge_1 = vAge;\n vAlpha_1 = vAlpha;\n vWorldPos_1 = vWorldPos;\n vColor_1 = vColor;\n vNormal_1 = vNormal;\n main_1();\n let _e15 = outColor;\n return _e15;\n}\n";
10
+ export const PARTICLE_SPRITE_FRAG_WGSL = "struct Uniforms {\n uCells: vec4<f32>,\n uFade: vec4<f32>,\n uDepthToViewZ: vec4<f32>,\n uViewport: vec2<f32>,\n uCameraPos: vec3<f32>,\n uFogEnabled: i32,\n uFogColor: vec3<f32>,\n uFogDensity: f32,\n uFogHeightFalloff: f32,\n uFogEyeY: f32,\n uUnderwaterColor: vec3<f32>,\n uUnderwaterFogDensity: f32,\n uUnderwaterFactor: f32,\n uFogMode: i32,\n uFogNear: f32,\n uFogFar: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vFrame_1: f32;\n@group(0) @binding(32) \nvar uSprite_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uSprite_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\nvar<private> vViewDepth_1: f32;\nvar<private> vAlpha_1: f32;\nvar<private> vColor_1: vec3<f32>;\nvar<private> vWorldPos_1: vec3<f32>;\nvar<private> outColor: vec4<f32>;\nvar<private> vAge_1: f32;\nvar<private> vSeed_1: f32;\nvar<private> vNormal_1: vec3<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e89 = (*c);\n low = (_e89 * 12.92f);\n let _e91 = (*c);\n high = ((pow(max(_e91, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e97 = high;\n let _e98 = low;\n let _e99 = (*c);\n return mix(_e97, _e98, step(_e99, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e90 = (*c_1)[0u];\n let _e92 = (*c_1)[1u];\n let _e94 = (*c_1)[2u];\n m = max(_e90, max(_e92, _e94));\n let _e97 = m;\n if (_e97 <= 0.8f) {\n let _e99 = (*c_1);\n return _e99;\n }\n let _e100 = m;\n e = (_e100 - 0.8f);\n let _e102 = (*c_1);\n let _e103 = e;\n let _e105 = e;\n let _e109 = m;\n return (_e102 * ((0.8f + ((0.2f * _e103) / (_e105 + 0.2f))) / _e109));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e89 = (*v);\n let _e90 = (*v);\n a = ((_e89 * (_e90 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e96 = (*v);\n let _e97 = (*v);\n b = ((_e96 * ((_e97 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e104 = a;\n let _e105 = b;\n return (_e104 / _e105);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e89 = unnamed.uOutputExposure;\n let _e90 = (*x);\n (*x) = (_e90 * _e89);\n let _e92 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e92);\n let _e94 = rrtAndOdtFit_u0028_vf3_u003b((&param));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e94), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n\n let _e91 = unnamed.uOutputTransform;\n if (_e91 == 0i) {\n let _e93 = (*c_2);\n return _e93;\n }\n let _e95 = unnamed.uOutputTransform;\n if (_e95 == 2i) {\n let _e97 = (*c_2);\n param_1 = _e97;\n let _e98 = acesFilmic_u0028_vf3_u003b((&param_1));\n (*c_2) = _e98;\n }\n let _e100 = unnamed.uOutputTransform;\n if (_e100 == 3i) {\n let _e102 = (*c_2);\n let _e104 = unnamed.uOutputExposure;\n param_2 = (_e102 * _e104);\n let _e106 = highlightShoulder_u0028_vf3_u003b((&param_2));\n (*c_2) = _e106;\n }\n let _e107 = (*c_2);\n param_3 = _e107;\n let _e108 = linearToSrgb_u0028_vf3_u003b((&param_3));\n return _e108;\n}\n\nfn mediumColor_u0028_() -> vec3<f32> {\n let _e87 = unnamed.uFogColor;\n let _e89 = unnamed.uUnderwaterColor;\n let _e91 = unnamed.uUnderwaterFactor;\n return mix(_e87, _e89, vec3(_e91));\n}\n\nfn mediumFog_u0028_f1_u003b_f1_u003b(dist: ptr<function, f32>, pointY: ptr<function, f32>) -> f32 {\n var span: f32;\n var ramp: f32;\n var wetLinear: f32;\n var start: f32;\n var before: f32;\n var local: f32;\n var t: f32;\n var rest: f32;\n var denom: f32;\n var air: f32;\n var wet: f32;\n\n let _e100 = unnamed.uFogMode;\n if (_e100 == 1i) {\n let _e103 = unnamed.uFogFar;\n let _e105 = unnamed.uFogNear;\n span = max((_e103 - _e105), 0.0001f);\n let _e108 = (*dist);\n let _e110 = unnamed.uFogNear;\n let _e112 = span;\n ramp = clamp(((_e108 - _e110) / _e112), 0f, 1f);\n let _e116 = unnamed.uUnderwaterFactor;\n if (_e116 <= 0f) {\n let _e118 = ramp;\n return _e118;\n }\n let _e120 = unnamed.uUnderwaterFogDensity;\n let _e121 = (*dist);\n wetLinear = (_e120 * _e121);\n let _e123 = ramp;\n let _e124 = wetLinear;\n let _e126 = wetLinear;\n let _e132 = unnamed.uUnderwaterFactor;\n return mix(_e123, (1f - exp2(((-(_e124) * _e126) * 1.442695f))), _e132);\n }\n let _e135 = unnamed.uFogNear;\n let _e136 = (*dist);\n start = min(_e135, _e136);\n let _e138 = (*dist);\n if (_e138 > 0f) {\n let _e140 = start;\n let _e141 = (*dist);\n local = (_e140 / _e141);\n } else {\n local = 0f;\n }\n let _e143 = local;\n before = _e143;\n let _e144 = (*pointY);\n let _e146 = unnamed.uFogEyeY;\n let _e149 = unnamed.uFogHeightFalloff;\n t = ((_e144 - _e146) * _e149);\n let _e151 = t;\n let _e152 = before;\n rest = (_e151 * (1f - _e152));\n let _e155 = rest;\n let _e158 = rest;\n denom = select(_e158, 0.0001f, (abs(_e155) < 0.0001f));\n let _e161 = unnamed.uFogDensity;\n let _e163 = t;\n let _e165 = before;\n let _e169 = (*dist);\n let _e170 = start;\n let _e173 = denom;\n let _e178 = denom;\n air = (1f - exp(((((-(_e161) * exp((-(_e163) * _e165))) * (_e169 - _e170)) * (1f - exp(-(_e173)))) / _e178)));\n let _e183 = unnamed.uUnderwaterFactor;\n if (_e183 <= 0f) {\n let _e185 = air;\n return _e185;\n }\n let _e187 = unnamed.uUnderwaterFogDensity;\n let _e188 = (*dist);\n wet = (_e187 * _e188);\n let _e190 = air;\n let _e191 = wet;\n let _e193 = wet;\n let _e199 = unnamed.uUnderwaterFactor;\n return mix(_e190, (1f - exp2(((-(_e191) * _e193) * 1.442695f))), _e199);\n}\n\nfn viewZ_u0028_f1_u003b(depth: ptr<function, f32>) -> f32 {\n var ndc: f32;\n\n let _e88 = (*depth);\n ndc = (1f - (_e88 * 2f));\n let _e93 = unnamed.uDepthToViewZ[0u];\n let _e94 = ndc;\n let _e98 = unnamed.uDepthToViewZ[1u];\n let _e102 = unnamed.uDepthToViewZ[2u];\n let _e103 = ndc;\n let _e107 = unnamed.uDepthToViewZ[3u];\n return (((_e93 * _e94) + _e98) / ((_e102 * _e103) + _e107));\n}\n\nfn cellUv_u0028_i1_u003b_vf2_u003b(cell: ptr<function, i32>, uv: ptr<function, vec2<f32>>) -> vec2<f32> {\n var columns: i32;\n var rows: i32;\n var wrapped: i32;\n var column: i32;\n var row: i32;\n\n let _e95 = unnamed.uCells[0u];\n columns = max(i32((_e95 + 0.5f)), 1i);\n let _e101 = unnamed.uCells[1u];\n rows = max(i32((_e101 + 0.5f)), 1i);\n let _e105 = (*cell);\n let _e106 = columns;\n let _e107 = rows;\n let _e108 = (_e106 * _e107);\n wrapped = (_e105 - (i32(floor((f32(_e105) / f32(_e108)))) * _e108));\n let _e116 = wrapped;\n let _e117 = columns;\n column = (_e116 - (i32(floor((f32(_e116) / f32(_e117)))) * _e117));\n let _e125 = wrapped;\n let _e126 = columns;\n row = (_e125 / _e126);\n let _e128 = column;\n let _e130 = row;\n let _e133 = (*uv);\n let _e135 = columns;\n let _e137 = rows;\n return ((vec2<f32>(f32(_e128), f32(_e130)) + _e133) / vec2<f32>(f32(_e135), f32(_e137)));\n}\n\nfn main_1() {\n var uv_1: vec2<f32>;\n var frame: f32;\n var first: i32;\n var image: vec4<f32>;\n var param_4: i32;\n var param_5: vec2<f32>;\n var next: vec4<f32>;\n var param_6: i32;\n var param_7: vec2<f32>;\n var fade: f32;\n var depth_1: f32;\n var param_8: f32;\n var alpha: f32;\n var color: vec3<f32>;\n var fog: f32;\n var param_9: f32;\n var param_10: f32;\n var param_11: vec3<f32>;\n var phi_513_: bool;\n\n let _e105 = vUv_1[0u];\n let _e109 = vUv_1[1u];\n uv_1 = vec2<f32>(((_e105 * 0.5f) + 0.5f), (0.5f - (_e109 * 0.5f)));\n let _e113 = vFrame_1;\n frame = max(_e113, 0f);\n let _e115 = frame;\n first = i32(floor(_e115));\n let _e118 = first;\n param_4 = _e118;\n let _e119 = uv_1;\n param_5 = _e119;\n let _e120 = cellUv_u0028_i1_u003b_vf2_u003b((&param_4), (&param_5));\n let _e123 = vec3<f32>(_e120.x, _e120.y, 0f);\n let _e129 = textureSample(uSprite_t, uSprite_s, vec2<f32>(_e123.x, _e123.y), i32(_e123.z));\n image = _e129;\n let _e132 = unnamed.uCells[2u];\n if (_e132 > 0.5f) {\n let _e134 = first;\n param_6 = (_e134 + 1i);\n let _e136 = uv_1;\n param_7 = _e136;\n let _e137 = cellUv_u0028_i1_u003b_vf2_u003b((&param_6), (&param_7));\n let _e140 = vec3<f32>(_e137.x, _e137.y, 0f);\n let _e146 = textureSample(uSprite_t, uSprite_s, vec2<f32>(_e140.x, _e140.y), i32(_e140.z));\n next = _e146;\n let _e147 = image;\n let _e148 = next;\n let _e149 = frame;\n image = mix(_e147, _e148, vec4(fract(_e149)));\n }\n fade = 1f;\n let _e155 = unnamed.uFade[2u];\n let _e156 = (_e155 > 0.5f);\n phi_513_ = _e156;\n if _e156 {\n let _e159 = unnamed.uFade[0u];\n phi_513_ = (_e159 > 0f);\n }\n let _e162 = phi_513_;\n if _e162 {\n let _e163 = gl_FragCoord_1;\n let _e166 = unnamed.uViewport;\n let _e168 = textureSampleLevel(uDepth_t, uDepth_s, (_e163.xy / _e166), 0f);\n depth_1 = _e168.x;\n let _e170 = depth_1;\n if !((_e170 <= 0f)) {\n let _e173 = depth_1;\n param_8 = _e173;\n let _e174 = viewZ_u0028_f1_u003b((&param_8));\n let _e176 = vViewDepth_1;\n let _e180 = unnamed.uFade[0u];\n fade = clamp(((abs(_e174) - _e176) / _e180), 0f, 1f);\n }\n }\n let _e185 = unnamed.uFade[1u];\n if (_e185 > 0f) {\n let _e187 = vViewDepth_1;\n let _e190 = unnamed.uFade[1u];\n let _e193 = fade;\n fade = (_e193 * clamp((_e187 / _e190), 0f, 1f));\n }\n let _e195 = vAlpha_1;\n let _e197 = image[3u];\n let _e199 = fade;\n alpha = ((_e195 * _e197) * _e199);\n let _e201 = alpha;\n if (_e201 <= 0.001f) {\n discard;\n }\n let _e203 = vColor_1;\n let _e204 = image;\n color = (_e203 * _e204.xyz);\n let _e208 = unnamed.uFogEnabled;\n if (_e208 != 0i) {\n let _e210 = vWorldPos_1;\n let _e212 = unnamed.uCameraPos;\n param_9 = distance(_e210, _e212);\n let _e215 = vWorldPos_1[1u];\n param_10 = _e215;\n let _e216 = mediumFog_u0028_f1_u003b_f1_u003b((&param_9), (&param_10));\n fog = _e216;\n let _e217 = color;\n let _e218 = mediumColor_u0028_();\n let _e219 = fog;\n color = mix(_e217, _e218, vec3(_e219));\n }\n let _e222 = color;\n param_11 = _e222;\n let _e223 = applyOutputTransform_u0028_vf3_u003b((&param_11));\n let _e224 = alpha;\n outColor = vec4<f32>(_e223.x, _e223.y, _e223.z, _e224);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(7) vFrame: f32, @builtin(position) gl_FragCoord: vec4<f32>, @location(8) vViewDepth: f32, @location(2) vAlpha: f32, @location(1) vColor: vec3<f32>, @location(5) vWorldPos: vec3<f32>, @location(3) vAge: f32, @location(4) vSeed: f32, @location(6) vNormal: vec3<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vFrame_1 = vFrame;\n gl_FragCoord_1 = gl_FragCoord;\n vViewDepth_1 = vViewDepth;\n vAlpha_1 = vAlpha;\n vColor_1 = vColor;\n vWorldPos_1 = vWorldPos;\n vAge_1 = vAge;\n vSeed_1 = vSeed;\n vNormal_1 = vNormal;\n main_1();\n let _e21 = outColor;\n return _e21;\n}\n";
11
11
  export const PARTICLE_VERT_WGSL = "struct Uniforms {\n uViewProj: mat4x4<f32>,\n uCameraPos: vec3<f32>,\n uStretchSec: f32,\n uCameraFacing: f32,\n uCameraOffset: f32,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @location(7) member_1: f32,\n @location(1) member_2: vec3<f32>,\n @location(2) member_3: f32,\n @location(3) member_4: f32,\n @location(4) member_5: f32,\n @location(5) member_6: vec3<f32>,\n @location(6) member_7: vec3<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(8) member_8: f32,\n}\n\nvar<private> aSpin_1: f32;\nvar<private> aCorner_1: vec2<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aPos_1: vec3<f32>;\nvar<private> aVelocity_1: vec3<f32>;\nvar<private> aBlade_1: f32;\nvar<private> aSize_1: f32;\nvar<private> aSprite_1: vec2<f32>;\nvar<private> vUv: vec2<f32>;\nvar<private> vFrame: f32;\nvar<private> vColor: vec3<f32>;\nvar<private> aColor_1: vec3<f32>;\nvar<private> vAlpha: f32;\nvar<private> aAlpha_1: f32;\nvar<private> vAge: f32;\nvar<private> aAge_1: f32;\nvar<private> vSeed: f32;\nvar<private> aSeed_1: f32;\nvar<private> vWorldPos: vec3<f32>;\nvar<private> vNormal: vec3<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vViewDepth: f32;\n\nfn main_1() {\n var s: f32;\n var c: f32;\n var rolled: vec2<f32>;\n var viewer: vec3<f32>;\n var alongView: vec3<f32>;\n var up: vec3<f32>;\n var across: vec3<f32>;\n var bladeGain: f32;\n var toCamera: vec3<f32>;\n var reference: vec3<f32>;\n var offset: vec3<f32>;\n var extent: vec2<f32>;\n var turned: vec2<f32>;\n var travel: vec3<f32>;\n var along: f32;\n var world: vec3<f32>;\n var face: vec3<f32>;\n var toEye: vec3<f32>;\n var local: vec3<f32>;\n var phi_84_: bool;\n\n let _e60 = aSpin_1;\n s = sin(_e60);\n let _e62 = aSpin_1;\n c = cos(_e62);\n let _e65 = aCorner_1[0u];\n let _e66 = c;\n let _e69 = aCorner_1[1u];\n let _e70 = s;\n let _e74 = aCorner_1[0u];\n let _e75 = s;\n let _e78 = aCorner_1[1u];\n let _e79 = c;\n rolled = vec2<f32>(((_e65 * _e66) - (_e69 * _e70)), ((_e74 * _e75) + (_e78 * _e79)));\n let _e84 = unnamed.uCameraPos;\n let _e85 = aPos_1;\n viewer = normalize((_e84 - _e85));\n let _e88 = aVelocity_1;\n let _e89 = viewer;\n let _e90 = aVelocity_1;\n let _e91 = viewer;\n alongView = (_e88 - (_e89 * dot(_e90, _e91)));\n let _e96 = unnamed.uCameraFacing;\n let _e97 = (_e96 > 1.5f);\n phi_84_ = _e97;\n if _e97 {\n let _e98 = alongView;\n let _e99 = alongView;\n phi_84_ = (dot(_e98, _e99) > 0.0000000001f);\n }\n let _e103 = phi_84_;\n if _e103 {\n let _e104 = alongView;\n up = normalize(_e104);\n let _e106 = up;\n let _e107 = viewer;\n across = cross(_e106, _e107);\n let _e109 = aBlade_1;\n bladeGain = select(0f, 1f, (_e109 < 0.5f));\n } else {\n let _e113 = unnamed.uCameraFacing;\n if (_e113 > 0.5f) {\n let _e116 = unnamed.uCameraPos;\n let _e117 = aPos_1;\n toCamera = normalize((_e116 - _e117));\n let _e121 = toCamera[1u];\n reference = select(vec3<f32>(0f, 1f, 0f), vec3<f32>(0f, 0f, 1f), vec3((abs(_e121) > 0.999f)));\n let _e126 = reference;\n let _e127 = toCamera;\n across = normalize(cross(_e126, _e127));\n let _e130 = toCamera;\n let _e131 = across;\n up = cross(_e130, _e131);\n let _e133 = aBlade_1;\n bladeGain = select(0f, 1f, (_e133 < 0.5f));\n } else {\n let _e136 = aBlade_1;\n across = select(vec3<f32>(0f, 0f, 1f), vec3<f32>(1f, 0f, 0f), vec3((_e136 < 0.5f)));\n up = vec3<f32>(0f, 1f, 0f);\n bladeGain = 1f;\n }\n }\n let _e140 = across;\n let _e142 = rolled[0u];\n let _e144 = up;\n let _e146 = rolled[1u];\n let _e149 = aSize_1;\n offset = (((_e140 * _e142) + (_e144 * _e146)) * _e149);\n let _e152 = aSprite_1[1u];\n if (_e152 > 0f) {\n let _e155 = aCorner_1[0u];\n let _e156 = aSize_1;\n let _e159 = aCorner_1[1u];\n let _e161 = aSprite_1[1u];\n extent = vec2<f32>((_e155 * _e156), (_e159 * _e161));\n let _e165 = extent[0u];\n let _e166 = c;\n let _e169 = extent[1u];\n let _e170 = s;\n let _e174 = extent[0u];\n let _e175 = s;\n let _e178 = extent[1u];\n let _e179 = c;\n turned = vec2<f32>(((_e165 * _e166) - (_e169 * _e170)), ((_e174 * _e175) + (_e178 * _e179)));\n let _e183 = across;\n let _e185 = turned[0u];\n let _e187 = up;\n let _e189 = turned[1u];\n offset = ((_e183 * _e185) + (_e187 * _e189));\n }\n let _e193 = unnamed.uStretchSec;\n if (_e193 > 0f) {\n let _e195 = aVelocity_1;\n let _e197 = unnamed.uStretchSec;\n travel = (_e195 * _e197);\n let _e199 = offset;\n let _e202 = travel;\n along = dot(normalize((_e199 + vec3<f32>(0.000001f, 0.000001f, 0.000001f))), normalize((_e202 + vec3<f32>(0.000001f, 0.000001f, 0.000001f))));\n let _e206 = travel;\n let _e207 = along;\n let _e210 = offset;\n offset = (_e210 + ((_e206 * _e207) * 0.5f));\n }\n let _e212 = aPos_1;\n let _e213 = offset;\n let _e214 = bladeGain;\n world = (_e212 + (_e213 * _e214));\n let _e217 = viewer;\n let _e219 = unnamed.uCameraOffset;\n let _e221 = bladeGain;\n let _e223 = world;\n world = (_e223 + ((_e217 * _e219) * _e221));\n let _e225 = aCorner_1;\n vUv = _e225;\n let _e227 = aSprite_1[0u];\n vFrame = _e227;\n let _e228 = aColor_1;\n vColor = _e228;\n let _e229 = aAlpha_1;\n vAlpha = _e229;\n let _e230 = aAge_1;\n vAge = _e230;\n let _e231 = aSeed_1;\n vSeed = _e231;\n let _e232 = world;\n vWorldPos = _e232;\n let _e233 = across;\n let _e234 = up;\n face = cross(_e233, _e234);\n let _e237 = unnamed.uCameraPos;\n let _e238 = world;\n toEye = normalize((_e237 - _e238));\n let _e241 = face;\n let _e242 = toEye;\n if (dot(_e241, _e242) < 0f) {\n let _e245 = face;\n local = -(_e245);\n } else {\n let _e247 = face;\n local = _e247;\n }\n let _e248 = local;\n vNormal = _e248;\n let _e250 = unnamed.uViewProj;\n let _e251 = world;\n unnamed_1.gl_Position = (_e250 * vec4<f32>(_e251.x, _e251.y, _e251.z, 1f));\n let _e260 = unnamed_1.gl_Position[3u];\n vViewDepth = _e260;\n return;\n}\n\n@vertex \nfn main(@location(4) aSpin: f32, @location(0) aCorner: vec2<f32>, @location(2) aPos: vec3<f32>, @location(9) aVelocity: vec3<f32>, @location(1) aBlade: f32, @location(3) aSize: f32, @location(10) aSprite: vec2<f32>, @location(5) aColor: vec3<f32>, @location(6) aAlpha: f32, @location(7) aAge: f32, @location(8) aSeed: f32) -> VertexOutput {\n aSpin_1 = aSpin;\n aCorner_1 = aCorner;\n aPos_1 = aPos;\n aVelocity_1 = aVelocity;\n aBlade_1 = aBlade;\n aSize_1 = aSize;\n aSprite_1 = aSprite;\n aColor_1 = aColor;\n aAlpha_1 = aAlpha;\n aAge_1 = aAge;\n aSeed_1 = aSeed;\n main_1();\n let _e34 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e34);\n let _e36 = vUv;\n let _e37 = vFrame;\n let _e38 = vColor;\n let _e39 = vAlpha;\n let _e40 = vAge;\n let _e41 = vSeed;\n let _e42 = vWorldPos;\n let _e43 = vNormal;\n let _e44 = unnamed_1.gl_Position;\n let _e45 = vViewDepth;\n return VertexOutput(_e36, _e37, _e38, _e39, _e40, _e41, _e42, _e43, _e44, _e45);\n}\n";
12
12
  /**
13
13
  * What the transform assigned, so the renderer binds the same numbers.
@@ -1,4 +1,4 @@
1
- export declare const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uAoStrength: f32,\n uAoOffset: vec2<f32>,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uVignette: f32,\n uGrain: vec2<f32>,\n uAutoExposure: f32,\n uLocalExposure: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(40) \nvar uExposureHeld_t: texture_2d<f32>;\n@group(0) @binding(42) \nvar uExposureLocal_t: texture_2d<f32>;\n@group(0) @binding(43) \nvar uExposureLocal_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(38) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uBloom_s: sampler;\n@group(0) @binding(44) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(45) \nvar uGradeLut_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(36) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(41) \nvar uExposureHeld_s: sampler;\n\nfn grainNoise_u0028_vu2_u003b_u1_u003b(p: ptr<function, vec2<u32>>, seed: ptr<function, u32>) -> f32 {\n var h: u32;\n\n let _e155 = (*p)[0u];\n let _e158 = (*p)[1u];\n let _e161 = (*seed);\n h = (((_e155 * 1664525u) + (_e158 * 1013904223u)) + (_e161 * 2654435769u));\n let _e164 = h;\n let _e167 = h;\n h = (_e167 ^ (_e164 >> bitcast<u32>(16u)));\n let _e169 = h;\n h = (_e169 * 2246822519u);\n let _e171 = h;\n let _e174 = h;\n h = (_e174 ^ (_e171 >> bitcast<u32>(13u)));\n let _e176 = h;\n h = (_e176 * 3266489917u);\n let _e178 = h;\n let _e181 = h;\n h = (_e181 ^ (_e178 >> bitcast<u32>(16u)));\n let _e183 = h;\n return (f32(_e183) * 0.00000000023283064f);\n}\n\nfn withGrain_u0028_vf3_u003b_vf2_u003b(c: ptr<function, vec3<f32>>, fragCoord: ptr<function, vec2<f32>>) -> vec3<f32> {\n var luma: f32;\n var weight: f32;\n var n: f32;\n var param: vec2<u32>;\n var param_1: u32;\n\n let _e160 = unnamed.uGrain[0u];\n if (_e160 <= 0f) {\n let _e162 = (*c);\n return _e162;\n }\n let _e163 = (*c);\n luma = dot(clamp(_e163, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e168 = luma;\n let _e170 = luma;\n weight = (0.25f + ((3f * _e168) * (1f - _e170)));\n let _e174 = (*fragCoord);\n let _e178 = unnamed.uGrain[1u];\n param = vec2<u32>(_e174);\n param_1 = u32(_e178);\n let _e180 = grainNoise_u0028_vu2_u003b_u1_u003b((&param), (&param_1));\n n = (_e180 - 0.5f);\n let _e182 = (*c);\n let _e183 = n;\n let _e187 = unnamed.uGrain[0u];\n let _e189 = weight;\n return (_e182 + vec3((((2f * _e183) * _e187) * _e189)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e153 = unnamed.uVeilAlpha;\n if (_e153 <= 0f) {\n let _e155 = (*c_1);\n return _e155;\n }\n let _e156 = (*c_1);\n let _e158 = unnamed.uVeilColor;\n let _e160 = unnamed.uVeilAlpha;\n return mix(_e156, _e158, vec3(_e160));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e155 = unnamed.uGradeStrength;\n if (_e155 <= 0f) {\n let _e157 = (*c_2);\n return _e157;\n }\n let _e158 = (*c_2);\n clamped = clamp(_e158, vec3(0f), vec3(1f));\n let _e162 = clamped;\n let _e164 = unnamed.uGradeSize;\n let _e170 = unnamed.uGradeSize;\n uvw = (((_e162 * (_e164 - 1f)) + vec3(0.5f)) / vec3(_e170));\n let _e173 = (*c_2);\n let _e174 = uvw;\n let _e175 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e174, 0f);\n let _e178 = unnamed.uGradeStrength;\n return mix(_e173, _e175.xyz, vec3(_e178));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e154 = (*c_3);\n low = (_e154 * 12.92f);\n let _e156 = (*c_3);\n high = ((pow(max(_e156, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e162 = low;\n let _e163 = high;\n let _e164 = (*c_3);\n return mix(_e162, _e163, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e164));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e155 = (*c_4)[0u];\n let _e157 = (*c_4)[1u];\n let _e159 = (*c_4)[2u];\n m = max(_e155, max(_e157, _e159));\n let _e162 = m;\n if (_e162 <= 0.8f) {\n let _e164 = (*c_4);\n return _e164;\n }\n let _e165 = m;\n e = (_e165 - 0.8f);\n let _e167 = (*c_4);\n let _e168 = e;\n let _e170 = e;\n let _e174 = m;\n return (_e167 * ((0.8f + ((0.2f * _e168) / (_e170 + 0.2f))) / _e174));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e156 = unnamed.uOutputExposure;\n let _e157 = (*x);\n (*x) = (_e157 * _e156);\n let _e159 = (*x);\n v = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e159);\n let _e161 = v;\n let _e162 = v;\n a = ((_e161 * (_e162 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e168 = v;\n let _e169 = v;\n b = ((_e168 * ((_e169 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e176 = a;\n let _e177 = b;\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * (_e176 / _e177)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_5: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: vec3<f32>;\n\n let _e156 = unnamed.uOutputTransform;\n if (_e156 == 0i) {\n let _e158 = (*c_5);\n return _e158;\n }\n let _e160 = unnamed.uOutputTransform;\n if (_e160 == 2i) {\n let _e162 = (*c_5);\n param_2 = _e162;\n let _e163 = acesFilmic_u0028_vf3_u003b((&param_2));\n (*c_5) = _e163;\n }\n let _e165 = unnamed.uOutputTransform;\n if (_e165 == 3i) {\n let _e167 = (*c_5);\n let _e169 = unnamed.uOutputExposure;\n param_3 = (_e167 * _e169);\n let _e171 = highlightShoulder_u0028_vf3_u003b((&param_3));\n (*c_5) = _e171;\n }\n let _e172 = (*c_5);\n param_4 = _e172;\n let _e173 = linearToSrgb_u0028_vf3_u003b((&param_4));\n return _e173;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_6: ptr<function, vec3<f32>>, uv: ptr<function, vec2<f32>>, size: ptr<function, vec2<f32>>) -> vec3<f32> {\n var d: vec2<f32>;\n var corner: vec2<f32>;\n var r2_: f32;\n var falloff: f32;\n\n let _e159 = unnamed.uVignette;\n if (_e159 <= 0f) {\n let _e161 = (*c_6);\n return _e161;\n }\n let _e162 = (*uv);\n let _e165 = (*size);\n d = ((_e162 - vec2(0.5f)) * _e165);\n let _e167 = (*size);\n corner = (_e167 * 0.5f);\n let _e169 = d;\n let _e170 = d;\n let _e172 = corner;\n let _e173 = corner;\n r2_ = (dot(_e169, _e170) / dot(_e172, _e173));\n let _e177 = unnamed.uVignette;\n let _e178 = r2_;\n falloff = (1f + (_e177 * _e178));\n let _e181 = (*c_6);\n let _e182 = falloff;\n let _e183 = falloff;\n return (_e181 / vec3((_e182 * _e183)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e154 = unnamed.uAutoExposure;\n if (_e154 <= 0f) {\n return 1f;\n }\n let _e156 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e156.x;\n let _e159 = unnamed.uAutoExposure;\n let _e160 = held;\n stops = (_e159 * (-2.473931f - _e160));\n let _e163 = stops;\n return exp2(clamp(_e163, -6f, 6f));\n}\n\nfn localBlock_u0028_vf2_u003b_f1_u003b(uv_1: ptr<function, vec2<f32>>, block: ptr<function, f32>) -> vec2<f32> {\n var inside: vec2<f32>;\n\n let _e154 = (*uv_1);\n inside = clamp(_e154, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e156 = (*block);\n let _e158 = inside[0u];\n let _e162 = inside[1u];\n let _e164 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e156 + _e158) / 11f), _e162), 0f);\n return _e164.xy;\n}\n\nfn localExposureGain_u0028_vf2_u003b_vf3_u003b(uv_2: ptr<function, vec2<f32>>, light: ptr<function, vec3<f32>>) -> f32 {\n var held_1: f32;\n var pixel: f32;\n var b_1: f32;\n var lower: f32;\n var upper: f32;\n var banded: vec2<f32>;\n var param_5: vec2<f32>;\n var param_6: f32;\n var param_7: vec2<f32>;\n var param_8: f32;\n var tileMean: f32;\n var param_9: vec2<f32>;\n var param_10: f32;\n var bilateral: f32;\n var local: f32;\n var local_1: f32;\n var stops_1: f32;\n\n let _e171 = unnamed.uLocalExposure;\n if (_e171 <= 0f) {\n return 1f;\n }\n let _e173 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e173.x;\n let _e175 = (*light);\n pixel = clamp(log2(max(dot(_e175, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e180 = pixel;\n b_1 = (((_e180 - -12f) / 2f) - 0.5f);\n let _e184 = b_1;\n lower = clamp(floor(_e184), 0f, 9f);\n let _e187 = lower;\n upper = min((_e187 + 1f), 9f);\n let _e190 = (*uv_2);\n param_5 = _e190;\n let _e191 = lower;\n param_6 = _e191;\n let _e192 = localBlock_u0028_vf2_u003b_f1_u003b((&param_5), (&param_6));\n let _e193 = (*uv_2);\n param_7 = _e193;\n let _e194 = upper;\n param_8 = _e194;\n let _e195 = localBlock_u0028_vf2_u003b_f1_u003b((&param_7), (&param_8));\n let _e196 = b_1;\n let _e197 = lower;\n banded = mix(_e192, _e195, vec2(clamp((_e196 - _e197), 0f, 1f)));\n let _e202 = (*uv_2);\n param_9 = _e202;\n param_10 = 10f;\n let _e203 = localBlock_u0028_vf2_u003b_f1_u003b((&param_9), (&param_10));\n tileMean = _e203.x;\n let _e206 = banded[1u];\n if (_e206 > 0.001f) {\n let _e209 = banded[0u];\n let _e211 = banded[1u];\n local = (_e209 / _e211);\n } else {\n let _e213 = tileMean;\n local = _e213;\n }\n let _e214 = local;\n bilateral = _e214;\n let _e215 = bilateral;\n let _e216 = tileMean;\n local_1 = mix(_e215, _e216, 0.4f);\n let _e219 = unnamed.uLocalExposure;\n let _e220 = held_1;\n let _e221 = local_1;\n stops_1 = (_e219 * (_e220 - _e221));\n let _e224 = stops_1;\n return exp2(clamp(_e224, -3f, 3f));\n}\n\nfn finish_u0028_vf3_u003b(light_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var local_2: f32;\n var param_11: vec2<f32>;\n var param_12: vec3<f32>;\n var lensed: vec3<f32>;\n var param_13: vec3<f32>;\n var param_14: vec2<f32>;\n var param_15: vec2<f32>;\n var param_16: vec3<f32>;\n var param_17: vec3<f32>;\n var param_18: vec3<f32>;\n var param_19: vec3<f32>;\n var param_20: vec2<f32>;\n\n let _e164 = vUv_1;\n param_11 = _e164;\n let _e165 = (*light_1);\n param_12 = _e165;\n let _e166 = localExposureGain_u0028_vf2_u003b_vf3_u003b((&param_11), (&param_12));\n local_2 = _e166;\n let _e167 = autoExposureGain_u0028_();\n let _e168 = local_2;\n let _e170 = (*light_1);\n (*light_1) = (_e170 * (_e167 * _e168));\n let _e172 = textureDimensions(uScene_t, 0i);\n let _e175 = (*light_1);\n param_13 = _e175;\n let _e176 = vUv_1;\n param_14 = _e176;\n param_15 = vec2<f32>(vec2<i32>(_e172));\n let _e177 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((&param_13), (&param_14), (&param_15));\n lensed = _e177;\n let _e178 = lensed;\n param_16 = _e178;\n let _e179 = grade_u0028_vf3_u003b((&param_16));\n param_17 = _e179;\n let _e180 = applyColourGrade_u0028_vf3_u003b((&param_17));\n param_18 = _e180;\n let _e181 = withVeil_u0028_vf3_u003b((&param_18));\n param_19 = _e181;\n let _e182 = gl_FragCoord_1;\n param_20 = _e182.xy;\n let _e184 = withGrain_u0028_vf3_u003b_vf2_u003b((&param_19), (&param_20));\n return _e184;\n}\n\nfn withBloom_u0028_vf3_u003b(c_7: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e153 = unnamed.uBloomStrength;\n if (_e153 <= 0f) {\n let _e155 = (*c_7);\n return _e155;\n }\n let _e156 = (*c_7);\n let _e157 = vUv_1;\n let _e158 = textureSampleLevel(uBloom_t, uBloom_s, _e157, 0f);\n let _e161 = unnamed.uBloomStrength;\n return (_e156 + (_e158.xyz * _e161));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e153 = (*viewDepth);\n let _e155 = unnamed.uFocusDistance;\n let _e159 = unnamed.uFocusRange;\n offPlane = (abs((_e153 - _e155)) - _e159);\n let _e161 = offPlane;\n let _e163 = unnamed.uFocusRange;\n return clamp((_e161 / _e163), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e153 = (*uv_3);\n let _e154 = textureSampleLevel(uDepth_t, uDepth_s, _e153, 0f);\n z = (1f - (_e154.x * 2f));\n let _e160 = unnamed.uDepthToView[0u];\n let _e161 = z;\n let _e165 = unnamed.uDepthToView[1u];\n let _e170 = unnamed.uDepthToView[2u];\n let _e171 = z;\n let _e175 = unnamed.uDepthToView[3u];\n return (-(((_e160 * _e161) + _e165)) / ((_e170 * _e171) + _e175));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_4: vec2<f32>;\n var depth: f32;\n var param_21: vec2<f32>;\n var weight_1: f32;\n var local_3: f32;\n var param_22: f32;\n\n let _e160 = vUv_1;\n let _e161 = (*direction);\n let _e162 = (*radius);\n let _e165 = unnamed.uDofAspect;\n uv_4 = (_e160 + ((_e161 * _e162) * _e165));\n let _e168 = uv_4;\n param_21 = _e168;\n let _e169 = viewDepthOf_u0028_vf2_u003b((&param_21));\n depth = _e169;\n let _e170 = depth;\n let _e171 = (*centreDepth);\n if (_e170 >= _e171) {\n local_3 = 1f;\n } else {\n let _e173 = depth;\n param_22 = _e173;\n let _e174 = circleOfConfusion_u0028_f1_u003b((&param_22));\n local_3 = _e174;\n }\n let _e175 = local_3;\n weight_1 = _e175;\n let _e176 = uv_4;\n let _e177 = textureSampleLevel(uScene_t, uScene_s, _e176, 0f);\n let _e179 = weight_1;\n let _e180 = (_e177.xyz * _e179);\n let _e181 = weight_1;\n return vec4<f32>(_e180.x, _e180.y, _e180.z, _e181);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_23: vec2<f32>;\n var coc: f32;\n var param_24: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_25: vec2<f32>;\n var param_26: f32;\n var param_27: f32;\n var param_28: vec2<f32>;\n var param_29: f32;\n var param_30: f32;\n var param_31: vec2<f32>;\n var param_32: f32;\n var param_33: f32;\n var param_34: vec2<f32>;\n var param_35: f32;\n var param_36: f32;\n var param_37: vec2<f32>;\n var param_38: f32;\n var param_39: f32;\n var param_40: vec2<f32>;\n var param_41: f32;\n var param_42: f32;\n var param_43: vec2<f32>;\n var param_44: f32;\n var param_45: f32;\n var param_46: vec2<f32>;\n var param_47: f32;\n var param_48: f32;\n\n let _e182 = vUv_1;\n param_23 = _e182;\n let _e183 = viewDepthOf_u0028_vf2_u003b((&param_23));\n depth_1 = _e183;\n let _e184 = depth_1;\n param_24 = _e184;\n let _e185 = circleOfConfusion_u0028_f1_u003b((&param_24));\n coc = _e185;\n let _e186 = coc;\n if (_e186 <= 0f) {\n let _e188 = (*centre);\n return _e188;\n }\n let _e189 = coc;\n let _e191 = unnamed.uDofStrength;\n radius_1 = (_e189 * _e191);\n let _e193 = (*centre);\n sum = vec4<f32>(_e193.x, _e193.y, _e193.z, 1f);\n param_25 = vec2<f32>(0.25f, 0f);\n let _e198 = radius_1;\n param_26 = _e198;\n let _e199 = depth_1;\n param_27 = _e199;\n let _e200 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_25), (&param_26), (&param_27));\n let _e201 = sum;\n sum = (_e201 + _e200);\n param_28 = vec2<f32>(-0.31929f, 0.292496f);\n let _e203 = radius_1;\n param_29 = _e203;\n let _e204 = depth_1;\n param_30 = _e204;\n let _e205 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_28), (&param_29), (&param_30));\n let _e206 = sum;\n sum = (_e206 + _e205);\n param_31 = vec2<f32>(0.048872f, -0.556877f);\n let _e208 = radius_1;\n param_32 = _e208;\n let _e209 = depth_1;\n param_33 = _e209;\n let _e210 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_31), (&param_32), (&param_33));\n let _e211 = sum;\n sum = (_e211 + _e210);\n param_34 = vec2<f32>(0.402444f, 0.524918f);\n let _e213 = radius_1;\n param_35 = _e213;\n let _e214 = depth_1;\n param_36 = _e214;\n let _e215 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_34), (&param_35), (&param_36));\n let _e216 = sum;\n sum = (_e216 + _e215);\n param_37 = vec2<f32>(-0.738535f, -0.130636f);\n let _e218 = radius_1;\n param_38 = _e218;\n let _e219 = depth_1;\n param_39 = _e219;\n let _e220 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_37), (&param_38), (&param_39));\n let _e221 = sum;\n sum = (_e221 + _e220);\n param_40 = vec2<f32>(0.699605f, -0.445031f);\n let _e223 = radius_1;\n param_41 = _e223;\n let _e224 = depth_1;\n param_42 = _e224;\n let _e225 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_40), (&param_41), (&param_42));\n let _e226 = sum;\n sum = (_e226 + _e225);\n param_43 = vec2<f32>(-0.234004f, 0.870484f);\n let _e228 = radius_1;\n param_44 = _e228;\n let _e229 = depth_1;\n param_45 = _e229;\n let _e230 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_43), (&param_44), (&param_45));\n let _e231 = sum;\n sum = (_e231 + _e230);\n param_46 = vec2<f32>(-0.446271f, -0.859268f);\n let _e233 = radius_1;\n param_47 = _e233;\n let _e234 = depth_1;\n param_48 = _e234;\n let _e235 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_46), (&param_47), (&param_48));\n let _e236 = sum;\n sum = (_e236 + _e235);\n let _e238 = sum;\n let _e241 = sum[3u];\n return (_e238.xyz / vec3(_e241));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var velocity: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t: f32;\n\n let _e161 = vUv_1;\n let _e162 = textureSampleLevel(uDepth_t, uDepth_s, _e161, 0f);\n depth_2 = _e162.x;\n let _e164 = vUv_1;\n let _e167 = ((_e164 * 2f) - vec2(1f));\n let _e168 = depth_2;\n clip = vec4<f32>(_e167.x, _e167.y, (1f - (_e168 * 2f)), 1f);\n let _e175 = unnamed.uReprojection;\n let _e176 = clip;\n previous = (_e175 * _e176);\n let _e179 = previous[3u];\n if (_e179 <= 0f) {\n let _e181 = (*scene);\n return _e181;\n }\n let _e182 = previous;\n let _e185 = previous[3u];\n wasUv = (((_e182.xy / vec2(_e185)) * 0.5f) + vec2(0.5f));\n let _e191 = vUv_1;\n let _e192 = wasUv;\n let _e195 = unnamed.uMotionStrength;\n velocity = ((_e191 - _e192) * _e195);\n let _e197 = velocity;\n distance_ = length(_e197);\n let _e199 = distance_;\n if (_e199 < 0.0001f) {\n let _e201 = (*scene);\n return _e201;\n }\n let _e202 = distance_;\n let _e204 = unnamed.uMotionMax;\n if (_e202 > _e204) {\n let _e207 = unnamed.uMotionMax;\n let _e208 = distance_;\n let _e210 = velocity;\n velocity = (_e210 * (_e207 / _e208));\n }\n let _e212 = (*scene);\n sum_1 = _e212;\n i = 1i;\n loop {\n let _e213 = i;\n if (_e213 <= 4i) {\n let _e215 = i;\n t = ((f32(_e215) / 4f) * 0.5f);\n let _e219 = vUv_1;\n let _e220 = velocity;\n let _e221 = t;\n let _e224 = textureSampleLevel(uScene_t, uScene_s, (_e219 + (_e220 * _e221)), 0f);\n let _e226 = sum_1;\n sum_1 = (_e226 + _e224.xyz);\n let _e228 = vUv_1;\n let _e229 = velocity;\n let _e230 = t;\n let _e233 = textureSampleLevel(uScene_t, uScene_s, (_e228 - (_e229 * _e230)), 0f);\n let _e235 = sum_1;\n sum_1 = (_e235 + _e233.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e237 = i;\n i = (_e237 + 1i);\n }\n }\n let _e239 = sum_1;\n return (_e239 / vec3(9f));\n}\n\nfn main_1() {\n var sampled: vec4<f32>;\n var scene_1: vec3<f32>;\n var param_49: vec3<f32>;\n var param_50: vec3<f32>;\n var share: f32;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_51: vec3<f32>;\n var param_52: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_53: vec3<f32>;\n var param_54: vec3<f32>;\n\n let _e170 = vUv_1;\n let _e171 = textureSampleLevel(uScene_t, uScene_s, _e170, 0f);\n sampled = _e171;\n let _e172 = sampled;\n scene_1 = _e172.xyz;\n let _e175 = unnamed.uMotionStrength;\n if (_e175 > 0f) {\n let _e177 = scene_1;\n param_49 = _e177;\n let _e178 = cameraBlur_u0028_vf3_u003b((&param_49));\n scene_1 = _e178;\n }\n let _e180 = unnamed.uDofStrength;\n if (_e180 > 0f) {\n let _e182 = scene_1;\n param_50 = _e182;\n let _e183 = depthOfField_u0028_vf3_u003b((&param_50));\n scene_1 = _e183;\n }\n let _e185 = sampled[3u];\n share = clamp(_e185, 0f, 1f);\n let _e187 = vUv_1;\n let _e189 = unnamed.uAoOffset;\n let _e191 = textureSampleLevel(uAo_t, uAo_s, (_e187 + _e189), 0f);\n let _e194 = unnamed.uAoStrength;\n let _e195 = share;\n ao = mix(1f, _e191.x, (_e194 * _e195));\n let _e198 = vUv_1;\n fromCentre = (_e198 - vec2(0.5f));\n let _e201 = fromCentre;\n radius_2 = (length((_e201 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e206 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e206);\n let _e208 = inner;\n let _e209 = radius_2;\n edge = smoothstep(_e208, 1f, _e209);\n let _e211 = edge;\n let _e213 = unnamed.uStrength;\n amount = (_e211 * _e213);\n let _e215 = amount;\n if (_e215 <= 0f) {\n let _e217 = scene_1;\n let _e218 = ao;\n param_51 = (_e217 * _e218);\n let _e220 = withBloom_u0028_vf3_u003b((&param_51));\n param_52 = _e220;\n let _e221 = finish_u0028_vf3_u003b((&param_52));\n fragColor = vec4<f32>(_e221.x, _e221.y, _e221.z, 1f);\n return;\n }\n let _e226 = fromCentre;\n let _e230 = unnamed.uReach;\n let _e232 = amount;\n step_ = ((normalize((_e226 + vec2<f32>(0.000001f, 0.000001f))) * _e230) * _e232);\n let _e234 = scene_1;\n sum_2 = _e234;\n i_1 = 1i;\n loop {\n let _e235 = i_1;\n if (_e235 <= 6i) {\n let _e237 = vUv_1;\n let _e238 = step_;\n let _e239 = i_1;\n let _e244 = textureSampleLevel(uScene_t, uScene_s, (_e237 + (_e238 * (f32(_e239) / 6f))), 0f);\n let _e246 = sum_2;\n sum_2 = (_e246 + _e244.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e248 = i_1;\n i_1 = (_e248 + 1i);\n }\n }\n let _e250 = sum_2;\n blurred = (_e250 / vec3(7f));\n let _e253 = scene_1;\n let _e254 = blurred;\n let _e255 = amount;\n let _e258 = ao;\n param_53 = (mix(_e253, _e254, vec3(_e255)) * _e258);\n let _e260 = withBloom_u0028_vf3_u003b((&param_53));\n param_54 = _e260;\n let _e261 = finish_u0028_vf3_u003b((&param_54));\n fragColor = vec4<f32>(_e261.x, _e261.y, _e261.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
1
+ export declare const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n uReach: f32,\n uOutputTransform: i32,\n uOutputExposure: f32,\n uFilmA: vec4<f32>,\n uFilmB: vec4<f32>,\n uDisplayHeadroom: f32,\n uReprojection: mat4x4<f32>,\n uMotionStrength: f32,\n uMotionMax: f32,\n uObjectMotion: f32,\n uAoStrength: f32,\n uAoOffset: vec2<f32>,\n uBloomStrength: f32,\n uVeilColor: vec3<f32>,\n uVeilAlpha: f32,\n uVignette: f32,\n uGrain: vec2<f32>,\n uAutoExposure: f32,\n uLocalExposure: f32,\n uGradeStrength: f32,\n uGradeSize: f32,\n uFocusDistance: f32,\n uFocusRange: f32,\n uDofStrength: f32,\n uDofAspect: vec2<f32>,\n uDepthToView: vec4<f32>,\n uFringe: vec3<f32>,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(42) \nvar uExposureHeld_t: texture_2d<f32>;\n@group(0) @binding(44) \nvar uExposureLocal_t: texture_2d<f32>;\n@group(0) @binding(45) \nvar uExposureLocal_s: sampler;\n@group(0) @binding(34) \nvar uDepth_t: texture_2d<f32>;\n@group(0) @binding(35) \nvar uDepth_s: sampler;\nvar<private> vUv_1: vec2<f32>;\n@group(0) @binding(32) \nvar uScene_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uScene_s: sampler;\n@group(0) @binding(40) \nvar uBloom_t: texture_2d<f32>;\n@group(0) @binding(41) \nvar uBloom_s: sampler;\n@group(0) @binding(46) \nvar uGradeLut_t: texture_3d<f32>;\n@group(0) @binding(47) \nvar uGradeLut_s: sampler;\n@group(0) @binding(36) \nvar uMotion_t: texture_2d<f32>;\n@group(0) @binding(37) \nvar uMotion_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n@group(0) @binding(38) \nvar uAo_t: texture_2d<f32>;\n@group(0) @binding(39) \nvar uAo_s: sampler;\nvar<private> fragColor: vec4<f32>;\n@group(0) @binding(43) \nvar uExposureHeld_s: sampler;\n\nfn grainNoise_u0028_vu2_u003b_u1_u003b(p: ptr<function, vec2<u32>>, seed: ptr<function, u32>) -> f32 {\n var h: u32;\n\n let _e234 = (*p)[0u];\n let _e237 = (*p)[1u];\n let _e240 = (*seed);\n h = (((_e234 * 1664525u) + (_e237 * 1013904223u)) + (_e240 * 2654435769u));\n let _e243 = h;\n let _e246 = h;\n h = (_e246 ^ (_e243 >> bitcast<u32>(16u)));\n let _e248 = h;\n h = (_e248 * 2246822519u);\n let _e250 = h;\n let _e253 = h;\n h = (_e253 ^ (_e250 >> bitcast<u32>(13u)));\n let _e255 = h;\n h = (_e255 * 3266489917u);\n let _e257 = h;\n let _e260 = h;\n h = (_e260 ^ (_e257 >> bitcast<u32>(16u)));\n let _e262 = h;\n return (f32(_e262) * 0.00000000023283064f);\n}\n\nfn withGrain_u0028_vf3_u003b_vf2_u003b(c: ptr<function, vec3<f32>>, fragCoord: ptr<function, vec2<f32>>) -> vec3<f32> {\n var luma: f32;\n var weight: f32;\n var n: f32;\n var param: vec2<u32>;\n var param_1: u32;\n\n let _e239 = unnamed.uGrain[0u];\n if (_e239 <= 0f) {\n let _e241 = (*c);\n return _e241;\n }\n let _e242 = (*c);\n luma = dot(clamp(_e242, vec3(0f), vec3(1f)), vec3<f32>(0.2126f, 0.7152f, 0.0722f));\n let _e247 = luma;\n let _e249 = luma;\n weight = (0.25f + ((3f * _e247) * (1f - _e249)));\n let _e253 = (*fragCoord);\n let _e257 = unnamed.uGrain[1u];\n param = vec2<u32>(_e253);\n param_1 = u32(_e257);\n let _e259 = grainNoise_u0028_vu2_u003b_u1_u003b((&param), (&param_1));\n n = (_e259 - 0.5f);\n let _e261 = (*c);\n let _e262 = n;\n let _e266 = unnamed.uGrain[0u];\n let _e268 = weight;\n return (_e261 + vec3((((2f * _e262) * _e266) * _e268)));\n}\n\nfn withVeil_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e232 = unnamed.uVeilAlpha;\n if (_e232 <= 0f) {\n let _e234 = (*c_1);\n return _e234;\n }\n let _e235 = (*c_1);\n let _e237 = unnamed.uVeilColor;\n let _e239 = unnamed.uVeilAlpha;\n return mix(_e235, _e237, vec3(_e239));\n}\n\nfn applyColourGrade_u0028_vf3_u003b(c_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var over: f32;\n var local: f32;\n var clamped: vec3<f32>;\n var uvw: vec3<f32>;\n\n let _e236 = unnamed.uGradeStrength;\n if (_e236 <= 0f) {\n let _e238 = (*c_2);\n return _e238;\n }\n let _e240 = unnamed.uDisplayHeadroom;\n if (_e240 > 1f) {\n let _e243 = (*c_2)[0u];\n let _e245 = (*c_2)[1u];\n let _e247 = (*c_2)[2u];\n local = max(max(_e243, max(_e245, _e247)), 1f);\n } else {\n local = 1f;\n }\n let _e251 = local;\n over = _e251;\n let _e252 = (*c_2);\n let _e253 = over;\n clamped = clamp((_e252 / vec3(_e253)), vec3(0f), vec3(1f));\n let _e259 = clamped;\n let _e261 = unnamed.uGradeSize;\n let _e267 = unnamed.uGradeSize;\n uvw = (((_e259 * (_e261 - 1f)) + vec3(0.5f)) / vec3(_e267));\n let _e270 = (*c_2);\n let _e271 = uvw;\n let _e272 = textureSampleLevel(uGradeLut_t, uGradeLut_s, _e271, 0f);\n let _e274 = over;\n let _e277 = unnamed.uGradeStrength;\n return mix(_e270, (_e272.xyz * _e274), vec3(_e277));\n}\n\nfn linearToSrgb_u0028_vf3_u003b(c_3: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e233 = (*c_3);\n low = (_e233 * 12.92f);\n let _e235 = (*c_3);\n high = ((pow(max(_e235, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e241 = low;\n let _e242 = high;\n let _e243 = (*c_3);\n return mix(_e241, _e242, step(vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f), _e243));\n}\n\nfn filmCentredHue_u0028_vf3_u003b(c_4: ptr<function, vec3<f32>>) -> f32 {\n var y: f32;\n var x: f32;\n var phi_889_: bool;\n\n let _e234 = (*c_4)[1u];\n let _e236 = (*c_4)[2u];\n y = (1.7320508f * (_e234 - _e236));\n let _e240 = (*c_4)[0u];\n let _e243 = (*c_4)[1u];\n let _e246 = (*c_4)[2u];\n x = (((2f * _e240) - _e243) - _e246);\n let _e248 = x;\n let _e250 = (abs(_e248) < 0.0000000001f);\n phi_889_ = _e250;\n if _e250 {\n let _e251 = y;\n phi_889_ = (abs(_e251) < 0.0000000001f);\n }\n let _e255 = phi_889_;\n if _e255 {\n return 0f;\n }\n let _e256 = y;\n let _e257 = x;\n return degrees(atan2(_e256, _e257));\n}\n\nfn filmGlow_u0028_f1_u003b_f1_u003b_f1_u003b(yc: ptr<function, f32>, gain: ptr<function, f32>, mid: ptr<function, f32>) -> f32 {\n let _e233 = (*yc);\n let _e234 = (*mid);\n if (_e233 <= (0.6666667f * _e234)) {\n let _e237 = (*gain);\n return _e237;\n }\n let _e238 = (*yc);\n let _e239 = (*mid);\n if (_e238 >= (2f * _e239)) {\n return 0f;\n }\n let _e242 = (*gain);\n let _e243 = (*mid);\n let _e244 = (*yc);\n return (_e242 * ((_e243 / _e244) - 0.5f));\n}\n\nfn filmSigmoid_u0028_f1_u003b(x_1: ptr<function, f32>) -> f32 {\n var t: f32;\n\n let _e232 = (*x_1);\n t = max((1f - abs((_e232 / 2f))), 0f);\n let _e237 = (*x_1);\n let _e239 = t;\n let _e240 = t;\n return ((1f + (sign(_e237) * (1f - (_e239 * _e240)))) / 2f);\n}\n\nfn filmYc_u0028_vf3_u003b(c_5: ptr<function, vec3<f32>>) -> f32 {\n var chroma: f32;\n\n let _e233 = (*c_5)[2u];\n let _e235 = (*c_5)[2u];\n let _e237 = (*c_5)[1u];\n let _e241 = (*c_5)[1u];\n let _e243 = (*c_5)[1u];\n let _e245 = (*c_5)[0u];\n let _e250 = (*c_5)[0u];\n let _e252 = (*c_5)[0u];\n let _e254 = (*c_5)[2u];\n chroma = sqrt(max((((_e233 * (_e235 - _e237)) + (_e241 * (_e243 - _e245))) + (_e250 * (_e252 - _e254))), 0f));\n let _e261 = (*c_5)[2u];\n let _e263 = (*c_5)[1u];\n let _e266 = (*c_5)[0u];\n let _e268 = chroma;\n return ((((_e261 + _e263) + _e266) + (1.75f * _e268)) / 3f);\n}\n\nfn filmSaturation_u0028_vf3_u003b(c_6: ptr<function, vec3<f32>>) -> f32 {\n var hi: f32;\n var lo: f32;\n\n let _e234 = (*c_6)[0u];\n let _e236 = (*c_6)[1u];\n let _e238 = (*c_6)[2u];\n hi = max(_e234, max(_e236, _e238));\n let _e242 = (*c_6)[0u];\n let _e244 = (*c_6)[1u];\n let _e246 = (*c_6)[2u];\n lo = min(_e242, min(_e244, _e246));\n let _e249 = hi;\n let _e251 = lo;\n let _e254 = hi;\n return ((max(_e249, 0.0000000001f) - max(_e251, 0.0000000001f)) / max(_e254, 0.01f));\n}\n\nfn filmicCurve_u0028_vf3_u003b(linear: ptr<function, vec3<f32>>) -> vec3<f32> {\n var ap0_: vec3<f32>;\n var saturation: f32;\n var param_2: vec3<f32>;\n var param_3: vec3<f32>;\n var param_4: f32;\n var param_5: f32;\n var param_6: f32;\n var param_7: f32;\n var weight_1: f32;\n var param_8: vec3<f32>;\n var work: vec3<f32>;\n var slope: f32;\n var black: f32;\n var white: f32;\n var toeScale: f32;\n var shoulderScale: f32;\n var toeMatch: f32;\n var straightMatch: f32;\n var shoulderMatch: f32;\n var logc: vec3<f32>;\n var straight: vec3<f32>;\n var toeC: vec3<f32>;\n var shoulderC: vec3<f32>;\n var t_1: vec3<f32>;\n var tone: vec3<f32>;\n var ceiling: f32;\n var local_1: f32;\n\n let _e258 = (*linear);\n ap0_ = (mat3x3<f32>(vec3<f32>(0.6954522f, 0.044794563f, -0.005525883f), vec3<f32>(0.1406787f, 0.8596711f, 0.00402521f), vec3<f32>(0.16386907f, 0.09553432f, 1.0015007f)) * (mat3x3<f32>(vec3<f32>(0.61319f, 0.07021f, 0.02062f), vec3<f32>(0.33951f, 0.91634f, 0.10957f), vec3<f32>(0.04737f, 0.01345f, 0.86961f)) * _e258));\n let _e261 = ap0_;\n param_2 = _e261;\n let _e262 = filmSaturation_u0028_vf3_u003b((&param_2));\n saturation = _e262;\n let _e263 = ap0_;\n param_3 = _e263;\n let _e264 = filmYc_u0028_vf3_u003b((&param_3));\n let _e265 = saturation;\n param_4 = ((_e265 - 0.4f) / 0.2f);\n let _e268 = filmSigmoid_u0028_f1_u003b((&param_4));\n param_5 = _e264;\n param_6 = (0.05f * _e268);\n param_7 = 0.08f;\n let _e270 = filmGlow_u0028_f1_u003b_f1_u003b_f1_u003b((&param_5), (&param_6), (&param_7));\n let _e272 = ap0_;\n ap0_ = (_e272 * (1f + _e270));\n let _e274 = ap0_;\n param_8 = _e274;\n let _e275 = filmCentredHue_u0028_vf3_u003b((&param_8));\n weight_1 = smoothstep(0f, 1f, (1f - abs(((2f * _e275) / 135f))));\n let _e281 = weight_1;\n let _e282 = weight_1;\n let _e284 = saturation;\n let _e287 = ap0_[0u];\n let _e292 = ap0_[0u];\n ap0_[0u] = (_e292 + ((((_e281 * _e282) * _e284) * (0.03f - _e287)) * 0.18f));\n let _e295 = ap0_;\n work = max((mat3x3<f32>(vec3<f32>(1.4514393f, -0.07655378f, 0.008316148f), vec3<f32>(-0.23651075f, 1.1762297f, -0.0060324497f), vec3<f32>(-0.21492857f, -0.09967592f, 0.9977163f)) * _e295), vec3<f32>(0f, 0f, 0f));\n let _e298 = work;\n let _e301 = work;\n work = mix(vec3(dot(_e298, vec3<f32>(0.27222872f, 0.67408174f, 0.053689517f))), _e301, vec3(0.96f));\n let _e306 = unnamed.uFilmA[0u];\n slope = _e306;\n let _e309 = unnamed.uFilmA[1u];\n black = _e309;\n let _e312 = unnamed.uFilmA[2u];\n white = _e312;\n let _e315 = unnamed.uFilmA[3u];\n toeScale = _e315;\n let _e318 = unnamed.uFilmB[0u];\n shoulderScale = _e318;\n let _e321 = unnamed.uFilmB[1u];\n toeMatch = _e321;\n let _e324 = unnamed.uFilmB[2u];\n straightMatch = _e324;\n let _e327 = unnamed.uFilmB[3u];\n shoulderMatch = _e327;\n let _e328 = work;\n logc = (log2(max(_e328, vec3<f32>(0.0000000001f, 0.0000000001f, 0.0000000001f))) * 0.30103f);\n let _e332 = slope;\n let _e333 = logc;\n let _e334 = straightMatch;\n straight = ((_e333 + vec3(_e334)) * _e332);\n let _e338 = black;\n let _e340 = toeScale;\n let _e342 = slope;\n let _e344 = toeScale;\n let _e346 = logc;\n let _e347 = toeMatch;\n toeC = (vec3(-(_e338)) + (vec3((2f * _e340)) / (vec3(1f) + exp(((_e346 - vec3(_e347)) * ((-2f * _e342) / _e344))))));\n let _e358 = white;\n let _e360 = shoulderScale;\n let _e362 = slope;\n let _e364 = shoulderScale;\n let _e366 = logc;\n let _e367 = shoulderMatch;\n shoulderC = (vec3((1f + _e358)) - (vec3((2f * _e360)) / (vec3(1f) + exp(((_e366 - vec3(_e367)) * ((2f * _e362) / _e364))))));\n let _e378 = straight;\n let _e379 = toeC;\n let _e380 = logc;\n let _e381 = toeMatch;\n toeC = mix(_e378, _e379, select(vec3<f32>(0f, 0f, 0f), vec3<f32>(1f, 1f, 1f), (_e380 < vec3(_e381))));\n let _e386 = straight;\n let _e387 = shoulderC;\n let _e388 = logc;\n let _e389 = shoulderMatch;\n shoulderC = mix(_e386, _e387, select(vec3<f32>(0f, 0f, 0f), vec3<f32>(1f, 1f, 1f), (_e388 > vec3(_e389))));\n let _e394 = logc;\n let _e395 = toeMatch;\n let _e398 = shoulderMatch;\n let _e399 = toeMatch;\n t_1 = clamp(((_e394 - vec3(_e395)) / vec3((_e398 - _e399))), vec3(0f), vec3(1f));\n let _e406 = shoulderMatch;\n let _e407 = toeMatch;\n if (_e406 < _e407) {\n let _e409 = t_1;\n t_1 = (vec3(1f) - _e409);\n }\n let _e412 = t_1;\n let _e416 = t_1;\n let _e418 = t_1;\n t_1 = (((vec3(3f) - (_e412 * 2f)) * _e416) * _e418);\n let _e420 = toeC;\n let _e421 = shoulderC;\n let _e422 = t_1;\n tone = mix(_e420, _e421, _e422);\n let _e424 = tone;\n let _e427 = tone;\n tone = mix(vec3(dot(_e424, vec3<f32>(0.27222872f, 0.67408174f, 0.053689517f))), _e427, vec3(0.93f));\n let _e431 = unnamed.uDisplayHeadroom;\n if (_e431 > 1f) {\n let _e433 = white;\n local_1 = (1f + _e433);\n } else {\n local_1 = 1f;\n }\n let _e435 = local_1;\n ceiling = _e435;\n let _e436 = tone;\n let _e439 = ceiling;\n return clamp((mat3x3<f32>(vec3<f32>(1.7048f, -0.13027f, -0.02401f), vec3<f32>(-0.62168f, 1.14082f, -0.129f), vec3<f32>(-0.08325f, -0.01055f, 1.15324f)) * max(_e436, vec3<f32>(0f, 0f, 0f))), vec3(0f), vec3(_e439));\n}\n\nfn highlightShoulder_u0028_vf3_u003b(c_7: ptr<function, vec3<f32>>) -> vec3<f32> {\n var m: f32;\n var e: f32;\n\n let _e234 = (*c_7)[0u];\n let _e236 = (*c_7)[1u];\n let _e238 = (*c_7)[2u];\n m = max(_e234, max(_e236, _e238));\n let _e241 = m;\n if (_e241 <= 0.8f) {\n let _e243 = (*c_7);\n return _e243;\n }\n let _e244 = m;\n e = (_e244 - 0.8f);\n let _e246 = (*c_7);\n let _e247 = e;\n let _e249 = e;\n let _e253 = m;\n return (_e246 * ((0.8f + ((0.2f * _e247) / (_e249 + 0.2f))) / _e253));\n}\n\nfn acesFilmic_u0028_vf3_u003b(x_2: ptr<function, vec3<f32>>) -> vec3<f32> {\n var v: vec3<f32>;\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e235 = unnamed.uOutputExposure;\n let _e236 = (*x_2);\n (*x_2) = (_e236 * _e235);\n let _e238 = (*x_2);\n v = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e238);\n let _e240 = v;\n let _e241 = v;\n a = ((_e240 * (_e241 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e247 = v;\n let _e248 = v;\n b = ((_e247 * ((_e248 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e255 = a;\n let _e256 = b;\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * (_e255 / _e256)), vec3(0f), vec3(1f));\n}\n\nfn grade_u0028_vf3_u003b(c_8: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_9: vec3<f32>;\n var param_10: vec3<f32>;\n var param_11: vec3<f32>;\n var param_12: vec3<f32>;\n\n let _e236 = unnamed.uOutputTransform;\n if (_e236 == 0i) {\n let _e238 = (*c_8);\n return _e238;\n }\n let _e240 = unnamed.uOutputTransform;\n if (_e240 == 2i) {\n let _e242 = (*c_8);\n param_9 = _e242;\n let _e243 = acesFilmic_u0028_vf3_u003b((&param_9));\n (*c_8) = _e243;\n }\n let _e245 = unnamed.uOutputTransform;\n if (_e245 == 3i) {\n let _e247 = (*c_8);\n let _e249 = unnamed.uOutputExposure;\n param_10 = (_e247 * _e249);\n let _e251 = highlightShoulder_u0028_vf3_u003b((&param_10));\n (*c_8) = _e251;\n }\n let _e253 = unnamed.uOutputTransform;\n if (_e253 == 4i) {\n let _e255 = (*c_8);\n let _e257 = unnamed.uOutputExposure;\n param_11 = (_e255 * _e257);\n let _e259 = filmicCurve_u0028_vf3_u003b((&param_11));\n (*c_8) = _e259;\n }\n let _e260 = (*c_8);\n param_12 = _e260;\n let _e261 = linearToSrgb_u0028_vf3_u003b((&param_12));\n return _e261;\n}\n\nfn withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b(c_9: ptr<function, vec3<f32>>, uv: ptr<function, vec2<f32>>, size: ptr<function, vec2<f32>>) -> vec3<f32> {\n var d: vec2<f32>;\n var corner: vec2<f32>;\n var r2_: f32;\n var falloff: f32;\n\n let _e238 = unnamed.uVignette;\n if (_e238 <= 0f) {\n let _e240 = (*c_9);\n return _e240;\n }\n let _e241 = (*uv);\n let _e244 = (*size);\n d = ((_e241 - vec2(0.5f)) * _e244);\n let _e246 = (*size);\n corner = (_e246 * 0.5f);\n let _e248 = d;\n let _e249 = d;\n let _e251 = corner;\n let _e252 = corner;\n r2_ = (dot(_e248, _e249) / dot(_e251, _e252));\n let _e256 = unnamed.uVignette;\n let _e257 = r2_;\n falloff = (1f + (_e256 * _e257));\n let _e260 = (*c_9);\n let _e261 = falloff;\n let _e262 = falloff;\n return (_e260 / vec3((_e261 * _e262)));\n}\n\nfn autoExposureGain_u0028_() -> f32 {\n var held: f32;\n var stops: f32;\n\n let _e233 = unnamed.uAutoExposure;\n if (_e233 <= 0f) {\n return 1f;\n }\n let _e235 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held = _e235.x;\n let _e238 = unnamed.uAutoExposure;\n let _e239 = held;\n stops = (_e238 * (-2.473931f - _e239));\n let _e242 = stops;\n return exp2(clamp(_e242, -6f, 6f));\n}\n\nfn localBlock_u0028_vf2_u003b_f1_u003b(uv_1: ptr<function, vec2<f32>>, block: ptr<function, f32>) -> vec2<f32> {\n var inside: vec2<f32>;\n\n let _e233 = (*uv_1);\n inside = clamp(_e233, vec2<f32>(0.015625f, 0.015625f), vec2<f32>(0.984375f, 0.984375f));\n let _e235 = (*block);\n let _e237 = inside[0u];\n let _e241 = inside[1u];\n let _e243 = textureSampleLevel(uExposureLocal_t, uExposureLocal_s, vec2<f32>(((_e235 + _e237) / 11f), _e241), 0f);\n return _e243.xy;\n}\n\nfn localExposureGain_u0028_vf2_u003b_vf3_u003b(uv_2: ptr<function, vec2<f32>>, light: ptr<function, vec3<f32>>) -> f32 {\n var held_1: f32;\n var pixel: f32;\n var b_1: f32;\n var lower: f32;\n var upper: f32;\n var banded: vec2<f32>;\n var param_13: vec2<f32>;\n var param_14: f32;\n var param_15: vec2<f32>;\n var param_16: f32;\n var tileMean: f32;\n var param_17: vec2<f32>;\n var param_18: f32;\n var bilateral: f32;\n var local_2: f32;\n var local_3: f32;\n var stops_1: f32;\n\n let _e250 = unnamed.uLocalExposure;\n if (_e250 <= 0f) {\n return 1f;\n }\n let _e252 = textureLoad(uExposureHeld_t, vec2<i32>(0i, 0i), 0i);\n held_1 = _e252.x;\n let _e254 = (*light);\n pixel = clamp(log2(max(dot(_e254, vec3<f32>(0.2126f, 0.7152f, 0.0722f)), 0.00000001f)), -12f, 8f);\n let _e259 = pixel;\n b_1 = (((_e259 - -12f) / 2f) - 0.5f);\n let _e263 = b_1;\n lower = clamp(floor(_e263), 0f, 9f);\n let _e266 = lower;\n upper = min((_e266 + 1f), 9f);\n let _e269 = (*uv_2);\n param_13 = _e269;\n let _e270 = lower;\n param_14 = _e270;\n let _e271 = localBlock_u0028_vf2_u003b_f1_u003b((&param_13), (&param_14));\n let _e272 = (*uv_2);\n param_15 = _e272;\n let _e273 = upper;\n param_16 = _e273;\n let _e274 = localBlock_u0028_vf2_u003b_f1_u003b((&param_15), (&param_16));\n let _e275 = b_1;\n let _e276 = lower;\n banded = mix(_e271, _e274, vec2(clamp((_e275 - _e276), 0f, 1f)));\n let _e281 = (*uv_2);\n param_17 = _e281;\n param_18 = 10f;\n let _e282 = localBlock_u0028_vf2_u003b_f1_u003b((&param_17), (&param_18));\n tileMean = _e282.x;\n let _e285 = banded[1u];\n if (_e285 > 0.001f) {\n let _e288 = banded[0u];\n let _e290 = banded[1u];\n local_2 = (_e288 / _e290);\n } else {\n let _e292 = tileMean;\n local_2 = _e292;\n }\n let _e293 = local_2;\n bilateral = _e293;\n let _e294 = bilateral;\n let _e295 = tileMean;\n local_3 = mix(_e294, _e295, 0.4f);\n let _e298 = unnamed.uLocalExposure;\n let _e299 = held_1;\n let _e300 = local_3;\n stops_1 = (_e298 * (_e299 - _e300));\n let _e303 = stops_1;\n return exp2(clamp(_e303, -3f, 3f));\n}\n\nfn finish_u0028_vf3_u003b(light_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var local_4: f32;\n var param_19: vec2<f32>;\n var param_20: vec3<f32>;\n var lensed: vec3<f32>;\n var param_21: vec3<f32>;\n var param_22: vec2<f32>;\n var param_23: vec2<f32>;\n var param_24: vec3<f32>;\n var param_25: vec3<f32>;\n var param_26: vec3<f32>;\n var param_27: vec3<f32>;\n var param_28: vec2<f32>;\n\n let _e243 = vUv_1;\n param_19 = _e243;\n let _e244 = (*light_1);\n param_20 = _e244;\n let _e245 = localExposureGain_u0028_vf2_u003b_vf3_u003b((&param_19), (&param_20));\n local_4 = _e245;\n let _e246 = autoExposureGain_u0028_();\n let _e247 = local_4;\n let _e249 = (*light_1);\n (*light_1) = (_e249 * (_e246 * _e247));\n let _e251 = textureDimensions(uScene_t, 0i);\n let _e254 = (*light_1);\n param_21 = _e254;\n let _e255 = vUv_1;\n param_22 = _e255;\n param_23 = vec2<f32>(vec2<i32>(_e251));\n let _e256 = withVignette_u0028_vf3_u003b_vf2_u003b_vf2_u003b((&param_21), (&param_22), (&param_23));\n lensed = _e256;\n let _e257 = lensed;\n param_24 = _e257;\n let _e258 = grade_u0028_vf3_u003b((&param_24));\n param_25 = _e258;\n let _e259 = applyColourGrade_u0028_vf3_u003b((&param_25));\n param_26 = _e259;\n let _e260 = withVeil_u0028_vf3_u003b((&param_26));\n param_27 = _e260;\n let _e261 = gl_FragCoord_1;\n param_28 = _e261.xy;\n let _e263 = withGrain_u0028_vf3_u003b_vf2_u003b((&param_27), (&param_28));\n return _e263;\n}\n\nfn withBloom_u0028_vf3_u003b(c_10: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e232 = unnamed.uBloomStrength;\n if (_e232 <= 0f) {\n let _e234 = (*c_10);\n return _e234;\n }\n let _e235 = (*c_10);\n let _e236 = vUv_1;\n let _e237 = textureSampleLevel(uBloom_t, uBloom_s, _e236, 0f);\n let _e240 = unnamed.uBloomStrength;\n return (_e235 + (_e237.xyz * _e240));\n}\n\nfn circleOfConfusion_u0028_f1_u003b(viewDepth: ptr<function, f32>) -> f32 {\n var offPlane: f32;\n\n let _e232 = (*viewDepth);\n let _e234 = unnamed.uFocusDistance;\n let _e238 = unnamed.uFocusRange;\n offPlane = (abs((_e232 - _e234)) - _e238);\n let _e240 = offPlane;\n let _e242 = unnamed.uFocusRange;\n return clamp((_e240 / _e242), 0f, 1f);\n}\n\nfn viewDepthOf_u0028_vf2_u003b(uv_3: ptr<function, vec2<f32>>) -> f32 {\n var z: f32;\n\n let _e232 = (*uv_3);\n let _e233 = textureSampleLevel(uDepth_t, uDepth_s, _e232, 0f);\n z = (1f - (_e233.x * 2f));\n let _e239 = unnamed.uDepthToView[0u];\n let _e240 = z;\n let _e244 = unnamed.uDepthToView[1u];\n let _e249 = unnamed.uDepthToView[2u];\n let _e250 = z;\n let _e254 = unnamed.uDepthToView[3u];\n return (-(((_e239 * _e240) + _e244)) / ((_e249 * _e250) + _e254));\n}\n\nfn dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b(direction: ptr<function, vec2<f32>>, radius: ptr<function, f32>, centreDepth: ptr<function, f32>) -> vec4<f32> {\n var uv_4: vec2<f32>;\n var depth: f32;\n var param_29: vec2<f32>;\n var weight_2: f32;\n var local_5: f32;\n var param_30: f32;\n\n let _e239 = vUv_1;\n let _e240 = (*direction);\n let _e241 = (*radius);\n let _e244 = unnamed.uDofAspect;\n uv_4 = (_e239 + ((_e240 * _e241) * _e244));\n let _e247 = uv_4;\n param_29 = _e247;\n let _e248 = viewDepthOf_u0028_vf2_u003b((&param_29));\n depth = _e248;\n let _e249 = depth;\n let _e250 = (*centreDepth);\n if (_e249 >= _e250) {\n local_5 = 1f;\n } else {\n let _e252 = depth;\n param_30 = _e252;\n let _e253 = circleOfConfusion_u0028_f1_u003b((&param_30));\n local_5 = _e253;\n }\n let _e254 = local_5;\n weight_2 = _e254;\n let _e255 = uv_4;\n let _e256 = textureSampleLevel(uScene_t, uScene_s, _e255, 0f);\n let _e258 = weight_2;\n let _e259 = (_e256.xyz * _e258);\n let _e260 = weight_2;\n return vec4<f32>(_e259.x, _e259.y, _e259.z, _e260);\n}\n\nfn depthOfField_u0028_vf3_u003b(centre: ptr<function, vec3<f32>>) -> vec3<f32> {\n var depth_1: f32;\n var param_31: vec2<f32>;\n var coc: f32;\n var param_32: f32;\n var radius_1: f32;\n var sum: vec4<f32>;\n var param_33: vec2<f32>;\n var param_34: f32;\n var param_35: f32;\n var param_36: vec2<f32>;\n var param_37: f32;\n var param_38: f32;\n var param_39: vec2<f32>;\n var param_40: f32;\n var param_41: f32;\n var param_42: vec2<f32>;\n var param_43: f32;\n var param_44: f32;\n var param_45: vec2<f32>;\n var param_46: f32;\n var param_47: f32;\n var param_48: vec2<f32>;\n var param_49: f32;\n var param_50: f32;\n var param_51: vec2<f32>;\n var param_52: f32;\n var param_53: f32;\n var param_54: vec2<f32>;\n var param_55: f32;\n var param_56: f32;\n\n let _e261 = vUv_1;\n param_31 = _e261;\n let _e262 = viewDepthOf_u0028_vf2_u003b((&param_31));\n depth_1 = _e262;\n let _e263 = depth_1;\n param_32 = _e263;\n let _e264 = circleOfConfusion_u0028_f1_u003b((&param_32));\n coc = _e264;\n let _e265 = coc;\n if (_e265 <= 0f) {\n let _e267 = (*centre);\n return _e267;\n }\n let _e268 = coc;\n let _e270 = unnamed.uDofStrength;\n radius_1 = (_e268 * _e270);\n let _e272 = (*centre);\n sum = vec4<f32>(_e272.x, _e272.y, _e272.z, 1f);\n param_33 = vec2<f32>(0.25f, 0f);\n let _e277 = radius_1;\n param_34 = _e277;\n let _e278 = depth_1;\n param_35 = _e278;\n let _e279 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_33), (&param_34), (&param_35));\n let _e280 = sum;\n sum = (_e280 + _e279);\n param_36 = vec2<f32>(-0.31929f, 0.292496f);\n let _e282 = radius_1;\n param_37 = _e282;\n let _e283 = depth_1;\n param_38 = _e283;\n let _e284 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_36), (&param_37), (&param_38));\n let _e285 = sum;\n sum = (_e285 + _e284);\n param_39 = vec2<f32>(0.048872f, -0.556877f);\n let _e287 = radius_1;\n param_40 = _e287;\n let _e288 = depth_1;\n param_41 = _e288;\n let _e289 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_39), (&param_40), (&param_41));\n let _e290 = sum;\n sum = (_e290 + _e289);\n param_42 = vec2<f32>(0.402444f, 0.524918f);\n let _e292 = radius_1;\n param_43 = _e292;\n let _e293 = depth_1;\n param_44 = _e293;\n let _e294 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_42), (&param_43), (&param_44));\n let _e295 = sum;\n sum = (_e295 + _e294);\n param_45 = vec2<f32>(-0.738535f, -0.130636f);\n let _e297 = radius_1;\n param_46 = _e297;\n let _e298 = depth_1;\n param_47 = _e298;\n let _e299 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_45), (&param_46), (&param_47));\n let _e300 = sum;\n sum = (_e300 + _e299);\n param_48 = vec2<f32>(0.699605f, -0.445031f);\n let _e302 = radius_1;\n param_49 = _e302;\n let _e303 = depth_1;\n param_50 = _e303;\n let _e304 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_48), (&param_49), (&param_50));\n let _e305 = sum;\n sum = (_e305 + _e304);\n param_51 = vec2<f32>(-0.234004f, 0.870484f);\n let _e307 = radius_1;\n param_52 = _e307;\n let _e308 = depth_1;\n param_53 = _e308;\n let _e309 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_51), (&param_52), (&param_53));\n let _e310 = sum;\n sum = (_e310 + _e309);\n param_54 = vec2<f32>(-0.446271f, -0.859268f);\n let _e312 = radius_1;\n param_55 = _e312;\n let _e313 = depth_1;\n param_56 = _e313;\n let _e314 = dofTap_u0028_vf2_u003b_f1_u003b_f1_u003b((&param_54), (&param_55), (&param_56));\n let _e315 = sum;\n sum = (_e315 + _e314);\n let _e317 = sum;\n let _e320 = sum[3u];\n return (_e317.xyz / vec3(_e320));\n}\n\nfn cameraBlur_u0028_vf3_u003b(scene: ptr<function, vec3<f32>>) -> vec3<f32> {\n var moved: vec4<f32>;\n var velocity: vec2<f32>;\n var depth_2: f32;\n var clip: vec4<f32>;\n var previous: vec4<f32>;\n var wasUv: vec2<f32>;\n var distance_: f32;\n var sum_1: vec3<f32>;\n var i: i32;\n var t_2: f32;\n var phi_1351_: bool;\n\n let _e241 = vUv_1;\n let _e242 = textureSampleLevel(uMotion_t, uMotion_s, _e241, 0f);\n moved = _e242;\n let _e244 = unnamed.uObjectMotion;\n let _e245 = (_e244 > 0.5f);\n phi_1351_ = _e245;\n if _e245 {\n let _e247 = moved[3u];\n phi_1351_ = (_e247 > 0.5f);\n }\n let _e250 = phi_1351_;\n if _e250 {\n let _e251 = moved;\n let _e255 = unnamed.uMotionStrength;\n velocity = (-(_e251.xy) * _e255);\n } else {\n let _e257 = vUv_1;\n let _e258 = textureSampleLevel(uDepth_t, uDepth_s, _e257, 0f);\n depth_2 = _e258.x;\n let _e260 = vUv_1;\n let _e263 = ((_e260 * 2f) - vec2(1f));\n let _e264 = depth_2;\n clip = vec4<f32>(_e263.x, _e263.y, (1f - (_e264 * 2f)), 1f);\n let _e271 = unnamed.uReprojection;\n let _e272 = clip;\n previous = (_e271 * _e272);\n let _e275 = previous[3u];\n if (_e275 <= 0f) {\n let _e277 = (*scene);\n return _e277;\n }\n let _e278 = previous;\n let _e281 = previous[3u];\n wasUv = (((_e278.xy / vec2(_e281)) * 0.5f) + vec2(0.5f));\n let _e287 = vUv_1;\n let _e288 = wasUv;\n let _e291 = unnamed.uMotionStrength;\n velocity = ((_e287 - _e288) * _e291);\n }\n let _e293 = velocity;\n distance_ = length(_e293);\n let _e295 = distance_;\n if (_e295 < 0.0001f) {\n let _e297 = (*scene);\n return _e297;\n }\n let _e298 = distance_;\n let _e300 = unnamed.uMotionMax;\n if (_e298 > _e300) {\n let _e303 = unnamed.uMotionMax;\n let _e304 = distance_;\n let _e306 = velocity;\n velocity = (_e306 * (_e303 / _e304));\n }\n let _e308 = (*scene);\n sum_1 = _e308;\n i = 1i;\n loop {\n let _e309 = i;\n if (_e309 <= 4i) {\n let _e311 = i;\n t_2 = ((f32(_e311) / 4f) * 0.5f);\n let _e315 = vUv_1;\n let _e316 = velocity;\n let _e317 = t_2;\n let _e320 = textureSampleLevel(uScene_t, uScene_s, (_e315 + (_e316 * _e317)), 0f);\n let _e322 = sum_1;\n sum_1 = (_e322 + _e320.xyz);\n let _e324 = vUv_1;\n let _e325 = velocity;\n let _e326 = t_2;\n let _e329 = textureSampleLevel(uScene_t, uScene_s, (_e324 - (_e325 * _e326)), 0f);\n let _e331 = sum_1;\n sum_1 = (_e331 + _e329.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e333 = i;\n i = (_e333 + 1i);\n }\n }\n let _e335 = sum_1;\n return (_e335 / vec3(9f));\n}\n\nfn withFringe_u0028_vf3_u003b(scene_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var lens: vec2<f32>;\n var past: vec2<f32>;\n var red: vec2<f32>;\n var green: vec2<f32>;\n\n let _e237 = unnamed.uFringe[0u];\n if (_e237 <= 0f) {\n let _e239 = (*scene_1);\n return _e239;\n }\n let _e240 = vUv_1;\n lens = ((_e240 * 2f) - vec2(1f));\n let _e244 = lens;\n let _e246 = lens;\n let _e250 = unnamed.uFringe[2u];\n past = (sign(_e244) * clamp((abs(_e246) - vec2(_e250)), vec2(0f), vec2(1f)));\n let _e257 = lens;\n let _e258 = past;\n let _e261 = unnamed.uFringe[0u];\n red = (((_e257 - (_e258 * _e261)) * 0.5f) + vec2(0.5f));\n let _e267 = lens;\n let _e268 = past;\n let _e271 = unnamed.uFringe[1u];\n green = (((_e267 - (_e268 * _e271)) * 0.5f) + vec2(0.5f));\n let _e277 = red;\n let _e278 = textureSampleLevel(uScene_t, uScene_s, _e277, 0f);\n let _e280 = green;\n let _e281 = textureSampleLevel(uScene_t, uScene_s, _e280, 0f);\n let _e284 = (*scene_1)[2u];\n return vec3<f32>(_e278.x, _e281.y, _e284);\n}\n\nfn main_1() {\n var sampled: vec4<f32>;\n var scene_2: vec3<f32>;\n var param_57: vec3<f32>;\n var param_58: vec3<f32>;\n var param_59: vec3<f32>;\n var share: f32;\n var ao: f32;\n var fromCentre: vec2<f32>;\n var radius_2: f32;\n var inner: f32;\n var edge: f32;\n var amount: f32;\n var param_60: vec3<f32>;\n var param_61: vec3<f32>;\n var step_: vec2<f32>;\n var sum_2: vec3<f32>;\n var i_1: i32;\n var blurred: vec3<f32>;\n var param_62: vec3<f32>;\n var param_63: vec3<f32>;\n\n let _e250 = vUv_1;\n let _e251 = textureSampleLevel(uScene_t, uScene_s, _e250, 0f);\n sampled = _e251;\n let _e252 = sampled;\n param_57 = _e252.xyz;\n let _e254 = withFringe_u0028_vf3_u003b((&param_57));\n scene_2 = _e254;\n let _e256 = unnamed.uMotionStrength;\n if (_e256 > 0f) {\n let _e258 = scene_2;\n param_58 = _e258;\n let _e259 = cameraBlur_u0028_vf3_u003b((&param_58));\n scene_2 = _e259;\n }\n let _e261 = unnamed.uDofStrength;\n if (_e261 > 0f) {\n let _e263 = scene_2;\n param_59 = _e263;\n let _e264 = depthOfField_u0028_vf3_u003b((&param_59));\n scene_2 = _e264;\n }\n let _e266 = sampled[3u];\n share = clamp(_e266, 0f, 1f);\n let _e268 = vUv_1;\n let _e270 = unnamed.uAoOffset;\n let _e272 = textureSampleLevel(uAo_t, uAo_s, (_e268 + _e270), 0f);\n let _e275 = unnamed.uAoStrength;\n let _e276 = share;\n ao = mix(1f, _e272.x, (_e275 * _e276));\n let _e279 = vUv_1;\n fromCentre = (_e279 - vec2(0.5f));\n let _e282 = fromCentre;\n radius_2 = (length((_e282 * vec2<f32>(1f, 0.62f))) * 2f);\n let _e287 = unnamed.uStrength;\n inner = mix(0.62f, 0.3f, _e287);\n let _e289 = inner;\n let _e290 = radius_2;\n edge = smoothstep(_e289, 1f, _e290);\n let _e292 = edge;\n let _e294 = unnamed.uStrength;\n amount = (_e292 * _e294);\n let _e296 = amount;\n if (_e296 <= 0f) {\n let _e298 = scene_2;\n let _e299 = ao;\n param_60 = (_e298 * _e299);\n let _e301 = withBloom_u0028_vf3_u003b((&param_60));\n param_61 = _e301;\n let _e302 = finish_u0028_vf3_u003b((&param_61));\n fragColor = vec4<f32>(_e302.x, _e302.y, _e302.z, 1f);\n return;\n }\n let _e307 = fromCentre;\n let _e311 = unnamed.uReach;\n let _e313 = amount;\n step_ = ((normalize((_e307 + vec2<f32>(0.000001f, 0.000001f))) * _e311) * _e313);\n let _e315 = scene_2;\n sum_2 = _e315;\n i_1 = 1i;\n loop {\n let _e316 = i_1;\n if (_e316 <= 6i) {\n let _e318 = vUv_1;\n let _e319 = step_;\n let _e320 = i_1;\n let _e325 = textureSampleLevel(uScene_t, uScene_s, (_e318 + (_e319 * (f32(_e320) / 6f))), 0f);\n let _e327 = sum_2;\n sum_2 = (_e327 + _e325.xyz);\n continue;\n } else {\n break;\n }\n continuing {\n let _e329 = i_1;\n i_1 = (_e329 + 1i);\n }\n }\n let _e331 = sum_2;\n blurred = (_e331 / vec3(7f));\n let _e334 = scene_2;\n let _e335 = blurred;\n let _e336 = amount;\n let _e339 = ao;\n param_62 = (mix(_e334, _e335, vec3(_e336)) * _e339);\n let _e341 = withBloom_u0028_vf3_u003b((&param_62));\n param_63 = _e341;\n let _e342 = finish_u0028_vf3_u003b((&param_63));\n fragColor = vec4<f32>(_e342.x, _e342.y, _e342.z, 1f);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @builtin(position) gl_FragCoord: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
2
2
  /**
3
3
  * What the transform assigned, so the renderer binds the same numbers.
4
4
  *
@@ -7,7 +7,7 @@ export declare const RUSH_FRAG_WGSL = "struct Uniforms {\n uStrength: f32,\n
7
7
  export declare const RUSH_BINDINGS: {
8
8
  readonly RUSH_FRAG: {
9
9
  readonly uniforms: 1;
10
- readonly uniformSize: 208;
10
+ readonly uniformSize: 272;
11
11
  readonly fields: {
12
12
  readonly uStrength: {
13
13
  readonly offset: 0;
@@ -29,101 +29,126 @@ export declare const RUSH_BINDINGS: {
29
29
  readonly size: 4;
30
30
  readonly type: "float";
31
31
  };
32
- readonly uReprojection: {
32
+ readonly uFilmA: {
33
33
  readonly offset: 16;
34
+ readonly size: 16;
35
+ readonly type: "vec4";
36
+ };
37
+ readonly uFilmB: {
38
+ readonly offset: 32;
39
+ readonly size: 16;
40
+ readonly type: "vec4";
41
+ };
42
+ readonly uDisplayHeadroom: {
43
+ readonly offset: 48;
44
+ readonly size: 4;
45
+ readonly type: "float";
46
+ };
47
+ readonly uReprojection: {
48
+ readonly offset: 64;
34
49
  readonly size: 64;
35
50
  readonly type: "mat4";
36
51
  };
37
52
  readonly uMotionStrength: {
38
- readonly offset: 80;
53
+ readonly offset: 128;
39
54
  readonly size: 4;
40
55
  readonly type: "float";
41
56
  };
42
57
  readonly uMotionMax: {
43
- readonly offset: 84;
58
+ readonly offset: 132;
59
+ readonly size: 4;
60
+ readonly type: "float";
61
+ };
62
+ readonly uObjectMotion: {
63
+ readonly offset: 136;
44
64
  readonly size: 4;
45
65
  readonly type: "float";
46
66
  };
47
67
  readonly uAoStrength: {
48
- readonly offset: 88;
68
+ readonly offset: 140;
49
69
  readonly size: 4;
50
70
  readonly type: "float";
51
71
  };
52
72
  readonly uAoOffset: {
53
- readonly offset: 96;
73
+ readonly offset: 144;
54
74
  readonly size: 8;
55
75
  readonly type: "vec2";
56
76
  };
57
77
  readonly uBloomStrength: {
58
- readonly offset: 104;
78
+ readonly offset: 152;
59
79
  readonly size: 4;
60
80
  readonly type: "float";
61
81
  };
62
82
  readonly uVeilColor: {
63
- readonly offset: 112;
83
+ readonly offset: 160;
64
84
  readonly size: 12;
65
85
  readonly type: "vec3";
66
86
  };
67
87
  readonly uVeilAlpha: {
68
- readonly offset: 124;
88
+ readonly offset: 172;
69
89
  readonly size: 4;
70
90
  readonly type: "float";
71
91
  };
72
92
  readonly uVignette: {
73
- readonly offset: 128;
93
+ readonly offset: 176;
74
94
  readonly size: 4;
75
95
  readonly type: "float";
76
96
  };
77
97
  readonly uGrain: {
78
- readonly offset: 136;
98
+ readonly offset: 184;
79
99
  readonly size: 8;
80
100
  readonly type: "vec2";
81
101
  };
82
102
  readonly uAutoExposure: {
83
- readonly offset: 144;
103
+ readonly offset: 192;
84
104
  readonly size: 4;
85
105
  readonly type: "float";
86
106
  };
87
107
  readonly uLocalExposure: {
88
- readonly offset: 148;
108
+ readonly offset: 196;
89
109
  readonly size: 4;
90
110
  readonly type: "float";
91
111
  };
92
112
  readonly uGradeStrength: {
93
- readonly offset: 152;
113
+ readonly offset: 200;
94
114
  readonly size: 4;
95
115
  readonly type: "float";
96
116
  };
97
117
  readonly uGradeSize: {
98
- readonly offset: 156;
118
+ readonly offset: 204;
99
119
  readonly size: 4;
100
120
  readonly type: "float";
101
121
  };
102
122
  readonly uFocusDistance: {
103
- readonly offset: 160;
123
+ readonly offset: 208;
104
124
  readonly size: 4;
105
125
  readonly type: "float";
106
126
  };
107
127
  readonly uFocusRange: {
108
- readonly offset: 164;
128
+ readonly offset: 212;
109
129
  readonly size: 4;
110
130
  readonly type: "float";
111
131
  };
112
132
  readonly uDofStrength: {
113
- readonly offset: 168;
133
+ readonly offset: 216;
114
134
  readonly size: 4;
115
135
  readonly type: "float";
116
136
  };
117
137
  readonly uDofAspect: {
118
- readonly offset: 176;
138
+ readonly offset: 224;
119
139
  readonly size: 8;
120
140
  readonly type: "vec2";
121
141
  };
122
142
  readonly uDepthToView: {
123
- readonly offset: 192;
143
+ readonly offset: 240;
124
144
  readonly size: 16;
125
145
  readonly type: "vec4";
126
146
  };
147
+ readonly uFringe: {
148
+ readonly offset: 256;
149
+ readonly size: 12;
150
+ readonly type: "vec3";
151
+ };
127
152
  };
128
153
  readonly textures: {
129
154
  readonly uScene: {
@@ -136,29 +161,34 @@ export declare const RUSH_BINDINGS: {
136
161
  readonly sampler: 35;
137
162
  readonly type: "sampler2D";
138
163
  };
139
- readonly uAo: {
164
+ readonly uMotion: {
140
165
  readonly texture: 36;
141
166
  readonly sampler: 37;
142
167
  readonly type: "sampler2D";
143
168
  };
144
- readonly uBloom: {
169
+ readonly uAo: {
145
170
  readonly texture: 38;
146
171
  readonly sampler: 39;
147
172
  readonly type: "sampler2D";
148
173
  };
149
- readonly uExposureHeld: {
174
+ readonly uBloom: {
150
175
  readonly texture: 40;
151
176
  readonly sampler: 41;
152
177
  readonly type: "sampler2D";
153
178
  };
154
- readonly uExposureLocal: {
179
+ readonly uExposureHeld: {
155
180
  readonly texture: 42;
156
181
  readonly sampler: 43;
157
182
  readonly type: "sampler2D";
158
183
  };
159
- readonly uGradeLut: {
184
+ readonly uExposureLocal: {
160
185
  readonly texture: 44;
161
186
  readonly sampler: 45;
187
+ readonly type: "sampler2D";
188
+ };
189
+ readonly uGradeLut: {
190
+ readonly texture: 46;
191
+ readonly sampler: 47;
162
192
  readonly type: "sampler3D";
163
193
  };
164
194
  };