@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.
- package/dist/BlendModes.d.ts +34 -0
- package/dist/BlendModes.d.ts.map +1 -0
- package/dist/BlendModes.js +42 -0
- package/dist/BlendModes.js.map +1 -0
- package/dist/CascadedShadowMaps.d.ts.map +1 -1
- package/dist/CascadedShadowMaps.js +3 -1
- package/dist/CascadedShadowMaps.js.map +1 -1
- package/dist/DepthPass.d.ts +18 -0
- package/dist/DepthPass.d.ts.map +1 -1
- package/dist/DepthPass.js +103 -20
- package/dist/DepthPass.js.map +1 -1
- package/dist/EnvironmentBackgroundPass.d.ts +7 -0
- package/dist/EnvironmentBackgroundPass.d.ts.map +1 -1
- package/dist/EnvironmentBackgroundPass.js +39 -14
- package/dist/EnvironmentBackgroundPass.js.map +1 -1
- package/dist/EnvironmentMapResources.d.ts +1 -1
- package/dist/EnvironmentMapResources.d.ts.map +1 -1
- package/dist/EnvironmentMapResources.js +19 -8
- package/dist/EnvironmentMapResources.js.map +1 -1
- package/dist/EnvironmentPlatform.d.ts +6 -0
- package/dist/EnvironmentPlatform.d.ts.map +1 -1
- package/dist/EnvironmentPlatform.js +3 -1
- package/dist/EnvironmentPlatform.js.map +1 -1
- package/dist/EnvironmentPreset.d.ts +7 -0
- package/dist/EnvironmentPreset.d.ts.map +1 -1
- package/dist/EnvironmentPreset.js +11 -11
- package/dist/EnvironmentPreset.js.map +1 -1
- package/dist/EnvironmentPresetPack.d.ts +16 -0
- package/dist/EnvironmentPresetPack.d.ts.map +1 -1
- package/dist/EnvironmentPresetPack.js +28 -0
- package/dist/EnvironmentPresetPack.js.map +1 -1
- package/dist/ExtensionScalarAtlas.d.ts +18 -0
- package/dist/ExtensionScalarAtlas.d.ts.map +1 -0
- package/dist/ExtensionScalarAtlas.js +107 -0
- package/dist/ExtensionScalarAtlas.js.map +1 -0
- package/dist/ExternalParityRenderPreset.d.ts +15 -1
- package/dist/ExternalParityRenderPreset.d.ts.map +1 -1
- package/dist/ExternalParityRenderPreset.js +52 -7
- package/dist/ExternalParityRenderPreset.js.map +1 -1
- package/dist/ForwardPass.d.ts +240 -50
- package/dist/ForwardPass.d.ts.map +1 -1
- package/dist/ForwardPass.js +845 -866
- package/dist/ForwardPass.js.map +1 -1
- package/dist/Geometry.d.ts +44 -1
- package/dist/Geometry.d.ts.map +1 -1
- package/dist/Geometry.js +174 -24
- package/dist/Geometry.js.map +1 -1
- package/dist/InstancedPBRMaterial.d.ts +5 -0
- package/dist/InstancedPBRMaterial.d.ts.map +1 -1
- package/dist/InstancedPBRMaterial.js +7 -0
- package/dist/InstancedPBRMaterial.js.map +1 -1
- package/dist/LeanWebGL2Device.d.ts +265 -0
- package/dist/LeanWebGL2Device.d.ts.map +1 -0
- package/dist/LeanWebGL2Device.js +4001 -0
- package/dist/LeanWebGL2Device.js.map +1 -0
- package/dist/LightCollector.d.ts +8 -0
- package/dist/LightCollector.d.ts.map +1 -1
- package/dist/LightCollector.js +1 -1
- package/dist/LightCollector.js.map +1 -1
- package/dist/LightUniforms.d.ts +78 -0
- package/dist/LightUniforms.d.ts.map +1 -1
- package/dist/LightUniforms.js +100 -0
- package/dist/LightUniforms.js.map +1 -1
- package/dist/Material.d.ts +15 -0
- package/dist/Material.d.ts.map +1 -1
- package/dist/Material.js +19 -2
- package/dist/Material.js.map +1 -1
- package/dist/MaterialBinding.d.ts +10 -0
- package/dist/MaterialBinding.d.ts.map +1 -1
- package/dist/MaterialBinding.js +92 -2
- package/dist/MaterialBinding.js.map +1 -1
- package/dist/MaterialPresets.d.ts +60 -0
- package/dist/MaterialPresets.d.ts.map +1 -1
- package/dist/MaterialPresets.js +212 -0
- package/dist/MaterialPresets.js.map +1 -1
- package/dist/NormalMappedPBRMaterial.d.ts +5 -0
- package/dist/NormalMappedPBRMaterial.d.ts.map +1 -1
- package/dist/NormalMappedPBRMaterial.js +7 -0
- package/dist/NormalMappedPBRMaterial.js.map +1 -1
- package/dist/OceanSurface.d.ts +8 -0
- package/dist/OceanSurface.d.ts.map +1 -1
- package/dist/OceanSurface.js +10 -79
- package/dist/OceanSurface.js.map +1 -1
- package/dist/PBRLightingDefaults.d.ts +8 -0
- package/dist/PBRLightingDefaults.d.ts.map +1 -1
- package/dist/PBRLightingDefaults.js +8 -0
- package/dist/PBRLightingDefaults.js.map +1 -1
- package/dist/PBRMaterial.d.ts +5 -0
- package/dist/PBRMaterial.d.ts.map +1 -1
- package/dist/PBRMaterial.js +7 -0
- package/dist/PBRMaterial.js.map +1 -1
- package/dist/PlanarReflection.d.ts +2 -2
- package/dist/PlanarReflection.js +3 -3
- package/dist/PlanarReflection.js.map +1 -1
- package/dist/PostProcessPass.d.ts +8 -473
- package/dist/PostProcessPass.d.ts.map +1 -1
- package/dist/PostProcessPass.js +6 -1984
- package/dist/PostProcessPass.js.map +1 -1
- package/dist/ProceduralMaterialTextures.d.ts +28 -0
- package/dist/ProceduralMaterialTextures.d.ts.map +1 -0
- package/dist/ProceduralMaterialTextures.js +217 -0
- package/dist/ProceduralMaterialTextures.js.map +1 -0
- package/dist/ProjectionMath.d.ts +3 -0
- package/dist/ProjectionMath.d.ts.map +1 -0
- package/dist/ProjectionMath.js +26 -0
- package/dist/ProjectionMath.js.map +1 -0
- package/dist/ReflectionProbe.d.ts.map +1 -1
- package/dist/ReflectionProbe.js +4 -1
- package/dist/ReflectionProbe.js.map +1 -1
- package/dist/ReflectionSurfaces.d.ts +4 -1
- package/dist/ReflectionSurfaces.d.ts.map +1 -1
- package/dist/ReflectionSurfaces.js +10 -1
- package/dist/ReflectionSurfaces.js.map +1 -1
- package/dist/RenderBackend.d.ts +2 -0
- package/dist/RenderBackend.d.ts.map +1 -1
- package/dist/RenderBackend.js +3 -0
- package/dist/RenderBackend.js.map +1 -1
- package/dist/RenderDevice.d.ts +97 -5
- package/dist/RenderDevice.d.ts.map +1 -1
- package/dist/RenderDevice.js +166 -9
- package/dist/RenderDevice.js.map +1 -1
- package/dist/RenderGraph.d.ts.map +1 -1
- package/dist/RenderGraph.js +17 -0
- package/dist/RenderGraph.js.map +1 -1
- package/dist/RenderPass.d.ts +7 -0
- package/dist/RenderPass.d.ts.map +1 -1
- package/dist/RenderPass.js.map +1 -1
- package/dist/RenderPipeline.d.ts +5 -0
- package/dist/RenderPipeline.d.ts.map +1 -1
- package/dist/RenderPipeline.js +6 -0
- package/dist/RenderPipeline.js.map +1 -1
- package/dist/Renderer.d.ts +270 -66
- package/dist/Renderer.d.ts.map +1 -1
- package/dist/Renderer.js +970 -1249
- package/dist/Renderer.js.map +1 -1
- package/dist/RendererPostprocessPlan.d.ts +20 -3
- package/dist/RendererPostprocessPlan.d.ts.map +1 -1
- package/dist/RendererPostprocessPlan.js +32 -4
- package/dist/RendererPostprocessPlan.js.map +1 -1
- package/dist/RendererTiming.d.ts +27 -0
- package/dist/RendererTiming.d.ts.map +1 -1
- package/dist/RendererTiming.js +179 -12
- package/dist/RendererTiming.js.map +1 -1
- package/dist/ResolutionGovernor.d.ts +56 -0
- package/dist/ResolutionGovernor.d.ts.map +1 -0
- package/dist/ResolutionGovernor.js +87 -0
- package/dist/ResolutionGovernor.js.map +1 -0
- package/dist/Sampler.d.ts +34 -1
- package/dist/Sampler.d.ts.map +1 -1
- package/dist/Sampler.js +55 -2
- package/dist/Sampler.js.map +1 -1
- package/dist/ScreenSpaceReflectionPass.d.ts +43 -0
- package/dist/ScreenSpaceReflectionPass.d.ts.map +1 -0
- package/dist/ScreenSpaceReflectionPass.js +58 -0
- package/dist/ScreenSpaceReflectionPass.js.map +1 -0
- package/dist/ShaderLibrary.d.ts.map +1 -1
- package/dist/ShaderLibrary.js +183 -207
- package/dist/ShaderLibrary.js.map +1 -1
- package/dist/ShaderLibraryCore.d.ts +3 -0
- package/dist/ShaderLibraryCore.d.ts.map +1 -1
- package/dist/ShaderLibraryCore.js +6 -2
- package/dist/ShaderLibraryCore.js.map +1 -1
- package/dist/ShaderModule.d.ts +7 -1
- package/dist/ShaderModule.d.ts.map +1 -1
- package/dist/ShaderModule.js +20 -5
- package/dist/ShaderModule.js.map +1 -1
- package/dist/ShadowPass.d.ts.map +1 -1
- package/dist/ShadowPass.js +14 -7
- package/dist/ShadowPass.js.map +1 -1
- package/dist/SkinnedLitMaterial.d.ts +5 -0
- package/dist/SkinnedLitMaterial.d.ts.map +1 -1
- package/dist/SkinnedLitMaterial.js +13 -0
- package/dist/SkinnedLitMaterial.js.map +1 -1
- package/dist/SkinningBounds.d.ts +18 -0
- package/dist/SkinningBounds.d.ts.map +1 -1
- package/dist/SkinningBounds.js +78 -0
- package/dist/SkinningBounds.js.map +1 -1
- package/dist/SkinningPaletteTextureCache.d.ts +117 -0
- package/dist/SkinningPaletteTextureCache.d.ts.map +1 -0
- package/dist/SkinningPaletteTextureCache.js +205 -0
- package/dist/SkinningPaletteTextureCache.js.map +1 -0
- package/dist/SkinningUniforms.d.ts +56 -0
- package/dist/SkinningUniforms.d.ts.map +1 -0
- package/dist/SkinningUniforms.js +262 -0
- package/dist/SkinningUniforms.js.map +1 -0
- package/dist/TemporalHistory.d.ts +70 -0
- package/dist/TemporalHistory.d.ts.map +1 -0
- package/dist/TemporalHistory.js +218 -0
- package/dist/TemporalHistory.js.map +1 -0
- package/dist/TemporalMath.d.ts +3 -0
- package/dist/TemporalMath.d.ts.map +1 -0
- package/dist/TemporalMath.js +9 -0
- package/dist/TemporalMath.js.map +1 -0
- package/dist/TerrainHeightfield.d.ts +12 -0
- package/dist/TerrainHeightfield.d.ts.map +1 -1
- package/dist/TerrainHeightfield.js +29 -6
- package/dist/TerrainHeightfield.js.map +1 -1
- package/dist/TerrainTiles.d.ts +40 -10
- package/dist/TerrainTiles.d.ts.map +1 -1
- package/dist/TerrainTiles.js +18 -57
- package/dist/TerrainTiles.js.map +1 -1
- package/dist/Texture.d.ts +47 -2
- package/dist/Texture.d.ts.map +1 -1
- package/dist/Texture.js +119 -3
- package/dist/Texture.js.map +1 -1
- package/dist/TexturedPBRMaterial.d.ts +27 -0
- package/dist/TexturedPBRMaterial.d.ts.map +1 -1
- package/dist/TexturedPBRMaterial.js +137 -23
- package/dist/TexturedPBRMaterial.js.map +1 -1
- package/dist/TransmissionRenderTarget.d.ts +33 -0
- package/dist/TransmissionRenderTarget.d.ts.map +1 -0
- package/dist/TransmissionRenderTarget.js +61 -0
- package/dist/TransmissionRenderTarget.js.map +1 -0
- package/dist/VegetationScatter.js +1 -1
- package/dist/VegetationScatter.js.map +1 -1
- package/dist/VolumetricFog.d.ts +42 -0
- package/dist/VolumetricFog.d.ts.map +1 -1
- package/dist/VolumetricFog.js +52 -1
- package/dist/VolumetricFog.js.map +1 -1
- package/dist/WaterSurface.d.ts +5 -0
- package/dist/WaterSurface.d.ts.map +1 -1
- package/dist/WaterSurface.js +5 -0
- package/dist/WaterSurface.js.map +1 -1
- package/dist/WebGL2Device.d.ts +159 -198
- package/dist/WebGL2Device.d.ts.map +1 -1
- package/dist/WebGL2Device.js +797 -3443
- package/dist/WebGL2Device.js.map +1 -1
- package/dist/WebGL2StateCache.d.ts +15 -1
- package/dist/WebGL2StateCache.d.ts.map +1 -1
- package/dist/WebGL2StateCache.js +31 -2
- package/dist/WebGL2StateCache.js.map +1 -1
- package/dist/WebGPUDevice.d.ts +16 -9
- package/dist/WebGPUDevice.d.ts.map +1 -1
- package/dist/WebGPUDevice.js +343 -618
- package/dist/WebGPUDevice.js.map +1 -1
- package/dist/WebGPUExtensionAtlas.d.ts +6 -0
- package/dist/WebGPUExtensionAtlas.d.ts.map +1 -0
- package/dist/WebGPUExtensionAtlas.js +225 -0
- package/dist/WebGPUExtensionAtlas.js.map +1 -0
- package/dist/WebGPUSkinningLimits.d.ts +10 -1
- package/dist/WebGPUSkinningLimits.d.ts.map +1 -1
- package/dist/WebGPUSkinningLimits.js +15 -1
- package/dist/WebGPUSkinningLimits.js.map +1 -1
- package/dist/advanced-runtime/index.d.ts +6 -2
- package/dist/advanced-runtime/index.d.ts.map +1 -1
- package/dist/advanced-runtime/index.js +0 -1
- package/dist/advanced-runtime/index.js.map +1 -1
- package/dist/animation/AnimationRenderPreset.d.ts +1 -1
- package/dist/animation/AnimationRenderPreset.d.ts.map +1 -1
- package/dist/animation/AnimationRenderPreset.js +1 -1
- package/dist/animation/AnimationRenderPreset.js.map +1 -1
- package/dist/animation/applyAnimationRenderPreset.d.ts +1 -1
- package/dist/animation/applyAnimationRenderPreset.d.ts.map +1 -1
- package/dist/animation/index.d.ts +2 -1
- package/dist/animation/index.d.ts.map +1 -1
- package/dist/animation/index.js +1 -1
- package/dist/animation/index.js.map +1 -1
- package/dist/atmosphere/CloudLayer.d.ts +24 -0
- package/dist/atmosphere/CloudLayer.d.ts.map +1 -0
- package/dist/atmosphere/CloudLayer.js +30 -0
- package/dist/atmosphere/CloudLayer.js.map +1 -0
- package/dist/atmosphere/FogVolumes.d.ts +30 -0
- package/dist/atmosphere/FogVolumes.d.ts.map +1 -0
- package/dist/atmosphere/FogVolumes.js +96 -0
- package/dist/atmosphere/FogVolumes.js.map +1 -0
- package/dist/atmosphere/GradientSky.d.ts +40 -0
- package/dist/atmosphere/GradientSky.d.ts.map +1 -0
- package/dist/atmosphere/GradientSky.js +75 -0
- package/dist/atmosphere/GradientSky.js.map +1 -0
- package/dist/atmosphere/HeightFog.d.ts +154 -0
- package/dist/atmosphere/HeightFog.d.ts.map +1 -0
- package/dist/atmosphere/HeightFog.js +379 -0
- package/dist/atmosphere/HeightFog.js.map +1 -0
- package/dist/atmosphere/PreethamSky.d.ts +38 -0
- package/dist/atmosphere/PreethamSky.d.ts.map +1 -0
- package/dist/atmosphere/PreethamSky.js +150 -0
- package/dist/atmosphere/PreethamSky.js.map +1 -0
- package/dist/atmosphere/SkyBackgroundPass.d.ts +63 -0
- package/dist/atmosphere/SkyBackgroundPass.d.ts.map +1 -0
- package/dist/atmosphere/SkyBackgroundPass.js +233 -0
- package/dist/atmosphere/SkyBackgroundPass.js.map +1 -0
- package/dist/atmosphere/SkyCaptureAdapter.d.ts +45 -0
- package/dist/atmosphere/SkyCaptureAdapter.d.ts.map +1 -0
- package/dist/atmosphere/SkyCaptureAdapter.js +65 -0
- package/dist/atmosphere/SkyCaptureAdapter.js.map +1 -0
- package/dist/atmosphere/SkyEval.d.ts +56 -0
- package/dist/atmosphere/SkyEval.d.ts.map +1 -0
- package/dist/atmosphere/SkyEval.js +99 -0
- package/dist/atmosphere/SkyEval.js.map +1 -0
- package/dist/atmosphere/StarField.d.ts +26 -0
- package/dist/atmosphere/StarField.d.ts.map +1 -0
- package/dist/atmosphere/StarField.js +31 -0
- package/dist/atmosphere/StarField.js.map +1 -0
- package/dist/atmosphere/VolumetricFogPass.d.ts +69 -0
- package/dist/atmosphere/VolumetricFogPass.d.ts.map +1 -0
- package/dist/atmosphere/VolumetricFogPass.js +265 -0
- package/dist/atmosphere/VolumetricFogPass.js.map +1 -0
- package/dist/atmosphere/fogChunks.d.ts +8 -0
- package/dist/atmosphere/fogChunks.d.ts.map +1 -0
- package/dist/atmosphere/fogChunks.js +39 -0
- package/dist/atmosphere/fogChunks.js.map +1 -0
- package/dist/atmosphere/fogUniformStore.d.ts +20 -0
- package/dist/atmosphere/fogUniformStore.d.ts.map +1 -0
- package/dist/atmosphere/fogUniformStore.js +45 -0
- package/dist/atmosphere/fogUniformStore.js.map +1 -0
- package/dist/atmosphere/shaders/fog.glsl.d.ts +10 -0
- package/dist/atmosphere/shaders/fog.glsl.d.ts.map +1 -0
- package/dist/atmosphere/shaders/fog.glsl.js +161 -0
- package/dist/atmosphere/shaders/fog.glsl.js.map +1 -0
- package/dist/atmosphere/shaders/volumetric-apply.glsl.d.ts +3 -0
- package/dist/atmosphere/shaders/volumetric-apply.glsl.d.ts.map +1 -0
- package/dist/atmosphere/shaders/volumetric-apply.glsl.js +61 -0
- package/dist/atmosphere/shaders/volumetric-apply.glsl.js.map +1 -0
- package/dist/atmosphere/shaders/volumetric-inject.glsl.d.ts +4 -0
- package/dist/atmosphere/shaders/volumetric-inject.glsl.d.ts.map +1 -0
- package/dist/atmosphere/shaders/volumetric-inject.glsl.js +129 -0
- package/dist/atmosphere/shaders/volumetric-inject.glsl.js.map +1 -0
- package/dist/atmosphere/shaders/volumetric-integrate.glsl.d.ts +3 -0
- package/dist/atmosphere/shaders/volumetric-integrate.glsl.d.ts.map +1 -0
- package/dist/atmosphere/shaders/volumetric-integrate.glsl.js +55 -0
- package/dist/atmosphere/shaders/volumetric-integrate.glsl.js.map +1 -0
- package/dist/atmosphere/shaders/wetness.glsl.d.ts +34 -0
- package/dist/atmosphere/shaders/wetness.glsl.d.ts.map +1 -0
- package/dist/atmosphere/shaders/wetness.glsl.js +101 -0
- package/dist/atmosphere/shaders/wetness.glsl.js.map +1 -0
- package/dist/atmosphere/sky.glsl.d.ts +8 -0
- package/dist/atmosphere/sky.glsl.d.ts.map +1 -0
- package/dist/atmosphere/sky.glsl.js +249 -0
- package/dist/atmosphere/sky.glsl.js.map +1 -0
- package/dist/batching/BatchedGeometryPool.d.ts +72 -0
- package/dist/batching/BatchedGeometryPool.d.ts.map +1 -0
- package/dist/batching/BatchedGeometryPool.js +138 -0
- package/dist/batching/BatchedGeometryPool.js.map +1 -0
- package/dist/batching/ContentKeys.d.ts +29 -0
- package/dist/batching/ContentKeys.d.ts.map +1 -0
- package/dist/batching/ContentKeys.js +220 -0
- package/dist/batching/ContentKeys.js.map +1 -0
- package/dist/batching/DrawDataTexture.d.ts +51 -0
- package/dist/batching/DrawDataTexture.d.ts.map +1 -0
- package/dist/batching/DrawDataTexture.js +99 -0
- package/dist/batching/DrawDataTexture.js.map +1 -0
- package/dist/batching/MultiDrawBatch.d.ts +64 -0
- package/dist/batching/MultiDrawBatch.d.ts.map +1 -0
- package/dist/batching/MultiDrawBatch.js +103 -0
- package/dist/batching/MultiDrawBatch.js.map +1 -0
- package/dist/batching/StaticMergePlanner.d.ts +80 -0
- package/dist/batching/StaticMergePlanner.d.ts.map +1 -0
- package/dist/batching/StaticMergePlanner.js +323 -0
- package/dist/batching/StaticMergePlanner.js.map +1 -0
- package/dist/batching/index.d.ts +8 -0
- package/dist/batching/index.d.ts.map +1 -0
- package/dist/batching/index.js +8 -0
- package/dist/batching/index.js.map +1 -0
- package/dist/batching/shaders/drawId.glsl.d.ts +29 -0
- package/dist/batching/shaders/drawId.glsl.d.ts.map +1 -0
- package/dist/batching/shaders/drawId.glsl.js +93 -0
- package/dist/batching/shaders/drawId.glsl.js.map +1 -0
- package/dist/batching/shaders/instanceEmissive.glsl.d.ts +16 -0
- package/dist/batching/shaders/instanceEmissive.glsl.d.ts.map +1 -0
- package/dist/batching/shaders/instanceEmissive.glsl.js +63 -0
- package/dist/batching/shaders/instanceEmissive.glsl.js.map +1 -0
- package/dist/cinematic/BloomPass.d.ts +5 -9
- package/dist/cinematic/BloomPass.d.ts.map +1 -1
- package/dist/cinematic/BloomPass.js +5 -17
- package/dist/cinematic/BloomPass.js.map +1 -1
- package/dist/cinematic/DepthHazePass.d.ts +5 -11
- package/dist/cinematic/DepthHazePass.d.ts.map +1 -1
- package/dist/cinematic/DepthHazePass.js +5 -19
- package/dist/cinematic/DepthHazePass.js.map +1 -1
- package/dist/cinematic/FilmGrainPass.d.ts +5 -8
- package/dist/cinematic/FilmGrainPass.d.ts.map +1 -1
- package/dist/cinematic/FilmGrainPass.js +5 -16
- package/dist/cinematic/FilmGrainPass.js.map +1 -1
- package/dist/cinematic/VignettePass.d.ts +5 -9
- package/dist/cinematic/VignettePass.d.ts.map +1 -1
- package/dist/cinematic/VignettePass.js +5 -16
- package/dist/cinematic/VignettePass.js.map +1 -1
- package/dist/cinematic/index.d.ts +2 -1
- package/dist/cinematic/index.d.ts.map +1 -1
- package/dist/cinematic/index.js +1 -1
- package/dist/cinematic/index.js.map +1 -1
- package/dist/contracts/atmosphere.d.ts +30 -0
- package/dist/contracts/atmosphere.d.ts.map +1 -0
- package/dist/contracts/atmosphere.js +42 -0
- package/dist/contracts/atmosphere.js.map +1 -0
- package/dist/contracts/blend.d.ts +28 -0
- package/dist/contracts/blend.d.ts.map +1 -0
- package/dist/contracts/blend.js +73 -0
- package/dist/contracts/blend.js.map +1 -0
- package/dist/contracts/core.d.ts +47 -0
- package/dist/contracts/core.d.ts.map +1 -0
- package/dist/contracts/core.js +70 -0
- package/dist/contracts/core.js.map +1 -0
- package/dist/contracts/deform.d.ts +38 -0
- package/dist/contracts/deform.d.ts.map +1 -0
- package/dist/contracts/deform.js +14 -0
- package/dist/contracts/deform.js.map +1 -0
- package/dist/contracts/device.d.ts +71 -0
- package/dist/contracts/device.d.ts.map +1 -0
- package/dist/contracts/device.js +97 -0
- package/dist/contracts/device.js.map +1 -0
- package/dist/contracts/environment.d.ts +55 -0
- package/dist/contracts/environment.d.ts.map +1 -0
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- package/dist/world/vegetation/FoliageMaterial.js.map +1 -0
- package/dist/world/vegetation/GrassField.d.ts +43 -0
- package/dist/world/vegetation/GrassField.d.ts.map +1 -0
- package/dist/world/vegetation/GrassField.js +68 -0
- package/dist/world/vegetation/GrassField.js.map +1 -0
- package/dist/world/vegetation/ImpostorMaterial.d.ts +20 -0
- package/dist/world/vegetation/ImpostorMaterial.d.ts.map +1 -0
- package/dist/world/vegetation/ImpostorMaterial.js +80 -0
- package/dist/world/vegetation/ImpostorMaterial.js.map +1 -0
- package/dist/world/vegetation/InstanceChunkGrid.d.ts +67 -0
- package/dist/world/vegetation/InstanceChunkGrid.d.ts.map +1 -0
- package/dist/world/vegetation/InstanceChunkGrid.js +150 -0
- package/dist/world/vegetation/InstanceChunkGrid.js.map +1 -0
- package/dist/world/vegetation/WindCpu.d.ts +19 -0
- package/dist/world/vegetation/WindCpu.d.ts.map +1 -0
- package/dist/world/vegetation/WindCpu.js +43 -0
- package/dist/world/vegetation/WindCpu.js.map +1 -0
- package/dist/world/vegetation/WindField.d.ts +42 -0
- package/dist/world/vegetation/WindField.d.ts.map +1 -0
- package/dist/world/vegetation/WindField.js +154 -0
- package/dist/world/vegetation/WindField.js.map +1 -0
- package/dist/world/vegetation/shaders/foliage.d.ts +8 -0
- package/dist/world/vegetation/shaders/foliage.d.ts.map +1 -0
- package/dist/world/vegetation/shaders/foliage.js +104 -0
- package/dist/world/vegetation/shaders/foliage.js.map +1 -0
- package/dist/world/vegetation/shaders/grass.d.ts +10 -0
- package/dist/world/vegetation/shaders/grass.d.ts.map +1 -0
- package/dist/world/vegetation/shaders/grass.js +79 -0
- package/dist/world/vegetation/shaders/grass.js.map +1 -0
- package/dist/world/vegetation/shaders/impostor.d.ts +9 -0
- package/dist/world/vegetation/shaders/impostor.d.ts.map +1 -0
- package/dist/world/vegetation/shaders/impostor.js +97 -0
- package/dist/world/vegetation/shaders/impostor.js.map +1 -0
- package/dist/world/vegetation/shaders/wind.d.ts +9 -0
- package/dist/world/vegetation/shaders/wind.d.ts.map +1 -0
- package/dist/world/vegetation/shaders/wind.js +103 -0
- package/dist/world/vegetation/shaders/wind.js.map +1 -0
- package/dist/world/water/GerstnerWaves.d.ts +65 -0
- package/dist/world/water/GerstnerWaves.d.ts.map +1 -0
- package/dist/world/water/GerstnerWaves.js +182 -0
- package/dist/world/water/GerstnerWaves.js.map +1 -0
- package/dist/world/water/ReflectionViewPass.d.ts +46 -0
- package/dist/world/water/ReflectionViewPass.d.ts.map +1 -0
- package/dist/world/water/ReflectionViewPass.js +85 -0
- package/dist/world/water/ReflectionViewPass.js.map +1 -0
- package/dist/world/water/SceneCopyFallback.d.ts +21 -0
- package/dist/world/water/SceneCopyFallback.d.ts.map +1 -0
- package/dist/world/water/SceneCopyFallback.js +150 -0
- package/dist/world/water/SceneCopyFallback.js.map +1 -0
- package/dist/world/water/UnderwaterState.d.ts +25 -0
- package/dist/world/water/UnderwaterState.d.ts.map +1 -0
- package/dist/world/water/UnderwaterState.js +134 -0
- package/dist/world/water/UnderwaterState.js.map +1 -0
- package/dist/world/water/WaterMaterial.d.ts +23 -0
- package/dist/world/water/WaterMaterial.d.ts.map +1 -0
- package/dist/world/water/WaterMaterial.js +129 -0
- package/dist/world/water/WaterMaterial.js.map +1 -0
- package/dist/world/water/shaders/caustics.d.ts +13 -0
- package/dist/world/water/shaders/caustics.d.ts.map +1 -0
- package/dist/world/water/shaders/caustics.js +103 -0
- package/dist/world/water/shaders/caustics.js.map +1 -0
- package/dist/world/water/shaders/gerstner.d.ts +9 -0
- package/dist/world/water/shaders/gerstner.d.ts.map +1 -0
- package/dist/world/water/shaders/gerstner.js +100 -0
- package/dist/world/water/shaders/gerstner.js.map +1 -0
- package/dist/world/water/shaders/water.d.ts +12 -0
- package/dist/world/water/shaders/water.d.ts.map +1 -0
- package/dist/world/water/shaders/water.js +112 -0
- package/dist/world/water/shaders/water.js.map +1 -0
- package/package.json +40 -7
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/** Shared by the terrain program and the SplatBake pass so both run the §8.1 kernel verbatim. */
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export const a3dTerrainHeightBilinearGlsl = /* glsl */ `
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uniform highp sampler2D u_height; // R32F (or RGBA32F-packed), texelFetch only
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uniform float u_heightScale;
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uniform vec2 u_heightTexSize;
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// Must match AuraTerrainHandle.heightAt bit-for-bit within 1e-4 m: border
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// texels clamp so the CPU and GPU kernels agree at the last texel.
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float a3dTerrainHeightBilinear(vec2 uv) {
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vec2 p = uv * (u_heightTexSize - 1.0);
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ivec2 i = ivec2(floor(p));
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ivec2 hi = ivec2(u_heightTexSize) - ivec2(1);
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vec2 f = fract(p);
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float h00 = texelFetch(u_height, clamp(i, ivec2(0), hi), 0).r;
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float h10 = texelFetch(u_height, clamp(i + ivec2(1, 0), ivec2(0), hi), 0).r;
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float h01 = texelFetch(u_height, clamp(i + ivec2(0, 1), ivec2(0), hi), 0).r;
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float h11 = texelFetch(u_height, clamp(i + ivec2(1, 1), ivec2(0), hi), 0).r;
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return mix(mix(h00, h10, f.x), mix(h01, h11, f.x), f.y) * u_heightScale;
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}
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`;
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export const terrainCdlodGlsl = /* glsl */ `
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${a3dTerrainHeightBilinearGlsl}
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uniform vec4 u_terrain; // originX, originZ, sizeX, sizeZ
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uniform vec4 u_morph[8]; // per LOD: x morphStart, y morphEnd (distance); vec4 so the
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// 32-float upload is a vec4 array, not a 16-float "mat4"
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uniform float u_gridDim; // patch quads per side (32 or 64)
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out vec3 v_worldPosition;
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out vec2 v_terrainUv;
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// Full patch displacement for one vertex. a_grid: patch-local [0,1];
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// a_node: per-instance {offsetX, offsetZ, nodeSize, lod}.
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vec3 a3dTerrainCdlod(vec2 a_grid, vec4 a_node, out vec2 outTerrainUv) {
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vec2 world = a_node.xy + a_grid * a_node.z;
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float h = a3dTerrainHeightBilinear((world - u_terrain.xy) / u_terrain.zw);
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float d = distance(u_cameraPosition, vec3(world.x, h, world.y));
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int lod = int(a_node.w);
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float morph = clamp((d - u_morph[lod].x) / (u_morph[lod].y - u_morph[lod].x), 0.0, 1.0);
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vec2 fracPart = fract(a_grid * u_gridDim * 0.5) * 2.0 / u_gridDim; // odd vertices
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world -= fracPart * a_node.z * morph; // snap toward parent grid
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vec2 uv = (world - u_terrain.xy) / u_terrain.zw;
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h = a3dTerrainHeightBilinear(uv);
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outTerrainUv = uv;
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return vec3(world.x, h, world.y);
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}
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`;
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/**
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* WGSL twin, split into binding declarations and function bodies so the
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* standalone chunk twin and the composed `TERRAIN_WGSL` program share the
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* function text verbatim while the program owns one non-colliding layout.
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* `morph` is `array<vec4f, 8>` (xy used): uniform-space arrays need a
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* 16-byte stride, matching the std140 layout of the GLSL `u_morph[8]`.
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*/
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export const terrainCdlodWgslUniformStruct = /* wgsl */ `
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struct A3dTerrainUniforms {
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terrain : vec4f, // originX, originZ, sizeX, sizeZ
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heightScale : f32,
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gridDim : f32,
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heightTexSize : vec2f,
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morph : array<vec4f, 8>, // per LOD: xy = morphStart, morphEnd (distance)
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};
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`;
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export const terrainCdlodWgslBindings = /* wgsl */ `
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@group(0) @binding(0) var<uniform> u_terrain : A3dTerrainUniforms;
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@group(0) @binding(1) var u_height : texture_2d<f32>;
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@group(0) @binding(2) var<uniform> u_camera : vec3f;
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`;
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export const terrainCdlodWgslFunctions = /* wgsl */ `
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fn a3dTerrainHeightBilinear(uv : vec2f) -> f32 {
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let p = uv * (u_terrain.heightTexSize - vec2f(1.0));
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let i = vec2i(floor(p));
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let hi = vec2i(u_terrain.heightTexSize) - vec2i(1);
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let f = fract(p);
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let h00 = textureLoad(u_height, clamp(i, vec2i(0), hi), 0).r;
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let h10 = textureLoad(u_height, clamp(i + vec2i(1, 0), vec2i(0), hi), 0).r;
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let h01 = textureLoad(u_height, clamp(i + vec2i(0, 1), vec2i(0), hi), 0).r;
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let h11 = textureLoad(u_height, clamp(i + vec2i(1, 1), vec2i(0), hi), 0).r;
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return mix(mix(h00, h10, f.x), mix(h01, h11, f.x), f.y) * u_terrain.heightScale;
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}
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struct A3dTerrainVertex {
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world : vec3f,
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uv : vec2f,
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};
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// Full patch displacement for one vertex (mirrors the GLSL a3dTerrainCdlod,
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// returning the terrain UV the GLSL passes through its out parameter).
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fn a3dTerrainCdlod(aGrid : vec2f, aNode : vec4f) -> A3dTerrainVertex {
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var world = aNode.xy + aGrid * aNode.z;
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var h = a3dTerrainHeightBilinear((world - u_terrain.terrain.xy) / u_terrain.terrain.zw);
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let d = distance(u_camera, vec3f(world.x, h, world.y));
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let lod = clamp(i32(aNode.w), 0, 7);
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let m = u_terrain.morph[lod];
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let morph = clamp((d - m.x) / (m.y - m.x), 0.0, 1.0);
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let fracPart = fract(aGrid * u_terrain.gridDim * 0.5) * 2.0 / u_terrain.gridDim;
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world = world - fracPart * aNode.z * morph;
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let uv = (world - u_terrain.terrain.xy) / u_terrain.terrain.zw;
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h = a3dTerrainHeightBilinear(uv);
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return A3dTerrainVertex(vec3f(world.x, h, world.y), uv);
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}
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`;
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export const terrainCdlodWgsl = terrainCdlodWgslUniformStruct + terrainCdlodWgslBindings + terrainCdlodWgslFunctions;
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export const a3d_prd10_terrain_cdlod = {
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name: "a3d_prd10_terrain_cdlod",
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owner: "prd10",
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stage: "vertex",
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glsl: terrainCdlodGlsl,
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wgsl: terrainCdlodWgsl
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};
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//# sourceMappingURL=terrainCdlod.js.map
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{"version":3,"file":"terrainCdlod.js","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/terrain/shaders/terrainCdlod.ts"],"names":[],"mappings":"AAQA,iGAAiG;AACjG,MAAM,CAAC,MAAM,4BAA4B,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;CAkBtD,CAAC;AAEF,MAAM,CAAC,MAAM,gBAAgB,GAAG,UAAU,CAAC;EACzC,4BAA4B;;;;;;;;;;;;;;;;;;;;;;;;CAwB7B,CAAC;AAEF;;;;;;GAMG;AACH,MAAM,CAAC,MAAM,6BAA6B,GAAG,UAAU,CAAC;;;;;;;;CAQvD,CAAC;AAEF,MAAM,CAAC,MAAM,wBAAwB,GAAG,UAAU,CAAC;;;;CAIlD,CAAC;AAEF,MAAM,CAAC,MAAM,yBAAyB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiCnD,CAAC;AAEF,MAAM,CAAC,MAAM,gBAAgB,GAAG,6BAA6B,GAAG,wBAAwB,GAAG,yBAAyB,CAAC;AAErH,MAAM,CAAC,MAAM,uBAAuB,GAAgB;IAClD,IAAI,EAAE,yBAAyB;IAC/B,KAAK,EAAE,OAAO;IACd,KAAK,EAAE,QAAQ;IACf,IAAI,EAAE,gBAAgB;IACtB,IAAI,EAAE,gBAAgB;CACvB,CAAC"}
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/**
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* `a3d_prd10_terrain_splat` — PRD-10 §8.1 terrain splat fragment chunk.
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* Macro normal from the height texture, splat weights, per-layer height-blend
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* and anti-tiling second-scale sampling. Provides `a3dSurface` inputs to the
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* shared PBR lighting on Path G; Path S links it directly.
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*/
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import type { ShaderChunk } from "../../../contracts/program.js";
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export declare const terrainSplatGlsl = "\nuniform highp sampler2D u_height; // shared with the vertex stage\nuniform highp sampler2D u_splat0; // layers 0..3 weights in RGBA\nuniform highp sampler2D u_splat1; // layers 4..7 weights (optional)\nuniform highp sampler2D u_holes; // 1-bit hole mask\n// A3D_TERRAIN_SOLID (tint-only Path S program): no layer texture arrays are\n// declared. An unbound sampler2DArray defaults to texture unit 0 next to the\n// sampler2D u_height, and two sampler types on one unit make every draw fail\n// with INVALID_OPERATION \u2014 the terrain never reached the frame.\n#ifndef A3D_TERRAIN_SOLID\nuniform highp sampler2DArray u_layerAlbedoHeight; // per layer: albedo RGB + height A\nuniform highp sampler2DArray u_layerNormal; // per layer: tangent normal RG\nuniform highp sampler2DArray u_layerOrm; // per layer: occlusion/roughness/metalness\n#endif\nuniform sampler2D u_macroVariation; // macro anti-tiling noise\nuniform vec4 u_layerParams[8]; // x: uvScale, y: triplanar flag, z: heightBlendContrast, w: layer count\nuniform vec4 u_layerTintOrm[8]; // rgb: tint, a: roughness bias\nuniform float u_terrainWorldSize; // world size per heightmap edge (for macro normal texel)\nuniform float u_terrainHeightScale;\n\n// Macro normal: central differences on 4 texelFetch of u_height (\u00A78.1).\nvec3 a3dTerrainMacroNormal(vec2 uv) {\n ivec2 ts = textureSize(u_height, 0);\n ivec2 i = ivec2(clamp(uv, vec2(0.0), vec2(1.0)) * vec2(ts - 1));\n float texel = u_terrainWorldSize / float(ts.x);\n float hL = texelFetch(u_height, clamp(i - ivec2(1, 0), ivec2(0), ts - 1), 0).r;\n float hR = texelFetch(u_height, clamp(i + ivec2(1, 0), ivec2(0), ts - 1), 0).r;\n float hD = texelFetch(u_height, clamp(i - ivec2(0, 1), ivec2(0), ts - 1), 0).r;\n float hU = texelFetch(u_height, clamp(i + ivec2(0, 1), ivec2(0), ts - 1), 0).r;\n return normalize(vec3((hL - hR) * u_terrainHeightScale, 2.0 * texel, (hD - hU) * u_terrainHeightScale));\n}\n\n// Splat weights w[0..7] from the two splat maps (w[4..7] zero without u_splat1).\nvoid a3dTerrainSplatWeights(vec2 uv, int layerCount, out float w[8]) {\n vec4 s0 = texture(u_splat0, uv);\n w[0] = s0.r; w[1] = s0.g; w[2] = s0.b; w[3] = s0.a;\n if (layerCount > 4) {\n vec4 s1 = texture(u_splat1, uv);\n w[4] = s1.r; w[5] = s1.g; w[6] = s1.b; w[7] = s1.a;\n } else {\n w[4] = 0.0; w[5] = 0.0; w[6] = 0.0; w[7] = 0.0;\n }\n}\n\n// Height-blend (\"height lerp\"): hb_i = w_i + height_i * contrast; renormalize\n// above (max(hb) - 0.2). Mutates w in place.\nvoid a3dTerrainHeightBlend(inout float w[8], vec2 worldXZ, float viewDist, int layerCount) {\n float macro = texture(u_macroVariation, worldXZ / 256.0).r;\n float t = smoothstep(20.0, 80.0, viewDist);\n float hbMax = 0.0;\n for (int i = 0; i < 8; i++) {\n if (i >= layerCount) break;\n vec4 params = u_layerParams[i];\n vec2 uvA = worldXZ / max(params.x, 1e-3);\n#ifdef A3D_TERRAIN_SOLID\n float heightA = 0.0 * uvA.x; // tint-only: no per-layer height maps\n#else\n float heightA = texture(u_layerAlbedoHeight, vec3(uvA, float(i))).a;\n#endif\n w[i] += heightA * params.z + macro * t * 0.05;\n hbMax = max(hbMax, w[i]);\n }\n float m = hbMax - 0.2;\n float sum = 0.0;\n for (int i = 0; i < 8; i++) { w[i] = max(w[i] - m, 0.0); sum += w[i]; }\n if (sum > 1e-6) {\n for (int i = 0; i < 8; i++) w[i] /= sum;\n }\n}\n\n// Holes: fragments under mask 0.5 are discarded (also feeds collider holes).\nbool a3dTerrainDiscardHole(vec2 uv) {\n return texture(u_holes, uv).r < 0.5;\n}\n";
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/**
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* WGSL twin, split like the CDLOD twin: the fragment resources live in
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* `@group(1)` so they never collide with the vertex stage's `@group(0)`
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* (`u_terrain`, `u_height`, `u_camera`) when `TERRAIN_WGSL` composes both.
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* Every filtered fetch takes explicit gradients (`textureSampleGrad`) or an
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* explicit level, so the bodies are valid in non-uniform control flow (the
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* layer loop, the `layerCount > 4` branch) — WGSL forbids implicit-derivative
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* `textureSample` there. Callers compute the gradients once at the top of the
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* fragment entry point, in uniform control flow.
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*/
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export declare const terrainSplatWgslUniformStruct = "\nstruct A3dTerrainFragUniforms {\n layerParams : array<vec4f, 8>, // x: uvScale, y: triplanar flag, z: heightBlendContrast, w: layer count\n layerTintOrm : array<vec4f, 8>, // rgb: tint, a: roughness bias\n terrainWorldSize : f32,\n terrainHeightScale : f32,\n layerCount : i32,\n solidMode : i32, // 1 = no layer texture arrays bound (tint-only fallback)\n};\n";
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/** Height texture declaration for the standalone fragment twin (the program shares the vertex binding). */
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export declare const terrainSplatWgslHeightBinding = "\n@group(0) @binding(1) var u_height : texture_2d<f32>;\n";
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export declare const terrainSplatWgslBindings = "\n@group(1) @binding(0) var u_splat0 : texture_2d<f32>;\n@group(1) @binding(1) var u_splat1 : texture_2d<f32>;\n@group(1) @binding(2) var u_holes : texture_2d<f32>;\n@group(1) @binding(3) var u_layerAlbedoHeight : texture_2d_array<f32>;\n@group(1) @binding(4) var u_layerNormal : texture_2d_array<f32>;\n@group(1) @binding(5) var u_layerOrm : texture_2d_array<f32>;\n@group(1) @binding(6) var u_macroVariation : texture_2d<f32>;\n@group(1) @binding(7) var u_samp : sampler;\n@group(1) @binding(8) var<uniform> u_terrainFrag : A3dTerrainFragUniforms;\n";
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export declare const terrainSplatWgslFunctions = "\n// Macro normal: central differences on 4 textureLoad of u_height (\u00A78.1).\nfn a3dTerrainMacroNormal(uv : vec2f) -> vec3f {\n let ts = vec2i(textureDimensions(u_height, 0));\n let hi = ts - vec2i(1);\n let i = vec2i(clamp(uv, vec2f(0.0), vec2f(1.0)) * vec2f(hi));\n let texel = u_terrainFrag.terrainWorldSize / f32(ts.x);\n let hL = textureLoad(u_height, clamp(i - vec2i(1, 0), vec2i(0), hi), 0).r;\n let hR = textureLoad(u_height, clamp(i + vec2i(1, 0), vec2i(0), hi), 0).r;\n let hD = textureLoad(u_height, clamp(i - vec2i(0, 1), vec2i(0), hi), 0).r;\n let hU = textureLoad(u_height, clamp(i + vec2i(0, 1), vec2i(0), hi), 0).r;\n let s = u_terrainFrag.terrainHeightScale;\n return normalize(vec3f((hL - hR) * s, 2.0 * texel, (hD - hU) * s));\n}\n\n// Splat weights w[0..7] from the two splat maps (w[4..7] zero without u_splat1).\nfn a3dTerrainSplatWeights(uv : vec2f, dUvDx : vec2f, dUvDy : vec2f, layerCount : i32) -> array<f32, 8> {\n var w : array<f32, 8>;\n let s0 = textureSampleGrad(u_splat0, u_samp, uv, dUvDx, dUvDy);\n w[0] = s0.r; w[1] = s0.g; w[2] = s0.b; w[3] = s0.a;\n if (layerCount > 4) {\n let s1 = textureSampleGrad(u_splat1, u_samp, uv, dUvDx, dUvDy);\n w[4] = s1.r; w[5] = s1.g; w[6] = s1.b; w[7] = s1.a;\n }\n return w;\n}\n\n// Height-blend (\"height lerp\"): hb_i = w_i + height_i * contrast; renormalize\n// above (max(hb) - 0.2). Mirrors the GLSL a3dTerrainHeightBlend; WGSL has no\n// inout arrays, so the blended weights are returned.\nfn a3dTerrainHeightBlend(wIn : array<f32, 8>, worldXZ : vec2f, dXZDx : vec2f, dXZDy : vec2f,\n viewDist : f32, layerCount : i32) -> array<f32, 8> {\n var w = wIn;\n let macroN = textureSampleGrad(u_macroVariation, u_samp, worldXZ / 256.0, dXZDx / 256.0, dXZDy / 256.0).r; // \"macro\" is a WGSL reserved word\n let t = smoothstep(20.0, 80.0, viewDist);\n var hbMax = 0.0;\n for (var i = 0; i < 8; i = i + 1) {\n if (i >= layerCount) { break; }\n let params = u_terrainFrag.layerParams[i];\n let inv = 1.0 / max(params.x, 1e-3);\n var heightA = 0.0;\n if (u_terrainFrag.solidMode == 0) {\n heightA = textureSampleGrad(u_layerAlbedoHeight, u_samp, worldXZ * inv, i, dXZDx * inv, dXZDy * inv).a;\n }\n w[i] = w[i] + heightA * params.z + macroN * t * 0.05;\n hbMax = max(hbMax, w[i]);\n }\n let m = hbMax - 0.2;\n var sum = 0.0;\n for (var i = 0; i < 8; i = i + 1) { w[i] = max(w[i] - m, 0.0); sum = sum + w[i]; }\n if (sum > 1e-6) {\n for (var i = 0; i < 8; i = i + 1) { w[i] = w[i] / sum; }\n }\n return w;\n}\n\n// Holes: fragments under mask 0.5 are discarded (also feeds collider holes).\n// Level 0 keeps the 1-bit mask crisp, exactly like the collider reads it.\nfn a3dTerrainDiscardHole(uv : vec2f) -> bool {\n return textureSampleLevel(u_holes, u_samp, uv, 0.0).r < 0.5;\n}\n";
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export declare const terrainSplatWgsl: string;
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export declare const a3d_prd10_terrain_splat: ShaderChunk;
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//# sourceMappingURL=terrainSplat.d.ts.map
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{"version":3,"file":"terrainSplat.d.ts","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/terrain/shaders/terrainSplat.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,+BAA+B,CAAC;AAEjE,eAAO,MAAM,gBAAgB,sgHA0E5B,CAAC;AAEF;;;;;;;;;GASG;AACH,eAAO,MAAM,6BAA6B,wYASzC,CAAC;AAEF,2GAA2G;AAC3G,eAAO,MAAM,6BAA6B,8DAEzC,CAAC;AAEF,eAAO,MAAM,wBAAwB,4iBAUpC,CAAC;AAEF,eAAO,MAAM,yBAAyB,+xFA6DrC,CAAC;AAEF,eAAO,MAAM,gBAAgB,QACyF,CAAC;AAEvH,eAAO,MAAM,uBAAuB,EAAE,WAMrC,CAAC"}
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export const terrainSplatGlsl = /* glsl */ `
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uniform highp sampler2D u_height; // shared with the vertex stage
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uniform highp sampler2D u_splat0; // layers 0..3 weights in RGBA
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4
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uniform highp sampler2D u_splat1; // layers 4..7 weights (optional)
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uniform highp sampler2D u_holes; // 1-bit hole mask
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// A3D_TERRAIN_SOLID (tint-only Path S program): no layer texture arrays are
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// declared. An unbound sampler2DArray defaults to texture unit 0 next to the
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// sampler2D u_height, and two sampler types on one unit make every draw fail
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// with INVALID_OPERATION — the terrain never reached the frame.
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#ifndef A3D_TERRAIN_SOLID
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uniform highp sampler2DArray u_layerAlbedoHeight; // per layer: albedo RGB + height A
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uniform highp sampler2DArray u_layerNormal; // per layer: tangent normal RG
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uniform highp sampler2DArray u_layerOrm; // per layer: occlusion/roughness/metalness
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#endif
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uniform sampler2D u_macroVariation; // macro anti-tiling noise
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uniform vec4 u_layerParams[8]; // x: uvScale, y: triplanar flag, z: heightBlendContrast, w: layer count
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uniform vec4 u_layerTintOrm[8]; // rgb: tint, a: roughness bias
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uniform float u_terrainWorldSize; // world size per heightmap edge (for macro normal texel)
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uniform float u_terrainHeightScale;
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// Macro normal: central differences on 4 texelFetch of u_height (§8.1).
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vec3 a3dTerrainMacroNormal(vec2 uv) {
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ivec2 ts = textureSize(u_height, 0);
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ivec2 i = ivec2(clamp(uv, vec2(0.0), vec2(1.0)) * vec2(ts - 1));
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float texel = u_terrainWorldSize / float(ts.x);
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float hL = texelFetch(u_height, clamp(i - ivec2(1, 0), ivec2(0), ts - 1), 0).r;
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float hR = texelFetch(u_height, clamp(i + ivec2(1, 0), ivec2(0), ts - 1), 0).r;
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float hD = texelFetch(u_height, clamp(i - ivec2(0, 1), ivec2(0), ts - 1), 0).r;
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float hU = texelFetch(u_height, clamp(i + ivec2(0, 1), ivec2(0), ts - 1), 0).r;
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return normalize(vec3((hL - hR) * u_terrainHeightScale, 2.0 * texel, (hD - hU) * u_terrainHeightScale));
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}
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// Splat weights w[0..7] from the two splat maps (w[4..7] zero without u_splat1).
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void a3dTerrainSplatWeights(vec2 uv, int layerCount, out float w[8]) {
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vec4 s0 = texture(u_splat0, uv);
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w[0] = s0.r; w[1] = s0.g; w[2] = s0.b; w[3] = s0.a;
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if (layerCount > 4) {
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vec4 s1 = texture(u_splat1, uv);
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w[4] = s1.r; w[5] = s1.g; w[6] = s1.b; w[7] = s1.a;
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} else {
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w[4] = 0.0; w[5] = 0.0; w[6] = 0.0; w[7] = 0.0;
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}
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}
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+
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// Height-blend ("height lerp"): hb_i = w_i + height_i * contrast; renormalize
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// above (max(hb) - 0.2). Mutates w in place.
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void a3dTerrainHeightBlend(inout float w[8], vec2 worldXZ, float viewDist, int layerCount) {
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48
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float macro = texture(u_macroVariation, worldXZ / 256.0).r;
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float t = smoothstep(20.0, 80.0, viewDist);
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float hbMax = 0.0;
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for (int i = 0; i < 8; i++) {
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if (i >= layerCount) break;
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vec4 params = u_layerParams[i];
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vec2 uvA = worldXZ / max(params.x, 1e-3);
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#ifdef A3D_TERRAIN_SOLID
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float heightA = 0.0 * uvA.x; // tint-only: no per-layer height maps
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#else
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float heightA = texture(u_layerAlbedoHeight, vec3(uvA, float(i))).a;
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#endif
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w[i] += heightA * params.z + macro * t * 0.05;
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hbMax = max(hbMax, w[i]);
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}
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float m = hbMax - 0.2;
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float sum = 0.0;
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+
for (int i = 0; i < 8; i++) { w[i] = max(w[i] - m, 0.0); sum += w[i]; }
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|
+
if (sum > 1e-6) {
|
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+
for (int i = 0; i < 8; i++) w[i] /= sum;
|
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+
}
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+
}
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+
|
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+
// Holes: fragments under mask 0.5 are discarded (also feeds collider holes).
|
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72
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+
bool a3dTerrainDiscardHole(vec2 uv) {
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+
return texture(u_holes, uv).r < 0.5;
|
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+
}
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75
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+
`;
|
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76
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+
/**
|
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77
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+
* WGSL twin, split like the CDLOD twin: the fragment resources live in
|
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78
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+
* `@group(1)` so they never collide with the vertex stage's `@group(0)`
|
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79
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+
* (`u_terrain`, `u_height`, `u_camera`) when `TERRAIN_WGSL` composes both.
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80
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+
* Every filtered fetch takes explicit gradients (`textureSampleGrad`) or an
|
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81
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+
* explicit level, so the bodies are valid in non-uniform control flow (the
|
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82
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+
* layer loop, the `layerCount > 4` branch) — WGSL forbids implicit-derivative
|
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83
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+
* `textureSample` there. Callers compute the gradients once at the top of the
|
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84
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+
* fragment entry point, in uniform control flow.
|
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85
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+
*/
|
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86
|
+
export const terrainSplatWgslUniformStruct = /* wgsl */ `
|
|
87
|
+
struct A3dTerrainFragUniforms {
|
|
88
|
+
layerParams : array<vec4f, 8>, // x: uvScale, y: triplanar flag, z: heightBlendContrast, w: layer count
|
|
89
|
+
layerTintOrm : array<vec4f, 8>, // rgb: tint, a: roughness bias
|
|
90
|
+
terrainWorldSize : f32,
|
|
91
|
+
terrainHeightScale : f32,
|
|
92
|
+
layerCount : i32,
|
|
93
|
+
solidMode : i32, // 1 = no layer texture arrays bound (tint-only fallback)
|
|
94
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+
};
|
|
95
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+
`;
|
|
96
|
+
/** Height texture declaration for the standalone fragment twin (the program shares the vertex binding). */
|
|
97
|
+
export const terrainSplatWgslHeightBinding = /* wgsl */ `
|
|
98
|
+
@group(0) @binding(1) var u_height : texture_2d<f32>;
|
|
99
|
+
`;
|
|
100
|
+
export const terrainSplatWgslBindings = /* wgsl */ `
|
|
101
|
+
@group(1) @binding(0) var u_splat0 : texture_2d<f32>;
|
|
102
|
+
@group(1) @binding(1) var u_splat1 : texture_2d<f32>;
|
|
103
|
+
@group(1) @binding(2) var u_holes : texture_2d<f32>;
|
|
104
|
+
@group(1) @binding(3) var u_layerAlbedoHeight : texture_2d_array<f32>;
|
|
105
|
+
@group(1) @binding(4) var u_layerNormal : texture_2d_array<f32>;
|
|
106
|
+
@group(1) @binding(5) var u_layerOrm : texture_2d_array<f32>;
|
|
107
|
+
@group(1) @binding(6) var u_macroVariation : texture_2d<f32>;
|
|
108
|
+
@group(1) @binding(7) var u_samp : sampler;
|
|
109
|
+
@group(1) @binding(8) var<uniform> u_terrainFrag : A3dTerrainFragUniforms;
|
|
110
|
+
`;
|
|
111
|
+
export const terrainSplatWgslFunctions = /* wgsl */ `
|
|
112
|
+
// Macro normal: central differences on 4 textureLoad of u_height (§8.1).
|
|
113
|
+
fn a3dTerrainMacroNormal(uv : vec2f) -> vec3f {
|
|
114
|
+
let ts = vec2i(textureDimensions(u_height, 0));
|
|
115
|
+
let hi = ts - vec2i(1);
|
|
116
|
+
let i = vec2i(clamp(uv, vec2f(0.0), vec2f(1.0)) * vec2f(hi));
|
|
117
|
+
let texel = u_terrainFrag.terrainWorldSize / f32(ts.x);
|
|
118
|
+
let hL = textureLoad(u_height, clamp(i - vec2i(1, 0), vec2i(0), hi), 0).r;
|
|
119
|
+
let hR = textureLoad(u_height, clamp(i + vec2i(1, 0), vec2i(0), hi), 0).r;
|
|
120
|
+
let hD = textureLoad(u_height, clamp(i - vec2i(0, 1), vec2i(0), hi), 0).r;
|
|
121
|
+
let hU = textureLoad(u_height, clamp(i + vec2i(0, 1), vec2i(0), hi), 0).r;
|
|
122
|
+
let s = u_terrainFrag.terrainHeightScale;
|
|
123
|
+
return normalize(vec3f((hL - hR) * s, 2.0 * texel, (hD - hU) * s));
|
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124
|
+
}
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|
125
|
+
|
|
126
|
+
// Splat weights w[0..7] from the two splat maps (w[4..7] zero without u_splat1).
|
|
127
|
+
fn a3dTerrainSplatWeights(uv : vec2f, dUvDx : vec2f, dUvDy : vec2f, layerCount : i32) -> array<f32, 8> {
|
|
128
|
+
var w : array<f32, 8>;
|
|
129
|
+
let s0 = textureSampleGrad(u_splat0, u_samp, uv, dUvDx, dUvDy);
|
|
130
|
+
w[0] = s0.r; w[1] = s0.g; w[2] = s0.b; w[3] = s0.a;
|
|
131
|
+
if (layerCount > 4) {
|
|
132
|
+
let s1 = textureSampleGrad(u_splat1, u_samp, uv, dUvDx, dUvDy);
|
|
133
|
+
w[4] = s1.r; w[5] = s1.g; w[6] = s1.b; w[7] = s1.a;
|
|
134
|
+
}
|
|
135
|
+
return w;
|
|
136
|
+
}
|
|
137
|
+
|
|
138
|
+
// Height-blend ("height lerp"): hb_i = w_i + height_i * contrast; renormalize
|
|
139
|
+
// above (max(hb) - 0.2). Mirrors the GLSL a3dTerrainHeightBlend; WGSL has no
|
|
140
|
+
// inout arrays, so the blended weights are returned.
|
|
141
|
+
fn a3dTerrainHeightBlend(wIn : array<f32, 8>, worldXZ : vec2f, dXZDx : vec2f, dXZDy : vec2f,
|
|
142
|
+
viewDist : f32, layerCount : i32) -> array<f32, 8> {
|
|
143
|
+
var w = wIn;
|
|
144
|
+
let macroN = textureSampleGrad(u_macroVariation, u_samp, worldXZ / 256.0, dXZDx / 256.0, dXZDy / 256.0).r; // "macro" is a WGSL reserved word
|
|
145
|
+
let t = smoothstep(20.0, 80.0, viewDist);
|
|
146
|
+
var hbMax = 0.0;
|
|
147
|
+
for (var i = 0; i < 8; i = i + 1) {
|
|
148
|
+
if (i >= layerCount) { break; }
|
|
149
|
+
let params = u_terrainFrag.layerParams[i];
|
|
150
|
+
let inv = 1.0 / max(params.x, 1e-3);
|
|
151
|
+
var heightA = 0.0;
|
|
152
|
+
if (u_terrainFrag.solidMode == 0) {
|
|
153
|
+
heightA = textureSampleGrad(u_layerAlbedoHeight, u_samp, worldXZ * inv, i, dXZDx * inv, dXZDy * inv).a;
|
|
154
|
+
}
|
|
155
|
+
w[i] = w[i] + heightA * params.z + macroN * t * 0.05;
|
|
156
|
+
hbMax = max(hbMax, w[i]);
|
|
157
|
+
}
|
|
158
|
+
let m = hbMax - 0.2;
|
|
159
|
+
var sum = 0.0;
|
|
160
|
+
for (var i = 0; i < 8; i = i + 1) { w[i] = max(w[i] - m, 0.0); sum = sum + w[i]; }
|
|
161
|
+
if (sum > 1e-6) {
|
|
162
|
+
for (var i = 0; i < 8; i = i + 1) { w[i] = w[i] / sum; }
|
|
163
|
+
}
|
|
164
|
+
return w;
|
|
165
|
+
}
|
|
166
|
+
|
|
167
|
+
// Holes: fragments under mask 0.5 are discarded (also feeds collider holes).
|
|
168
|
+
// Level 0 keeps the 1-bit mask crisp, exactly like the collider reads it.
|
|
169
|
+
fn a3dTerrainDiscardHole(uv : vec2f) -> bool {
|
|
170
|
+
return textureSampleLevel(u_holes, u_samp, uv, 0.0).r < 0.5;
|
|
171
|
+
}
|
|
172
|
+
`;
|
|
173
|
+
export const terrainSplatWgsl = terrainSplatWgslUniformStruct + terrainSplatWgslHeightBinding + terrainSplatWgslBindings + terrainSplatWgslFunctions;
|
|
174
|
+
export const a3d_prd10_terrain_splat = {
|
|
175
|
+
name: "a3d_prd10_terrain_splat",
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+
owner: "prd10",
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177
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+
stage: "fragment",
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glsl: terrainSplatGlsl,
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+
wgsl: terrainSplatWgsl
|
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};
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|
+
//# sourceMappingURL=terrainSplat.js.map
|
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@@ -0,0 +1 @@
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1
|
+
{"version":3,"file":"terrainSplat.js","sourceRoot":"","sources":["../../../../../../../packages/rendering/src/world/terrain/shaders/terrainSplat.ts"],"names":[],"mappings":"AAQA,MAAM,CAAC,MAAM,gBAAgB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0E1C,CAAC;AAEF;;;;;;;;;GASG;AACH,MAAM,CAAC,MAAM,6BAA6B,GAAG,UAAU,CAAC;;;;;;;;;CASvD,CAAC;AAEF,2GAA2G;AAC3G,MAAM,CAAC,MAAM,6BAA6B,GAAG,UAAU,CAAC;;CAEvD,CAAC;AAEF,MAAM,CAAC,MAAM,wBAAwB,GAAG,UAAU,CAAC;;;;;;;;;;CAUlD,CAAC;AAEF,MAAM,CAAC,MAAM,yBAAyB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6DnD,CAAC;AAEF,MAAM,CAAC,MAAM,gBAAgB,GAC3B,6BAA6B,GAAG,6BAA6B,GAAG,wBAAwB,GAAG,yBAAyB,CAAC;AAEvH,MAAM,CAAC,MAAM,uBAAuB,GAAgB;IAClD,IAAI,EAAE,yBAAyB;IAC/B,KAAK,EAAE,OAAO;IACd,KAAK,EAAE,UAAU;IACjB,IAAI,EAAE,gBAAgB;IACtB,IAAI,EAAE,gBAAgB;CACvB,CAAC"}
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@@ -0,0 +1,14 @@
|
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1
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+
/**
|
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2
|
+
* PRD-10 T3.4 §8.3 — the standalone Path S foliage program for scatter draws:
|
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3
|
+
* `a3d_prd10_wind` vertex deform + `a3d_prd10_foliage` fragment behaviour
|
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4
|
+
* (alpha cutoff/A2C sharpen, two-sided normals, sun translucency, per-instance
|
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5
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+
* colour variation, screen-door crossfade) over the §9.3 compact32 instance
|
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6
|
+
* layout. Path G reaches the same behaviour through `programCacheSlot`
|
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7
|
+
* features (`prd10.wind` + `prd10.foliageTranslucency`).
|
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8
|
+
*/
|
|
9
|
+
import type { ShaderSources } from "../../RenderDevice.js";
|
|
10
|
+
/** Full sources for the standalone Path S foliage program. */
|
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11
|
+
export declare function foliageShaderSources(): ShaderSources;
|
|
12
|
+
/** T3.4 — the C-03 lobe that adds the sun translucency term on Path G. */
|
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13
|
+
export declare function registerPrd10FoliageLobe(): () => void;
|
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14
|
+
//# sourceMappingURL=FoliageMaterial.d.ts.map
|
|
@@ -0,0 +1 @@
|
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1
|
+
{"version":3,"file":"FoliageMaterial.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/world/vegetation/FoliageMaterial.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AACH,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,uBAAuB,CAAC;AAgF3D,8DAA8D;AAC9D,wBAAgB,oBAAoB,IAAI,aAAa,CAOpD;AAED,0EAA0E;AAC1E,wBAAgB,wBAAwB,IAAI,MAAM,IAAI,CAkBrD"}
|
|
@@ -0,0 +1,107 @@
|
|
|
1
|
+
import { registerMaterialLobe } from "../../contracts/materialLobes.js";
|
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2
|
+
import { a3d_prd10_foliage } from "./shaders/foliage.js";
|
|
3
|
+
import { a3d_prd10_wind } from "./shaders/wind.js";
|
|
4
|
+
const FOLIAGE_VERT = /* glsl */ `#version 300 es
|
|
5
|
+
precision highp float;
|
|
6
|
+
in vec3 a_position;
|
|
7
|
+
in vec3 a_normal;
|
|
8
|
+
in vec2 a_uv;
|
|
9
|
+
in vec4 a_colorWeights; // vertex colour wind weights (r bend, g flutter, b phase, a -)
|
|
10
|
+
// compact32 instance record (yaw arrives normalized 0..1 from u16, scale from
|
|
11
|
+
// a HALF_FLOAT attribute — GL converts both before the VS sees them)
|
|
12
|
+
in vec3 a_instancePosition;
|
|
13
|
+
in float a_instanceYaw; // u16 unorm -> 0..1
|
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14
|
+
in float a_instanceScale; // f16 -> f32
|
|
15
|
+
in vec4 a_instanceVariation; // unorm8x4 -> 0..1 per channel
|
|
16
|
+
in vec4 a_instanceExtra;
|
|
17
|
+
uniform mat4 u_viewProjection;
|
|
18
|
+
uniform vec3 u_cameraPosition;
|
|
19
|
+
uniform vec4 u_terrain; // not used for foliage; keeps std layout
|
|
20
|
+
uniform float u_time;
|
|
21
|
+
uniform float u_assetHeight;
|
|
22
|
+
uniform float u_lodFade; // distance fade 0..1 (screen-door discard vs bayer)
|
|
23
|
+
${a3d_prd10_wind.glsl}
|
|
24
|
+
out vec3 v_worldPosition;
|
|
25
|
+
out vec3 v_normal;
|
|
26
|
+
out vec2 v_uv;
|
|
27
|
+
out vec4 v_weights;
|
|
28
|
+
out float v_variation;
|
|
29
|
+
out float v_fade;
|
|
30
|
+
void main() {
|
|
31
|
+
float yaw = a_instanceYaw * 6.28318530718;
|
|
32
|
+
float scale = a_instanceScale;
|
|
33
|
+
float cs = cos(yaw); float sn = sin(yaw);
|
|
34
|
+
vec3 local = vec3(a_position.x * cs + a_position.z * sn, a_position.y, -a_position.x * sn + a_position.z * cs) * scale;
|
|
35
|
+
vec3 world = local + a_instancePosition;
|
|
36
|
+
vec3 wind = a3dWindOffset(local, a_instancePosition, a_colorWeights, u_assetHeight);
|
|
37
|
+
world += wind;
|
|
38
|
+
vec3 n = normalize(vec3(a_normal.x * cs + a_normal.z * sn, a_normal.y, -a_normal.x * sn + a_normal.z * cs));
|
|
39
|
+
v_worldPosition = world;
|
|
40
|
+
v_normal = n;
|
|
41
|
+
v_uv = a_uv;
|
|
42
|
+
v_weights = a_colorWeights;
|
|
43
|
+
v_variation = a_instanceVariation.x;
|
|
44
|
+
v_fade = a_instanceVariation.y * u_lodFade;
|
|
45
|
+
gl_Position = u_viewProjection * vec4(world, 1.0);
|
|
46
|
+
}
|
|
47
|
+
`;
|
|
48
|
+
const FOLIAGE_FRAG = /* glsl */ `#version 300 es
|
|
49
|
+
precision highp float;
|
|
50
|
+
in vec3 v_worldPosition;
|
|
51
|
+
in vec3 v_normal;
|
|
52
|
+
in vec2 v_uv;
|
|
53
|
+
in vec4 v_weights;
|
|
54
|
+
in float v_variation;
|
|
55
|
+
in float v_fade;
|
|
56
|
+
out vec4 o_color;
|
|
57
|
+
uniform vec3 u_cameraPosition;
|
|
58
|
+
uniform vec3 u_ambient;
|
|
59
|
+
uniform vec3 u_keyLightDir;
|
|
60
|
+
uniform vec3 u_keyLightColor;
|
|
61
|
+
uniform vec3 u_translucencyColor;
|
|
62
|
+
uniform float u_thickness;
|
|
63
|
+
uniform float u_lod1Fade; // 1 = keep, 0 = discard all (band fade)
|
|
64
|
+
${a3d_prd10_foliage.glsl}
|
|
65
|
+
void main() {
|
|
66
|
+
if (a3dBayer4x4(gl_FragCoord.xy) > v_fade * u_lod1Fade + 0.001) discard;
|
|
67
|
+
float alpha = a3dFoliageAlpha(v_uv);
|
|
68
|
+
vec3 n = a3dFoliageNormal(normalize(v_normal));
|
|
69
|
+
vec3 albedo = a3dInstanceVariation(texture(u_baseColor, v_uv).rgb, v_variation);
|
|
70
|
+
vec3 V = normalize(u_cameraPosition - v_worldPosition);
|
|
71
|
+
float ndl = max(dot(n, -u_keyLightDir), 0.0);
|
|
72
|
+
vec3 direct = albedo * (u_ambient + u_keyLightColor * ndl);
|
|
73
|
+
direct += a3dFoliageTranslucency(albedo, u_translucencyColor, u_thickness, V, u_keyLightDir, u_keyLightColor, 1.0);
|
|
74
|
+
o_color = vec4(direct, alpha);
|
|
75
|
+
}
|
|
76
|
+
`;
|
|
77
|
+
/** Full sources for the standalone Path S foliage program. */
|
|
78
|
+
export function foliageShaderSources() {
|
|
79
|
+
return {
|
|
80
|
+
label: "prd10-foliage",
|
|
81
|
+
marker: "prd10-foliage",
|
|
82
|
+
vertex: FOLIAGE_VERT,
|
|
83
|
+
fragment: FOLIAGE_FRAG
|
|
84
|
+
};
|
|
85
|
+
}
|
|
86
|
+
/** T3.4 — the C-03 lobe that adds the sun translucency term on Path G. */
|
|
87
|
+
export function registerPrd10FoliageLobe() {
|
|
88
|
+
return registerMaterialLobe({
|
|
89
|
+
id: "prd10.foliageTranslucency",
|
|
90
|
+
owner: "prd10",
|
|
91
|
+
flag: "A3D_QR_WORLD",
|
|
92
|
+
chunks: { pars: "a3d_prd10_foliage", fragment: "a3d_prd10_foliage" },
|
|
93
|
+
samplerSlots: [],
|
|
94
|
+
feature(material) {
|
|
95
|
+
const translucency = material.parameters["translucencyColor"];
|
|
96
|
+
return translucency === undefined ? undefined : { lobe: "prd10.foliageTranslucency", maps: [], bits: { "prd10.foliageTranslucency": 1 } };
|
|
97
|
+
},
|
|
98
|
+
bind(material, set) {
|
|
99
|
+
const t = material.parameters["translucencyColor"];
|
|
100
|
+
if (t)
|
|
101
|
+
set("u_translucencyColor", [t[0] ?? 0, t[1] ?? 0, t[2] ?? 0]);
|
|
102
|
+
set("u_thickness", material.parameters["translucencyThickness"] ?? 1);
|
|
103
|
+
set("u_alphaCutoff", material.parameters["alphaCutoff"] ?? 0.5);
|
|
104
|
+
}
|
|
105
|
+
});
|
|
106
|
+
}
|
|
107
|
+
//# sourceMappingURL=FoliageMaterial.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"FoliageMaterial.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/world/vegetation/FoliageMaterial.ts"],"names":[],"mappings":"AASA,OAAO,EAAE,oBAAoB,EAAE,MAAM,kCAAkC,CAAC;AACxE,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAEnD,MAAM,YAAY,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;EAmB9B,cAAc,CAAC,IAAI;;;;;;;;;;;;;;;;;;;;;;;;CAwBpB,CAAC;AAEF,MAAM,YAAY,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;EAgB9B,iBAAiB,CAAC,IAAI;;;;;;;;;;;;CAYvB,CAAC;AAEF,8DAA8D;AAC9D,MAAM,UAAU,oBAAoB;IAClC,OAAO;QACL,KAAK,EAAE,eAAe;QACtB,MAAM,EAAE,eAAe;QACvB,MAAM,EAAE,YAAY;QACpB,QAAQ,EAAE,YAAY;KACvB,CAAC;AACJ,CAAC;AAED,0EAA0E;AAC1E,MAAM,UAAU,wBAAwB;IACtC,OAAO,oBAAoB,CAAC;QAC1B,EAAE,EAAE,2BAA2B;QAC/B,KAAK,EAAE,OAAO;QACd,IAAI,EAAE,cAAc;QACpB,MAAM,EAAE,EAAE,IAAI,EAAE,mBAAmB,EAAE,QAAQ,EAAE,mBAAmB,EAAE;QACpE,YAAY,EAAE,EAAE;QAChB,OAAO,CAAC,QAAQ;YACd,MAAM,YAAY,GAAG,QAAQ,CAAC,UAAU,CAAC,mBAAmB,CAAC,CAAC;YAC9D,OAAO,YAAY,KAAK,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,2BAA2B,EAAE,IAAI,EAAE,EAAE,EAAE,IAAI,EAAE,EAAE,2BAA2B,EAAE,CAAC,EAAE,EAAE,CAAC;QAC5I,CAAC;QACD,IAAI,CAAC,QAAQ,EAAE,GAAG;YAChB,MAAM,CAAC,GAAG,QAAQ,CAAC,UAAU,CAAC,mBAAmB,CAAkC,CAAC;YACpF,IAAI,CAAC;gBAAE,GAAG,CAAC,qBAAqB,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;YACrE,GAAG,CAAC,aAAa,EAAG,QAAQ,CAAC,UAAU,CAAC,uBAAuB,CAAwB,IAAI,CAAC,CAAC,CAAC;YAC9F,GAAG,CAAC,eAAe,EAAG,QAAQ,CAAC,UAAU,CAAC,aAAa,CAAwB,IAAI,GAAG,CAAC,CAAC;QAC1F,CAAC;KACF,CAAC,CAAC;AACL,CAAC"}
|
|
@@ -0,0 +1,43 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* PRD-10 T3.7 §8.5 — `GrassField`: the camera-following ring of 8 m grass
|
|
3
|
+
* chunks. Blades are generated entirely in the vertex stage (§8.5
|
|
4
|
+
* `a3d_prd10_grass` — stratified jitter hash per `gl_InstanceID`, quadratic
|
|
5
|
+
* Bézier blade, density falloff); this module only computes which chunk
|
|
6
|
+
* origins + seeds draw this frame, and the shared blade index/vertex data.
|
|
7
|
+
*
|
|
8
|
+
* Tier rules (§7.1.5 grass options + §17):
|
|
9
|
+
* - Medium+ draws 7-vertex blades; Low draws 2-triangle cards with the same
|
|
10
|
+
* placement hash.
|
|
11
|
+
* - The chunk ring extends to `radius`; chunks whose centre is farther than
|
|
12
|
+
* `radius` from the camera are dropped before upload.
|
|
13
|
+
*/
|
|
14
|
+
export declare const GRASS_CHUNK_SIZE = 8;
|
|
15
|
+
export declare const GRASS_BLADE_VERTS = 7;
|
|
16
|
+
export declare const GRASS_CARD_VERTS = 4;
|
|
17
|
+
export interface GrassChunkDraw {
|
|
18
|
+
/** world XZ of the chunk's min corner */
|
|
19
|
+
readonly originX: number;
|
|
20
|
+
readonly originZ: number;
|
|
21
|
+
readonly size: number;
|
|
22
|
+
readonly seed: number;
|
|
23
|
+
readonly bladeCount: number;
|
|
24
|
+
}
|
|
25
|
+
/**
|
|
26
|
+
* The chunk ring centred on `cameraXZ`: all GRASS_CHUNK_SIZE cells whose
|
|
27
|
+
* centre falls within `radius`. Deterministic order (sorted by key) so draw
|
|
28
|
+
* order and seeds are stable across frames.
|
|
29
|
+
*/
|
|
30
|
+
export declare function grassChunkRing(cameraXZ: readonly [number, number], radius: number, cellSize?: number): readonly GrassChunkDraw[];
|
|
31
|
+
/**
|
|
32
|
+
* Shared blade vertex buffer for the blades path (7 verts per blade, drawn
|
|
33
|
+
* `TRIANGLE_STRIP` per instance — the VS maps `gl_VertexID` inside a blade):
|
|
34
|
+
* per vertex: [t, side] pairs (t 0..1 root→tip; side −1/+1; final tip vertex
|
|
35
|
+
* has side 0). Per-instance data comes from the chunk uniform + instance id,
|
|
36
|
+
* not vertex attributes.
|
|
37
|
+
*/
|
|
38
|
+
export declare function grassBladeVertices(): Float32Array;
|
|
39
|
+
/** Strip → triangles (device topologies are triangles/lines/points only). */
|
|
40
|
+
export declare function grassBladeIndices(): Uint16Array;
|
|
41
|
+
/** 2-triangle card for Low tier (quad in [-1,1] x [0,1]). */
|
|
42
|
+
export declare function grassCardVertices(): Float32Array;
|
|
43
|
+
//# sourceMappingURL=GrassField.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"GrassField.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/world/vegetation/GrassField.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,gBAAgB,IAAI,CAAC;AAClC,eAAO,MAAM,iBAAiB,IAAI,CAAC;AACnC,eAAO,MAAM,gBAAgB,IAAI,CAAC;AAElC,MAAM,WAAW,cAAc;IAC7B,yCAAyC;IACzC,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;CAC7B;AAED;;;;GAIG;AACH,wBAAgB,cAAc,CAAC,QAAQ,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,MAAM,EAAE,MAAM,EAAE,QAAQ,SAAmB,GAAG,SAAS,cAAc,EAAE,CAwB1I;AAED;;;;;;GAMG;AACH,wBAAgB,kBAAkB,IAAI,YAAY,CAGjD;AAED,6EAA6E;AAC7E,wBAAgB,iBAAiB,IAAI,WAAW,CAE/C;AAED,6DAA6D;AAC7D,wBAAgB,iBAAiB,IAAI,YAAY,CAEhD"}
|
|
@@ -0,0 +1,68 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* PRD-10 T3.7 §8.5 — `GrassField`: the camera-following ring of 8 m grass
|
|
3
|
+
* chunks. Blades are generated entirely in the vertex stage (§8.5
|
|
4
|
+
* `a3d_prd10_grass` — stratified jitter hash per `gl_InstanceID`, quadratic
|
|
5
|
+
* Bézier blade, density falloff); this module only computes which chunk
|
|
6
|
+
* origins + seeds draw this frame, and the shared blade index/vertex data.
|
|
7
|
+
*
|
|
8
|
+
* Tier rules (§7.1.5 grass options + §17):
|
|
9
|
+
* - Medium+ draws 7-vertex blades; Low draws 2-triangle cards with the same
|
|
10
|
+
* placement hash.
|
|
11
|
+
* - The chunk ring extends to `radius`; chunks whose centre is farther than
|
|
12
|
+
* `radius` from the camera are dropped before upload.
|
|
13
|
+
*/
|
|
14
|
+
export const GRASS_CHUNK_SIZE = 8;
|
|
15
|
+
export const GRASS_BLADE_VERTS = 7; // quadratic Bézier strips: root L/R, mid L/R, tip L/R + tip
|
|
16
|
+
export const GRASS_CARD_VERTS = 4;
|
|
17
|
+
/**
|
|
18
|
+
* The chunk ring centred on `cameraXZ`: all GRASS_CHUNK_SIZE cells whose
|
|
19
|
+
* centre falls within `radius`. Deterministic order (sorted by key) so draw
|
|
20
|
+
* order and seeds are stable across frames.
|
|
21
|
+
*/
|
|
22
|
+
export function grassChunkRing(cameraXZ, radius, cellSize = GRASS_CHUNK_SIZE) {
|
|
23
|
+
if (radius <= 0)
|
|
24
|
+
return [];
|
|
25
|
+
const cx0 = Math.floor((cameraXZ[0] - radius) / cellSize);
|
|
26
|
+
const cx1 = Math.floor((cameraXZ[0] + radius) / cellSize);
|
|
27
|
+
const cz0 = Math.floor((cameraXZ[1] - radius) / cellSize);
|
|
28
|
+
const cz1 = Math.floor((cameraXZ[1] + radius) / cellSize);
|
|
29
|
+
const out = [];
|
|
30
|
+
for (let cz = cz0; cz <= cz1; cz += 1) {
|
|
31
|
+
for (let cx = cx0; cx <= cx1; cx += 1) {
|
|
32
|
+
const ox = cx * cellSize;
|
|
33
|
+
const oz = cz * cellSize;
|
|
34
|
+
const d = Math.hypot(ox + cellSize / 2 - cameraXZ[0], oz + cellSize / 2 - cameraXZ[1]);
|
|
35
|
+
if (d > radius)
|
|
36
|
+
continue;
|
|
37
|
+
out.push({
|
|
38
|
+
originX: ox,
|
|
39
|
+
originZ: oz,
|
|
40
|
+
size: cellSize,
|
|
41
|
+
seed: (((cx * 73856093) ^ (cz * 19349663)) >>> 0) % 4096,
|
|
42
|
+
bladeCount: Math.min(1024, Math.round(cellSize * cellSize)) // density applied by the caller via bladeCount scale
|
|
43
|
+
});
|
|
44
|
+
}
|
|
45
|
+
}
|
|
46
|
+
out.sort((a, b) => a.originZ - b.originZ || a.originX - b.originX);
|
|
47
|
+
return out;
|
|
48
|
+
}
|
|
49
|
+
/**
|
|
50
|
+
* Shared blade vertex buffer for the blades path (7 verts per blade, drawn
|
|
51
|
+
* `TRIANGLE_STRIP` per instance — the VS maps `gl_VertexID` inside a blade):
|
|
52
|
+
* per vertex: [t, side] pairs (t 0..1 root→tip; side −1/+1; final tip vertex
|
|
53
|
+
* has side 0). Per-instance data comes from the chunk uniform + instance id,
|
|
54
|
+
* not vertex attributes.
|
|
55
|
+
*/
|
|
56
|
+
export function grassBladeVertices() {
|
|
57
|
+
// 7 verts: [t, side] = (0,-1),(0,1),(0.5,-1),(0.5,1),(0.8,-1),(0.8,1),(1,0 tip)
|
|
58
|
+
return Float32Array.from([0, -1, 0, 1, 0.5, -1, 0.5, 1, 0.8, -1, 0.8, 1, 1, 0]);
|
|
59
|
+
}
|
|
60
|
+
/** Strip → triangles (device topologies are triangles/lines/points only). */
|
|
61
|
+
export function grassBladeIndices() {
|
|
62
|
+
return Uint16Array.from([0, 1, 2, 2, 1, 3, 2, 3, 4, 4, 3, 5, 4, 5, 6]);
|
|
63
|
+
}
|
|
64
|
+
/** 2-triangle card for Low tier (quad in [-1,1] x [0,1]). */
|
|
65
|
+
export function grassCardVertices() {
|
|
66
|
+
return Float32Array.from([-1, 0, 1, 0, -1, 1, 1, 1]);
|
|
67
|
+
}
|
|
68
|
+
//# sourceMappingURL=GrassField.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"GrassField.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/world/vegetation/GrassField.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AACH,MAAM,CAAC,MAAM,gBAAgB,GAAG,CAAC,CAAC;AAClC,MAAM,CAAC,MAAM,iBAAiB,GAAG,CAAC,CAAC,CAAG,4DAA4D;AAClG,MAAM,CAAC,MAAM,gBAAgB,GAAG,CAAC,CAAC;AAWlC;;;;GAIG;AACH,MAAM,UAAU,cAAc,CAAC,QAAmC,EAAE,MAAc,EAAE,QAAQ,GAAG,gBAAgB;IAC7G,IAAI,MAAM,IAAI,CAAC;QAAE,OAAO,EAAE,CAAC;IAC3B,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,GAAG,QAAQ,CAAC,CAAC;IAC1D,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,GAAG,QAAQ,CAAC,CAAC;IAC1D,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,GAAG,QAAQ,CAAC,CAAC;IAC1D,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,GAAG,QAAQ,CAAC,CAAC;IAC1D,MAAM,GAAG,GAAqB,EAAE,CAAC;IACjC,KAAK,IAAI,EAAE,GAAG,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,IAAI,CAAC,EAAE,CAAC;QACtC,KAAK,IAAI,EAAE,GAAG,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,IAAI,CAAC,EAAE,CAAC;YACtC,MAAM,EAAE,GAAG,EAAE,GAAG,QAAQ,CAAC;YACzB,MAAM,EAAE,GAAG,EAAE,GAAG,QAAQ,CAAC;YACzB,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,GAAG,QAAQ,GAAG,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,QAAQ,GAAG,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;YACvF,IAAI,CAAC,GAAG,MAAM;gBAAE,SAAS;YACzB,GAAG,CAAC,IAAI,CAAC;gBACP,OAAO,EAAE,EAAE;gBACX,OAAO,EAAE,EAAE;gBACX,IAAI,EAAE,QAAQ;gBACd,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,GAAG,QAAQ,CAAC,GAAG,CAAC,EAAE,GAAG,QAAQ,CAAC,CAAC,KAAK,CAAC,CAAC,GAAG,IAAI;gBACxD,UAAU,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,QAAQ,CAAC,CAAC,CAAC,qDAAqD;aAClH,CAAC,CAAC;QACL,CAAC;IACH,CAAC;IACD,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,OAAO,GAAG,CAAC,CAAC,OAAO,IAAI,CAAC,CAAC,OAAO,GAAG,CAAC,CAAC,OAAO,CAAC,CAAC;IACnE,OAAO,GAAG,CAAC;AACb,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,kBAAkB;IAChC,gFAAgF;IAChF,OAAO,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;AAClF,CAAC;AAED,6EAA6E;AAC7E,MAAM,UAAU,iBAAiB;IAC/B,OAAO,WAAW,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;AACzE,CAAC;AAED,6DAA6D;AAC7D,MAAM,UAAU,iBAAiB;IAC/B,OAAO,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;AACvD,CAAC"}
|
|
@@ -0,0 +1,20 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* PRD-10 T3.5 §8.4 — octahedral-impostor program for the far LOD band. The
|
|
3
|
+
* vertex stage builds a camera-facing (Y-up cylindrical) billboard at the
|
|
4
|
+
* instance's bounding-sphere centre, maps the object-space view direction
|
|
5
|
+
* onto the hemi-octahedral grid (`v_octUv`) and passes the billboard-local UV.
|
|
6
|
+
* The fragment stage is the registered `a3d_prd10_impostor` chunk: it picks
|
|
7
|
+
* the 3 nearest baked frames, blends them barycentrically with per-frame
|
|
8
|
+
* parallax, alpha-tests, and (High+) writes `gl_FragDepth` from the depth
|
|
9
|
+
* channel. The far-band crossfade uses the `a3d_prd10_foliage` Bayer dither.
|
|
10
|
+
*
|
|
11
|
+
* Bake contract (tools/impostor-bake): frame (i, j) is an orthographic view
|
|
12
|
+
* from `impostorViewGrid` direction j*grid+i, basis right = normalize(cross(Y,
|
|
13
|
+
* horizontal view)), up = cross(view, right), clip x/y = dot(p - centre,
|
|
14
|
+
* right/up) / radius — the same basis this billboard spans, so tile UV (0..1)
|
|
15
|
+
* maps 1:1 onto `a_position * 0.5 + 0.5`.
|
|
16
|
+
*/
|
|
17
|
+
import type { ShaderSources } from "../../RenderDevice.js";
|
|
18
|
+
/** Full sources for the standalone Path S impostor program. */
|
|
19
|
+
export declare function impostorShaderSources(): ShaderSources;
|
|
20
|
+
//# sourceMappingURL=ImpostorMaterial.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"ImpostorMaterial.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/world/vegetation/ImpostorMaterial.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AACH,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,uBAAuB,CAAC;AA0E3D,+DAA+D;AAC/D,wBAAgB,qBAAqB,IAAI,aAAa,CAOrD"}
|