@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 +1,50 @@
1
+ /**
2
+ * `prd03.indirectFraction` — C-02 chunk + feature writing the §6.3
3
+ * indirect-fraction into `color0.a` (PRD-03 §6.3).
4
+ *
5
+ * The forward shader computes `a3dColor = direct + indirect + emissive`; this
6
+ * chunk's `fragment:end` hook computes
7
+ * `f_ind = clamp(luminance(indirectDiffuse + indirectSpecular) /
8
+ * max(luminance(a3dColor), 1e-4), 0, 1)` so S2's apply can do
9
+ * `mix(1.0, aoMB, f_ind)` — ambient-dominated pixels get full occlusion while
10
+ * emissive, sky and direct-lit pixels stay untouched.
11
+ *
12
+ * Tagged encoding: the alpha written is `AO_INDIRECT_FRACTION_TAG + f_ind`
13
+ * (∈ [2, 3]) so the S2 apply can tell generated-program pixels (which carry
14
+ * f_ind) from legacy shaderKey draws, custom shaders and the clear (alpha
15
+ * ≤ 1, which carry none). Legacy pixels take the conservative
16
+ * `u_aoFallbackStrength` path. The tag also keeps C-05 alpha coverage intact:
17
+ * `clamp(alpha, 0, 1)` is still 1 for every drawn opaque pixel; the S2 apply
18
+ * restores alpha to 1 after decoding. Blended (`ALPHA_BLEND`) and
19
+ * alpha-to-coverage draws keep their real alpha (overwriting it would change
20
+ * blending / A2C coverage; keeping f_ind there needs Q-01-1
21
+ * `blendFuncSeparate(srcRGB, dstRGB, ZERO, ONE)`).
22
+ */
23
+ import type { ShaderChunk, ShaderFeature } from "../../contracts/program.js";
24
+ /** `fragment:pars` — luminance + fraction helper (declaration-level). */
25
+ export declare const indirectFractionParsChunk: ShaderChunk;
26
+ /**
27
+ * `fragment:end` — the alpha write itself, in the C-02 generator's
28
+ * forward-fragment scope (`program/ProgramGenerator.ts`
29
+ * `forwardFragmentSource`): at `fragment:end` the final linear colour is
30
+ * `a3dColor` (vec3), the alpha is `a3dAlpha`, and the indirect accumulators
31
+ * `indirectDiffuse`/`indirectSpecular` are always declared (zero on unlit
32
+ * programs). The generator then writes `outColor = vec4(a3dColor, a3dAlpha)`,
33
+ * so the fraction goes into `a3dAlpha`. Blended draws keep their real alpha:
34
+ * overwriting it would change blending (keeping f_ind there needs Q-01-1).
35
+ *
36
+ * The previous body wrote `o_color` and read `a3dIndirectRadiance`, which the
37
+ * generator never declares, so every forward program under `A3D_QR_POST`
38
+ * failed to compile ("'o_color' : undeclared identifier", #1139).
39
+ */
40
+ export declare const indirectFractionWriteChunk: ShaderChunk;
41
+ /**
42
+ * Offset added to f_ind in `color0.a` (see the module doc). The S2 apply
43
+ * treats `alpha ≥ AO_INDIRECT_FRACTION_TAG − 0.5` as tagged and decodes
44
+ * `w = clamp(alpha − AO_INDIRECT_FRACTION_TAG, 0, 1)`.
45
+ */
46
+ export declare const AO_INDIRECT_FRACTION_TAG = 2;
47
+ export declare const INDIRECT_FRACTION_BIT = "indirectFraction";
48
+ export declare const indirectFractionFeature: ShaderFeature;
49
+ export declare function registerIndirectFractionShader(registerChunk: (c: ShaderChunk) => void, registerFeature: (f: ShaderFeature) => () => void): () => void;
50
+ //# sourceMappingURL=indirectFraction.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"indirectFraction.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/chunks/indirectFraction.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,OAAO,KAAK,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAE1E,yEAAyE;AACzE,eAAO,MAAM,yBAAyB,EAAE,WAoBvC,CAAC;AAEF;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,0BAA0B,EAAE,WASxC,CAAC;AAEF;;;;GAIG;AACH,eAAO,MAAM,wBAAwB,IAAI,CAAC;AAE1C,eAAO,MAAM,qBAAqB,qBAAqB,CAAC;AAExD,eAAO,MAAM,uBAAuB,EAAE,aAoBrC,CAAC;AAEF,wBAAgB,8BAA8B,CAC5C,aAAa,EAAE,CAAC,CAAC,EAAE,WAAW,KAAK,IAAI,EACvC,eAAe,EAAE,CAAC,CAAC,EAAE,aAAa,KAAK,MAAM,IAAI,GAChD,MAAM,IAAI,CAIZ"}
@@ -0,0 +1,82 @@
1
+ /** `fragment:pars` — luminance + fraction helper (declaration-level). */
2
+ export const indirectFractionParsChunk = {
3
+ name: "a3d_prd03_indirectFractionPars",
4
+ owner: "prd03",
5
+ stage: "fragment",
6
+ glsl: `// f_ind = luminance(indirect) / max(luminance(radiance), 1e-4) (§6.3)
7
+ vec4 a3dWriteIndirectFraction(vec4 color, vec3 indirectRadiance) {
8
+ float indLuma = dot(indirectRadiance, vec3(0.2126, 0.7152, 0.0722));
9
+ float radLuma = max(dot(color.rgb, vec3(0.2126, 0.7152, 0.0722)), 1e-4);
10
+ color.a = clamp(indLuma / radLuma, 0.0, 1.0);
11
+ return color;
12
+ }
13
+ `,
14
+ wgsl: `fn a3dWriteIndirectFraction(colorIn: vec4<f32>, indirectRadiance: vec3<f32>) -> vec4<f32> {
15
+ var color = colorIn;
16
+ let indLuma = dot(indirectRadiance, vec3<f32>(0.2126, 0.7152, 0.0722));
17
+ let radLuma = max(dot(color.rgb, vec3<f32>(0.2126, 0.7152, 0.0722)), 1e-4);
18
+ color.a = clamp(indLuma / radLuma, 0.0, 1.0);
19
+ return color;
20
+ }
21
+ `
22
+ };
23
+ /**
24
+ * `fragment:end` — the alpha write itself, in the C-02 generator's
25
+ * forward-fragment scope (`program/ProgramGenerator.ts`
26
+ * `forwardFragmentSource`): at `fragment:end` the final linear colour is
27
+ * `a3dColor` (vec3), the alpha is `a3dAlpha`, and the indirect accumulators
28
+ * `indirectDiffuse`/`indirectSpecular` are always declared (zero on unlit
29
+ * programs). The generator then writes `outColor = vec4(a3dColor, a3dAlpha)`,
30
+ * so the fraction goes into `a3dAlpha`. Blended draws keep their real alpha:
31
+ * overwriting it would change blending (keeping f_ind there needs Q-01-1).
32
+ *
33
+ * The previous body wrote `o_color` and read `a3dIndirectRadiance`, which the
34
+ * generator never declares, so every forward program under `A3D_QR_POST`
35
+ * failed to compile ("'o_color' : undeclared identifier", #1139).
36
+ */
37
+ export const indirectFractionWriteChunk = {
38
+ name: "a3d_prd03_indirectFractionWrite",
39
+ owner: "prd03",
40
+ stage: "fragment",
41
+ requires: ["a3d_prd03_indirectFractionPars"],
42
+ glsl: `#if !defined(ALPHA_BLEND) && !defined(ALPHA_TO_COVERAGE)
43
+ a3dAlpha = 2.0 + a3dWriteIndirectFraction(vec4(a3dColor, a3dAlpha), indirectDiffuse + indirectSpecular).a;
44
+ #endif`,
45
+ wgsl: `a3dAlpha = 2.0 + a3dWriteIndirectFraction(vec4<f32>(a3dColor, a3dAlpha), indirectDiffuse + indirectSpecular).a;`
46
+ };
47
+ /**
48
+ * Offset added to f_ind in `color0.a` (see the module doc). The S2 apply
49
+ * treats `alpha ≥ AO_INDIRECT_FRACTION_TAG − 0.5` as tagged and decodes
50
+ * `w = clamp(alpha − AO_INDIRECT_FRACTION_TAG, 0, 1)`.
51
+ */
52
+ export const AO_INDIRECT_FRACTION_TAG = 2;
53
+ export const INDIRECT_FRACTION_BIT = "indirectFraction";
54
+ export const indirectFractionFeature = {
55
+ id: "prd03.indirectFraction",
56
+ owner: "prd03",
57
+ // The registry filters entries by `flags.on(flag)`, so the entry flag is the
58
+ // lane flag; `A3D_QR_POST_AO` applies §15 sub-flag semantics in `select`:
59
+ // default-on under `A3D_QR_POST`, explicit `A3D_QR_POST_AO=0` opts out.
60
+ flag: "A3D_QR_POST",
61
+ chunks: ["a3d_prd03_indirectFractionPars", "a3d_prd03_indirectFractionWrite"],
62
+ hooks: ["fragment:pars", "fragment:end"],
63
+ select(input) {
64
+ // Only forward HDR draws write f_ind; depth/distance/velocity variants
65
+ // never produce a color0.a worth reading.
66
+ if (input.pass !== "forward")
67
+ return undefined;
68
+ const explicit = input.flags.values.A3D_QR_POST_AO;
69
+ if (explicit !== undefined && !input.flags.on("A3D_QR_POST_AO"))
70
+ return undefined;
71
+ return INDIRECT_FRACTION_BIT;
72
+ },
73
+ defines() {
74
+ return { A3D_INDIRECT_FRACTION: true };
75
+ }
76
+ };
77
+ export function registerIndirectFractionShader(registerChunk, registerFeature) {
78
+ registerChunk(indirectFractionParsChunk);
79
+ registerChunk(indirectFractionWriteChunk);
80
+ return registerFeature(indirectFractionFeature);
81
+ }
82
+ //# sourceMappingURL=indirectFraction.glsl.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,35 @@
1
+ /**
2
+ * `prd03.velocity` — C-14 velocity MRT chunk (PRD-03 §8.6, Phase 4).
3
+ *
4
+ * Emits per-object motion vectors for TAA/motion blur from inside the real
5
+ * forward draw instead of TemporalHistory's separate re-render pass:
6
+ *
7
+ * `vertex:pars` — u_previousModel / u_previousViewProjection /
8
+ * u_unjitteredViewProjection (bound by the C-14
9
+ * `velocityMrtBinder`) + clip varyings.
10
+ * `vertex:end` — writes both clip positions from the object-space
11
+ * position: current via u_unjitteredViewProjection,
12
+ * previous via u_previousViewProjection · u_previousModel.
13
+ * `fragment:pars` — AURA_VELOCITY outputs: `layout(location = 1) out vec4`
14
+ * (velocity, rg16f on the wire) and `layout(location = 2)
15
+ * out float` (reactive mask, r8) per VELOCITY_MRT.
16
+ * `fragment:end` — `v = (ndcCurr − ndcPrev) · 0.5`, the same units and
17
+ * sign convention as the S1-C camera-velocity pass.
18
+ *
19
+ * Selection is gated on `A3D_QR_POST_VELOCITY_MRT` (default-off sub-flag):
20
+ * the chunk only emits meaningfully when the forward target actually carries
21
+ * the location-1/2 attachments — Q-01-2 (lane 01 MRT) is still pending, so
22
+ * the feature is registered and ChunkHarness-compiled but never selected by
23
+ * default. Skinned and morph items remain covered: skinned pose/morph weight
24
+ * varyings are applied by the vertex deform stages before this hook reads
25
+ * the position.
26
+ */
27
+ import type { ShaderChunk, ShaderFeature } from "../../contracts/program.js";
28
+ export declare const velocityParsVertexChunk: ShaderChunk;
29
+ export declare const velocityWriteVertexChunk: ShaderChunk;
30
+ export declare const velocityParsFragmentChunk: ShaderChunk;
31
+ export declare const velocityWriteFragmentChunk: ShaderChunk;
32
+ export declare const VELOCITY_BIT = "velocity";
33
+ export declare const velocityFeature: ShaderFeature;
34
+ export declare function registerVelocityShader(registerChunk: (c: ShaderChunk) => void, registerFeature: (f: ShaderFeature) => () => void): () => void;
35
+ //# sourceMappingURL=velocity.glsl.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"velocity.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/chunks/velocity.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,OAAO,KAAK,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAG1E,eAAO,MAAM,uBAAuB,EAAE,WAerC,CAAC;AAEF,eAAO,MAAM,wBAAwB,EAAE,WAStC,CAAC;AAEF,eAAO,MAAM,yBAAyB,EAAE,WAcvC,CAAC;AAEF,eAAO,MAAM,0BAA0B,EAAE,WAUxC,CAAC;AAEF,eAAO,MAAM,YAAY,aAAa,CAAC;AAEvC,eAAO,MAAM,eAAe,EAAE,aAqB7B,CAAC;AAEF,wBAAgB,sBAAsB,CACpC,aAAa,EAAE,CAAC,CAAC,EAAE,WAAW,KAAK,IAAI,EACvC,eAAe,EAAE,CAAC,CAAC,EAAE,aAAa,KAAK,MAAM,IAAI,GAChD,MAAM,IAAI,CAMZ"}
@@ -0,0 +1,86 @@
1
+ import { VELOCITY_MRT } from "../../contracts/velocity.js";
2
+ export const velocityParsVertexChunk = {
3
+ name: "a3d_prd03_velocityParsVertex",
4
+ owner: "prd03",
5
+ stage: "vertex",
6
+ glsl: `// AURA_VELOCITY — C-14 velocity MRT (PRD-03 §8.6)
7
+ uniform mat4 u_model;
8
+ uniform mat4 u_previousModel;
9
+ uniform mat4 u_previousViewProjection;
10
+ uniform mat4 u_unjitteredViewProjection;
11
+ out vec4 a3d_velPrevClip;
12
+ out vec4 a3d_velCurrClip;
13
+ `,
14
+ wgsl: `// WGSL mirror lands in Phase 7 (§7 parity pass).
15
+ struct A3dVelOut { @location(10) prevClip: vec4<f32>, @location(11) currClip: vec4<f32> };
16
+ `
17
+ };
18
+ export const velocityWriteVertexChunk = {
19
+ name: "a3d_prd03_velocityWriteVertex",
20
+ owner: "prd03",
21
+ stage: "vertex",
22
+ requires: ["a3d_prd03_velocityParsVertex"],
23
+ glsl: `vec4 a3dWorldPos = u_model * vec4(a_position, 1.0);
24
+ a3d_velCurrClip = u_unjitteredViewProjection * a3dWorldPos;
25
+ a3d_velPrevClip = u_previousViewProjection * (u_previousModel * vec4(a_position, 1.0));`,
26
+ wgsl: `// see vertex pars`
27
+ };
28
+ export const velocityParsFragmentChunk = {
29
+ name: "a3d_prd03_velocityParsFragment",
30
+ owner: "prd03",
31
+ stage: "fragment",
32
+ glsl: `// AURA_VELOCITY outputs (VELOCITY_MRT contract): velocity location 1
33
+ // (rg16f wire format — emitted as vec4, .rg carry the delta), reactive
34
+ // location 2 (r8).
35
+ layout(location = 1) out vec4 a3d_o_velocity;
36
+ layout(location = 2) out float a3d_o_reactive;
37
+ in vec4 a3d_velPrevClip;
38
+ in vec4 a3d_velCurrClip;
39
+ uniform float a3d_u_reactive;
40
+ `,
41
+ wgsl: `// WGSL mirror lands in Phase 7.`
42
+ };
43
+ export const velocityWriteFragmentChunk = {
44
+ name: "a3d_prd03_velocityWriteFragment",
45
+ owner: "prd03",
46
+ stage: "fragment",
47
+ requires: ["a3d_prd03_velocityParsFragment"],
48
+ glsl: `vec3 a3dNdcCurr = a3d_velCurrClip.xyz / max(a3d_velCurrClip.w, 1e-5);
49
+ vec3 a3dNdcPrev = a3d_velPrevClip.xyz / max(a3d_velPrevClip.w, 1e-5);
50
+ a3d_o_velocity = vec4(clamp((a3dNdcCurr.xy - a3dNdcPrev.xy) * 0.5, vec2(-0.25), vec2(0.25)), 0.0, 1.0);
51
+ a3d_o_reactive = a3d_u_reactive;`,
52
+ wgsl: `// see fragment pars`
53
+ };
54
+ export const VELOCITY_BIT = "velocity";
55
+ export const velocityFeature = {
56
+ id: "prd03.velocity",
57
+ owner: "prd03",
58
+ flag: "A3D_QR_POST",
59
+ chunks: [
60
+ "a3d_prd03_velocityParsVertex",
61
+ "a3d_prd03_velocityWriteVertex",
62
+ "a3d_prd03_velocityParsFragment",
63
+ "a3d_prd03_velocityWriteFragment"
64
+ ],
65
+ hooks: ["vertex:pars", "vertex:end", "fragment:pars", "fragment:end"],
66
+ select(input) {
67
+ // Opt-in until Q-01-2 lands the location-1/2 attachments: nothing selects
68
+ // the feature unless A3D_QR_POST_VELOCITY_MRT is explicitly on.
69
+ if (input.pass !== "forward")
70
+ return undefined;
71
+ if (!input.flags.on("A3D_QR_POST_VELOCITY_MRT"))
72
+ return undefined;
73
+ return VELOCITY_BIT;
74
+ },
75
+ defines() {
76
+ return { [VELOCITY_MRT.define]: true };
77
+ }
78
+ };
79
+ export function registerVelocityShader(registerChunk, registerFeature) {
80
+ registerChunk(velocityParsVertexChunk);
81
+ registerChunk(velocityWriteVertexChunk);
82
+ registerChunk(velocityParsFragmentChunk);
83
+ registerChunk(velocityWriteFragmentChunk);
84
+ return registerFeature(velocityFeature);
85
+ }
86
+ //# sourceMappingURL=velocity.glsl.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,21 @@
1
+ /**
2
+ * PRD-03 §6.6 / §8.10 — v2 bloom shaders (linear HDR, additive pyramid).
3
+ *
4
+ * Three programs:
5
+ * - `BLOOM_PREFILTER_GLSL`: Karis-averaged 13-tap (five overlapping 2x2 boxes,
6
+ * centre box 0.5, corners 0.125 each, each box Karis-weighted 1/(1+luma)),
7
+ * firefly clamp, soft-knee threshold weight, tint. Output is half-res.
8
+ * - `BLOOM_DOWNSAMPLE_GLSL`: the same 13-tap pattern without Karis for
9
+ * N-1 further mips.
10
+ * - `BLOOM_UPSAMPLE_GLSL`: progressive 9-tap tent with `radiusTexels =
11
+ * scatter`, accumulated as `up_i = down_i + tent(up_{i+1})`.
12
+ *
13
+ * The composite applies `u_bloomNorm = bloomNormalization(N, scatter)` — the
14
+ * analytic factor in `postprocess/NativeBloomPyramid.ts` — so a constant
15
+ * above-threshold input of excess E produces bloom = E. There is no other
16
+ * gain (§6.6).
17
+ */
18
+ export declare const BLOOM_PREFILTER_GLSL = "#version 300 es\nprecision highp float;\nuniform sampler2D u_hdr;\nuniform vec2 u_texelSize;\nuniform float u_threshold;\nuniform float u_knee; // kneeRatio * threshold\nuniform vec3 u_tint;\nuniform float u_clampLuminance;\nin vec2 v_uv;\nout vec4 outColor;\n\nfloat luma(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }\n\n// One 2x2 box sample averaged at bilinear footprint centre.\nvec3 box4(vec2 uv, vec2 halfTexel) {\n vec3 s = texture(u_hdr, uv + vec2(-halfTexel.x, -halfTexel.y)).rgb;\n s += texture(u_hdr, uv + vec2(halfTexel.x, -halfTexel.y)).rgb;\n s += texture(u_hdr, uv + vec2(-halfTexel.x, halfTexel.y)).rgb;\n s += texture(u_hdr, uv + vec2(halfTexel.x, halfTexel.y)).rgb;\n return s * 0.25;\n}\n\nvoid main() {\n // Jimenez 2014 13-tap as five overlapping boxes; Karis weight per box.\n vec2 halfTexel = u_texelSize * 0.5;\n vec3 centre = box4(v_uv, halfTexel);\n vec3 c = centre * (0.5 / (1.0 + luma(centre)));\n vec2 corner = u_texelSize + halfTexel;\n vec3 b;\n b = box4(v_uv + vec2(-corner.x, -corner.y) * 0.5, halfTexel);\n c += b * (0.125 / (1.0 + luma(b)));\n b = box4(v_uv + vec2(corner.x, -corner.y) * 0.5, halfTexel);\n c += b * (0.125 / (1.0 + luma(b)));\n b = box4(v_uv + vec2(-corner.x, corner.y) * 0.5, halfTexel);\n c += b * (0.125 / (1.0 + luma(b)));\n b = box4(v_uv + vec2(corner.x, corner.y) * 0.5, halfTexel);\n c += b * (0.125 / (1.0 + luma(b)));\n\n c = min(c, vec3(u_clampLuminance)); // firefly clamp\n float br = max(c.r, max(c.g, c.b)); // max channel (Unity/UE)\n float knee = u_threshold * u_knee;\n float soft = clamp(br - u_threshold + knee, 0.0, 2.0 * knee);\n soft = soft * soft / (4.0 * knee + 1e-5);\n float w = max(soft, br - u_threshold) / max(br, 1e-5);\n outColor = vec4(c * w * u_tint, 1.0);\n}\n";
19
+ export declare const BLOOM_DOWNSAMPLE_GLSL = "#version 300 es\nprecision highp float;\nuniform sampler2D u_src;\nuniform vec2 u_texelSize;\nin vec2 v_uv;\nout vec4 outColor;\n\nvec3 box4(vec2 uv, vec2 halfTexel) {\n vec3 s = texture(u_src, uv + vec2(-halfTexel.x, -halfTexel.y)).rgb;\n s += texture(u_src, uv + vec2(halfTexel.x, -halfTexel.y)).rgb;\n s += texture(u_src, uv + vec2(-halfTexel.x, halfTexel.y)).rgb;\n s += texture(u_src, uv + vec2(halfTexel.x, halfTexel.y)).rgb;\n return s * 0.25;\n}\n\nvoid main() {\n vec2 halfTexel = u_texelSize * 0.5;\n vec3 c = box4(v_uv, halfTexel) * 0.5;\n vec2 corner = u_texelSize + halfTexel;\n c += box4(v_uv + vec2(-corner.x, -corner.y) * 0.5, halfTexel) * 0.125;\n c += box4(v_uv + vec2(corner.x, -corner.y) * 0.5, halfTexel) * 0.125;\n c += box4(v_uv + vec2(-corner.x, corner.y) * 0.5, halfTexel) * 0.125;\n c += box4(v_uv + vec2(corner.x, corner.y) * 0.5, halfTexel) * 0.125;\n outColor = vec4(c, 1.0);\n}\n";
20
+ export declare const BLOOM_UPSAMPLE_GLSL = "#version 300 es\nprecision highp float;\nuniform sampler2D u_lower; // up_{i+1}\nuniform sampler2D u_current; // down_i\nuniform vec2 u_lowerTexel;\nuniform float u_scatter; // radiusTexels\nin vec2 v_uv;\nout vec4 outColor;\n\n// 9-tap tent (3x3 tent kernel, weights 1-2-1 separable).\nvec3 tent9(sampler2D tex, vec2 uv, vec2 radiusTexels) {\n vec2 r = radiusTexels;\n vec3 s = texture(tex, uv + vec2(-r.x, -r.y)).rgb * 1.0;\n s += texture(tex, uv + vec2(0.0, -r.y)).rgb * 2.0;\n s += texture(tex, uv + vec2(r.x, -r.y)).rgb * 1.0;\n s += texture(tex, uv + vec2(-r.x, 0.0)).rgb * 2.0;\n s += texture(tex, uv).rgb * 4.0;\n s += texture(tex, uv + vec2(r.x, 0.0)).rgb * 2.0;\n s += texture(tex, uv + vec2(-r.x, r.y)).rgb * 1.0;\n s += texture(tex, uv + vec2(0.0, r.y)).rgb * 2.0;\n s += texture(tex, uv + vec2(r.x, r.y)).rgb * 1.0;\n return s / 16.0;\n}\n\nvoid main() {\n // up_i = down_i + tent(up_{i+1})\n outColor = vec4(texture(u_current, v_uv).rgb + tent9(u_lower, v_uv, u_lowerTexel * u_scatter), 1.0);\n}\n";
21
+ //# sourceMappingURL=bloom.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bloom.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/bloom.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;GAgBG;AAEH,eAAO,MAAM,oBAAoB,0xDA8ChC,CAAC;AAEF,eAAO,MAAM,qBAAqB,+5BAyBjC,CAAC;AAEF,eAAO,MAAM,mBAAmB,ohCA4B/B,CAAC"}
@@ -0,0 +1,120 @@
1
+ /**
2
+ * PRD-03 §6.6 / §8.10 — v2 bloom shaders (linear HDR, additive pyramid).
3
+ *
4
+ * Three programs:
5
+ * - `BLOOM_PREFILTER_GLSL`: Karis-averaged 13-tap (five overlapping 2x2 boxes,
6
+ * centre box 0.5, corners 0.125 each, each box Karis-weighted 1/(1+luma)),
7
+ * firefly clamp, soft-knee threshold weight, tint. Output is half-res.
8
+ * - `BLOOM_DOWNSAMPLE_GLSL`: the same 13-tap pattern without Karis for
9
+ * N-1 further mips.
10
+ * - `BLOOM_UPSAMPLE_GLSL`: progressive 9-tap tent with `radiusTexels =
11
+ * scatter`, accumulated as `up_i = down_i + tent(up_{i+1})`.
12
+ *
13
+ * The composite applies `u_bloomNorm = bloomNormalization(N, scatter)` — the
14
+ * analytic factor in `postprocess/NativeBloomPyramid.ts` — so a constant
15
+ * above-threshold input of excess E produces bloom = E. There is no other
16
+ * gain (§6.6).
17
+ */
18
+ export const BLOOM_PREFILTER_GLSL = /* glsl */ `#version 300 es
19
+ precision highp float;
20
+ uniform sampler2D u_hdr;
21
+ uniform vec2 u_texelSize;
22
+ uniform float u_threshold;
23
+ uniform float u_knee; // kneeRatio * threshold
24
+ uniform vec3 u_tint;
25
+ uniform float u_clampLuminance;
26
+ in vec2 v_uv;
27
+ out vec4 outColor;
28
+
29
+ float luma(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }
30
+
31
+ // One 2x2 box sample averaged at bilinear footprint centre.
32
+ vec3 box4(vec2 uv, vec2 halfTexel) {
33
+ vec3 s = texture(u_hdr, uv + vec2(-halfTexel.x, -halfTexel.y)).rgb;
34
+ s += texture(u_hdr, uv + vec2(halfTexel.x, -halfTexel.y)).rgb;
35
+ s += texture(u_hdr, uv + vec2(-halfTexel.x, halfTexel.y)).rgb;
36
+ s += texture(u_hdr, uv + vec2(halfTexel.x, halfTexel.y)).rgb;
37
+ return s * 0.25;
38
+ }
39
+
40
+ void main() {
41
+ // Jimenez 2014 13-tap as five overlapping boxes; Karis weight per box.
42
+ vec2 halfTexel = u_texelSize * 0.5;
43
+ vec3 centre = box4(v_uv, halfTexel);
44
+ vec3 c = centre * (0.5 / (1.0 + luma(centre)));
45
+ vec2 corner = u_texelSize + halfTexel;
46
+ vec3 b;
47
+ b = box4(v_uv + vec2(-corner.x, -corner.y) * 0.5, halfTexel);
48
+ c += b * (0.125 / (1.0 + luma(b)));
49
+ b = box4(v_uv + vec2(corner.x, -corner.y) * 0.5, halfTexel);
50
+ c += b * (0.125 / (1.0 + luma(b)));
51
+ b = box4(v_uv + vec2(-corner.x, corner.y) * 0.5, halfTexel);
52
+ c += b * (0.125 / (1.0 + luma(b)));
53
+ b = box4(v_uv + vec2(corner.x, corner.y) * 0.5, halfTexel);
54
+ c += b * (0.125 / (1.0 + luma(b)));
55
+
56
+ c = min(c, vec3(u_clampLuminance)); // firefly clamp
57
+ float br = max(c.r, max(c.g, c.b)); // max channel (Unity/UE)
58
+ float knee = u_threshold * u_knee;
59
+ float soft = clamp(br - u_threshold + knee, 0.0, 2.0 * knee);
60
+ soft = soft * soft / (4.0 * knee + 1e-5);
61
+ float w = max(soft, br - u_threshold) / max(br, 1e-5);
62
+ outColor = vec4(c * w * u_tint, 1.0);
63
+ }
64
+ `;
65
+ export const BLOOM_DOWNSAMPLE_GLSL = /* glsl */ `#version 300 es
66
+ precision highp float;
67
+ uniform sampler2D u_src;
68
+ uniform vec2 u_texelSize;
69
+ in vec2 v_uv;
70
+ out vec4 outColor;
71
+
72
+ vec3 box4(vec2 uv, vec2 halfTexel) {
73
+ vec3 s = texture(u_src, uv + vec2(-halfTexel.x, -halfTexel.y)).rgb;
74
+ s += texture(u_src, uv + vec2(halfTexel.x, -halfTexel.y)).rgb;
75
+ s += texture(u_src, uv + vec2(-halfTexel.x, halfTexel.y)).rgb;
76
+ s += texture(u_src, uv + vec2(halfTexel.x, halfTexel.y)).rgb;
77
+ return s * 0.25;
78
+ }
79
+
80
+ void main() {
81
+ vec2 halfTexel = u_texelSize * 0.5;
82
+ vec3 c = box4(v_uv, halfTexel) * 0.5;
83
+ vec2 corner = u_texelSize + halfTexel;
84
+ c += box4(v_uv + vec2(-corner.x, -corner.y) * 0.5, halfTexel) * 0.125;
85
+ c += box4(v_uv + vec2(corner.x, -corner.y) * 0.5, halfTexel) * 0.125;
86
+ c += box4(v_uv + vec2(-corner.x, corner.y) * 0.5, halfTexel) * 0.125;
87
+ c += box4(v_uv + vec2(corner.x, corner.y) * 0.5, halfTexel) * 0.125;
88
+ outColor = vec4(c, 1.0);
89
+ }
90
+ `;
91
+ export const BLOOM_UPSAMPLE_GLSL = /* glsl */ `#version 300 es
92
+ precision highp float;
93
+ uniform sampler2D u_lower; // up_{i+1}
94
+ uniform sampler2D u_current; // down_i
95
+ uniform vec2 u_lowerTexel;
96
+ uniform float u_scatter; // radiusTexels
97
+ in vec2 v_uv;
98
+ out vec4 outColor;
99
+
100
+ // 9-tap tent (3x3 tent kernel, weights 1-2-1 separable).
101
+ vec3 tent9(sampler2D tex, vec2 uv, vec2 radiusTexels) {
102
+ vec2 r = radiusTexels;
103
+ vec3 s = texture(tex, uv + vec2(-r.x, -r.y)).rgb * 1.0;
104
+ s += texture(tex, uv + vec2(0.0, -r.y)).rgb * 2.0;
105
+ s += texture(tex, uv + vec2(r.x, -r.y)).rgb * 1.0;
106
+ s += texture(tex, uv + vec2(-r.x, 0.0)).rgb * 2.0;
107
+ s += texture(tex, uv).rgb * 4.0;
108
+ s += texture(tex, uv + vec2(r.x, 0.0)).rgb * 2.0;
109
+ s += texture(tex, uv + vec2(-r.x, r.y)).rgb * 1.0;
110
+ s += texture(tex, uv + vec2(0.0, r.y)).rgb * 2.0;
111
+ s += texture(tex, uv + vec2(r.x, r.y)).rgb * 1.0;
112
+ return s / 16.0;
113
+ }
114
+
115
+ void main() {
116
+ // up_i = down_i + tent(up_{i+1})
117
+ outColor = vec4(texture(u_current, v_uv).rgb + tent9(u_lower, v_uv, u_lowerTexel * u_scatter), 1.0);
118
+ }
119
+ `;
120
+ //# sourceMappingURL=bloom.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bloom.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/bloom.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;GAgBG;AAEH,MAAM,CAAC,MAAM,oBAAoB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8C9C,CAAC;AAEF,MAAM,CAAC,MAAM,qBAAqB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;CAyB/C,CAAC;AAEF,MAAM,CAAC,MAAM,mBAAmB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4B7C,CAAC"}
@@ -0,0 +1,10 @@
1
+ /**
2
+ * PRD-03 §6.6 / §8.10 Phase 7 — v2 bloom WGSL twins (linear HDR, additive
3
+ * pyramid): Karis-averaged 13-tap prefilter with soft-knee threshold,
4
+ * 13-tap downsample, progressive 9-tap tent upsample. Same math as the
5
+ * GLSL twins; §6.6 `bloomNormalization` stays in the composite.
6
+ */
7
+ export declare const BLOOM_PREFILTER_WGSL = "struct BloomPrefilterParams {\n texel_size: vec2<f32>,\n threshold: f32,\n knee: f32, // kneeRatio * threshold\n tint: vec3<f32>,\n clamp_luminance: f32,\n};\n\n@group(0) @binding(0) var<uniform> u_params: BloomPrefilterParams;\n@group(0) @binding(1) var u_hdr_tex: texture_2d<f32>;\n@group(0) @binding(2) var u_hdr_smp: sampler;\n\n\nfn bloom_luma(c: vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\n\n\n// One 2x2 box sample averaged at bilinear footprint centre.\nfn bloom_box4(uv: vec2<f32>, half_texel: vec2<f32>) -> vec3<f32> {\n var s = textureSampleLevel(u_hdr_tex, u_hdr_smp, uv + vec2<f32>(-half_texel.x, -half_texel.y), 0.0).rgb;\n s = s + textureSampleLevel(u_hdr_tex, u_hdr_smp, uv + vec2<f32>(half_texel.x, -half_texel.y), 0.0).rgb;\n s = s + textureSampleLevel(u_hdr_tex, u_hdr_smp, uv + vec2<f32>(-half_texel.x, half_texel.y), 0.0).rgb;\n s = s + textureSampleLevel(u_hdr_tex, u_hdr_smp, uv + vec2<f32>(half_texel.x, half_texel.y), 0.0).rgb;\n return s * 0.25;\n}\n\n@fragment\nfn fs_bloom_prefilter(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {\n // Jimenez 2014 13-tap as five overlapping boxes; Karis weight per box.\n let half_texel = u_params.texel_size * 0.5;\n let centre = bloom_box4(uv, half_texel);\n var c = centre * (0.5 / (1.0 + bloom_luma(centre)));\n let corner = u_params.texel_size + half_texel;\n var b = bloom_box4(uv + vec2<f32>(-corner.x, -corner.y) * 0.5, half_texel);\n c = c + b * (0.125 / (1.0 + bloom_luma(b)));\n b = bloom_box4(uv + vec2<f32>(corner.x, -corner.y) * 0.5, half_texel);\n c = c + b * (0.125 / (1.0 + bloom_luma(b)));\n b = bloom_box4(uv + vec2<f32>(-corner.x, corner.y) * 0.5, half_texel);\n c = c + b * (0.125 / (1.0 + bloom_luma(b)));\n b = bloom_box4(uv + vec2<f32>(corner.x, corner.y) * 0.5, half_texel);\n c = c + b * (0.125 / (1.0 + bloom_luma(b)));\n\n c = min(c, vec3<f32>(u_params.clamp_luminance)); // firefly clamp\n let br = max(c.r, max(c.g, c.b)); // max channel (Unity/UE)\n let knee = u_params.threshold * u_params.knee;\n var soft = clamp(br - u_params.threshold + knee, 0.0, 2.0 * knee);\n soft = soft * soft / (4.0 * knee + 1e-5);\n let w = max(soft, br - u_params.threshold) / max(br, 1e-5);\n return vec4<f32>(c * w * u_params.tint, 1.0);\n}\n";
8
+ export declare const BLOOM_DOWNSAMPLE_WGSL = "struct BloomDownsampleParams {\n texel_size: vec2<f32>,\n _pad: vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u_params: BloomDownsampleParams;\n@group(0) @binding(1) var u_src_tex: texture_2d<f32>;\n@group(0) @binding(2) var u_src_smp: sampler;\n\nfn bloom_box4(uv: vec2<f32>, half_texel: vec2<f32>) -> vec3<f32> {\n var s = textureSampleLevel(u_src_tex, u_src_smp, uv + vec2<f32>(-half_texel.x, -half_texel.y), 0.0).rgb;\n s = s + textureSampleLevel(u_src_tex, u_src_smp, uv + vec2<f32>(half_texel.x, -half_texel.y), 0.0).rgb;\n s = s + textureSampleLevel(u_src_tex, u_src_smp, uv + vec2<f32>(-half_texel.x, half_texel.y), 0.0).rgb;\n s = s + textureSampleLevel(u_src_tex, u_src_smp, uv + vec2<f32>(half_texel.x, half_texel.y), 0.0).rgb;\n return s * 0.25;\n}\n\n@fragment\nfn fs_bloom_downsample(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {\n let half_texel = u_params.texel_size * 0.5;\n var c = bloom_box4(uv, half_texel) * 0.5;\n let corner = u_params.texel_size + half_texel;\n c = c + bloom_box4(uv + vec2<f32>(-corner.x, -corner.y) * 0.5, half_texel) * 0.125;\n c = c + bloom_box4(uv + vec2<f32>(corner.x, -corner.y) * 0.5, half_texel) * 0.125;\n c = c + bloom_box4(uv + vec2<f32>(-corner.x, corner.y) * 0.5, half_texel) * 0.125;\n c = c + bloom_box4(uv + vec2<f32>(corner.x, corner.y) * 0.5, half_texel) * 0.125;\n return vec4<f32>(c, 1.0);\n}\n";
9
+ export declare const BLOOM_UPSAMPLE_WGSL = "struct BloomUpsampleParams {\n lower_texel: vec2<f32>,\n scatter: f32, // radiusTexels\n _pad: f32,\n};\n\n@group(0) @binding(0) var<uniform> u_params: BloomUpsampleParams;\n@group(0) @binding(1) var u_lower_tex: texture_2d<f32>; // up_{i+1}\n@group(0) @binding(2) var u_lower_smp: sampler;\n@group(0) @binding(3) var u_current_tex: texture_2d<f32>; // down_i\n@group(0) @binding(4) var u_current_smp: sampler;\n\n// 9-tap tent (3x3 tent kernel, weights 1-2-1 separable).\nfn tent9(tex: texture_2d<f32>, smp: sampler, uv: vec2<f32>, radius_texels: vec2<f32>) -> vec3<f32> {\n let r = radius_texels;\n var s = textureSampleLevel(tex, smp, uv + vec2<f32>(-r.x, -r.y), 0.0).rgb * 1.0;\n s = s + textureSampleLevel(tex, smp, uv + vec2<f32>(0.0, -r.y), 0.0).rgb * 2.0;\n s = s + textureSampleLevel(tex, smp, uv + vec2<f32>(r.x, -r.y), 0.0).rgb * 1.0;\n s = s + textureSampleLevel(tex, smp, uv + vec2<f32>(-r.x, 0.0), 0.0).rgb * 2.0;\n s = s + textureSampleLevel(tex, smp, uv, 0.0).rgb * 4.0;\n s = s + textureSampleLevel(tex, smp, uv + vec2<f32>(r.x, 0.0), 0.0).rgb * 2.0;\n s = s + textureSampleLevel(tex, smp, uv + vec2<f32>(-r.x, r.y), 0.0).rgb * 1.0;\n s = s + textureSampleLevel(tex, smp, uv + vec2<f32>(0.0, r.y), 0.0).rgb * 2.0;\n s = s + textureSampleLevel(tex, smp, uv + vec2<f32>(r.x, r.y), 0.0).rgb * 1.0;\n return s / 16.0;\n}\n\n@fragment\nfn fs_bloom_upsample(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {\n // up_i = down_i + tent(up_{i+1})\n return vec4<f32>(textureSampleLevel(u_current_tex, u_current_smp, uv, 0.0).rgb\n + tent9(u_lower_tex, u_lower_smp, uv, u_params.lower_texel * u_params.scatter), 1.0);\n}\n";
10
+ //# sourceMappingURL=bloom.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bloom.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/bloom.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAMH,eAAO,MAAM,oBAAoB,oyEA+ChC,CAAC;AAEF,eAAO,MAAM,qBAAqB,g3CA4BjC,CAAC;AAEF,eAAO,MAAM,mBAAmB,uoDAiC/B,CAAC"}
@@ -0,0 +1,121 @@
1
+ /**
2
+ * PRD-03 §6.6 / §8.10 Phase 7 — v2 bloom WGSL twins (linear HDR, additive
3
+ * pyramid): Karis-averaged 13-tap prefilter with soft-knee threshold,
4
+ * 13-tap downsample, progressive 9-tap tent upsample. Same math as the
5
+ * GLSL twins; §6.6 `bloomNormalization` stays in the composite.
6
+ */
7
+ const BLOOM_FNS = /* wgsl */ `
8
+ fn bloom_luma(c: vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }
9
+ `;
10
+ export const BLOOM_PREFILTER_WGSL = /* wgsl */ `struct BloomPrefilterParams {
11
+ texel_size: vec2<f32>,
12
+ threshold: f32,
13
+ knee: f32, // kneeRatio * threshold
14
+ tint: vec3<f32>,
15
+ clamp_luminance: f32,
16
+ };
17
+
18
+ @group(0) @binding(0) var<uniform> u_params: BloomPrefilterParams;
19
+ @group(0) @binding(1) var u_hdr_tex: texture_2d<f32>;
20
+ @group(0) @binding(2) var u_hdr_smp: sampler;
21
+
22
+ ${BLOOM_FNS}
23
+
24
+ // One 2x2 box sample averaged at bilinear footprint centre.
25
+ fn bloom_box4(uv: vec2<f32>, half_texel: vec2<f32>) -> vec3<f32> {
26
+ var s = textureSampleLevel(u_hdr_tex, u_hdr_smp, uv + vec2<f32>(-half_texel.x, -half_texel.y), 0.0).rgb;
27
+ s = s + textureSampleLevel(u_hdr_tex, u_hdr_smp, uv + vec2<f32>(half_texel.x, -half_texel.y), 0.0).rgb;
28
+ s = s + textureSampleLevel(u_hdr_tex, u_hdr_smp, uv + vec2<f32>(-half_texel.x, half_texel.y), 0.0).rgb;
29
+ s = s + textureSampleLevel(u_hdr_tex, u_hdr_smp, uv + vec2<f32>(half_texel.x, half_texel.y), 0.0).rgb;
30
+ return s * 0.25;
31
+ }
32
+
33
+ @fragment
34
+ fn fs_bloom_prefilter(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
35
+ // Jimenez 2014 13-tap as five overlapping boxes; Karis weight per box.
36
+ let half_texel = u_params.texel_size * 0.5;
37
+ let centre = bloom_box4(uv, half_texel);
38
+ var c = centre * (0.5 / (1.0 + bloom_luma(centre)));
39
+ let corner = u_params.texel_size + half_texel;
40
+ var b = bloom_box4(uv + vec2<f32>(-corner.x, -corner.y) * 0.5, half_texel);
41
+ c = c + b * (0.125 / (1.0 + bloom_luma(b)));
42
+ b = bloom_box4(uv + vec2<f32>(corner.x, -corner.y) * 0.5, half_texel);
43
+ c = c + b * (0.125 / (1.0 + bloom_luma(b)));
44
+ b = bloom_box4(uv + vec2<f32>(-corner.x, corner.y) * 0.5, half_texel);
45
+ c = c + b * (0.125 / (1.0 + bloom_luma(b)));
46
+ b = bloom_box4(uv + vec2<f32>(corner.x, corner.y) * 0.5, half_texel);
47
+ c = c + b * (0.125 / (1.0 + bloom_luma(b)));
48
+
49
+ c = min(c, vec3<f32>(u_params.clamp_luminance)); // firefly clamp
50
+ let br = max(c.r, max(c.g, c.b)); // max channel (Unity/UE)
51
+ let knee = u_params.threshold * u_params.knee;
52
+ var soft = clamp(br - u_params.threshold + knee, 0.0, 2.0 * knee);
53
+ soft = soft * soft / (4.0 * knee + 1e-5);
54
+ let w = max(soft, br - u_params.threshold) / max(br, 1e-5);
55
+ return vec4<f32>(c * w * u_params.tint, 1.0);
56
+ }
57
+ `;
58
+ export const BLOOM_DOWNSAMPLE_WGSL = /* wgsl */ `struct BloomDownsampleParams {
59
+ texel_size: vec2<f32>,
60
+ _pad: vec2<f32>,
61
+ };
62
+
63
+ @group(0) @binding(0) var<uniform> u_params: BloomDownsampleParams;
64
+ @group(0) @binding(1) var u_src_tex: texture_2d<f32>;
65
+ @group(0) @binding(2) var u_src_smp: sampler;
66
+
67
+ fn bloom_box4(uv: vec2<f32>, half_texel: vec2<f32>) -> vec3<f32> {
68
+ var s = textureSampleLevel(u_src_tex, u_src_smp, uv + vec2<f32>(-half_texel.x, -half_texel.y), 0.0).rgb;
69
+ s = s + textureSampleLevel(u_src_tex, u_src_smp, uv + vec2<f32>(half_texel.x, -half_texel.y), 0.0).rgb;
70
+ s = s + textureSampleLevel(u_src_tex, u_src_smp, uv + vec2<f32>(-half_texel.x, half_texel.y), 0.0).rgb;
71
+ s = s + textureSampleLevel(u_src_tex, u_src_smp, uv + vec2<f32>(half_texel.x, half_texel.y), 0.0).rgb;
72
+ return s * 0.25;
73
+ }
74
+
75
+ @fragment
76
+ fn fs_bloom_downsample(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
77
+ let half_texel = u_params.texel_size * 0.5;
78
+ var c = bloom_box4(uv, half_texel) * 0.5;
79
+ let corner = u_params.texel_size + half_texel;
80
+ c = c + bloom_box4(uv + vec2<f32>(-corner.x, -corner.y) * 0.5, half_texel) * 0.125;
81
+ c = c + bloom_box4(uv + vec2<f32>(corner.x, -corner.y) * 0.5, half_texel) * 0.125;
82
+ c = c + bloom_box4(uv + vec2<f32>(-corner.x, corner.y) * 0.5, half_texel) * 0.125;
83
+ c = c + bloom_box4(uv + vec2<f32>(corner.x, corner.y) * 0.5, half_texel) * 0.125;
84
+ return vec4<f32>(c, 1.0);
85
+ }
86
+ `;
87
+ export const BLOOM_UPSAMPLE_WGSL = /* wgsl */ `struct BloomUpsampleParams {
88
+ lower_texel: vec2<f32>,
89
+ scatter: f32, // radiusTexels
90
+ _pad: f32,
91
+ };
92
+
93
+ @group(0) @binding(0) var<uniform> u_params: BloomUpsampleParams;
94
+ @group(0) @binding(1) var u_lower_tex: texture_2d<f32>; // up_{i+1}
95
+ @group(0) @binding(2) var u_lower_smp: sampler;
96
+ @group(0) @binding(3) var u_current_tex: texture_2d<f32>; // down_i
97
+ @group(0) @binding(4) var u_current_smp: sampler;
98
+
99
+ // 9-tap tent (3x3 tent kernel, weights 1-2-1 separable).
100
+ fn tent9(tex: texture_2d<f32>, smp: sampler, uv: vec2<f32>, radius_texels: vec2<f32>) -> vec3<f32> {
101
+ let r = radius_texels;
102
+ var s = textureSampleLevel(tex, smp, uv + vec2<f32>(-r.x, -r.y), 0.0).rgb * 1.0;
103
+ s = s + textureSampleLevel(tex, smp, uv + vec2<f32>(0.0, -r.y), 0.0).rgb * 2.0;
104
+ s = s + textureSampleLevel(tex, smp, uv + vec2<f32>(r.x, -r.y), 0.0).rgb * 1.0;
105
+ s = s + textureSampleLevel(tex, smp, uv + vec2<f32>(-r.x, 0.0), 0.0).rgb * 2.0;
106
+ s = s + textureSampleLevel(tex, smp, uv, 0.0).rgb * 4.0;
107
+ s = s + textureSampleLevel(tex, smp, uv + vec2<f32>(r.x, 0.0), 0.0).rgb * 2.0;
108
+ s = s + textureSampleLevel(tex, smp, uv + vec2<f32>(-r.x, r.y), 0.0).rgb * 1.0;
109
+ s = s + textureSampleLevel(tex, smp, uv + vec2<f32>(0.0, r.y), 0.0).rgb * 2.0;
110
+ s = s + textureSampleLevel(tex, smp, uv + vec2<f32>(r.x, r.y), 0.0).rgb * 1.0;
111
+ return s / 16.0;
112
+ }
113
+
114
+ @fragment
115
+ fn fs_bloom_upsample(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
116
+ // up_i = down_i + tent(up_{i+1})
117
+ return vec4<f32>(textureSampleLevel(u_current_tex, u_current_smp, uv, 0.0).rgb
118
+ + tent9(u_lower_tex, u_lower_smp, uv, u_params.lower_texel * u_params.scatter), 1.0);
119
+ }
120
+ `;
121
+ //# sourceMappingURL=bloom.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bloom.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/bloom.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,MAAM,SAAS,GAAG,UAAU,CAAC;;CAE5B,CAAC;AAEF,MAAM,CAAC,MAAM,oBAAoB,GAAG,UAAU,CAAC;;;;;;;;;;;;EAY7C,SAAS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmCV,CAAC;AAEF,MAAM,CAAC,MAAM,qBAAqB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4B/C,CAAC;AAEF,MAAM,CAAC,MAAM,mBAAmB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiC7C,CAAC"}
@@ -0,0 +1,11 @@
1
+ /**
2
+ * PRD-03 — shared v2/legacy post GLSL chunks.
3
+ *
4
+ * `linearizeDepth` is the §6.11 shared formula (view-space metres).
5
+ * `triangularDither(fragCoord, frame)` is the §1096 dither: a PCG2D integer
6
+ * hash (replacing `fract(sin(dot(...)))`) produces two uniform samples whose
7
+ * sum minus 1 gives the triangular distribution, scaled by 1/255 — ±1 LSB of
8
+ * the 8-bit output, applied at the last write (S12).
9
+ */
10
+ export declare const POST_COMMON_GLSL = "\nfloat linearizeDepth(float d, float n, float f, bool ortho) {\n float z = d * 2.0 - 1.0;\n return ortho ? mix(n, f, d) : (2.0 * n * f) / (f + n - z * (f - n));\n}\n\nuvec2 pcg2d(uvec2 v) {\n v = v * 1664525u + 1013904223u;\n v.x += v.y * 1664525u;\n v.y += v.x * 1664525u;\n v ^= v >> 16u;\n v.x += v.y * 1664525u;\n v.y += v.x * 1664525u;\n v ^= v >> 16u;\n return v;\n}\n\n// Triangular-PDF dither: (rand0 + rand1 - 1) / 255 \u2192 \u00B11 LSB of 8-bit output.\nfloat triangularDither(vec2 fragCoord, float frame) {\n uvec2 seed = uvec2(fragCoord) + uvec2(uint(frame) * 747796405u);\n vec2 rand = vec2(pcg2d(seed)) / 4294967296.0;\n return (rand.x + rand.y - 1.0) / 255.0;\n}\n";
11
+ //# sourceMappingURL=common.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"common.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/common.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AAEH,eAAO,MAAM,gBAAgB,2rBAuB5B,CAAC"}
@@ -0,0 +1,34 @@
1
+ /**
2
+ * PRD-03 — shared v2/legacy post GLSL chunks.
3
+ *
4
+ * `linearizeDepth` is the §6.11 shared formula (view-space metres).
5
+ * `triangularDither(fragCoord, frame)` is the §1096 dither: a PCG2D integer
6
+ * hash (replacing `fract(sin(dot(...)))`) produces two uniform samples whose
7
+ * sum minus 1 gives the triangular distribution, scaled by 1/255 — ±1 LSB of
8
+ * the 8-bit output, applied at the last write (S12).
9
+ */
10
+ export const POST_COMMON_GLSL = /* glsl */ `
11
+ float linearizeDepth(float d, float n, float f, bool ortho) {
12
+ float z = d * 2.0 - 1.0;
13
+ return ortho ? mix(n, f, d) : (2.0 * n * f) / (f + n - z * (f - n));
14
+ }
15
+
16
+ uvec2 pcg2d(uvec2 v) {
17
+ v = v * 1664525u + 1013904223u;
18
+ v.x += v.y * 1664525u;
19
+ v.y += v.x * 1664525u;
20
+ v ^= v >> 16u;
21
+ v.x += v.y * 1664525u;
22
+ v.y += v.x * 1664525u;
23
+ v ^= v >> 16u;
24
+ return v;
25
+ }
26
+
27
+ // Triangular-PDF dither: (rand0 + rand1 - 1) / 255 → ±1 LSB of 8-bit output.
28
+ float triangularDither(vec2 fragCoord, float frame) {
29
+ uvec2 seed = uvec2(fragCoord) + uvec2(uint(frame) * 747796405u);
30
+ vec2 rand = vec2(pcg2d(seed)) / 4294967296.0;
31
+ return (rand.x + rand.y - 1.0) / 255.0;
32
+ }
33
+ `;
34
+ //# sourceMappingURL=common.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"common.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/common.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AAEH,MAAM,CAAC,MAAM,gBAAgB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;CAuB1C,CAAC"}