@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 +1,48 @@
1
+ /**
2
+ * `output/HdrTarget.ts` (PRD-01 §6.4/§8.4, C-05) — the linear-HDR scene target
3
+ * under `A3D_QR_CORE_OUTPUT`: color attachment 0 is the probed HDR format
4
+ * (`rgba16f` when the `hdr-render-targets` capability exists; the
5
+ * `r11f_g11f_b10f` middle rung of the contract probe is not representable by
6
+ * `RenderTargetDescriptor.colorAttachments`, so the probe collapses to
7
+ * `rgba16f`/`rgba8`), depth as a sampleable `depthTexture`, optional MSAA
8
+ * `sampleCount`, and — when `backgroundCoverage` is on — a second `rgba8`
9
+ * attachment at location 1 written by generated programs (`outCoverage`).
10
+ * The target is resized lazily to the render-scale dimensions.
11
+ */
12
+ import { probeHdrTargetFormat } from "../contracts/output.js";
13
+ export function createHdrTarget(device, options) {
14
+ const format = probeHdrTargetFormat(device);
15
+ const coverage = options.coverage === true;
16
+ return device.createRenderTarget({
17
+ label: "prd01-hdr-scene",
18
+ width: Math.max(1, Math.floor(options.width)),
19
+ height: Math.max(1, Math.floor(options.height)),
20
+ format: "rgba8", // overridden per-attachment by colorAttachments[0]
21
+ colorAttachments: coverage
22
+ ? [{ format: format === "r11f_g11f_b10f" ? "rgba16f" : format }, { format: "rgba8" }]
23
+ : [{ format: format === "r11f_g11f_b10f" ? "rgba16f" : format }],
24
+ depth: "texture",
25
+ sampleCount: Math.max(1, Math.floor(options.sampleCount ?? 1))
26
+ });
27
+ }
28
+ /**
29
+ * Cached-per-call-site helper: returns `current` unchanged when it already
30
+ * matches the requested size/options, else disposes and recreates it.
31
+ */
32
+ export function ensureHdrTarget(device, current, options) {
33
+ const width = Math.max(1, Math.floor(options.width));
34
+ const height = Math.max(1, Math.floor(options.height));
35
+ const sampleCount = Math.max(1, Math.floor(options.sampleCount ?? 1));
36
+ const coverage = options.coverage === true;
37
+ const matches = current !== null &&
38
+ !current.disposed &&
39
+ current.width === width &&
40
+ current.height === height &&
41
+ (current.sampleCount ?? 1) === sampleCount &&
42
+ (current.colorTextures?.length ?? 1) === (coverage ? 2 : 1);
43
+ if (matches)
44
+ return current;
45
+ current?.dispose();
46
+ return createHdrTarget(device, { ...options, width, height, coverage, sampleCount });
47
+ }
48
+ //# sourceMappingURL=HdrTarget.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,28 @@
1
+ /**
2
+ * `output/OutputPass.ts` (PRD-01 §8.6, C-05) — the single encode point under
3
+ * `A3D_QR_CORE_OUTPUT`. Reads the linear-HDR scene target (`u_scene`), applies
4
+ * `u_exposure`, the selected tone-map operator (`TONE_MAP` define), optional
5
+ * BACKGROUND_COVERAGE mix (`u_coverage`, R8), triangular dither
6
+ * (`u_dither > 0.5`, one LSB of 8-bit), and the C-05 juice overlay — then writes
7
+ * sRGB-encoded LDR to the canvas (or an LDR target). Programs are cached per
8
+ * variant key `{toneMapping, coverage, overlay}` per device.
9
+ */
10
+ import type { OutputPassLike, OutputPassOptions } from "../contracts/output.js";
11
+ import type { DisposableResource, RenderDevice, RenderTarget } from "../RenderDevice.js";
12
+ export declare class OutputPass implements OutputPassLike, DisposableResource {
13
+ private readonly device;
14
+ private readonly modules;
15
+ private readonly drawCache;
16
+ disposed: boolean;
17
+ constructor(device: RenderDevice);
18
+ /**
19
+ * @param input linear-HDR scene target (attachment 0).
20
+ * @param coverage BACKGROUND_COVERAGE source — either `input` itself (MRT
21
+ * attachment 1 is sampled) or a single-attachment rgba8 target.
22
+ * @param output `"canvas"` presents to the default framebuffer.
23
+ */
24
+ execute(input: RenderTarget, coverage: RenderTarget | null, options: OutputPassOptions, output: RenderTarget | "canvas"): void;
25
+ private moduleFor;
26
+ dispose(): void;
27
+ }
28
+ //# sourceMappingURL=OutputPass.d.ts.map
@@ -0,0 +1 @@
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@@ -0,0 +1,142 @@
1
+ /**
2
+ * `output/OutputPass.ts` (PRD-01 §8.6, C-05) — the single encode point under
3
+ * `A3D_QR_CORE_OUTPUT`. Reads the linear-HDR scene target (`u_scene`), applies
4
+ * `u_exposure`, the selected tone-map operator (`TONE_MAP` define), optional
5
+ * BACKGROUND_COVERAGE mix (`u_coverage`, R8), triangular dither
6
+ * (`u_dither > 0.5`, one LSB of 8-bit), and the C-05 juice overlay — then writes
7
+ * sRGB-encoded LDR to the canvas (or an LDR target). Programs are cached per
8
+ * variant key `{toneMapping, coverage, overlay}` per device.
9
+ */
10
+ import { DEFAULT_TONE_MAPPING } from "../contracts/output.js";
11
+ import { Geometry } from "../Geometry.js";
12
+ import { DEFAULT_RENDER_STATE } from "../Material.js";
13
+ import { RenderPipeline } from "../RenderPipeline.js";
14
+ import { ShaderModule } from "../ShaderModule.js";
15
+ import { TextureBinding } from "../TextureBinding.js";
16
+ import { VertexBuffer } from "../VertexBuffer.js";
17
+ import { VertexFormat } from "../VertexFormat.js";
18
+ import { OUTPUT_VERTEX_GLSL, outputFragmentGlsl, TONE_MAP_OPERATOR_FUNCTIONS } from "./ToneMappingOperators.glsl.js";
19
+ /** Q-01-1 (PRD 09 §8): CPU gates the overlay when every amount is below ~0.002. */
20
+ const OVERLAY_AMOUNT_FLOOR = 1 / 512;
21
+ const OUTPUT_RENDER_STATE = {
22
+ ...DEFAULT_RENDER_STATE,
23
+ blend: false,
24
+ depthTest: false,
25
+ depthWrite: false,
26
+ cullMode: "none"
27
+ };
28
+ function variantCacheKey(key) {
29
+ return `${key.toneMapping}|${key.coverage ? 1 : 0}|${key.overlay ? 1 : 0}`;
30
+ }
31
+ function createFullscreenTriangleGeometry() {
32
+ const vertices = new VertexBuffer(VertexFormat.P3, 3);
33
+ vertices.setAttribute(0, "position", [-1, -1, 0]);
34
+ vertices.setAttribute(1, "position", [3, -1, 0]);
35
+ vertices.setAttribute(2, "position", [-1, 3, 0]);
36
+ return new Geometry(vertices, null, "triangles", { min: [-1, -1, 0], max: [3, 3, 0] });
37
+ }
38
+ /** The overlay runs when any amount clears the floor; else `shape.w` is 0 (idle branch → bit-identical). */
39
+ function overlayEnabledAmounts(overlay) {
40
+ return overlay.flash[3] >= OVERLAY_AMOUNT_FLOOR
41
+ || overlay.vignette[3] >= OVERLAY_AMOUNT_FLOOR
42
+ || overlay.fade[3] >= OVERLAY_AMOUNT_FLOOR;
43
+ }
44
+ function overlayUniforms(overlay, aspect, enabled, uniforms) {
45
+ uniforms.set("u_overlayFlash", [...overlay.flash]);
46
+ uniforms.set("u_overlayVignette", [...overlay.vignette]);
47
+ uniforms.set("u_overlayShape", [overlay.shape[0], overlay.shape[1], aspect, enabled ? 1 : 0]);
48
+ uniforms.set("u_overlayFade", [...overlay.fade]);
49
+ }
50
+ export class OutputPass {
51
+ device;
52
+ modules = new Map();
53
+ drawCache = new Map();
54
+ disposed = false;
55
+ constructor(device) {
56
+ this.device = device;
57
+ }
58
+ /**
59
+ * @param input linear-HDR scene target (attachment 0).
60
+ * @param coverage BACKGROUND_COVERAGE source — either `input` itself (MRT
61
+ * attachment 1 is sampled) or a single-attachment rgba8 target.
62
+ * @param output `"canvas"` presents to the default framebuffer.
63
+ */
64
+ execute(input, coverage, options, output) {
65
+ const toneMapping = options.toneMapping ?? DEFAULT_TONE_MAPPING;
66
+ const useCoverage = options.backgroundCoverage && coverage !== null;
67
+ const overlay = options.overlay ?? null;
68
+ const overlayActive = overlay !== null && overlayEnabledAmounts(overlay);
69
+ const key = { toneMapping, coverage: useCoverage, overlay: overlay !== null };
70
+ const cacheKey = variantCacheKey(key);
71
+ const shader = this.moduleFor(key).compile(this.device);
72
+ const uniforms = new Map();
73
+ uniforms.set("u_scene", new TextureBinding({ name: "u_scene", texture: input.colorTexture, required: true }));
74
+ if (useCoverage && coverage) {
75
+ const coverageTexture = coverage.colorTextures?.[1] ?? coverage.colorTexture;
76
+ uniforms.set("u_coverage", new TextureBinding({ name: "u_coverage", texture: coverageTexture, required: true }));
77
+ }
78
+ uniforms.set("u_exposure", options.exposure);
79
+ uniforms.set("u_dither", options.dithering ? 1 : 0);
80
+ if (overlay) {
81
+ overlayUniforms(overlay, input.width / Math.max(1, input.height), overlayActive, uniforms);
82
+ }
83
+ // Phase 6: persistent fullscreen geometry + pipeline per variant — zero
84
+ // RenderPipeline constructions and zero buffer creates in steady state.
85
+ let cached = this.drawCache.get(cacheKey);
86
+ if (!cached || cached.pipeline.shader !== shader) {
87
+ cached?.geometry.dispose();
88
+ const geometry = createFullscreenTriangleGeometry();
89
+ const pipeline = new RenderPipeline({
90
+ label: "prd01-output",
91
+ shader,
92
+ vertexFormat: geometry.vertexBuffer.format,
93
+ topology: geometry.topology,
94
+ renderState: OUTPUT_RENDER_STATE
95
+ });
96
+ cached = { geometry, pipeline };
97
+ this.drawCache.set(cacheKey, cached);
98
+ }
99
+ const command = cached.pipeline.createDrawCommand({
100
+ label: "prd01-output",
101
+ vertexBuffer: cached.geometry.vertexBuffer.upload(this.device),
102
+ vertexCount: cached.geometry.vertexBuffer.vertexCount,
103
+ uniforms
104
+ });
105
+ // T0-04: restore the previously bound target — rebinding `input` leaves
106
+ // the HDR source bound and misroutes every subsequent draw/capture.
107
+ const previousTarget = this.device.getRenderTarget?.() ?? null;
108
+ this.device.setRenderTarget(output === "canvas" ? null : output);
109
+ this.device.draw(command);
110
+ this.device.setRenderTarget(previousTarget);
111
+ }
112
+ moduleFor(key) {
113
+ const cacheKey = variantCacheKey(key);
114
+ let module = this.modules.get(cacheKey);
115
+ if (!module) {
116
+ module = new ShaderModule({
117
+ label: `prd01-output-${cacheKey}`,
118
+ marker: "a3d.output",
119
+ vertex: OUTPUT_VERTEX_GLSL,
120
+ fragment: outputFragmentGlsl({
121
+ toneMapping: TONE_MAP_OPERATOR_FUNCTIONS[key.toneMapping] ? key.toneMapping : DEFAULT_TONE_MAPPING,
122
+ backgroundCoverage: key.coverage,
123
+ overlay: key.overlay
124
+ })
125
+ });
126
+ this.modules.set(cacheKey, module);
127
+ }
128
+ return module;
129
+ }
130
+ dispose() {
131
+ if (this.disposed)
132
+ return;
133
+ this.disposed = true;
134
+ for (const module of this.modules.values())
135
+ module.dispose();
136
+ this.modules.clear();
137
+ for (const cached of this.drawCache.values())
138
+ cached.geometry.dispose();
139
+ this.drawCache.clear();
140
+ }
141
+ }
142
+ //# sourceMappingURL=OutputPass.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,22 @@
1
+ /**
2
+ * `output/ToneMappingOperators.glsl.ts` (PRD-01 §8.6, C-05) — the OutputPass
3
+ * fragment shader source. Operator bodies are three.js r185 ports with the
4
+ * `color *= toneMappingExposure;` line removed (OutputPass applies
5
+ * `hdr * u_exposure` once before the operator). `TONE_MAP` is a `#define`
6
+ * selecting the operator; `BACKGROUND_COVERAGE` mixes to unmapped `clamp(hdr)`
7
+ * outside drawn coverage (§6.5); `OUTPUT_OVERLAY` runs the C-05 juice overlay
8
+ * after encode (Q-01-1 reference GLSL adapted — the uniforms are the C-05
9
+ * `OutputOverlayUniforms`, shape packed as `[inner, softness, aspect, on]`).
10
+ */
11
+ export declare const OUTPUT_VERTEX_GLSL = "#version 300 es\n// a3d.output\nlayout(location = 0) in vec3 a_position;\nout vec2 v_uv;\nvoid main() {\n v_uv = a_position.xy * 0.5 + 0.5;\n gl_Position = vec4(a_position, 1.0);\n}\n";
12
+ export declare const TONE_MAPPING_OPERATORS_GLSL = "// r185 tonemapping_pars_fragment, exposure lines removed (PRD-01 \u00A78.6).\n// \"none\" is a pass-through (still clamped at the OETF); \"linear\" saturates.\nvec3 NoneToneMapping(vec3 color) { return color; }\nvec3 LinearToneMapping(vec3 color) { return saturate(color); }\n\n// source: https://www.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf\nvec3 ReinhardToneMapping(vec3 color) {\n return saturate( color / ( vec3( 1.0 ) + color ) );\n}\n\n// source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs\nvec3 RRTAndODTFit( vec3 v ) {\n vec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n return a / b;\n}\n\n// this implementation of ACES is modified to accommodate a brighter viewing environment.\n// the scale factor of 1/0.6 is subjective. see discussion in #19621.\nvec3 ACESFilmicToneMapping( vec3 color ) {\n // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT\n const mat3 ACESInputMat = mat3(\n vec3( 0.59719, 0.07600, 0.02840 ),\n vec3( 0.35458, 0.90834, 0.13383 ),\n vec3( 0.04823, 0.01566, 0.83777 )\n );\n // ODT_SAT => XYZ => D60_2_D65 => sRGB\n const mat3 ACESOutputMat = mat3(\n vec3( 1.60475, -0.10208, -0.00327 ),\n vec3( -0.53108, 1.10813, -0.07276 ),\n vec3( -0.07367, -0.00605, 1.07602 )\n );\n color /= 0.6; // exposure factor already applied by the caller\n color = ACESInputMat * color;\n color = RRTAndODTFit( color );\n color = ACESOutputMat * color;\n return saturate( color );\n}\n\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n vec3( 1.6605, - 0.1246, - 0.0182 ),\n vec3( - 0.5876, 1.1329, - 0.1006 ),\n vec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n vec3( 0.6274, 0.0691, 0.0164 ),\n vec3( 0.3293, 0.9195, 0.0880 ),\n vec3( 0.0433, 0.0113, 0.8956 )\n);\n\n// https://iolite-engine.com/blog_posts/minimal_agx_implementation\nvec3 agxDefaultContrastApprox( vec3 x ) {\n vec3 x2 = x * x;\n vec3 x4 = x2 * x2;\n return + 15.5 * x4 * x2\n - 40.14 * x4 * x\n + 31.96 * x4\n - 6.868 * x2 * x\n + 0.4298 * x2\n + 0.1191 * x\n - 0.00232;\n}\n\n// AgX Tone Mapping implementation based on Filament, which in turn is based\n// on Blender's implementation using rec 2020 primaries.\n// Inputs and outputs are encoded as Linear-sRGB.\nvec3 AgXToneMapping( vec3 color ) {\n const mat3 AgXInsetMatrix = mat3(\n vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n );\n const mat3 AgXOutsetMatrix = mat3(\n vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n );\n const float AgxMinEv = - 12.47393;\n const float AgxMaxEv = 4.026069;\n\n color = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n color = AgXInsetMatrix * color;\n color = max( color, 1e-10 );\n color = log2( color );\n color = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n color = clamp( color, 0.0, 1.0 );\n color = agxDefaultContrastApprox( color );\n color = AgXOutsetMatrix * color;\n color = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n color = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n return clamp( color, 0.0, 1.0 );\n}\n\n// Khronos PBR Neutral (r185 body; exposure removed).\nvec3 NeutralToneMapping( vec3 color ) {\n const float StartCompression = 0.8 - 0.04;\n const float Desaturation = 0.15;\n float x = min( color.r, min( color.g, color.b ) );\n float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n color -= offset;\n float peak = max( color.r, max( color.g, color.b ) );\n if ( peak < StartCompression ) return color;\n float d = 1. - StartCompression;\n float newPeak = 1. - d * d / ( peak + d - StartCompression );\n color *= newPeak / peak;\n float g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n return mix( color, vec3( newPeak ), g );\n}\n";
13
+ export declare const OUTPUT_FRAGMENT_PROLOGUE_GLSL = "// a3d.output\nprecision highp float;\nuniform sampler2D u_scene;\n#ifdef BACKGROUND_COVERAGE\nuniform sampler2D u_coverage;\n#endif\nuniform float u_exposure;\n// float, not int: the device uploads numeric uniforms with uniform1f, and\n// glUniform1f on an int uniform is GL_INVALID_OPERATION (#1140).\nuniform float u_dither;\nin vec2 v_uv;\nlayout(location = 0) out vec4 outColor;\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n";
14
+ export declare const OUTPUT_FRAGMENT_EPILOGUE_GLSL = "vec3 a3dLinearToSRGB(vec3 c) { return mix(c * 12.92, 1.055 * pow(c, vec3(1.0/2.4)) - 0.055, step(vec3(0.0031308), c)); }\n// PRD-01 triangular output dither (\u00B11 LSB, \u00A78.4 output step): the inverse triangular CDF of\n// interleaved gradient noise (Jimenez 2014). Same TPDF as two summed uniforms,\n// but low-discrepancy, so every 16-px row window spans > 1 LSB and banding\n// runs break (white sin-hash noise left 25-27 px runs, #1249 GPU).\nfloat a3dTriangularNoise(vec2 p) {\n float u = fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715))));\n return u < 0.5 ? sqrt(2.0 * u) - 1.0 : 1.0 - sqrt(2.0 - 2.0 * u);\n}\n#ifdef OUTPUT_OVERLAY\nuniform vec4 u_overlayFlash; // rgb = linear color, a = amount 0..1 (additive)\nuniform vec4 u_overlayVignette; // rgb = linear color, a = amount 0..1\nuniform vec4 u_overlayShape; // x = inner radius, y = softness, z = aspect (w/h), w = enabled 0/1\nuniform vec4 u_overlayFade; // rgb = linear color, a = amount 0..1 (mix)\nvec3 a3dSrgbToLinear(vec3 c) {\n return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(vec3(0.04045), c));\n}\n// Q-01-1 reference (PRD 09 \u00A78): decode \u2192 flash/vignette/fade \u2192 encode once.\n// Juice amounts are perceptual, applied in display-referred linear.\nvec3 a3dApplyOutputOverlay(vec3 encoded, vec2 uv) {\n if (u_overlayShape.w < 0.5) return encoded; // uniform branch; idle is bit-identical\n vec3 c = a3dSrgbToLinear(encoded);\n c += u_overlayFlash.rgb * u_overlayFlash.a;\n vec2 d = (uv - 0.5) * vec2(u_overlayShape.z, 1.0);\n float v = smoothstep(u_overlayShape.x, u_overlayShape.x + u_overlayShape.y, length(d));\n c = mix(c, u_overlayVignette.rgb, v * u_overlayVignette.a);\n c = mix(c, u_overlayFade.rgb, u_overlayFade.a);\n return a3dLinearToSRGB(clamp(c, 0.0, 1.0));\n}\n#endif\nvoid main() {\n vec4 scene = texture(u_scene, v_uv);\n vec3 hdr = scene.rgb;\n // Coverage: drawn content is tone-mapped, the clear colour is not (three\n // r185: the clear is a raw glClear, tone mapping is per material). Without\n // the coverage attachment, HDR alpha carries it \u2014 cleared alpha 0, drawn 1.\n#ifdef BACKGROUND_COVERAGE\n float a3dCoverage = texture(u_coverage, v_uv).r;\n#else\n float a3dCoverage = clamp(scene.a, 0.0, 1.0);\n#endif\n vec3 display = mix(clamp(hdr, 0.0, 1.0), TONE_MAP(hdr * u_exposure), a3dCoverage);\n vec3 encoded = a3dLinearToSRGB(clamp(display, 0.0, 1.0));\n if (u_dither > 0.5) encoded += a3dTriangularNoise(gl_FragCoord.xy) / 255.0;\n#ifdef OUTPUT_OVERLAY\n encoded = a3dApplyOutputOverlay(encoded, v_uv);\n#endif\n outColor = vec4(encoded, 1.0);\n}\n";
15
+ export declare const TONE_MAP_OPERATOR_FUNCTIONS: Readonly<Record<string, string>>;
16
+ /** Compose the output fragment for one variant key. */
17
+ export declare function outputFragmentGlsl(options: {
18
+ toneMapping: string;
19
+ backgroundCoverage: boolean;
20
+ overlay: boolean;
21
+ }): string;
22
+ //# sourceMappingURL=ToneMappingOperators.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ToneMappingOperators.glsl.d.ts","sourceRoot":"","sources":["../../../../../packages/rendering/src/output/ToneMappingOperators.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,eAAO,MAAM,kBAAkB,8LAQ9B,CAAC;AAEF,eAAO,MAAM,2BAA2B,kiIA4GvC,CAAC;AAEF,eAAO,MAAM,6BAA6B,kbAazC,CAAC;AAEF,eAAO,MAAM,6BAA6B,glFAiDzC,CAAC;AAEF,eAAO,MAAM,2BAA2B,EAAE,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAOxE,CAAC;AAEF,uDAAuD;AACvD,wBAAgB,kBAAkB,CAAC,OAAO,EAAE;IAAE,WAAW,EAAE,MAAM,CAAC;IAAC,kBAAkB,EAAE,OAAO,CAAC;IAAC,OAAO,EAAE,OAAO,CAAA;CAAE,GAAG,MAAM,CAc1H"}
@@ -0,0 +1,217 @@
1
+ /**
2
+ * `output/ToneMappingOperators.glsl.ts` (PRD-01 §8.6, C-05) — the OutputPass
3
+ * fragment shader source. Operator bodies are three.js r185 ports with the
4
+ * `color *= toneMappingExposure;` line removed (OutputPass applies
5
+ * `hdr * u_exposure` once before the operator). `TONE_MAP` is a `#define`
6
+ * selecting the operator; `BACKGROUND_COVERAGE` mixes to unmapped `clamp(hdr)`
7
+ * outside drawn coverage (§6.5); `OUTPUT_OVERLAY` runs the C-05 juice overlay
8
+ * after encode (Q-01-1 reference GLSL adapted — the uniforms are the C-05
9
+ * `OutputOverlayUniforms`, shape packed as `[inner, softness, aspect, on]`).
10
+ */
11
+ export const OUTPUT_VERTEX_GLSL = `#version 300 es
12
+ // a3d.output
13
+ layout(location = 0) in vec3 a_position;
14
+ out vec2 v_uv;
15
+ void main() {
16
+ v_uv = a_position.xy * 0.5 + 0.5;
17
+ gl_Position = vec4(a_position, 1.0);
18
+ }
19
+ `;
20
+ export const TONE_MAPPING_OPERATORS_GLSL = `// r185 tonemapping_pars_fragment, exposure lines removed (PRD-01 §8.6).
21
+ // "none" is a pass-through (still clamped at the OETF); "linear" saturates.
22
+ vec3 NoneToneMapping(vec3 color) { return color; }
23
+ vec3 LinearToneMapping(vec3 color) { return saturate(color); }
24
+
25
+ // source: https://www.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf
26
+ vec3 ReinhardToneMapping(vec3 color) {
27
+ return saturate( color / ( vec3( 1.0 ) + color ) );
28
+ }
29
+
30
+ // source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs
31
+ vec3 RRTAndODTFit( vec3 v ) {
32
+ vec3 a = v * ( v + 0.0245786 ) - 0.000090537;
33
+ vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;
34
+ return a / b;
35
+ }
36
+
37
+ // this implementation of ACES is modified to accommodate a brighter viewing environment.
38
+ // the scale factor of 1/0.6 is subjective. see discussion in #19621.
39
+ vec3 ACESFilmicToneMapping( vec3 color ) {
40
+ // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
41
+ const mat3 ACESInputMat = mat3(
42
+ vec3( 0.59719, 0.07600, 0.02840 ),
43
+ vec3( 0.35458, 0.90834, 0.13383 ),
44
+ vec3( 0.04823, 0.01566, 0.83777 )
45
+ );
46
+ // ODT_SAT => XYZ => D60_2_D65 => sRGB
47
+ const mat3 ACESOutputMat = mat3(
48
+ vec3( 1.60475, -0.10208, -0.00327 ),
49
+ vec3( -0.53108, 1.10813, -0.07276 ),
50
+ vec3( -0.07367, -0.00605, 1.07602 )
51
+ );
52
+ color /= 0.6; // exposure factor already applied by the caller
53
+ color = ACESInputMat * color;
54
+ color = RRTAndODTFit( color );
55
+ color = ACESOutputMat * color;
56
+ return saturate( color );
57
+ }
58
+
59
+ const mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(
60
+ vec3( 1.6605, - 0.1246, - 0.0182 ),
61
+ vec3( - 0.5876, 1.1329, - 0.1006 ),
62
+ vec3( - 0.0728, - 0.0083, 1.1187 )
63
+ );
64
+ const mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(
65
+ vec3( 0.6274, 0.0691, 0.0164 ),
66
+ vec3( 0.3293, 0.9195, 0.0880 ),
67
+ vec3( 0.0433, 0.0113, 0.8956 )
68
+ );
69
+
70
+ // https://iolite-engine.com/blog_posts/minimal_agx_implementation
71
+ vec3 agxDefaultContrastApprox( vec3 x ) {
72
+ vec3 x2 = x * x;
73
+ vec3 x4 = x2 * x2;
74
+ return + 15.5 * x4 * x2
75
+ - 40.14 * x4 * x
76
+ + 31.96 * x4
77
+ - 6.868 * x2 * x
78
+ + 0.4298 * x2
79
+ + 0.1191 * x
80
+ - 0.00232;
81
+ }
82
+
83
+ // AgX Tone Mapping implementation based on Filament, which in turn is based
84
+ // on Blender's implementation using rec 2020 primaries.
85
+ // Inputs and outputs are encoded as Linear-sRGB.
86
+ vec3 AgXToneMapping( vec3 color ) {
87
+ const mat3 AgXInsetMatrix = mat3(
88
+ vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),
89
+ vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),
90
+ vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )
91
+ );
92
+ const mat3 AgXOutsetMatrix = mat3(
93
+ vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),
94
+ vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),
95
+ vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )
96
+ );
97
+ const float AgxMinEv = - 12.47393;
98
+ const float AgxMaxEv = 4.026069;
99
+
100
+ color = LINEAR_SRGB_TO_LINEAR_REC2020 * color;
101
+ color = AgXInsetMatrix * color;
102
+ color = max( color, 1e-10 );
103
+ color = log2( color );
104
+ color = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );
105
+ color = clamp( color, 0.0, 1.0 );
106
+ color = agxDefaultContrastApprox( color );
107
+ color = AgXOutsetMatrix * color;
108
+ color = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );
109
+ color = LINEAR_REC2020_TO_LINEAR_SRGB * color;
110
+ return clamp( color, 0.0, 1.0 );
111
+ }
112
+
113
+ // Khronos PBR Neutral (r185 body; exposure removed).
114
+ vec3 NeutralToneMapping( vec3 color ) {
115
+ const float StartCompression = 0.8 - 0.04;
116
+ const float Desaturation = 0.15;
117
+ float x = min( color.r, min( color.g, color.b ) );
118
+ float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;
119
+ color -= offset;
120
+ float peak = max( color.r, max( color.g, color.b ) );
121
+ if ( peak < StartCompression ) return color;
122
+ float d = 1. - StartCompression;
123
+ float newPeak = 1. - d * d / ( peak + d - StartCompression );
124
+ color *= newPeak / peak;
125
+ float g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );
126
+ return mix( color, vec3( newPeak ), g );
127
+ }
128
+ `;
129
+ export const OUTPUT_FRAGMENT_PROLOGUE_GLSL = `// a3d.output
130
+ precision highp float;
131
+ uniform sampler2D u_scene;
132
+ #ifdef BACKGROUND_COVERAGE
133
+ uniform sampler2D u_coverage;
134
+ #endif
135
+ uniform float u_exposure;
136
+ // float, not int: the device uploads numeric uniforms with uniform1f, and
137
+ // glUniform1f on an int uniform is GL_INVALID_OPERATION (#1140).
138
+ uniform float u_dither;
139
+ in vec2 v_uv;
140
+ layout(location = 0) out vec4 outColor;
141
+ #define saturate( a ) clamp( a, 0.0, 1.0 )
142
+ `;
143
+ export const OUTPUT_FRAGMENT_EPILOGUE_GLSL = `vec3 a3dLinearToSRGB(vec3 c) { return mix(c * 12.92, 1.055 * pow(c, vec3(1.0/2.4)) - 0.055, step(vec3(0.0031308), c)); }
144
+ // PRD-01 triangular output dither (±1 LSB, §8.4 output step): the inverse triangular CDF of
145
+ // interleaved gradient noise (Jimenez 2014). Same TPDF as two summed uniforms,
146
+ // but low-discrepancy, so every 16-px row window spans > 1 LSB and banding
147
+ // runs break (white sin-hash noise left 25-27 px runs, #1249 GPU).
148
+ float a3dTriangularNoise(vec2 p) {
149
+ float u = fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715))));
150
+ return u < 0.5 ? sqrt(2.0 * u) - 1.0 : 1.0 - sqrt(2.0 - 2.0 * u);
151
+ }
152
+ #ifdef OUTPUT_OVERLAY
153
+ uniform vec4 u_overlayFlash; // rgb = linear color, a = amount 0..1 (additive)
154
+ uniform vec4 u_overlayVignette; // rgb = linear color, a = amount 0..1
155
+ uniform vec4 u_overlayShape; // x = inner radius, y = softness, z = aspect (w/h), w = enabled 0/1
156
+ uniform vec4 u_overlayFade; // rgb = linear color, a = amount 0..1 (mix)
157
+ vec3 a3dSrgbToLinear(vec3 c) {
158
+ return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(vec3(0.04045), c));
159
+ }
160
+ // Q-01-1 reference (PRD 09 §8): decode → flash/vignette/fade → encode once.
161
+ // Juice amounts are perceptual, applied in display-referred linear.
162
+ vec3 a3dApplyOutputOverlay(vec3 encoded, vec2 uv) {
163
+ if (u_overlayShape.w < 0.5) return encoded; // uniform branch; idle is bit-identical
164
+ vec3 c = a3dSrgbToLinear(encoded);
165
+ c += u_overlayFlash.rgb * u_overlayFlash.a;
166
+ vec2 d = (uv - 0.5) * vec2(u_overlayShape.z, 1.0);
167
+ float v = smoothstep(u_overlayShape.x, u_overlayShape.x + u_overlayShape.y, length(d));
168
+ c = mix(c, u_overlayVignette.rgb, v * u_overlayVignette.a);
169
+ c = mix(c, u_overlayFade.rgb, u_overlayFade.a);
170
+ return a3dLinearToSRGB(clamp(c, 0.0, 1.0));
171
+ }
172
+ #endif
173
+ void main() {
174
+ vec4 scene = texture(u_scene, v_uv);
175
+ vec3 hdr = scene.rgb;
176
+ // Coverage: drawn content is tone-mapped, the clear colour is not (three
177
+ // r185: the clear is a raw glClear, tone mapping is per material). Without
178
+ // the coverage attachment, HDR alpha carries it — cleared alpha 0, drawn 1.
179
+ #ifdef BACKGROUND_COVERAGE
180
+ float a3dCoverage = texture(u_coverage, v_uv).r;
181
+ #else
182
+ float a3dCoverage = clamp(scene.a, 0.0, 1.0);
183
+ #endif
184
+ vec3 display = mix(clamp(hdr, 0.0, 1.0), TONE_MAP(hdr * u_exposure), a3dCoverage);
185
+ vec3 encoded = a3dLinearToSRGB(clamp(display, 0.0, 1.0));
186
+ if (u_dither > 0.5) encoded += a3dTriangularNoise(gl_FragCoord.xy) / 255.0;
187
+ #ifdef OUTPUT_OVERLAY
188
+ encoded = a3dApplyOutputOverlay(encoded, v_uv);
189
+ #endif
190
+ outColor = vec4(encoded, 1.0);
191
+ }
192
+ `;
193
+ export const TONE_MAP_OPERATOR_FUNCTIONS = {
194
+ none: "NoneToneMapping",
195
+ linear: "LinearToneMapping",
196
+ reinhard: "ReinhardToneMapping",
197
+ aces: "ACESFilmicToneMapping",
198
+ agx: "AgXToneMapping",
199
+ neutral: "NeutralToneMapping"
200
+ };
201
+ /** Compose the output fragment for one variant key. */
202
+ export function outputFragmentGlsl(options) {
203
+ const fn = TONE_MAP_OPERATOR_FUNCTIONS[options.toneMapping] ?? TONE_MAP_OPERATOR_FUNCTIONS["aces"];
204
+ const defines = [
205
+ `#define TONE_MAP(c) ${fn}(c)`,
206
+ ...(options.backgroundCoverage ? ["#define BACKGROUND_COVERAGE"] : []),
207
+ ...(options.overlay ? ["#define OUTPUT_OVERLAY"] : [])
208
+ ];
209
+ return [
210
+ "#version 300 es",
211
+ OUTPUT_FRAGMENT_PROLOGUE_GLSL,
212
+ ...defines,
213
+ TONE_MAPPING_OPERATORS_GLSL,
214
+ OUTPUT_FRAGMENT_EPILOGUE_GLSL
215
+ ].join("\n");
216
+ }
217
+ //# sourceMappingURL=ToneMappingOperators.glsl.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,57 @@
1
+ import { BaseRenderPass, type RenderPassContext } from "../RenderPass.js";
2
+ import type { Texture } from "../Texture.js";
3
+ import type { RenderItem } from "../ForwardPass.js";
4
+ import { type DepthPassOptions } from "../DepthPass.js";
5
+ export declare const CONTACT_MASK_BLACKBOARD_KEY = "prd02.contactShadowMask";
6
+ export interface ContactShadowOptions {
7
+ readonly length?: number;
8
+ readonly thickness?: number;
9
+ readonly steps?: number;
10
+ readonly intensity?: number;
11
+ }
12
+ export interface ContactShadowPassInput {
13
+ /** Shadowed-light direction in world space (points toward the light). */
14
+ readonly sunDirection: readonly [number, number, number];
15
+ readonly camera: {
16
+ readonly viewMatrix: Float32Array;
17
+ readonly projectionMatrix: Float32Array;
18
+ readonly near: number;
19
+ readonly far: number;
20
+ };
21
+ /** C-07-IN-2: real scene depth when the C-01 prepass is provided. */
22
+ readonly sceneDepth?: {
23
+ readonly texture: Texture | null;
24
+ readonly available: boolean;
25
+ readonly linearize: {
26
+ readonly near: number;
27
+ readonly far: number;
28
+ readonly orthographic: boolean;
29
+ };
30
+ };
31
+ /** Fallback casters for the lane's own half-res depth render (C-01 stub). */
32
+ readonly casters?: readonly RenderItem[];
33
+ readonly depthPassOptions?: Omit<DepthPassOptions, "casters" | "viewProjectionMatrix">;
34
+ readonly options?: ContactShadowOptions;
35
+ }
36
+ /** @internal Contact-mask program sources (GLSL validation in unit tests). */
37
+ export declare const CONTACT_MASK_SHADER_SOURCES: {
38
+ readonly vertex: "#version 300 es\n// @aura3d-shader:prd02_contact_mask\nin vec2 a_position;\nout vec2 v_uv;\nvoid main() { v_uv = a_position * 0.5 + 0.5; gl_Position = vec4(a_position, 0.0, 1.0); }\n";
39
+ readonly fragment: "#version 300 es\n// @aura3d-shader:prd02_contact_mask\nprecision highp float;\nin vec2 v_uv;\nlayout(location = 0) out vec4 o_vis;\n\nuniform highp sampler2D u_prd02ContactDepth; // scene depth buffer ([0,1])\nuniform mat4 u_prd02ContactInvProj; // clip -> view\nuniform mat4 u_prd02ContactProj; // view -> clip\nuniform vec3 u_prd02ContactSun; // shadowed-light dir, view space\nuniform vec4 u_prd02ContactParams; // (length_m, thickness_m, steps, jitter)\nuniform vec2 u_prd02ContactNearFar; // (near, far)\n\nfloat a3d_prd02ContactNoise(vec2 px) {\n return fract(52.9829189 * fract(0.06711056 * px.x + 0.00583715 * px.y));\n}\n\nfloat a3d_prd02ContactLinear(float z) {\n float n = u_prd02ContactNearFar.x;\n float f = u_prd02ContactNearFar.y;\n return (n * f) / (f - z * (f - n));\n}\n\nfloat a3d_contactShadow(vec2 uv) {\n float sceneZ = texture(u_prd02ContactDepth, uv).r;\n vec4 ndc = vec4(uv * 2.0 - 1.0, sceneZ * 2.0 - 1.0, 1.0);\n vec4 vpos = u_prd02ContactInvProj * ndc;\n vec3 pos = vpos.xyz / vpos.w;\n float len = u_prd02ContactParams.x;\n float thickness = u_prd02ContactParams.y;\n float steps = max(u_prd02ContactParams.z, 1.0);\n float jitter = a3d_prd02ContactNoise(gl_FragCoord.xy) * u_prd02ContactParams.w;\n float occluded = 0.0;\n for (int i = 1; i <= 16; i++) {\n if (float(i) > steps) break;\n float t = (float(i) - jitter) / steps;\n vec3 p = pos + u_prd02ContactSun * (t * len);\n vec4 clip = u_prd02ContactProj * vec4(p, 1.0);\n vec3 r = clip.xyz / clip.w;\n vec2 suv = r.xy * 0.5 + 0.5;\n if (suv.x < 0.0 || suv.x > 1.0 || suv.y < 0.0 || suv.y > 1.0) continue;\n float blocker = a3d_prd02ContactLinear(texture(u_prd02ContactDepth, suv).r);\n if (blocker < -p.z - thickness) occluded = max(occluded, 1.0 - t);\n }\n return 1.0 - occluded;\n}\n\nvoid main() { o_vis = vec4(a3d_contactShadow(v_uv)); }\n";
40
+ };
41
+ export declare class ContactShadowPass extends BaseRenderPass {
42
+ private readonly input;
43
+ private mask;
44
+ private ownDepth;
45
+ private program;
46
+ private triBuffer;
47
+ private readonly depthPass;
48
+ private lastMask;
49
+ private lastDepthSource;
50
+ private executed;
51
+ constructor(input: ContactShadowPassInput);
52
+ maskTexture(): Texture | null;
53
+ depthSource(): string;
54
+ passExecuted(): boolean;
55
+ execute(context: RenderPassContext): void;
56
+ }
57
+ //# sourceMappingURL=ContactShadowPass.d.ts.map
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