@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 +1,80 @@
1
+ /**
2
+ * PRD-03 §6.7 S10b — the display-grade fetch, fused into S11/S12.
3
+ *
4
+ * Runs after the OutputPass boundary on display-referred RGBA8: one
5
+ * trilinear `texture(u_lut3d, disp)` fetch applies contrast / saturation /
6
+ * vibrance / the user `.cube`, then vignette (roundness-aspect corrected).
7
+ * Output alpha carries `luma(disp)` so the S11 FXAA pass reads luminance
8
+ * from `.a` instead of recomputing it per tap.
9
+ */
10
+ export const DISPLAY_GRADE_GLSL = /* glsl */ `#version 300 es
11
+ precision highp float;
12
+ // GLSL ES 3.00 has no default precision for sampler3D (CI: "'sampler3D' : No precision specified").
13
+ precision highp sampler3D;
14
+ uniform sampler2D u_source;
15
+ uniform sampler3D u_lut3d;
16
+ uniform int u_hasLut;
17
+ uniform float u_vignetteIntensity;
18
+ uniform float u_vignetteSmoothness;
19
+ uniform float u_vignetteRoundness;
20
+ uniform vec3 u_vignetteColor;
21
+ uniform vec2 u_resolution;
22
+ in vec2 v_uv;
23
+ out vec4 outColor;
24
+
25
+ float luma(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }
26
+
27
+ void main() {
28
+ vec3 disp = texture(u_source, v_uv).rgb;
29
+ if (u_hasLut != 0) {
30
+ disp = texture(u_lut3d, clamp(disp, 0.0, 1.0)).rgb;
31
+ }
32
+ if (u_vignetteIntensity > 0.0) {
33
+ // §8.12: roundness-aspect corrected len, mix toward vignetteColor.
34
+ vec2 p = (v_uv - 0.5) * 2.0;
35
+ p.x *= (u_resolution.x / u_resolution.y) * u_vignetteRoundness;
36
+ float len = length(p) * u_vignetteIntensity;
37
+ disp *= mix(vec3(1.0), u_vignetteColor, pow(clamp(len, 0.0, 1.0), u_vignetteSmoothness));
38
+ }
39
+ outColor = vec4(disp, luma(disp));
40
+ }
41
+ `;
42
+ /**
43
+ * Display-grade bake: one draw per slice into the 65³ RGBA8 TEXTURE_3D with
44
+ * `framebufferTextureLayer`. Applies contrast (pivot 0.5), saturation,
45
+ * vibrance and the optional user `.cube` sample, in the display domain —
46
+ * the same math the analytic grade would apply per pixel.
47
+ */
48
+ export const LUT_BAKE_GLSL = /* glsl */ `#version 300 es
49
+ precision highp float;
50
+ // GLSL ES 3.00 has no default precision for sampler3D (CI: "'sampler3D' : No precision specified").
51
+ precision highp sampler3D;
52
+ uniform sampler3D u_userLut;
53
+ uniform int u_hasUserLut;
54
+ uniform float u_lutIntensity;
55
+ uniform float u_contrast;
56
+ uniform float u_saturation;
57
+ uniform float u_vibrance;
58
+ uniform float u_slice; // b texel, [0,1]
59
+ in vec2 v_uv;
60
+ out vec4 outColor;
61
+
62
+ float luma(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }
63
+
64
+ void main() {
65
+ vec3 disp = vec3(v_uv, u_slice);
66
+ // Contrast, pivot 0.5 — same shape as the legacy present grade.
67
+ vec3 graded = clamp(disp * u_contrast + vec3(0.5 - 0.5 * u_contrast), 0.0, 1.0);
68
+ // Vibrance: boost scales with distance from luma, folded into saturation
69
+ // (verbatim from the legacy present grade).
70
+ float l = luma(graded);
71
+ float distanceFromLuma = min(1.0, abs(graded.r - l) + abs(graded.g - l) + abs(graded.b - l));
72
+ float sat = u_saturation + (u_vibrance == 0.0 ? 0.0 : u_vibrance * (1.0 - distanceFromLuma));
73
+ graded = clamp(vec3(l) + (graded - vec3(l)) * sat, 0.0, 1.0);
74
+ if (u_hasUserLut != 0) {
75
+ graded = mix(graded, texture(u_userLut, graded).rgb, clamp(u_lutIntensity, 0.0, 1.0));
76
+ }
77
+ outColor = vec4(graded, 1.0);
78
+ }
79
+ `;
80
+ //# sourceMappingURL=displayGrade.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"displayGrade.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/displayGrade.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AAEH,MAAM,CAAC,MAAM,kBAAkB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+B5C,CAAC;AAEF;;;;;GAKG;AACH,MAAM,CAAC,MAAM,aAAa,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+BvC,CAAC"}
@@ -0,0 +1,9 @@
1
+ /**
2
+ * PRD-03 §6.7 S10b Phase 7 — display-grade WGSL twins.
3
+ * DISPLAY_GRADE: trilinear 33³ LUT + vignette on display-referred rgba8;
4
+ * alpha carries `luma(disp)` so S11 FXAA reads luminance from `.a`.
5
+ * LUT_BAKE: per-slice grade bake into the TEXTURE_3D.
6
+ */
7
+ export declare const DISPLAY_GRADE_WGSL = "struct DisplayGradeParams {\n has_lut: i32,\n vignette_intensity: f32,\n vignette_smoothness: f32,\n vignette_roundness: f32,\n vignette_color: vec3<f32>,\n _pad0: f32,\n resolution: vec2<f32>,\n _pad1: vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u_params: DisplayGradeParams;\n@group(0) @binding(1) var u_source_tex: texture_2d<f32>;\n@group(0) @binding(2) var u_source_smp: sampler;\n@group(0) @binding(3) var u_lut3d_tex: texture_3d<f32>;\n@group(0) @binding(4) var u_lut3d_smp: sampler;\n\nfn display_luma(c: vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\n\n@fragment\nfn fs_display_grade(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {\n var disp = textureSampleLevel(u_source_tex, u_source_smp, uv, 0.0).rgb;\n if (u_params.has_lut != 0) {\n disp = textureSampleLevel(u_lut3d_tex, u_lut3d_smp, clamp(disp, vec3<f32>(0.0), vec3<f32>(1.0)), 0.0).rgb;\n }\n if (u_params.vignette_intensity > 0.0) {\n // \u00A78.12: roundness-aspect corrected len, mix toward vignetteColor.\n var p = (uv - vec2<f32>(0.5)) * 2.0;\n p.x = p.x * (u_params.resolution.x / u_params.resolution.y) * u_params.vignette_roundness;\n let len = length(p) * u_params.vignette_intensity;\n disp = disp * mix(vec3<f32>(1.0), u_params.vignette_color, pow(clamp(len, 0.0, 1.0), u_params.vignette_smoothness));\n }\n return vec4<f32>(disp, display_luma(disp));\n}\n";
8
+ export declare const LUT_BAKE_WGSL = "struct LutBakeParams {\n has_user_lut: i32,\n lut_intensity: f32,\n contrast: f32,\n saturation: f32,\n vibrance: f32,\n slice: f32, // b texel, [0,1]\n _pad: vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u_params: LutBakeParams;\n@group(0) @binding(1) var u_user_lut_tex: texture_3d<f32>;\n@group(0) @binding(2) var u_user_lut_smp: sampler;\n\nfn display_luma(c: vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\n\n@fragment\nfn fs_lut_bake(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {\n let disp = vec3<f32>(uv, u_params.slice);\n // Contrast, pivot 0.5 \u2014 same shape as the legacy present grade.\n var graded = clamp(disp * u_params.contrast + vec3<f32>(0.5 - 0.5 * u_params.contrast), vec3<f32>(0.0), vec3<f32>(1.0));\n // Vibrance: boost scales with distance from luma, folded into saturation\n // (verbatim from the legacy present grade).\n let l = display_luma(graded);\n let distance_from_luma = min(1.0, abs(graded.r - l) + abs(graded.g - l) + abs(graded.b - l));\n let sat = u_params.saturation + select(u_params.vibrance * (1.0 - distance_from_luma), 0.0, u_params.vibrance == 0.0);\n graded = clamp(vec3<f32>(l) + (graded - vec3<f32>(l)) * sat, vec3<f32>(0.0), vec3<f32>(1.0));\n if (u_params.has_user_lut != 0) {\n graded = mix(graded, textureSampleLevel(u_user_lut_tex, u_user_lut_smp, graded, 0.0).rgb, clamp(u_params.lut_intensity, 0.0, 1.0));\n }\n return vec4<f32>(graded, 1.0);\n}\n";
9
+ //# sourceMappingURL=displayGrade.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"displayGrade.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/displayGrade.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,eAAO,MAAM,kBAAkB,u4CAkC9B,CAAC;AAEF,eAAO,MAAM,aAAa,88CAgCzB,CAAC"}
@@ -0,0 +1,75 @@
1
+ /**
2
+ * PRD-03 §6.7 S10b Phase 7 — display-grade WGSL twins.
3
+ * DISPLAY_GRADE: trilinear 33³ LUT + vignette on display-referred rgba8;
4
+ * alpha carries `luma(disp)` so S11 FXAA reads luminance from `.a`.
5
+ * LUT_BAKE: per-slice grade bake into the TEXTURE_3D.
6
+ */
7
+ export const DISPLAY_GRADE_WGSL = /* wgsl */ `struct DisplayGradeParams {
8
+ has_lut: i32,
9
+ vignette_intensity: f32,
10
+ vignette_smoothness: f32,
11
+ vignette_roundness: f32,
12
+ vignette_color: vec3<f32>,
13
+ _pad0: f32,
14
+ resolution: vec2<f32>,
15
+ _pad1: vec2<f32>,
16
+ };
17
+
18
+ @group(0) @binding(0) var<uniform> u_params: DisplayGradeParams;
19
+ @group(0) @binding(1) var u_source_tex: texture_2d<f32>;
20
+ @group(0) @binding(2) var u_source_smp: sampler;
21
+ @group(0) @binding(3) var u_lut3d_tex: texture_3d<f32>;
22
+ @group(0) @binding(4) var u_lut3d_smp: sampler;
23
+
24
+ fn display_luma(c: vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }
25
+
26
+ @fragment
27
+ fn fs_display_grade(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
28
+ var disp = textureSampleLevel(u_source_tex, u_source_smp, uv, 0.0).rgb;
29
+ if (u_params.has_lut != 0) {
30
+ disp = textureSampleLevel(u_lut3d_tex, u_lut3d_smp, clamp(disp, vec3<f32>(0.0), vec3<f32>(1.0)), 0.0).rgb;
31
+ }
32
+ if (u_params.vignette_intensity > 0.0) {
33
+ // §8.12: roundness-aspect corrected len, mix toward vignetteColor.
34
+ var p = (uv - vec2<f32>(0.5)) * 2.0;
35
+ p.x = p.x * (u_params.resolution.x / u_params.resolution.y) * u_params.vignette_roundness;
36
+ let len = length(p) * u_params.vignette_intensity;
37
+ disp = disp * mix(vec3<f32>(1.0), u_params.vignette_color, pow(clamp(len, 0.0, 1.0), u_params.vignette_smoothness));
38
+ }
39
+ return vec4<f32>(disp, display_luma(disp));
40
+ }
41
+ `;
42
+ export const LUT_BAKE_WGSL = /* wgsl */ `struct LutBakeParams {
43
+ has_user_lut: i32,
44
+ lut_intensity: f32,
45
+ contrast: f32,
46
+ saturation: f32,
47
+ vibrance: f32,
48
+ slice: f32, // b texel, [0,1]
49
+ _pad: vec2<f32>,
50
+ };
51
+
52
+ @group(0) @binding(0) var<uniform> u_params: LutBakeParams;
53
+ @group(0) @binding(1) var u_user_lut_tex: texture_3d<f32>;
54
+ @group(0) @binding(2) var u_user_lut_smp: sampler;
55
+
56
+ fn display_luma(c: vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }
57
+
58
+ @fragment
59
+ fn fs_lut_bake(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
60
+ let disp = vec3<f32>(uv, u_params.slice);
61
+ // Contrast, pivot 0.5 — same shape as the legacy present grade.
62
+ var graded = clamp(disp * u_params.contrast + vec3<f32>(0.5 - 0.5 * u_params.contrast), vec3<f32>(0.0), vec3<f32>(1.0));
63
+ // Vibrance: boost scales with distance from luma, folded into saturation
64
+ // (verbatim from the legacy present grade).
65
+ let l = display_luma(graded);
66
+ let distance_from_luma = min(1.0, abs(graded.r - l) + abs(graded.g - l) + abs(graded.b - l));
67
+ let sat = u_params.saturation + select(u_params.vibrance * (1.0 - distance_from_luma), 0.0, u_params.vibrance == 0.0);
68
+ graded = clamp(vec3<f32>(l) + (graded - vec3<f32>(l)) * sat, vec3<f32>(0.0), vec3<f32>(1.0));
69
+ if (u_params.has_user_lut != 0) {
70
+ graded = mix(graded, textureSampleLevel(u_user_lut_tex, u_user_lut_smp, graded, 0.0).rgb, clamp(u_params.lut_intensity, 0.0, 1.0));
71
+ }
72
+ return vec4<f32>(graded, 1.0);
73
+ }
74
+ `;
75
+ //# sourceMappingURL=displayGrade.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"displayGrade.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/displayGrade.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,MAAM,CAAC,MAAM,kBAAkB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkC5C,CAAC;AAEF,MAAM,CAAC,MAAM,aAAa,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgCvC,CAAC"}
@@ -0,0 +1,25 @@
1
+ /**
2
+ * PRD-03 §8.7 — S6 depth of field (WebGL2).
3
+ *
4
+ * Circle of confusion in pixels (thin-lens, all lengths in mm):
5
+ *
6
+ * cocPx = A · f · (z − zf) / (z · (zf − f)) · (heightPx / sensorMm)
7
+ *
8
+ * with A = f / N (aperture diameter). Worked anchor (PRD): f=50 mm, N=2.8,
9
+ * zf=3 m, z=30 m on a 1080 px frame → |coc| ≈ 12.3 px.
10
+ *
11
+ * Passes:
12
+ * DOF_PREFILTER_GLSL — half-res: rgb = 2×2 box of the HDR color, a = signed cocPx
13
+ * (positive = far field, negative = near field), clamped to maxBlurPx.
14
+ * DOF_NEAR_TILE_GLSL — 8 px tiles of the half-res map: maximum near-field
15
+ * magnitude (−min(coc)) so the gather can dilate foreground bokeh.
16
+ * DOF_GATHER_GLSL — half-res Vogel-disc gather, DOF_RINGS rings ×8 taps;
17
+ * background taps scatter by their own CoC, near-field taps by the
18
+ * tile-dilated near CoC.
19
+ * DOF_COMPOSITE_GLSL — full-res `smoothstep(|coc|, 1, 2)` blend.
20
+ */
21
+ export declare const DOF_PREFILTER_GLSL = "#version 300 es\nprecision highp float;\n\nuniform highp sampler2D u_color;\nuniform highp sampler2D u_linearDepth;\nuniform float u_focusDistance; // metres\nuniform float u_focalLengthMm;\nuniform float u_fStop;\nuniform float u_sensorHeightMm;\nuniform float u_frameHeightPx; // full-res height\nuniform float u_maxBlurPx;\nout vec4 o_color;\n\n\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\n\nvoid main() {\n ivec2 pixel = ivec2(gl_FragCoord.xy);\n // u_color is the FULL-res HDR target: box-average its 2\u00D72 block (03-S15 \u2014\n // a texelFetch at the half-res index read only the lower-left quadrant).\n ivec2 fullMax = textureSize(u_color, 0) - 1;\n ivec2 base = pixel * 2;\n vec3 color = 0.25 * (\n texelFetch(u_color, clamp(base, ivec2(0), fullMax), 0).rgb +\n texelFetch(u_color, clamp(base + ivec2(1, 0), ivec2(0), fullMax), 0).rgb +\n texelFetch(u_color, clamp(base + ivec2(0, 1), ivec2(0), fullMax), 0).rgb +\n texelFetch(u_color, clamp(base + ivec2(1, 1), ivec2(0), fullMax), 0).rgb);\n float z = texelFetch(u_linearDepth, clamp(base, ivec2(0), textureSize(u_linearDepth, 0) - 1), 0).r;\n float f = u_focalLengthMm;\n float aperture = f / max(u_fStop, 0.01);\n float zMm = max(z * 1000.0, 1.0);\n float zfMm = u_focusDistance * 1000.0;\n float cocMm = aperture * f * (zMm - zfMm) / (zMm * max(zfMm - f, 1.0));\n float cocPx = clamp(cocMm * (u_frameHeightPx / u_sensorHeightMm), -u_maxBlurPx, u_maxBlurPx);\n // Sky (linear Z at far) never blurs.\n cocPx = zMm >= 9.9e5 ? 0.0 : cocPx;\n o_color = vec4(color, cocPx);\n}\n";
22
+ export declare const DOF_NEAR_TILE_GLSL = "#version 300 es\nprecision highp float;\n\nuniform highp sampler2D u_prefilter; // half-res, .a = signed cocPx\nout vec4 o_color;\n\nvoid main() {\n ivec2 tile = ivec2(gl_FragCoord.xy);\n ivec2 size = textureSize(u_prefilter, 0);\n float near_ = 0.0;\n for (int y = 0; y < 8; y += 1) for (int x = 0; x < 8; x += 1) {\n ivec2 p = tile * 8 + ivec2(x, y);\n if (p.x >= size.x || p.y >= size.y) continue;\n float coc = texelFetch(u_prefilter, p, 0).a;\n near_ = max(near_, -coc); // near field is the negative-CoC side\n }\n o_color = vec4(near_, 0.0, 0.0, 1.0);\n}\n";
23
+ export declare const DOF_GATHER_GLSL = "#version 300 es\nprecision highp float;\n\nuniform highp sampler2D u_prefilter; // half-res color + signed coc\nuniform highp sampler2D u_nearTile; // 8px tiles, .r = near |coc|\nuniform float u_maxBlurPx; // full-res px (CoC diameter)\nout vec4 o_color;\n\nconst float DOF_HALF_RES_RADIUS = 0.25;\n\nvoid main() {\n ivec2 pixel = ivec2(gl_FragCoord.xy);\n ivec2 size = textureSize(u_prefilter, 0);\n vec4 center = texelFetch(u_prefilter, pixel, 0);\n float centerCoc = center.a;\n float centerNear = texelFetch(u_nearTile, pixel / 8, 0).r;\n // .a is the full-res CoC *diameter* in px: the half-res disc radius is\n // diameter / 2 (radius) / 2 (half res) = 0.25 \u00B7 |coc| (03-S15 \u2014 0.5 drew a\n // bokeh twice the thin-lens diameter).\n float radius = max(abs(centerCoc), centerNear) * DOF_HALF_RES_RADIUS;\n vec3 sum = center.rgb;\n float wsum = 1.0;\n const int RINGS = DOF_RINGS;\n for (int ring = 1; ring <= RINGS; ring += 1) {\n for (int s = 0; s < 8; s += 1) {\n float angle = 2.39996323 * float(ring * 8 + s); // golden-angle Vogel disc\n vec2 dir = vec2(cos(angle), sin(angle));\n ivec2 tap = clamp(pixel + ivec2(dir * radius * (float(ring) / float(RINGS)) + vec2(0.5)), ivec2(0), size - 1);\n vec4 t = texelFetch(u_prefilter, tap, 0);\n float tapNear = texelFetch(u_nearTile, tap / 8, 0).r;\n // A tap contributes when its own blur reaches this pixel, or when the\n // tile's near field does (foreground bleeds over sharp background).\n float reach = max(abs(t.a), tapNear) * DOF_HALF_RES_RADIUS;\n float w = clamp((reach + 0.5) / max(length(vec2(tap - pixel)), 0.5), 0.0, 1.0);\n sum += t.rgb * w;\n wsum += w;\n }\n }\n o_color = vec4(sum / wsum, centerCoc);\n}\n";
24
+ export declare const DOF_COMPOSITE_GLSL = "#version 300 es\nprecision highp float;\n\nuniform highp sampler2D u_color; // full-res HDR\nuniform highp sampler2D u_blurred; // half-res gather (.a = signed cocPx)\nout vec4 o_color;\n\nvoid main() {\n ivec2 pixel = ivec2(gl_FragCoord.xy);\n vec4 src = texelFetch(u_color, pixel, 0);\n vec4 blur = texture(u_blurred, (vec2(pixel) + 0.5) / vec2(textureSize(u_color, 0)));\n o_color = vec4(mix(src.rgb, blur.rgb, smoothstep(1.0, 2.0, abs(blur.a))), src.a);\n}\n";
25
+ //# sourceMappingURL=dof.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"dof.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/dof.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;GAmBG;AAQH,eAAO,MAAM,kBAAkB,grEAmC9B,CAAC;AAEF,eAAO,MAAM,kBAAkB,0kBAgB9B,CAAC;AAEF,eAAO,MAAM,eAAe,gvDAsC3B,CAAC;AAEF,eAAO,MAAM,kBAAkB,ydAW9B,CAAC"}
@@ -0,0 +1,129 @@
1
+ /**
2
+ * PRD-03 §8.7 — S6 depth of field (WebGL2).
3
+ *
4
+ * Circle of confusion in pixels (thin-lens, all lengths in mm):
5
+ *
6
+ * cocPx = A · f · (z − zf) / (z · (zf − f)) · (heightPx / sensorMm)
7
+ *
8
+ * with A = f / N (aperture diameter). Worked anchor (PRD): f=50 mm, N=2.8,
9
+ * zf=3 m, z=30 m on a 1080 px frame → |coc| ≈ 12.3 px.
10
+ *
11
+ * Passes:
12
+ * DOF_PREFILTER_GLSL — half-res: rgb = 2×2 box of the HDR color, a = signed cocPx
13
+ * (positive = far field, negative = near field), clamped to maxBlurPx.
14
+ * DOF_NEAR_TILE_GLSL — 8 px tiles of the half-res map: maximum near-field
15
+ * magnitude (−min(coc)) so the gather can dilate foreground bokeh.
16
+ * DOF_GATHER_GLSL — half-res Vogel-disc gather, DOF_RINGS rings ×8 taps;
17
+ * background taps scatter by their own CoC, near-field taps by the
18
+ * tile-dilated near CoC.
19
+ * DOF_COMPOSITE_GLSL — full-res `smoothstep(|coc|, 1, 2)` blend.
20
+ */
21
+ import { POST_COMMON_GLSL } from "./common.glsl.js";
22
+ const HEADER = `#version 300 es
23
+ precision highp float;
24
+ `;
25
+ export const DOF_PREFILTER_GLSL = /* glsl */ `${HEADER}
26
+ uniform highp sampler2D u_color;
27
+ uniform highp sampler2D u_linearDepth;
28
+ uniform float u_focusDistance; // metres
29
+ uniform float u_focalLengthMm;
30
+ uniform float u_fStop;
31
+ uniform float u_sensorHeightMm;
32
+ uniform float u_frameHeightPx; // full-res height
33
+ uniform float u_maxBlurPx;
34
+ out vec4 o_color;
35
+
36
+ ${POST_COMMON_GLSL}
37
+
38
+ void main() {
39
+ ivec2 pixel = ivec2(gl_FragCoord.xy);
40
+ // u_color is the FULL-res HDR target: box-average its 2×2 block (03-S15 —
41
+ // a texelFetch at the half-res index read only the lower-left quadrant).
42
+ ivec2 fullMax = textureSize(u_color, 0) - 1;
43
+ ivec2 base = pixel * 2;
44
+ vec3 color = 0.25 * (
45
+ texelFetch(u_color, clamp(base, ivec2(0), fullMax), 0).rgb +
46
+ texelFetch(u_color, clamp(base + ivec2(1, 0), ivec2(0), fullMax), 0).rgb +
47
+ texelFetch(u_color, clamp(base + ivec2(0, 1), ivec2(0), fullMax), 0).rgb +
48
+ texelFetch(u_color, clamp(base + ivec2(1, 1), ivec2(0), fullMax), 0).rgb);
49
+ float z = texelFetch(u_linearDepth, clamp(base, ivec2(0), textureSize(u_linearDepth, 0) - 1), 0).r;
50
+ float f = u_focalLengthMm;
51
+ float aperture = f / max(u_fStop, 0.01);
52
+ float zMm = max(z * 1000.0, 1.0);
53
+ float zfMm = u_focusDistance * 1000.0;
54
+ float cocMm = aperture * f * (zMm - zfMm) / (zMm * max(zfMm - f, 1.0));
55
+ float cocPx = clamp(cocMm * (u_frameHeightPx / u_sensorHeightMm), -u_maxBlurPx, u_maxBlurPx);
56
+ // Sky (linear Z at far) never blurs.
57
+ cocPx = zMm >= 9.9e5 ? 0.0 : cocPx;
58
+ o_color = vec4(color, cocPx);
59
+ }
60
+ `;
61
+ export const DOF_NEAR_TILE_GLSL = /* glsl */ `${HEADER}
62
+ uniform highp sampler2D u_prefilter; // half-res, .a = signed cocPx
63
+ out vec4 o_color;
64
+
65
+ void main() {
66
+ ivec2 tile = ivec2(gl_FragCoord.xy);
67
+ ivec2 size = textureSize(u_prefilter, 0);
68
+ float near_ = 0.0;
69
+ for (int y = 0; y < 8; y += 1) for (int x = 0; x < 8; x += 1) {
70
+ ivec2 p = tile * 8 + ivec2(x, y);
71
+ if (p.x >= size.x || p.y >= size.y) continue;
72
+ float coc = texelFetch(u_prefilter, p, 0).a;
73
+ near_ = max(near_, -coc); // near field is the negative-CoC side
74
+ }
75
+ o_color = vec4(near_, 0.0, 0.0, 1.0);
76
+ }
77
+ `;
78
+ export const DOF_GATHER_GLSL = /* glsl */ `${HEADER}
79
+ uniform highp sampler2D u_prefilter; // half-res color + signed coc
80
+ uniform highp sampler2D u_nearTile; // 8px tiles, .r = near |coc|
81
+ uniform float u_maxBlurPx; // full-res px (CoC diameter)
82
+ out vec4 o_color;
83
+
84
+ const float DOF_HALF_RES_RADIUS = 0.25;
85
+
86
+ void main() {
87
+ ivec2 pixel = ivec2(gl_FragCoord.xy);
88
+ ivec2 size = textureSize(u_prefilter, 0);
89
+ vec4 center = texelFetch(u_prefilter, pixel, 0);
90
+ float centerCoc = center.a;
91
+ float centerNear = texelFetch(u_nearTile, pixel / 8, 0).r;
92
+ // .a is the full-res CoC *diameter* in px: the half-res disc radius is
93
+ // diameter / 2 (radius) / 2 (half res) = 0.25 · |coc| (03-S15 — 0.5 drew a
94
+ // bokeh twice the thin-lens diameter).
95
+ float radius = max(abs(centerCoc), centerNear) * DOF_HALF_RES_RADIUS;
96
+ vec3 sum = center.rgb;
97
+ float wsum = 1.0;
98
+ const int RINGS = DOF_RINGS;
99
+ for (int ring = 1; ring <= RINGS; ring += 1) {
100
+ for (int s = 0; s < 8; s += 1) {
101
+ float angle = 2.39996323 * float(ring * 8 + s); // golden-angle Vogel disc
102
+ vec2 dir = vec2(cos(angle), sin(angle));
103
+ ivec2 tap = clamp(pixel + ivec2(dir * radius * (float(ring) / float(RINGS)) + vec2(0.5)), ivec2(0), size - 1);
104
+ vec4 t = texelFetch(u_prefilter, tap, 0);
105
+ float tapNear = texelFetch(u_nearTile, tap / 8, 0).r;
106
+ // A tap contributes when its own blur reaches this pixel, or when the
107
+ // tile's near field does (foreground bleeds over sharp background).
108
+ float reach = max(abs(t.a), tapNear) * DOF_HALF_RES_RADIUS;
109
+ float w = clamp((reach + 0.5) / max(length(vec2(tap - pixel)), 0.5), 0.0, 1.0);
110
+ sum += t.rgb * w;
111
+ wsum += w;
112
+ }
113
+ }
114
+ o_color = vec4(sum / wsum, centerCoc);
115
+ }
116
+ `;
117
+ export const DOF_COMPOSITE_GLSL = /* glsl */ `${HEADER}
118
+ uniform highp sampler2D u_color; // full-res HDR
119
+ uniform highp sampler2D u_blurred; // half-res gather (.a = signed cocPx)
120
+ out vec4 o_color;
121
+
122
+ void main() {
123
+ ivec2 pixel = ivec2(gl_FragCoord.xy);
124
+ vec4 src = texelFetch(u_color, pixel, 0);
125
+ vec4 blur = texture(u_blurred, (vec2(pixel) + 0.5) / vec2(textureSize(u_color, 0)));
126
+ o_color = vec4(mix(src.rgb, blur.rgb, smoothstep(1.0, 2.0, abs(blur.a))), src.a);
127
+ }
128
+ `;
129
+ //# sourceMappingURL=dof.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"dof.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/dof.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;GAmBG;AAEH,OAAO,EAAE,gBAAgB,EAAE,MAAM,kBAAkB,CAAC;AAEpD,MAAM,MAAM,GAAG;;CAEd,CAAC;AAEF,MAAM,CAAC,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,MAAM;;;;;;;;;;;EAWpD,gBAAgB;;;;;;;;;;;;;;;;;;;;;;;;CAwBjB,CAAC;AAEF,MAAM,CAAC,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,MAAM;;;;;;;;;;;;;;;;CAgBrD,CAAC;AAEF,MAAM,CAAC,MAAM,eAAe,GAAG,UAAU,CAAC,GAAG,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsClD,CAAC;AAEF,MAAM,CAAC,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,MAAM;;;;;;;;;;;CAWrD,CAAC"}
@@ -0,0 +1,11 @@
1
+ /**
2
+ * PRD-03 §8.7 Phase 7 — S6 depth of field WGSL twins. Thin-lens CoC in px
3
+ * (`A · f · (z − zf) / (z · (zf − f)) · heightPx/sensorMm`, all mm); half-res
4
+ * prefilter → 8px near-field tile max → Vogel-disc gather (`DOF_RINGS`
5
+ * pipeline-overridable, default 3) → full-res smoothstep composite.
6
+ */
7
+ export declare const DOF_PREFILTER_WGSL = "struct DofPrefilterParams {\n focus_distance: f32, // metres\n focal_length_mm: f32,\n f_stop: f32,\n sensor_height_mm: f32,\n frame_height_px: f32, // full-res height\n max_blur_px: f32,\n _pad: vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u_params: DofPrefilterParams;\n@group(0) @binding(1) var u_color_tex: texture_2d<f32>;\n@group(0) @binding(2) var u_linear_depth_tex: texture_2d<f32>;\n\n@fragment\nfn fs_dof_prefilter(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {\n let pixel = vec2<i32>(frag_coord.xy);\n // Full-res HDR source: box-average its 2\u00D72 block (03-S15, GLSL parity).\n let full_max = vec2<i32>(textureDimensions(u_color_tex)) - vec2<i32>(1);\n let base = pixel * 2;\n let color = 0.25 * (\n textureLoad(u_color_tex, clamp(base, vec2<i32>(0), full_max), 0).rgb +\n textureLoad(u_color_tex, clamp(base + vec2<i32>(1, 0), vec2<i32>(0), full_max), 0).rgb +\n textureLoad(u_color_tex, clamp(base + vec2<i32>(0, 1), vec2<i32>(0), full_max), 0).rgb +\n textureLoad(u_color_tex, clamp(base + vec2<i32>(1, 1), vec2<i32>(0), full_max), 0).rgb);\n let z = textureLoad(u_linear_depth_tex,\n clamp(base, vec2<i32>(0), vec2<i32>(textureDimensions(u_linear_depth_tex)) - vec2<i32>(1)), 0).r;\n let f = u_params.focal_length_mm;\n let aperture = f / max(u_params.f_stop, 0.01);\n let z_mm = max(z * 1000.0, 1.0);\n let zf_mm = u_params.focus_distance * 1000.0;\n let coc_mm = aperture * f * (z_mm - zf_mm) / (z_mm * max(zf_mm - f, 1.0));\n var coc_px = clamp(coc_mm * (u_params.frame_height_px / u_params.sensor_height_mm), -u_params.max_blur_px, u_params.max_blur_px);\n // Sky (linear Z at far) never blurs.\n coc_px = select(coc_px, 0.0, z_mm >= 9.9e5);\n return vec4<f32>(color, coc_px);\n}\n";
8
+ export declare const DOF_NEAR_TILE_WGSL = "@group(0) @binding(1) var u_prefilter_tex: texture_2d<f32>; // half-res, .a = signed cocPx\n\n@fragment\nfn fs_dof_near_tile(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {\n let tile = vec2<i32>(frag_coord.xy);\n let size = vec2<i32>(textureDimensions(u_prefilter_tex));\n var near_coc = 0.0;\n for (var y = 0; y < 8; y = y + 1) {\n for (var x = 0; x < 8; x = x + 1) {\n let p = tile * 8 + vec2<i32>(x, y);\n if (p.x >= size.x || p.y >= size.y) { continue; }\n let coc = textureLoad(u_prefilter_tex, p, 0).a;\n near_coc = max(near_coc, -coc); // near field is the negative-CoC side\n }\n }\n return vec4<f32>(near_coc, 0.0, 0.0, 1.0);\n}\n";
9
+ export declare const DOF_GATHER_WGSL = "// DOF_RINGS \u2014 pipeline-overridable gather rings (3 = High, 2 = Medium).\noverride DOF_RINGS: i32 = 3;\nconst DOF_HALF_RES_RADIUS: f32 = 0.25;\n\nstruct DofGatherParams {\n max_blur_px: f32, // full-res px (CoC diameter)\n _pad: vec3<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u_params: DofGatherParams;\n@group(0) @binding(1) var u_prefilter_tex: texture_2d<f32>; // half-res color + signed coc\n@group(0) @binding(2) var u_near_tile_tex: texture_2d<f32>; // 8px tiles, .r = near |coc|\n\n@fragment\nfn fs_dof_gather(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {\n let pixel = vec2<i32>(frag_coord.xy);\n let size = vec2<i32>(textureDimensions(u_prefilter_tex));\n let center = textureLoad(u_prefilter_tex, pixel, 0);\n let center_coc = center.a;\n let center_near = textureLoad(u_near_tile_tex, pixel / 8, 0).r;\n // Full-res CoC diameter \u2192 half-res disc radius (03-S15, GLSL parity).\n let radius = max(abs(center_coc), center_near) * DOF_HALF_RES_RADIUS;\n var sum = center.rgb;\n var wsum = 1.0;\n for (var ring = 1; ring <= DOF_RINGS; ring = ring + 1) {\n for (var s = 0; s < 8; s = s + 1) {\n let angle = 2.39996323 * f32(ring * 8 + s); // golden-angle Vogel disc\n let dir = vec2<f32>(cos(angle), sin(angle));\n let tap = clamp(pixel + vec2<i32>(dir * radius * (f32(ring) / f32(DOF_RINGS)) + vec2<f32>(0.5)),\n vec2<i32>(0), size - vec2<i32>(1));\n let t = textureLoad(u_prefilter_tex, tap, 0);\n let tap_near = textureLoad(u_near_tile_tex, tap / 8, 0).r;\n // A tap contributes when its own blur reaches this pixel, or when the\n // tile's near field does (foreground bleeds over sharp background).\n let reach = max(abs(t.a), tap_near) * DOF_HALF_RES_RADIUS;\n let w = clamp((reach + 0.5) / max(length(vec2<f32>(tap - pixel)), 0.5), 0.0, 1.0);\n sum = sum + t.rgb * w;\n wsum = wsum + w;\n }\n }\n return vec4<f32>(sum / wsum, center_coc);\n}\n";
10
+ export declare const DOF_COMPOSITE_WGSL = "@group(0) @binding(1) var u_color_tex: texture_2d<f32>; // full-res HDR\n@group(0) @binding(2) var u_blurred_tex: texture_2d<f32>; // half-res gather (.a = signed cocPx)\n@group(0) @binding(3) var u_blurred_smp: sampler;\n\n@fragment\nfn fs_dof_composite(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {\n let pixel = vec2<i32>(frag_coord.xy);\n let src = textureLoad(u_color_tex, pixel, 0);\n let blur = textureSampleLevel(u_blurred_tex, u_blurred_smp,\n (vec2<f32>(pixel) + vec2<f32>(0.5)) / vec2<f32>(textureDimensions(u_color_tex)), 0.0);\n return vec4<f32>(mix(src.rgb, blur.rgb, smoothstep(1.0, 2.0, abs(blur.a))), src.a);\n}\n";
11
+ //# sourceMappingURL=dof.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"dof.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/dof.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,eAAO,MAAM,kBAAkB,0vDAqC9B,CAAC;AAEF,eAAO,MAAM,kBAAkB,2rBAiB9B,CAAC;AAEF,eAAO,MAAM,eAAe,o8DA0C3B,CAAC;AAEF,eAAO,MAAM,kBAAkB,6pBAY9B,CAAC"}
@@ -0,0 +1,119 @@
1
+ /**
2
+ * PRD-03 §8.7 Phase 7 — S6 depth of field WGSL twins. Thin-lens CoC in px
3
+ * (`A · f · (z − zf) / (z · (zf − f)) · heightPx/sensorMm`, all mm); half-res
4
+ * prefilter → 8px near-field tile max → Vogel-disc gather (`DOF_RINGS`
5
+ * pipeline-overridable, default 3) → full-res smoothstep composite.
6
+ */
7
+ export const DOF_PREFILTER_WGSL = /* wgsl */ `struct DofPrefilterParams {
8
+ focus_distance: f32, // metres
9
+ focal_length_mm: f32,
10
+ f_stop: f32,
11
+ sensor_height_mm: f32,
12
+ frame_height_px: f32, // full-res height
13
+ max_blur_px: f32,
14
+ _pad: vec2<f32>,
15
+ };
16
+
17
+ @group(0) @binding(0) var<uniform> u_params: DofPrefilterParams;
18
+ @group(0) @binding(1) var u_color_tex: texture_2d<f32>;
19
+ @group(0) @binding(2) var u_linear_depth_tex: texture_2d<f32>;
20
+
21
+ @fragment
22
+ fn fs_dof_prefilter(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
23
+ let pixel = vec2<i32>(frag_coord.xy);
24
+ // Full-res HDR source: box-average its 2×2 block (03-S15, GLSL parity).
25
+ let full_max = vec2<i32>(textureDimensions(u_color_tex)) - vec2<i32>(1);
26
+ let base = pixel * 2;
27
+ let color = 0.25 * (
28
+ textureLoad(u_color_tex, clamp(base, vec2<i32>(0), full_max), 0).rgb +
29
+ textureLoad(u_color_tex, clamp(base + vec2<i32>(1, 0), vec2<i32>(0), full_max), 0).rgb +
30
+ textureLoad(u_color_tex, clamp(base + vec2<i32>(0, 1), vec2<i32>(0), full_max), 0).rgb +
31
+ textureLoad(u_color_tex, clamp(base + vec2<i32>(1, 1), vec2<i32>(0), full_max), 0).rgb);
32
+ let z = textureLoad(u_linear_depth_tex,
33
+ clamp(base, vec2<i32>(0), vec2<i32>(textureDimensions(u_linear_depth_tex)) - vec2<i32>(1)), 0).r;
34
+ let f = u_params.focal_length_mm;
35
+ let aperture = f / max(u_params.f_stop, 0.01);
36
+ let z_mm = max(z * 1000.0, 1.0);
37
+ let zf_mm = u_params.focus_distance * 1000.0;
38
+ let coc_mm = aperture * f * (z_mm - zf_mm) / (z_mm * max(zf_mm - f, 1.0));
39
+ var coc_px = clamp(coc_mm * (u_params.frame_height_px / u_params.sensor_height_mm), -u_params.max_blur_px, u_params.max_blur_px);
40
+ // Sky (linear Z at far) never blurs.
41
+ coc_px = select(coc_px, 0.0, z_mm >= 9.9e5);
42
+ return vec4<f32>(color, coc_px);
43
+ }
44
+ `;
45
+ export const DOF_NEAR_TILE_WGSL = /* wgsl */ `@group(0) @binding(1) var u_prefilter_tex: texture_2d<f32>; // half-res, .a = signed cocPx
46
+
47
+ @fragment
48
+ fn fs_dof_near_tile(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
49
+ let tile = vec2<i32>(frag_coord.xy);
50
+ let size = vec2<i32>(textureDimensions(u_prefilter_tex));
51
+ var near_coc = 0.0;
52
+ for (var y = 0; y < 8; y = y + 1) {
53
+ for (var x = 0; x < 8; x = x + 1) {
54
+ let p = tile * 8 + vec2<i32>(x, y);
55
+ if (p.x >= size.x || p.y >= size.y) { continue; }
56
+ let coc = textureLoad(u_prefilter_tex, p, 0).a;
57
+ near_coc = max(near_coc, -coc); // near field is the negative-CoC side
58
+ }
59
+ }
60
+ return vec4<f32>(near_coc, 0.0, 0.0, 1.0);
61
+ }
62
+ `;
63
+ export const DOF_GATHER_WGSL = /* wgsl */ `// DOF_RINGS — pipeline-overridable gather rings (3 = High, 2 = Medium).
64
+ override DOF_RINGS: i32 = 3;
65
+ const DOF_HALF_RES_RADIUS: f32 = 0.25;
66
+
67
+ struct DofGatherParams {
68
+ max_blur_px: f32, // full-res px (CoC diameter)
69
+ _pad: vec3<f32>,
70
+ };
71
+
72
+ @group(0) @binding(0) var<uniform> u_params: DofGatherParams;
73
+ @group(0) @binding(1) var u_prefilter_tex: texture_2d<f32>; // half-res color + signed coc
74
+ @group(0) @binding(2) var u_near_tile_tex: texture_2d<f32>; // 8px tiles, .r = near |coc|
75
+
76
+ @fragment
77
+ fn fs_dof_gather(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
78
+ let pixel = vec2<i32>(frag_coord.xy);
79
+ let size = vec2<i32>(textureDimensions(u_prefilter_tex));
80
+ let center = textureLoad(u_prefilter_tex, pixel, 0);
81
+ let center_coc = center.a;
82
+ let center_near = textureLoad(u_near_tile_tex, pixel / 8, 0).r;
83
+ // Full-res CoC diameter → half-res disc radius (03-S15, GLSL parity).
84
+ let radius = max(abs(center_coc), center_near) * DOF_HALF_RES_RADIUS;
85
+ var sum = center.rgb;
86
+ var wsum = 1.0;
87
+ for (var ring = 1; ring <= DOF_RINGS; ring = ring + 1) {
88
+ for (var s = 0; s < 8; s = s + 1) {
89
+ let angle = 2.39996323 * f32(ring * 8 + s); // golden-angle Vogel disc
90
+ let dir = vec2<f32>(cos(angle), sin(angle));
91
+ let tap = clamp(pixel + vec2<i32>(dir * radius * (f32(ring) / f32(DOF_RINGS)) + vec2<f32>(0.5)),
92
+ vec2<i32>(0), size - vec2<i32>(1));
93
+ let t = textureLoad(u_prefilter_tex, tap, 0);
94
+ let tap_near = textureLoad(u_near_tile_tex, tap / 8, 0).r;
95
+ // A tap contributes when its own blur reaches this pixel, or when the
96
+ // tile's near field does (foreground bleeds over sharp background).
97
+ let reach = max(abs(t.a), tap_near) * DOF_HALF_RES_RADIUS;
98
+ let w = clamp((reach + 0.5) / max(length(vec2<f32>(tap - pixel)), 0.5), 0.0, 1.0);
99
+ sum = sum + t.rgb * w;
100
+ wsum = wsum + w;
101
+ }
102
+ }
103
+ return vec4<f32>(sum / wsum, center_coc);
104
+ }
105
+ `;
106
+ export const DOF_COMPOSITE_WGSL = /* wgsl */ `@group(0) @binding(1) var u_color_tex: texture_2d<f32>; // full-res HDR
107
+ @group(0) @binding(2) var u_blurred_tex: texture_2d<f32>; // half-res gather (.a = signed cocPx)
108
+ @group(0) @binding(3) var u_blurred_smp: sampler;
109
+
110
+ @fragment
111
+ fn fs_dof_composite(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
112
+ let pixel = vec2<i32>(frag_coord.xy);
113
+ let src = textureLoad(u_color_tex, pixel, 0);
114
+ let blur = textureSampleLevel(u_blurred_tex, u_blurred_smp,
115
+ (vec2<f32>(pixel) + vec2<f32>(0.5)) / vec2<f32>(textureDimensions(u_color_tex)), 0.0);
116
+ return vec4<f32>(mix(src.rgb, blur.rgb, smoothstep(1.0, 2.0, abs(blur.a))), src.a);
117
+ }
118
+ `;
119
+ //# sourceMappingURL=dof.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"dof.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/dof.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,MAAM,CAAC,MAAM,kBAAkB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqC5C,CAAC;AAEF,MAAM,CAAC,MAAM,kBAAkB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;CAiB5C,CAAC;AAEF,MAAM,CAAC,MAAM,eAAe,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0CzC,CAAC;AAEF,MAAM,CAAC,MAAM,kBAAkB,GAAG,UAAU,CAAC;;;;;;;;;;;;CAY5C,CAAC"}
@@ -0,0 +1,43 @@
1
+ /**
2
+ * PRD-03 §8.9 — S8 auto-exposure (GPU only, zero readbacks).
3
+ *
4
+ * Chain: `EXPOSURE_LUMA_LOG_GLSL` writes `log2(max(luma, 1e-5))` into a
5
+ * quarter-res R16F surface (landed as rgba32f in the transitional pool —
6
+ * ≥ spec precision, .r channel) with a centre-weighted or average metering
7
+ * mask; `EXPOSURE_REDUCE_GLSL` box-averages 2× per draw until 1×1;
8
+ * `EXPOSURE_ADAPT_GLSL` integrates toward the target EV in a 1×1 ping-pong:
9
+ *
10
+ * ev = mix(evPrev, clamp(-avgLog2 + log2(0.18) + comp, minEv, maxEv),
11
+ * 1 - exp(-dt * speed))
12
+ *
13
+ * with `speed` = speedUp when brightening, speedDown when darkening.
14
+ * `EXPOSURE_MUL_GLSL` then multiplies the HDR frame by `exp2(ev)` — the
15
+ * S10-composite `autoExp` factor applied as its own linear-HDR draw on the
16
+ * transitional chain, so the fused OUT still receives its §6.4 exposure.
17
+ */
18
+ /** S8 pass 1: log2 luma at 1/4 res; `AURA_EXPOSURE_CENTER_WEIGHTED` masks. */
19
+ export declare const EXPOSURE_LUMA_LOG_GLSL = "#version 300 es\nprecision highp float;\nuniform sampler2D u_hdr;\nuniform vec2 u_texelSize; // 1 / HDR size\nuniform int u_centerWeighted; // 1 = centre-weighted metering, 0 = average\nin vec2 v_uv;\nout vec4 outColor;\n\nvoid main() {\n\t// One output texel covers a 4\u00D74 block of source texels; average the block.\n\tvec4 acc = vec4(0.0);\n\tfor (int y = 0; y < 4; y++) {\n\t\tfor (int x = 0; x < 4; x++) {\n\t\t\tvec2 uv = v_uv + (vec2(float(x), float(y)) - 1.5) * u_texelSize;\n\t\t\tacc.rgb += texture(u_hdr, uv).rgb;\n\t\t\tacc.a += 1.0;\n\t\t}\n\t}\n\tvec3 c = acc.rgb / max(acc.a, 1.0);\n\tfloat luma = max(dot(c, vec3(0.2126, 0.7152, 0.0722)), 1e-5);\n\t// Centre-weighted: w = 1 - (d^2), clamped \u2014 an 18% gray card reads weight 1\n\t// at frame centre and falls to 0 at the corners.\n\tvec2 centered = v_uv - 0.5;\n\tfloat w = u_centerWeighted == 1 ? max(0.0, 1.0 - dot(centered, centered) * 4.0) : 1.0;\n\toutColor = vec4(log2(luma) * w, w, 0.0, 1.0);\n}\n";
20
+ /** S8 reduce: 4-tap box average of the previous mip (weighted sum in .rg). */
21
+ export declare const EXPOSURE_REDUCE_GLSL = "#version 300 es\nprecision highp float;\nuniform sampler2D u_source;\nuniform vec2 u_texelSize; // 1 / source size\nin vec2 v_uv;\nout vec4 outColor;\n\nvoid main() {\n\tvec4 sum = texture(u_source, v_uv + vec2(-0.5, -0.5) * u_texelSize)\n\t\t+ texture(u_source, v_uv + vec2( 0.5, -0.5) * u_texelSize)\n\t\t+ texture(u_source, v_uv + vec2(-0.5, 0.5) * u_texelSize)\n\t\t+ texture(u_source, v_uv + vec2( 0.5, 0.5) * u_texelSize);\n\toutColor = sum * 0.25;\n}\n";
22
+ /**
23
+ * S8 adapt: 1×1 ping-pong. `u_prev` is last frame's EV texel; `u_avg` is the
24
+ * reduced texel (r = Σ log2 luma · w, g = Σ w). `u_hasPrev` boots the first
25
+ * frame straight to target (no transient from an arbitrary 0 start).
26
+ */
27
+ export declare const EXPOSURE_ADAPT_GLSL = "#version 300 es\nprecision highp float;\nuniform sampler2D u_prev;\nuniform sampler2D u_avg;\nuniform float u_dt;\nuniform float u_speedUp;\nuniform float u_speedDown;\nuniform float u_minEv;\nuniform float u_maxEv;\nuniform float u_compensationEv;\nuniform int u_hasPrev;\nout vec4 outColor;\n\nvoid main() {\n\tvec4 avg = texelFetch(u_avg, ivec2(0), 0);\n\tfloat avgLog2 = avg.r / max(avg.g, 1e-4); // \u03A3(l\u00B7w)/\u03A3w \u2014 weighted mean\n\tfloat target = clamp(-avgLog2 + log2(0.18) + u_compensationEv, u_minEv, u_maxEv);\n\tfloat prev = texelFetch(u_prev, ivec2(0), 0).r;\n\tfloat speed = target > prev ? u_speedUp : u_speedDown;\n\tfloat ev = u_hasPrev == 1 ? mix(prev, target, 1.0 - exp(-u_dt * speed)) : target;\n\toutColor = vec4(ev, 0.0, 0.0, 1.0);\n}\n";
28
+ /** S8 apply: `outColor = hdr * exp2(ev)` — the composite's autoExp factor. */
29
+ export declare const EXPOSURE_MUL_GLSL = "#version 300 es\nprecision highp float;\nuniform sampler2D u_hdr;\nuniform sampler2D u_ev;\nin vec2 v_uv;\nout vec4 outColor;\n\nvoid main() {\n\tfloat ev = texelFetch(u_ev, ivec2(0), 0).r;\n\tvec4 c = texture(u_hdr, v_uv);\n\toutColor = vec4(c.rgb * exp2(ev), c.a);\n}\n";
30
+ /**
31
+ * JS mirror of the adapt step — the unit test proves the shader's `mix`
32
+ * formula and speed selection byte-for-byte against this reference.
33
+ */
34
+ export declare function adaptEv(prev: number, avgLog2: number, options: {
35
+ readonly dt: number;
36
+ readonly minEv: number;
37
+ readonly maxEv: number;
38
+ readonly speedUp: number;
39
+ readonly speedDown: number;
40
+ readonly compensationEv: number;
41
+ readonly hasPrev: boolean;
42
+ }): number;
43
+ //# sourceMappingURL=exposure.glsl.d.ts.map
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