@driftengine/core 4.9.0 → 4.10.0

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Files changed (135) hide show
  1. package/CHANGELOG.json +62 -11
  2. package/README.md +43 -38
  3. package/dist/index.d.ts +3 -1
  4. package/dist/index.js +4 -3
  5. package/dist/render/ambientHarmonics.d.ts +1 -1
  6. package/dist/render/ambientHarmonics.js +1 -1
  7. package/dist/render/areaLights.d.ts +4 -4
  8. package/dist/render/areaLights.js +1 -1
  9. package/dist/render/backend/api.d.ts +10 -3
  10. package/dist/render/backend/select.js +11 -5
  11. package/dist/render/backend/webgl2/boneAnimations.d.ts +29 -0
  12. package/dist/render/backend/webgl2/boneAnimations.js +80 -0
  13. package/dist/render/backend/webgl2/instanced.d.ts +5 -1
  14. package/dist/render/backend/webgl2/instanced.js +13 -1
  15. package/dist/render/backend/webgl2/renderer.d.ts +90 -2
  16. package/dist/render/backend/webgl2/renderer.js +253 -24
  17. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +5 -3
  18. package/dist/render/backend/webgl2/skinPaletteTexture.js +6 -4
  19. package/dist/render/backend/webgpu/boneAnimations.d.ts +34 -0
  20. package/dist/render/backend/webgpu/boneAnimations.js +76 -0
  21. package/dist/render/backend/webgpu/buffers.d.ts +19 -4
  22. package/dist/render/backend/webgpu/buffers.js +18 -11
  23. package/dist/render/backend/webgpu/compressedUpload.d.ts +0 -1
  24. package/dist/render/backend/webgpu/compressedUpload.js +53 -8
  25. package/dist/render/backend/webgpu/depthPass.d.ts +59 -3
  26. package/dist/render/backend/webgpu/depthPass.js +49 -14
  27. package/dist/render/backend/webgpu/drawCommand.d.ts +18 -4
  28. package/dist/render/backend/webgpu/drawCommand.js +10 -3
  29. package/dist/render/backend/webgpu/flatPass.d.ts +85 -42
  30. package/dist/render/backend/webgpu/flatPass.js +136 -20
  31. package/dist/render/backend/webgpu/instanced.d.ts +14 -1
  32. package/dist/render/backend/webgpu/instanced.js +24 -1
  33. package/dist/render/backend/webgpu/materialStore.d.ts +101 -0
  34. package/dist/render/backend/webgpu/materialStore.js +265 -0
  35. package/dist/render/backend/webgpu/pipelineCache.d.ts +6 -0
  36. package/dist/render/backend/webgpu/pipelineCache.js +7 -0
  37. package/dist/render/backend/webgpu/renderer.d.ts +152 -35
  38. package/dist/render/backend/webgpu/renderer.js +787 -142
  39. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +7 -3
  40. package/dist/render/backend/webgpu/skinPaletteRing.js +13 -7
  41. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +6 -0
  42. package/dist/render/backend/webgpu/skinPaletteTexture.js +7 -1
  43. package/dist/render/backend/webgpu/staticBundles.d.ts +125 -0
  44. package/dist/render/backend/webgpu/staticBundles.js +241 -0
  45. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +10 -3
  46. package/dist/render/backend/webgpu/surfaceTexturePass.js +20 -2
  47. package/dist/render/backend/webgpu/uniformRing.d.ts +21 -0
  48. package/dist/render/backend/webgpu/uniformRing.js +9 -1
  49. package/dist/render/bloomChain.d.ts +3 -3
  50. package/dist/render/boneAnimation.d.ts +92 -0
  51. package/dist/render/boneAnimation.js +133 -0
  52. package/dist/render/compressedSource.d.ts +33 -13
  53. package/dist/render/compressedSource.js +70 -25
  54. package/dist/render/glCompressed.js +83 -0
  55. package/dist/render/instances.d.ts +26 -0
  56. package/dist/render/lightBudget.d.ts +10 -0
  57. package/dist/render/lightBudget.js +10 -0
  58. package/dist/render/lightmap.d.ts +1 -1
  59. package/dist/render/mesh.d.ts +5 -0
  60. package/dist/render/mesh.js +6 -0
  61. package/dist/render/pointLightSelection.d.ts +4 -4
  62. package/dist/render/screenSpaceReflection.d.ts +2 -1
  63. package/dist/render/shaders/boneAnimation.d.ts +19 -0
  64. package/dist/render/shaders/boneAnimation.js +63 -0
  65. package/dist/render/shaders/depth.d.ts +7 -0
  66. package/dist/render/shaders/depth.js +35 -10
  67. package/dist/render/shaders/flat/index.d.ts +6 -0
  68. package/dist/render/shaders/flat/index.js +27 -5
  69. package/dist/render/shaders/flat/main.d.ts +1 -1
  70. package/dist/render/shaders/flat/main.js +15 -5
  71. package/dist/render/shaders/flat/models.js +1 -1
  72. package/dist/render/shaders/flat/overlay.js +1 -1
  73. package/dist/render/shaders/flat/pointShadow.js +2 -2
  74. package/dist/render/shaders/flat/preamble.js +38 -24
  75. package/dist/render/shaders/generated/depth.wgsl.d.ts +93 -0
  76. package/dist/render/shaders/generated/depth.wgsl.js +93 -0
  77. package/dist/render/shaders/generated/flat.wgsl.d.ts +3077 -2903
  78. package/dist/render/shaders/generated/flat.wgsl.js +3100 -2925
  79. package/dist/render/shaders/outputTransform.d.ts +7 -0
  80. package/dist/render/shaders/outputTransform.js +28 -14
  81. package/dist/render/shaders/vertexChannel.d.ts +7 -0
  82. package/dist/render/shaders/vertexChannel.js +26 -0
  83. package/dist/render/staticDraws.d.ts +47 -0
  84. package/dist/render/staticDraws.js +43 -0
  85. package/dist/render/surfaceTexture.d.ts +38 -7
  86. package/dist/render/surfaceTexture.js +56 -17
  87. package/package.json +6 -6
  88. package/src/index.ts +8 -2
  89. package/src/render/ambientHarmonics.ts +1 -1
  90. package/src/render/areaLights.ts +4 -4
  91. package/src/render/backend/api.ts +13 -3
  92. package/src/render/backend/select.ts +10 -5
  93. package/src/render/backend/webgl2/boneAnimations.ts +105 -0
  94. package/src/render/backend/webgl2/instanced.ts +20 -1
  95. package/src/render/backend/webgl2/renderer.ts +315 -24
  96. package/src/render/backend/webgl2/skinPaletteTexture.ts +6 -4
  97. package/src/render/backend/webgpu/boneAnimations.ts +97 -0
  98. package/src/render/backend/webgpu/buffers.ts +42 -16
  99. package/src/render/backend/webgpu/compressedUpload.ts +59 -9
  100. package/src/render/backend/webgpu/depthPass.ts +51 -10
  101. package/src/render/backend/webgpu/drawCommand.ts +22 -4
  102. package/src/render/backend/webgpu/flatPass.ts +187 -14
  103. package/src/render/backend/webgpu/instanced.ts +32 -1
  104. package/src/render/backend/webgpu/materialStore.ts +276 -0
  105. package/src/render/backend/webgpu/pipelineCache.ts +7 -0
  106. package/src/render/backend/webgpu/renderer.ts +928 -155
  107. package/src/render/backend/webgpu/skinPaletteRing.ts +13 -7
  108. package/src/render/backend/webgpu/skinPaletteTexture.ts +7 -1
  109. package/src/render/backend/webgpu/staticBundles.ts +363 -0
  110. package/src/render/backend/webgpu/surfaceTexturePass.ts +29 -3
  111. package/src/render/backend/webgpu/uniformRing.ts +10 -1
  112. package/src/render/bloomChain.ts +3 -3
  113. package/src/render/boneAnimation.ts +223 -0
  114. package/src/render/compressedSource.ts +121 -29
  115. package/src/render/glCompressed.ts +83 -0
  116. package/src/render/instances.ts +27 -0
  117. package/src/render/lightBudget.ts +11 -0
  118. package/src/render/lightmap.ts +1 -1
  119. package/src/render/mesh.ts +6 -0
  120. package/src/render/pointLightSelection.ts +4 -4
  121. package/src/render/screenSpaceReflection.ts +2 -1
  122. package/src/render/shaders/boneAnimation.ts +63 -0
  123. package/src/render/shaders/depth.ts +45 -10
  124. package/src/render/shaders/flat/index.ts +33 -5
  125. package/src/render/shaders/flat/main.ts +15 -5
  126. package/src/render/shaders/flat/models.ts +1 -1
  127. package/src/render/shaders/flat/overlay.ts +1 -1
  128. package/src/render/shaders/flat/pointShadow.ts +2 -2
  129. package/src/render/shaders/flat/preamble.ts +38 -24
  130. package/src/render/shaders/generated/depth.wgsl.ts +95 -0
  131. package/src/render/shaders/generated/flat.wgsl.ts +3100 -2925
  132. package/src/render/shaders/outputTransform.ts +30 -14
  133. package/src/render/shaders/vertexChannel.ts +27 -0
  134. package/src/render/staticDraws.ts +95 -0
  135. package/src/render/surfaceTexture.ts +94 -27
@@ -11,6 +11,10 @@ export const DEPTH_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: ma
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  export const DEPTH_FRAG_WGSL = "struct Uniforms {\n uPeelShadowLayer: i32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\nvar<private> vLightPosition_1: vec4<f32>;\n@group(0) @binding(32) \nvar uPreviousShadowMap_t: texture_2d_array<f32>;\n@group(0) @binding(33) \nvar uPreviousShadowMap_s: sampler;\nvar<private> gl_FragCoord_1: vec4<f32>;\n\nfn main_1() {\n var p: vec3<f32>;\n var uv: vec2<f32>;\n var previousDepth: f32;\n\n let _e16 = unnamed.uPeelShadowLayer;\n if (_e16 != 0i) {\n let _e18 = vLightPosition_1;\n let _e21 = vLightPosition_1[3u];\n p = (_e18.xyz / vec3(_e21));\n let _e24 = p;\n uv = ((_e24.xy * 0.5f) + vec2(0.5f));\n let _e29 = uv;\n let _e32 = vec3<f32>(_e29.x, _e29.y, 0f);\n let _e38 = textureSample(uPreviousShadowMap_t, uPreviousShadowMap_s, vec2<f32>(_e32.x, _e32.y), i32(_e32.z));\n previousDepth = _e38.x;\n let _e41 = gl_FragCoord_1[2u];\n let _e42 = previousDepth;\n if (_e41 <= (_e42 + 0.00001f)) {\n discard;\n }\n }\n return;\n}\n\n@fragment \nfn main(@location(0) vLightPosition: vec4<f32>, @builtin(position) gl_FragCoord: vec4<f32>) {\n vLightPosition_1 = vLightPosition;\n gl_FragCoord_1 = gl_FragCoord;\n main_1();\n}\n";
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+ export const DEPTH_INSTANCED_ANIMATED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n uSceneTime: f32,\n uBoneClip: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n}\n\n@group(0) @binding(16) \nvar uBonePlaces_t: texture_2d<f32>;\n@group(0) @binding(20) \nvar uInstanceClocks_t: texture_2d<f32>;\nvar<private> gl_InstanceIndex_1: i32;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aGrain_1: f32;\n@group(0) @binding(18) \nvar uBoneTurns_t: texture_2d<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\n@group(0) @binding(17) \nvar uBonePlaces_s: sampler;\n@group(0) @binding(19) \nvar uBoneTurns_s: sampler;\n@group(0) @binding(21) \nvar uInstanceClocks_s: sampler;\n\nfn boneTurn_u0028_vf4_u003b_vf3_u003b(q: ptr<function, vec4<f32>>, v: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e38 = (*v);\n let _e39 = (*q);\n let _e41 = (*q);\n let _e43 = (*v);\n let _e46 = (*q)[3u];\n let _e47 = (*v);\n return (_e38 + (cross(_e39.xyz, (cross(_e41.xyz, _e43) + (_e47 * _e46))) * 2f));\n}\n\nfn boneAnimate_u0028_vf3_u003b_vf3_u003b_vf3_u003b(position: ptr<function, vec3<f32>>, normal: ptr<function, vec3<f32>>, tangent: ptr<function, vec3<f32>>) -> vec3<f32> {\n var size: vec2<i32>;\n var clocksWidth: i32;\n var clock: vec2<f32>;\n var moment: f32;\n var frames: f32;\n var wrapped: f32;\n var first: i32;\n var second: i32;\n var local: i32;\n var blend: f32;\n var bone: i32;\n var q0_: vec4<f32>;\n var q1_: vec4<f32>;\n var q_1: vec4<f32>;\n var place: vec3<f32>;\n var param: vec4<f32>;\n var param_1: vec3<f32>;\n var param_2: vec4<f32>;\n var param_3: vec3<f32>;\n var param_4: vec4<f32>;\n var param_5: vec3<f32>;\n\n let _e60 = textureDimensions(uBonePlaces_t, 0i);\n size = vec2<i32>(_e60);\n let _e62 = textureDimensions(uInstanceClocks_t, 0i);\n clocksWidth = vec2<i32>(_e62).x;\n let _e65 = gl_InstanceIndex_1;\n let _e66 = clocksWidth;\n let _e74 = gl_InstanceIndex_1;\n let _e75 = clocksWidth;\n let _e78 = textureLoad(uInstanceClocks_t, vec2<i32>((_e65 - (i32(floor((f32(_e65) / f32(_e66)))) * _e66)), (_e74 / _e75)), 0i);\n clock = _e78.xy;\n let _e81 = unnamed.uSceneTime;\n let _e83 = clock[1u];\n let _e86 = clock[0u];\n let _e90 = unnamed.uBoneClip[0u];\n moment = (((_e81 * _e83) + _e86) * _e90);\n let _e93 = size[1u];\n frames = f32(_e93);\n let _e95 = moment;\n let _e96 = frames;\n let _e97 = moment;\n let _e98 = frames;\n wrapped = (_e95 - (_e96 * floor((_e97 / _e98))));\n let _e103 = wrapped;\n let _e107 = size[1u];\n first = min(i32(floor(_e103)), (_e107 - 1i));\n let _e110 = first;\n let _e113 = size[1u];\n if ((_e110 + 1i) == _e113) {\n local = 0i;\n } else {\n let _e115 = first;\n local = (_e115 + 1i);\n }\n let _e117 = local;\n second = _e117;\n let _e118 = wrapped;\n let _e119 = first;\n blend = clamp((_e118 - f32(_e119)), 0f, 1f);\n let _e123 = aGrain_1;\n let _e127 = unnamed.uBoneClip[1u];\n let _e133 = size[0u];\n bone = clamp(i32(floor((((-1f - _e123) * _e127) + 0.5f))), 0i, (_e133 - 1i));\n let _e136 = bone;\n let _e137 = first;\n let _e139 = textureLoad(uBoneTurns_t, vec2<i32>(_e136, _e137), 0i);\n q0_ = _e139;\n let _e140 = bone;\n let _e141 = second;\n let _e143 = textureLoad(uBoneTurns_t, vec2<i32>(_e140, _e141), 0i);\n q1_ = _e143;\n let _e144 = q0_;\n let _e145 = q1_;\n if (dot(_e144, _e145) < 0f) {\n let _e148 = q1_;\n q1_ = -(_e148);\n }\n let _e150 = q0_;\n let _e151 = q1_;\n let _e152 = blend;\n q_1 = normalize(mix(_e150, _e151, vec4(_e152)));\n let _e156 = bone;\n let _e157 = first;\n let _e159 = textureLoad(uBonePlaces_t, vec2<i32>(_e156, _e157), 0i);\n let _e161 = bone;\n let _e162 = second;\n let _e164 = textureLoad(uBonePlaces_t, vec2<i32>(_e161, _e162), 0i);\n let _e166 = blend;\n place = mix(_e159.xyz, _e164.xyz, vec3(_e166));\n let _e169 = q_1;\n param = _e169;\n let _e170 = (*normal);\n param_1 = _e170;\n let _e171 = boneTurn_u0028_vf4_u003b_vf3_u003b((&param), (&param_1));\n (*normal) = _e171;\n let _e172 = q_1;\n param_2 = _e172;\n let _e173 = (*tangent);\n param_3 = _e173;\n let _e174 = boneTurn_u0028_vf4_u003b_vf3_u003b((&param_2), (&param_3));\n (*tangent) = _e174;\n let _e175 = q_1;\n param_4 = _e175;\n let _e176 = (*position);\n param_5 = _e176;\n let _e177 = boneTurn_u0028_vf4_u003b_vf3_u003b((&param_4), (&param_5));\n let _e178 = place;\n return (_e177 + _e178);\n}\n\nfn main_1() {\n var local_1: vec4<f32>;\n var animatedNormal: vec3<f32>;\n var animatedTangent: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n var param_8: vec3<f32>;\n var model: mat4x4<f32>;\n var instanceCell: vec4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e46 = aPosition_1;\n local_1 = vec4<f32>(_e46.x, _e46.y, _e46.z, 1f);\n animatedNormal = vec3<f32>(0f, 1f, 0f);\n animatedTangent = vec3<f32>(1f, 0f, 0f);\n let _e51 = local_1;\n param_6 = _e51.xyz;\n let _e53 = animatedNormal;\n param_7 = _e53;\n let _e54 = animatedTangent;\n param_8 = _e54;\n let _e55 = boneAnimate_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_6), (&param_7), (&param_8));\n let _e56 = param_7;\n animatedNormal = _e56;\n let _e57 = param_8;\n animatedTangent = _e57;\n local_1 = vec4<f32>(_e55.x, _e55.y, _e55.z, 1f);\n let _e62 = aInstanceModel0_1;\n let _e63 = aInstanceModel1_1;\n let _e64 = aInstanceModel2_1;\n let _e65 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e62.x, _e62.y, _e62.z, _e62.w), vec4<f32>(_e63.x, _e63.y, _e63.z, _e63.w), vec4<f32>(_e64.x, _e64.y, _e64.z, _e64.w), vec4<f32>(_e65.x, _e65.y, _e65.z, _e65.w));\n let _e89 = model[0][3u];\n let _e92 = model[1][3u];\n let _e95 = model[2][3u];\n let _e98 = model[3][3u];\n instanceCell = vec4<f32>(_e89, _e92, _e95, _e98);\n model[0][3u] = 0f;\n model[1][3u] = 0f;\n model[2][3u] = 0f;\n model[3][3u] = 1f;\n let _e108 = model;\n let _e109 = local_1;\n world = (_e108 * _e109);\n let _e111 = world;\n bent = _e111.xyz;\n let _e114 = unnamed.uLightViewProj;\n let _e115 = bent;\n let _e117 = world[3u];\n vLightPosition = (_e114 * vec4<f32>(_e115.x, _e115.y, _e115.z, _e117));\n let _e123 = vLightPosition;\n unnamed_1.gl_Position = _e123;\n let _e125 = aUv_1;\n let _e127 = instanceCell;\n let _e130 = instanceCell;\n let _e134 = unnamed.uUvScale;\n let _e137 = unnamed.uUvOffset;\n let _e138 = ((((_e125.xy * _e127.xy) + _e130.zw) * _e134) + _e137);\n let _e140 = aUv_1[2u];\n vUv = vec3<f32>(_e138.x, _e138.y, _e140);\n let _e145 = unnamed.uAlphaCutout;\n vAlphaCutout = _e145;\n return;\n}\n\n@vertex \nfn main(@builtin(instance_index) gl_InstanceIndex: u32, @location(8) aGrain: f32, @location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n gl_InstanceIndex_1 = i32(gl_InstanceIndex);\n aGrain_1 = aGrain;\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e23 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e23);\n let _e25 = vLightPosition;\n let _e26 = unnamed_1.gl_Position;\n let _e27 = vUv;\n let _e28 = vAlphaCutout;\n return VertexOutput(_e25, _e26, _e27, _e28);\n}\n";
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+ export const DEPTH_INSTANCED_ANIMATED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uSceneTime: f32,\n uBoneClip: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\n@group(0) @binding(16) \nvar uBonePlaces_t: texture_2d<f32>;\n@group(0) @binding(20) \nvar uInstanceClocks_t: texture_2d<f32>;\nvar<private> gl_InstanceIndex_1: i32;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> aGrain_1: f32;\n@group(0) @binding(18) \nvar uBoneTurns_t: texture_2d<f32>;\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n@group(0) @binding(17) \nvar uBonePlaces_s: sampler;\n@group(0) @binding(19) \nvar uBoneTurns_s: sampler;\n@group(0) @binding(21) \nvar uInstanceClocks_s: sampler;\n\nfn boneTurn_u0028_vf4_u003b_vf3_u003b(q: ptr<function, vec4<f32>>, v: ptr<function, vec3<f32>>) -> vec3<f32> {\n let _e32 = (*v);\n let _e33 = (*q);\n let _e35 = (*q);\n let _e37 = (*v);\n let _e40 = (*q)[3u];\n let _e41 = (*v);\n return (_e32 + (cross(_e33.xyz, (cross(_e35.xyz, _e37) + (_e41 * _e40))) * 2f));\n}\n\nfn boneAnimate_u0028_vf3_u003b_vf3_u003b_vf3_u003b(position: ptr<function, vec3<f32>>, normal: ptr<function, vec3<f32>>, tangent: ptr<function, vec3<f32>>) -> vec3<f32> {\n var size: vec2<i32>;\n var clocksWidth: i32;\n var clock: vec2<f32>;\n var moment: f32;\n var frames: f32;\n var wrapped: f32;\n var first: i32;\n var second: i32;\n var local: i32;\n var blend: f32;\n var bone: i32;\n var q0_: vec4<f32>;\n var q1_: vec4<f32>;\n var q_1: vec4<f32>;\n var place: vec3<f32>;\n var param: vec4<f32>;\n var param_1: vec3<f32>;\n var param_2: vec4<f32>;\n var param_3: vec3<f32>;\n var param_4: vec4<f32>;\n var param_5: vec3<f32>;\n\n let _e54 = textureDimensions(uBonePlaces_t, 0i);\n size = vec2<i32>(_e54);\n let _e56 = textureDimensions(uInstanceClocks_t, 0i);\n clocksWidth = vec2<i32>(_e56).x;\n let _e59 = gl_InstanceIndex_1;\n let _e60 = clocksWidth;\n let _e68 = gl_InstanceIndex_1;\n let _e69 = clocksWidth;\n let _e72 = textureLoad(uInstanceClocks_t, vec2<i32>((_e59 - (i32(floor((f32(_e59) / f32(_e60)))) * _e60)), (_e68 / _e69)), 0i);\n clock = _e72.xy;\n let _e75 = unnamed.uSceneTime;\n let _e77 = clock[1u];\n let _e80 = clock[0u];\n let _e84 = unnamed.uBoneClip[0u];\n moment = (((_e75 * _e77) + _e80) * _e84);\n let _e87 = size[1u];\n frames = f32(_e87);\n let _e89 = moment;\n let _e90 = frames;\n let _e91 = moment;\n let _e92 = frames;\n wrapped = (_e89 - (_e90 * floor((_e91 / _e92))));\n let _e97 = wrapped;\n let _e101 = size[1u];\n first = min(i32(floor(_e97)), (_e101 - 1i));\n let _e104 = first;\n let _e107 = size[1u];\n if ((_e104 + 1i) == _e107) {\n local = 0i;\n } else {\n let _e109 = first;\n local = (_e109 + 1i);\n }\n let _e111 = local;\n second = _e111;\n let _e112 = wrapped;\n let _e113 = first;\n blend = clamp((_e112 - f32(_e113)), 0f, 1f);\n let _e117 = aGrain_1;\n let _e121 = unnamed.uBoneClip[1u];\n let _e127 = size[0u];\n bone = clamp(i32(floor((((-1f - _e117) * _e121) + 0.5f))), 0i, (_e127 - 1i));\n let _e130 = bone;\n let _e131 = first;\n let _e133 = textureLoad(uBoneTurns_t, vec2<i32>(_e130, _e131), 0i);\n q0_ = _e133;\n let _e134 = bone;\n let _e135 = second;\n let _e137 = textureLoad(uBoneTurns_t, vec2<i32>(_e134, _e135), 0i);\n q1_ = _e137;\n let _e138 = q0_;\n let _e139 = q1_;\n if (dot(_e138, _e139) < 0f) {\n let _e142 = q1_;\n q1_ = -(_e142);\n }\n let _e144 = q0_;\n let _e145 = q1_;\n let _e146 = blend;\n q_1 = normalize(mix(_e144, _e145, vec4(_e146)));\n let _e150 = bone;\n let _e151 = first;\n let _e153 = textureLoad(uBonePlaces_t, vec2<i32>(_e150, _e151), 0i);\n let _e155 = bone;\n let _e156 = second;\n let _e158 = textureLoad(uBonePlaces_t, vec2<i32>(_e155, _e156), 0i);\n let _e160 = blend;\n place = mix(_e153.xyz, _e158.xyz, vec3(_e160));\n let _e163 = q_1;\n param = _e163;\n let _e164 = (*normal);\n param_1 = _e164;\n let _e165 = boneTurn_u0028_vf4_u003b_vf3_u003b((&param), (&param_1));\n (*normal) = _e165;\n let _e166 = q_1;\n param_2 = _e166;\n let _e167 = (*tangent);\n param_3 = _e167;\n let _e168 = boneTurn_u0028_vf4_u003b_vf3_u003b((&param_2), (&param_3));\n (*tangent) = _e168;\n let _e169 = q_1;\n param_4 = _e169;\n let _e170 = (*position);\n param_5 = _e170;\n let _e171 = boneTurn_u0028_vf4_u003b_vf3_u003b((&param_4), (&param_5));\n let _e172 = place;\n return (_e171 + _e172);\n}\n\nfn main_1() {\n var local_1: vec4<f32>;\n var animatedNormal: vec3<f32>;\n var animatedTangent: vec3<f32>;\n var param_6: vec3<f32>;\n var param_7: vec3<f32>;\n var param_8: vec3<f32>;\n var model: mat4x4<f32>;\n var instanceCell: vec4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e40 = aPosition_1;\n local_1 = vec4<f32>(_e40.x, _e40.y, _e40.z, 1f);\n animatedNormal = vec3<f32>(0f, 1f, 0f);\n animatedTangent = vec3<f32>(1f, 0f, 0f);\n let _e45 = local_1;\n param_6 = _e45.xyz;\n let _e47 = animatedNormal;\n param_7 = _e47;\n let _e48 = animatedTangent;\n param_8 = _e48;\n let _e49 = boneAnimate_u0028_vf3_u003b_vf3_u003b_vf3_u003b((&param_6), (&param_7), (&param_8));\n let _e50 = param_7;\n animatedNormal = _e50;\n let _e51 = param_8;\n animatedTangent = _e51;\n local_1 = vec4<f32>(_e49.x, _e49.y, _e49.z, 1f);\n let _e56 = aInstanceModel0_1;\n let _e57 = aInstanceModel1_1;\n let _e58 = aInstanceModel2_1;\n let _e59 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e56.x, _e56.y, _e56.z, _e56.w), vec4<f32>(_e57.x, _e57.y, _e57.z, _e57.w), vec4<f32>(_e58.x, _e58.y, _e58.z, _e58.w), vec4<f32>(_e59.x, _e59.y, _e59.z, _e59.w));\n let _e83 = model[0][3u];\n let _e86 = model[1][3u];\n let _e89 = model[2][3u];\n let _e92 = model[3][3u];\n instanceCell = vec4<f32>(_e83, _e86, _e89, _e92);\n model[0][3u] = 0f;\n model[1][3u] = 0f;\n model[2][3u] = 0f;\n model[3][3u] = 1f;\n let _e102 = model;\n let _e103 = local_1;\n world = (_e102 * _e103);\n let _e105 = world;\n bent = _e105.xyz;\n let _e108 = unnamed.uLightViewProj;\n let _e109 = bent;\n let _e111 = world[3u];\n vLightPosition = (_e108 * vec4<f32>(_e109.x, _e109.y, _e109.z, _e111));\n let _e117 = vLightPosition;\n unnamed_1.gl_Position = _e117;\n return;\n}\n\n@vertex \nfn main(@builtin(instance_index) gl_InstanceIndex: u32, @location(8) aGrain: f32, @location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n gl_InstanceIndex_1 = i32(gl_InstanceIndex);\n aGrain_1 = aGrain;\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e19 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e19);\n let _e21 = vLightPosition;\n let _e22 = unnamed_1.gl_Position;\n return VertexOutput(_e21, _e22);\n}\n";
17
+
14
18
  export const DEPTH_INSTANCED_CUTOUT_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n uUvScale: vec2<f32>,\n uUvOffset: vec2<f32>,\n uAlphaCutout: vec2<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n @location(1) member_1: vec3<f32>,\n @location(2) @interpolate(flat) member_2: vec2<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\nvar<private> vUv: vec3<f32>;\nvar<private> aUv_1: vec3<f32>;\nvar<private> vAlphaCutout: vec2<f32>;\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var instanceCell: vec4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e24 = aPosition_1;\n local = vec4<f32>(_e24.x, _e24.y, _e24.z, 1f);\n let _e29 = aInstanceModel0_1;\n let _e30 = aInstanceModel1_1;\n let _e31 = aInstanceModel2_1;\n let _e32 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e29.x, _e29.y, _e29.z, _e29.w), vec4<f32>(_e30.x, _e30.y, _e30.z, _e30.w), vec4<f32>(_e31.x, _e31.y, _e31.z, _e31.w), vec4<f32>(_e32.x, _e32.y, _e32.z, _e32.w));\n let _e56 = model[0][3u];\n let _e59 = model[1][3u];\n let _e62 = model[2][3u];\n let _e65 = model[3][3u];\n instanceCell = vec4<f32>(_e56, _e59, _e62, _e65);\n model[0][3u] = 0f;\n model[1][3u] = 0f;\n model[2][3u] = 0f;\n model[3][3u] = 1f;\n let _e75 = model;\n let _e76 = local;\n world = (_e75 * _e76);\n let _e78 = world;\n bent = _e78.xyz;\n let _e81 = unnamed.uLightViewProj;\n let _e82 = bent;\n let _e84 = world[3u];\n vLightPosition = (_e81 * vec4<f32>(_e82.x, _e82.y, _e82.z, _e84));\n let _e90 = vLightPosition;\n unnamed_1.gl_Position = _e90;\n let _e92 = aUv_1;\n let _e94 = instanceCell;\n let _e97 = instanceCell;\n let _e101 = unnamed.uUvScale;\n let _e104 = unnamed.uUvOffset;\n let _e105 = ((((_e92.xy * _e94.xy) + _e97.zw) * _e101) + _e104);\n let _e107 = aUv_1[2u];\n vUv = vec3<f32>(_e105.x, _e105.y, _e107);\n let _e112 = unnamed.uAlphaCutout;\n vAlphaCutout = _e112;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>, @location(5) aUv: vec3<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n aUv_1 = aUv;\n main_1();\n let _e18 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e18);\n let _e20 = vLightPosition;\n let _e21 = unnamed_1.gl_Position;\n let _e22 = vUv;\n let _e23 = vAlphaCutout;\n return VertexOutput(_e20, _e21, _e22, _e23);\n}\n";
15
19
 
16
20
  export const DEPTH_INSTANCED_VERT_WGSL = "struct Uniforms {\n uLightViewProj: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> aPosition_1: vec3<f32>;\nvar<private> aInstanceModel0_1: vec4<f32>;\nvar<private> aInstanceModel1_1: vec4<f32>;\nvar<private> aInstanceModel2_1: vec4<f32>;\nvar<private> aInstanceModel3_1: vec4<f32>;\nvar<private> vLightPosition: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var local: vec4<f32>;\n var model: mat4x4<f32>;\n var instanceCell: vec4<f32>;\n var world: vec4<f32>;\n var bent: vec3<f32>;\n\n let _e20 = aPosition_1;\n local = vec4<f32>(_e20.x, _e20.y, _e20.z, 1f);\n let _e25 = aInstanceModel0_1;\n let _e26 = aInstanceModel1_1;\n let _e27 = aInstanceModel2_1;\n let _e28 = aInstanceModel3_1;\n model = mat4x4<f32>(vec4<f32>(_e25.x, _e25.y, _e25.z, _e25.w), vec4<f32>(_e26.x, _e26.y, _e26.z, _e26.w), vec4<f32>(_e27.x, _e27.y, _e27.z, _e27.w), vec4<f32>(_e28.x, _e28.y, _e28.z, _e28.w));\n let _e52 = model[0][3u];\n let _e55 = model[1][3u];\n let _e58 = model[2][3u];\n let _e61 = model[3][3u];\n instanceCell = vec4<f32>(_e52, _e55, _e58, _e61);\n model[0][3u] = 0f;\n model[1][3u] = 0f;\n model[2][3u] = 0f;\n model[3][3u] = 1f;\n let _e71 = model;\n let _e72 = local;\n world = (_e71 * _e72);\n let _e74 = world;\n bent = _e74.xyz;\n let _e77 = unnamed.uLightViewProj;\n let _e78 = bent;\n let _e80 = world[3u];\n vLightPosition = (_e77 * vec4<f32>(_e78.x, _e78.y, _e78.z, _e80));\n let _e86 = vLightPosition;\n unnamed_1.gl_Position = _e86;\n return;\n}\n\n@vertex \nfn main(@location(0) aPosition: vec3<f32>, @location(11) aInstanceModel0_: vec4<f32>, @location(12) aInstanceModel1_: vec4<f32>, @location(13) aInstanceModel2_: vec4<f32>, @location(14) aInstanceModel3_: vec4<f32>) -> VertexOutput {\n aPosition_1 = aPosition;\n aInstanceModel0_1 = aInstanceModel0_;\n aInstanceModel1_1 = aInstanceModel1_;\n aInstanceModel2_1 = aInstanceModel2_;\n aInstanceModel3_1 = aInstanceModel3_;\n main_1();\n let _e14 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e14);\n let _e16 = vLightPosition;\n let _e17 = unnamed_1.gl_Position;\n return VertexOutput(_e16, _e17);\n}\n";
@@ -137,6 +141,97 @@ export const DEPTH_BINDINGS = {
137
141
  }
138
142
  }
139
143
  },
144
+ "DEPTH_INSTANCED_ANIMATED_CUTOUT_VERT": {
145
+ "uniforms": 0,
146
+ "uniformSize": 112,
147
+ "fields": {
148
+ "uLightViewProj": {
149
+ "offset": 0,
150
+ "size": 64,
151
+ "type": "mat4"
152
+ },
153
+ "uUvScale": {
154
+ "offset": 64,
155
+ "size": 8,
156
+ "type": "vec2"
157
+ },
158
+ "uUvOffset": {
159
+ "offset": 72,
160
+ "size": 8,
161
+ "type": "vec2"
162
+ },
163
+ "uAlphaCutout": {
164
+ "offset": 80,
165
+ "size": 8,
166
+ "type": "vec2"
167
+ },
168
+ "uSceneTime": {
169
+ "offset": 88,
170
+ "size": 4,
171
+ "type": "float"
172
+ },
173
+ "uBoneClip": {
174
+ "offset": 96,
175
+ "size": 8,
176
+ "type": "vec2"
177
+ }
178
+ },
179
+ "textures": {
180
+ "uBonePlaces": {
181
+ "texture": 16,
182
+ "sampler": 17,
183
+ "type": "sampler2D"
184
+ },
185
+ "uBoneTurns": {
186
+ "texture": 18,
187
+ "sampler": 19,
188
+ "type": "sampler2D"
189
+ },
190
+ "uInstanceClocks": {
191
+ "texture": 20,
192
+ "sampler": 21,
193
+ "type": "sampler2D"
194
+ }
195
+ }
196
+ },
197
+ "DEPTH_INSTANCED_ANIMATED_VERT": {
198
+ "uniforms": 0,
199
+ "uniformSize": 80,
200
+ "fields": {
201
+ "uLightViewProj": {
202
+ "offset": 0,
203
+ "size": 64,
204
+ "type": "mat4"
205
+ },
206
+ "uSceneTime": {
207
+ "offset": 64,
208
+ "size": 4,
209
+ "type": "float"
210
+ },
211
+ "uBoneClip": {
212
+ "offset": 72,
213
+ "size": 8,
214
+ "type": "vec2"
215
+ }
216
+ },
217
+ "textures": {
218
+ "uBonePlaces": {
219
+ "texture": 16,
220
+ "sampler": 17,
221
+ "type": "sampler2D"
222
+ },
223
+ "uBoneTurns": {
224
+ "texture": 18,
225
+ "sampler": 19,
226
+ "type": "sampler2D"
227
+ },
228
+ "uInstanceClocks": {
229
+ "texture": 20,
230
+ "sampler": 21,
231
+ "type": "sampler2D"
232
+ }
233
+ }
234
+ },
140
235
  "DEPTH_INSTANCED_CUTOUT_VERT": {
141
236
  "uniforms": 0,
142
237
  "uniformSize": 96,