@aura3d/rendering 1.3.3 → 1.4.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (314) hide show
  1. package/dist/ForwardPass.js +7 -1
  2. package/dist/ForwardPass.js.map +1 -1
  3. package/dist/MorphTarget.d.ts +1 -0
  4. package/dist/MorphTarget.d.ts.map +1 -1
  5. package/dist/MorphTarget.js.map +1 -1
  6. package/dist/Renderer.js +7 -1
  7. package/dist/Renderer.js.map +1 -1
  8. package/package.json +38 -4
  9. package/src/ArchitecturalLightingFixtures.ts +0 -241
  10. package/src/ArchitecturalMaterialCatalog.ts +0 -130
  11. package/src/ArchitecturalMeasurementFixtures.ts +0 -155
  12. package/src/BRDFLut.ts +0 -47
  13. package/src/CameraFraming.ts +0 -200
  14. package/src/CanonicalSceneFixtures.ts +0 -95
  15. package/src/CascadedShadowMaps.ts +0 -449
  16. package/src/ColorManagement.ts +0 -127
  17. package/src/CullingFixtures.ts +0 -280
  18. package/src/DecalGeometry.ts +0 -26
  19. package/src/DepthPass.ts +0 -110
  20. package/src/EnvironmentBackgroundPass.ts +0 -194
  21. package/src/EnvironmentBackgroundResources.ts +0 -309
  22. package/src/EnvironmentLighting.ts +0 -96
  23. package/src/EnvironmentMapResources.ts +0 -1026
  24. package/src/EnvironmentPipeline.ts +0 -69
  25. package/src/EnvironmentPlatform.ts +0 -1306
  26. package/src/EnvironmentPreset.ts +0 -155
  27. package/src/Exposure.ts +0 -66
  28. package/src/ExternalParityRenderPreset.ts +0 -725
  29. package/src/ForwardPass.ts +0 -1663
  30. package/src/FrameVisualMetrics.ts +0 -301
  31. package/src/Geometry.ts +0 -461
  32. package/src/GeometryPrimitives.ts +0 -2
  33. package/src/HDRRenderPipeline.ts +0 -94
  34. package/src/IBL.ts +0 -86
  35. package/src/IndexBuffer.ts +0 -57
  36. package/src/InstancedPBRMaterial.ts +0 -186
  37. package/src/InstancedUnlitMaterial.ts +0 -60
  38. package/src/Instancing.ts +0 -19
  39. package/src/LightCollector.ts +0 -82
  40. package/src/LightUniforms.ts +0 -47
  41. package/src/LightingDebug.ts +0 -80
  42. package/src/LightingDefaults.ts +0 -79
  43. package/src/LightingRig.ts +0 -301
  44. package/src/LineGeometry.ts +0 -2
  45. package/src/Material.ts +0 -209
  46. package/src/MaterialBinding.ts +0 -131
  47. package/src/MaterialInstance.ts +0 -59
  48. package/src/MaterialPresets.ts +0 -272
  49. package/src/MorphTarget.ts +0 -123
  50. package/src/MorphTargetPlan.ts +0 -178
  51. package/src/MorphUnlitMaterial.ts +0 -60
  52. package/src/NormalMappedPBRMaterial.ts +0 -188
  53. package/src/OceanFixtures.ts +0 -318
  54. package/src/PBRLightingDefaults.ts +0 -12
  55. package/src/PBRMaterial.ts +0 -442
  56. package/src/PMREM.ts +0 -53
  57. package/src/PbrReference.ts +0 -681
  58. package/src/PostProcessPass.ts +0 -2507
  59. package/src/ProceduralTextureFixtures.ts +0 -393
  60. package/src/ProductTurntableFixtures.ts +0 -815
  61. package/src/Raycaster.ts +0 -21
  62. package/src/ReflectionProbe.ts +0 -13
  63. package/src/ReflectionSurfaces.ts +0 -219
  64. package/src/RenderBackend.ts +0 -43
  65. package/src/RenderDebugViews.ts +0 -138
  66. package/src/RenderDevice.ts +0 -836
  67. package/src/RenderGraph.ts +0 -194
  68. package/src/RenderPass.ts +0 -27
  69. package/src/RenderPipeline.ts +0 -101
  70. package/src/RenderQueue.ts +0 -12
  71. package/src/RenderState.ts +0 -12
  72. package/src/Renderer.ts +0 -2626
  73. package/src/RendererDebugOverlay.ts +0 -80
  74. package/src/RendererFeatureGates.ts +0 -150
  75. package/src/RendererPostprocessPlan.ts +0 -279
  76. package/src/RendererTiming.ts +0 -251
  77. package/src/RendererVisualPipelineReport.ts +0 -836
  78. package/src/ResourceLifecycle.ts +0 -21
  79. package/src/Sampler.ts +0 -37
  80. package/src/SceneOptimization.ts +0 -518
  81. package/src/ShaderChunks.ts +0 -393
  82. package/src/ShaderLibrary.ts +0 -2766
  83. package/src/ShaderModule.ts +0 -36
  84. package/src/ShaderPreprocessor.ts +0 -260
  85. package/src/ShaderReflection.ts +0 -201
  86. package/src/ShadowMap.ts +0 -237
  87. package/src/ShadowPass.ts +0 -198
  88. package/src/ShadowProjection.ts +0 -115
  89. package/src/SkinnedLitMaterial.ts +0 -397
  90. package/src/SkinnedUnlitMaterial.ts +0 -63
  91. package/src/SkinningBounds.ts +0 -131
  92. package/src/SpaceEnvironmentFixtures.ts +0 -200
  93. package/src/SpriteGeometry.ts +0 -21
  94. package/src/StereoCameraRig.ts +0 -127
  95. package/src/StereoEffects.ts +0 -274
  96. package/src/TerrainFixtures.ts +0 -180
  97. package/src/Texture.ts +0 -307
  98. package/src/TextureBinding.ts +0 -91
  99. package/src/TexturedPBRMaterial.ts +0 -1112
  100. package/src/TexturedUnlitMaterial.ts +0 -67
  101. package/src/ToneMapping.ts +0 -105
  102. package/src/UniformBinder.ts +0 -16
  103. package/src/UniformLayout.ts +0 -129
  104. package/src/UnlitMaterial.ts +0 -75
  105. package/src/VegetationFixtures.ts +0 -314
  106. package/src/VertexBuffer.ts +0 -120
  107. package/src/VertexFormat.ts +0 -171
  108. package/src/VoxelWorldFixtures.ts +0 -280
  109. package/src/WeatherFixtures.ts +0 -223
  110. package/src/WebGL2Device.ts +0 -2280
  111. package/src/WebGL2StateCache.ts +0 -330
  112. package/src/WebGPUDevice.ts +0 -2877
  113. package/src/WebGPURenderToTextureProof.ts +0 -139
  114. package/src/advanced-runtime/AdvancedRenderer.ts +0 -73
  115. package/src/advanced-runtime/index.ts +0 -9
  116. package/src/animation/AnimationMaterialStyle.ts +0 -32
  117. package/src/animation/AnimationRenderPreset.ts +0 -45
  118. package/src/animation/AnimationToonMaterial.ts +0 -387
  119. package/src/animation/AnimationVisualQuality.ts +0 -71
  120. package/src/animation/applyAnimationRenderPreset.ts +0 -180
  121. package/src/animation/index.ts +0 -5
  122. package/src/cinematic/BloomPass.ts +0 -26
  123. package/src/cinematic/CinematicDepthComposition.ts +0 -30
  124. package/src/cinematic/CinematicEvidence.ts +0 -123
  125. package/src/cinematic/CinematicLightingRig.ts +0 -144
  126. package/src/cinematic/CinematicMaterialPresets.ts +0 -130
  127. package/src/cinematic/CinematicPostProcess.ts +0 -83
  128. package/src/cinematic/DepthHazePass.ts +0 -30
  129. package/src/cinematic/EmissivePracticalLightSystem.ts +0 -45
  130. package/src/cinematic/FilmGrainPass.ts +0 -24
  131. package/src/cinematic/FogVolumeSystem.ts +0 -30
  132. package/src/cinematic/GlowCardSystem.ts +0 -44
  133. package/src/cinematic/RainParticleSystem.ts +0 -151
  134. package/src/cinematic/VignettePass.ts +0 -25
  135. package/src/cinematic/WetReflectionApproximation.ts +0 -27
  136. package/src/cinematic/index.ts +0 -14
  137. package/src/effects/CollisionModule.ts +0 -64
  138. package/src/effects/ColorModule.ts +0 -60
  139. package/src/effects/ForceModule.ts +0 -25
  140. package/src/effects/GPUParticleBackend.ts +0 -569
  141. package/src/effects/Particle.ts +0 -108
  142. package/src/effects/ParticleDiagnostics.ts +0 -224
  143. package/src/effects/ParticleEffectPresets.ts +0 -147
  144. package/src/effects/ParticleEmitter.ts +0 -326
  145. package/src/effects/ParticleModule.ts +0 -26
  146. package/src/effects/ParticleRenderPass.ts +0 -117
  147. package/src/effects/ParticleRenderer.ts +0 -132
  148. package/src/effects/ParticleSystem.ts +0 -333
  149. package/src/effects/SizeModule.ts +0 -56
  150. package/src/effects/TrailModule.ts +0 -72
  151. package/src/effects/VelocityModule.ts +0 -75
  152. package/src/effects/index.ts +0 -15
  153. package/src/index.ts +0 -925
  154. package/src/materials/AlphaSorting.ts +0 -30
  155. package/src/materials/MaterialExtensions.ts +0 -42
  156. package/src/materials/PhysicalMaterial.ts +0 -133
  157. package/src/materials/TransmissionPass.ts +0 -51
  158. package/src/performance/BVH.ts +0 -18
  159. package/src/performance/Batcher.ts +0 -2
  160. package/src/performance/FrustumCuller.ts +0 -9
  161. package/src/performance/LOD.ts +0 -20
  162. package/src/performance/Octree.ts +0 -10
  163. package/src/performance/RenderItemSorting.ts +0 -170
  164. package/src/performance/RendererStats.ts +0 -43
  165. package/src/performance/ResourceBudget.ts +0 -44
  166. package/src/postprocess/BloomPass.ts +0 -28
  167. package/src/postprocess/CinematicDiagnostics.ts +0 -642
  168. package/src/postprocess/ColorGradingPass.ts +0 -24
  169. package/src/postprocess/DepthOfFieldPass.ts +0 -12
  170. package/src/postprocess/EffectComposer.ts +0 -349
  171. package/src/postprocess/SSAOPass.ts +0 -20
  172. package/src/postprocess/index.ts +0 -34
  173. package/src/production-runtime/AnimationControlsPipeline.ts +0 -77
  174. package/src/production-runtime/PBRHDRPipeline.ts +0 -381
  175. package/src/production-runtime/ProductionEffectsPipeline.ts +0 -85
  176. package/src/production-runtime/ProductionRendererTypes.ts +0 -136
  177. package/src/production-runtime/ProductionRuntimeRenderer.ts +0 -172
  178. package/src/production-runtime/ProductionWebGL2Renderer.ts +0 -313
  179. package/src/production-runtime/ProductionWebGPURenderer.ts +0 -396
  180. package/src/production-runtime/TransmissionBackdropCapture.ts +0 -130
  181. package/src/production-runtime/animation/MorphTargetRenderer.ts +0 -2
  182. package/src/production-runtime/animation/SkinningRenderer.ts +0 -2
  183. package/src/production-runtime/backends/RendererBackend.ts +0 -17
  184. package/src/production-runtime/backends/WebGL2RendererBackend.ts +0 -30
  185. package/src/production-runtime/backends/WebGPURendererBackend.ts +0 -24
  186. package/src/production-runtime/backends/webgl2/WebGL2Buffer.ts +0 -2
  187. package/src/production-runtime/backends/webgl2/WebGL2Capabilities.ts +0 -2
  188. package/src/production-runtime/backends/webgl2/WebGL2RenderTarget.ts +0 -2
  189. package/src/production-runtime/backends/webgl2/WebGL2Shader.ts +0 -2
  190. package/src/production-runtime/backends/webgl2/WebGL2StateCache.ts +0 -1
  191. package/src/production-runtime/backends/webgl2/WebGL2Texture.ts +0 -2
  192. package/src/production-runtime/backends/webgpu/WebGPUBuffer.ts +0 -2
  193. package/src/production-runtime/backends/webgpu/WebGPUCapabilities.ts +0 -2
  194. package/src/production-runtime/backends/webgpu/WebGPURenderTarget.ts +0 -2
  195. package/src/production-runtime/backends/webgpu/WebGPUShader.ts +0 -2
  196. package/src/production-runtime/backends/webgpu/WebGPUTexture.ts +0 -2
  197. package/src/production-runtime/color/ColorManagement.ts +0 -3
  198. package/src/production-runtime/color/ToneMapping.ts +0 -7
  199. package/src/production-runtime/diagnostics/FrameCapture.ts +0 -2
  200. package/src/production-runtime/diagnostics/GPUCapabilities.ts +0 -2
  201. package/src/production-runtime/diagnostics/RendererStats.ts +0 -2
  202. package/src/production-runtime/environment/EnvironmentMap.ts +0 -1
  203. package/src/production-runtime/environment/HDRLoader.ts +0 -57
  204. package/src/production-runtime/environment/PMREMGenerator.ts +0 -713
  205. package/src/production-runtime/framegraph/FrameGraph.ts +0 -18
  206. package/src/production-runtime/framegraph/RenderPass.ts +0 -15
  207. package/src/production-runtime/geometry/ProjectedDecalGeometry.ts +0 -439
  208. package/src/production-runtime/index.ts +0 -127
  209. package/src/production-runtime/lights/LightManager.ts +0 -7
  210. package/src/production-runtime/lights/ShadowMapRenderer.ts +0 -5
  211. package/src/production-runtime/materials/GLTFMaterialAdapter.ts +0 -6
  212. package/src/production-runtime/materials/GLTFPBRMaterialAdapter.ts +0 -2
  213. package/src/production-runtime/materials/MaterialCompiler.ts +0 -7
  214. package/src/production-runtime/materials/MaterialTextureBindings.ts +0 -5
  215. package/src/production-runtime/materials/PBRMaterial.ts +0 -2
  216. package/src/production-runtime/materials/PBRShaderFeatures.ts +0 -2
  217. package/src/production-runtime/passes/ContactShadowPass.ts +0 -184
  218. package/src/production-runtime/passes/DepthPrepass.ts +0 -7
  219. package/src/production-runtime/passes/OpaquePass.ts +0 -7
  220. package/src/production-runtime/passes/ShadowPass.ts +0 -7
  221. package/src/production-runtime/passes/SkyboxPass.ts +0 -7
  222. package/src/production-runtime/passes/ToneMappingPass.ts +0 -7
  223. package/src/production-runtime/passes/TransparentPass.ts +0 -7
  224. package/src/production-runtime/postprocess/BloomPass.ts +0 -51
  225. package/src/production-runtime/postprocess/ColorGradingPass.ts +0 -49
  226. package/src/production-runtime/postprocess/DOFPass.ts +0 -47
  227. package/src/production-runtime/postprocess/FXAAPass.ts +0 -53
  228. package/src/production-runtime/postprocess/ProductionEffectComposer.ts +0 -78
  229. package/src/production-runtime/postprocess/ProductionPostProcessTypes.ts +0 -174
  230. package/src/production-runtime/postprocess/SSAOPass.ts +0 -45
  231. package/src/production-runtime/resources/GPUBuffer.ts +0 -2
  232. package/src/production-runtime/resources/GPUTexture.ts +0 -2
  233. package/src/production-runtime/resources/RenderTarget.ts +0 -3
  234. package/src/production-runtime/resources/ResourceCache.ts +0 -7
  235. package/src/production-runtime/scene/Camera.ts +0 -1
  236. package/src/production-runtime/scene/Lights.ts +0 -2
  237. package/src/production-runtime/scene/RenderableMesh.ts +0 -2
  238. package/src/production-runtime/scene/RenderablePrimitive.ts +0 -1
  239. package/src/production-runtime/scene/RenderableScene.ts +0 -4
  240. package/src/production-runtime/shaders/ShaderProgramLibrary.ts +0 -7
  241. package/src/production-runtime/shaders/chunks/brdf.glsl +0 -2
  242. package/src/production-runtime/shaders/chunks/ibl.glsl +0 -3
  243. package/src/production-runtime/shaders/chunks/pbr.frag.glsl +0 -47
  244. package/src/production-runtime/shaders/chunks/pbr.vert.glsl +0 -8
  245. package/src/production-runtime/shaders/chunks/shadows.glsl +0 -2
  246. package/src/production-runtime/shaders/wgsl/pbr.wgsl +0 -3
  247. package/src/production-runtime/shaders/wgsl/postprocess.wgsl +0 -2
  248. package/src/production-runtime/shaders/wgsl/skybox.wgsl +0 -2
  249. package/src/shaders/depth.frag.glsl +0 -5
  250. package/src/shaders/depth.vert.glsl +0 -8
  251. package/src/shaders/pbr-direct.frag.glsl +0 -687
  252. package/src/shaders/pbr-direct.vert.glsl +0 -18
  253. package/src/shaders/unlit.frag.glsl +0 -18
  254. package/src/shaders/unlit.vert.glsl +0 -13
  255. package/src/shadows/CascadedShadowPipeline.ts +0 -53
  256. package/src/shadows/ContactShadows.ts +0 -106
  257. package/src/shadows/ShadowDebugViews.ts +0 -46
  258. package/src/threejs-compatibility/InstancingSystem.ts +0 -17
  259. package/src/threejs-compatibility/LightingSystem.ts +0 -22
  260. package/src/threejs-compatibility/MaterialSystem.ts +0 -9
  261. package/src/threejs-compatibility/RenderTargetSystem.ts +0 -35
  262. package/src/threejs-compatibility/RendererDiagnostics.ts +0 -61
  263. package/src/threejs-compatibility/SceneRenderer.ts +0 -34
  264. package/src/threejs-compatibility/ShadowSystem.ts +0 -19
  265. package/src/threejs-compatibility/TextureSystem.ts +0 -19
  266. package/src/threejs-compatibility/ThreeCompatRenderer.ts +0 -90
  267. package/src/threejs-compatibility/TransparencySystem.ts +0 -19
  268. package/src/threejs-compatibility/index.ts +0 -29
  269. package/src/threejs-compatibility/performance/BVH.ts +0 -14
  270. package/src/threejs-compatibility/performance/FrustumCulling.ts +0 -10
  271. package/src/threejs-compatibility/performance/Instancing.ts +0 -4
  272. package/src/threejs-compatibility/performance/LODSystem.ts +0 -16
  273. package/src/threejs-compatibility/performance/OcclusionCulling.ts +0 -6
  274. package/src/threejs-compatibility/performance/RaycastAcceleration.ts +0 -12
  275. package/src/threejs-compatibility/performance/RendererProfiler.ts +0 -19
  276. package/src/threejs-compatibility/performance/TextureStreaming.ts +0 -4
  277. package/src/threejs-compatibility/performance/index.ts +0 -12
  278. package/src/threejs-compatibility/postprocess/BloomPass.ts +0 -16
  279. package/src/threejs-compatibility/postprocess/ColorGradingPass.ts +0 -16
  280. package/src/threejs-compatibility/postprocess/DepthOfFieldPass.ts +0 -21
  281. package/src/threejs-compatibility/postprocess/EffectComposer.ts +0 -14
  282. package/src/threejs-compatibility/postprocess/FXAAPass.ts +0 -15
  283. package/src/threejs-compatibility/postprocess/MotionBlurPass.ts +0 -20
  284. package/src/threejs-compatibility/postprocess/OutlinePass.ts +0 -21
  285. package/src/threejs-compatibility/postprocess/PostProcessTypes.ts +0 -169
  286. package/src/threejs-compatibility/postprocess/RenderPass.ts +0 -9
  287. package/src/threejs-compatibility/postprocess/SMAAPass.ts +0 -15
  288. package/src/threejs-compatibility/postprocess/SSAOPass.ts +0 -21
  289. package/src/threejs-compatibility/postprocess/ShaderPass.ts +0 -7
  290. package/src/threejs-compatibility/postprocess/TAAPass.ts +0 -15
  291. package/src/threejs-compatibility/postprocess/VignettePass.ts +0 -16
  292. package/src/threejs-compatibility/postprocess/index.ts +0 -15
  293. package/src/threejs-compatibility/shaders/NodeMaterial.ts +0 -21
  294. package/src/threejs-compatibility/shaders/RawShaderMaterial.ts +0 -6
  295. package/src/threejs-compatibility/shaders/ShaderDiagnostics.ts +0 -17
  296. package/src/threejs-compatibility/shaders/ShaderMaterial.ts +0 -18
  297. package/src/threejs-compatibility/shaders/ThreeCompatShaderChunks.ts +0 -6
  298. package/src/threejs-compatibility/shaders/Uniforms.ts +0 -18
  299. package/src/threejs-compatibility/shaders/index.ts +0 -9
  300. package/src/threejs-compatibility/vfx/GPUPointCloud.ts +0 -7
  301. package/src/threejs-compatibility/vfx/LineRenderer.ts +0 -13
  302. package/src/threejs-compatibility/vfx/ParticleSystem.ts +0 -23
  303. package/src/threejs-compatibility/vfx/SpriteSystem.ts +0 -14
  304. package/src/threejs-compatibility/vfx/TrailRenderer.ts +0 -8
  305. package/src/threejs-compatibility/vfx/VFXDiagnostics.ts +0 -23
  306. package/src/threejs-compatibility/vfx/index.ts +0 -9
  307. package/src/threejs-example-parity/index.ts +0 -205
  308. package/src/webgpu/WebGPUBuffer.ts +0 -1
  309. package/src/webgpu/WebGPUCompute.ts +0 -2
  310. package/src/webgpu/WebGPUPipelineCache.ts +0 -15
  311. package/src/webgpu/WebGPUPostProcess.ts +0 -2
  312. package/src/webgpu/WebGPUTexture.ts +0 -2
  313. package/tsconfig.json +0 -26
  314. package/vitest.config.ts +0 -20
@@ -1,393 +0,0 @@
1
- export interface ShaderChunk {
2
- readonly name: string;
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- readonly source: string;
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- readonly includes?: readonly string[];
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- }
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-
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- export const SHADER_CHUNKS: readonly ShaderChunk[] = [
8
- {
9
- name: "lighting_common",
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- source: `
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- struct A3DLight {
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- vec4 colorIntensity;
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- vec4 positionRange;
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- vec4 directionKind;
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- };
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-
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- vec3 a3dLambert(vec3 normal, vec3 lightDirection, vec3 lightColor, float intensity) {
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- float ndotl = max(dot(normalize(normal), normalize(lightDirection)), 0.0);
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- return lightColor * intensity * ndotl;
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- }
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- `
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- },
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- {
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- name: "pbr_common",
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- source: `
26
- const float A3D_PI = 3.14159265359;
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- const float A3D_INV_PI = 0.31830988618;
28
- const float A3D_EPSILON = 0.00001;
29
- const float A3D_MIN_ROUGHNESS = 0.045;
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-
31
- float a3dSaturate(float value) {
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- return clamp(value, 0.0, 1.0);
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- }
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-
35
- vec3 a3dFresnelSchlick(vec3 f0, float vDotH) {
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- float f = pow(a3dSaturate(1.0 - vDotH), 5.0);
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- return f0 + (1.0 - f0) * f;
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- }
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-
40
- vec3 a3dFresnelSchlickSpecular(vec3 f0, float vDotH, float specularFactor) {
41
- float f = pow(a3dSaturate(1.0 - vDotH), 5.0);
42
- vec3 f90 = vec3(max(clamp(specularFactor, 0.0, 1.0), max(max(f0.r, f0.g), f0.b)));
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- return f0 + (f90 - f0) * f;
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- }
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-
46
- vec3 a3dFresnelSchlickRoughness(vec3 f0, float nDotV, float roughness) {
47
- float smoothness = 1.0 - clamp(roughness, 0.0, 1.0);
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- return f0 + (max(vec3(smoothness), f0) - f0) * pow(a3dSaturate(1.0 - nDotV), 5.0);
49
- }
50
-
51
- vec3 a3dFresnelSchlickRoughnessSpecular(vec3 f0, float nDotV, float roughness, float specularFactor) {
52
- float smoothness = 1.0 - clamp(roughness, 0.0, 1.0);
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- vec3 f90 = vec3(max(clamp(smoothness * specularFactor, 0.0, 1.0), max(max(f0.r, f0.g), f0.b)));
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- return f0 + (f90 - f0) * pow(a3dSaturate(1.0 - nDotV), 5.0);
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- }
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-
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- float a3dDistributionGGX(float nDotH, float roughness) {
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- float alpha = max(roughness, A3D_MIN_ROUGHNESS);
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- alpha *= alpha;
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- float alpha2 = alpha * alpha;
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- float nDotH2 = nDotH * nDotH;
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- float denom = nDotH2 * (alpha2 - 1.0) + 1.0;
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- return alpha2 / max(A3D_PI * denom * denom, A3D_EPSILON);
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- }
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-
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- float a3dGeometrySmithGGXCorrelated(float nDotV, float nDotL, float roughness) {
67
- float alpha = max(roughness, A3D_MIN_ROUGHNESS);
68
- alpha *= alpha;
69
- float alpha2 = alpha * alpha;
70
- float lambdaV = nDotL * sqrt(max((nDotV - alpha2 * nDotV) * nDotV + alpha2, A3D_EPSILON));
71
- float lambdaL = nDotV * sqrt(max((nDotL - alpha2 * nDotL) * nDotL + alpha2, A3D_EPSILON));
72
- return 0.5 / max(lambdaV + lambdaL, A3D_EPSILON);
73
- }
74
-
75
- float a3dDiffuseBurley(float nDotV, float nDotL, float lDotH, float roughness) {
76
- float energyBias = mix(0.0, 0.5, roughness);
77
- float energyFactor = mix(1.0, 1.0 / 1.51, roughness);
78
- float fd90 = energyBias + 2.0 * lDotH * lDotH * roughness;
79
- float lightScatter = 1.0 + (fd90 - 1.0) * pow(a3dSaturate(1.0 - nDotL), 5.0);
80
- float viewScatter = 1.0 + (fd90 - 1.0) * pow(a3dSaturate(1.0 - nDotV), 5.0);
81
- return lightScatter * viewScatter * energyFactor;
82
- }
83
-
84
- vec3 a3dPbrF0(vec3 albedo, float metallic, float specularFactor, vec3 specularColorFactor) {
85
- vec3 dielectricF0 = vec3(0.04) * clamp(specularFactor, 0.0, 1.0) * clamp(specularColorFactor, vec3(0.0), vec3(1.0));
86
- return mix(dielectricF0, clamp(albedo, vec3(0.0), vec3(1.0)), clamp(metallic, 0.0, 1.0));
87
- }
88
-
89
- vec3 a3dPbrDirectLight(
90
- vec3 normal,
91
- vec3 viewDirection,
92
- vec3 lightDirection,
93
- vec3 lightColor,
94
- float lightIntensity,
95
- vec3 albedo,
96
- float metallic,
97
- float roughness,
98
- float specularFactor,
99
- vec3 specularColorFactor
100
- ) {
101
- vec3 N = normalize(normal);
102
- vec3 V = normalize(viewDirection);
103
- vec3 L = normalize(lightDirection);
104
- vec3 H = normalize(V + L);
105
- float nDotL = a3dSaturate(dot(N, L));
106
- float nDotV = max(a3dSaturate(dot(N, V)), A3D_EPSILON);
107
- float nDotH = a3dSaturate(dot(N, H));
108
- float vDotH = a3dSaturate(dot(V, H));
109
- float lDotH = a3dSaturate(dot(L, H));
110
- vec3 f0 = a3dPbrF0(albedo, metallic, specularFactor, specularColorFactor);
111
- vec3 F = a3dFresnelSchlickSpecular(f0, vDotH, specularFactor);
112
- float D = a3dDistributionGGX(nDotH, roughness);
113
- float G = a3dGeometrySmithGGXCorrelated(nDotV, nDotL, roughness);
114
- vec3 specular = D * G * F;
115
- vec3 kd = (vec3(1.0) - F) * (1.0 - clamp(metallic, 0.0, 1.0));
116
- vec3 diffuse = kd * albedo * A3D_INV_PI * a3dDiffuseBurley(nDotV, nDotL, lDotH, clamp(roughness, 0.0, 1.0));
117
- return (diffuse + specular) * lightColor * lightIntensity * nDotL;
118
- }
119
-
120
- vec3 a3dPbrEnvironmentLight(
121
- vec3 normal,
122
- vec3 viewDirection,
123
- vec3 diffuseIrradiance,
124
- vec3 specularRadiance,
125
- vec3 albedo,
126
- float metallic,
127
- float roughness,
128
- float specularFactor,
129
- vec3 specularColorFactor
130
- ) {
131
- float nDotV = max(a3dSaturate(dot(normalize(normal), normalize(viewDirection))), A3D_EPSILON);
132
- vec3 f0 = a3dPbrF0(albedo, metallic, specularFactor, specularColorFactor);
133
- vec3 F = a3dFresnelSchlickRoughnessSpecular(f0, nDotV, roughness, specularFactor);
134
- vec3 kd = (vec3(1.0) - F) * (1.0 - clamp(metallic, 0.0, 1.0));
135
- vec3 diffuse = kd * albedo * diffuseIrradiance;
136
- vec3 specular = specularRadiance * F;
137
- return diffuse + specular;
138
- }
139
-
140
- vec3 a3dPbrEnvironmentLightSplitSum(
141
- vec3 normal,
142
- vec3 viewDirection,
143
- vec3 diffuseIrradiance,
144
- vec3 specularRadiance,
145
- vec2 environmentBrdf,
146
- vec3 albedo,
147
- float metallic,
148
- float roughness,
149
- float specularFactor,
150
- vec3 specularColorFactor
151
- ) {
152
- float nDotV = max(a3dSaturate(dot(normalize(normal), normalize(viewDirection))), A3D_EPSILON);
153
- vec3 f0 = a3dPbrF0(albedo, metallic, specularFactor, specularColorFactor);
154
- vec3 F = a3dFresnelSchlickRoughnessSpecular(f0, nDotV, roughness, specularFactor);
155
- vec3 kd = (vec3(1.0) - F) * (1.0 - clamp(metallic, 0.0, 1.0));
156
- vec3 diffuse = kd * albedo * diffuseIrradiance;
157
- vec2 brdf = clamp(environmentBrdf, vec2(0.0), vec2(1.0));
158
- float hasSplitSum = step(0.0001, brdf.x + brdf.y);
159
- vec3 splitSumFresnel = F * brdf.x + vec3(brdf.y);
160
- vec3 specular = specularRadiance * mix(F, splitSumFresnel, hasSplitSum);
161
- return diffuse + specular;
162
- }
163
-
164
- vec3 a3dApplyMetalRough(vec3 baseColor, float metallic, float roughness) {
165
- float dielectric = clamp(1.0 - metallic, 0.0, 1.0);
166
- float energy = mix(0.08, 1.0, dielectric) * (1.0 - clamp(roughness, 0.0, 1.0) * 0.35);
167
- return baseColor * energy;
168
- }
169
-
170
- vec3 a3dApplyAdvancedPbrLobes(
171
- vec3 baseColor,
172
- float clearcoatFactor,
173
- float clearcoatRoughnessFactor,
174
- float transmissionFactor,
175
- float diffuseTransmissionFactor,
176
- vec3 diffuseTransmissionColorFactor,
177
- float transmissionFallbackEnergy,
178
- float volumeThicknessFactor,
179
- float volumeAttenuationDistance,
180
- vec3 volumeAttenuationColor,
181
- float ior,
182
- float specularFactor,
183
- vec3 specularColorFactor,
184
- vec3 sheenColorFactor,
185
- float sheenRoughnessFactor,
186
- float anisotropyStrength,
187
- float anisotropyRotation,
188
- float iridescenceFactor,
189
- float iridescenceIor,
190
- float iridescenceThicknessMinimum,
191
- float iridescenceThicknessMaximum,
192
- float dispersion
193
- ) {
194
- float clearcoatRoughness = max(clamp(clearcoatRoughnessFactor, 0.0, 1.0), 0.18);
195
- float clearcoat = clamp(clearcoatFactor, 0.0, 1.0);
196
- float transmission = clamp(transmissionFactor, 0.0, 1.0);
197
- float diffuseTransmission = clamp(diffuseTransmissionFactor, 0.0, 1.0) * (1.0 - transmission);
198
- float volumeThickness = max(volumeThicknessFactor, 0.0);
199
- float volumeTravel = clamp(volumeThickness / max(volumeAttenuationDistance, 0.0001), 0.0, 16.0);
200
- vec3 volumeAttenuation = pow(clamp(volumeAttenuationColor, vec3(0.0001), vec3(1.0)), vec3(volumeTravel));
201
- float iorBoost = clamp((ior - 1.0) / 1.5, 0.0, 1.0);
202
- float specular = clamp(specularFactor, 0.0, 1.0);
203
- float sheenRoughness = clamp(sheenRoughnessFactor, 0.0, 1.0);
204
- float sheen = 1.0 - sheenRoughness;
205
- vec3 transmitted = mix(baseColor, vec3(dot(baseColor, vec3(0.2126, 0.7152, 0.0722))), transmission * 0.35);
206
- transmitted = mix(transmitted, clamp(diffuseTransmissionColorFactor, vec3(0.0), vec3(1.0)), diffuseTransmission);
207
- transmitted = mix(transmitted, transmitted * volumeAttenuation, transmission * step(0.0001, volumeThickness));
208
- float fallbackEnergy = clamp(transmissionFallbackEnergy, 0.0, 1.0);
209
- // The WebGL fallback has no scene-color refraction; keep clear glass from turning into a bright white plate.
210
- float fallbackTransmissionEnergy = mix(1.0, fallbackEnergy, transmission);
211
- float fallbackSpecularEnergy = mix(1.0, max(fallbackEnergy < 0.079 ? clamp(fallbackEnergy * 8.0, 0.0, 1.0) : fallbackEnergy, 0.18), transmission);
212
- float thickIorTransmissionLift = mix(1.0, 1.28, iorBoost * transmission * smoothstep(0.45, 1.0, volumeThickness));
213
- transmitted *= fallbackTransmissionEnergy * thickIorTransmissionLift;
214
- float iorF0 = pow((max(ior, 1.0) - 1.0) / (max(ior, 1.0) + 1.0), 2.0);
215
- float specularGloss = pow(1.0 - clearcoatRoughness, 2.0);
216
- vec3 specularLobe = clamp(specularColorFactor, vec3(0.0), vec3(1.0))
217
- * specular
218
- * fallbackSpecularEnergy
219
- * transmission
220
- * (0.018 + iorF0 * 0.46 + transmission * 0.04)
221
- * (0.3 + specularGloss * 0.42);
222
- float clearcoatGloss = pow(1.0 - clearcoatRoughness, 2.0);
223
- vec3 clearcoatLobe = vec3(clearcoat * (0.022 + iorBoost * 0.045) * (0.28 + clearcoatGloss * 0.42));
224
- float sheenGloss = pow(1.0 - sheenRoughness, 2.0);
225
- vec3 sheenLobe = sheenColorFactor * sheen * (0.05 + sheenGloss * 0.18);
226
- float anisotropy = clamp(anisotropyStrength, 0.0, 1.0);
227
- float anisotropyDirection = 0.5 + 0.5 * cos(anisotropyRotation * 2.0);
228
- vec3 anisotropyLobe = vec3(anisotropy * mix(0.025, 0.085, anisotropyDirection));
229
- float iridescence = clamp(iridescenceFactor, 0.0, 1.0);
230
- float iridescenceThickness = clamp((iridescenceThicknessMinimum + iridescenceThicknessMaximum) * 0.5, 0.0, 1200.0);
231
- float iridescencePhase = clamp((iridescenceThickness - 100.0) / 1100.0, 0.0, 1.0) * 6.2831853;
232
- float iridescenceIorBoost = clamp((iridescenceIor - 1.0) / 2.0, 0.0, 1.0);
233
- vec3 iridescenceColor = 0.5 + 0.5 * cos(iridescencePhase + vec3(0.0, 2.0943951, 4.1887902));
234
- vec3 iridescenceLobe = iridescenceColor * iridescence * (0.04 + iridescenceIorBoost * 0.04);
235
- float dispersionAmount = clamp(dispersion / 100.0, 0.0, 1.0);
236
- vec3 dispersionTint = mix(vec3(1.0), vec3(1.04, 0.98, 0.94), dispersionAmount * transmission);
237
- float sheenEnergy = max(max(sheenLobe.r, sheenLobe.g), sheenLobe.b);
238
- float layerEnergy = clamp(clearcoat * 0.08 + sheenEnergy * 0.26 + anisotropy * 0.035 + iridescence * 0.03, 0.0, 0.28);
239
- vec3 layeredBase = transmitted * dispersionTint * (1.0 - layerEnergy);
240
- return max(vec3(0.0), layeredBase);
241
- }
242
-
243
- vec3 a3dPbrIridescenceColor(float minimumThickness, float maximumThickness, float iridescenceIor) {
244
- float thickness = clamp((minimumThickness + maximumThickness) * 0.5, 0.0, 1200.0);
245
- float phase = clamp((thickness - 100.0) / 1100.0, 0.0, 1.0) * 6.2831853;
246
- float iorShift = clamp((iridescenceIor - 1.0) / 2.0, 0.0, 1.0) * 0.65;
247
- return clamp(0.5 + 0.5 * cos(phase + iorShift + vec3(0.0, 2.0943951, 4.1887902)), vec3(0.0), vec3(1.0));
248
- }
249
-
250
- vec3 a3dPbrExtensionDirectLight(
251
- vec3 normal,
252
- vec3 viewDirection,
253
- vec3 lightDirection,
254
- vec3 lightColor,
255
- float lightIntensity,
256
- float clearcoat,
257
- float clearcoatRoughness,
258
- vec3 sheenColor,
259
- float sheenRoughness,
260
- float anisotropy,
261
- float anisotropyRotation,
262
- float iridescence,
263
- float iridescenceIor,
264
- float iridescenceThicknessMinimum,
265
- float iridescenceThicknessMaximum
266
- ) {
267
- vec3 N = normalize(normal);
268
- vec3 V = normalize(viewDirection);
269
- vec3 L = normalize(lightDirection);
270
- vec3 H = normalize(V + L);
271
- float nDotL = a3dSaturate(dot(N, L));
272
- float nDotV = max(a3dSaturate(dot(N, V)), A3D_EPSILON);
273
- float nDotH = a3dSaturate(dot(N, H));
274
- float vDotH = a3dSaturate(dot(V, H));
275
- float clearcoatRough = clamp(clearcoatRoughness, 0.18, 1.0);
276
- vec3 clearcoatF = a3dFresnelSchlick(vec3(0.04), vDotH);
277
- float clearcoatD = a3dDistributionGGX(nDotH, clearcoatRough);
278
- float clearcoatG = a3dGeometrySmithGGXCorrelated(nDotV, nDotL, clearcoatRough);
279
- vec3 clearcoatLobe = clearcoatF * clearcoatD * clearcoatG * clamp(clearcoat, 0.0, 1.0) * 0.12;
280
- float sheenStrength = (1.0 - clamp(sheenRoughness, 0.0, 1.0)) * pow(a3dSaturate(1.0 - vDotH), 5.0);
281
- vec3 sheenLobe = clamp(sheenColor, vec3(0.0), vec3(1.0)) * sheenStrength * 0.18;
282
- vec3 anisotropyAxis = normalize(vec3(cos(anisotropyRotation), 0.0, sin(anisotropyRotation)));
283
- float anisotropyBand = pow(abs(dot(H, anisotropyAxis)), mix(28.0, 6.0, clearcoatRough));
284
- vec3 anisotropyLobe = vec3(clamp(anisotropy, 0.0, 1.0) * anisotropyBand * 0.055);
285
- vec3 iridescenceColor = a3dPbrIridescenceColor(iridescenceThicknessMinimum, iridescenceThicknessMaximum, iridescenceIor);
286
- vec3 iridescenceLobe = iridescenceColor * clamp(iridescence, 0.0, 1.0) * clearcoatF * pow(a3dSaturate(1.0 - nDotV), 2.0) * 0.22;
287
- return (clearcoatLobe + sheenLobe + anisotropyLobe + iridescenceLobe) * lightColor * lightIntensity * nDotL;
288
- }
289
-
290
- vec3 a3dPbrExtensionEnvironmentLight(
291
- vec3 normal,
292
- vec3 viewDirection,
293
- vec3 specularRadiance,
294
- float clearcoat,
295
- float clearcoatRoughness,
296
- vec3 sheenColor,
297
- float sheenRoughness,
298
- float anisotropy,
299
- float anisotropyRotation,
300
- float iridescence,
301
- float iridescenceIor,
302
- float iridescenceThicknessMinimum,
303
- float iridescenceThicknessMaximum
304
- ) {
305
- float nDotV = max(a3dSaturate(dot(normalize(normal), normalize(viewDirection))), A3D_EPSILON);
306
- float clearcoatGloss = pow(1.0 - clamp(clearcoatRoughness, 0.18, 1.0), 2.0);
307
- vec3 clearcoatLobe = specularRadiance * clamp(clearcoat, 0.0, 1.0) * (0.018 + clearcoatGloss * 0.055);
308
- vec3 sheenLobe = clamp(sheenColor, vec3(0.0), vec3(1.0)) * (1.0 - clamp(sheenRoughness, 0.0, 1.0)) * pow(a3dSaturate(1.0 - nDotV), 5.0) * 0.12;
309
- float anisotropyBand = 0.5 + 0.5 * cos(anisotropyRotation * 2.0);
310
- vec3 anisotropyLobe = specularRadiance * clamp(anisotropy, 0.0, 1.0) * mix(0.025, 0.07, anisotropyBand);
311
- vec3 iridescenceColor = a3dPbrIridescenceColor(iridescenceThicknessMinimum, iridescenceThicknessMaximum, iridescenceIor);
312
- vec3 iridescenceLobe = specularRadiance * iridescenceColor * clamp(iridescence, 0.0, 1.0) * pow(a3dSaturate(1.0 - nDotV), 1.5) * 0.1;
313
- return clearcoatLobe + sheenLobe + anisotropyLobe + iridescenceLobe;
314
- }
315
- `
316
- },
317
- {
318
- name: "shadow_common",
319
- source: `
320
- float a3dShadowVisibility(float currentDepth, float shadowDepth, float bias) {
321
- return currentDepth - bias <= shadowDepth ? 1.0 : 0.0;
322
- }
323
- `
324
- },
325
- {
326
- name: "environment_fog_common",
327
- source: `
328
- float a3dEnvironmentFogFactor(vec3 worldPosition) {
329
- if (u_environmentFogEnabled < 0.5) return 0.0;
330
- float distanceToCamera = length(u_cameraPosition - worldPosition);
331
- float factor = 0.0;
332
- if (u_environmentFogMode < 1.5) {
333
- factor = (distanceToCamera - u_environmentFogNear) / max(u_environmentFogFar - u_environmentFogNear, 0.000001);
334
- } else if (u_environmentFogMode < 2.5) {
335
- factor = 1.0 - exp(-max(u_environmentFogDensity, 0.0) * distanceToCamera);
336
- } else {
337
- float scaledDensity = max(u_environmentFogDensity, 0.0) * distanceToCamera;
338
- factor = 1.0 - exp(-(scaledDensity * scaledDensity));
339
- }
340
- float heightMultiplier = u_environmentFogHeightFalloff > 0.0
341
- ? exp(-max(0.0, worldPosition.y - u_environmentFogHeightReference) * u_environmentFogHeightFalloff)
342
- : 1.0;
343
- return clamp(factor * heightMultiplier, 0.0, 1.0) * clamp(u_environmentFogMaxOpacity, 0.0, 1.0);
344
- }
345
-
346
- vec3 a3dApplyEnvironmentFog(vec3 linearColor, vec3 worldPosition) {
347
- float fogFactor = a3dEnvironmentFogFactor(worldPosition);
348
- return mix(linearColor, u_environmentFogColor, fogFactor);
349
- }
350
- `
351
- }
352
- ];
353
-
354
- export function validateShaderChunks(chunks: readonly ShaderChunk[] = SHADER_CHUNKS): void {
355
- const names = new Set<string>();
356
- for (const chunk of chunks) {
357
- if (names.has(chunk.name)) {
358
- throw new Error(`Duplicate shader chunk: ${chunk.name}`);
359
- }
360
- names.add(chunk.name);
361
- }
362
- for (const chunk of chunks) {
363
- for (const include of chunk.includes ?? []) {
364
- if (!names.has(include)) {
365
- throw new Error(`Shader chunk ${chunk.name} includes missing chunk ${include}`);
366
- }
367
- }
368
- }
369
- detectChunkCycles(chunks);
370
- }
371
-
372
- function detectChunkCycles(chunks: readonly ShaderChunk[]): void {
373
- const byName = new Map(chunks.map((chunk) => [chunk.name, chunk]));
374
- const visiting = new Set<string>();
375
- const visited = new Set<string>();
376
- const visit = (name: string): void => {
377
- if (visited.has(name)) {
378
- return;
379
- }
380
- if (visiting.has(name)) {
381
- throw new Error(`Shader chunk cycle detected at ${name}`);
382
- }
383
- visiting.add(name);
384
- for (const dependency of byName.get(name)?.includes ?? []) {
385
- visit(dependency);
386
- }
387
- visiting.delete(name);
388
- visited.add(name);
389
- };
390
- for (const chunk of chunks) {
391
- visit(chunk.name);
392
- }
393
- }