export declare const gForceCode = "\nimport { globalInvocationID } from 'g-webgpu';\n\nconst MAX_EDGE_PER_VERTEX;\nconst VERTEX_COUNT;\nconst SHIFT_20 = 1048576;\n\n@numthreads(1, 1, 1)\nclass GGForce {\n @in @out\n u_Data: vec4[];\n\n @in\n u_damping: float;\n \n @in\n u_maxSpeed: float;\n\n @in\n u_minMovement: float;\n\n @in\n u_AveMovement: vec4[];\n\n @in\n u_coulombDisScale: float;\n\n @in\n u_factor: float;\n\n @in\n u_NodeAttributeArray1: vec4[];\n\n @in\n u_NodeAttributeArray2: vec4[];\n\n @in\n u_interval: float;\n\n unpack_float(packedValue: float): ivec2 {\n const packedIntValue = int(packedValue);\n const v0 = packedIntValue / SHIFT_20;\n return [v0, packedIntValue - v0 * SHIFT_20];\n }\n\n calcRepulsive(i: int, currentNode: vec4): vec2 {\n let ax = 0, ay = 0;\n for (let j: int = 0; j < VERTEX_COUNT; j++) {\n if (i != j) {\n const nextNode = this.u_Data[j];\n const vx = currentNode[0] - nextNode[0];\n const vy = currentNode[1] - nextNode[1];\n const dist = sqrt(vx * vx + vy * vy) + 0.01;\n const n_dist = (dist + 0.1) * this.u_coulombDisScale;\n const direx = vx / dist;\n const direy = vy / dist;\n const attributesi = this.u_NodeAttributeArray1[i];\n const attributesj = this.u_NodeAttributeArray1[j];\n const massi = attributesi[0];\n const nodeStrengthi = attributesi[2];\n const nodeStrengthj = attributesj[2];\n const nodeStrength = (nodeStrengthi + nodeStrengthj) / 2;\n // const param = nodeStrength * this.u_factor / (n_dist * n_dist * massi);\n const param = nodeStrength * this.u_factor / (n_dist * n_dist);\n ax += direx * param;\n ay += direy * param;\n }\n }\n return [ax, ay];\n }\n\n calcGravity(i: int, currentNode: vec4, attributes2: vec4): vec2 {\n // note: attributes2 = [centerX, centerY, gravity, 0]\n\n const vx = currentNode[0] - attributes2[0];\n const vy = currentNode[1] - attributes2[1];\n \n const ax = vx * attributes2[2];\n const ay = vy * attributes2[2];\n \n return [ax, ay];\n }\n\n calcAttractive(i: int, currentNode: vec4, attributes1: vec4): vec2 {\n // note: attributes1 = [mass, degree, nodeSterngth, 0]\n\n const mass = attributes1[0];\n let ax = 0, ay = 0;\n // const arr_offset = int(floor(currentNode[2] + 0.5));\n // const length = int(floor(currentNode[3] + 0.5));\n\n const compressed = this.unpack_float(currentNode[2]);\n const length = compressed[0];\n const arr_offset = compressed[1];\n\n const node_buffer: vec4;\n for (let p: int = 0; p < MAX_EDGE_PER_VERTEX; p++) {\n if (p >= length) break;\n const arr_idx = arr_offset + 4 * p; // i \u8282\u70B9\u7684\u7B2C p \u6761\u8FB9\u5F00\u59CB\u7684\u5C0F\u683C\u5B50\u4F4D\u7F6E\n const buf_offset = arr_idx - arr_idx / 4 * 4;\n if (p == 0 || buf_offset == 0) {\n node_buffer = this.u_Data[int(arr_idx / 4)]; // \u5927\u683C\u5B50\uFF0C\u5927\u683C\u5B50\u4F4D\u7F6E=\u5C0F\u4E2A\u5B50\u4F4D\u7F6E / 4\uFF0C\n }\n\n let float_j: float = node_buffer[0];\n\n const nextNode = this.u_Data[int(float_j)];\n const vx = nextNode[0] - currentNode[0];\n const vy = nextNode[1] - currentNode[1];\n const dist = sqrt(vx * vx + vy * vy) + 0.01;\n const direx = vx / dist;\n const direy = vy / dist;\n const edgeLength = node_buffer[1];\n const edgeStrength = node_buffer[2];\n const diff: float = edgeLength - dist;//edgeLength\n // const param = diff * this.u_stiffness / mass; //\n const param = diff * edgeStrength / mass; // \n ax -= direx * param;\n ay -= direy * param;\n }\n return [ax, ay];\n }\n\n @main\n compute() {\n const i = globalInvocationID.x;\n const currentNode = this.u_Data[i];\n const movement = u_AveMovement[0];\n let ax = 0, ay = 0;\n\n if (i >= VERTEX_COUNT || movement.x < u_minMovement) {\n this.u_Data[i] = currentNode;\n return;\n }\n\n // \u6BCF\u4E2A\u8282\u70B9\u5C5E\u6027\u5360\u4E24\u4E2A\u6570\u7EC4\u4E2D\u5404\u4E00\u683C\n // [mass, degree, nodeStrength, fx]\n const nodeAttributes1 = this.u_NodeAttributeArray1[i];\n // [centerX, centerY, centerGravity, fy]\n const nodeAttributes2 = this.u_NodeAttributeArray2[i];\n\n // repulsive\n const repulsive = this.calcRepulsive(i, currentNode);\n ax += repulsive[0];\n ay += repulsive[1];\n\n // attractive\n const attractive = this.calcAttractive(i, currentNode, nodeAttributes1);\n ax += attractive[0];\n ay += attractive[1];\n\n // gravity\n const gravity = this.calcGravity(i, currentNode, nodeAttributes2);\n ax -= gravity[0];\n ay -= gravity[1];\n\n // speed\n const param = this.u_interval * this.u_damping;\n let vx = ax * param;\n let vy = ay * param;\n const vlength = sqrt(vx * vx + vy * vy) + 0.0001;\n if (vlength > this.u_maxSpeed) {\n const param2 = this.u_maxSpeed / vlength;\n vx = param2 * vx;\n vy = param2 * vy;\n }\n\n // move\n if (nodeAttributes1[3] != 0 && nodeAttributes2[3] != 0) {\n this.u_Data[i] = [\n nodeAttributes1[3],\n nodeAttributes2[3],\n currentNode[2],\n 0\n ];\n } else {\n const distx = vx * this.u_interval;\n const disty = vy * this.u_interval;\n const distLength = sqrt(distx * distx + disty * disty);\n this.u_Data[i] = [\n currentNode[0] + distx,\n currentNode[1] + disty,\n currentNode[2],\n distLength\n ];\n }\n \n // the avarage move distance\n // need to share memory\n \n }\n}\n"; export declare const gForceBundle = "{\"shaders\":{\"WGSL\":\"\",\"GLSL450\":\"\",\"GLSL100\":\"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n#define SHIFT_20 1048576.0\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform float u_damping;\\nuniform float u_maxSpeed;\\nuniform float u_minMovement;\\nuniform sampler2D u_AveMovement;\\nuniform vec2 u_AveMovementSize;\\nvec4 getDatau_AveMovement(vec2 address2D) {\\n return vec4(texture2D(u_AveMovement, address2D).rgba);\\n}\\nvec4 getDatau_AveMovement(float address1D) {\\n return getDatau_AveMovement(addrTranslation_1Dto2D(address1D, u_AveMovementSize));\\n}\\nvec4 getDatau_AveMovement(int address1D) {\\n return getDatau_AveMovement(float(address1D));\\n}\\nuniform float u_coulombDisScale;\\nuniform float u_factor;\\nuniform sampler2D u_NodeAttributeArray1;\\nuniform vec2 u_NodeAttributeArray1Size;\\nvec4 getDatau_NodeAttributeArray1(vec2 address2D) {\\n return vec4(texture2D(u_NodeAttributeArray1, address2D).rgba);\\n}\\nvec4 getDatau_NodeAttributeArray1(float address1D) {\\n return getDatau_NodeAttributeArray1(addrTranslation_1Dto2D(address1D, u_NodeAttributeArray1Size));\\n}\\nvec4 getDatau_NodeAttributeArray1(int address1D) {\\n return getDatau_NodeAttributeArray1(float(address1D));\\n}\\nuniform sampler2D u_NodeAttributeArray2;\\nuniform vec2 u_NodeAttributeArray2Size;\\nvec4 getDatau_NodeAttributeArray2(vec2 address2D) {\\n return vec4(texture2D(u_NodeAttributeArray2, address2D).rgba);\\n}\\nvec4 getDatau_NodeAttributeArray2(float address1D) {\\n return getDatau_NodeAttributeArray2(addrTranslation_1Dto2D(address1D, u_NodeAttributeArray2Size));\\n}\\nvec4 getDatau_NodeAttributeArray2(int address1D) {\\n return getDatau_NodeAttributeArray2(float(address1D));\\n}\\nuniform float u_interval;\\nivec2 unpack_float(float packedValue) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint packedIntValue = int(packedValue);\\nint v0 = packedIntValue / int(SHIFT_20);\\nreturn ivec2(v0, packedIntValue - (v0 * int(SHIFT_20)));}\\nvec2 calcRepulsive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat ax = 0.0;\\nfloat ay = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = getDatau_Data(j);\\nfloat vx = currentNode.x - nextNode.x;\\nfloat vy = currentNode.y - nextNode.y;\\nfloat dist = sqrt((vx * vx) + (vy * vy)) + 0.01;\\nfloat n_dist = (dist + 0.1) * u_coulombDisScale;\\nfloat direx = vx / dist;\\nfloat direy = vy / dist;\\nvec4 attributesi = getDatau_NodeAttributeArray1(i);\\nvec4 attributesj = getDatau_NodeAttributeArray1(j);\\nfloat massi = attributesi.x;\\nfloat nodeStrengthi = attributesi.z;\\nfloat nodeStrengthj = attributesj.z;\\nfloat nodeStrength = (nodeStrengthi + nodeStrengthj) / 2.0;\\nfloat param = (nodeStrength * u_factor) / (n_dist * n_dist);\\nax += direx * param;\\nay += direy * param;}}\\nreturn vec2(ax, ay);}\\nvec2 calcGravity(int i, vec4 currentNode, vec4 attributes2) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat vx = currentNode.x - attributes2.x;\\nfloat vy = currentNode.y - attributes2.y;\\nfloat ax = vx * attributes2.z;\\nfloat ay = vy * attributes2.z;\\nreturn vec2(ax, ay);}\\nvec2 calcAttractive(int i, vec4 currentNode, vec4 attributes1) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat mass = attributes1.x;\\nfloat ax = 0.0;\\nfloat ay = 0.0;\\nivec2 compressed = unpack_float(currentNode.z);\\nint length = compressed.x;\\nint arr_offset = compressed.y;\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + (4 * p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = getDatau_Data(int(arr_idx / 4));}\\nfloat float_j = node_buffer.x;\\nvec4 nextNode = getDatau_Data(int(float_j));\\nfloat vx = nextNode.x - currentNode.x;\\nfloat vy = nextNode.y - currentNode.y;\\nfloat dist = sqrt((vx * vx) + (vy * vy)) + 0.01;\\nfloat direx = vx / dist;\\nfloat direy = vy / dist;\\nfloat edgeLength = node_buffer.y;\\nfloat edgeStrength = node_buffer.z;\\nfloat diff = edgeLength - dist;\\nfloat param = (diff * edgeStrength) / mass;\\nax -= direx * param;\\nay -= direy * param;}\\nreturn vec2(ax, ay);}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint i = globalInvocationID.x;\\nvec4 currentNode = getDatau_Data(i);\\nvec4 movement = getDatau_AveMovement(0.0);\\nfloat ax = 0.0;\\nfloat ay = 0.0;\\nif ((i >= VERTEX_COUNT) || (movement.x < u_minMovement)) {gl_FragColor = vec4(currentNode);\\nreturn ;}\\nvec4 nodeAttributes1 = getDatau_NodeAttributeArray1(i);\\nvec4 nodeAttributes2 = getDatau_NodeAttributeArray2(i);\\nvec2 repulsive = calcRepulsive(i, currentNode);\\nax += repulsive.x;\\nay += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode, nodeAttributes1);\\nax += attractive.x;\\nay += attractive.y;\\nvec2 gravity = calcGravity(i, currentNode, nodeAttributes2);\\nax -= gravity.x;\\nay -= gravity.y;\\nfloat param = u_interval * u_damping;\\nfloat vx = ax * param;\\nfloat vy = ay * param;\\nfloat vlength = sqrt((vx * vx) + (vy * vy)) + 0.0001;\\nif (vlength > u_maxSpeed) {float param2 = u_maxSpeed / vlength;\\nvx = param2 * vx;\\nvy = param2 * vy;}\\nif ((nodeAttributes1.w != 0.0) && (nodeAttributes2.w != 0.0)) {gl_FragColor = vec4(vec4(nodeAttributes1.w, nodeAttributes2.w, currentNode.z, 0.0));}else {float distx = vx * u_interval;\\nfloat disty = vy * u_interval;\\nfloat distLength = sqrt((distx * distx) + (disty * disty));\\ngl_FragColor = vec4(vec4(currentNode.x + distx, currentNode.y + disty, currentNode.z, distLength));}if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n\"},\"context\":{\"name\":\"\",\"dispatch\":[1,1,1],\"threadGroupSize\":[1,1,1],\"maxIteration\":1,\"defines\":[{\"name\":\"MAX_EDGE_PER_VERTEX\",\"type\":\"Float\",\"runtime\":true},{\"name\":\"VERTEX_COUNT\",\"type\":\"Float\",\"runtime\":true},{\"name\":\"SHIFT_20\",\"type\":\"Float\",\"value\":1048576,\"runtime\":false}],\"uniforms\":[{\"name\":\"u_Data\",\"type\":\"vec4[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":false,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_damping\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_maxSpeed\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_minMovement\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_AveMovement\",\"type\":\"vec4[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_coulombDisScale\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_factor\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_NodeAttributeArray1\",\"type\":\"vec4[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_NodeAttributeArray2\",\"type\":\"vec4[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_interval\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]}],\"globalDeclarations\":[],\"output\":{\"name\":\"u_Data\",\"size\":[1,1],\"length\":1},\"needPingpong\":true}}"; export declare const aveMovementCode = "\nconst VERTEX_COUNT;\n@numthreads(1, 1, 1)\nclass CalcAveMovement {\n @in\n u_Data: vec4[];\n @in\n u_iter: float;\n @in @out\n u_AveMovement: vec4[];\n @main\n compute() {\n let movement = 0;\n for (let j: int = 0; j < VERTEX_COUNT; j++) {\n const vertex = this.u_Data[j];\n movement += vertex[3];\n }\n movement = movement / float(VERTEX_COUNT);\n this.u_AveMovement[0] = [movement, 0, 0, 0];\n }\n}\n"; export declare const aveMovementBundle = "{\"shaders\":{\"WGSL\":\"\",\"GLSL450\":\"\",\"GLSL100\":\"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform float u_iter;\\nuniform sampler2D u_AveMovement;\\nuniform vec2 u_AveMovementSize;\\nvec4 getDatau_AveMovement(vec2 address2D) {\\n return vec4(texture2D(u_AveMovement, address2D).rgba);\\n}\\nvec4 getDatau_AveMovement(float address1D) {\\n return getDatau_AveMovement(addrTranslation_1Dto2D(address1D, u_AveMovementSize));\\n}\\nvec4 getDatau_AveMovement(int address1D) {\\n return getDatau_AveMovement(float(address1D));\\n}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat movement = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {vec4 vertex = getDatau_Data(j);\\nmovement += vertex.w;}\\nmovement = movement / float(VERTEX_COUNT);\\ngl_FragColor = vec4(vec4(movement, 0.0, 0.0, 0.0));if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n\"},\"context\":{\"name\":\"\",\"dispatch\":[1,1,1],\"threadGroupSize\":[1,1,1],\"maxIteration\":1,\"defines\":[{\"name\":\"VERTEX_COUNT\",\"type\":\"Float\",\"runtime\":true}],\"uniforms\":[{\"name\":\"u_Data\",\"type\":\"vec4[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_iter\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_AveMovement\",\"type\":\"vec4[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":false,\"writeonly\":false,\"size\":[1,1]}],\"globalDeclarations\":[],\"output\":{\"name\":\"u_AveMovement\",\"size\":[1,1],\"length\":1},\"needPingpong\":true}}";