@aura3d/rendering 3.0.0 → 4.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1877) hide show
  1. package/dist/BlendModes.d.ts +34 -0
  2. package/dist/BlendModes.d.ts.map +1 -0
  3. package/dist/BlendModes.js +42 -0
  4. package/dist/BlendModes.js.map +1 -0
  5. package/dist/CascadedShadowMaps.d.ts.map +1 -1
  6. package/dist/CascadedShadowMaps.js +3 -1
  7. package/dist/CascadedShadowMaps.js.map +1 -1
  8. package/dist/DepthPass.d.ts +18 -0
  9. package/dist/DepthPass.d.ts.map +1 -1
  10. package/dist/DepthPass.js +103 -20
  11. package/dist/DepthPass.js.map +1 -1
  12. package/dist/EnvironmentBackgroundPass.d.ts +7 -0
  13. package/dist/EnvironmentBackgroundPass.d.ts.map +1 -1
  14. package/dist/EnvironmentBackgroundPass.js +39 -14
  15. package/dist/EnvironmentBackgroundPass.js.map +1 -1
  16. package/dist/EnvironmentMapResources.d.ts +1 -1
  17. package/dist/EnvironmentMapResources.d.ts.map +1 -1
  18. package/dist/EnvironmentMapResources.js +19 -8
  19. package/dist/EnvironmentMapResources.js.map +1 -1
  20. package/dist/EnvironmentPlatform.d.ts +6 -0
  21. package/dist/EnvironmentPlatform.d.ts.map +1 -1
  22. package/dist/EnvironmentPlatform.js +3 -1
  23. package/dist/EnvironmentPlatform.js.map +1 -1
  24. package/dist/EnvironmentPreset.d.ts +7 -0
  25. package/dist/EnvironmentPreset.d.ts.map +1 -1
  26. package/dist/EnvironmentPreset.js +11 -11
  27. package/dist/EnvironmentPreset.js.map +1 -1
  28. package/dist/EnvironmentPresetPack.d.ts +16 -0
  29. package/dist/EnvironmentPresetPack.d.ts.map +1 -1
  30. package/dist/EnvironmentPresetPack.js +28 -0
  31. package/dist/EnvironmentPresetPack.js.map +1 -1
  32. package/dist/ExtensionScalarAtlas.d.ts +18 -0
  33. package/dist/ExtensionScalarAtlas.d.ts.map +1 -0
  34. package/dist/ExtensionScalarAtlas.js +107 -0
  35. package/dist/ExtensionScalarAtlas.js.map +1 -0
  36. package/dist/ExternalParityRenderPreset.d.ts +15 -1
  37. package/dist/ExternalParityRenderPreset.d.ts.map +1 -1
  38. package/dist/ExternalParityRenderPreset.js +52 -7
  39. package/dist/ExternalParityRenderPreset.js.map +1 -1
  40. package/dist/ForwardPass.d.ts +240 -50
  41. package/dist/ForwardPass.d.ts.map +1 -1
  42. package/dist/ForwardPass.js +845 -866
  43. package/dist/ForwardPass.js.map +1 -1
  44. package/dist/Geometry.d.ts +44 -1
  45. package/dist/Geometry.d.ts.map +1 -1
  46. package/dist/Geometry.js +174 -24
  47. package/dist/Geometry.js.map +1 -1
  48. package/dist/InstancedPBRMaterial.d.ts +5 -0
  49. package/dist/InstancedPBRMaterial.d.ts.map +1 -1
  50. package/dist/InstancedPBRMaterial.js +7 -0
  51. package/dist/InstancedPBRMaterial.js.map +1 -1
  52. package/dist/LeanWebGL2Device.d.ts +265 -0
  53. package/dist/LeanWebGL2Device.d.ts.map +1 -0
  54. package/dist/LeanWebGL2Device.js +4001 -0
  55. package/dist/LeanWebGL2Device.js.map +1 -0
  56. package/dist/LightCollector.d.ts +8 -0
  57. package/dist/LightCollector.d.ts.map +1 -1
  58. package/dist/LightCollector.js +1 -1
  59. package/dist/LightCollector.js.map +1 -1
  60. package/dist/LightUniforms.d.ts +78 -0
  61. package/dist/LightUniforms.d.ts.map +1 -1
  62. package/dist/LightUniforms.js +100 -0
  63. package/dist/LightUniforms.js.map +1 -1
  64. package/dist/Material.d.ts +15 -0
  65. package/dist/Material.d.ts.map +1 -1
  66. package/dist/Material.js +19 -2
  67. package/dist/Material.js.map +1 -1
  68. package/dist/MaterialBinding.d.ts +10 -0
  69. package/dist/MaterialBinding.d.ts.map +1 -1
  70. package/dist/MaterialBinding.js +92 -2
  71. package/dist/MaterialBinding.js.map +1 -1
  72. package/dist/MaterialPresets.d.ts +60 -0
  73. package/dist/MaterialPresets.d.ts.map +1 -1
  74. package/dist/MaterialPresets.js +212 -0
  75. package/dist/MaterialPresets.js.map +1 -1
  76. package/dist/NormalMappedPBRMaterial.d.ts +5 -0
  77. package/dist/NormalMappedPBRMaterial.d.ts.map +1 -1
  78. package/dist/NormalMappedPBRMaterial.js +7 -0
  79. package/dist/NormalMappedPBRMaterial.js.map +1 -1
  80. package/dist/OceanSurface.d.ts +8 -0
  81. package/dist/OceanSurface.d.ts.map +1 -1
  82. package/dist/OceanSurface.js +10 -79
  83. package/dist/OceanSurface.js.map +1 -1
  84. package/dist/PBRLightingDefaults.d.ts +8 -0
  85. package/dist/PBRLightingDefaults.d.ts.map +1 -1
  86. package/dist/PBRLightingDefaults.js +8 -0
  87. package/dist/PBRLightingDefaults.js.map +1 -1
  88. package/dist/PBRMaterial.d.ts +5 -0
  89. package/dist/PBRMaterial.d.ts.map +1 -1
  90. package/dist/PBRMaterial.js +7 -0
  91. package/dist/PBRMaterial.js.map +1 -1
  92. package/dist/PlanarReflection.d.ts +2 -2
  93. package/dist/PlanarReflection.js +3 -3
  94. package/dist/PlanarReflection.js.map +1 -1
  95. package/dist/PostProcessPass.d.ts +8 -473
  96. package/dist/PostProcessPass.d.ts.map +1 -1
  97. package/dist/PostProcessPass.js +6 -1984
  98. package/dist/PostProcessPass.js.map +1 -1
  99. package/dist/ProceduralMaterialTextures.d.ts +28 -0
  100. package/dist/ProceduralMaterialTextures.d.ts.map +1 -0
  101. package/dist/ProceduralMaterialTextures.js +217 -0
  102. package/dist/ProceduralMaterialTextures.js.map +1 -0
  103. package/dist/ProjectionMath.d.ts +3 -0
  104. package/dist/ProjectionMath.d.ts.map +1 -0
  105. package/dist/ProjectionMath.js +26 -0
  106. package/dist/ProjectionMath.js.map +1 -0
  107. package/dist/ReflectionProbe.d.ts.map +1 -1
  108. package/dist/ReflectionProbe.js +4 -1
  109. package/dist/ReflectionProbe.js.map +1 -1
  110. package/dist/ReflectionSurfaces.d.ts +4 -1
  111. package/dist/ReflectionSurfaces.d.ts.map +1 -1
  112. package/dist/ReflectionSurfaces.js +10 -1
  113. package/dist/ReflectionSurfaces.js.map +1 -1
  114. package/dist/RenderBackend.d.ts +2 -0
  115. package/dist/RenderBackend.d.ts.map +1 -1
  116. package/dist/RenderBackend.js +3 -0
  117. package/dist/RenderBackend.js.map +1 -1
  118. package/dist/RenderDevice.d.ts +97 -5
  119. package/dist/RenderDevice.d.ts.map +1 -1
  120. package/dist/RenderDevice.js +166 -9
  121. package/dist/RenderDevice.js.map +1 -1
  122. package/dist/RenderGraph.d.ts.map +1 -1
  123. package/dist/RenderGraph.js +17 -0
  124. package/dist/RenderGraph.js.map +1 -1
  125. package/dist/RenderPass.d.ts +7 -0
  126. package/dist/RenderPass.d.ts.map +1 -1
  127. package/dist/RenderPass.js.map +1 -1
  128. package/dist/RenderPipeline.d.ts +5 -0
  129. package/dist/RenderPipeline.d.ts.map +1 -1
  130. package/dist/RenderPipeline.js +6 -0
  131. package/dist/RenderPipeline.js.map +1 -1
  132. package/dist/Renderer.d.ts +270 -66
  133. package/dist/Renderer.d.ts.map +1 -1
  134. package/dist/Renderer.js +970 -1249
  135. package/dist/Renderer.js.map +1 -1
  136. package/dist/RendererPostprocessPlan.d.ts +20 -3
  137. package/dist/RendererPostprocessPlan.d.ts.map +1 -1
  138. package/dist/RendererPostprocessPlan.js +32 -4
  139. package/dist/RendererPostprocessPlan.js.map +1 -1
  140. package/dist/RendererTiming.d.ts +27 -0
  141. package/dist/RendererTiming.d.ts.map +1 -1
  142. package/dist/RendererTiming.js +179 -12
  143. package/dist/RendererTiming.js.map +1 -1
  144. package/dist/ResolutionGovernor.d.ts +56 -0
  145. package/dist/ResolutionGovernor.d.ts.map +1 -0
  146. package/dist/ResolutionGovernor.js +87 -0
  147. package/dist/ResolutionGovernor.js.map +1 -0
  148. package/dist/Sampler.d.ts +34 -1
  149. package/dist/Sampler.d.ts.map +1 -1
  150. package/dist/Sampler.js +55 -2
  151. package/dist/Sampler.js.map +1 -1
  152. package/dist/ScreenSpaceReflectionPass.d.ts +43 -0
  153. package/dist/ScreenSpaceReflectionPass.d.ts.map +1 -0
  154. package/dist/ScreenSpaceReflectionPass.js +58 -0
  155. package/dist/ScreenSpaceReflectionPass.js.map +1 -0
  156. package/dist/ShaderLibrary.d.ts.map +1 -1
  157. package/dist/ShaderLibrary.js +183 -207
  158. package/dist/ShaderLibrary.js.map +1 -1
  159. package/dist/ShaderLibraryCore.d.ts +3 -0
  160. package/dist/ShaderLibraryCore.d.ts.map +1 -1
  161. package/dist/ShaderLibraryCore.js +6 -2
  162. package/dist/ShaderLibraryCore.js.map +1 -1
  163. package/dist/ShaderModule.d.ts +7 -1
  164. package/dist/ShaderModule.d.ts.map +1 -1
  165. package/dist/ShaderModule.js +20 -5
  166. package/dist/ShaderModule.js.map +1 -1
  167. package/dist/ShadowPass.d.ts.map +1 -1
  168. package/dist/ShadowPass.js +14 -7
  169. package/dist/ShadowPass.js.map +1 -1
  170. package/dist/SkinnedLitMaterial.d.ts +5 -0
  171. package/dist/SkinnedLitMaterial.d.ts.map +1 -1
  172. package/dist/SkinnedLitMaterial.js +13 -0
  173. package/dist/SkinnedLitMaterial.js.map +1 -1
  174. package/dist/SkinningBounds.d.ts +18 -0
  175. package/dist/SkinningBounds.d.ts.map +1 -1
  176. package/dist/SkinningBounds.js +78 -0
  177. package/dist/SkinningBounds.js.map +1 -1
  178. package/dist/SkinningPaletteTextureCache.d.ts +117 -0
  179. package/dist/SkinningPaletteTextureCache.d.ts.map +1 -0
  180. package/dist/SkinningPaletteTextureCache.js +205 -0
  181. package/dist/SkinningPaletteTextureCache.js.map +1 -0
  182. package/dist/SkinningUniforms.d.ts +56 -0
  183. package/dist/SkinningUniforms.d.ts.map +1 -0
  184. package/dist/SkinningUniforms.js +262 -0
  185. package/dist/SkinningUniforms.js.map +1 -0
  186. package/dist/TemporalHistory.d.ts +70 -0
  187. package/dist/TemporalHistory.d.ts.map +1 -0
  188. package/dist/TemporalHistory.js +218 -0
  189. package/dist/TemporalHistory.js.map +1 -0
  190. package/dist/TemporalMath.d.ts +3 -0
  191. package/dist/TemporalMath.d.ts.map +1 -0
  192. package/dist/TemporalMath.js +9 -0
  193. package/dist/TemporalMath.js.map +1 -0
  194. package/dist/TerrainHeightfield.d.ts +12 -0
  195. package/dist/TerrainHeightfield.d.ts.map +1 -1
  196. package/dist/TerrainHeightfield.js +29 -6
  197. package/dist/TerrainHeightfield.js.map +1 -1
  198. package/dist/TerrainTiles.d.ts +40 -10
  199. package/dist/TerrainTiles.d.ts.map +1 -1
  200. package/dist/TerrainTiles.js +18 -57
  201. package/dist/TerrainTiles.js.map +1 -1
  202. package/dist/Texture.d.ts +47 -2
  203. package/dist/Texture.d.ts.map +1 -1
  204. package/dist/Texture.js +119 -3
  205. package/dist/Texture.js.map +1 -1
  206. package/dist/TexturedPBRMaterial.d.ts +27 -0
  207. package/dist/TexturedPBRMaterial.d.ts.map +1 -1
  208. package/dist/TexturedPBRMaterial.js +137 -23
  209. package/dist/TexturedPBRMaterial.js.map +1 -1
  210. package/dist/TransmissionRenderTarget.d.ts +33 -0
  211. package/dist/TransmissionRenderTarget.d.ts.map +1 -0
  212. package/dist/TransmissionRenderTarget.js +61 -0
  213. package/dist/TransmissionRenderTarget.js.map +1 -0
  214. package/dist/VegetationScatter.js +1 -1
  215. package/dist/VegetationScatter.js.map +1 -1
  216. package/dist/VolumetricFog.d.ts +42 -0
  217. package/dist/VolumetricFog.d.ts.map +1 -1
  218. package/dist/VolumetricFog.js +52 -1
  219. package/dist/VolumetricFog.js.map +1 -1
  220. package/dist/WaterSurface.d.ts +5 -0
  221. package/dist/WaterSurface.d.ts.map +1 -1
  222. package/dist/WaterSurface.js +5 -0
  223. package/dist/WaterSurface.js.map +1 -1
  224. package/dist/WebGL2Device.d.ts +159 -198
  225. package/dist/WebGL2Device.d.ts.map +1 -1
  226. package/dist/WebGL2Device.js +797 -3443
  227. package/dist/WebGL2Device.js.map +1 -1
  228. package/dist/WebGL2StateCache.d.ts +15 -1
  229. package/dist/WebGL2StateCache.d.ts.map +1 -1
  230. package/dist/WebGL2StateCache.js +31 -2
  231. package/dist/WebGL2StateCache.js.map +1 -1
  232. package/dist/WebGPUDevice.d.ts +16 -9
  233. package/dist/WebGPUDevice.d.ts.map +1 -1
  234. package/dist/WebGPUDevice.js +343 -618
  235. package/dist/WebGPUDevice.js.map +1 -1
  236. package/dist/WebGPUExtensionAtlas.d.ts +6 -0
  237. package/dist/WebGPUExtensionAtlas.d.ts.map +1 -0
  238. package/dist/WebGPUExtensionAtlas.js +225 -0
  239. package/dist/WebGPUExtensionAtlas.js.map +1 -0
  240. package/dist/WebGPUSkinningLimits.d.ts +10 -1
  241. package/dist/WebGPUSkinningLimits.d.ts.map +1 -1
  242. package/dist/WebGPUSkinningLimits.js +15 -1
  243. package/dist/WebGPUSkinningLimits.js.map +1 -1
  244. package/dist/advanced-runtime/index.d.ts +6 -2
  245. package/dist/advanced-runtime/index.d.ts.map +1 -1
  246. package/dist/advanced-runtime/index.js +0 -1
  247. package/dist/advanced-runtime/index.js.map +1 -1
  248. package/dist/animation/AnimationRenderPreset.d.ts +1 -1
  249. package/dist/animation/AnimationRenderPreset.d.ts.map +1 -1
  250. package/dist/animation/AnimationRenderPreset.js +1 -1
  251. package/dist/animation/AnimationRenderPreset.js.map +1 -1
  252. package/dist/animation/applyAnimationRenderPreset.d.ts +1 -1
  253. package/dist/animation/applyAnimationRenderPreset.d.ts.map +1 -1
  254. package/dist/animation/index.d.ts +2 -1
  255. package/dist/animation/index.d.ts.map +1 -1
  256. package/dist/animation/index.js +1 -1
  257. package/dist/animation/index.js.map +1 -1
  258. package/dist/atmosphere/CloudLayer.d.ts +24 -0
  259. package/dist/atmosphere/CloudLayer.d.ts.map +1 -0
  260. package/dist/atmosphere/CloudLayer.js +30 -0
  261. package/dist/atmosphere/CloudLayer.js.map +1 -0
  262. package/dist/atmosphere/FogVolumes.d.ts +30 -0
  263. package/dist/atmosphere/FogVolumes.d.ts.map +1 -0
  264. package/dist/atmosphere/FogVolumes.js +96 -0
  265. package/dist/atmosphere/FogVolumes.js.map +1 -0
  266. package/dist/atmosphere/GradientSky.d.ts +40 -0
  267. package/dist/atmosphere/GradientSky.d.ts.map +1 -0
  268. package/dist/atmosphere/GradientSky.js +75 -0
  269. package/dist/atmosphere/GradientSky.js.map +1 -0
  270. package/dist/atmosphere/HeightFog.d.ts +154 -0
  271. package/dist/atmosphere/HeightFog.d.ts.map +1 -0
  272. package/dist/atmosphere/HeightFog.js +379 -0
  273. package/dist/atmosphere/HeightFog.js.map +1 -0
  274. package/dist/atmosphere/PreethamSky.d.ts +38 -0
  275. package/dist/atmosphere/PreethamSky.d.ts.map +1 -0
  276. package/dist/atmosphere/PreethamSky.js +150 -0
  277. package/dist/atmosphere/PreethamSky.js.map +1 -0
  278. package/dist/atmosphere/SkyBackgroundPass.d.ts +63 -0
  279. package/dist/atmosphere/SkyBackgroundPass.d.ts.map +1 -0
  280. package/dist/atmosphere/SkyBackgroundPass.js +233 -0
  281. package/dist/atmosphere/SkyBackgroundPass.js.map +1 -0
  282. package/dist/atmosphere/SkyCaptureAdapter.d.ts +45 -0
  283. package/dist/atmosphere/SkyCaptureAdapter.d.ts.map +1 -0
  284. package/dist/atmosphere/SkyCaptureAdapter.js +65 -0
  285. package/dist/atmosphere/SkyCaptureAdapter.js.map +1 -0
  286. package/dist/atmosphere/SkyEval.d.ts +56 -0
  287. package/dist/atmosphere/SkyEval.d.ts.map +1 -0
  288. package/dist/atmosphere/SkyEval.js +99 -0
  289. package/dist/atmosphere/SkyEval.js.map +1 -0
  290. package/dist/atmosphere/StarField.d.ts +26 -0
  291. package/dist/atmosphere/StarField.d.ts.map +1 -0
  292. package/dist/atmosphere/StarField.js +31 -0
  293. package/dist/atmosphere/StarField.js.map +1 -0
  294. package/dist/atmosphere/VolumetricFogPass.d.ts +69 -0
  295. package/dist/atmosphere/VolumetricFogPass.d.ts.map +1 -0
  296. package/dist/atmosphere/VolumetricFogPass.js +265 -0
  297. package/dist/atmosphere/VolumetricFogPass.js.map +1 -0
  298. package/dist/atmosphere/fogChunks.d.ts +8 -0
  299. package/dist/atmosphere/fogChunks.d.ts.map +1 -0
  300. package/dist/atmosphere/fogChunks.js +39 -0
  301. package/dist/atmosphere/fogChunks.js.map +1 -0
  302. package/dist/atmosphere/fogUniformStore.d.ts +20 -0
  303. package/dist/atmosphere/fogUniformStore.d.ts.map +1 -0
  304. package/dist/atmosphere/fogUniformStore.js +45 -0
  305. package/dist/atmosphere/fogUniformStore.js.map +1 -0
  306. package/dist/atmosphere/shaders/fog.glsl.d.ts +10 -0
  307. package/dist/atmosphere/shaders/fog.glsl.d.ts.map +1 -0
  308. package/dist/atmosphere/shaders/fog.glsl.js +161 -0
  309. package/dist/atmosphere/shaders/fog.glsl.js.map +1 -0
  310. package/dist/atmosphere/shaders/volumetric-apply.glsl.d.ts +3 -0
  311. package/dist/atmosphere/shaders/volumetric-apply.glsl.d.ts.map +1 -0
  312. package/dist/atmosphere/shaders/volumetric-apply.glsl.js +61 -0
  313. package/dist/atmosphere/shaders/volumetric-apply.glsl.js.map +1 -0
  314. package/dist/atmosphere/shaders/volumetric-inject.glsl.d.ts +4 -0
  315. package/dist/atmosphere/shaders/volumetric-inject.glsl.d.ts.map +1 -0
  316. package/dist/atmosphere/shaders/volumetric-inject.glsl.js +129 -0
  317. package/dist/atmosphere/shaders/volumetric-inject.glsl.js.map +1 -0
  318. package/dist/atmosphere/shaders/volumetric-integrate.glsl.d.ts +3 -0
  319. package/dist/atmosphere/shaders/volumetric-integrate.glsl.d.ts.map +1 -0
  320. package/dist/atmosphere/shaders/volumetric-integrate.glsl.js +55 -0
  321. package/dist/atmosphere/shaders/volumetric-integrate.glsl.js.map +1 -0
  322. package/dist/atmosphere/shaders/wetness.glsl.d.ts +34 -0
  323. package/dist/atmosphere/shaders/wetness.glsl.d.ts.map +1 -0
  324. package/dist/atmosphere/shaders/wetness.glsl.js +101 -0
  325. package/dist/atmosphere/shaders/wetness.glsl.js.map +1 -0
  326. package/dist/atmosphere/sky.glsl.d.ts +8 -0
  327. package/dist/atmosphere/sky.glsl.d.ts.map +1 -0
  328. package/dist/atmosphere/sky.glsl.js +249 -0
  329. package/dist/atmosphere/sky.glsl.js.map +1 -0
  330. package/dist/batching/BatchedGeometryPool.d.ts +72 -0
  331. package/dist/batching/BatchedGeometryPool.d.ts.map +1 -0
  332. package/dist/batching/BatchedGeometryPool.js +138 -0
  333. package/dist/batching/BatchedGeometryPool.js.map +1 -0
  334. package/dist/batching/ContentKeys.d.ts +29 -0
  335. package/dist/batching/ContentKeys.d.ts.map +1 -0
  336. package/dist/batching/ContentKeys.js +220 -0
  337. package/dist/batching/ContentKeys.js.map +1 -0
  338. package/dist/batching/DrawDataTexture.d.ts +51 -0
  339. package/dist/batching/DrawDataTexture.d.ts.map +1 -0
  340. package/dist/batching/DrawDataTexture.js +99 -0
  341. package/dist/batching/DrawDataTexture.js.map +1 -0
  342. package/dist/batching/MultiDrawBatch.d.ts +64 -0
  343. package/dist/batching/MultiDrawBatch.d.ts.map +1 -0
  344. package/dist/batching/MultiDrawBatch.js +103 -0
  345. package/dist/batching/MultiDrawBatch.js.map +1 -0
  346. package/dist/batching/StaticMergePlanner.d.ts +80 -0
  347. package/dist/batching/StaticMergePlanner.d.ts.map +1 -0
  348. package/dist/batching/StaticMergePlanner.js +323 -0
  349. package/dist/batching/StaticMergePlanner.js.map +1 -0
  350. package/dist/batching/index.d.ts +8 -0
  351. package/dist/batching/index.d.ts.map +1 -0
  352. package/dist/batching/index.js +8 -0
  353. package/dist/batching/index.js.map +1 -0
  354. package/dist/batching/shaders/drawId.glsl.d.ts +29 -0
  355. package/dist/batching/shaders/drawId.glsl.d.ts.map +1 -0
  356. package/dist/batching/shaders/drawId.glsl.js +93 -0
  357. package/dist/batching/shaders/drawId.glsl.js.map +1 -0
  358. package/dist/batching/shaders/instanceEmissive.glsl.d.ts +16 -0
  359. package/dist/batching/shaders/instanceEmissive.glsl.d.ts.map +1 -0
  360. package/dist/batching/shaders/instanceEmissive.glsl.js +63 -0
  361. package/dist/batching/shaders/instanceEmissive.glsl.js.map +1 -0
  362. package/dist/cinematic/BloomPass.d.ts +5 -9
  363. package/dist/cinematic/BloomPass.d.ts.map +1 -1
  364. package/dist/cinematic/BloomPass.js +5 -17
  365. package/dist/cinematic/BloomPass.js.map +1 -1
  366. package/dist/cinematic/DepthHazePass.d.ts +5 -11
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@@ -0,0 +1,51 @@
1
+ /**
2
+ * WGSL twins of the PRD-04 physical-lobe chunks (PRD-04 §8.12, P6-1).
3
+ *
4
+ * One module per `shaders/physical/*.glsl.ts` chunk, exporting the WGSL body
5
+ * string that the chunk attaches as `ShaderChunk.wgsl`. The twins keep the
6
+ * same `a3d_` names and identical math; differences are WGSL-structural only
7
+ * (`ptr<function>` for out params, `texture_2d`+`sampler` split bindings,
8
+ * `textureSampleLevel` LOD, `dpdx`/`dpdy` derivatives, `mat3x3f` per-slot
9
+ * transforms in material uniform structs).
10
+ *
11
+ * Dependencies mirror the GLSL `requires` graph: `brdf` shim helpers
12
+ * (`pow2`, `pow2v`, `F_Schlick`, `Schlick_to_F0`, `V_GGX_SmithCorrelated`,
13
+ * `D_GGX`, `a3dDFG`, `max3`, `PI`, `RECIPROCAL_PI`, `EPSILON`) are provided by
14
+ * the PRD-11 brdf WGSL twin when C-29 lands — until then the test shim
15
+ * (`tests/qr/prd04/shims/brdf_r185.wgsl.ts`) resolves them for validation.
16
+ */
17
+ import A3D_PRD04_BSDF_LOBES_COMMON_WGSL from "./bsdf_lobes_common.wgsl.js";
18
+ import A3D_PRD04_SPECULAR_IOR_WGSL from "./specular_ior.wgsl.js";
19
+ import A3D_PRD04_CLEARCOAT_WGSL from "./clearcoat.wgsl.js";
20
+ import A3D_PRD04_SHEEN_WGSL from "./sheen.wgsl.js";
21
+ import A3D_PRD04_IRIDESCENCE_WGSL from "./iridescence.wgsl.js";
22
+ import A3D_PRD04_ANISOTROPY_WGSL from "./anisotropy.wgsl.js";
23
+ import A3D_PRD04_TRANSMISSION_WGSL from "./transmission.wgsl.js";
24
+ import A3D_PRD04_VOLUME_WGSL from "./volume.wgsl.js";
25
+ import A3D_PRD04_DISPERSION_WGSL from "./dispersion.wgsl.js";
26
+ import A3D_PRD04_EMISSIVE_STRENGTH_WGSL from "./emissive_strength.wgsl.js";
27
+ import A3D_PRD04_UNLIT_WGSL from "./unlit.wgsl.js";
28
+ import A3D_PRD04_TANGENT_FRAME_WGSL from "./tangent_frame.wgsl.js";
29
+ import A3D_PRD04_UV_TRANSFORM_WGSL from "./uv_transform.wgsl.js";
30
+ import A3D_PRD04_ALPHA_A2C_WGSL from "./alpha_a2c.wgsl.js";
31
+ import A3D_PRD04_DEBUG_VIEW_WGSL from "./debug_view.wgsl.js";
32
+ /** chunk name → WGSL twin body, mirroring PRD04_SHADER_CHUNKS. */
33
+ export const PRD04_WGSL_TWINS = {
34
+ a3d_prd04_bsdf_lobes_common: A3D_PRD04_BSDF_LOBES_COMMON_WGSL,
35
+ a3d_prd04_specular_ior: A3D_PRD04_SPECULAR_IOR_WGSL,
36
+ a3d_prd04_clearcoat: A3D_PRD04_CLEARCOAT_WGSL,
37
+ a3d_prd04_sheen: A3D_PRD04_SHEEN_WGSL,
38
+ a3d_prd04_iridescence: A3D_PRD04_IRIDESCENCE_WGSL,
39
+ a3d_prd04_anisotropy: A3D_PRD04_ANISOTROPY_WGSL,
40
+ a3d_prd04_transmission: A3D_PRD04_TRANSMISSION_WGSL,
41
+ a3d_prd04_volume: A3D_PRD04_VOLUME_WGSL,
42
+ a3d_prd04_dispersion: A3D_PRD04_DISPERSION_WGSL,
43
+ a3d_prd04_emissive_strength: A3D_PRD04_EMISSIVE_STRENGTH_WGSL,
44
+ a3d_prd04_unlit: A3D_PRD04_UNLIT_WGSL,
45
+ a3d_prd04_tangent_frame: A3D_PRD04_TANGENT_FRAME_WGSL,
46
+ a3d_prd04_uv_transform: A3D_PRD04_UV_TRANSFORM_WGSL,
47
+ a3d_prd04_alpha_a2c: A3D_PRD04_ALPHA_A2C_WGSL,
48
+ a3d_prd04_debug_view: A3D_PRD04_DEBUG_VIEW_WGSL
49
+ };
50
+ export { A3D_PRD04_BSDF_LOBES_COMMON_WGSL, A3D_PRD04_SPECULAR_IOR_WGSL, A3D_PRD04_CLEARCOAT_WGSL, A3D_PRD04_SHEEN_WGSL, A3D_PRD04_IRIDESCENCE_WGSL, A3D_PRD04_ANISOTROPY_WGSL, A3D_PRD04_TRANSMISSION_WGSL, A3D_PRD04_VOLUME_WGSL, A3D_PRD04_DISPERSION_WGSL, A3D_PRD04_EMISSIVE_STRENGTH_WGSL, A3D_PRD04_UNLIT_WGSL, A3D_PRD04_TANGENT_FRAME_WGSL, A3D_PRD04_UV_TRANSFORM_WGSL, A3D_PRD04_ALPHA_A2C_WGSL, A3D_PRD04_DEBUG_VIEW_WGSL };
51
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AACH,OAAO,gCAAgC,MAAM,6BAA6B,CAAC;AAC3E,OAAO,2BAA2B,MAAM,wBAAwB,CAAC;AACjE,OAAO,wBAAwB,MAAM,qBAAqB,CAAC;AAC3D,OAAO,oBAAoB,MAAM,iBAAiB,CAAC;AACnD,OAAO,0BAA0B,MAAM,uBAAuB,CAAC;AAC/D,OAAO,yBAAyB,MAAM,sBAAsB,CAAC;AAC7D,OAAO,2BAA2B,MAAM,wBAAwB,CAAC;AACjE,OAAO,qBAAqB,MAAM,kBAAkB,CAAC;AACrD,OAAO,yBAAyB,MAAM,sBAAsB,CAAC;AAC7D,OAAO,gCAAgC,MAAM,6BAA6B,CAAC;AAC3E,OAAO,oBAAoB,MAAM,iBAAiB,CAAC;AACnD,OAAO,4BAA4B,MAAM,yBAAyB,CAAC;AACnE,OAAO,2BAA2B,MAAM,wBAAwB,CAAC;AACjE,OAAO,wBAAwB,MAAM,qBAAqB,CAAC;AAC3D,OAAO,yBAAyB,MAAM,sBAAsB,CAAC;AAE7D,kEAAkE;AAClE,MAAM,CAAC,MAAM,gBAAgB,GAAqC;IACjE,2BAA2B,EAAE,gCAAgC;IAC7D,sBAAsB,EAAE,2BAA2B;IACnD,mBAAmB,EAAE,wBAAwB;IAC7C,eAAe,EAAE,oBAAoB;IACrC,qBAAqB,EAAE,0BAA0B;IACjD,oBAAoB,EAAE,yBAAyB;IAC/C,sBAAsB,EAAE,2BAA2B;IACnD,gBAAgB,EAAE,qBAAqB;IACvC,oBAAoB,EAAE,yBAAyB;IAC/C,2BAA2B,EAAE,gCAAgC;IAC7D,eAAe,EAAE,oBAAoB;IACrC,uBAAuB,EAAE,4BAA4B;IACrD,sBAAsB,EAAE,2BAA2B;IACnD,mBAAmB,EAAE,wBAAwB;IAC7C,oBAAoB,EAAE,yBAAyB;CAC/C,CAAC;AAEF,OAAO,EACN,gCAAgC,EAChC,2BAA2B,EAC3B,wBAAwB,EACxB,oBAAoB,EACpB,0BAA0B,EAC1B,yBAAyB,EACzB,2BAA2B,EAC3B,qBAAqB,EACrB,yBAAyB,EACzB,gCAAgC,EAChC,oBAAoB,EACpB,4BAA4B,EAC5B,2BAA2B,EAC3B,wBAAwB,EACxB,yBAAyB,EACzB,CAAC"}
@@ -0,0 +1,9 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_iridescence (PRD-04 §8.12): same `a3d_` names,
3
+ * identical math (r185 iridescence_fragment.glsl.js:5-116,
4
+ * lights_physical_fragment.glsl.js:88-109, lights_fragment_begin.glsl.js:30-50).
5
+ */
6
+ declare const wgsl = "\nconst a3d_prd04_XYZ_TO_REC709 = mat3x3f(\n\tvec3f( 3.2404542, -0.9692660, 0.0556434),\n\tvec3f(-1.5371385, 1.8760108, -0.2040259),\n\tvec3f(-0.4985314, 0.0415560, 1.0572252)\n);\n\n// Fresnel0 -> IOR (r185 iridescence_fragment.glsl.js:14-19).\nfn a3dPrd04IridescenceFresnel0ToIor(fresnel0: vec3f) -> vec3f {\n\tlet sqrtF0 = sqrt(fresnel0);\n\treturn (vec3f(1.0) + sqrtF0) / (vec3f(1.0) - sqrtF0);\n}\n\nfn a3dPrd04IridescenceIorToFresnel0(transmittedIor: vec3f, incidentIor: f32) -> vec3f {\n\treturn pow2v((transmittedIor - vec3f(incidentIor)) / (transmittedIor + vec3f(incidentIor)));\n}\n\nfn a3dPrd04IridescenceIorToFresnel0f(transmittedIor: f32, incidentIor: f32) -> f32 {\n\treturn pow2((transmittedIor - incidentIor) / (transmittedIor + incidentIor));\n}\n\n// XYZ sensitivity curves in Fourier space \u2014 Belcour & Barla 2017\n// (r185 evalSensitivity, iridescence_fragment.glsl.js:38-52).\nfn a3dPrd04EvalSensitivity(OPD: f32, shift: vec3f) -> vec3f {\n\tlet phase = 2.0 * PI * OPD * 1.0e-9;\n\tlet val = vec3f(5.4856e-13, 4.4201e-13, 5.2481e-13);\n\tlet pos = vec3f(1.6810e+06, 1.7953e+06, 2.2084e+06);\n\tlet var_ = vec3f(4.3278e+09, 9.3046e+09, 6.6121e+09);\n\n\tvar xyz = val * sqrt(2.0 * PI * var_) * cos(pos * phase + shift) * exp(-pow2(phase) * var_);\n\txyz.x += 9.7470e-14 * sqrt(2.0 * PI * 4.5282e+09) * cos(2.2399e+06 * phase + shift[0]) * exp(-4.5282e+09 * pow2(phase));\n\txyz /= 1.0685e-7;\n\n\tlet rgb = a3d_prd04_XYZ_TO_REC709 * xyz;\n\treturn rgb;\n}\n\n// Thin-film Fresnel (r185 evalIridescence, iridescence_fragment.glsl.js:54-116).\nfn a3dPrd04EvalIridescence(outsideIOR: f32, eta2: f32, cosTheta1: f32, thinFilmThickness: f32, baseF0: vec3f) -> vec3f {\n\tvar I: vec3f;\n\n\t// Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0\n\tlet iridescenceIOR = mix(outsideIOR, eta2, smoothstep(0.0, 0.03, thinFilmThickness));\n\t// Evaluate the cosTheta on the base layer (Snell law)\n\tlet sinTheta2Sq = pow2(outsideIOR / iridescenceIOR) * (1.0 - pow2(cosTheta1));\n\n\t// Handle TIR:\n\tlet cosTheta2Sq = 1.0 - sinTheta2Sq;\n\tif (cosTheta2Sq < 0.0) {\n\t\treturn vec3f(1.0);\n\t}\n\n\tlet cosTheta2 = sqrt(cosTheta2Sq);\n\n\t// First interface\n\tlet R0 = a3dPrd04IridescenceIorToFresnel0f(iridescenceIOR, outsideIOR);\n\tlet R12 = F_Schlick(vec3f(R0), 1.0, cosTheta1).x;\n\tlet T121 = 1.0 - R12;\n\tvar phi12 = 0.0;\n\tif (iridescenceIOR < outsideIOR) {\n\t\tphi12 = PI;\n\t}\n\tlet phi21 = PI - phi12;\n\n\t// Second interface\n\tlet baseIOR = a3dPrd04IridescenceFresnel0ToIor(clamp(baseF0, vec3f(0.0), vec3f(0.9999))); // guard against 1.0\n\tlet R1 = a3dPrd04IridescenceIorToFresnel0(baseIOR, iridescenceIOR);\n\tlet R23 = F_Schlick(R1, 1.0, cosTheta2);\n\tvar phi23 = vec3f(0.0);\n\tif (baseIOR[0] < iridescenceIOR) {\n\t\tphi23[0] = PI;\n\t}\n\tif (baseIOR[1] < iridescenceIOR) {\n\t\tphi23[1] = PI;\n\t}\n\tif (baseIOR[2] < iridescenceIOR) {\n\t\tphi23[2] = PI;\n\t}\n\n\t// Phase shift\n\tlet OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\tlet phi = vec3f(phi21) + phi23;\n\n\t// Compound terms\n\tlet R123 = clamp(R12 * R23, vec3f(1e-5), vec3f(0.9999));\n\tlet r123 = sqrt(R123);\n\tlet Rs = pow2(T121) * R23 / (vec3f(1.0) - R123);\n\n\t// Reflectance term for m = 0 (DC term amplitude)\n\tlet C0 = R12 + Rs;\n\tI = C0;\n\n\t// Reflectance term for m > 0 (pairs of diracs)\n\tvar Cm = Rs - T121;\n\tfor (var m = 1; m <= 2; m++) {\n\t\tCm *= r123;\n\t\tlet Sm = 2.0 * a3dPrd04EvalSensitivity(f32(m) * OPD, f32(m) * phi);\n\t\tI += Cm * Sm;\n\t}\n\n\t// Since out of gamut colors might be produced, negative color values are clamped to 0.\n\treturn max(I, vec3f(0.0));\n}\n\n// Factor resolution (r185 lights_physical_fragment.glsl.js:88-109 +\n// lights_fragment_begin.glsl.js:30-40).\nfn a3dPrd04IridescenceInit(lobes: ptr<function, A3DPrd04Lobes>, iridescenceFactor: f32, iridescenceIOR: f32, iridescenceTex: vec4f, thicknessTex: vec4f, thicknessMin: f32, thicknessMax: f32, specularColor: vec3f, diffuseColor: vec3f, metalness: f32, dotNV: f32) {\n\t(*lobes).iridescence = iridescenceFactor * iridescenceTex.r;\n\t(*lobes).iridescenceIOR = iridescenceIOR;\n\t(*lobes).iridescenceThickness = (thicknessMax - thicknessMin) * thicknessTex.g + thicknessMin;\n\n\tif ((*lobes).iridescenceThickness == 0.0) {\n\t\t(*lobes).iridescence = 0.0;\n\t} else {\n\t\t(*lobes).iridescence = saturate((*lobes).iridescence);\n\t}\n\n\tif ((*lobes).iridescence > 0.0) {\n\t\tlet fresnelDielectric = a3dPrd04EvalIridescence(1.0, (*lobes).iridescenceIOR, dotNV, (*lobes).iridescenceThickness, specularColor);\n\t\tlet fresnelMetallic = a3dPrd04EvalIridescence(1.0, (*lobes).iridescenceIOR, dotNV, (*lobes).iridescenceThickness, diffuseColor);\n\n\t\t(*lobes).iridescenceFresnel = mix(fresnelDielectric, fresnelMetallic, metalness);\n\t\t(*lobes).iridescenceF0 = Schlick_to_F0((*lobes).iridescenceFresnel, 1.0, dotNV);\n\t} else {\n\t\t(*lobes).iridescenceFresnel = vec3f(0.0);\n\t\t(*lobes).iridescenceF0 = vec3f(0.0);\n\t}\n}\n\n// Direct-lobe Fresnel blend (r185 lights_physical_pars_fragment.glsl.js:170-174).\nfn a3dPrd04IridescenceFresnelMix(F: vec3f, iridescenceFresnel: vec3f, iridescence: f32) -> vec3f {\n\treturn mix(F, iridescenceFresnel, iridescence);\n}\n\n// IBL multiscattering with thin-film F0 (r185 computeMultiscatteringIridescence,\n// lights_physical_pars_fragment.glsl.js:389-419).\nfn a3dPrd04ComputeMultiscatteringIridescence(normal: vec3f, viewDir: vec3f, specularColor: vec3f, specularF90: f32, iridescence: f32, iridescenceF0: vec3f, roughness: f32, singleScatter: ptr<function, vec3f>, multiScatter: ptr<function, vec3f>) {\n\tlet dotNV = saturate(dot(normal, viewDir));\n\tlet fab = a3dDFG(roughness, dotNV);\n\n\tlet Fr = mix(specularColor, iridescenceF0, iridescence);\n\n\tlet FssEss = Fr * fab.x + specularF90 * fab.y;\n\n\tlet Ess = fab.x + fab.y;\n\tlet Ems = 1.0 - Ess;\n\n\tlet Favg = Fr + (1.0 - Fr) * 0.047619; // 1/21\n\tlet Fms = FssEss * Favg / (1.0 - Ems * Favg);\n\n\t*singleScatter += FssEss;\n\t*multiScatter += Fms * Ems;\n}\n";
7
+ export declare const A3D_PRD04_IRIDESCENCE_WGSL = "\nconst a3d_prd04_XYZ_TO_REC709 = mat3x3f(\n\tvec3f( 3.2404542, -0.9692660, 0.0556434),\n\tvec3f(-1.5371385, 1.8760108, -0.2040259),\n\tvec3f(-0.4985314, 0.0415560, 1.0572252)\n);\n\n// Fresnel0 -> IOR (r185 iridescence_fragment.glsl.js:14-19).\nfn a3dPrd04IridescenceFresnel0ToIor(fresnel0: vec3f) -> vec3f {\n\tlet sqrtF0 = sqrt(fresnel0);\n\treturn (vec3f(1.0) + sqrtF0) / (vec3f(1.0) - sqrtF0);\n}\n\nfn a3dPrd04IridescenceIorToFresnel0(transmittedIor: vec3f, incidentIor: f32) -> vec3f {\n\treturn pow2v((transmittedIor - vec3f(incidentIor)) / (transmittedIor + vec3f(incidentIor)));\n}\n\nfn a3dPrd04IridescenceIorToFresnel0f(transmittedIor: f32, incidentIor: f32) -> f32 {\n\treturn pow2((transmittedIor - incidentIor) / (transmittedIor + incidentIor));\n}\n\n// XYZ sensitivity curves in Fourier space \u2014 Belcour & Barla 2017\n// (r185 evalSensitivity, iridescence_fragment.glsl.js:38-52).\nfn a3dPrd04EvalSensitivity(OPD: f32, shift: vec3f) -> vec3f {\n\tlet phase = 2.0 * PI * OPD * 1.0e-9;\n\tlet val = vec3f(5.4856e-13, 4.4201e-13, 5.2481e-13);\n\tlet pos = vec3f(1.6810e+06, 1.7953e+06, 2.2084e+06);\n\tlet var_ = vec3f(4.3278e+09, 9.3046e+09, 6.6121e+09);\n\n\tvar xyz = val * sqrt(2.0 * PI * var_) * cos(pos * phase + shift) * exp(-pow2(phase) * var_);\n\txyz.x += 9.7470e-14 * sqrt(2.0 * PI * 4.5282e+09) * cos(2.2399e+06 * phase + shift[0]) * exp(-4.5282e+09 * pow2(phase));\n\txyz /= 1.0685e-7;\n\n\tlet rgb = a3d_prd04_XYZ_TO_REC709 * xyz;\n\treturn rgb;\n}\n\n// Thin-film Fresnel (r185 evalIridescence, iridescence_fragment.glsl.js:54-116).\nfn a3dPrd04EvalIridescence(outsideIOR: f32, eta2: f32, cosTheta1: f32, thinFilmThickness: f32, baseF0: vec3f) -> vec3f {\n\tvar I: vec3f;\n\n\t// Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0\n\tlet iridescenceIOR = mix(outsideIOR, eta2, smoothstep(0.0, 0.03, thinFilmThickness));\n\t// Evaluate the cosTheta on the base layer (Snell law)\n\tlet sinTheta2Sq = pow2(outsideIOR / iridescenceIOR) * (1.0 - pow2(cosTheta1));\n\n\t// Handle TIR:\n\tlet cosTheta2Sq = 1.0 - sinTheta2Sq;\n\tif (cosTheta2Sq < 0.0) {\n\t\treturn vec3f(1.0);\n\t}\n\n\tlet cosTheta2 = sqrt(cosTheta2Sq);\n\n\t// First interface\n\tlet R0 = a3dPrd04IridescenceIorToFresnel0f(iridescenceIOR, outsideIOR);\n\tlet R12 = F_Schlick(vec3f(R0), 1.0, cosTheta1).x;\n\tlet T121 = 1.0 - R12;\n\tvar phi12 = 0.0;\n\tif (iridescenceIOR < outsideIOR) {\n\t\tphi12 = PI;\n\t}\n\tlet phi21 = PI - phi12;\n\n\t// Second interface\n\tlet baseIOR = a3dPrd04IridescenceFresnel0ToIor(clamp(baseF0, vec3f(0.0), vec3f(0.9999))); // guard against 1.0\n\tlet R1 = a3dPrd04IridescenceIorToFresnel0(baseIOR, iridescenceIOR);\n\tlet R23 = F_Schlick(R1, 1.0, cosTheta2);\n\tvar phi23 = vec3f(0.0);\n\tif (baseIOR[0] < iridescenceIOR) {\n\t\tphi23[0] = PI;\n\t}\n\tif (baseIOR[1] < iridescenceIOR) {\n\t\tphi23[1] = PI;\n\t}\n\tif (baseIOR[2] < iridescenceIOR) {\n\t\tphi23[2] = PI;\n\t}\n\n\t// Phase shift\n\tlet OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\tlet phi = vec3f(phi21) + phi23;\n\n\t// Compound terms\n\tlet R123 = clamp(R12 * R23, vec3f(1e-5), vec3f(0.9999));\n\tlet r123 = sqrt(R123);\n\tlet Rs = pow2(T121) * R23 / (vec3f(1.0) - R123);\n\n\t// Reflectance term for m = 0 (DC term amplitude)\n\tlet C0 = R12 + Rs;\n\tI = C0;\n\n\t// Reflectance term for m > 0 (pairs of diracs)\n\tvar Cm = Rs - T121;\n\tfor (var m = 1; m <= 2; m++) {\n\t\tCm *= r123;\n\t\tlet Sm = 2.0 * a3dPrd04EvalSensitivity(f32(m) * OPD, f32(m) * phi);\n\t\tI += Cm * Sm;\n\t}\n\n\t// Since out of gamut colors might be produced, negative color values are clamped to 0.\n\treturn max(I, vec3f(0.0));\n}\n\n// Factor resolution (r185 lights_physical_fragment.glsl.js:88-109 +\n// lights_fragment_begin.glsl.js:30-40).\nfn a3dPrd04IridescenceInit(lobes: ptr<function, A3DPrd04Lobes>, iridescenceFactor: f32, iridescenceIOR: f32, iridescenceTex: vec4f, thicknessTex: vec4f, thicknessMin: f32, thicknessMax: f32, specularColor: vec3f, diffuseColor: vec3f, metalness: f32, dotNV: f32) {\n\t(*lobes).iridescence = iridescenceFactor * iridescenceTex.r;\n\t(*lobes).iridescenceIOR = iridescenceIOR;\n\t(*lobes).iridescenceThickness = (thicknessMax - thicknessMin) * thicknessTex.g + thicknessMin;\n\n\tif ((*lobes).iridescenceThickness == 0.0) {\n\t\t(*lobes).iridescence = 0.0;\n\t} else {\n\t\t(*lobes).iridescence = saturate((*lobes).iridescence);\n\t}\n\n\tif ((*lobes).iridescence > 0.0) {\n\t\tlet fresnelDielectric = a3dPrd04EvalIridescence(1.0, (*lobes).iridescenceIOR, dotNV, (*lobes).iridescenceThickness, specularColor);\n\t\tlet fresnelMetallic = a3dPrd04EvalIridescence(1.0, (*lobes).iridescenceIOR, dotNV, (*lobes).iridescenceThickness, diffuseColor);\n\n\t\t(*lobes).iridescenceFresnel = mix(fresnelDielectric, fresnelMetallic, metalness);\n\t\t(*lobes).iridescenceF0 = Schlick_to_F0((*lobes).iridescenceFresnel, 1.0, dotNV);\n\t} else {\n\t\t(*lobes).iridescenceFresnel = vec3f(0.0);\n\t\t(*lobes).iridescenceF0 = vec3f(0.0);\n\t}\n}\n\n// Direct-lobe Fresnel blend (r185 lights_physical_pars_fragment.glsl.js:170-174).\nfn a3dPrd04IridescenceFresnelMix(F: vec3f, iridescenceFresnel: vec3f, iridescence: f32) -> vec3f {\n\treturn mix(F, iridescenceFresnel, iridescence);\n}\n\n// IBL multiscattering with thin-film F0 (r185 computeMultiscatteringIridescence,\n// lights_physical_pars_fragment.glsl.js:389-419).\nfn a3dPrd04ComputeMultiscatteringIridescence(normal: vec3f, viewDir: vec3f, specularColor: vec3f, specularF90: f32, iridescence: f32, iridescenceF0: vec3f, roughness: f32, singleScatter: ptr<function, vec3f>, multiScatter: ptr<function, vec3f>) {\n\tlet dotNV = saturate(dot(normal, viewDir));\n\tlet fab = a3dDFG(roughness, dotNV);\n\n\tlet Fr = mix(specularColor, iridescenceF0, iridescence);\n\n\tlet FssEss = Fr * fab.x + specularF90 * fab.y;\n\n\tlet Ess = fab.x + fab.y;\n\tlet Ems = 1.0 - Ess;\n\n\tlet Favg = Fr + (1.0 - Fr) * 0.047619; // 1/21\n\tlet Fms = FssEss * Favg / (1.0 - Ems * Favg);\n\n\t*singleScatter += FssEss;\n\t*multiScatter += Fms * Ems;\n}\n";
8
+ export default wgsl;
9
+ //# sourceMappingURL=iridescence.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"iridescence.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/iridescence.wgsl.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,QAAA,MAAM,IAAI,i5LAyJT,CAAC;AAEF,eAAO,MAAM,0BAA0B,i5LAAO,CAAC;AAC/C,eAAe,IAAI,CAAC"}
@@ -0,0 +1,162 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_iridescence (PRD-04 §8.12): same `a3d_` names,
3
+ * identical math (r185 iridescence_fragment.glsl.js:5-116,
4
+ * lights_physical_fragment.glsl.js:88-109, lights_fragment_begin.glsl.js:30-50).
5
+ */
6
+ const wgsl = /* wgsl */ `
7
+ const a3d_prd04_XYZ_TO_REC709 = mat3x3f(
8
+ vec3f( 3.2404542, -0.9692660, 0.0556434),
9
+ vec3f(-1.5371385, 1.8760108, -0.2040259),
10
+ vec3f(-0.4985314, 0.0415560, 1.0572252)
11
+ );
12
+
13
+ // Fresnel0 -> IOR (r185 iridescence_fragment.glsl.js:14-19).
14
+ fn a3dPrd04IridescenceFresnel0ToIor(fresnel0: vec3f) -> vec3f {
15
+ let sqrtF0 = sqrt(fresnel0);
16
+ return (vec3f(1.0) + sqrtF0) / (vec3f(1.0) - sqrtF0);
17
+ }
18
+
19
+ fn a3dPrd04IridescenceIorToFresnel0(transmittedIor: vec3f, incidentIor: f32) -> vec3f {
20
+ return pow2v((transmittedIor - vec3f(incidentIor)) / (transmittedIor + vec3f(incidentIor)));
21
+ }
22
+
23
+ fn a3dPrd04IridescenceIorToFresnel0f(transmittedIor: f32, incidentIor: f32) -> f32 {
24
+ return pow2((transmittedIor - incidentIor) / (transmittedIor + incidentIor));
25
+ }
26
+
27
+ // XYZ sensitivity curves in Fourier space — Belcour & Barla 2017
28
+ // (r185 evalSensitivity, iridescence_fragment.glsl.js:38-52).
29
+ fn a3dPrd04EvalSensitivity(OPD: f32, shift: vec3f) -> vec3f {
30
+ let phase = 2.0 * PI * OPD * 1.0e-9;
31
+ let val = vec3f(5.4856e-13, 4.4201e-13, 5.2481e-13);
32
+ let pos = vec3f(1.6810e+06, 1.7953e+06, 2.2084e+06);
33
+ let var_ = vec3f(4.3278e+09, 9.3046e+09, 6.6121e+09);
34
+
35
+ var xyz = val * sqrt(2.0 * PI * var_) * cos(pos * phase + shift) * exp(-pow2(phase) * var_);
36
+ xyz.x += 9.7470e-14 * sqrt(2.0 * PI * 4.5282e+09) * cos(2.2399e+06 * phase + shift[0]) * exp(-4.5282e+09 * pow2(phase));
37
+ xyz /= 1.0685e-7;
38
+
39
+ let rgb = a3d_prd04_XYZ_TO_REC709 * xyz;
40
+ return rgb;
41
+ }
42
+
43
+ // Thin-film Fresnel (r185 evalIridescence, iridescence_fragment.glsl.js:54-116).
44
+ fn a3dPrd04EvalIridescence(outsideIOR: f32, eta2: f32, cosTheta1: f32, thinFilmThickness: f32, baseF0: vec3f) -> vec3f {
45
+ var I: vec3f;
46
+
47
+ // Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0
48
+ let iridescenceIOR = mix(outsideIOR, eta2, smoothstep(0.0, 0.03, thinFilmThickness));
49
+ // Evaluate the cosTheta on the base layer (Snell law)
50
+ let sinTheta2Sq = pow2(outsideIOR / iridescenceIOR) * (1.0 - pow2(cosTheta1));
51
+
52
+ // Handle TIR:
53
+ let cosTheta2Sq = 1.0 - sinTheta2Sq;
54
+ if (cosTheta2Sq < 0.0) {
55
+ return vec3f(1.0);
56
+ }
57
+
58
+ let cosTheta2 = sqrt(cosTheta2Sq);
59
+
60
+ // First interface
61
+ let R0 = a3dPrd04IridescenceIorToFresnel0f(iridescenceIOR, outsideIOR);
62
+ let R12 = F_Schlick(vec3f(R0), 1.0, cosTheta1).x;
63
+ let T121 = 1.0 - R12;
64
+ var phi12 = 0.0;
65
+ if (iridescenceIOR < outsideIOR) {
66
+ phi12 = PI;
67
+ }
68
+ let phi21 = PI - phi12;
69
+
70
+ // Second interface
71
+ let baseIOR = a3dPrd04IridescenceFresnel0ToIor(clamp(baseF0, vec3f(0.0), vec3f(0.9999))); // guard against 1.0
72
+ let R1 = a3dPrd04IridescenceIorToFresnel0(baseIOR, iridescenceIOR);
73
+ let R23 = F_Schlick(R1, 1.0, cosTheta2);
74
+ var phi23 = vec3f(0.0);
75
+ if (baseIOR[0] < iridescenceIOR) {
76
+ phi23[0] = PI;
77
+ }
78
+ if (baseIOR[1] < iridescenceIOR) {
79
+ phi23[1] = PI;
80
+ }
81
+ if (baseIOR[2] < iridescenceIOR) {
82
+ phi23[2] = PI;
83
+ }
84
+
85
+ // Phase shift
86
+ let OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;
87
+ let phi = vec3f(phi21) + phi23;
88
+
89
+ // Compound terms
90
+ let R123 = clamp(R12 * R23, vec3f(1e-5), vec3f(0.9999));
91
+ let r123 = sqrt(R123);
92
+ let Rs = pow2(T121) * R23 / (vec3f(1.0) - R123);
93
+
94
+ // Reflectance term for m = 0 (DC term amplitude)
95
+ let C0 = R12 + Rs;
96
+ I = C0;
97
+
98
+ // Reflectance term for m > 0 (pairs of diracs)
99
+ var Cm = Rs - T121;
100
+ for (var m = 1; m <= 2; m++) {
101
+ Cm *= r123;
102
+ let Sm = 2.0 * a3dPrd04EvalSensitivity(f32(m) * OPD, f32(m) * phi);
103
+ I += Cm * Sm;
104
+ }
105
+
106
+ // Since out of gamut colors might be produced, negative color values are clamped to 0.
107
+ return max(I, vec3f(0.0));
108
+ }
109
+
110
+ // Factor resolution (r185 lights_physical_fragment.glsl.js:88-109 +
111
+ // lights_fragment_begin.glsl.js:30-40).
112
+ fn a3dPrd04IridescenceInit(lobes: ptr<function, A3DPrd04Lobes>, iridescenceFactor: f32, iridescenceIOR: f32, iridescenceTex: vec4f, thicknessTex: vec4f, thicknessMin: f32, thicknessMax: f32, specularColor: vec3f, diffuseColor: vec3f, metalness: f32, dotNV: f32) {
113
+ (*lobes).iridescence = iridescenceFactor * iridescenceTex.r;
114
+ (*lobes).iridescenceIOR = iridescenceIOR;
115
+ (*lobes).iridescenceThickness = (thicknessMax - thicknessMin) * thicknessTex.g + thicknessMin;
116
+
117
+ if ((*lobes).iridescenceThickness == 0.0) {
118
+ (*lobes).iridescence = 0.0;
119
+ } else {
120
+ (*lobes).iridescence = saturate((*lobes).iridescence);
121
+ }
122
+
123
+ if ((*lobes).iridescence > 0.0) {
124
+ let fresnelDielectric = a3dPrd04EvalIridescence(1.0, (*lobes).iridescenceIOR, dotNV, (*lobes).iridescenceThickness, specularColor);
125
+ let fresnelMetallic = a3dPrd04EvalIridescence(1.0, (*lobes).iridescenceIOR, dotNV, (*lobes).iridescenceThickness, diffuseColor);
126
+
127
+ (*lobes).iridescenceFresnel = mix(fresnelDielectric, fresnelMetallic, metalness);
128
+ (*lobes).iridescenceF0 = Schlick_to_F0((*lobes).iridescenceFresnel, 1.0, dotNV);
129
+ } else {
130
+ (*lobes).iridescenceFresnel = vec3f(0.0);
131
+ (*lobes).iridescenceF0 = vec3f(0.0);
132
+ }
133
+ }
134
+
135
+ // Direct-lobe Fresnel blend (r185 lights_physical_pars_fragment.glsl.js:170-174).
136
+ fn a3dPrd04IridescenceFresnelMix(F: vec3f, iridescenceFresnel: vec3f, iridescence: f32) -> vec3f {
137
+ return mix(F, iridescenceFresnel, iridescence);
138
+ }
139
+
140
+ // IBL multiscattering with thin-film F0 (r185 computeMultiscatteringIridescence,
141
+ // lights_physical_pars_fragment.glsl.js:389-419).
142
+ fn a3dPrd04ComputeMultiscatteringIridescence(normal: vec3f, viewDir: vec3f, specularColor: vec3f, specularF90: f32, iridescence: f32, iridescenceF0: vec3f, roughness: f32, singleScatter: ptr<function, vec3f>, multiScatter: ptr<function, vec3f>) {
143
+ let dotNV = saturate(dot(normal, viewDir));
144
+ let fab = a3dDFG(roughness, dotNV);
145
+
146
+ let Fr = mix(specularColor, iridescenceF0, iridescence);
147
+
148
+ let FssEss = Fr * fab.x + specularF90 * fab.y;
149
+
150
+ let Ess = fab.x + fab.y;
151
+ let Ems = 1.0 - Ess;
152
+
153
+ let Favg = Fr + (1.0 - Fr) * 0.047619; // 1/21
154
+ let Fms = FssEss * Favg / (1.0 - Ems * Favg);
155
+
156
+ *singleScatter += FssEss;
157
+ *multiScatter += Fms * Ems;
158
+ }
159
+ `;
160
+ export const A3D_PRD04_IRIDESCENCE_WGSL = wgsl;
161
+ export default wgsl;
162
+ //# sourceMappingURL=iridescence.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"iridescence.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/iridescence.wgsl.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyJvB,CAAC;AAEF,MAAM,CAAC,MAAM,0BAA0B,GAAG,IAAI,CAAC;AAC/C,eAAe,IAAI,CAAC"}
@@ -0,0 +1,9 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_sheen (PRD-04 §8.12): same `a3d_` names, identical
3
+ * math (r185 lights_physical_fragment.glsl.js:111-129,
4
+ * lights_physical_pars_fragment.glsl.js:321-375).
5
+ */
6
+ declare const wgsl = "\n// Factor resolution (r185 lights_physical_fragment.glsl.js:111-129).\nfn a3dPrd04SheenInit(lobes: ptr<function, A3DPrd04Lobes>, sheenColorFactor: vec3f, sheenRoughnessFactor: f32, colorTex: vec4f, roughnessTex: vec4f) {\n\t(*lobes).sheenColor = sheenColorFactor * colorTex.rgb;\n\t(*lobes).sheenRoughness = clamp(sheenRoughnessFactor, 0.0001, 1.0) * roughnessTex.a;\n}\n\n// Charlie distribution \u2014 Estevez and Kulla 2017\n// (r185 D_Charlie, lights_physical_pars_fragment.glsl.js:321-332).\nfn a3dPrd04DCharlie(roughness: f32, dotNH: f32) -> f32 {\n\tlet alpha = pow2(roughness);\n\n\tlet invAlpha = 1.0 / alpha;\n\tlet cos2h = dotNH * dotNH;\n\tlet sin2h = max(1.0 - cos2h, 0.0078125); // 2^(-14/2), so sin2h^2 > 0 in fp16\n\n\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\n\n// Neubelt visibility \u2014 Neubelt and Pettineo 2013\n// (r185 V_Neubelt, lights_physical_pars_fragment.glsl.js:335-340).\nfn a3dPrd04VNeubelt(dotNV: f32, dotNL: f32) -> f32 {\n\treturn saturate(1.0 / (4.0 * (dotNL + dotNV - dotNL * dotNV)));\n}\n\n// BRDF_Sheen = sheenColor * ( D_Charlie * V_Neubelt ) (r185 :342-355).\nfn a3dPrd04SheenDirect(lightDir: vec3f, viewDir: vec3f, normal: vec3f, sheenColor: vec3f, sheenRoughness: f32) -> vec3f {\n\tlet halfDir = normalize(lightDir + viewDir);\n\n\tlet dotNL = saturate(dot(normal, lightDir));\n\tlet dotNV = saturate(dot(normal, viewDir));\n\tlet dotNH = saturate(dot(normal, halfDir));\n\n\tlet D = a3dPrd04DCharlie(sheenRoughness, dotNH);\n\tlet V = a3dPrd04VNeubelt(dotNV, dotNL);\n\n\treturn sheenColor * (D * V);\n}\n\n// Curve-fit hemisphere integral of the Charlie BRDF \u2014 Estevez and Kulla 2017\n// (r185 IBLSheenBRDF, lights_physical_pars_fragment.glsl.js:361-375).\nfn a3dPrd04IBLSheen(dotNV: f32, roughness: f32) -> f32 {\n\tlet r2 = roughness * roughness;\n\tlet rInv = 1.0 / (roughness + 0.1);\n\n\tlet a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n\tlet b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n\n\tlet DG = exp(a * dotNV + b);\n\n\treturn saturate(DG);\n}\n\n// Indirect sheen term: irradiance * sheenColor * IBLSheenBRDF / PI\n// (r185 :587-589).\nfn a3dPrd04SheenIndirect(normal: vec3f, viewDir: vec3f, sheenRoughness: f32, sheenColor: vec3f, irradiance: vec3f) -> vec3f {\n\tlet sheenAlbedo = a3dPrd04IBLSheen(saturate(dot(normal, viewDir)), sheenRoughness);\n\n\treturn irradiance * sheenColor * sheenAlbedo * RECIPROCAL_PI;\n}\n\n// Direct-energy compensation factor: 1 - max3( sheenColor ) * max( V, L )\n// (r185 :547-552).\nfn a3dPrd04SheenEnergyCompensation(normal: vec3f, viewDir: vec3f, lightDir: vec3f, sheenColor: vec3f, sheenRoughness: f32) -> f32 {\n\tlet sheenAlbedoV = a3dPrd04IBLSheen(saturate(dot(normal, viewDir)), sheenRoughness);\n\tlet sheenAlbedoL = a3dPrd04IBLSheen(saturate(dot(normal, lightDir)), sheenRoughness);\n\n\treturn 1.0 - max3(sheenColor) * max(sheenAlbedoV, sheenAlbedoL);\n}\n\n// Indirect (diffuse) energy compensation (r185 :565-571).\nfn a3dPrd04SheenEnergyCompensationIndirect(normal: vec3f, viewDir: vec3f, sheenColor: vec3f, sheenRoughness: f32) -> f32 {\n\tlet sheenAlbedo = a3dPrd04IBLSheen(saturate(dot(normal, viewDir)), sheenRoughness);\n\n\treturn 1.0 - max3(sheenColor) * sheenAlbedo;\n}\n";
7
+ export declare const A3D_PRD04_SHEEN_WGSL = "\n// Factor resolution (r185 lights_physical_fragment.glsl.js:111-129).\nfn a3dPrd04SheenInit(lobes: ptr<function, A3DPrd04Lobes>, sheenColorFactor: vec3f, sheenRoughnessFactor: f32, colorTex: vec4f, roughnessTex: vec4f) {\n\t(*lobes).sheenColor = sheenColorFactor * colorTex.rgb;\n\t(*lobes).sheenRoughness = clamp(sheenRoughnessFactor, 0.0001, 1.0) * roughnessTex.a;\n}\n\n// Charlie distribution \u2014 Estevez and Kulla 2017\n// (r185 D_Charlie, lights_physical_pars_fragment.glsl.js:321-332).\nfn a3dPrd04DCharlie(roughness: f32, dotNH: f32) -> f32 {\n\tlet alpha = pow2(roughness);\n\n\tlet invAlpha = 1.0 / alpha;\n\tlet cos2h = dotNH * dotNH;\n\tlet sin2h = max(1.0 - cos2h, 0.0078125); // 2^(-14/2), so sin2h^2 > 0 in fp16\n\n\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\n\n// Neubelt visibility \u2014 Neubelt and Pettineo 2013\n// (r185 V_Neubelt, lights_physical_pars_fragment.glsl.js:335-340).\nfn a3dPrd04VNeubelt(dotNV: f32, dotNL: f32) -> f32 {\n\treturn saturate(1.0 / (4.0 * (dotNL + dotNV - dotNL * dotNV)));\n}\n\n// BRDF_Sheen = sheenColor * ( D_Charlie * V_Neubelt ) (r185 :342-355).\nfn a3dPrd04SheenDirect(lightDir: vec3f, viewDir: vec3f, normal: vec3f, sheenColor: vec3f, sheenRoughness: f32) -> vec3f {\n\tlet halfDir = normalize(lightDir + viewDir);\n\n\tlet dotNL = saturate(dot(normal, lightDir));\n\tlet dotNV = saturate(dot(normal, viewDir));\n\tlet dotNH = saturate(dot(normal, halfDir));\n\n\tlet D = a3dPrd04DCharlie(sheenRoughness, dotNH);\n\tlet V = a3dPrd04VNeubelt(dotNV, dotNL);\n\n\treturn sheenColor * (D * V);\n}\n\n// Curve-fit hemisphere integral of the Charlie BRDF \u2014 Estevez and Kulla 2017\n// (r185 IBLSheenBRDF, lights_physical_pars_fragment.glsl.js:361-375).\nfn a3dPrd04IBLSheen(dotNV: f32, roughness: f32) -> f32 {\n\tlet r2 = roughness * roughness;\n\tlet rInv = 1.0 / (roughness + 0.1);\n\n\tlet a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n\tlet b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n\n\tlet DG = exp(a * dotNV + b);\n\n\treturn saturate(DG);\n}\n\n// Indirect sheen term: irradiance * sheenColor * IBLSheenBRDF / PI\n// (r185 :587-589).\nfn a3dPrd04SheenIndirect(normal: vec3f, viewDir: vec3f, sheenRoughness: f32, sheenColor: vec3f, irradiance: vec3f) -> vec3f {\n\tlet sheenAlbedo = a3dPrd04IBLSheen(saturate(dot(normal, viewDir)), sheenRoughness);\n\n\treturn irradiance * sheenColor * sheenAlbedo * RECIPROCAL_PI;\n}\n\n// Direct-energy compensation factor: 1 - max3( sheenColor ) * max( V, L )\n// (r185 :547-552).\nfn a3dPrd04SheenEnergyCompensation(normal: vec3f, viewDir: vec3f, lightDir: vec3f, sheenColor: vec3f, sheenRoughness: f32) -> f32 {\n\tlet sheenAlbedoV = a3dPrd04IBLSheen(saturate(dot(normal, viewDir)), sheenRoughness);\n\tlet sheenAlbedoL = a3dPrd04IBLSheen(saturate(dot(normal, lightDir)), sheenRoughness);\n\n\treturn 1.0 - max3(sheenColor) * max(sheenAlbedoV, sheenAlbedoL);\n}\n\n// Indirect (diffuse) energy compensation (r185 :565-571).\nfn a3dPrd04SheenEnergyCompensationIndirect(normal: vec3f, viewDir: vec3f, sheenColor: vec3f, sheenRoughness: f32) -> f32 {\n\tlet sheenAlbedo = a3dPrd04IBLSheen(saturate(dot(normal, viewDir)), sheenRoughness);\n\n\treturn 1.0 - max3(sheenColor) * sheenAlbedo;\n}\n";
8
+ export default wgsl;
9
+ //# sourceMappingURL=sheen.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sheen.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/sheen.wgsl.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,QAAA,MAAM,IAAI,qsGA4ET,CAAC;AAEF,eAAO,MAAM,oBAAoB,qsGAAO,CAAC;AACzC,eAAe,IAAI,CAAC"}
@@ -0,0 +1,85 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_sheen (PRD-04 §8.12): same `a3d_` names, identical
3
+ * math (r185 lights_physical_fragment.glsl.js:111-129,
4
+ * lights_physical_pars_fragment.glsl.js:321-375).
5
+ */
6
+ const wgsl = /* wgsl */ `
7
+ // Factor resolution (r185 lights_physical_fragment.glsl.js:111-129).
8
+ fn a3dPrd04SheenInit(lobes: ptr<function, A3DPrd04Lobes>, sheenColorFactor: vec3f, sheenRoughnessFactor: f32, colorTex: vec4f, roughnessTex: vec4f) {
9
+ (*lobes).sheenColor = sheenColorFactor * colorTex.rgb;
10
+ (*lobes).sheenRoughness = clamp(sheenRoughnessFactor, 0.0001, 1.0) * roughnessTex.a;
11
+ }
12
+
13
+ // Charlie distribution — Estevez and Kulla 2017
14
+ // (r185 D_Charlie, lights_physical_pars_fragment.glsl.js:321-332).
15
+ fn a3dPrd04DCharlie(roughness: f32, dotNH: f32) -> f32 {
16
+ let alpha = pow2(roughness);
17
+
18
+ let invAlpha = 1.0 / alpha;
19
+ let cos2h = dotNH * dotNH;
20
+ let sin2h = max(1.0 - cos2h, 0.0078125); // 2^(-14/2), so sin2h^2 > 0 in fp16
21
+
22
+ return (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);
23
+ }
24
+
25
+ // Neubelt visibility — Neubelt and Pettineo 2013
26
+ // (r185 V_Neubelt, lights_physical_pars_fragment.glsl.js:335-340).
27
+ fn a3dPrd04VNeubelt(dotNV: f32, dotNL: f32) -> f32 {
28
+ return saturate(1.0 / (4.0 * (dotNL + dotNV - dotNL * dotNV)));
29
+ }
30
+
31
+ // BRDF_Sheen = sheenColor * ( D_Charlie * V_Neubelt ) (r185 :342-355).
32
+ fn a3dPrd04SheenDirect(lightDir: vec3f, viewDir: vec3f, normal: vec3f, sheenColor: vec3f, sheenRoughness: f32) -> vec3f {
33
+ let halfDir = normalize(lightDir + viewDir);
34
+
35
+ let dotNL = saturate(dot(normal, lightDir));
36
+ let dotNV = saturate(dot(normal, viewDir));
37
+ let dotNH = saturate(dot(normal, halfDir));
38
+
39
+ let D = a3dPrd04DCharlie(sheenRoughness, dotNH);
40
+ let V = a3dPrd04VNeubelt(dotNV, dotNL);
41
+
42
+ return sheenColor * (D * V);
43
+ }
44
+
45
+ // Curve-fit hemisphere integral of the Charlie BRDF — Estevez and Kulla 2017
46
+ // (r185 IBLSheenBRDF, lights_physical_pars_fragment.glsl.js:361-375).
47
+ fn a3dPrd04IBLSheen(dotNV: f32, roughness: f32) -> f32 {
48
+ let r2 = roughness * roughness;
49
+ let rInv = 1.0 / (roughness + 0.1);
50
+
51
+ let a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;
52
+ let b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;
53
+
54
+ let DG = exp(a * dotNV + b);
55
+
56
+ return saturate(DG);
57
+ }
58
+
59
+ // Indirect sheen term: irradiance * sheenColor * IBLSheenBRDF / PI
60
+ // (r185 :587-589).
61
+ fn a3dPrd04SheenIndirect(normal: vec3f, viewDir: vec3f, sheenRoughness: f32, sheenColor: vec3f, irradiance: vec3f) -> vec3f {
62
+ let sheenAlbedo = a3dPrd04IBLSheen(saturate(dot(normal, viewDir)), sheenRoughness);
63
+
64
+ return irradiance * sheenColor * sheenAlbedo * RECIPROCAL_PI;
65
+ }
66
+
67
+ // Direct-energy compensation factor: 1 - max3( sheenColor ) * max( V, L )
68
+ // (r185 :547-552).
69
+ fn a3dPrd04SheenEnergyCompensation(normal: vec3f, viewDir: vec3f, lightDir: vec3f, sheenColor: vec3f, sheenRoughness: f32) -> f32 {
70
+ let sheenAlbedoV = a3dPrd04IBLSheen(saturate(dot(normal, viewDir)), sheenRoughness);
71
+ let sheenAlbedoL = a3dPrd04IBLSheen(saturate(dot(normal, lightDir)), sheenRoughness);
72
+
73
+ return 1.0 - max3(sheenColor) * max(sheenAlbedoV, sheenAlbedoL);
74
+ }
75
+
76
+ // Indirect (diffuse) energy compensation (r185 :565-571).
77
+ fn a3dPrd04SheenEnergyCompensationIndirect(normal: vec3f, viewDir: vec3f, sheenColor: vec3f, sheenRoughness: f32) -> f32 {
78
+ let sheenAlbedo = a3dPrd04IBLSheen(saturate(dot(normal, viewDir)), sheenRoughness);
79
+
80
+ return 1.0 - max3(sheenColor) * sheenAlbedo;
81
+ }
82
+ `;
83
+ export const A3D_PRD04_SHEEN_WGSL = wgsl;
84
+ export default wgsl;
85
+ //# sourceMappingURL=sheen.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sheen.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/sheen.wgsl.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4EvB,CAAC;AAEF,MAAM,CAAC,MAAM,oBAAoB,GAAG,IAAI,CAAC;AACzC,eAAe,IAAI,CAAC"}
@@ -0,0 +1,10 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_specular_ior (PRD-04 §8.12): same `a3d_` names,
3
+ * identical math (r185 iridescence_fragment.glsl.js:14-33 +
4
+ * lights_physical_fragment.glsl.js:14-54). `pow2`/`pow2v`/`mix` come from the
5
+ * brdf twin shim; `pow2v` is the vec3 overload (WGSL has no overloading).
6
+ */
7
+ declare const wgsl = "\n// IOR <-> F0 conversion (r185 iridescence_fragment.glsl.js:14-33).\nfn a3dPrd04IorToF0(transmittedIor: vec3f, incidentIor: f32) -> vec3f {\n\treturn pow2v((transmittedIor - vec3f(incidentIor)) / (transmittedIor + vec3f(incidentIor)));\n}\n\nfn a3dPrd04IorToF0f(transmittedIor: f32, incidentIor: f32) -> f32 {\n\treturn pow2((transmittedIor - incidentIor) / (transmittedIor + incidentIor));\n}\n\nfn a3dPrd04F0ToIor(fresnel0: vec3f) -> vec3f {\n\tlet sqrtF0 = sqrt(fresnel0);\n\treturn (vec3f(1.0) + sqrtF0) / (vec3f(1.0) - sqrtF0);\n}\n\n// Resolve specular texture factors (r185 lights_physical_fragment.glsl.js:20-33).\n// Returns specularColorFactor * texel.rgb; *outSpecIntensity =\n// specularIntensity * texel.a.\nfn a3dPrd04SpecIorFactors(specularColorFactor: vec3f, specularIntensityFactor: f32, specularColorTexel: vec3f, specularIntensityTexel: f32, outSpecIntensity: ptr<function, f32>) -> vec3f {\n\t*outSpecIntensity = specularIntensityFactor * specularIntensityTexel;\n\treturn specularColorFactor * specularColorTexel;\n}\n\n// Dielectric specularColor from ior (r185 lights_physical_fragment.glsl.js:45).\nfn a3dPrd04SpecIorSpecularColor(ior: f32, specularColorFactor: vec3f, specularIntensity: f32) -> vec3f {\n\treturn min(a3dPrd04IorToF0(vec3f(ior), 1.0) * specularColorFactor, vec3f(1.0)) * specularIntensity;\n}\n\n// specularF90 = mix( specularIntensity, 1, metalness ) (r185 :35).\nfn a3dPrd04SpecIorSpecularF90(specularIntensity: f32, metallic: f32) -> f32 {\n\treturn mix(specularIntensity, 1.0, metallic);\n}\n\n// specularColorBlended = mix( specularColor, diffuseColor, metalness ) (r185 :46, :51).\nfn a3dPrd04SpecIorSpecularColorBlended(specularColor: vec3f, diffuseColor: vec3f, metallic: f32) -> vec3f {\n\treturn mix(specularColor, diffuseColor, metallic);\n}\n";
8
+ export declare const A3D_PRD04_SPECULAR_IOR_WGSL = "\n// IOR <-> F0 conversion (r185 iridescence_fragment.glsl.js:14-33).\nfn a3dPrd04IorToF0(transmittedIor: vec3f, incidentIor: f32) -> vec3f {\n\treturn pow2v((transmittedIor - vec3f(incidentIor)) / (transmittedIor + vec3f(incidentIor)));\n}\n\nfn a3dPrd04IorToF0f(transmittedIor: f32, incidentIor: f32) -> f32 {\n\treturn pow2((transmittedIor - incidentIor) / (transmittedIor + incidentIor));\n}\n\nfn a3dPrd04F0ToIor(fresnel0: vec3f) -> vec3f {\n\tlet sqrtF0 = sqrt(fresnel0);\n\treturn (vec3f(1.0) + sqrtF0) / (vec3f(1.0) - sqrtF0);\n}\n\n// Resolve specular texture factors (r185 lights_physical_fragment.glsl.js:20-33).\n// Returns specularColorFactor * texel.rgb; *outSpecIntensity =\n// specularIntensity * texel.a.\nfn a3dPrd04SpecIorFactors(specularColorFactor: vec3f, specularIntensityFactor: f32, specularColorTexel: vec3f, specularIntensityTexel: f32, outSpecIntensity: ptr<function, f32>) -> vec3f {\n\t*outSpecIntensity = specularIntensityFactor * specularIntensityTexel;\n\treturn specularColorFactor * specularColorTexel;\n}\n\n// Dielectric specularColor from ior (r185 lights_physical_fragment.glsl.js:45).\nfn a3dPrd04SpecIorSpecularColor(ior: f32, specularColorFactor: vec3f, specularIntensity: f32) -> vec3f {\n\treturn min(a3dPrd04IorToF0(vec3f(ior), 1.0) * specularColorFactor, vec3f(1.0)) * specularIntensity;\n}\n\n// specularF90 = mix( specularIntensity, 1, metalness ) (r185 :35).\nfn a3dPrd04SpecIorSpecularF90(specularIntensity: f32, metallic: f32) -> f32 {\n\treturn mix(specularIntensity, 1.0, metallic);\n}\n\n// specularColorBlended = mix( specularColor, diffuseColor, metalness ) (r185 :46, :51).\nfn a3dPrd04SpecIorSpecularColorBlended(specularColor: vec3f, diffuseColor: vec3f, metallic: f32) -> vec3f {\n\treturn mix(specularColor, diffuseColor, metallic);\n}\n";
9
+ export default wgsl;
10
+ //# sourceMappingURL=specular_ior.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"specular_ior.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/specular_ior.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,QAAA,MAAM,IAAI,0wDAqCT,CAAC;AAEF,eAAO,MAAM,2BAA2B,0wDAAO,CAAC;AAChD,eAAe,IAAI,CAAC"}
@@ -0,0 +1,47 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_specular_ior (PRD-04 §8.12): same `a3d_` names,
3
+ * identical math (r185 iridescence_fragment.glsl.js:14-33 +
4
+ * lights_physical_fragment.glsl.js:14-54). `pow2`/`pow2v`/`mix` come from the
5
+ * brdf twin shim; `pow2v` is the vec3 overload (WGSL has no overloading).
6
+ */
7
+ const wgsl = /* wgsl */ `
8
+ // IOR <-> F0 conversion (r185 iridescence_fragment.glsl.js:14-33).
9
+ fn a3dPrd04IorToF0(transmittedIor: vec3f, incidentIor: f32) -> vec3f {
10
+ return pow2v((transmittedIor - vec3f(incidentIor)) / (transmittedIor + vec3f(incidentIor)));
11
+ }
12
+
13
+ fn a3dPrd04IorToF0f(transmittedIor: f32, incidentIor: f32) -> f32 {
14
+ return pow2((transmittedIor - incidentIor) / (transmittedIor + incidentIor));
15
+ }
16
+
17
+ fn a3dPrd04F0ToIor(fresnel0: vec3f) -> vec3f {
18
+ let sqrtF0 = sqrt(fresnel0);
19
+ return (vec3f(1.0) + sqrtF0) / (vec3f(1.0) - sqrtF0);
20
+ }
21
+
22
+ // Resolve specular texture factors (r185 lights_physical_fragment.glsl.js:20-33).
23
+ // Returns specularColorFactor * texel.rgb; *outSpecIntensity =
24
+ // specularIntensity * texel.a.
25
+ fn a3dPrd04SpecIorFactors(specularColorFactor: vec3f, specularIntensityFactor: f32, specularColorTexel: vec3f, specularIntensityTexel: f32, outSpecIntensity: ptr<function, f32>) -> vec3f {
26
+ *outSpecIntensity = specularIntensityFactor * specularIntensityTexel;
27
+ return specularColorFactor * specularColorTexel;
28
+ }
29
+
30
+ // Dielectric specularColor from ior (r185 lights_physical_fragment.glsl.js:45).
31
+ fn a3dPrd04SpecIorSpecularColor(ior: f32, specularColorFactor: vec3f, specularIntensity: f32) -> vec3f {
32
+ return min(a3dPrd04IorToF0(vec3f(ior), 1.0) * specularColorFactor, vec3f(1.0)) * specularIntensity;
33
+ }
34
+
35
+ // specularF90 = mix( specularIntensity, 1, metalness ) (r185 :35).
36
+ fn a3dPrd04SpecIorSpecularF90(specularIntensity: f32, metallic: f32) -> f32 {
37
+ return mix(specularIntensity, 1.0, metallic);
38
+ }
39
+
40
+ // specularColorBlended = mix( specularColor, diffuseColor, metalness ) (r185 :46, :51).
41
+ fn a3dPrd04SpecIorSpecularColorBlended(specularColor: vec3f, diffuseColor: vec3f, metallic: f32) -> vec3f {
42
+ return mix(specularColor, diffuseColor, metallic);
43
+ }
44
+ `;
45
+ export const A3D_PRD04_SPECULAR_IOR_WGSL = wgsl;
46
+ export default wgsl;
47
+ //# sourceMappingURL=specular_ior.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"specular_ior.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/specular_ior.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqCvB,CAAC;AAEF,MAAM,CAAC,MAAM,2BAA2B,GAAG,IAAI,CAAC;AAChD,eAAe,IAAI,CAAC"}
@@ -0,0 +1,11 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_tangent_frame (PRD-04 §8.11/§8.12): same `a3d_`
3
+ * names, identical math (r185 normal_fragment_begin.glsl.js:24-48,
4
+ * normalmap_pars_fragment.glsl.js:20-39). §8.12: `dpdx`/`dpdy` for the
5
+ * derivative frame. The GLSL `A3D_STAGE_VERTEX`/`A3D_TANGENT_DERIVATIVE` guards
6
+ * are generator-time defines; the twin emits both arms.
7
+ */
8
+ declare const wgsl = "\n// Vertex arm: world-space tangent + preserved bitangent sign\n// (r185 defaultnormal_vertex path).\nfn a3dPrd04TangentWorld(skinnedModel: mat3x3f, tangent: vec4f) -> vec4f {\n\treturn vec4f(normalize(skinnedModel * tangent.xyz), tangent.w);\n}\n\n// Re-orthogonalized TBN from interpolated attributes (r185\n// normal_fragment_begin.glsl.js:24-28 + Gram-Schmidt; faceDirection applies\n// the double-sided flip to both axes, :42-47).\nfn a3dPrd04TangentFrame(normal: vec3f, tangent: vec4f, faceDirection: f32) -> mat3x3f {\n\tvar T = normalize(tangent.xyz);\n\tT = normalize(T - normal * dot(normal, T));\n\tlet B = cross(normal, T) * tangent.w;\n\n\tvar tbn = mat3x3f(T, B, normal);\n\n\ttbn[0] = tbn[0] * faceDirection;\n\ttbn[1] = tbn[1] * faceDirection;\n\n\treturn tbn;\n}\n\n// Derivative fallback frame \u2014 Normal Mapping Without Precomputed Tangents\n// (r185 getTangentFrame, normalmap_pars_fragment.glsl.js:20-39;\n// A3D_TANGENT_DERIVATIVE arm \u2014 the generator selects it only when the mesh\n// lacks a TANGENT attribute).\nfn a3dPrd04GetTangentFrame(eye_pos: vec3f, surf_norm: vec3f, uv: vec2f) -> mat3x3f {\n\tlet q0 = dpdx(eye_pos);\n\tlet q1 = dpdy(eye_pos);\n\tlet st0 = dpdx(uv);\n\tlet st1 = dpdy(uv);\n\n\tlet N = surf_norm; // normalized\n\n\tlet q1perp = cross(q1, N);\n\tlet q0perp = cross(N, q0);\n\n\tlet T = q1perp * st0.x + q0perp * st1.x;\n\tlet B = q1perp * st0.y + q0perp * st1.y;\n\n\tlet det = max(dot(T, T), dot(B, B));\n\tlet scale = select(inverseSqrt(det), 0.0, det == 0.0);\n\n\treturn mat3x3f(T * scale, B * scale, N);\n}\n";
9
+ export declare const A3D_PRD04_TANGENT_FRAME_WGSL = "\n// Vertex arm: world-space tangent + preserved bitangent sign\n// (r185 defaultnormal_vertex path).\nfn a3dPrd04TangentWorld(skinnedModel: mat3x3f, tangent: vec4f) -> vec4f {\n\treturn vec4f(normalize(skinnedModel * tangent.xyz), tangent.w);\n}\n\n// Re-orthogonalized TBN from interpolated attributes (r185\n// normal_fragment_begin.glsl.js:24-28 + Gram-Schmidt; faceDirection applies\n// the double-sided flip to both axes, :42-47).\nfn a3dPrd04TangentFrame(normal: vec3f, tangent: vec4f, faceDirection: f32) -> mat3x3f {\n\tvar T = normalize(tangent.xyz);\n\tT = normalize(T - normal * dot(normal, T));\n\tlet B = cross(normal, T) * tangent.w;\n\n\tvar tbn = mat3x3f(T, B, normal);\n\n\ttbn[0] = tbn[0] * faceDirection;\n\ttbn[1] = tbn[1] * faceDirection;\n\n\treturn tbn;\n}\n\n// Derivative fallback frame \u2014 Normal Mapping Without Precomputed Tangents\n// (r185 getTangentFrame, normalmap_pars_fragment.glsl.js:20-39;\n// A3D_TANGENT_DERIVATIVE arm \u2014 the generator selects it only when the mesh\n// lacks a TANGENT attribute).\nfn a3dPrd04GetTangentFrame(eye_pos: vec3f, surf_norm: vec3f, uv: vec2f) -> mat3x3f {\n\tlet q0 = dpdx(eye_pos);\n\tlet q1 = dpdy(eye_pos);\n\tlet st0 = dpdx(uv);\n\tlet st1 = dpdy(uv);\n\n\tlet N = surf_norm; // normalized\n\n\tlet q1perp = cross(q1, N);\n\tlet q0perp = cross(N, q0);\n\n\tlet T = q1perp * st0.x + q0perp * st1.x;\n\tlet B = q1perp * st0.y + q0perp * st1.y;\n\n\tlet det = max(dot(T, T), dot(B, B));\n\tlet scale = select(inverseSqrt(det), 0.0, det == 0.0);\n\n\treturn mat3x3f(T * scale, B * scale, N);\n}\n";
10
+ export default wgsl;
11
+ //# sourceMappingURL=tangent_frame.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"tangent_frame.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/tangent_frame.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AACH,QAAA,MAAM,IAAI,uiDA8CT,CAAC;AAEF,eAAO,MAAM,4BAA4B,uiDAAO,CAAC;AACjD,eAAe,IAAI,CAAC"}
@@ -0,0 +1,57 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_tangent_frame (PRD-04 §8.11/§8.12): same `a3d_`
3
+ * names, identical math (r185 normal_fragment_begin.glsl.js:24-48,
4
+ * normalmap_pars_fragment.glsl.js:20-39). §8.12: `dpdx`/`dpdy` for the
5
+ * derivative frame. The GLSL `A3D_STAGE_VERTEX`/`A3D_TANGENT_DERIVATIVE` guards
6
+ * are generator-time defines; the twin emits both arms.
7
+ */
8
+ const wgsl = /* wgsl */ `
9
+ // Vertex arm: world-space tangent + preserved bitangent sign
10
+ // (r185 defaultnormal_vertex path).
11
+ fn a3dPrd04TangentWorld(skinnedModel: mat3x3f, tangent: vec4f) -> vec4f {
12
+ return vec4f(normalize(skinnedModel * tangent.xyz), tangent.w);
13
+ }
14
+
15
+ // Re-orthogonalized TBN from interpolated attributes (r185
16
+ // normal_fragment_begin.glsl.js:24-28 + Gram-Schmidt; faceDirection applies
17
+ // the double-sided flip to both axes, :42-47).
18
+ fn a3dPrd04TangentFrame(normal: vec3f, tangent: vec4f, faceDirection: f32) -> mat3x3f {
19
+ var T = normalize(tangent.xyz);
20
+ T = normalize(T - normal * dot(normal, T));
21
+ let B = cross(normal, T) * tangent.w;
22
+
23
+ var tbn = mat3x3f(T, B, normal);
24
+
25
+ tbn[0] = tbn[0] * faceDirection;
26
+ tbn[1] = tbn[1] * faceDirection;
27
+
28
+ return tbn;
29
+ }
30
+
31
+ // Derivative fallback frame — Normal Mapping Without Precomputed Tangents
32
+ // (r185 getTangentFrame, normalmap_pars_fragment.glsl.js:20-39;
33
+ // A3D_TANGENT_DERIVATIVE arm — the generator selects it only when the mesh
34
+ // lacks a TANGENT attribute).
35
+ fn a3dPrd04GetTangentFrame(eye_pos: vec3f, surf_norm: vec3f, uv: vec2f) -> mat3x3f {
36
+ let q0 = dpdx(eye_pos);
37
+ let q1 = dpdy(eye_pos);
38
+ let st0 = dpdx(uv);
39
+ let st1 = dpdy(uv);
40
+
41
+ let N = surf_norm; // normalized
42
+
43
+ let q1perp = cross(q1, N);
44
+ let q0perp = cross(N, q0);
45
+
46
+ let T = q1perp * st0.x + q0perp * st1.x;
47
+ let B = q1perp * st0.y + q0perp * st1.y;
48
+
49
+ let det = max(dot(T, T), dot(B, B));
50
+ let scale = select(inverseSqrt(det), 0.0, det == 0.0);
51
+
52
+ return mat3x3f(T * scale, B * scale, N);
53
+ }
54
+ `;
55
+ export const A3D_PRD04_TANGENT_FRAME_WGSL = wgsl;
56
+ export default wgsl;
57
+ //# sourceMappingURL=tangent_frame.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"tangent_frame.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/tangent_frame.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AACH,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8CvB,CAAC;AAEF,MAAM,CAAC,MAAM,4BAA4B,GAAG,IAAI,CAAC;AACjD,eAAe,IAAI,CAAC"}
@@ -0,0 +1,14 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_transmission (PRD-04 §8.12): same `a3d_` names,
3
+ * identical math (r185 transmission_pars_fragment.glsl.js:32-233).
4
+ *
5
+ * §8.12 deltas vs the GLSL chunk: `textureSampleLevel` for LOD, a material
6
+ * uniform struct instead of loose `uniform mat4` globals, and separate
7
+ * `texture_2d`/`sampler` bindings. The `A3D_TRANSMISSION`/`A3D_TRANSMISSION_BICUBIC`
8
+ * guards are generator-time defines (C-29), so the twin emits all functions;
9
+ * the bicubic helpers stay inert until the generator selects them.
10
+ */
11
+ declare const wgsl = "\nstruct A3DPrd04TransmissionUniforms {\n\ttransmissionSamplerSize: vec2f,\n\tmodelMatrix: mat4x4f,\n\tprojectionMatrix: mat4x4f,\n\tviewMatrix: mat4x4f,\n}\n\n@group(1) @binding(30) var<uniform> a3d_prd04_transmission: A3DPrd04TransmissionUniforms;\n@group(1) @binding(31) var a3d_prd04_transmissionTex: texture_2d<f32>;\n@group(1) @binding(32) var a3d_prd04_transmissionSmp: sampler;\n\n// Mipped Bicubic Texture Filtering by N8\n// https://www.shadertoy.com/view/Dl2SDW\n// (r185 transmission_pars_fragment.glsl.js:35-119 \u2014 A3D_TRANSMISSION_BICUBIC arm)\nfn a3d_prd04_w0(a: f32) -> f32 {\n\treturn (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0);\n}\n\nfn a3d_prd04_w1(a: f32) -> f32 {\n\treturn (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0);\n}\n\nfn a3d_prd04_w2(a: f32) -> f32 {\n\treturn (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0);\n}\n\nfn a3d_prd04_w3(a: f32) -> f32 {\n\treturn (1.0 / 6.0) * (a * a * a);\n}\n\nfn a3d_prd04_g0(a: f32) -> f32 {\n\treturn a3d_prd04_w0(a) + a3d_prd04_w1(a);\n}\n\nfn a3d_prd04_g1(a: f32) -> f32 {\n\treturn a3d_prd04_w2(a) + a3d_prd04_w3(a);\n}\n\nfn a3d_prd04_h0(a: f32) -> f32 {\n\treturn -1.0 + a3d_prd04_w1(a) / (a3d_prd04_w0(a) + a3d_prd04_w1(a));\n}\n\nfn a3d_prd04_h1(a: f32) -> f32 {\n\treturn 1.0 + a3d_prd04_w3(a) / (a3d_prd04_w2(a) + a3d_prd04_w3(a));\n}\n\nfn a3d_prd04_bicubic(tex: texture_2d<f32>, smp: sampler, uv: vec2f, texelSize: vec4f, lod: f32) -> vec4f {\n\tlet uvScaled = uv * texelSize.zw + vec2f(0.5);\n\n\tlet iuv = floor(uvScaled);\n\tlet fuv = fract(uvScaled);\n\n\tlet g0x = a3d_prd04_g0(fuv.x);\n\tlet g1x = a3d_prd04_g1(fuv.x);\n\tlet h0x = a3d_prd04_h0(fuv.x);\n\tlet h1x = a3d_prd04_h1(fuv.x);\n\tlet h0y = a3d_prd04_h0(fuv.y);\n\tlet h1y = a3d_prd04_h1(fuv.y);\n\n\tlet p0 = (vec2f(iuv.x + h0x, iuv.y + h0y) - vec2f(0.5)) * texelSize.xy;\n\tlet p1 = (vec2f(iuv.x + h1x, iuv.y + h0y) - vec2f(0.5)) * texelSize.xy;\n\tlet p2 = (vec2f(iuv.x + h0x, iuv.y + h1y) - vec2f(0.5)) * texelSize.xy;\n\tlet p3 = (vec2f(iuv.x + h1x, iuv.y + h1y) - vec2f(0.5)) * texelSize.xy;\n\n\treturn a3d_prd04_g0(fuv.y) * (g0x * textureSampleLevel(tex, smp, p0, lod) + g1x * textureSampleLevel(tex, smp, p1, lod)) +\n\t\ta3d_prd04_g1(fuv.y) * (g0x * textureSampleLevel(tex, smp, p2, lod) + g1x * textureSampleLevel(tex, smp, p3, lod));\n}\n\nfn a3d_prd04_textureBicubic(tex: texture_2d<f32>, smp: sampler, uv: vec2f, lod: f32) -> vec4f {\n\tlet fLodSize = vec2f(textureDimensions(tex, u32(lod)));\n\tlet cLodSize = vec2f(textureDimensions(tex, u32(lod + 1.0)));\n\tlet fLodSizeInv = 1.0 / fLodSize;\n\tlet cLodSizeInv = 1.0 / cLodSize;\n\tlet fSample = a3d_prd04_bicubic(tex, smp, uv, vec4f(fLodSizeInv, fLodSize), floor(lod));\n\tlet cSample = a3d_prd04_bicubic(tex, smp, uv, vec4f(cLodSizeInv, cLodSize), ceil(lod));\n\treturn mix(fSample, cSample, fract(lod));\n}\n\n// Direction of refracted light through the volume (r185\n// getVolumeTransmissionRay, transmission_pars_fragment.glsl.js:121-135).\nfn a3dVolumeTransmissionRay(n: vec3f, v: vec3f, thickness: f32, ior: f32, modelMatrix: mat4x4f) -> vec3f {\n\tlet refractionVector = refract(-v, normalize(n), 1.0 / ior);\n\n\t// Compute rotation-independent scaling of the model matrix.\n\tvar modelScale: vec3f;\n\tmodelScale.x = length(modelMatrix[0].xyz);\n\tmodelScale.y = length(modelMatrix[1].xyz);\n\tmodelScale.z = length(modelMatrix[2].xyz);\n\n\t// The thickness is specified in local space.\n\treturn normalize(refractionVector) * thickness * modelScale;\n}\n\n// Scale roughness with IOR (r185 applyIorToRoughness,\n// transmission_pars_fragment.glsl.js:137-143).\nfn a3dApplyIorToRoughness(roughness: f32, ior: f32) -> f32 {\n\treturn roughness * clamp(ior * 2.0 - 2.0, 0.0, 1.0);\n}\n\n// Sample the opaque-scene copy at the mip implied by the IOR-scaled\n// roughness (r185 getTransmissionSample,\n// transmission_pars_fragment.glsl.js:145-150). fragCoord in [0,1] NDC-UV.\n// WGSL twin keeps the bicubic arm as a separate function the generator picks;\n// default arm is the plain textureSampleLevel.\nfn a3dTransmissionSample(fragCoord: vec2f, roughness: f32, ior: f32) -> vec4f {\n\tlet lod = log2(a3d_prd04_transmission.transmissionSamplerSize.x) * a3dApplyIorToRoughness(roughness, ior);\n\treturn textureSampleLevel(a3d_prd04_transmissionTex, a3d_prd04_transmissionSmp, fragCoord, lod);\n}\n\nfn a3dTransmissionSampleBicubic(fragCoord: vec2f, roughness: f32, ior: f32) -> vec4f {\n\tlet lod = log2(a3d_prd04_transmission.transmissionSamplerSize.x) * a3dApplyIorToRoughness(roughness, ior);\n\treturn a3d_prd04_textureBicubic(a3d_prd04_transmissionTex, a3d_prd04_transmissionSmp, fragCoord, lod);\n}\n\n// Screen-space refraction sample: NDC-UV for position + transmissionRay\n// (r185 getIBLVolumeRefraction projection block,\n// transmission_pars_fragment.glsl.js:188-195).\nfn a3dTransmissionCoords(exitPosition: vec3f, viewMatrix: mat4x4f, projMatrix: mat4x4f) -> vec2f {\n\tlet ndcPos = projMatrix * viewMatrix * vec4f(exitPosition, 1.0);\n\tvar refractionCoords = ndcPos.xy / ndcPos.w;\n\trefractionCoords += 1.0;\n\trefractionCoords /= 2.0;\n\treturn refractionCoords;\n}\n\n// Single-band volume refraction (r185 getIBLVolumeRefraction non-dispersion\n// arm, transmission_pars_fragment.glsl.js:206-231).\nfn a3dGetIBLVolumeRefraction(n: vec3f, v: vec3f, roughness: f32, diffuseColor: vec3f, specularColor: vec3f, specularF90: f32, position: vec3f, modelMatrix: mat4x4f, ior: f32, thickness: f32, attenuationColor: vec3f, attenuationDistance: f32) -> vec4f {\n\tlet transmissionRay = a3dVolumeTransmissionRay(n, v, thickness, ior, modelMatrix);\n\tlet refractedRayExit = position + transmissionRay;\n\n\tlet refractionCoords = a3dTransmissionCoords(refractedRayExit, a3d_prd04_transmission.viewMatrix, a3d_prd04_transmission.projectionMatrix);\n\n\tlet transmittedLight = a3dTransmissionSample(refractionCoords, roughness, ior);\n\tlet transmittance = diffuseColor * a3dVolumeAttenuation(length(transmissionRay), attenuationColor, attenuationDistance);\n\n\tlet attenuatedColor = transmittance * transmittedLight.rgb;\n\n\tlet F = a3dPrd04EnvironmentBRDF(n, v, specularColor, specularF90, roughness);\n\n\tlet transmittanceFactor = (transmittance.r + transmittance.g + transmittance.b) / 3.0;\n\n\treturn vec4f((1.0 - F) * attenuatedColor, 1.0 - (1.0 - transmittedLight.a) * transmittanceFactor);\n}\n";
12
+ export declare const A3D_PRD04_TRANSMISSION_WGSL = "\nstruct A3DPrd04TransmissionUniforms {\n\ttransmissionSamplerSize: vec2f,\n\tmodelMatrix: mat4x4f,\n\tprojectionMatrix: mat4x4f,\n\tviewMatrix: mat4x4f,\n}\n\n@group(1) @binding(30) var<uniform> a3d_prd04_transmission: A3DPrd04TransmissionUniforms;\n@group(1) @binding(31) var a3d_prd04_transmissionTex: texture_2d<f32>;\n@group(1) @binding(32) var a3d_prd04_transmissionSmp: sampler;\n\n// Mipped Bicubic Texture Filtering by N8\n// https://www.shadertoy.com/view/Dl2SDW\n// (r185 transmission_pars_fragment.glsl.js:35-119 \u2014 A3D_TRANSMISSION_BICUBIC arm)\nfn a3d_prd04_w0(a: f32) -> f32 {\n\treturn (1.0 / 6.0) * (a * (a * (-a + 3.0) - 3.0) + 1.0);\n}\n\nfn a3d_prd04_w1(a: f32) -> f32 {\n\treturn (1.0 / 6.0) * (a * a * (3.0 * a - 6.0) + 4.0);\n}\n\nfn a3d_prd04_w2(a: f32) -> f32 {\n\treturn (1.0 / 6.0) * (a * (a * (-3.0 * a + 3.0) + 3.0) + 1.0);\n}\n\nfn a3d_prd04_w3(a: f32) -> f32 {\n\treturn (1.0 / 6.0) * (a * a * a);\n}\n\nfn a3d_prd04_g0(a: f32) -> f32 {\n\treturn a3d_prd04_w0(a) + a3d_prd04_w1(a);\n}\n\nfn a3d_prd04_g1(a: f32) -> f32 {\n\treturn a3d_prd04_w2(a) + a3d_prd04_w3(a);\n}\n\nfn a3d_prd04_h0(a: f32) -> f32 {\n\treturn -1.0 + a3d_prd04_w1(a) / (a3d_prd04_w0(a) + a3d_prd04_w1(a));\n}\n\nfn a3d_prd04_h1(a: f32) -> f32 {\n\treturn 1.0 + a3d_prd04_w3(a) / (a3d_prd04_w2(a) + a3d_prd04_w3(a));\n}\n\nfn a3d_prd04_bicubic(tex: texture_2d<f32>, smp: sampler, uv: vec2f, texelSize: vec4f, lod: f32) -> vec4f {\n\tlet uvScaled = uv * texelSize.zw + vec2f(0.5);\n\n\tlet iuv = floor(uvScaled);\n\tlet fuv = fract(uvScaled);\n\n\tlet g0x = a3d_prd04_g0(fuv.x);\n\tlet g1x = a3d_prd04_g1(fuv.x);\n\tlet h0x = a3d_prd04_h0(fuv.x);\n\tlet h1x = a3d_prd04_h1(fuv.x);\n\tlet h0y = a3d_prd04_h0(fuv.y);\n\tlet h1y = a3d_prd04_h1(fuv.y);\n\n\tlet p0 = (vec2f(iuv.x + h0x, iuv.y + h0y) - vec2f(0.5)) * texelSize.xy;\n\tlet p1 = (vec2f(iuv.x + h1x, iuv.y + h0y) - vec2f(0.5)) * texelSize.xy;\n\tlet p2 = (vec2f(iuv.x + h0x, iuv.y + h1y) - vec2f(0.5)) * texelSize.xy;\n\tlet p3 = (vec2f(iuv.x + h1x, iuv.y + h1y) - vec2f(0.5)) * texelSize.xy;\n\n\treturn a3d_prd04_g0(fuv.y) * (g0x * textureSampleLevel(tex, smp, p0, lod) + g1x * textureSampleLevel(tex, smp, p1, lod)) +\n\t\ta3d_prd04_g1(fuv.y) * (g0x * textureSampleLevel(tex, smp, p2, lod) + g1x * textureSampleLevel(tex, smp, p3, lod));\n}\n\nfn a3d_prd04_textureBicubic(tex: texture_2d<f32>, smp: sampler, uv: vec2f, lod: f32) -> vec4f {\n\tlet fLodSize = vec2f(textureDimensions(tex, u32(lod)));\n\tlet cLodSize = vec2f(textureDimensions(tex, u32(lod + 1.0)));\n\tlet fLodSizeInv = 1.0 / fLodSize;\n\tlet cLodSizeInv = 1.0 / cLodSize;\n\tlet fSample = a3d_prd04_bicubic(tex, smp, uv, vec4f(fLodSizeInv, fLodSize), floor(lod));\n\tlet cSample = a3d_prd04_bicubic(tex, smp, uv, vec4f(cLodSizeInv, cLodSize), ceil(lod));\n\treturn mix(fSample, cSample, fract(lod));\n}\n\n// Direction of refracted light through the volume (r185\n// getVolumeTransmissionRay, transmission_pars_fragment.glsl.js:121-135).\nfn a3dVolumeTransmissionRay(n: vec3f, v: vec3f, thickness: f32, ior: f32, modelMatrix: mat4x4f) -> vec3f {\n\tlet refractionVector = refract(-v, normalize(n), 1.0 / ior);\n\n\t// Compute rotation-independent scaling of the model matrix.\n\tvar modelScale: vec3f;\n\tmodelScale.x = length(modelMatrix[0].xyz);\n\tmodelScale.y = length(modelMatrix[1].xyz);\n\tmodelScale.z = length(modelMatrix[2].xyz);\n\n\t// The thickness is specified in local space.\n\treturn normalize(refractionVector) * thickness * modelScale;\n}\n\n// Scale roughness with IOR (r185 applyIorToRoughness,\n// transmission_pars_fragment.glsl.js:137-143).\nfn a3dApplyIorToRoughness(roughness: f32, ior: f32) -> f32 {\n\treturn roughness * clamp(ior * 2.0 - 2.0, 0.0, 1.0);\n}\n\n// Sample the opaque-scene copy at the mip implied by the IOR-scaled\n// roughness (r185 getTransmissionSample,\n// transmission_pars_fragment.glsl.js:145-150). fragCoord in [0,1] NDC-UV.\n// WGSL twin keeps the bicubic arm as a separate function the generator picks;\n// default arm is the plain textureSampleLevel.\nfn a3dTransmissionSample(fragCoord: vec2f, roughness: f32, ior: f32) -> vec4f {\n\tlet lod = log2(a3d_prd04_transmission.transmissionSamplerSize.x) * a3dApplyIorToRoughness(roughness, ior);\n\treturn textureSampleLevel(a3d_prd04_transmissionTex, a3d_prd04_transmissionSmp, fragCoord, lod);\n}\n\nfn a3dTransmissionSampleBicubic(fragCoord: vec2f, roughness: f32, ior: f32) -> vec4f {\n\tlet lod = log2(a3d_prd04_transmission.transmissionSamplerSize.x) * a3dApplyIorToRoughness(roughness, ior);\n\treturn a3d_prd04_textureBicubic(a3d_prd04_transmissionTex, a3d_prd04_transmissionSmp, fragCoord, lod);\n}\n\n// Screen-space refraction sample: NDC-UV for position + transmissionRay\n// (r185 getIBLVolumeRefraction projection block,\n// transmission_pars_fragment.glsl.js:188-195).\nfn a3dTransmissionCoords(exitPosition: vec3f, viewMatrix: mat4x4f, projMatrix: mat4x4f) -> vec2f {\n\tlet ndcPos = projMatrix * viewMatrix * vec4f(exitPosition, 1.0);\n\tvar refractionCoords = ndcPos.xy / ndcPos.w;\n\trefractionCoords += 1.0;\n\trefractionCoords /= 2.0;\n\treturn refractionCoords;\n}\n\n// Single-band volume refraction (r185 getIBLVolumeRefraction non-dispersion\n// arm, transmission_pars_fragment.glsl.js:206-231).\nfn a3dGetIBLVolumeRefraction(n: vec3f, v: vec3f, roughness: f32, diffuseColor: vec3f, specularColor: vec3f, specularF90: f32, position: vec3f, modelMatrix: mat4x4f, ior: f32, thickness: f32, attenuationColor: vec3f, attenuationDistance: f32) -> vec4f {\n\tlet transmissionRay = a3dVolumeTransmissionRay(n, v, thickness, ior, modelMatrix);\n\tlet refractedRayExit = position + transmissionRay;\n\n\tlet refractionCoords = a3dTransmissionCoords(refractedRayExit, a3d_prd04_transmission.viewMatrix, a3d_prd04_transmission.projectionMatrix);\n\n\tlet transmittedLight = a3dTransmissionSample(refractionCoords, roughness, ior);\n\tlet transmittance = diffuseColor * a3dVolumeAttenuation(length(transmissionRay), attenuationColor, attenuationDistance);\n\n\tlet attenuatedColor = transmittance * transmittedLight.rgb;\n\n\tlet F = a3dPrd04EnvironmentBRDF(n, v, specularColor, specularF90, roughness);\n\n\tlet transmittanceFactor = (transmittance.r + transmittance.g + transmittance.b) / 3.0;\n\n\treturn vec4f((1.0 - F) * attenuatedColor, 1.0 - (1.0 - transmittedLight.a) * transmittanceFactor);\n}\n";
13
+ export default wgsl;
14
+ //# sourceMappingURL=transmission.wgsl.d.ts.map
@@ -0,0 +1 @@
1
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