@woosh/meep-engine 3.37.0 → 3.39.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1016) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/package.json +1 -1
  4. package/src/core/binary/BinaryBuffer.d.ts +11 -0
  5. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  6. package/src/core/binary/BinaryBuffer.js +30 -0
  7. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.d.ts.map +1 -1
  8. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js +28 -7
  9. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +15 -0
  10. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -1
  11. package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +41 -0
  12. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts +12 -0
  13. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts.map +1 -1
  14. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.js +27 -0
  15. package/src/core/geom/3d/gjk/gjk.js +3 -3
  16. package/src/core/geom/3d/gjk/gjk_distance.d.ts +94 -0
  17. package/src/core/geom/3d/gjk/gjk_distance.d.ts.map +1 -0
  18. package/src/core/geom/3d/gjk/gjk_distance.js +782 -0
  19. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts +5 -4
  20. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  21. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +14 -9
  22. package/src/core/geom/3d/gjk/minkowski_support.d.ts +11 -7
  23. package/src/core/geom/3d/gjk/minkowski_support.d.ts.map +1 -1
  24. package/src/core/geom/3d/gjk/minkowski_support.js +33 -9
  25. package/src/core/geom/3d/gjk/mpr.d.ts.map +1 -1
  26. package/src/core/geom/3d/gjk/mpr.js +26 -5
  27. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +15 -0
  28. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts.map +1 -1
  29. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +106 -33
  30. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts +2 -1
  31. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts.map +1 -1
  32. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.js +4 -8
  33. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts +32 -0
  34. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts.map +1 -0
  35. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.js +85 -0
  36. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts +3 -3
  37. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts.map +1 -1
  38. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.js +24 -34
  39. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts +17 -0
  40. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts.map +1 -1
  41. package/src/core/geom/3d/quaternion/quat3_integrate.js +45 -4
  42. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts +16 -0
  43. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts.map +1 -1
  44. package/src/core/geom/3d/quaternion/quat3_multiply.js +25 -0
  45. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts +18 -0
  46. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts.map +1 -1
  47. package/src/core/geom/3d/quaternion/quat3_nlerp.js +45 -0
  48. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts +17 -0
  49. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts.map +1 -1
  50. package/src/core/geom/3d/quaternion/quat3_shortest_arc.js +155 -94
  51. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +12 -0
  52. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -1
  53. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +31 -0
  54. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +20 -6
  55. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  56. package/src/core/geom/3d/shape/AbstractShape3D.js +20 -6
  57. package/src/core/geom/3d/shape/BoxShape3D.d.ts +1 -1
  58. package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -1
  59. package/src/core/geom/3d/shape/BoxShape3D.js +5 -1
  60. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +1 -1
  61. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
  62. package/src/core/geom/3d/shape/CapsuleShape3D.js +5 -1
  63. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts +25 -11
  64. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
  65. package/src/core/geom/3d/shape/ConvexHullShape3D.js +392 -22
  66. package/src/core/geom/3d/shape/CylinderShape3D.d.ts +8 -7
  67. package/src/core/geom/3d/shape/CylinderShape3D.d.ts.map +1 -1
  68. package/src/core/geom/3d/shape/CylinderShape3D.js +12 -7
  69. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +51 -8
  70. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -1
  71. package/src/core/geom/3d/shape/HeightMapShape3D.js +260 -14
  72. package/src/core/geom/3d/shape/MeshShape3D.d.ts +61 -7
  73. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -1
  74. package/src/core/geom/3d/shape/MeshShape3D.js +111 -20
  75. package/src/core/geom/3d/shape/PointShape3D.d.ts +1 -1
  76. package/src/core/geom/3d/shape/PointShape3D.d.ts.map +1 -1
  77. package/src/core/geom/3d/shape/PointShape3D.js +1 -1
  78. package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
  79. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  80. package/src/core/geom/3d/shape/PosedShape3D.js +36 -6
  81. package/src/core/geom/3d/shape/SphereShape3D.d.ts +1 -1
  82. package/src/core/geom/3d/shape/SphereShape3D.d.ts.map +1 -1
  83. package/src/core/geom/3d/shape/SphereShape3D.js +5 -1
  84. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +12 -10
  85. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  86. package/src/core/geom/3d/shape/TransformedShape3D.js +53 -19
  87. package/src/core/geom/3d/shape/Triangle3D.d.ts +1 -1
  88. package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -1
  89. package/src/core/geom/3d/shape/Triangle3D.js +5 -1
  90. package/src/core/geom/3d/shape/UnionShape3D.d.ts +1 -1
  91. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  92. package/src/core/geom/3d/shape/UnionShape3D.js +19 -2
  93. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts +14 -0
  94. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts.map +1 -1
  95. package/src/core/geom/3d/shape/sdf/sdf3_box.js +67 -5
  96. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts +14 -0
  97. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts.map +1 -1
  98. package/src/core/geom/3d/shape/sdf/sdf3_capsule.js +61 -3
  99. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts +14 -0
  100. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts.map +1 -1
  101. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.js +63 -4
  102. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +15 -0
  103. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  104. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +64 -2
  105. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts +21 -0
  106. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts.map +1 -1
  107. package/src/core/geom/3d/shape/sdf/sdf3_sphere.js +66 -3
  108. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts +2 -0
  109. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts.map +1 -1
  110. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.js +7 -0
  111. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts +41 -0
  112. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts.map +1 -0
  113. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.js +538 -0
  114. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts +31 -0
  115. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts.map +1 -0
  116. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.js +85 -0
  117. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts +18 -0
  118. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts.map +1 -0
  119. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.js +19 -0
  120. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts +49 -0
  121. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts.map +1 -0
  122. package/src/core/geom/3d/triangle/TriangleEdgeFlags.js +55 -0
  123. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts +42 -0
  124. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts.map +1 -0
  125. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.js +85 -0
  126. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts +13 -0
  127. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts.map +1 -1
  128. package/src/core/geom/3d/triangle/tri3_closest_point.js +36 -1
  129. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts +14 -0
  130. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
  131. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +40 -0
  132. package/src/core/geom/vec3/v3_quaternion_apply.d.ts +19 -0
  133. package/src/core/geom/vec3/v3_quaternion_apply.d.ts.map +1 -1
  134. package/src/core/geom/vec3/v3_quaternion_apply.js +32 -0
  135. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +19 -0
  136. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts.map +1 -1
  137. package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +32 -0
  138. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
  139. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  140. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
  141. package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
  142. package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
  143. package/src/engine/control/first-person/abilities/Ability.js +14 -5
  144. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  145. package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
  146. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
  147. package/src/engine/control/first-person/abilities/Mantle.js +5 -1
  148. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  149. package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
  150. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  151. package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
  152. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
  153. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  154. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
  155. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  156. package/src/engine/ecs/EntityComponentDataset.js +27 -13
  157. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  158. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +6 -0
  159. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.d.ts +11 -0
  160. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.d.ts.map +1 -0
  161. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.js +10 -0
  162. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  163. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  164. package/src/engine/ecs/transform/Transform64.js +10 -16
  165. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  166. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +16 -0
  167. package/src/engine/graphics/ecs/water/Water.d.ts +26 -34
  168. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/Water.js +42 -36
  170. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  171. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +38 -62
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +6 -0
  173. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -0
  174. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -0
  175. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  176. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  177. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  178. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  179. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  180. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  181. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  182. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  183. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  184. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  185. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  186. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  187. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  188. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  189. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  190. package/src/engine/graphics3/WaterSystem.d.ts +58 -6
  191. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  192. package/src/engine/graphics3/WaterSystem.js +423 -293
  193. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  194. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  195. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  196. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  197. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  198. package/src/engine/interpolation/InterpolationLog.js +12 -6
  199. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  200. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  201. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  202. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  203. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  204. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  205. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  206. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  207. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  208. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  209. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  210. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  211. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  212. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  213. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  214. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  215. package/src/engine/physics/body/SolverBodyState.js +4 -5
  216. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  217. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  218. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  219. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  220. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  221. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  222. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +26 -14
  223. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  224. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +221 -52
  225. package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts +30 -0
  226. package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +117 -24
  228. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  229. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  230. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  231. package/src/engine/physics/cloth/ecs/ClothColliderFlags.js +2 -1
  232. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts +10 -1
  233. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts.map +1 -1
  234. package/src/engine/physics/cloth/ecs/ClothColliderSystem.js +36 -14
  235. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +15 -2
  236. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/ecs/ClothInstance.js +17 -2
  238. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/ecs/ClothWorld.js +78 -53
  240. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +18 -20
  241. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  242. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +185 -128
  243. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  244. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  245. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  246. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  247. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
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  899. package/src/shade/renderer/shadow/vsm/decode_tile_address.js +15 -23
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@@ -0,0 +1,23 @@
1
+ /**
2
+ * Light reaching a submerged point (WATER_OPTICS_PLAN_2026_10_02.md §4.3): one chunk every pass that
3
+ * lights a surface or a froxel links, so a floor, a fish and a particle under the same water agree.
4
+ *
5
+ * - `water_submersion(position)` finds the body a point is under, its depth below that body's local
6
+ * surface, and the shore coverage that fades thin water in without a step.
7
+ * - `water_refract_directional_light(&light, submersion)` turns the sun into the one a submerged
8
+ * point receives: refracted at the surface, so steeper, and attenuated by Gordon's diffuse
9
+ * attenuation along the refracted path.
10
+ * - `water_ambient_transmittance(submersion)` is what the water passes of the sky's diffuse light,
11
+ * for the indirect lighting of a submerged point.
12
+ * - `water_local_light_transmittance(submersion, direction, distance)` is a lamp's light through the
13
+ * water between it and the point.
14
+ *
15
+ * Expects `water_bodies` (the uniform {@link WATER_BODIES_STRUCT}) and `water_heights` (the bodies'
16
+ * surface height maps as a `texture_2d_array<f32>`, one layer a body). With no water the table is
17
+ * empty and every function returns at its first test.
18
+ *
19
+ * @type {CodeChunk}
20
+ */
21
+ export const chunk_water_light_transmittance: CodeChunk;
22
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
23
+ //# sourceMappingURL=chunk_water_light_transmittance.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_light_transmittance.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/optics/chunk_water_light_transmittance.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;GAmBG;AACH,8CAFU,SAAS,CAuHsF;0BA7I/E,oCAAoC"}
@@ -0,0 +1,18 @@
1
+ /**
2
+ * The dry twin of {@link chunk_water_light_transmittance}: the same functions, for a scene with no
3
+ * water, where every point is dry and every light passes untouched.
4
+ *
5
+ * A pass that lights surfaces links one of the two, chosen on the CPU by whether the scene has a
6
+ * water body this frame. The water functions are inlined into the shading loops, and the compiler
7
+ * budgets registers for them whether or not a body exists to take the branch; this twin compiles them
8
+ * out, so a dry scene pays nothing for water. Measured on the deferred shading pass with an empty
9
+ * water table: 186 µs with the water module linked, 170 µs with this one (RTX 4090, the water
10
+ * playground).
11
+ *
12
+ * Reads no bindings; a pass may still declare the water ones, which go unused.
13
+ *
14
+ * @type {CodeChunk}
15
+ */
16
+ export const chunk_water_light_transmittance_dry: CodeChunk;
17
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
18
+ //# sourceMappingURL=chunk_water_light_transmittance_dry.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_light_transmittance_dry.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;GAcG;AACH,kDAFU,SAAS,CAyB2B;0BAxCpB,oCAAoC"}
@@ -0,0 +1,12 @@
1
+ /**
2
+ * Light in a body of water: the shared pieces every consumer of the water medium uses — deferred
3
+ * and forward lighting of submerged surfaces, the froxel lighting, and the water's own in-scatter
4
+ * (WATER_OPTICS_PLAN_2026_10_02.md §4).
5
+ *
6
+ * Coefficients are RGB in 1/m: `absorption` a, `backscattering` b_b. Depths and lengths are metres.
7
+ *
8
+ * @type {CodeChunk}
9
+ */
10
+ export const chunk_water_optics: CodeChunk;
11
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
12
+ //# sourceMappingURL=chunk_water_optics.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_optics.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/optics/chunk_water_optics.js"],"names":[],"mappings":"AAGA;;;;;;;;GAQG;AACH,iCAFU,SAAS,CAgEM;0BA1EC,oCAAoC"}
@@ -0,0 +1,75 @@
1
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
2
+ import { chunk_F_dielectric } from "../../shader/chunk/brdf/fresnel/chunk_F_dielectric.js";
3
+
4
+ /**
5
+ * Light in a body of water: the shared pieces every consumer of the water medium uses — deferred
6
+ * and forward lighting of submerged surfaces, the froxel lighting, and the water's own in-scatter
7
+ * (WATER_OPTICS_PLAN_2026_10_02.md §4).
8
+ *
9
+ * Coefficients are RGB in 1/m: `absorption` a, `backscattering` b_b. Depths and lengths are metres.
10
+ *
11
+ * @type {CodeChunk}
12
+ */
13
+ export const chunk_water_optics = CodeChunk.from(/* language=WGSL */ `
14
+ // Gordon 1989: K/D0 = 1.0395 (a + b_b). D0 is the downwelling distribution function: 1 / cos of
15
+ // the refracted solar zenith for a direct sun, 1.197 for an overcast sky.
16
+ const WATER_GORDON_K: f32 = 1.0395;
17
+ const WATER_SKY_DISTRIBUTION: f32 = 1.197;
18
+
19
+ // The integral of e^(−x t) over t in [0, length]: (1 − e^(−x·length)) / x, per channel. Stable as
20
+ // x → 0, where it tends to length, and right for x < 0 too, which a view looking up through light
21
+ // decaying with depth produces.
22
+ fn water_segment_integral(x: vec3<f32>, length: f32) -> vec3<f32> {
23
+ let y = x * length;
24
+ let series = length * (1.0 - y * 0.5 + y * y / 6.0);
25
+ let closed = (1.0 - exp(-y)) / select(x, vec3<f32>(1.0), x == vec3<f32>(0.0));
26
+ return select(closed, series, abs(y) < vec3<f32>(1e-3));
27
+ }
28
+
29
+ // Diffuse attenuation coefficient K_d for the given downwelling distribution function D0.
30
+ fn water_diffuse_attenuation(absorption: vec3<f32>, backscattering: vec3<f32>, distribution: f32) -> vec3<f32> {
31
+ return WATER_GORDON_K * (absorption + backscattering) * distribution;
32
+ }
33
+
34
+ // Cosine of the refracted zenith under the surface, for a direction cos_air from the zenith above it.
35
+ fn water_refracted_cosine(cos_air: f32, ior: f32) -> f32 {
36
+ let sin2_water = max(0.0, 1.0 - cos_air * cos_air) / (ior * ior);
37
+ return sqrt(max(0.0, 1.0 - sin2_water));
38
+ }
39
+
40
+ // What the sun's light is multiplied by at depth metres under a flat surface, for shading with the
41
+ // REFRACTED sun direction. Fresnel transmittance into the water, the beam's compression
42
+ // cos θ_air / cos θ_water (its plane irradiance is unchanged by refraction, its normal irradiance is
43
+ // not), and Gordon's attenuation along the refracted slant path.
44
+ fn water_sun_transmittance(depth: f32, cos_sun_air: f32, ior: f32, absorption: vec3<f32>,
45
+ backscattering: vec3<f32>) -> vec3<f32> {
46
+ let cos_air = clamp(cos_sun_air, 0.0, 1.0);
47
+ let cos_water = max(water_refracted_cosine(cos_air, ior), 1e-4);
48
+ let transmitted = 1.0 - F_dielectric(cos_air, ior);
49
+ let k = water_diffuse_attenuation(absorption, backscattering, 1.0 / cos_water);
50
+ return transmitted * (cos_air / cos_water) * exp(-k * max(depth, 0.0));
51
+ }
52
+
53
+ // What the sky's diffuse light is multiplied by at depth metres: the hemispherical Fresnel
54
+ // transmittance of a uniform sky, and Gordon's attenuation with an overcast distribution function.
55
+ fn water_sky_transmittance(depth: f32, diffuse_transmittance: f32, absorption: vec3<f32>,
56
+ backscattering: vec3<f32>) -> vec3<f32> {
57
+ let k = water_diffuse_attenuation(absorption, backscattering, WATER_SKY_DISTRIBUTION);
58
+ return diffuse_transmittance * exp(-k * max(depth, 0.0));
59
+ }
60
+
61
+ // Radiance leaving the water towards a viewer cos_view_air from the normal above it, per unit of
62
+ // radiance arriving at the surface from below: Fresnel transmittance and the n² law. Radiance divided
63
+ // by n² is what refraction conserves, so crossing into the thinner medium divides by n².
64
+ fn water_exit_factor(cos_view_air: f32, ior: f32) -> f32 {
65
+ return (1.0 - F_dielectric(clamp(cos_view_air, 0.0, 1.0), ior)) / (ior * ior);
66
+ }
67
+
68
+ // One segment of single scattering along the refracted view ray, from its start t_i to t_i + length:
69
+ // the source there (σ_s·phase·irradiance, per metre) decays with depth at rate decay, depth grows at
70
+ // mu metres per metre of ray, and the view is attenuated at beam. Returns the radiance the segment
71
+ // sends back to its start; multiply by the transmittance from the surface to the start.
72
+ fn water_inscatter_segment(source: vec3<f32>, beam: vec3<f32>, decay: vec3<f32>, mu: f32, length: f32) -> vec3<f32> {
73
+ return source * water_segment_integral(beam + decay * mu, length);
74
+ }
75
+ `, [chunk_F_dielectric]);
@@ -0,0 +1,27 @@
1
+ /**
2
+ * Light reaching a submerged receiver (WATER_OPTICS_PLAN_2026_10_02.md §4.3), applied by the water
3
+ * optics pass to the receiver it sees through the surface. Surface shading stays unaware of water:
4
+ * the opaque scene is shaded dry, and the water scales what it sees of a receiver by how much of the
5
+ * light that receiver was shaded with survives the water above it.
6
+ *
7
+ * The ratio is of the receiver's irradiance under the water to its irradiance dry, from what the
8
+ * water pass can rebuild at the receiver — its position, G-buffer normal and depth below the
9
+ * surface, the shadow map and the GI mode:
10
+ *
11
+ * - dry: each directional light × its shadow × n·l, plus the GI mode's irradiance on n;
12
+ * - wet: each light refracted at the surface, so steeper, with the Fresnel transmittance, the beam's
13
+ * compression and Gordon's attenuation along its refracted path (water_sun_transmittance) × its
14
+ * shadow × n·l_refracted, plus the GI irradiance through the diffuse transmittance and the overcast
15
+ * attenuation (water_sky_transmittance).
16
+ *
17
+ * Stated limits: light the receiver had from lamps and its own emission is scaled by the same ratio,
18
+ * and a highlight keeps its dry direction, scaled.
19
+ *
20
+ * Expects `light_data` and the shadow atlas bindings, and a `water_gi_irradiance` from one of the GI
21
+ * modules.
22
+ *
23
+ * @type {CodeChunk}
24
+ */
25
+ export const chunk_water_receiver_downwelling: CodeChunk;
26
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
27
+ //# sourceMappingURL=chunk_water_receiver_downwelling.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_water_receiver_downwelling.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,+CAFU,SAAS,CAwCmE;0BAnE5D,oCAAoC"}
@@ -0,0 +1,74 @@
1
+ import {
2
+ chunk_directional_lights_iteration_mask
3
+ } from "../../shader/chunk/light/io/chunk_directional_lights_iteration_mask.js";
4
+ import {
5
+ chunk_get_directional_light_info_by_index
6
+ } from "../../shader/chunk/light/io/chunk_get_directional_light_info_by_index.js";
7
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
+ import { chunk_shadowmap_get_light_visibility } from "../../shadow/map/shader/chunk_shadowmap_get_light_visibility.js";
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+ import { WATER_BODY_STRUCT } from "../medium/WATER_BODIES_STRUCT.js";
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+ import { chunk_water_optics } from "./chunk_water_optics.js";
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+
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+ /**
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+ * Light reaching a submerged receiver (WATER_OPTICS_PLAN_2026_10_02.md §4.3), applied by the water
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+ * optics pass to the receiver it sees through the surface. Surface shading stays unaware of water:
15
+ * the opaque scene is shaded dry, and the water scales what it sees of a receiver by how much of the
16
+ * light that receiver was shaded with survives the water above it.
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+ *
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+ * The ratio is of the receiver's irradiance under the water to its irradiance dry, from what the
19
+ * water pass can rebuild at the receiver — its position, G-buffer normal and depth below the
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+ * surface, the shadow map and the GI mode:
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+ *
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+ * - dry: each directional light × its shadow × n·l, plus the GI mode's irradiance on n;
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+ * - wet: each light refracted at the surface, so steeper, with the Fresnel transmittance, the beam's
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+ * compression and Gordon's attenuation along its refracted path (water_sun_transmittance) × its
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+ * shadow × n·l_refracted, plus the GI irradiance through the diffuse transmittance and the overcast
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+ * attenuation (water_sky_transmittance).
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+ *
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+ * Stated limits: light the receiver had from lamps and its own emission is scaled by the same ratio,
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+ * and a highlight keeps its dry direction, scaled.
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+ *
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+ * Expects `light_data` and the shadow atlas bindings, and a `water_gi_irradiance` from one of the GI
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+ * modules.
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+ *
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+ * @type {CodeChunk}
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+ */
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+ export const chunk_water_receiver_downwelling = CodeChunk.from(/* language=WGSL */ `
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+ // What survives of a submerged receiver's light, per channel, in [0, 1]. receiver and normal are world
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+ // space, depth the metres of water above the receiver, toward_camera a unit vector from the receiver
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+ // towards the camera (the shadow lookup's cascade blend).
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+ fn water_receiver_downwelling(body: WaterBody, receiver: vec3<f32>, normal: vec3<f32>, depth: f32,
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+ toward_camera: vec3<f32>) -> vec3<f32> {
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+ let absorption = body.medium.absorption;
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+ let backscattering = body.backscattering.xyz;
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+ let up = vec3<f32>(0.0, 1.0, 0.0);
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+
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+ let sky = water_gi_irradiance(receiver, normal);
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+ var dry = sky;
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+ var wet = sky * water_sky_transmittance(depth, body.diffuse_transmittance, absorption, backscattering);
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+
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+ var directional_bits = directional_lights_iteration_mask(&light_data);
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+ while (directional_bits != 0u) {
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+ let index = countTrailingZeros(directional_bits);
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+ directional_bits &= ~(1u << index);
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+
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+ let sun = get_directional_light_info_by_index(&light_data, index);
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+
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+ // sun.direction points towards the light; below the horizon it lights neither
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+ if (sun.direction.y <= 0.0) { continue; }
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+
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+ let visibility = shadowmap_get_directional_light_visibility(&light_data, index, receiver,
61
+ toward_camera, normal);
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+ let refracted = -refract(-sun.direction, up, 1.0 / body.ior);
63
+
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+ dry += sun.color * visibility * max(dot(normal, sun.direction), 0.0);
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+ wet += sun.color * visibility * max(dot(normal, refracted), 0.0)
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+ * water_sun_transmittance(depth, sun.direction.y, body.ior, absorption, backscattering);
67
+ }
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+
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+ // a channel nothing lit dry has nothing for the water to take
70
+ return select(clamp(wet / max(dry, vec3<f32>(1e-30)), vec3<f32>(0.0), vec3<f32>(1.0)), vec3<f32>(1.0),
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+ dry <= vec3<f32>(0.0));
72
+ }
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+ `, [WATER_BODY_STRUCT.declaration_chunk, chunk_water_optics, chunk_directional_lights_iteration_mask,
74
+ chunk_get_directional_light_info_by_index, chunk_shadowmap_get_light_visibility]);
@@ -1,33 +1,22 @@
1
- /**
2
- * Build the water pipeline.
3
- *
4
- * **It has no depth attachment, and that is forced rather than chosen.** The shader *samples* scene
5
- * depth to know how much water the view looks through, and a texture may not be a sampled source
6
- * and a render attachment in the same pass. So the depth test the hardware would have done is done
7
- * in the shader instead — which is also why the fragment `discard` there is load-bearing rather
8
- * than a guard: without it, water would draw over the things standing in it.
9
- *
10
- * @param {object} [options]
11
- * @param {string} [options.color_format]
12
- * @returns {RenderPipelineDescriptor}
13
- */
14
- export function create_water_pipeline({ color_format }?: {
15
- color_format?: string;
16
- }): RenderPipelineDescriptor;
17
- /**
18
- * One water surface. Small, and rewritten per surface per frame rather than tabled — a level has a
19
- * handful of these, not thousands.
20
- */
1
+ export function create_water_pipeline(): RenderPipelineDescriptor;
2
+ export function create_water_finalize_pipeline_ibl(): RenderPipelineDescriptor;
3
+ export function create_water_finalize_pipeline_brick4(): RenderPipelineDescriptor;
21
4
  export const WATER_DRAW_STRUCT: WebGPUStruct;
5
+ export const WATER_TRACE_STRUCT: WebGPUStruct;
6
+ /** Optics under IBL (and LPV, which has no transparent variant): the lights and the environment. */
7
+ export const WATER_FINALIZE_RESOURCES_IBL: ShaderResourceSetDescriptor;
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+ /** Optics under Brick4: the lights, and the light map with the view its sampling jitters by. */
9
+ export const WATER_FINALIZE_RESOURCES_BRICK4: ShaderResourceSetDescriptor;
10
+ export const chunk_water_screen_ray: CodeChunk;
22
11
  export const water_shader: ShaderDescriptor;
23
- /**
24
- * The pipeline's resource set, for building bind groups.
25
- *
26
- * @type {ShaderResourceSetDescriptor}
27
- */
12
+ /** The optics pass under IBL, and under LPV, which has no transparent variant. */
13
+ export const water_finalize_shader_ibl: ShaderDescriptor;
14
+ /** The optics pass under Brick4. */
15
+ export const water_finalize_shader_brick4: ShaderDescriptor;
28
16
  export const WATER_RESOURCES: ShaderResourceSetDescriptor;
29
17
  import { RenderPipelineDescriptor } from "../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
30
18
  import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
31
- import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
32
19
  import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
20
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
21
+ import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
33
22
  //# sourceMappingURL=shader_water.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"shader_water.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/shader_water.js"],"names":[],"mappings":"AAiNA;;;;;;;;;;;;GAYG;AACH;IAH4B,YAAY,GAA7B,MAAM;IACJ,wBAAwB,CAkBpC;AAnOD;;;GAGG;AACH,6CAuCuB;AAwIvB,4CAIG;AA8CH;;;;GAIG;AACH,8BAFU,2BAA2B,CAEI;yCAnPA,8DAA8D;6BAO1E,gCAAgC;iCAF5B,+BAA+B;4CADpB,mDAAmD"}
1
+ {"version":3,"file":"shader_water.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/shader_water.js"],"names":[],"mappings":"AAmZA,kEAAuH;AACvH,+EAA+J;AAC/J,kFAAqK;AArXrK,6CAOuB;AAEvB,8CAKwB;AAsBxB,oGAAoG;AACpG,uEAAkE;AAGlE,gGAAgG;AAChG,0EAAqE;AAkDrE,+CA+EmB;AAoLnB,4CAAmG;AACnG,kFAAkF;AAClF,yDAC8G;AAC9G,oCAAoC;AACpC,4DACoH;AACpH,0DAAyC;yCAnYA,8DAA8D;6BAmB1E,gCAAgC;4CAJjB,mDAAmD;0BADrE,iCAAiC;iCAE1B,+BAA+B"}