@yali-engine/clouds 0.15.0 → 0.16.0
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/** Linked from shaders/clouds/clouds.wesl. */
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export declare const cloudsShader: {
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readonly hash: "
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readonly wgsl: "const PI = 3.14159265;\nconst PLANET = 6360.0;\nstruct CloudParams {\ninv_view_proj: mat4x4f,\nprev_view_proj: mat4x4f,\nsun: vec4f,\neye: vec4f,\nlayer: vec4f,\nshape: vec4f,\nsize: vec4f,\nquality: vec4f,\nlook: vec4f,\npano: vec4f,\nwmap: vec4f,\nsmap: vec4f,\namb: vec4f,\nevolve: vec4f,\n}\n@group(0) @binding(0) var<uniform> cp: CloudParams;\n@group(0) @binding(1) var<uniform> lighting: Lighting;\n@group(0) @binding(2) var sky_view: texture_2d<f32>;\n@group(0) @binding(3) var clamp_smp: sampler;\n@group(0) @binding(4) var shape_tex: texture_3d<f32>;\n@group(0) @binding(5) var detail_tex: texture_3d<f32>;\n@group(0) @binding(6) var wrap_smp: sampler;\n@group(0) @binding(7) var shape_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(8) var detail_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(9) var current_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(10) var current: texture_2d<f32>;\n@group(0) @binding(11) var history: texture_2d<f32>;\n@group(0) @binding(12) var history_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(13) var pano_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(14) var scene_depth: texture_depth_2d;\n@group(0) @binding(15) var pano_prev: texture_2d<f32>;\n@group(0) @binding(16) var weather_tex: texture_2d<f32>;\n@group(0) @binding(17) var weather_out: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(18) var shadow_out: texture_storage_2d<rgba16float, write>;\nfn pcg(v: u32) -> u32 {\nlet state = v * 747796405u + 2891336453u;\nlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\nreturn (word >> 22u) ^ word;\n}\nfn hash3(c: vec3i, seed: u32) -> vec3f {\nlet h = pcg(bitcast<u32>(c.x) ^ pcg(bitcast<u32>(c.y) ^ pcg(bitcast<u32>(c.z) ^ seed)));\nlet h2 = pcg(h);\nlet h3 = pcg(h2);\nreturn vec3f(f32(h), f32(h2), f32(h3)) / 4294967296.0;\n}\nfn wrap3(c: vec3i, period: i32) -> vec3i {\nreturn ((c % period) + period) % period;\n}\nfn perlin(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nlet u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);\nvar n: array<f32, 8>;\nfor (var k = 0; k < 8; k++) {\nlet o = vec3i(k & 1, (k >> 1) & 1, (k >> 2) & 1);\nlet g = normalize(hash3(wrap3(i + o, period), seed) * 2.0 - 1.0);\nn[k] = dot(g, f - vec3f(o));\n}\nlet x0 = mix(mix(n[0], n[1], u.x), mix(n[2], n[3], u.x), u.y);\nlet x1 = mix(mix(n[4], n[5], u.x), mix(n[6], n[7], u.x), u.y);\nreturn mix(x0, x1, u.z) * 1.4;\n}\nfn worley(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nvar d = 8.0;\nfor (var k = 0; k < 27; k++) {\nlet o = vec3i(k % 3 - 1, (k / 3) % 3 - 1, k / 9 - 1);\nlet q = vec3f(o) + hash3(wrap3(i + o, period), seed) - f;\nd = min(d, dot(q, q));\n}\nreturn 1.0 - saturate(sqrt(d));\n}\nfn worley_fbm(p: vec3f, period: i32, seed: u32) -> f32 {\nreturn worley(p, period, seed) * 0.625 + worley(p * 2.0, period * 2, seed + 1u) * 0.25 + worley(p * 4.0, period * 4, seed + 2u) * 0.125;\n}\nfn remap(v: f32, a: f32, b: f32, c: f32, d: f32) -> f32 {\nreturn c + (v - a) / max(b - a, 1e-5) * (d - c);\n}\n@compute @workgroup_size(4, 4, 4) fn gen_shape(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(shape_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\nvar pf = 0.0;\nvar amp = 0.5;\nvar per = 4;\nfor (var o = 0; o < 4; o++) {\npf += amp * perlin(uvw * f32(per), per, 11u + u32(o));\namp *= 0.5;\nper *= 2;\n}\npf = saturate(pf * 0.5 + 0.5);\nlet w4 = worley_fbm(uvw * 4.0, 4, 101u);\nlet w8 = worley_fbm(uvw * 8.0, 8, 211u);\nlet w16 = worley_fbm(uvw * 16.0, 16, 307u);\nlet pw = saturate(remap(pf, w4 - 1.0, 1.0, 0.0, 1.0));\ntextureStore(shape_out, vec3i(id), vec4f(pw, w4, w8, w16));\n}\n@compute @workgroup_size(4, 4, 4) fn gen_detail(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(detail_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\ntextureStore(detail_out, vec3i(id), vec4f(worley_fbm(uvw * 2.0, 2, 401u), worley_fbm(uvw * 4.0, 4, 503u), worley_fbm(uvw * 8.0, 8, 601u), 1.0));\n}\nfn hash2(p: vec2f) -> f32 {\nlet q = vec2<i32>(floor(p));\nreturn f32(pcg(bitcast<u32>(q.x) ^ pcg(bitcast<u32>(q.y) + 0x9e3779b9u))) / 4294967296.0;\n}\nfn vnoise(p: vec2f) -> f32 {\nlet i = floor(p);\nlet f = fract(p);\nlet u = f * f * (3.0 - 2.0 * f);\nreturn mix(mix(hash2(i), hash2(i + vec2f(1.0, 0.0)), u.x), mix(hash2(i + vec2f(0.0, 1.0)), hash2(i + vec2f(1.0, 1.0)), u.x), u.y);\n}\nfn fbm2(p0: vec2f) -> f32 {\nvar p = p0;\nvar a = 0.5;\nvar s = 0.0;\nfor (var i = 0; i < 4; i++) {\ns += a * vnoise(p);\np = mat2x2f(1.6, 1.2, -1.2, 1.6) * p + vec2f(3.1, 1.7);\na *= 0.5;\n}\nreturn s / 0.9375;\n}\nfn weather(xz: vec2f) -> vec2f {\nlet q = xz / cp.look.x;\nlet w = fbm2(q);\nlet cov = saturate(remap(w, 1.0 - cp.layer.z * 1.15, 1.0, 0.0, 1.0));\nlet kind = saturate(0.5 + (fbm2(q * 0.37 + vec2f(13.0, 7.0)) - 0.5) * 2.0 * cp.look.y);\nreturn vec2f(cov, kind);\n}\nfn profile(h: f32, kind: f32) -> f32 {\nlet base = saturate(remap(h, 0.0, 0.08, 0.0, 1.0));\nlet top = saturate(remap(h, 0.25 + 0.6 * kind, 0.35 + 0.65 * kind, 1.0, 0.0));\nreturn base * top;\n}\n@compute @workgroup_size(8, 8) fn gen_weather(@builtin(global_invocation_id) id: vec3u) {\nlet n = u32(cp.wmap.w);\nif (id.x >= n || id.y >= n) {\nreturn;\n}\nlet xz = cp.wmap.xy + ((vec2f(id.xy) + 0.5) / f32(n) - 0.5) * cp.wmap.z;\ntextureStore(weather_out, vec2i(id.xy), vec4f(weather(xz), 0.0, 1.0));\n}\nfn base_cloud(p: vec3f, far: f32) -> vec4f {\nlet r = length(p);\nlet h = (r - PLANET - cp.layer.x) / (cp.layer.y - cp.layer.x);\nif (h <= 0.0 || h >= 1.0) {\nreturn vec4f(0.0);\n}\nlet xz = p.xz + cp.eye.xy + cp.shape.zw;\nvar wx = textureSampleLevel(weather_tex, clamp_smp, (xz - cp.wmap.xy) / cp.wmap.z + 0.5, 0.0).xy;\nif (cp.evolve.x > 0.0 && wx.x > 0.004) {\nlet w2 = textureSampleLevel(weather_tex, clamp_smp, (xz + cp.evolve.zw - cp.wmap.xy) / cp.wmap.z + 0.5, 0.0).x;\nwx.x = saturate(wx.x * (1.0 + (w2 - 0.5) * 2.0 * cp.evolve.x));\n}\nif (wx.x <= 0.004) {\nreturn vec4f(0.0, h, xz);\n}\nlet prof = profile(h, wx.y);\nif (prof <= 0.0) {\nreturn vec4f(0.0, h, xz);\n}\nlet q = vec3f(xz.x, r - PLANET - cp.evolve.y, xz.y) / (cp.shape.x * far);\nlet s = textureSampleLevel(shape_tex, wrap_smp, q, 0.0);\nlet fb = s.g * 0.625 + s.b * 0.25 + s.a * 0.125;\nlet base = saturate(remap(s.r, fb - 1.0, 1.0, 0.0, 1.0));\nreturn vec4f(saturate(remap(base * prof, 1.0 - wx.x, 1.0, 0.0, 1.0)) * wx.x, h, xz);\n}\nfn eroded(b: vec4f, alt: f32) -> f32 {\nlet d = textureSampleLevel(detail_tex, wrap_smp, vec3f(b.z, alt, b.w) / cp.shape.y, 0.0);\nlet df = d.r * 0.625 + d.g * 0.25 + d.b * 0.125;\nlet e = mix(df, 1.0 - df, saturate(b.y * 5.0));\nreturn saturate(remap(b.x, e * 0.35 * cp.look.w, 1.0, 0.0, 1.0)) * cp.layer.w;\n}\nfn density(p: vec3f, full: bool, far: f32) -> f32 {\nlet b = base_cloud(p, far);\nif (b.x <= 0.0) {\nreturn 0.0;\n}\nif (full) {\nreturn eroded(b, length(p) - PLANET);\n}\nreturn b.x * cp.layer.w;\n}\nfn hg(c: f32, g: f32) -> f32 {\nreturn (1.0 - g * g) / (4.0 * PI * pow(max(1.0 + g * g - 2.0 * g * c, 1e-4), 1.5));\n}\nfn phase(c: f32, k: f32) -> f32 {\nreturn mix(hg(c, -0.2 * k), hg(c, 0.75 * k), 0.6);\n}\nfn sun_depth(p: vec3f, steps: u32) -> f32 {\nlet s = cp.sun.xyz;\nvar tau = 0.0;\nvar t = 0.0;\nvar dt = 0.06;\nfor (var i = 0u; i < steps; i++) {\nlet m = t + dt * 0.5;\ntau += density(p + s * m, i < 2u, 1.0) * dt;\nt += dt;\ndt *= 2.1;\n}\nreturn tau;\n}\nfn ambient(h: f32) -> vec3f {\nlet up = lighting.sh[0].rgb * 0.282095 + lighting.sh[1].rgb * 0.488603 - cp.amb.rgb;\nreturn max(up, vec3f(0.0)) * mix(0.45, 1.0, h);\n}\nfn march(d: vec3f, jitter: f32, steps_max: f32, steps_min: f32, sun_steps: u32, octaves: u32) -> vec4f {\nlet o = vec3f(0.0, cp.eye.z, 0.0);\nlet b = dot(o, d);\nlet rb = PLANET + cp.layer.x;\nlet rt = PLANET + cp.layer.y;\nlet cb = dot(o, o) - rb * rb;\nlet ct = dot(o, o) - rt * rt;\nif (d.y < -0.05 || cb > 0.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet t0 = -b + sqrt(max(b * b - cb, 0.0));\nvar t1 = -b + sqrt(max(b * b - ct, 0.0));\nt1 = min(t1, t0 + 40.0);\nif (t0 > 220.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet n = mix(steps_max, steps_min, saturate(d.y));\nlet dt = (t1 - t0) / n;\nlet s = cp.sun.xyz;\nlet cosv = dot(d, s);\nlet sun = lighting.sun_color.rgb;\nvar light = vec3f(0.0);\nvar trans = 1.0;\nvar dist_sum = 0.0;\nvar weight = 0.0;\nvar t = t0 + dt * jitter;\nvar empty = 0u;\nvar last = dt;\nlet rays = u32(n) * 2u;\nfor (var i = 0u; i < rays; i++) {\nif (t >= t1 || trans < 0.01) {\nbreak;\n}\nvar p = o + d * t;\nlet far = 1.0 + smoothstep(25.0, 75.0, t);\nvar cb = base_cloud(p, far);\nif (cb.x <= 0.0) {\nempty++;\nlast = dt * select(1.0, 2.0, empty > 2u);\nt += last;\ncontinue;\n}\nif (empty > 0u || i == 0u) {\nvar a = t - last;\nvar bb = t;\nfor (var k = 0u; k < 3u; k++) {\nlet m = 0.5 * (a + bb);\nif (base_cloud(o + d * m, far).x > 0.0) {\nbb = m;\n} else {\na = m;\n}\n}\nt = bb;\np = o + d * t;\ncb = base_cloud(p, far);\n}\nempty = 0u;\nlet sigma = select(cb.x * cp.layer.w, eroded(cb, length(p) - PLANET), t < 30.0);\nif (sigma > 0.0) {\nlet h = (length(p) - rb) / (rt - rb);\nlet tau = sun_depth(p, sun_steps);\nvar ms = 0.0;\nvar a = 1.0;\nvar bb = 1.0;\nvar c = 1.0;\nfor (var k = 0u; k < octaves; k++) {\nms += a * exp(-tau * bb) * phase(cosv, c);\na *= 0.5;\nbb *= 0.5;\nc *= 0.5;\n}\nlet powder = 1.0 - 0.6 * exp(-sigma * 0.3);\nlet diffuse = max(s.y, 0.0) / (1.0 + 0.1125 * tau) / PI;\nlet scatter = sun * (ms + diffuse * powder) + ambient(h) * 1.3;\nlet e = exp(-sigma * dt);\nlight += trans * scatter * (1.0 - e);\ndist_sum += trans * (1.0 - e) * t;\nweight += trans * (1.0 - e);\ntrans *= e;\n}\nlast = dt;\nt += dt;\n}\nif (weight > 0.0) {\nlet mean = dist_sum / weight;\nlet haze = 1.0 - exp(-mean / cp.look.z);\nlet behind = sky_view_at(sky_view, clamp_smp, d, s, cp.eye.z) * lighting.view.rgb;\nlight = mix(light, behind * (1.0 - trans), haze * 0.5) * (1.0 - haze * 0.8);\ntrans = mix(trans, 1.0, haze * 0.8);\n}\nreturn vec4f(light, trans);\n}\nfn view_dir(uv: vec2f) -> vec3f {\nlet ndc = vec2f(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0);\nlet near = cp.inv_view_proj * vec4f(ndc, 1.0, 1.0);\nreturn normalize(near.xyz / near.w);\n}\nfn ign(px: vec2f, frame: f32) -> f32 {\nlet q = px + 5.588238 * (frame % 64.0);\nreturn fract(52.9829189 * fract(dot(q, vec2f(0.06711056, 0.00583715))));\n}\n@compute @workgroup_size(8, 8) fn march_view(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(current_out);\nif (any(id.xy >= n)) {\nreturn;\n}\nlet texel = vec2f(id.xy) * 2.0 + cp.size.zw;\nlet uv = (texel + 0.5) / cp.size.xy;\nlet r = march(view_dir(uv), ign(vec2f(id.xy), cp.sun.w), cp.quality.x, cp.quality.y, u32(cp.quality.z), u32(cp.quality.w));\ntextureStore(current_out, vec2i(id.xy), r);\n}\n@compute @workgroup_size(8, 8) fn reconstruct(@builtin(global_invocation_id) id: vec3u) {\nlet size = vec2u(cp.size.xy);\nif (any(id.xy >= size)) {\nreturn;\n}\nlet cn = vec2i(textureDimensions(current));\nlet px = vec2f(id.xy);\nlet uv = (px + 0.5) / cp.size.xy;\nlet phase_px = cp.size.zw;\nlet mine = all(vec2u(id.xy % 2u) == vec2u(phase_px));\nlet f = (px - phase_px) * 0.5;\nlet i0 = vec2i(floor(f));\nlet w = fract(f);\nlet s00 = textureLoad(current, clamp(i0, vec2i(0), cn - 1), 0);\nlet s10 = textureLoad(current, clamp(i0 + vec2i(1, 0), vec2i(0), cn - 1), 0);\nlet s01 = textureLoad(current, clamp(i0 + vec2i(0, 1), vec2i(0), cn - 1), 0);\nlet s11 = textureLoad(current, clamp(i0 + vec2i(1, 1), vec2i(0), cn - 1), 0);\nvar m1 = vec4f(0.0);\nvar m2 = vec4f(0.0);\nfor (var k = 0; k < 9; k++) {\nlet q = textureLoad(current, clamp(i0 + vec2i(round(w)) + vec2i(k % 3 - 1, k / 3 - 1), vec2i(0), cn - 1), 0);\nm1 += q;\nm2 += q * q;\n}\nm1 /= 9.0;\nlet sd = sqrt(max(m2 / 9.0 - m1 * m1, vec4f(0.0)));\nlet mn = m1 - sd * 1.5;\nlet mx = m1 + sd * 1.5;\nlet spatial = mix(mix(s00, s10, w.x), mix(s01, s11, w.x), w.y);\nlet dir = view_dir(uv);\nlet c = cp.prev_view_proj * vec4f(dir * 1.0e4, 1.0);\nvar out = spatial;\nif (c.w > 0.0) {\nlet prev = vec2f(c.x / c.w * 0.5 + 0.5, 0.5 - c.y / c.w * 0.5);\nif (all(prev >= vec2f(0.0)) && all(prev <= vec2f(1.0)) && cp.sun.w > 0.5) {\nlet hist = textureSampleLevel(history, clamp_smp, prev, 0.0);\nlet held = clamp(hist, mn - vec4f(0.002), mx + vec4f(0.002));\nout = select(held, mix(held, s00, 0.2), mine);\n}\n}\ntextureStore(history_out, vec2i(id.xy), out);\n}\n@compute @workgroup_size(8, 8) fn panorama(@builtin(global_invocation_id) id: vec3u) {\nlet n = vec2u(cp.pano.zw);\nif (id.x >= n.x || id.y >= n.y) {\nreturn;\n}\nlet prev = textureLoad(pano_prev, vec2i(id.xy), 0);\nif (id.y % 8u != u32(cp.pano.x)) {\ntextureStore(pano_out, vec2i(id.xy), prev);\nreturn;\n}\nlet frame = cp.sun.w;\nlet j = vec2f(fract(frame * 0.754877666), fract(frame * 0.569840291));\nlet u = (f32(id.x) + j.x) / f32(n.x);\nlet v = (f32(id.y) + j.y) / f32(n.y);\nlet se = v * v;\nlet ce = sqrt(max(1.0 - se * se, 0.0));\nlet az = 2.0 * PI * u;\nlet d = vec3f(ce * cos(az), se, ce * sin(az));\nlet r = march(d, fract(frame * 0.618034), 64.0, 24.0, 4u, 2u);\nlet w = select(0.3, 1.0, frame < 8.5);\ntextureStore(pano_out, vec2i(id.xy), mix(prev, r, w));\n}\n@compute @workgroup_size(8, 8) fn shadow_map(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(shadow_out);\nif (any(id.xy >= n)) {\nreturn;\n}\nif (cp.smap.w < 3.5 && id.y % 4u != u32(cp.smap.w)) {\nreturn;\n}\nlet rel = cp.smap.xy - cp.eye.xy + ((vec2f(id.xy) + 0.5) / vec2f(n) - 0.5) * cp.smap.z;\nlet o = vec3f(rel.x, PLANET, rel.y);\nlet s = cp.sun.xyz;\nlet sy = max(s.y, 0.05);\nlet t0 = cp.layer.x / sy;\nlet t1 = min(cp.layer.y / sy, t0 + 40.0);\nlet steps = 16u;\nlet dt = (t1 - t0) / f32(steps);\nvar tau = 0.0;\nfor (var i = 0u; i < steps; i++) {\ntau += density(o + s * (t0 + dt * (f32(i) + 0.5)), true, 1.0) * dt;\n}\nlet light = max(exp(-tau), 0.7 * exp(-0.25 * tau));\ntextureStore(shadow_out, vec2i(id.xy), vec4f(select(1.0, light, s.y > 0.0), 0.0, 0.0, 1.0));\n}\nstruct CompositeOut {\n@builtin(position) clip: vec4f,\n@location(0) uv: vec2f,\n}\n@vertex fn vs_composite(@builtin(vertex_index) i: u32) -> CompositeOut {\nlet p = vec2f(f32((i << 1u) & 2u), f32(i & 2u)) * 2.0 - 1.0;\nvar o: CompositeOut;\no.clip = vec4f(p, 0.0, 1.0);\no.uv = vec2f(p.x * 0.5 + 0.5, 0.5 - p.y * 0.5);\nreturn o;\n}\n@fragment fn fs_composite(in: CompositeOut) -> @location(0) vec4f {\nif (textureLoad(scene_depth, vec2i(in.clip.xy), 0) > 0.0) {\ndiscard;\n}\nlet c = textureSampleLevel(history, clamp_smp, in.uv, 0.0);\nreturn vec4f(c.rgb * lighting.env.z, c.a);\n}\n@group(0) @binding(19) var<storage, read_write> sh_rows: array<vec4f>;\nvar<workgroup> sh_wg: array<array<vec3f, 9>, 64>;\nfn sh_basis(d: vec3f) -> array<f32, 9> {\nreturn array<f32, 9>(0.282095, 0.488603 * d.y, 0.488603 * d.z, 0.488603 * d.x, 1.092548 * d.x * d.y, 1.092548 * d.y * d.z, 0.315392 * (3.0 * d.z * d.z - 1.0), 1.092548 * d.x * d.z, 0.546274 * (d.x * d.x - d.y * d.y));\n}\nfn sh_reduce(li: u32, acc: array<vec3f, 9>) {\nsh_wg[li] = acc;\nworkgroupBarrier();\nfor (var s = 32u; s > 0u; s >>= 1u) {\nif (li < s) {\nfor (var k = 0u; k < 9u; k++) {\nsh_wg[li][k] += sh_wg[li + s][k];\n}\n}\nworkgroupBarrier();\n}\n}\n@compute @workgroup_size(64) fn pano_sh(@builtin(workgroup_id) wg: vec3u, @builtin(local_invocation_index) li: u32) {\nlet n = vec2u(cp.pano.zw);\nlet row = wg.x;\nvar acc: array<vec3f, 9>;\nlet v = (f32(row) + 0.5) / f32(n.y);\nlet se = v * v;\nlet ce = sqrt(max(1.0 - se * se, 0.0));\nlet d_omega = (2.0 * PI / f32(n.x)) * (2.0 * v / f32(n.y));\nfor (var x = li; x < n.x; x += 64u) {\nlet az = 2.0 * PI * (f32(x) + 0.5) / f32(n.x);\nlet d = vec3f(ce * cos(az), se, ce * sin(az));\nlet c = textureLoad(pano_prev, vec2i(i32(x), i32(row)), 0);\nlet sky = sky_view_at(sky_view, clamp_smp, d, cp.sun.xyz, cp.eye.z) * lighting.view.rgb;\nlet delta = c.rgb - sky * (1.0 - c.a);\nlet y = sh_basis(d);\nfor (var k = 0u; k < 9u; k++) {\nacc[k] += delta * (y[k] * d_omega);\n}\n}\nsh_reduce(li, acc);\nif (li < 9u) {\nsh_rows[row * 9u + li] = vec4f(sh_wg[0][li], 0.0);\n}\n}\n@compute @workgroup_size(64) fn pano_sh_sum(@builtin(local_invocation_index) li: u32) {\nlet rows = u32(cp.pano.w);\nvar acc: array<vec3f, 9>;\nfor (var r = li; r < rows; r += 64u) {\nfor (var k = 0u; k < 9u; k++) {\nacc[k] += sh_rows[r * 9u + k].rgb;\n}\n}\nsh_reduce(li, acc);\nif (li < 9u) {\nlet band = select(select(1.0 / 4.0, 2.0 / 3.0, li >= 1u && li <= 3u), 1.0, li == 0u);\nsh_rows[rows * 9u + li] = vec4f(sh_wg[0][li] * band, 0.0);\n}\n}\nstruct Lighting {\nsun_color: vec4f,\nenv: vec4f,\nsh: array<vec4f, 9>,\nscreen: vec4f,\nview: vec4f,\nao_reproject: mat4x4f,\nao: vec4f,\nfog: vec4f,\nfog2: vec4f,\nfog_air: vec4f,\ngi_grid: vec4f,\ngi_counts: vec4f,\nssr: vec4f,\ngi_cascades: array<vec4f, 3>,\nclouds: vec4f,\n}\nfn sky_view_at(lut: texture_2d<f32>, smp: sampler, d: vec3f, s: vec3f, r_cam: f32) -> vec3f {\nlet theta = acos(clamp(d.y, -1.0, 1.0));\nlet hd = vec2f(d.x, d.z);\nlet hs = vec2f(s.x, s.z);\nlet ld = length(hd);\nlet ls = length(hs);\nlet cos_az = select(1.0, dot(hd, hs) / (ld * ls), ld > 1e-5 && ls > 1e-5);\nlet uv = sky_view_uv(theta, clamp(cos_az, -1.0, 1.0), r_cam);\nlet st = (uv * (SKY_VIEW_SIZE - 1.0) + 0.5) / SKY_VIEW_SIZE;\nreturn textureSampleLevel(lut, smp, st, 0.0).rgb;\n}\nfn sky_view_uv(theta: f32, cos_az: f32, r_cam: f32) -> vec2f {\nlet zh = horizon_angle(r_cam);\nlet beta = PI0 - zh;\nvar v: f32;\nif (theta < zh) {\nv = (1.0 - sqrt(max(1.0 - theta / zh, 0.0))) * 0.5;\n} else {\nv = sqrt(saturate((theta - zh) / beta)) * 0.5 + 0.5;\n}\nreturn vec2f(sqrt(saturate(0.5 - 0.5 * cos_az)), v);\n}\nconst SKY_VIEW_SIZE = vec2f(192.0, 108.0);\nfn horizon_angle(r_cam: f32) -> f32 {\nreturn PI0 - acos(clamp(sqrt(max(r_cam * r_cam - BOTTOM * BOTTOM, 0.0)) / r_cam, 0.0, 1.0));\n}\nconst PI0 = 3.14159265;\nconst BOTTOM = 6360.0;";
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readonly wgsl: "const PI = 3.14159265;\nconst PLANET = 6360.0;\nstruct CloudParams {\ninv_view_proj: mat4x4f,\nprev_view_proj: mat4x4f,\nsun: vec4f,\neye: vec4f,\nlayer: vec4f,\nshape: vec4f,\nsize: vec4f,\nquality: vec4f,\nlook: vec4f,\npano: vec4f,\nwmap: vec4f,\nsmap: vec4f,\namb: vec4f,\nevolve: vec4f,\n}\n@group(0) @binding(0) var<uniform> cp: CloudParams;\n@group(0) @binding(1) var<uniform> lighting: Lighting;\n@group(0) @binding(2) var sky_view: texture_2d<f32>;\n@group(0) @binding(3) var clamp_smp: sampler;\n@group(0) @binding(4) var shape_tex: texture_3d<f32>;\n@group(0) @binding(5) var detail_tex: texture_3d<f32>;\n@group(0) @binding(6) var wrap_smp: sampler;\n@group(0) @binding(7) var shape_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(8) var detail_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(9) var current_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(10) var current: texture_2d<f32>;\n@group(0) @binding(11) var history: texture_2d<f32>;\n@group(0) @binding(12) var history_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(13) var pano_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(14) var scene_depth: texture_depth_2d;\n@group(0) @binding(15) var pano_prev: texture_2d<f32>;\n@group(0) @binding(16) var weather_tex: texture_2d<f32>;\n@group(0) @binding(17) var weather_out: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(18) var shadow_out: texture_storage_2d<rgba16float, write>;\nfn pcg(v: u32) -> u32 {\nlet state = v * 747796405u + 2891336453u;\nlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\nreturn (word >> 22u) ^ word;\n}\nfn hash3(c: vec3i, seed: u32) -> vec3f {\nlet h = pcg(bitcast<u32>(c.x) ^ pcg(bitcast<u32>(c.y) ^ pcg(bitcast<u32>(c.z) ^ seed)));\nlet h2 = pcg(h);\nlet h3 = pcg(h2);\nreturn vec3f(f32(h), f32(h2), f32(h3)) / 4294967296.0;\n}\nfn wrap3(c: vec3i, period: i32) -> vec3i {\nreturn ((c % period) + period) % period;\n}\nfn perlin(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nlet u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);\nvar n: array<f32, 8>;\nfor (var k = 0; k < 8; k++) {\nlet o = vec3i(k & 1, (k >> 1) & 1, (k >> 2) & 1);\nlet g = normalize(hash3(wrap3(i + o, period), seed) * 2.0 - 1.0);\nn[k] = dot(g, f - vec3f(o));\n}\nlet x0 = mix(mix(n[0], n[1], u.x), mix(n[2], n[3], u.x), u.y);\nlet x1 = mix(mix(n[4], n[5], u.x), mix(n[6], n[7], u.x), u.y);\nreturn mix(x0, x1, u.z) * 1.4;\n}\nfn worley(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nvar d = 8.0;\nfor (var k = 0; k < 27; k++) {\nlet o = vec3i(k % 3 - 1, (k / 3) % 3 - 1, k / 9 - 1);\nlet q = vec3f(o) + hash3(wrap3(i + o, period), seed) - f;\nd = min(d, dot(q, q));\n}\nreturn 1.0 - saturate(sqrt(d));\n}\nfn worley_fbm(p: vec3f, period: i32, seed: u32) -> f32 {\nreturn worley(p, period, seed) * 0.625 + worley(p * 2.0, period * 2, seed + 1u) * 0.25 + worley(p * 4.0, period * 4, seed + 2u) * 0.125;\n}\nfn remap(v: f32, a: f32, b: f32, c: f32, d: f32) -> f32 {\nreturn c + (v - a) / max(b - a, 1e-5) * (d - c);\n}\n@compute @workgroup_size(4, 4, 4) fn gen_shape(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(shape_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\nvar pf = 0.0;\nvar amp = 0.5;\nvar per = 4;\nfor (var o = 0; o < 4; o++) {\npf += amp * perlin(uvw * f32(per), per, 11u + u32(o));\namp *= 0.5;\nper *= 2;\n}\npf = saturate(pf * 0.5 + 0.5);\nlet w4 = worley_fbm(uvw * 4.0, 4, 101u);\nlet w8 = worley_fbm(uvw * 8.0, 8, 211u);\nlet w16 = worley_fbm(uvw * 16.0, 16, 307u);\nlet pw = saturate(remap(pf, w4 - 1.0, 1.0, 0.0, 1.0));\ntextureStore(shape_out, vec3i(id), vec4f(pw, w4, w8, w16));\n}\n@compute @workgroup_size(4, 4, 4) fn gen_detail(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(detail_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\ntextureStore(detail_out, vec3i(id), vec4f(worley_fbm(uvw * 2.0, 2, 401u), worley_fbm(uvw * 4.0, 4, 503u), worley_fbm(uvw * 8.0, 8, 601u), 1.0));\n}\nfn hash2(p: vec2f) -> f32 {\nlet q = vec2<i32>(floor(p));\nreturn f32(pcg(bitcast<u32>(q.x) ^ pcg(bitcast<u32>(q.y) + 0x9e3779b9u))) / 4294967296.0;\n}\nfn vnoise(p: vec2f) -> f32 {\nlet i = floor(p);\nlet f = fract(p);\nlet u = f * f * (3.0 - 2.0 * f);\nreturn mix(mix(hash2(i), hash2(i + vec2f(1.0, 0.0)), u.x), mix(hash2(i + vec2f(0.0, 1.0)), hash2(i + vec2f(1.0, 1.0)), u.x), u.y);\n}\nfn fbm2(p0: vec2f) -> f32 {\nvar p = p0;\nvar a = 0.5;\nvar s = 0.0;\nfor (var i = 0; i < 4; i++) {\ns += a * vnoise(p);\np = mat2x2f(1.6, 1.2, -1.2, 1.6) * p + vec2f(3.1, 1.7);\na *= 0.5;\n}\nreturn s / 0.9375;\n}\nfn weather(xz: vec2f) -> vec2f {\nlet q = xz / cp.look.x;\nlet w = fbm2(q);\nlet cov = saturate(remap(w, 1.0 - cp.layer.z * 1.15, 1.0, 0.0, 1.0));\nlet kind = saturate(0.5 + (fbm2(q * 0.37 + vec2f(13.0, 7.0)) - 0.5) * 2.0 * cp.look.y);\nreturn vec2f(cov, kind);\n}\nfn profile(h: f32, kind: f32) -> f32 {\nlet base = saturate(remap(h, 0.0, 0.08, 0.0, 1.0));\nlet top = saturate(remap(h, 0.25 + 0.6 * kind, 0.35 + 0.65 * kind, 1.0, 0.0));\nreturn base * top;\n}\n@compute @workgroup_size(8, 8) fn gen_weather(@builtin(global_invocation_id) id: vec3u) {\nlet n = u32(cp.wmap.w);\nif (id.x >= n || id.y >= n) {\nreturn;\n}\nlet xz = cp.wmap.xy + ((vec2f(id.xy) + 0.5) / f32(n) - 0.5) * cp.wmap.z;\ntextureStore(weather_out, vec2i(id.xy), vec4f(weather(xz), 0.0, 1.0));\n}\nfn base_cloud(p: vec3f, far: f32) -> vec4f {\nlet r = length(p);\nlet h = (r - PLANET - cp.layer.x) / (cp.layer.y - cp.layer.x);\nif (h <= 0.0 || h >= 1.0) {\nreturn vec4f(0.0);\n}\nlet xz = p.xz + cp.eye.xy + cp.shape.zw;\nvar wx = textureSampleLevel(weather_tex, clamp_smp, (xz - cp.wmap.xy) / cp.wmap.z + 0.5, 0.0).xy;\nif (cp.evolve.x > 0.0 && wx.x > 0.004) {\nlet w2 = textureSampleLevel(weather_tex, clamp_smp, (xz + cp.evolve.zw - cp.wmap.xy) / cp.wmap.z + 0.5, 0.0).x;\nwx.x = saturate(wx.x * (1.0 + (w2 - 0.5) * 2.0 * cp.evolve.x));\n}\nif (wx.x <= 0.004) {\nreturn vec4f(0.0, h, xz);\n}\nlet prof = profile(h, wx.y);\nif (prof <= 0.0) {\nreturn vec4f(0.0, h, xz);\n}\nlet q = vec3f(xz.x, r - PLANET - cp.evolve.y, xz.y) / (cp.shape.x * far);\nlet s = textureSampleLevel(shape_tex, wrap_smp, q, 0.0);\nlet fb = s.g * 0.625 + s.b * 0.25 + s.a * 0.125;\nlet base = saturate(remap(s.r, fb - 1.0, 1.0, 0.0, 1.0));\nreturn vec4f(saturate(remap(base * prof, 1.0 - wx.x, 1.0, 0.0, 1.0)) * wx.x, h, xz);\n}\nfn eroded(b: vec4f, alt: f32) -> f32 {\nlet d = textureSampleLevel(detail_tex, wrap_smp, vec3f(b.z, alt, b.w) / cp.shape.y, 0.0);\nlet df = d.r * 0.625 + d.g * 0.25 + d.b * 0.125;\nlet e = mix(df, 1.0 - df, saturate(b.y * 5.0));\nreturn saturate(remap(b.x, e * 0.35 * cp.look.w, 1.0, 0.0, 1.0)) * cp.layer.w;\n}\nfn density(p: vec3f, full: bool, far: f32) -> f32 {\nlet b = base_cloud(p, far);\nif (b.x <= 0.0) {\nreturn 0.0;\n}\nif (full) {\nreturn eroded(b, length(p) - PLANET);\n}\nreturn b.x * cp.layer.w;\n}\nfn hg(c: f32, g: f32) -> f32 {\nreturn (1.0 - g * g) / (4.0 * PI * pow(max(1.0 + g * g - 2.0 * g * c, 1e-4), 1.5));\n}\nfn phase(c: f32, k: f32) -> f32 {\nreturn mix(hg(c, -0.2 * k), hg(c, 0.75 * k), 0.6);\n}\nfn sun_depth(p: vec3f, steps: u32) -> f32 {\nlet s = cp.sun.xyz;\nvar tau = 0.0;\nvar t = 0.0;\nvar dt = 0.06;\nfor (var i = 0u; i < steps; i++) {\nlet m = t + dt * 0.5;\ntau += density(p + s * m, i < 2u, 1.0) * dt;\nt += dt;\ndt *= 2.1;\n}\nreturn tau;\n}\nfn ambient(h: f32) -> vec3f {\nlet up = lighting.sh[0].rgb * 0.282095 + lighting.sh[1].rgb * 0.488603 - cp.amb.rgb;\nreturn max(up, vec3f(0.0)) * mix(0.45, 1.0, h);\n}\nfn march(d: vec3f, jitter: f32, steps_max: f32, steps_min: f32, sun_steps: u32, octaves: u32) -> vec4f {\nlet o = vec3f(0.0, cp.eye.z, 0.0);\nlet b = dot(o, d);\nlet rb = PLANET + cp.layer.x;\nlet rt = PLANET + cp.layer.y;\nlet cb = dot(o, o) - rb * rb;\nlet ct = dot(o, o) - rt * rt;\nif (d.y < -0.05 || cb > 0.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet t0 = -b + sqrt(max(b * b - cb, 0.0));\nvar t1 = -b + sqrt(max(b * b - ct, 0.0));\nt1 = min(t1, t0 + 40.0);\nif (t0 > 220.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet n = mix(steps_max, steps_min, saturate(d.y));\nlet dt = (t1 - t0) / n;\nlet s = cp.sun.xyz;\nlet cosv = dot(d, s);\nlet sun = lighting.sun_color.rgb;\nvar light = vec3f(0.0);\nvar trans = 1.0;\nvar dist_sum = 0.0;\nvar weight = 0.0;\nvar t = t0 + dt * jitter;\nvar empty = 0u;\nvar last = dt;\nlet rays = u32(n) * 2u;\nfor (var i = 0u; i < rays; i++) {\nif (t >= t1 || trans < 0.01) {\nbreak;\n}\nvar p = o + d * t;\nlet far = 1.0 + smoothstep(25.0, 75.0, t);\nvar cb = base_cloud(p, far);\nif (cb.x <= 0.0) {\nempty++;\nlast = dt * select(1.0, 2.0, empty > 2u);\nt += last;\ncontinue;\n}\nif (empty > 0u || i == 0u) {\nvar a = t - last;\nvar bb = t;\nfor (var k = 0u; k < 3u; k++) {\nlet m = 0.5 * (a + bb);\nif (base_cloud(o + d * m, far).x > 0.0) {\nbb = m;\n} else {\na = m;\n}\n}\nt = bb;\np = o + d * t;\ncb = base_cloud(p, far);\n}\nempty = 0u;\nlet sigma = select(cb.x * cp.layer.w, eroded(cb, length(p) - PLANET), t < 30.0);\nif (sigma > 0.0) {\nlet h = (length(p) - rb) / (rt - rb);\nlet tau = sun_depth(p, sun_steps);\nvar ms = 0.0;\nvar a = 1.0;\nvar bb = 1.0;\nvar c = 1.0;\nfor (var k = 0u; k < octaves; k++) {\nms += a * exp(-tau * bb) * phase(cosv, c);\na *= 0.5;\nbb *= 0.5;\nc *= 0.5;\n}\nlet powder = 1.0 - 0.6 * exp(-sigma * 0.3);\nlet diffuse = max(s.y, 0.0) / (1.0 + 0.1125 * tau) / PI;\nlet scatter = sun * (ms + diffuse * powder) + ambient(h) * 1.3;\nlet e = exp(-sigma * dt);\nlight += trans * scatter * (1.0 - e);\ndist_sum += trans * (1.0 - e) * t;\nweight += trans * (1.0 - e);\ntrans *= e;\n}\nlast = dt;\nt += dt;\n}\nif (weight > 0.0) {\nlet mean = dist_sum / weight;\nlet haze = 1.0 - exp(-mean / cp.look.z);\nlet behind = sky_view_at(sky_view, clamp_smp, d, s, cp.eye.z) * lighting.view.rgb;\nlight = mix(light, behind * (1.0 - trans), haze * 0.5) * (1.0 - haze * 0.8);\ntrans = mix(trans, 1.0, haze * 0.8);\n}\nreturn vec4f(light, trans);\n}\nfn view_dir(uv: vec2f) -> vec3f {\nlet ndc = vec2f(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0);\nlet near = cp.inv_view_proj * vec4f(ndc, 1.0, 1.0);\nreturn normalize(near.xyz / near.w);\n}\nfn ign(px: vec2f, frame: f32) -> f32 {\nlet q = px + 5.588238 * (frame % 64.0);\nreturn fract(52.9829189 * fract(dot(q, vec2f(0.06711056, 0.00583715))));\n}\n@compute @workgroup_size(8, 8) fn march_view(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(current_out);\nif (any(id.xy >= n)) {\nreturn;\n}\nlet texel = vec2f(id.xy) * 2.0 + cp.size.zw;\nlet uv = (texel + 0.5) / cp.size.xy;\nlet r = march(view_dir(uv), ign(vec2f(id.xy), cp.sun.w), cp.quality.x, cp.quality.y, u32(cp.quality.z), u32(cp.quality.w));\ntextureStore(current_out, vec2i(id.xy), r);\n}\n@compute @workgroup_size(8, 8) fn reconstruct(@builtin(global_invocation_id) id: vec3u) {\nlet size = vec2u(cp.size.xy);\nif (any(id.xy >= size)) {\nreturn;\n}\nlet cn = vec2i(textureDimensions(current));\nlet px = vec2f(id.xy);\nlet uv = (px + 0.5) / cp.size.xy;\nlet phase_px = cp.size.zw;\nlet mine = all(vec2u(id.xy % 2u) == vec2u(phase_px));\nlet f = (px - phase_px) * 0.5;\nlet i0 = vec2i(floor(f));\nlet w = fract(f);\nlet s00 = textureLoad(current, clamp(i0, vec2i(0), cn - 1), 0);\nlet s10 = textureLoad(current, clamp(i0 + vec2i(1, 0), vec2i(0), cn - 1), 0);\nlet s01 = textureLoad(current, clamp(i0 + vec2i(0, 1), vec2i(0), cn - 1), 0);\nlet s11 = textureLoad(current, clamp(i0 + vec2i(1, 1), vec2i(0), cn - 1), 0);\nvar m1 = vec4f(0.0);\nvar m2 = vec4f(0.0);\nfor (var k = 0; k < 9; k++) {\nlet q = textureLoad(current, clamp(i0 + vec2i(round(w)) + vec2i(k % 3 - 1, k / 3 - 1), vec2i(0), cn - 1), 0);\nm1 += q;\nm2 += q * q;\n}\nm1 /= 9.0;\nlet sd = sqrt(max(m2 / 9.0 - m1 * m1, vec4f(0.0)));\nlet mn = m1 - sd * 1.5;\nlet mx = m1 + sd * 1.5;\nlet spatial = mix(mix(s00, s10, w.x), mix(s01, s11, w.x), w.y);\nlet dir = view_dir(uv);\nlet c = cp.prev_view_proj * vec4f(dir * 1.0e4, 1.0);\nvar out = spatial;\nif (c.w > 0.0) {\nlet prev = vec2f(c.x / c.w * 0.5 + 0.5, 0.5 - c.y / c.w * 0.5);\nif (all(prev >= vec2f(0.0)) && all(prev <= vec2f(1.0)) && cp.sun.w > 0.5) {\nlet hist = textureSampleLevel(history, clamp_smp, prev, 0.0);\nlet held = clamp(hist, mn - vec4f(0.002), mx + vec4f(0.002));\nout = select(held, mix(held, s00, 0.2), mine);\n}\n}\ntextureStore(history_out, vec2i(id.xy), out);\n}\n@compute @workgroup_size(8, 8) fn panorama(@builtin(global_invocation_id) id: vec3u) {\nlet n = vec2u(cp.pano.zw);\nif (id.x >= n.x || id.y >= n.y) {\nreturn;\n}\nlet prev = textureLoad(pano_prev, vec2i(id.xy), 0);\nif (id.y % 8u != u32(cp.pano.x)) {\ntextureStore(pano_out, vec2i(id.xy), prev);\nreturn;\n}\nlet frame = cp.sun.w;\nlet j = vec2f(fract(frame * 0.754877666), fract(frame * 0.569840291));\nlet u = (f32(id.x) + j.x) / f32(n.x);\nlet v = (f32(id.y) + j.y) / f32(n.y);\nlet se = v * v;\nlet ce = sqrt(max(1.0 - se * se, 0.0));\nlet az = 2.0 * PI * u;\nlet d = vec3f(ce * cos(az), se, ce * sin(az));\nlet r = march(d, fract(frame * 0.618034), 64.0, 24.0, 4u, 2u);\nlet w = select(0.3, 1.0, frame < 8.5);\ntextureStore(pano_out, vec2i(id.xy), mix(prev, r, w));\n}\n@compute @workgroup_size(8, 8) fn shadow_map(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(shadow_out);\nif (any(id.xy >= n)) {\nreturn;\n}\nif (cp.smap.w < 3.5 && id.y % 4u != u32(cp.smap.w)) {\nreturn;\n}\nlet rel = cp.smap.xy - cp.eye.xy + ((vec2f(id.xy) + 0.5) / vec2f(n) - 0.5) * cp.smap.z;\nlet o = vec3f(rel.x, PLANET, rel.y);\nlet s = cp.sun.xyz;\nlet sy = max(s.y, 0.05);\nlet t0 = cp.layer.x / sy;\nlet t1 = min(cp.layer.y / sy, t0 + 40.0);\nlet steps = 16u;\nlet dt = (t1 - t0) / f32(steps);\nvar tau = 0.0;\nfor (var i = 0u; i < steps; i++) {\ntau += density(o + s * (t0 + dt * (f32(i) + 0.5)), true, 1.0) * dt;\n}\nlet light = max(exp(-tau), 0.7 * exp(-0.25 * tau));\ntextureStore(shadow_out, vec2i(id.xy), vec4f(select(1.0, light, s.y > 0.0), 0.0, 0.0, 1.0));\n}\nstruct CompositeOut {\n@builtin(position) clip: vec4f,\n@location(0) uv: vec2f,\n}\n@vertex fn vs_composite(@builtin(vertex_index) i: u32) -> CompositeOut {\nlet p = vec2f(f32((i << 1u) & 2u), f32(i & 2u)) * 2.0 - 1.0;\nvar o: CompositeOut;\no.clip = vec4f(p, 0.0, 1.0);\no.uv = vec2f(p.x * 0.5 + 0.5, 0.5 - p.y * 0.5);\nreturn o;\n}\n@fragment fn fs_composite(in: CompositeOut) -> @location(0) vec4f {\nif (textureLoad(scene_depth, vec2i(in.clip.xy), 0) > 0.0) {\ndiscard;\n}\nlet c = textureSampleLevel(history, clamp_smp, in.uv, 0.0);\nreturn vec4f(c.rgb * lighting.env.z, c.a);\n}\n@group(0) @binding(19) var<storage, read_write> sh_rows: array<vec4f>;\nvar<workgroup> sh_wg: array<array<vec3f, 9>, 64>;\nfn sh_basis(d: vec3f) -> array<f32, 9> {\nreturn array<f32, 9>(0.282095, 0.488603 * d.y, 0.488603 * d.z, 0.488603 * d.x, 1.092548 * d.x * d.y, 1.092548 * d.y * d.z, 0.315392 * (3.0 * d.z * d.z - 1.0), 1.092548 * d.x * d.z, 0.546274 * (d.x * d.x - d.y * d.y));\n}\nfn sh_reduce(li: u32, acc: array<vec3f, 9>) {\nsh_wg[li] = acc;\nworkgroupBarrier();\nfor (var s = 32u; s > 0u; s >>= 1u) {\nif (li < s) {\nfor (var k = 0u; k < 9u; k++) {\nsh_wg[li][k] += sh_wg[li + s][k];\n}\n}\nworkgroupBarrier();\n}\n}\n@compute @workgroup_size(64) fn pano_sh(@builtin(workgroup_id) wg: vec3u, @builtin(local_invocation_index) li: u32) {\nlet n = vec2u(cp.pano.zw);\nlet row = wg.x;\nvar acc: array<vec3f, 9>;\nlet v = (f32(row) + 0.5) / f32(n.y);\nlet se = v * v;\nlet ce = sqrt(max(1.0 - se * se, 0.0));\nlet d_omega = (2.0 * PI / f32(n.x)) * (2.0 * v / f32(n.y));\nfor (var x = li; x < n.x; x += 64u) {\nlet az = 2.0 * PI * (f32(x) + 0.5) / f32(n.x);\nlet d = vec3f(ce * cos(az), se, ce * sin(az));\nlet c = textureLoad(pano_prev, vec2i(i32(x), i32(row)), 0);\nlet sky = sky_view_at(sky_view, clamp_smp, d, cp.sun.xyz, cp.eye.z) * lighting.view.rgb;\nlet delta = c.rgb - sky * (1.0 - c.a);\nlet y = sh_basis(d);\nfor (var k = 0u; k < 9u; k++) {\nacc[k] += delta * (y[k] * d_omega);\n}\n}\nsh_reduce(li, acc);\nif (li < 9u) {\nsh_rows[row * 9u + li] = vec4f(sh_wg[0][li], 0.0);\n}\n}\n@compute @workgroup_size(64) fn pano_sh_sum(@builtin(local_invocation_index) li: u32) {\nlet rows = u32(cp.pano.w);\nvar acc: array<vec3f, 9>;\nfor (var r = li; r < rows; r += 64u) {\nfor (var k = 0u; k < 9u; k++) {\nacc[k] += sh_rows[r * 9u + k].rgb;\n}\n}\nsh_reduce(li, acc);\nif (li < 9u) {\nlet band = select(select(1.0 / 4.0, 2.0 / 3.0, li >= 1u && li <= 3u), 1.0, li == 0u);\nsh_rows[rows * 9u + li] = vec4f(sh_wg[0][li] * band, 0.0);\n}\n}\nstruct Lighting {\nsun_color: vec4f,\nenv: vec4f,\nsh: array<vec4f, 9>,\nscreen: vec4f,\nview: vec4f,\nao_reproject: mat4x4f,\nao: vec4f,\nfog: vec4f,\nfog2: vec4f,\nfog_air: vec4f,\ngi_grid: vec4f,\ngi_counts: vec4f,\nssr: vec4f,\ngi_cascades: array<vec4f, 3>,\nclouds: vec4f,\nnight: vec4f,\nstar_x: vec4f,\nstar_y: vec4f,\nstar_z: vec4f,\n}\nfn sky_view_at(lut: texture_2d<f32>, smp: sampler, d: vec3f, s: vec3f, r_cam: f32) -> vec3f {\nlet theta = acos(clamp(d.y, -1.0, 1.0));\nlet hd = vec2f(d.x, d.z);\nlet hs = vec2f(s.x, s.z);\nlet ld = length(hd);\nlet ls = length(hs);\nlet cos_az = select(1.0, dot(hd, hs) / (ld * ls), ld > 1e-5 && ls > 1e-5);\nlet uv = sky_view_uv(theta, clamp(cos_az, -1.0, 1.0), r_cam);\nlet st = (uv * (SKY_VIEW_SIZE - 1.0) + 0.5) / SKY_VIEW_SIZE;\nreturn textureSampleLevel(lut, smp, st, 0.0).rgb;\n}\nfn sky_view_uv(theta: f32, cos_az: f32, r_cam: f32) -> vec2f {\nlet zh = horizon_angle(r_cam);\nlet beta = PI0 - zh;\nvar v: f32;\nif (theta < zh) {\nv = (1.0 - sqrt(max(1.0 - theta / zh, 0.0))) * 0.5;\n} else {\nv = sqrt(saturate((theta - zh) / beta)) * 0.5 + 0.5;\n}\nreturn vec2f(sqrt(saturate(0.5 - 0.5 * cos_az)), v);\n}\nconst SKY_VIEW_SIZE = vec2f(192.0, 108.0);\nfn horizon_angle(r_cam: f32) -> f32 {\nreturn PI0 - acos(clamp(sqrt(max(r_cam * r_cam - BOTTOM * BOTTOM, 0.0)) / r_cam, 0.0, 1.0));\n}\nconst PI0 = 3.14159265;\nconst BOTTOM = 6360.0;";
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/** Linked from shaders/clouds/shafts.wesl. */
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export declare const shaftsShader: {
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readonly hash: "
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readonly wgsl: "const FOUR_PI = 12.5663706;\nconst SAMPLES = 8u;\nstruct ShaftParams {\ninv_view_proj: mat4x4f,\nsun: vec4f,\nsmap: vec4f,\nrange: vec4f,\n}\n@group(0) @binding(0) var<uniform> sh: ShaftParams;\n@group(0) @binding(1) var<uniform> lighting: Lighting;\n@group(0) @binding(2) var scene_depth: texture_depth_2d;\n@group(0) @binding(3) var shadow_map: texture_2d<f32>;\n@group(0) @binding(4) var smp: sampler;\nstruct ShaftOut { @builtin(position) clip: vec4f }\n@vertex fn vs(@builtin(vertex_index) i: u32) -> ShaftOut {\nlet p = vec2f(f32((i << 1u) & 2u), f32(i & 2u)) * 2.0 - 1.0;\nvar o: ShaftOut;\no.clip = vec4f(p, 0.0, 1.0);\nreturn o;\n}\nfn sunlit(x: vec3f, l: vec3f) -> f32 {\nlet at = x - l * ((x.y - sh.range.x) / max(l.y, 0.05));\nlet uv = (at.xz - sh.smap.xy) * sh.smap.z + 0.5;\nlet edge = min(min(uv.x, 1.0 - uv.x), min(uv.y, 1.0 - uv.y));\nreturn mix(1.0, textureSampleLevel(shadow_map, smp, uv, 0.0).r, saturate(edge * 16.0));\n}\nfn ign(px: vec2f, frame: f32) -> f32 {\nlet q = px + 5.588238 * (frame % 64.0);\nreturn fract(52.9829189 * fract(dot(q, vec2f(0.06711056, 0.00583715))));\n}\n@fragment fn fs(in: ShaftOut) -> @location(0) vec4f {\nlet fog = lighting.fog;\nlet fog2 = lighting.fog2;\nlet l = sh.sun.xyz;\nif (sh.smap.w < 0.5 || (fog.x <= 0.0 && fog2.x <= 0.0) || fog2.y <= 0.0 || l.y <= 0.0) {\ndiscard;\n}\nlet px = vec2i(in.clip.xy);\nlet size = vec2f(textureDimensions(scene_depth));\nlet ndc = vec2f(in.clip.x / size.x * 2.0 - 1.0, 1.0 - in.clip.y / size.y * 2.0);\nlet d = textureLoad(scene_depth, px, 0);\nlet w4 = sh.inv_view_proj * vec4f(ndc, select(d, 1.0, d <= 0.0), 1.0);\nlet q = w4.xyz / w4.w;\nlet dir = normalize(q);\nvar dist = select(length(q), fog2.w, d <= 0.0);\nif (dir.y > 1e-4) {\ndist = min(dist, sh.range.y / dir.y);\n}\ndist = min(dist, sh.range.z);\nif (dist <= 1.0) {\ndiscard;\n}\nlet t_end = exp(-(lighting.fog_air.rgb * (fog2.x * dist) + vec3f(height_fog_depth(fog, dir, dist))));\nlet g = fog2.z;\nlet c = dot(dir, l);\nlet phase = (1.0 - g * g) / (FOUR_PI * pow(max(1.0 + g * g - 2.0 * g * c, 1e-4), 1.5));\nlet sun_in = lighting.sun_color.rgb * (phase * fog2.y) * (vec3f(1.0) - t_end);\nif (dot(sun_in, vec3f(0.2126, 0.7152, 0.0722)) * lighting.env.z < 4e-4) {\ndiscard;\n}\nlet sigma = max(-log(max(dot(t_end, vec3f(0.3333)), 1e-4)) / dist, 1e-6);\nlet j = ign(in.clip.xy, sh.sun.w);\nvar lit = 0.0;\nvar wsum = 0.0;\nfor (var i = 0u; i < SAMPLES; i++) {\nlet t = (f32(i) + j) / f32(SAMPLES) * dist;\nlet w = exp(-sigma * t);\nlit += w * sunlit(dir * t, l);\nwsum += w;\n}\nlet shade = 1.0 - lit / wsum;\nreturn vec4f(-sun_in * shade * sh.range.w * lighting.env.z, 0.0);\n}\nstruct Lighting {\nsun_color: vec4f,\nenv: vec4f,\nsh: array<vec4f, 9>,\nscreen: vec4f,\nview: vec4f,\nao_reproject: mat4x4f,\nao: vec4f,\nfog: vec4f,\nfog2: vec4f,\nfog_air: vec4f,\ngi_grid: vec4f,\ngi_counts: vec4f,\nssr: vec4f,\ngi_cascades: array<vec4f, 3>,\nclouds: vec4f,\n}\nfn height_fog_depth(fog: vec4f, dir: vec3f, dist: f32) -> f32 {\nif (fog.x <= 0.0) {\nreturn 0.0;\n}\nlet falloff = max(fog.y, 1e-5);\nlet len = max(dist - fog.w, 0.0);\nlet h0 = fog.z + dir.y * min(dist, fog.w);\nlet k = falloff * dir.y * len;\nlet shape = select((1.0 - exp(-k)) / k, 1.0 - 0.5 * k, abs(k) < 1e-3);\nreturn fog.x * exp(-falloff * h0) * len * shape;\n}";
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readonly hash: "1f6c2bbb67cd8346";
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readonly wgsl: "const FOUR_PI = 12.5663706;\nconst SAMPLES = 8u;\nstruct ShaftParams {\ninv_view_proj: mat4x4f,\nsun: vec4f,\nsmap: vec4f,\nrange: vec4f,\n}\n@group(0) @binding(0) var<uniform> sh: ShaftParams;\n@group(0) @binding(1) var<uniform> lighting: Lighting;\n@group(0) @binding(2) var scene_depth: texture_depth_2d;\n@group(0) @binding(3) var shadow_map: texture_2d<f32>;\n@group(0) @binding(4) var smp: sampler;\nstruct ShaftOut { @builtin(position) clip: vec4f }\n@vertex fn vs(@builtin(vertex_index) i: u32) -> ShaftOut {\nlet p = vec2f(f32((i << 1u) & 2u), f32(i & 2u)) * 2.0 - 1.0;\nvar o: ShaftOut;\no.clip = vec4f(p, 0.0, 1.0);\nreturn o;\n}\nfn sunlit(x: vec3f, l: vec3f) -> f32 {\nlet at = x - l * ((x.y - sh.range.x) / max(l.y, 0.05));\nlet uv = (at.xz - sh.smap.xy) * sh.smap.z + 0.5;\nlet edge = min(min(uv.x, 1.0 - uv.x), min(uv.y, 1.0 - uv.y));\nreturn mix(1.0, textureSampleLevel(shadow_map, smp, uv, 0.0).r, saturate(edge * 16.0));\n}\nfn ign(px: vec2f, frame: f32) -> f32 {\nlet q = px + 5.588238 * (frame % 64.0);\nreturn fract(52.9829189 * fract(dot(q, vec2f(0.06711056, 0.00583715))));\n}\n@fragment fn fs(in: ShaftOut) -> @location(0) vec4f {\nlet fog = lighting.fog;\nlet fog2 = lighting.fog2;\nlet l = sh.sun.xyz;\nif (sh.smap.w < 0.5 || (fog.x <= 0.0 && fog2.x <= 0.0) || fog2.y <= 0.0 || l.y <= 0.0) {\ndiscard;\n}\nlet px = vec2i(in.clip.xy);\nlet size = vec2f(textureDimensions(scene_depth));\nlet ndc = vec2f(in.clip.x / size.x * 2.0 - 1.0, 1.0 - in.clip.y / size.y * 2.0);\nlet d = textureLoad(scene_depth, px, 0);\nlet w4 = sh.inv_view_proj * vec4f(ndc, select(d, 1.0, d <= 0.0), 1.0);\nlet q = w4.xyz / w4.w;\nlet dir = normalize(q);\nvar dist = select(length(q), fog2.w, d <= 0.0);\nif (dir.y > 1e-4) {\ndist = min(dist, sh.range.y / dir.y);\n}\ndist = min(dist, sh.range.z);\nif (dist <= 1.0) {\ndiscard;\n}\nlet t_end = exp(-(lighting.fog_air.rgb * (fog2.x * dist) + vec3f(height_fog_depth(fog, dir, dist))));\nlet g = fog2.z;\nlet c = dot(dir, l);\nlet phase = (1.0 - g * g) / (FOUR_PI * pow(max(1.0 + g * g - 2.0 * g * c, 1e-4), 1.5));\nlet sun_in = lighting.sun_color.rgb * (phase * fog2.y) * (vec3f(1.0) - t_end);\nif (dot(sun_in, vec3f(0.2126, 0.7152, 0.0722)) * lighting.env.z < 4e-4) {\ndiscard;\n}\nlet sigma = max(-log(max(dot(t_end, vec3f(0.3333)), 1e-4)) / dist, 1e-6);\nlet j = ign(in.clip.xy, sh.sun.w);\nvar lit = 0.0;\nvar wsum = 0.0;\nfor (var i = 0u; i < SAMPLES; i++) {\nlet t = (f32(i) + j) / f32(SAMPLES) * dist;\nlet w = exp(-sigma * t);\nlit += w * sunlit(dir * t, l);\nwsum += w;\n}\nlet shade = 1.0 - lit / wsum;\nreturn vec4f(-sun_in * shade * sh.range.w * lighting.env.z, 0.0);\n}\nstruct Lighting {\nsun_color: vec4f,\nenv: vec4f,\nsh: array<vec4f, 9>,\nscreen: vec4f,\nview: vec4f,\nao_reproject: mat4x4f,\nao: vec4f,\nfog: vec4f,\nfog2: vec4f,\nfog_air: vec4f,\ngi_grid: vec4f,\ngi_counts: vec4f,\nssr: vec4f,\ngi_cascades: array<vec4f, 3>,\nclouds: vec4f,\nnight: vec4f,\nstar_x: vec4f,\nstar_y: vec4f,\nstar_z: vec4f,\n}\nfn height_fog_depth(fog: vec4f, dir: vec3f, dist: f32) -> f32 {\nif (fog.x <= 0.0) {\nreturn 0.0;\n}\nlet falloff = max(fog.y, 1e-5);\nlet len = max(dist - fog.w, 0.0);\nlet h0 = fog.z + dir.y * min(dist, fog.w);\nlet k = falloff * dir.y * len;\nlet shape = select((1.0 - exp(-k)) / k, 1.0 - 0.5 * k, abs(k) < 1e-3);\nreturn fog.x * exp(-falloff * h0) * len * shape;\n}";
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};
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// Regenerate with `node tools/shaders-gen.mjs`; CI runs it with --check.
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/** Linked from shaders/clouds/clouds.wesl. */
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export const cloudsShader = {
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wgsl: "const PI = 3.14159265;\nconst PLANET = 6360.0;\nstruct CloudParams {\ninv_view_proj: mat4x4f,\nprev_view_proj: mat4x4f,\nsun: vec4f,\neye: vec4f,\nlayer: vec4f,\nshape: vec4f,\nsize: vec4f,\nquality: vec4f,\nlook: vec4f,\npano: vec4f,\nwmap: vec4f,\nsmap: vec4f,\namb: vec4f,\nevolve: vec4f,\n}\n@group(0) @binding(0) var<uniform> cp: CloudParams;\n@group(0) @binding(1) var<uniform> lighting: Lighting;\n@group(0) @binding(2) var sky_view: texture_2d<f32>;\n@group(0) @binding(3) var clamp_smp: sampler;\n@group(0) @binding(4) var shape_tex: texture_3d<f32>;\n@group(0) @binding(5) var detail_tex: texture_3d<f32>;\n@group(0) @binding(6) var wrap_smp: sampler;\n@group(0) @binding(7) var shape_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(8) var detail_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(9) var current_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(10) var current: texture_2d<f32>;\n@group(0) @binding(11) var history: texture_2d<f32>;\n@group(0) @binding(12) var history_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(13) var pano_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(14) var scene_depth: texture_depth_2d;\n@group(0) @binding(15) var pano_prev: texture_2d<f32>;\n@group(0) @binding(16) var weather_tex: texture_2d<f32>;\n@group(0) @binding(17) var weather_out: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(18) var shadow_out: texture_storage_2d<rgba16float, write>;\nfn pcg(v: u32) -> u32 {\nlet state = v * 747796405u + 2891336453u;\nlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\nreturn (word >> 22u) ^ word;\n}\nfn hash3(c: vec3i, seed: u32) -> vec3f {\nlet h = pcg(bitcast<u32>(c.x) ^ pcg(bitcast<u32>(c.y) ^ pcg(bitcast<u32>(c.z) ^ seed)));\nlet h2 = pcg(h);\nlet h3 = pcg(h2);\nreturn vec3f(f32(h), f32(h2), f32(h3)) / 4294967296.0;\n}\nfn wrap3(c: vec3i, period: i32) -> vec3i {\nreturn ((c % period) + period) % period;\n}\nfn perlin(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nlet u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);\nvar n: array<f32, 8>;\nfor (var k = 0; k < 8; k++) {\nlet o = vec3i(k & 1, (k >> 1) & 1, (k >> 2) & 1);\nlet g = normalize(hash3(wrap3(i + o, period), seed) * 2.0 - 1.0);\nn[k] = dot(g, f - vec3f(o));\n}\nlet x0 = mix(mix(n[0], n[1], u.x), mix(n[2], n[3], u.x), u.y);\nlet x1 = mix(mix(n[4], n[5], u.x), mix(n[6], n[7], u.x), u.y);\nreturn mix(x0, x1, u.z) * 1.4;\n}\nfn worley(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nvar d = 8.0;\nfor (var k = 0; k < 27; k++) {\nlet o = vec3i(k % 3 - 1, (k / 3) % 3 - 1, k / 9 - 1);\nlet q = vec3f(o) + hash3(wrap3(i + o, period), seed) - f;\nd = min(d, dot(q, q));\n}\nreturn 1.0 - saturate(sqrt(d));\n}\nfn worley_fbm(p: vec3f, period: i32, seed: u32) -> f32 {\nreturn worley(p, period, seed) * 0.625 + worley(p * 2.0, period * 2, seed + 1u) * 0.25 + worley(p * 4.0, period * 4, seed + 2u) * 0.125;\n}\nfn remap(v: f32, a: f32, b: f32, c: f32, d: f32) -> f32 {\nreturn c + (v - a) / max(b - a, 1e-5) * (d - c);\n}\n@compute @workgroup_size(4, 4, 4) fn gen_shape(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(shape_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\nvar pf = 0.0;\nvar amp = 0.5;\nvar per = 4;\nfor (var o = 0; o < 4; o++) {\npf += amp * perlin(uvw * f32(per), per, 11u + u32(o));\namp *= 0.5;\nper *= 2;\n}\npf = saturate(pf * 0.5 + 0.5);\nlet w4 = worley_fbm(uvw * 4.0, 4, 101u);\nlet w8 = worley_fbm(uvw * 8.0, 8, 211u);\nlet w16 = worley_fbm(uvw * 16.0, 16, 307u);\nlet pw = saturate(remap(pf, w4 - 1.0, 1.0, 0.0, 1.0));\ntextureStore(shape_out, vec3i(id), vec4f(pw, w4, w8, w16));\n}\n@compute @workgroup_size(4, 4, 4) fn gen_detail(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(detail_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\ntextureStore(detail_out, vec3i(id), vec4f(worley_fbm(uvw * 2.0, 2, 401u), worley_fbm(uvw * 4.0, 4, 503u), worley_fbm(uvw * 8.0, 8, 601u), 1.0));\n}\nfn hash2(p: vec2f) -> f32 {\nlet q = vec2<i32>(floor(p));\nreturn f32(pcg(bitcast<u32>(q.x) ^ pcg(bitcast<u32>(q.y) + 0x9e3779b9u))) / 4294967296.0;\n}\nfn vnoise(p: vec2f) -> f32 {\nlet i = floor(p);\nlet f = fract(p);\nlet u = f * f * (3.0 - 2.0 * f);\nreturn mix(mix(hash2(i), hash2(i + vec2f(1.0, 0.0)), u.x), mix(hash2(i + vec2f(0.0, 1.0)), hash2(i + vec2f(1.0, 1.0)), u.x), u.y);\n}\nfn fbm2(p0: vec2f) -> f32 {\nvar p = p0;\nvar a = 0.5;\nvar s = 0.0;\nfor (var i = 0; i < 4; i++) {\ns += a * vnoise(p);\np = mat2x2f(1.6, 1.2, -1.2, 1.6) * p + vec2f(3.1, 1.7);\na *= 0.5;\n}\nreturn s / 0.9375;\n}\nfn weather(xz: vec2f) -> vec2f {\nlet q = xz / cp.look.x;\nlet w = fbm2(q);\nlet cov = saturate(remap(w, 1.0 - cp.layer.z * 1.15, 1.0, 0.0, 1.0));\nlet kind = saturate(0.5 + (fbm2(q * 0.37 + vec2f(13.0, 7.0)) - 0.5) * 2.0 * cp.look.y);\nreturn vec2f(cov, kind);\n}\nfn profile(h: f32, kind: f32) -> f32 {\nlet base = saturate(remap(h, 0.0, 0.08, 0.0, 1.0));\nlet top = saturate(remap(h, 0.25 + 0.6 * kind, 0.35 + 0.65 * kind, 1.0, 0.0));\nreturn base * top;\n}\n@compute @workgroup_size(8, 8) fn gen_weather(@builtin(global_invocation_id) id: vec3u) {\nlet n = u32(cp.wmap.w);\nif (id.x >= n || id.y >= n) {\nreturn;\n}\nlet xz = cp.wmap.xy + ((vec2f(id.xy) + 0.5) / f32(n) - 0.5) * cp.wmap.z;\ntextureStore(weather_out, vec2i(id.xy), vec4f(weather(xz), 0.0, 1.0));\n}\nfn base_cloud(p: vec3f, far: f32) -> vec4f {\nlet r = length(p);\nlet h = (r - PLANET - cp.layer.x) / (cp.layer.y - cp.layer.x);\nif (h <= 0.0 || h >= 1.0) {\nreturn vec4f(0.0);\n}\nlet xz = p.xz + cp.eye.xy + cp.shape.zw;\nvar wx = textureSampleLevel(weather_tex, clamp_smp, (xz - cp.wmap.xy) / cp.wmap.z + 0.5, 0.0).xy;\nif (cp.evolve.x > 0.0 && wx.x > 0.004) {\nlet w2 = textureSampleLevel(weather_tex, clamp_smp, (xz + cp.evolve.zw - cp.wmap.xy) / cp.wmap.z + 0.5, 0.0).x;\nwx.x = saturate(wx.x * (1.0 + (w2 - 0.5) * 2.0 * cp.evolve.x));\n}\nif (wx.x <= 0.004) {\nreturn vec4f(0.0, h, xz);\n}\nlet prof = profile(h, wx.y);\nif (prof <= 0.0) {\nreturn vec4f(0.0, h, xz);\n}\nlet q = vec3f(xz.x, r - PLANET - cp.evolve.y, xz.y) / (cp.shape.x * far);\nlet s = textureSampleLevel(shape_tex, wrap_smp, q, 0.0);\nlet fb = s.g * 0.625 + s.b * 0.25 + s.a * 0.125;\nlet base = saturate(remap(s.r, fb - 1.0, 1.0, 0.0, 1.0));\nreturn vec4f(saturate(remap(base * prof, 1.0 - wx.x, 1.0, 0.0, 1.0)) * wx.x, h, xz);\n}\nfn eroded(b: vec4f, alt: f32) -> f32 {\nlet d = textureSampleLevel(detail_tex, wrap_smp, vec3f(b.z, alt, b.w) / cp.shape.y, 0.0);\nlet df = d.r * 0.625 + d.g * 0.25 + d.b * 0.125;\nlet e = mix(df, 1.0 - df, saturate(b.y * 5.0));\nreturn saturate(remap(b.x, e * 0.35 * cp.look.w, 1.0, 0.0, 1.0)) * cp.layer.w;\n}\nfn density(p: vec3f, full: bool, far: f32) -> f32 {\nlet b = base_cloud(p, far);\nif (b.x <= 0.0) {\nreturn 0.0;\n}\nif (full) {\nreturn eroded(b, length(p) - PLANET);\n}\nreturn b.x * cp.layer.w;\n}\nfn hg(c: f32, g: f32) -> f32 {\nreturn (1.0 - g * g) / (4.0 * PI * pow(max(1.0 + g * g - 2.0 * g * c, 1e-4), 1.5));\n}\nfn phase(c: f32, k: f32) -> f32 {\nreturn mix(hg(c, -0.2 * k), hg(c, 0.75 * k), 0.6);\n}\nfn sun_depth(p: vec3f, steps: u32) -> f32 {\nlet s = cp.sun.xyz;\nvar tau = 0.0;\nvar t = 0.0;\nvar dt = 0.06;\nfor (var i = 0u; i < steps; i++) {\nlet m = t + dt * 0.5;\ntau += density(p + s * m, i < 2u, 1.0) * dt;\nt += dt;\ndt *= 2.1;\n}\nreturn tau;\n}\nfn ambient(h: f32) -> vec3f {\nlet up = lighting.sh[0].rgb * 0.282095 + lighting.sh[1].rgb * 0.488603 - cp.amb.rgb;\nreturn max(up, vec3f(0.0)) * mix(0.45, 1.0, h);\n}\nfn march(d: vec3f, jitter: f32, steps_max: f32, steps_min: f32, sun_steps: u32, octaves: u32) -> vec4f {\nlet o = vec3f(0.0, cp.eye.z, 0.0);\nlet b = dot(o, d);\nlet rb = PLANET + cp.layer.x;\nlet rt = PLANET + cp.layer.y;\nlet cb = dot(o, o) - rb * rb;\nlet ct = dot(o, o) - rt * rt;\nif (d.y < -0.05 || cb > 0.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet t0 = -b + sqrt(max(b * b - cb, 0.0));\nvar t1 = -b + sqrt(max(b * b - ct, 0.0));\nt1 = min(t1, t0 + 40.0);\nif (t0 > 220.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet n = mix(steps_max, steps_min, saturate(d.y));\nlet dt = (t1 - t0) / n;\nlet s = cp.sun.xyz;\nlet cosv = dot(d, s);\nlet sun = lighting.sun_color.rgb;\nvar light = vec3f(0.0);\nvar trans = 1.0;\nvar dist_sum = 0.0;\nvar weight = 0.0;\nvar t = t0 + dt * jitter;\nvar empty = 0u;\nvar last = dt;\nlet rays = u32(n) * 2u;\nfor (var i = 0u; i < rays; i++) {\nif (t >= t1 || trans < 0.01) {\nbreak;\n}\nvar p = o + d * t;\nlet far = 1.0 + smoothstep(25.0, 75.0, t);\nvar cb = base_cloud(p, far);\nif (cb.x <= 0.0) {\nempty++;\nlast = dt * select(1.0, 2.0, empty > 2u);\nt += last;\ncontinue;\n}\nif (empty > 0u || i == 0u) {\nvar a = t - last;\nvar bb = t;\nfor (var k = 0u; k < 3u; k++) {\nlet m = 0.5 * (a + bb);\nif (base_cloud(o + d * m, far).x > 0.0) {\nbb = m;\n} else {\na = m;\n}\n}\nt = bb;\np = o + d * t;\ncb = base_cloud(p, far);\n}\nempty = 0u;\nlet sigma = select(cb.x * cp.layer.w, eroded(cb, length(p) - PLANET), t < 30.0);\nif (sigma > 0.0) {\nlet h = (length(p) - rb) / (rt - rb);\nlet tau = sun_depth(p, sun_steps);\nvar ms = 0.0;\nvar a = 1.0;\nvar bb = 1.0;\nvar c = 1.0;\nfor (var k = 0u; k < octaves; k++) {\nms += a * exp(-tau * bb) * phase(cosv, c);\na *= 0.5;\nbb *= 0.5;\nc *= 0.5;\n}\nlet powder = 1.0 - 0.6 * exp(-sigma * 0.3);\nlet diffuse = max(s.y, 0.0) / (1.0 + 0.1125 * tau) / PI;\nlet scatter = sun * (ms + diffuse * powder) + ambient(h) * 1.3;\nlet e = exp(-sigma * dt);\nlight += trans * scatter * (1.0 - e);\ndist_sum += trans * (1.0 - e) * t;\nweight += trans * (1.0 - e);\ntrans *= e;\n}\nlast = dt;\nt += dt;\n}\nif (weight > 0.0) {\nlet mean = dist_sum / weight;\nlet haze = 1.0 - exp(-mean / cp.look.z);\nlet behind = sky_view_at(sky_view, clamp_smp, d, s, cp.eye.z) * lighting.view.rgb;\nlight = mix(light, behind * (1.0 - trans), haze * 0.5) * (1.0 - haze * 0.8);\ntrans = mix(trans, 1.0, haze * 0.8);\n}\nreturn vec4f(light, trans);\n}\nfn view_dir(uv: vec2f) -> vec3f {\nlet ndc = vec2f(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0);\nlet near = cp.inv_view_proj * vec4f(ndc, 1.0, 1.0);\nreturn normalize(near.xyz / near.w);\n}\nfn ign(px: vec2f, frame: f32) -> f32 {\nlet q = px + 5.588238 * (frame % 64.0);\nreturn fract(52.9829189 * fract(dot(q, vec2f(0.06711056, 0.00583715))));\n}\n@compute @workgroup_size(8, 8) fn march_view(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(current_out);\nif (any(id.xy >= n)) {\nreturn;\n}\nlet texel = vec2f(id.xy) * 2.0 + cp.size.zw;\nlet uv = (texel + 0.5) / cp.size.xy;\nlet r = march(view_dir(uv), ign(vec2f(id.xy), cp.sun.w), cp.quality.x, cp.quality.y, u32(cp.quality.z), u32(cp.quality.w));\ntextureStore(current_out, vec2i(id.xy), r);\n}\n@compute @workgroup_size(8, 8) fn reconstruct(@builtin(global_invocation_id) id: vec3u) {\nlet size = vec2u(cp.size.xy);\nif (any(id.xy >= size)) {\nreturn;\n}\nlet cn = vec2i(textureDimensions(current));\nlet px = vec2f(id.xy);\nlet uv = (px + 0.5) / cp.size.xy;\nlet phase_px = cp.size.zw;\nlet mine = all(vec2u(id.xy % 2u) == vec2u(phase_px));\nlet f = (px - phase_px) * 0.5;\nlet i0 = vec2i(floor(f));\nlet w = fract(f);\nlet s00 = textureLoad(current, clamp(i0, vec2i(0), cn - 1), 0);\nlet s10 = textureLoad(current, clamp(i0 + vec2i(1, 0), vec2i(0), cn - 1), 0);\nlet s01 = textureLoad(current, clamp(i0 + vec2i(0, 1), vec2i(0), cn - 1), 0);\nlet s11 = textureLoad(current, clamp(i0 + vec2i(1, 1), vec2i(0), cn - 1), 0);\nvar m1 = vec4f(0.0);\nvar m2 = vec4f(0.0);\nfor (var k = 0; k < 9; k++) {\nlet q = textureLoad(current, clamp(i0 + vec2i(round(w)) + vec2i(k % 3 - 1, k / 3 - 1), vec2i(0), cn - 1), 0);\nm1 += q;\nm2 += q * q;\n}\nm1 /= 9.0;\nlet sd = sqrt(max(m2 / 9.0 - m1 * m1, vec4f(0.0)));\nlet mn = m1 - sd * 1.5;\nlet mx = m1 + sd * 1.5;\nlet spatial = mix(mix(s00, s10, w.x), mix(s01, s11, w.x), w.y);\nlet dir = view_dir(uv);\nlet c = cp.prev_view_proj * vec4f(dir * 1.0e4, 1.0);\nvar out = spatial;\nif (c.w > 0.0) {\nlet prev = vec2f(c.x / c.w * 0.5 + 0.5, 0.5 - c.y / c.w * 0.5);\nif (all(prev >= vec2f(0.0)) && all(prev <= vec2f(1.0)) && cp.sun.w > 0.5) {\nlet hist = textureSampleLevel(history, clamp_smp, prev, 0.0);\nlet held = clamp(hist, mn - vec4f(0.002), mx + vec4f(0.002));\nout = select(held, mix(held, s00, 0.2), mine);\n}\n}\ntextureStore(history_out, vec2i(id.xy), out);\n}\n@compute @workgroup_size(8, 8) fn panorama(@builtin(global_invocation_id) id: vec3u) {\nlet n = vec2u(cp.pano.zw);\nif (id.x >= n.x || id.y >= n.y) {\nreturn;\n}\nlet prev = textureLoad(pano_prev, vec2i(id.xy), 0);\nif (id.y % 8u != u32(cp.pano.x)) {\ntextureStore(pano_out, vec2i(id.xy), prev);\nreturn;\n}\nlet frame = cp.sun.w;\nlet j = vec2f(fract(frame * 0.754877666), fract(frame * 0.569840291));\nlet u = (f32(id.x) + j.x) / f32(n.x);\nlet v = (f32(id.y) + j.y) / f32(n.y);\nlet se = v * v;\nlet ce = sqrt(max(1.0 - se * se, 0.0));\nlet az = 2.0 * PI * u;\nlet d = vec3f(ce * cos(az), se, ce * sin(az));\nlet r = march(d, fract(frame * 0.618034), 64.0, 24.0, 4u, 2u);\nlet w = select(0.3, 1.0, frame < 8.5);\ntextureStore(pano_out, vec2i(id.xy), mix(prev, r, w));\n}\n@compute @workgroup_size(8, 8) fn shadow_map(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(shadow_out);\nif (any(id.xy >= n)) {\nreturn;\n}\nif (cp.smap.w < 3.5 && id.y % 4u != u32(cp.smap.w)) {\nreturn;\n}\nlet rel = cp.smap.xy - cp.eye.xy + ((vec2f(id.xy) + 0.5) / vec2f(n) - 0.5) * cp.smap.z;\nlet o = vec3f(rel.x, PLANET, rel.y);\nlet s = cp.sun.xyz;\nlet sy = max(s.y, 0.05);\nlet t0 = cp.layer.x / sy;\nlet t1 = min(cp.layer.y / sy, t0 + 40.0);\nlet steps = 16u;\nlet dt = (t1 - t0) / f32(steps);\nvar tau = 0.0;\nfor (var i = 0u; i < steps; i++) {\ntau += density(o + s * (t0 + dt * (f32(i) + 0.5)), true, 1.0) * dt;\n}\nlet light = max(exp(-tau), 0.7 * exp(-0.25 * tau));\ntextureStore(shadow_out, vec2i(id.xy), vec4f(select(1.0, light, s.y > 0.0), 0.0, 0.0, 1.0));\n}\nstruct CompositeOut {\n@builtin(position) clip: vec4f,\n@location(0) uv: vec2f,\n}\n@vertex fn vs_composite(@builtin(vertex_index) i: u32) -> CompositeOut {\nlet p = vec2f(f32((i << 1u) & 2u), f32(i & 2u)) * 2.0 - 1.0;\nvar o: CompositeOut;\no.clip = vec4f(p, 0.0, 1.0);\no.uv = vec2f(p.x * 0.5 + 0.5, 0.5 - p.y * 0.5);\nreturn o;\n}\n@fragment fn fs_composite(in: CompositeOut) -> @location(0) vec4f {\nif (textureLoad(scene_depth, vec2i(in.clip.xy), 0) > 0.0) {\ndiscard;\n}\nlet c = textureSampleLevel(history, clamp_smp, in.uv, 0.0);\nreturn vec4f(c.rgb * lighting.env.z, c.a);\n}\n@group(0) @binding(19) var<storage, read_write> sh_rows: array<vec4f>;\nvar<workgroup> sh_wg: array<array<vec3f, 9>, 64>;\nfn sh_basis(d: vec3f) -> array<f32, 9> {\nreturn array<f32, 9>(0.282095, 0.488603 * d.y, 0.488603 * d.z, 0.488603 * d.x, 1.092548 * d.x * d.y, 1.092548 * d.y * d.z, 0.315392 * (3.0 * d.z * d.z - 1.0), 1.092548 * d.x * d.z, 0.546274 * (d.x * d.x - d.y * d.y));\n}\nfn sh_reduce(li: u32, acc: array<vec3f, 9>) {\nsh_wg[li] = acc;\nworkgroupBarrier();\nfor (var s = 32u; s > 0u; s >>= 1u) {\nif (li < s) {\nfor (var k = 0u; k < 9u; k++) {\nsh_wg[li][k] += sh_wg[li + s][k];\n}\n}\nworkgroupBarrier();\n}\n}\n@compute @workgroup_size(64) fn pano_sh(@builtin(workgroup_id) wg: vec3u, @builtin(local_invocation_index) li: u32) {\nlet n = vec2u(cp.pano.zw);\nlet row = wg.x;\nvar acc: array<vec3f, 9>;\nlet v = (f32(row) + 0.5) / f32(n.y);\nlet se = v * v;\nlet ce = sqrt(max(1.0 - se * se, 0.0));\nlet d_omega = (2.0 * PI / f32(n.x)) * (2.0 * v / f32(n.y));\nfor (var x = li; x < n.x; x += 64u) {\nlet az = 2.0 * PI * (f32(x) + 0.5) / f32(n.x);\nlet d = vec3f(ce * cos(az), se, ce * sin(az));\nlet c = textureLoad(pano_prev, vec2i(i32(x), i32(row)), 0);\nlet sky = sky_view_at(sky_view, clamp_smp, d, cp.sun.xyz, cp.eye.z) * lighting.view.rgb;\nlet delta = c.rgb - sky * (1.0 - c.a);\nlet y = sh_basis(d);\nfor (var k = 0u; k < 9u; k++) {\nacc[k] += delta * (y[k] * d_omega);\n}\n}\nsh_reduce(li, acc);\nif (li < 9u) {\nsh_rows[row * 9u + li] = vec4f(sh_wg[0][li], 0.0);\n}\n}\n@compute @workgroup_size(64) fn pano_sh_sum(@builtin(local_invocation_index) li: u32) {\nlet rows = u32(cp.pano.w);\nvar acc: array<vec3f, 9>;\nfor (var r = li; r < rows; r += 64u) {\nfor (var k = 0u; k < 9u; k++) {\nacc[k] += sh_rows[r * 9u + k].rgb;\n}\n}\nsh_reduce(li, acc);\nif (li < 9u) {\nlet band = select(select(1.0 / 4.0, 2.0 / 3.0, li >= 1u && li <= 3u), 1.0, li == 0u);\nsh_rows[rows * 9u + li] = vec4f(sh_wg[0][li] * band, 0.0);\n}\n}\nstruct Lighting {\nsun_color: vec4f,\nenv: vec4f,\nsh: array<vec4f, 9>,\nscreen: vec4f,\nview: vec4f,\nao_reproject: mat4x4f,\nao: vec4f,\nfog: vec4f,\nfog2: vec4f,\nfog_air: vec4f,\ngi_grid: vec4f,\ngi_counts: vec4f,\nssr: vec4f,\ngi_cascades: array<vec4f, 3>,\nclouds: vec4f,\n}\nfn sky_view_at(lut: texture_2d<f32>, smp: sampler, d: vec3f, s: vec3f, r_cam: f32) -> vec3f {\nlet theta = acos(clamp(d.y, -1.0, 1.0));\nlet hd = vec2f(d.x, d.z);\nlet hs = vec2f(s.x, s.z);\nlet ld = length(hd);\nlet ls = length(hs);\nlet cos_az = select(1.0, dot(hd, hs) / (ld * ls), ld > 1e-5 && ls > 1e-5);\nlet uv = sky_view_uv(theta, clamp(cos_az, -1.0, 1.0), r_cam);\nlet st = (uv * (SKY_VIEW_SIZE - 1.0) + 0.5) / SKY_VIEW_SIZE;\nreturn textureSampleLevel(lut, smp, st, 0.0).rgb;\n}\nfn sky_view_uv(theta: f32, cos_az: f32, r_cam: f32) -> vec2f {\nlet zh = horizon_angle(r_cam);\nlet beta = PI0 - zh;\nvar v: f32;\nif (theta < zh) {\nv = (1.0 - sqrt(max(1.0 - theta / zh, 0.0))) * 0.5;\n} else {\nv = sqrt(saturate((theta - zh) / beta)) * 0.5 + 0.5;\n}\nreturn vec2f(sqrt(saturate(0.5 - 0.5 * cos_az)), v);\n}\nconst SKY_VIEW_SIZE = vec2f(192.0, 108.0);\nfn horizon_angle(r_cam: f32) -> f32 {\nreturn PI0 - acos(clamp(sqrt(max(r_cam * r_cam - BOTTOM * BOTTOM, 0.0)) / r_cam, 0.0, 1.0));\n}\nconst PI0 = 3.14159265;\nconst BOTTOM = 6360.0;",
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+
hash: 'ea1ffef2d011d206',
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wgsl: "const PI = 3.14159265;\nconst PLANET = 6360.0;\nstruct CloudParams {\ninv_view_proj: mat4x4f,\nprev_view_proj: mat4x4f,\nsun: vec4f,\neye: vec4f,\nlayer: vec4f,\nshape: vec4f,\nsize: vec4f,\nquality: vec4f,\nlook: vec4f,\npano: vec4f,\nwmap: vec4f,\nsmap: vec4f,\namb: vec4f,\nevolve: vec4f,\n}\n@group(0) @binding(0) var<uniform> cp: CloudParams;\n@group(0) @binding(1) var<uniform> lighting: Lighting;\n@group(0) @binding(2) var sky_view: texture_2d<f32>;\n@group(0) @binding(3) var clamp_smp: sampler;\n@group(0) @binding(4) var shape_tex: texture_3d<f32>;\n@group(0) @binding(5) var detail_tex: texture_3d<f32>;\n@group(0) @binding(6) var wrap_smp: sampler;\n@group(0) @binding(7) var shape_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(8) var detail_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(9) var current_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(10) var current: texture_2d<f32>;\n@group(0) @binding(11) var history: texture_2d<f32>;\n@group(0) @binding(12) var history_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(13) var pano_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(14) var scene_depth: texture_depth_2d;\n@group(0) @binding(15) var pano_prev: texture_2d<f32>;\n@group(0) @binding(16) var weather_tex: texture_2d<f32>;\n@group(0) @binding(17) var weather_out: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(18) var shadow_out: texture_storage_2d<rgba16float, write>;\nfn pcg(v: u32) -> u32 {\nlet state = v * 747796405u + 2891336453u;\nlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\nreturn (word >> 22u) ^ word;\n}\nfn hash3(c: vec3i, seed: u32) -> vec3f {\nlet h = pcg(bitcast<u32>(c.x) ^ pcg(bitcast<u32>(c.y) ^ pcg(bitcast<u32>(c.z) ^ seed)));\nlet h2 = pcg(h);\nlet h3 = pcg(h2);\nreturn vec3f(f32(h), f32(h2), f32(h3)) / 4294967296.0;\n}\nfn wrap3(c: vec3i, period: i32) -> vec3i {\nreturn ((c % period) + period) % period;\n}\nfn perlin(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nlet u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);\nvar n: array<f32, 8>;\nfor (var k = 0; k < 8; k++) {\nlet o = vec3i(k & 1, (k >> 1) & 1, (k >> 2) & 1);\nlet g = normalize(hash3(wrap3(i + o, period), seed) * 2.0 - 1.0);\nn[k] = dot(g, f - vec3f(o));\n}\nlet x0 = mix(mix(n[0], n[1], u.x), mix(n[2], n[3], u.x), u.y);\nlet x1 = mix(mix(n[4], n[5], u.x), mix(n[6], n[7], u.x), u.y);\nreturn mix(x0, x1, u.z) * 1.4;\n}\nfn worley(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nvar d = 8.0;\nfor (var k = 0; k < 27; k++) {\nlet o = vec3i(k % 3 - 1, (k / 3) % 3 - 1, k / 9 - 1);\nlet q = vec3f(o) + hash3(wrap3(i + o, period), seed) - f;\nd = min(d, dot(q, q));\n}\nreturn 1.0 - saturate(sqrt(d));\n}\nfn worley_fbm(p: vec3f, period: i32, seed: u32) -> f32 {\nreturn worley(p, period, seed) * 0.625 + worley(p * 2.0, period * 2, seed + 1u) * 0.25 + worley(p * 4.0, period * 4, seed + 2u) * 0.125;\n}\nfn remap(v: f32, a: f32, b: f32, c: f32, d: f32) -> f32 {\nreturn c + (v - a) / max(b - a, 1e-5) * (d - c);\n}\n@compute @workgroup_size(4, 4, 4) fn gen_shape(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(shape_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\nvar pf = 0.0;\nvar amp = 0.5;\nvar per = 4;\nfor (var o = 0; o < 4; o++) {\npf += amp * perlin(uvw * f32(per), per, 11u + u32(o));\namp *= 0.5;\nper *= 2;\n}\npf = saturate(pf * 0.5 + 0.5);\nlet w4 = worley_fbm(uvw * 4.0, 4, 101u);\nlet w8 = worley_fbm(uvw * 8.0, 8, 211u);\nlet w16 = worley_fbm(uvw * 16.0, 16, 307u);\nlet pw = saturate(remap(pf, w4 - 1.0, 1.0, 0.0, 1.0));\ntextureStore(shape_out, vec3i(id), vec4f(pw, w4, w8, w16));\n}\n@compute @workgroup_size(4, 4, 4) fn gen_detail(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(detail_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\ntextureStore(detail_out, vec3i(id), vec4f(worley_fbm(uvw * 2.0, 2, 401u), worley_fbm(uvw * 4.0, 4, 503u), worley_fbm(uvw * 8.0, 8, 601u), 1.0));\n}\nfn hash2(p: vec2f) -> f32 {\nlet q = vec2<i32>(floor(p));\nreturn f32(pcg(bitcast<u32>(q.x) ^ pcg(bitcast<u32>(q.y) + 0x9e3779b9u))) / 4294967296.0;\n}\nfn vnoise(p: vec2f) -> f32 {\nlet i = floor(p);\nlet f = fract(p);\nlet u = f * f * (3.0 - 2.0 * f);\nreturn mix(mix(hash2(i), hash2(i + vec2f(1.0, 0.0)), u.x), mix(hash2(i + vec2f(0.0, 1.0)), hash2(i + vec2f(1.0, 1.0)), u.x), u.y);\n}\nfn fbm2(p0: vec2f) -> f32 {\nvar p = p0;\nvar a = 0.5;\nvar s = 0.0;\nfor (var i = 0; i < 4; i++) {\ns += a * vnoise(p);\np = mat2x2f(1.6, 1.2, -1.2, 1.6) * p + vec2f(3.1, 1.7);\na *= 0.5;\n}\nreturn s / 0.9375;\n}\nfn weather(xz: vec2f) -> vec2f {\nlet q = xz / cp.look.x;\nlet w = fbm2(q);\nlet cov = saturate(remap(w, 1.0 - cp.layer.z * 1.15, 1.0, 0.0, 1.0));\nlet kind = saturate(0.5 + (fbm2(q * 0.37 + vec2f(13.0, 7.0)) - 0.5) * 2.0 * cp.look.y);\nreturn vec2f(cov, kind);\n}\nfn profile(h: f32, kind: f32) -> f32 {\nlet base = saturate(remap(h, 0.0, 0.08, 0.0, 1.0));\nlet top = saturate(remap(h, 0.25 + 0.6 * kind, 0.35 + 0.65 * kind, 1.0, 0.0));\nreturn base * top;\n}\n@compute @workgroup_size(8, 8) fn gen_weather(@builtin(global_invocation_id) id: vec3u) {\nlet n = u32(cp.wmap.w);\nif (id.x >= n || id.y >= n) {\nreturn;\n}\nlet xz = cp.wmap.xy + ((vec2f(id.xy) + 0.5) / f32(n) - 0.5) * cp.wmap.z;\ntextureStore(weather_out, vec2i(id.xy), vec4f(weather(xz), 0.0, 1.0));\n}\nfn base_cloud(p: vec3f, far: f32) -> vec4f {\nlet r = length(p);\nlet h = (r - PLANET - cp.layer.x) / (cp.layer.y - cp.layer.x);\nif (h <= 0.0 || h >= 1.0) {\nreturn vec4f(0.0);\n}\nlet xz = p.xz + cp.eye.xy + cp.shape.zw;\nvar wx = textureSampleLevel(weather_tex, clamp_smp, (xz - cp.wmap.xy) / cp.wmap.z + 0.5, 0.0).xy;\nif (cp.evolve.x > 0.0 && wx.x > 0.004) {\nlet w2 = textureSampleLevel(weather_tex, clamp_smp, (xz + cp.evolve.zw - cp.wmap.xy) / cp.wmap.z + 0.5, 0.0).x;\nwx.x = saturate(wx.x * (1.0 + (w2 - 0.5) * 2.0 * cp.evolve.x));\n}\nif (wx.x <= 0.004) {\nreturn vec4f(0.0, h, xz);\n}\nlet prof = profile(h, wx.y);\nif (prof <= 0.0) {\nreturn vec4f(0.0, h, xz);\n}\nlet q = vec3f(xz.x, r - PLANET - cp.evolve.y, xz.y) / (cp.shape.x * far);\nlet s = textureSampleLevel(shape_tex, wrap_smp, q, 0.0);\nlet fb = s.g * 0.625 + s.b * 0.25 + s.a * 0.125;\nlet base = saturate(remap(s.r, fb - 1.0, 1.0, 0.0, 1.0));\nreturn vec4f(saturate(remap(base * prof, 1.0 - wx.x, 1.0, 0.0, 1.0)) * wx.x, h, xz);\n}\nfn eroded(b: vec4f, alt: f32) -> f32 {\nlet d = textureSampleLevel(detail_tex, wrap_smp, vec3f(b.z, alt, b.w) / cp.shape.y, 0.0);\nlet df = d.r * 0.625 + d.g * 0.25 + d.b * 0.125;\nlet e = mix(df, 1.0 - df, saturate(b.y * 5.0));\nreturn saturate(remap(b.x, e * 0.35 * cp.look.w, 1.0, 0.0, 1.0)) * cp.layer.w;\n}\nfn density(p: vec3f, full: bool, far: f32) -> f32 {\nlet b = base_cloud(p, far);\nif (b.x <= 0.0) {\nreturn 0.0;\n}\nif (full) {\nreturn eroded(b, length(p) - PLANET);\n}\nreturn b.x * cp.layer.w;\n}\nfn hg(c: f32, g: f32) -> f32 {\nreturn (1.0 - g * g) / (4.0 * PI * pow(max(1.0 + g * g - 2.0 * g * c, 1e-4), 1.5));\n}\nfn phase(c: f32, k: f32) -> f32 {\nreturn mix(hg(c, -0.2 * k), hg(c, 0.75 * k), 0.6);\n}\nfn sun_depth(p: vec3f, steps: u32) -> f32 {\nlet s = cp.sun.xyz;\nvar tau = 0.0;\nvar t = 0.0;\nvar dt = 0.06;\nfor (var i = 0u; i < steps; i++) {\nlet m = t + dt * 0.5;\ntau += density(p + s * m, i < 2u, 1.0) * dt;\nt += dt;\ndt *= 2.1;\n}\nreturn tau;\n}\nfn ambient(h: f32) -> vec3f {\nlet up = lighting.sh[0].rgb * 0.282095 + lighting.sh[1].rgb * 0.488603 - cp.amb.rgb;\nreturn max(up, vec3f(0.0)) * mix(0.45, 1.0, h);\n}\nfn march(d: vec3f, jitter: f32, steps_max: f32, steps_min: f32, sun_steps: u32, octaves: u32) -> vec4f {\nlet o = vec3f(0.0, cp.eye.z, 0.0);\nlet b = dot(o, d);\nlet rb = PLANET + cp.layer.x;\nlet rt = PLANET + cp.layer.y;\nlet cb = dot(o, o) - rb * rb;\nlet ct = dot(o, o) - rt * rt;\nif (d.y < -0.05 || cb > 0.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet t0 = -b + sqrt(max(b * b - cb, 0.0));\nvar t1 = -b + sqrt(max(b * b - ct, 0.0));\nt1 = min(t1, t0 + 40.0);\nif (t0 > 220.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet n = mix(steps_max, steps_min, saturate(d.y));\nlet dt = (t1 - t0) / n;\nlet s = cp.sun.xyz;\nlet cosv = dot(d, s);\nlet sun = lighting.sun_color.rgb;\nvar light = vec3f(0.0);\nvar trans = 1.0;\nvar dist_sum = 0.0;\nvar weight = 0.0;\nvar t = t0 + dt * jitter;\nvar empty = 0u;\nvar last = dt;\nlet rays = u32(n) * 2u;\nfor (var i = 0u; i < rays; i++) {\nif (t >= t1 || trans < 0.01) {\nbreak;\n}\nvar p = o + d * t;\nlet far = 1.0 + smoothstep(25.0, 75.0, t);\nvar cb = base_cloud(p, far);\nif (cb.x <= 0.0) {\nempty++;\nlast = dt * select(1.0, 2.0, empty > 2u);\nt += last;\ncontinue;\n}\nif (empty > 0u || i == 0u) {\nvar a = t - last;\nvar bb = t;\nfor (var k = 0u; k < 3u; k++) {\nlet m = 0.5 * (a + bb);\nif (base_cloud(o + d * m, far).x > 0.0) {\nbb = m;\n} else {\na = m;\n}\n}\nt = bb;\np = o + d * t;\ncb = base_cloud(p, far);\n}\nempty = 0u;\nlet sigma = select(cb.x * cp.layer.w, eroded(cb, length(p) - PLANET), t < 30.0);\nif (sigma > 0.0) {\nlet h = (length(p) - rb) / (rt - rb);\nlet tau = sun_depth(p, sun_steps);\nvar ms = 0.0;\nvar a = 1.0;\nvar bb = 1.0;\nvar c = 1.0;\nfor (var k = 0u; k < octaves; k++) {\nms += a * exp(-tau * bb) * phase(cosv, c);\na *= 0.5;\nbb *= 0.5;\nc *= 0.5;\n}\nlet powder = 1.0 - 0.6 * exp(-sigma * 0.3);\nlet diffuse = max(s.y, 0.0) / (1.0 + 0.1125 * tau) / PI;\nlet scatter = sun * (ms + diffuse * powder) + ambient(h) * 1.3;\nlet e = exp(-sigma * dt);\nlight += trans * scatter * (1.0 - e);\ndist_sum += trans * (1.0 - e) * t;\nweight += trans * (1.0 - e);\ntrans *= e;\n}\nlast = dt;\nt += dt;\n}\nif (weight > 0.0) {\nlet mean = dist_sum / weight;\nlet haze = 1.0 - exp(-mean / cp.look.z);\nlet behind = sky_view_at(sky_view, clamp_smp, d, s, cp.eye.z) * lighting.view.rgb;\nlight = mix(light, behind * (1.0 - trans), haze * 0.5) * (1.0 - haze * 0.8);\ntrans = mix(trans, 1.0, haze * 0.8);\n}\nreturn vec4f(light, trans);\n}\nfn view_dir(uv: vec2f) -> vec3f {\nlet ndc = vec2f(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0);\nlet near = cp.inv_view_proj * vec4f(ndc, 1.0, 1.0);\nreturn normalize(near.xyz / near.w);\n}\nfn ign(px: vec2f, frame: f32) -> f32 {\nlet q = px + 5.588238 * (frame % 64.0);\nreturn fract(52.9829189 * fract(dot(q, vec2f(0.06711056, 0.00583715))));\n}\n@compute @workgroup_size(8, 8) fn march_view(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(current_out);\nif (any(id.xy >= n)) {\nreturn;\n}\nlet texel = vec2f(id.xy) * 2.0 + cp.size.zw;\nlet uv = (texel + 0.5) / cp.size.xy;\nlet r = march(view_dir(uv), ign(vec2f(id.xy), cp.sun.w), cp.quality.x, cp.quality.y, u32(cp.quality.z), u32(cp.quality.w));\ntextureStore(current_out, vec2i(id.xy), r);\n}\n@compute @workgroup_size(8, 8) fn reconstruct(@builtin(global_invocation_id) id: vec3u) {\nlet size = vec2u(cp.size.xy);\nif (any(id.xy >= size)) {\nreturn;\n}\nlet cn = vec2i(textureDimensions(current));\nlet px = vec2f(id.xy);\nlet uv = (px + 0.5) / cp.size.xy;\nlet phase_px = cp.size.zw;\nlet mine = all(vec2u(id.xy % 2u) == vec2u(phase_px));\nlet f = (px - phase_px) * 0.5;\nlet i0 = vec2i(floor(f));\nlet w = fract(f);\nlet s00 = textureLoad(current, clamp(i0, vec2i(0), cn - 1), 0);\nlet s10 = textureLoad(current, clamp(i0 + vec2i(1, 0), vec2i(0), cn - 1), 0);\nlet s01 = textureLoad(current, clamp(i0 + vec2i(0, 1), vec2i(0), cn - 1), 0);\nlet s11 = textureLoad(current, clamp(i0 + vec2i(1, 1), vec2i(0), cn - 1), 0);\nvar m1 = vec4f(0.0);\nvar m2 = vec4f(0.0);\nfor (var k = 0; k < 9; k++) {\nlet q = textureLoad(current, clamp(i0 + vec2i(round(w)) + vec2i(k % 3 - 1, k / 3 - 1), vec2i(0), cn - 1), 0);\nm1 += q;\nm2 += q * q;\n}\nm1 /= 9.0;\nlet sd = sqrt(max(m2 / 9.0 - m1 * m1, vec4f(0.0)));\nlet mn = m1 - sd * 1.5;\nlet mx = m1 + sd * 1.5;\nlet spatial = mix(mix(s00, s10, w.x), mix(s01, s11, w.x), w.y);\nlet dir = view_dir(uv);\nlet c = cp.prev_view_proj * vec4f(dir * 1.0e4, 1.0);\nvar out = spatial;\nif (c.w > 0.0) {\nlet prev = vec2f(c.x / c.w * 0.5 + 0.5, 0.5 - c.y / c.w * 0.5);\nif (all(prev >= vec2f(0.0)) && all(prev <= vec2f(1.0)) && cp.sun.w > 0.5) {\nlet hist = textureSampleLevel(history, clamp_smp, prev, 0.0);\nlet held = clamp(hist, mn - vec4f(0.002), mx + vec4f(0.002));\nout = select(held, mix(held, s00, 0.2), mine);\n}\n}\ntextureStore(history_out, vec2i(id.xy), out);\n}\n@compute @workgroup_size(8, 8) fn panorama(@builtin(global_invocation_id) id: vec3u) {\nlet n = vec2u(cp.pano.zw);\nif (id.x >= n.x || id.y >= n.y) {\nreturn;\n}\nlet prev = textureLoad(pano_prev, vec2i(id.xy), 0);\nif (id.y % 8u != u32(cp.pano.x)) {\ntextureStore(pano_out, vec2i(id.xy), prev);\nreturn;\n}\nlet frame = cp.sun.w;\nlet j = vec2f(fract(frame * 0.754877666), fract(frame * 0.569840291));\nlet u = (f32(id.x) + j.x) / f32(n.x);\nlet v = (f32(id.y) + j.y) / f32(n.y);\nlet se = v * v;\nlet ce = sqrt(max(1.0 - se * se, 0.0));\nlet az = 2.0 * PI * u;\nlet d = vec3f(ce * cos(az), se, ce * sin(az));\nlet r = march(d, fract(frame * 0.618034), 64.0, 24.0, 4u, 2u);\nlet w = select(0.3, 1.0, frame < 8.5);\ntextureStore(pano_out, vec2i(id.xy), mix(prev, r, w));\n}\n@compute @workgroup_size(8, 8) fn shadow_map(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(shadow_out);\nif (any(id.xy >= n)) {\nreturn;\n}\nif (cp.smap.w < 3.5 && id.y % 4u != u32(cp.smap.w)) {\nreturn;\n}\nlet rel = cp.smap.xy - cp.eye.xy + ((vec2f(id.xy) + 0.5) / vec2f(n) - 0.5) * cp.smap.z;\nlet o = vec3f(rel.x, PLANET, rel.y);\nlet s = cp.sun.xyz;\nlet sy = max(s.y, 0.05);\nlet t0 = cp.layer.x / sy;\nlet t1 = min(cp.layer.y / sy, t0 + 40.0);\nlet steps = 16u;\nlet dt = (t1 - t0) / f32(steps);\nvar tau = 0.0;\nfor (var i = 0u; i < steps; i++) {\ntau += density(o + s * (t0 + dt * (f32(i) + 0.5)), true, 1.0) * dt;\n}\nlet light = max(exp(-tau), 0.7 * exp(-0.25 * tau));\ntextureStore(shadow_out, vec2i(id.xy), vec4f(select(1.0, light, s.y > 0.0), 0.0, 0.0, 1.0));\n}\nstruct CompositeOut {\n@builtin(position) clip: vec4f,\n@location(0) uv: vec2f,\n}\n@vertex fn vs_composite(@builtin(vertex_index) i: u32) -> CompositeOut {\nlet p = vec2f(f32((i << 1u) & 2u), f32(i & 2u)) * 2.0 - 1.0;\nvar o: CompositeOut;\no.clip = vec4f(p, 0.0, 1.0);\no.uv = vec2f(p.x * 0.5 + 0.5, 0.5 - p.y * 0.5);\nreturn o;\n}\n@fragment fn fs_composite(in: CompositeOut) -> @location(0) vec4f {\nif (textureLoad(scene_depth, vec2i(in.clip.xy), 0) > 0.0) {\ndiscard;\n}\nlet c = textureSampleLevel(history, clamp_smp, in.uv, 0.0);\nreturn vec4f(c.rgb * lighting.env.z, c.a);\n}\n@group(0) @binding(19) var<storage, read_write> sh_rows: array<vec4f>;\nvar<workgroup> sh_wg: array<array<vec3f, 9>, 64>;\nfn sh_basis(d: vec3f) -> array<f32, 9> {\nreturn array<f32, 9>(0.282095, 0.488603 * d.y, 0.488603 * d.z, 0.488603 * d.x, 1.092548 * d.x * d.y, 1.092548 * d.y * d.z, 0.315392 * (3.0 * d.z * d.z - 1.0), 1.092548 * d.x * d.z, 0.546274 * (d.x * d.x - d.y * d.y));\n}\nfn sh_reduce(li: u32, acc: array<vec3f, 9>) {\nsh_wg[li] = acc;\nworkgroupBarrier();\nfor (var s = 32u; s > 0u; s >>= 1u) {\nif (li < s) {\nfor (var k = 0u; k < 9u; k++) {\nsh_wg[li][k] += sh_wg[li + s][k];\n}\n}\nworkgroupBarrier();\n}\n}\n@compute @workgroup_size(64) fn pano_sh(@builtin(workgroup_id) wg: vec3u, @builtin(local_invocation_index) li: u32) {\nlet n = vec2u(cp.pano.zw);\nlet row = wg.x;\nvar acc: array<vec3f, 9>;\nlet v = (f32(row) + 0.5) / f32(n.y);\nlet se = v * v;\nlet ce = sqrt(max(1.0 - se * se, 0.0));\nlet d_omega = (2.0 * PI / f32(n.x)) * (2.0 * v / f32(n.y));\nfor (var x = li; x < n.x; x += 64u) {\nlet az = 2.0 * PI * (f32(x) + 0.5) / f32(n.x);\nlet d = vec3f(ce * cos(az), se, ce * sin(az));\nlet c = textureLoad(pano_prev, vec2i(i32(x), i32(row)), 0);\nlet sky = sky_view_at(sky_view, clamp_smp, d, cp.sun.xyz, cp.eye.z) * lighting.view.rgb;\nlet delta = c.rgb - sky * (1.0 - c.a);\nlet y = sh_basis(d);\nfor (var k = 0u; k < 9u; k++) {\nacc[k] += delta * (y[k] * d_omega);\n}\n}\nsh_reduce(li, acc);\nif (li < 9u) {\nsh_rows[row * 9u + li] = vec4f(sh_wg[0][li], 0.0);\n}\n}\n@compute @workgroup_size(64) fn pano_sh_sum(@builtin(local_invocation_index) li: u32) {\nlet rows = u32(cp.pano.w);\nvar acc: array<vec3f, 9>;\nfor (var r = li; r < rows; r += 64u) {\nfor (var k = 0u; k < 9u; k++) {\nacc[k] += sh_rows[r * 9u + k].rgb;\n}\n}\nsh_reduce(li, acc);\nif (li < 9u) {\nlet band = select(select(1.0 / 4.0, 2.0 / 3.0, li >= 1u && li <= 3u), 1.0, li == 0u);\nsh_rows[rows * 9u + li] = vec4f(sh_wg[0][li] * band, 0.0);\n}\n}\nstruct Lighting {\nsun_color: vec4f,\nenv: vec4f,\nsh: array<vec4f, 9>,\nscreen: vec4f,\nview: vec4f,\nao_reproject: mat4x4f,\nao: vec4f,\nfog: vec4f,\nfog2: vec4f,\nfog_air: vec4f,\ngi_grid: vec4f,\ngi_counts: vec4f,\nssr: vec4f,\ngi_cascades: array<vec4f, 3>,\nclouds: vec4f,\nnight: vec4f,\nstar_x: vec4f,\nstar_y: vec4f,\nstar_z: vec4f,\n}\nfn sky_view_at(lut: texture_2d<f32>, smp: sampler, d: vec3f, s: vec3f, r_cam: f32) -> vec3f {\nlet theta = acos(clamp(d.y, -1.0, 1.0));\nlet hd = vec2f(d.x, d.z);\nlet hs = vec2f(s.x, s.z);\nlet ld = length(hd);\nlet ls = length(hs);\nlet cos_az = select(1.0, dot(hd, hs) / (ld * ls), ld > 1e-5 && ls > 1e-5);\nlet uv = sky_view_uv(theta, clamp(cos_az, -1.0, 1.0), r_cam);\nlet st = (uv * (SKY_VIEW_SIZE - 1.0) + 0.5) / SKY_VIEW_SIZE;\nreturn textureSampleLevel(lut, smp, st, 0.0).rgb;\n}\nfn sky_view_uv(theta: f32, cos_az: f32, r_cam: f32) -> vec2f {\nlet zh = horizon_angle(r_cam);\nlet beta = PI0 - zh;\nvar v: f32;\nif (theta < zh) {\nv = (1.0 - sqrt(max(1.0 - theta / zh, 0.0))) * 0.5;\n} else {\nv = sqrt(saturate((theta - zh) / beta)) * 0.5 + 0.5;\n}\nreturn vec2f(sqrt(saturate(0.5 - 0.5 * cos_az)), v);\n}\nconst SKY_VIEW_SIZE = vec2f(192.0, 108.0);\nfn horizon_angle(r_cam: f32) -> f32 {\nreturn PI0 - acos(clamp(sqrt(max(r_cam * r_cam - BOTTOM * BOTTOM, 0.0)) / r_cam, 0.0, 1.0));\n}\nconst PI0 = 3.14159265;\nconst BOTTOM = 6360.0;",
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};
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/** Linked from shaders/clouds/shafts.wesl. */
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export const shaftsShader = {
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hash: '
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11
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-
wgsl: "const FOUR_PI = 12.5663706;\nconst SAMPLES = 8u;\nstruct ShaftParams {\ninv_view_proj: mat4x4f,\nsun: vec4f,\nsmap: vec4f,\nrange: vec4f,\n}\n@group(0) @binding(0) var<uniform> sh: ShaftParams;\n@group(0) @binding(1) var<uniform> lighting: Lighting;\n@group(0) @binding(2) var scene_depth: texture_depth_2d;\n@group(0) @binding(3) var shadow_map: texture_2d<f32>;\n@group(0) @binding(4) var smp: sampler;\nstruct ShaftOut { @builtin(position) clip: vec4f }\n@vertex fn vs(@builtin(vertex_index) i: u32) -> ShaftOut {\nlet p = vec2f(f32((i << 1u) & 2u), f32(i & 2u)) * 2.0 - 1.0;\nvar o: ShaftOut;\no.clip = vec4f(p, 0.0, 1.0);\nreturn o;\n}\nfn sunlit(x: vec3f, l: vec3f) -> f32 {\nlet at = x - l * ((x.y - sh.range.x) / max(l.y, 0.05));\nlet uv = (at.xz - sh.smap.xy) * sh.smap.z + 0.5;\nlet edge = min(min(uv.x, 1.0 - uv.x), min(uv.y, 1.0 - uv.y));\nreturn mix(1.0, textureSampleLevel(shadow_map, smp, uv, 0.0).r, saturate(edge * 16.0));\n}\nfn ign(px: vec2f, frame: f32) -> f32 {\nlet q = px + 5.588238 * (frame % 64.0);\nreturn fract(52.9829189 * fract(dot(q, vec2f(0.06711056, 0.00583715))));\n}\n@fragment fn fs(in: ShaftOut) -> @location(0) vec4f {\nlet fog = lighting.fog;\nlet fog2 = lighting.fog2;\nlet l = sh.sun.xyz;\nif (sh.smap.w < 0.5 || (fog.x <= 0.0 && fog2.x <= 0.0) || fog2.y <= 0.0 || l.y <= 0.0) {\ndiscard;\n}\nlet px = vec2i(in.clip.xy);\nlet size = vec2f(textureDimensions(scene_depth));\nlet ndc = vec2f(in.clip.x / size.x * 2.0 - 1.0, 1.0 - in.clip.y / size.y * 2.0);\nlet d = textureLoad(scene_depth, px, 0);\nlet w4 = sh.inv_view_proj * vec4f(ndc, select(d, 1.0, d <= 0.0), 1.0);\nlet q = w4.xyz / w4.w;\nlet dir = normalize(q);\nvar dist = select(length(q), fog2.w, d <= 0.0);\nif (dir.y > 1e-4) {\ndist = min(dist, sh.range.y / dir.y);\n}\ndist = min(dist, sh.range.z);\nif (dist <= 1.0) {\ndiscard;\n}\nlet t_end = exp(-(lighting.fog_air.rgb * (fog2.x * dist) + vec3f(height_fog_depth(fog, dir, dist))));\nlet g = fog2.z;\nlet c = dot(dir, l);\nlet phase = (1.0 - g * g) / (FOUR_PI * pow(max(1.0 + g * g - 2.0 * g * c, 1e-4), 1.5));\nlet sun_in = lighting.sun_color.rgb * (phase * fog2.y) * (vec3f(1.0) - t_end);\nif (dot(sun_in, vec3f(0.2126, 0.7152, 0.0722)) * lighting.env.z < 4e-4) {\ndiscard;\n}\nlet sigma = max(-log(max(dot(t_end, vec3f(0.3333)), 1e-4)) / dist, 1e-6);\nlet j = ign(in.clip.xy, sh.sun.w);\nvar lit = 0.0;\nvar wsum = 0.0;\nfor (var i = 0u; i < SAMPLES; i++) {\nlet t = (f32(i) + j) / f32(SAMPLES) * dist;\nlet w = exp(-sigma * t);\nlit += w * sunlit(dir * t, l);\nwsum += w;\n}\nlet shade = 1.0 - lit / wsum;\nreturn vec4f(-sun_in * shade * sh.range.w * lighting.env.z, 0.0);\n}\nstruct Lighting {\nsun_color: vec4f,\nenv: vec4f,\nsh: array<vec4f, 9>,\nscreen: vec4f,\nview: vec4f,\nao_reproject: mat4x4f,\nao: vec4f,\nfog: vec4f,\nfog2: vec4f,\nfog_air: vec4f,\ngi_grid: vec4f,\ngi_counts: vec4f,\nssr: vec4f,\ngi_cascades: array<vec4f, 3>,\nclouds: vec4f,\n}\nfn height_fog_depth(fog: vec4f, dir: vec3f, dist: f32) -> f32 {\nif (fog.x <= 0.0) {\nreturn 0.0;\n}\nlet falloff = max(fog.y, 1e-5);\nlet len = max(dist - fog.w, 0.0);\nlet h0 = fog.z + dir.y * min(dist, fog.w);\nlet k = falloff * dir.y * len;\nlet shape = select((1.0 - exp(-k)) / k, 1.0 - 0.5 * k, abs(k) < 1e-3);\nreturn fog.x * exp(-falloff * h0) * len * shape;\n}",
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10
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+
hash: '1f6c2bbb67cd8346',
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11
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+
wgsl: "const FOUR_PI = 12.5663706;\nconst SAMPLES = 8u;\nstruct ShaftParams {\ninv_view_proj: mat4x4f,\nsun: vec4f,\nsmap: vec4f,\nrange: vec4f,\n}\n@group(0) @binding(0) var<uniform> sh: ShaftParams;\n@group(0) @binding(1) var<uniform> lighting: Lighting;\n@group(0) @binding(2) var scene_depth: texture_depth_2d;\n@group(0) @binding(3) var shadow_map: texture_2d<f32>;\n@group(0) @binding(4) var smp: sampler;\nstruct ShaftOut { @builtin(position) clip: vec4f }\n@vertex fn vs(@builtin(vertex_index) i: u32) -> ShaftOut {\nlet p = vec2f(f32((i << 1u) & 2u), f32(i & 2u)) * 2.0 - 1.0;\nvar o: ShaftOut;\no.clip = vec4f(p, 0.0, 1.0);\nreturn o;\n}\nfn sunlit(x: vec3f, l: vec3f) -> f32 {\nlet at = x - l * ((x.y - sh.range.x) / max(l.y, 0.05));\nlet uv = (at.xz - sh.smap.xy) * sh.smap.z + 0.5;\nlet edge = min(min(uv.x, 1.0 - uv.x), min(uv.y, 1.0 - uv.y));\nreturn mix(1.0, textureSampleLevel(shadow_map, smp, uv, 0.0).r, saturate(edge * 16.0));\n}\nfn ign(px: vec2f, frame: f32) -> f32 {\nlet q = px + 5.588238 * (frame % 64.0);\nreturn fract(52.9829189 * fract(dot(q, vec2f(0.06711056, 0.00583715))));\n}\n@fragment fn fs(in: ShaftOut) -> @location(0) vec4f {\nlet fog = lighting.fog;\nlet fog2 = lighting.fog2;\nlet l = sh.sun.xyz;\nif (sh.smap.w < 0.5 || (fog.x <= 0.0 && fog2.x <= 0.0) || fog2.y <= 0.0 || l.y <= 0.0) {\ndiscard;\n}\nlet px = vec2i(in.clip.xy);\nlet size = vec2f(textureDimensions(scene_depth));\nlet ndc = vec2f(in.clip.x / size.x * 2.0 - 1.0, 1.0 - in.clip.y / size.y * 2.0);\nlet d = textureLoad(scene_depth, px, 0);\nlet w4 = sh.inv_view_proj * vec4f(ndc, select(d, 1.0, d <= 0.0), 1.0);\nlet q = w4.xyz / w4.w;\nlet dir = normalize(q);\nvar dist = select(length(q), fog2.w, d <= 0.0);\nif (dir.y > 1e-4) {\ndist = min(dist, sh.range.y / dir.y);\n}\ndist = min(dist, sh.range.z);\nif (dist <= 1.0) {\ndiscard;\n}\nlet t_end = exp(-(lighting.fog_air.rgb * (fog2.x * dist) + vec3f(height_fog_depth(fog, dir, dist))));\nlet g = fog2.z;\nlet c = dot(dir, l);\nlet phase = (1.0 - g * g) / (FOUR_PI * pow(max(1.0 + g * g - 2.0 * g * c, 1e-4), 1.5));\nlet sun_in = lighting.sun_color.rgb * (phase * fog2.y) * (vec3f(1.0) - t_end);\nif (dot(sun_in, vec3f(0.2126, 0.7152, 0.0722)) * lighting.env.z < 4e-4) {\ndiscard;\n}\nlet sigma = max(-log(max(dot(t_end, vec3f(0.3333)), 1e-4)) / dist, 1e-6);\nlet j = ign(in.clip.xy, sh.sun.w);\nvar lit = 0.0;\nvar wsum = 0.0;\nfor (var i = 0u; i < SAMPLES; i++) {\nlet t = (f32(i) + j) / f32(SAMPLES) * dist;\nlet w = exp(-sigma * t);\nlit += w * sunlit(dir * t, l);\nwsum += w;\n}\nlet shade = 1.0 - lit / wsum;\nreturn vec4f(-sun_in * shade * sh.range.w * lighting.env.z, 0.0);\n}\nstruct Lighting {\nsun_color: vec4f,\nenv: vec4f,\nsh: array<vec4f, 9>,\nscreen: vec4f,\nview: vec4f,\nao_reproject: mat4x4f,\nao: vec4f,\nfog: vec4f,\nfog2: vec4f,\nfog_air: vec4f,\ngi_grid: vec4f,\ngi_counts: vec4f,\nssr: vec4f,\ngi_cascades: array<vec4f, 3>,\nclouds: vec4f,\nnight: vec4f,\nstar_x: vec4f,\nstar_y: vec4f,\nstar_z: vec4f,\n}\nfn height_fog_depth(fog: vec4f, dir: vec3f, dist: f32) -> f32 {\nif (fog.x <= 0.0) {\nreturn 0.0;\n}\nlet falloff = max(fog.y, 1e-5);\nlet len = max(dist - fog.w, 0.0);\nlet h0 = fog.z + dir.y * min(dist, fog.w);\nlet k = falloff * dir.y * len;\nlet shape = select((1.0 - exp(-k)) / k, 1.0 - 0.5 * k, abs(k) < 1e-3);\nreturn fog.x * exp(-falloff * h0) * len * shape;\n}",
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12
12
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};
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//# sourceMappingURL=clouds-shaders.gen.js.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"clouds-shaders.gen.js","sourceRoot":"","sources":["../src/clouds-shaders.gen.ts"],"names":[],"mappings":"AAAA,0EAA0E;AAC1E,yEAAyE;AAEzE,8CAA8C;AAC9C,MAAM,CAAC,MAAM,YAAY,GAAG;IAC1B,IAAI,EAAE,kBAAkB;IACxB,IAAI,EAAE,
|
|
1
|
+
{"version":3,"file":"clouds-shaders.gen.js","sourceRoot":"","sources":["../src/clouds-shaders.gen.ts"],"names":[],"mappings":"AAAA,0EAA0E;AAC1E,yEAAyE;AAEzE,8CAA8C;AAC9C,MAAM,CAAC,MAAM,YAAY,GAAG;IAC1B,IAAI,EAAE,kBAAkB;IACxB,IAAI,EAAE,kijBAAkijB;CAChijB,CAAC;AAEX,8CAA8C;AAC9C,MAAM,CAAC,MAAM,YAAY,GAAG;IAC1B,IAAI,EAAE,kBAAkB;IACxB,IAAI,EAAE,sxGAAsxG;CACpxG,CAAC"}
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@yali-engine/clouds",
|
|
3
|
-
"version": "0.
|
|
3
|
+
"version": "0.16.0",
|
|
4
4
|
"description": "Yali clouds: volumetric cumulus ray-marched through procedural noise, lit by the sun and the sky, a render feature (ADR-0219).",
|
|
5
5
|
"license": "MIT OR Apache-2.0",
|
|
6
6
|
"type": "module",
|
|
@@ -18,8 +18,8 @@
|
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|
18
18
|
"dist"
|
|
19
19
|
],
|
|
20
20
|
"dependencies": {
|
|
21
|
-
"@yali-engine/math": "0.
|
|
22
|
-
"@yali-engine/render": "0.
|
|
21
|
+
"@yali-engine/math": "0.16.0",
|
|
22
|
+
"@yali-engine/render": "0.16.0"
|
|
23
23
|
},
|
|
24
24
|
"scripts": {
|
|
25
25
|
"typecheck": "tsc -p tsconfig.json",
|