@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 +1,354 @@
1
+ /**
2
+ * PRD-03 §8.14 — SMAA 1x ("medium"): three passes ported verbatim from three
3
+ * r185 `examples/jsm/shaders/SMAAShader.js` (MIT; WebGL port of SMAA v2.8 by
4
+ * the three.js authors, algorithm by Jorge Jimenez et al.).
5
+ *
6
+ * Conventions matching the rest of `post/shaders/`: `#version 300 es`,
7
+ * `in vec2 v_uv`, `out vec4 outColor`. three's vertex shaders only computed
8
+ * the `vOffset`/`vPixcoord` varyings — they are pure functions of `v_uv` and
9
+ * the texel-size uniform, so this port computes them in the fragment
10
+ * preamble (`SMAAEdgeDetectionVS` → `smaaOffsets*` below), byte-identical
11
+ * math. `texture2D(x, uv, 0.0)` → `texture(x, uv)` (LOD 0 = lod-0 chain
12
+ * rules do not apply to full-screen post targets; the v2 targets carry a
13
+ * single mip).
14
+ *
15
+ * `u_resolution` is the texel size `vec2(1/w, 1/h)` (three names it
16
+ * `resolution` and feeds `Vector2(1/w, 1/h)` — same value, pipeline name).
17
+ * AreaTex/SearchTex arrive from the `post/smaa/` lazy chunk.
18
+ */
19
+ /** Pass 1 — `SMAAColorEdgeDetectionPS` (colour edges, threshold 0.1). */
20
+ export const SMAA_EDGES_GLSL = /* glsl */ `#version 300 es
21
+ precision highp float;
22
+ #define SMAA_THRESHOLD 0.1
23
+ uniform sampler2D u_color;
24
+ uniform vec2 u_resolution;
25
+ in vec2 v_uv;
26
+ out vec4 outColor;
27
+
28
+ vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
29
+ vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );
30
+
31
+ // Calculate color deltas:
32
+ vec4 delta;
33
+ vec3 C = texture( colorTex, texcoord ).rgb;
34
+
35
+ vec3 Cleft = texture( colorTex, offset[0].xy ).rgb;
36
+ vec3 t = abs( C - Cleft );
37
+ delta.x = max( max( t.r, t.g ), t.b );
38
+
39
+ vec3 Ctop = texture( colorTex, offset[0].zw ).rgb;
40
+ t = abs( C - Ctop );
41
+ delta.y = max( max( t.r, t.g ), t.b );
42
+
43
+ // We do the usual threshold:
44
+ vec2 edges = step( threshold, delta.xy );
45
+
46
+ // Then discard if there is no edge:
47
+ if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
48
+ discard;
49
+
50
+ // Calculate right and bottom deltas:
51
+ vec3 Cright = texture( colorTex, offset[1].xy ).rgb;
52
+ t = abs( C - Cright );
53
+ delta.z = max( max( t.r, t.g ), t.b );
54
+
55
+ vec3 Cbottom = texture( colorTex, offset[1].zw ).rgb;
56
+ t = abs( C - Cbottom );
57
+ delta.w = max( max( t.r, t.g ), t.b );
58
+
59
+ // Calculate the maximum delta in the direct neighborhood:
60
+ float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );
61
+
62
+ // Calculate left-left and top-top deltas:
63
+ vec3 Cleftleft = texture( colorTex, offset[2].xy ).rgb;
64
+ t = abs( C - Cleftleft );
65
+ delta.z = max( max( t.r, t.g ), t.b );
66
+
67
+ vec3 Ctoptop = texture( colorTex, offset[2].zw ).rgb;
68
+ t = abs( C - Ctoptop );
69
+ delta.w = max( max( t.r, t.g ), t.b );
70
+
71
+ // Calculate the final maximum delta:
72
+ maxDelta = max( max( maxDelta, delta.z ), delta.w );
73
+
74
+ // Local contrast adaptation in action:
75
+ edges.xy *= step( 0.5 * maxDelta, delta.xy );
76
+
77
+ return vec4( edges, 0.0, 0.0 );
78
+ }
79
+
80
+ void main() {
81
+ // three's SMAAEdgeDetectionVS offsets, computed fragment-side (identical
82
+ // values — the offsets are a pure function of texcoord + resolution).
83
+ vec4 vOffset0 = v_uv.xyxy + u_resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );
84
+ vec4 vOffset1 = v_uv.xyxy + u_resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );
85
+ vec4 vOffset2 = v_uv.xyxy + u_resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );
86
+ vec4 vOffset[3] = vec4[3]( vOffset0, vOffset1, vOffset2 );
87
+ outColor = SMAAColorEdgeDetectionPS( v_uv, vOffset, u_color );
88
+ }
89
+ `;
90
+ /**
91
+ * Pass 2 — `SMAABlendingWeightCalculationPS` (SMAA_MAX_SEARCH_STEPS 8,
92
+ * AreaTex 160×560 RG, SearchTex 66×33 R, no diagonal search).
93
+ */
94
+ export const SMAA_WEIGHTS_GLSL = /* glsl */ `#version 300 es
95
+ precision highp float;
96
+ #define SMAA_MAX_SEARCH_STEPS 8
97
+ #define SMAA_AREATEX_MAX_DISTANCE 16
98
+ #define SMAA_AREATEX_PIXEL_SIZE ( 1.0 / vec2( 160.0, 560.0 ) )
99
+ #define SMAA_AREATEX_SUBTEX_SIZE ( 1.0 / 7.0 )
100
+ #define SMAASampleLevelZeroOffset( tex, coord, offset ) texture( tex, coord + vec2( offset ) * u_resolution )
101
+
102
+ uniform sampler2D u_edges; // the pass-1 edges surface (three tDiffuse)
103
+ uniform sampler2D u_area;
104
+ uniform sampler2D u_search;
105
+ uniform vec2 u_resolution;
106
+ in vec2 v_uv;
107
+ out vec4 outColor;
108
+
109
+ float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {
110
+ // Not required if searchTex accesses are set to point:
111
+ // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
112
+ // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
113
+ // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
114
+ e.r = bias + e.r * scale;
115
+ return 255.0 * texture( searchTex, e ).r;
116
+ }
117
+
118
+ float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
119
+ /**
120
+ * @PSEUDO_GATHER4
121
+ * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
122
+ * sample between edge, thus fetching four edges in a row.
123
+ * Sampling with different offsets in each direction allows to disambiguate
124
+ * which edges are active from the four fetched ones.
125
+ */
126
+ vec2 e = vec2( 0.0, 1.0 );
127
+
128
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
129
+ e = texture( edgesTex, texcoord ).rg;
130
+ texcoord -= vec2( 2.0, 0.0 ) * u_resolution;
131
+ if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
132
+ }
133
+
134
+ // We correct the previous (-0.25, -0.125) offset we applied:
135
+ texcoord.x += 0.25 * u_resolution.x;
136
+
137
+ // The searches are bias by 1, so adjust the coords accordingly:
138
+ texcoord.x += u_resolution.x;
139
+
140
+ // Disambiguate the length added by the last step:
141
+ texcoord.x += 2.0 * u_resolution.x; // Undo last step
142
+ texcoord.x -= u_resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
143
+
144
+ return texcoord.x;
145
+ }
146
+
147
+ float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
148
+ vec2 e = vec2( 0.0, 1.0 );
149
+
150
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {
151
+ e = texture( edgesTex, texcoord ).rg;
152
+ texcoord += vec2( 2.0, 0.0 ) * u_resolution;
153
+ if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
154
+ }
155
+
156
+ texcoord.x -= 0.25 * u_resolution.x;
157
+ texcoord.x -= u_resolution.x;
158
+ texcoord.x -= 2.0 * u_resolution.x;
159
+ texcoord.x += u_resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
160
+
161
+ return texcoord.x;
162
+ }
163
+
164
+ float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
165
+ vec2 e = vec2( 1.0, 0.0 );
166
+
167
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {
168
+ e = texture( edgesTex, texcoord ).rg;
169
+ texcoord += vec2( 0.0, 2.0 ) * u_resolution; // WebGL port note: Changed sign
170
+ if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
171
+ }
172
+
173
+ texcoord.y -= 0.25 * u_resolution.y; // WebGL port note: Changed sign
174
+ texcoord.y -= u_resolution.y; // WebGL port note: Changed sign
175
+ texcoord.y -= 2.0 * u_resolution.y; // WebGL port note: Changed sign
176
+ texcoord.y += u_resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign
177
+
178
+ return texcoord.y;
179
+ }
180
+
181
+ float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
182
+ vec2 e = vec2( 1.0, 0.0 );
183
+
184
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {
185
+ e = texture( edgesTex, texcoord ).rg;
186
+ texcoord -= vec2( 0.0, 2.0 ) * u_resolution; // WebGL port note: Changed sign
187
+ if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
188
+ }
189
+
190
+ texcoord.y += 0.25 * u_resolution.y; // WebGL port note: Changed sign
191
+ texcoord.y += u_resolution.y; // WebGL port note: Changed sign
192
+ texcoord.y += 2.0 * u_resolution.y; // WebGL port note: Changed sign
193
+ texcoord.y -= u_resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign
194
+
195
+ return texcoord.y;
196
+ }
197
+
198
+ vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
199
+ // Rounding prevents precision errors of bilinear filtering:
200
+ vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
201
+
202
+ // We do a scale and bias for mapping to texel space:
203
+ texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
204
+
205
+ // Move to proper place, according to the subpixel offset:
206
+ texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
207
+
208
+ return texture( areaTex, texcoord ).rg;
209
+ }
210
+
211
+ vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {
212
+ vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );
213
+
214
+ vec2 e = texture( edgesTex, texcoord ).rg;
215
+
216
+ if ( e.g > 0.0 ) { // Edge at north
217
+ vec2 d;
218
+
219
+ // Find the distance to the left:
220
+ vec2 coords;
221
+ coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );
222
+ coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
223
+ d.x = coords.x;
224
+
225
+ // Now fetch the left crossing edges, two at a time using bilinear
226
+ // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
227
+ // discern what value each edge has:
228
+ float e1 = texture( edgesTex, coords ).r;
229
+
230
+ // Find the distance to the right:
231
+ coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
232
+ d.y = coords.x;
233
+
234
+ // We want the distances to be in pixel units (doing this here allow to
235
+ // better interleave arithmetic and memory accesses):
236
+ d = d / u_resolution.x - pixcoord.x;
237
+
238
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
239
+ // quadratically:
240
+ vec2 sqrt_d = sqrt( abs( d ) );
241
+
242
+ // Fetch the right crossing edges:
243
+ coords.y -= 1.0 * u_resolution.y; // WebGL port note: Added
244
+ float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;
245
+
246
+ // Ok, we know how this pattern looks like, now it is time for getting
247
+ // the actual area:
248
+ weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
249
+ }
250
+
251
+ if ( e.r > 0.0 ) { // Edge at west
252
+ vec2 d;
253
+
254
+ // Find the distance to the top:
255
+ vec2 coords;
256
+
257
+ coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );
258
+ coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
259
+ d.x = coords.y;
260
+
261
+ // Fetch the top crossing edges:
262
+ float e1 = texture( edgesTex, coords ).g;
263
+
264
+ // Find the distance to the bottom:
265
+ coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
266
+ d.y = coords.y;
267
+
268
+ // We want the distances to be in pixel units:
269
+ d = d / u_resolution.y - pixcoord.y;
270
+
271
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
272
+ // quadratically:
273
+ vec2 sqrt_d = sqrt( abs( d ) );
274
+
275
+ // Fetch the bottom crossing edges:
276
+ coords.y -= 1.0 * u_resolution.y; // WebGL port note: Added
277
+ float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;
278
+
279
+ // Get the area for this direction:
280
+ weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
281
+ }
282
+
283
+ return weights;
284
+ }
285
+
286
+ void main() {
287
+ // three's SMAABlendingWeightCalculationVS varyings, computed fragment-side.
288
+ vec2 vPixcoord = v_uv / u_resolution;
289
+ vec4 vOffset0 = v_uv.xyxy + u_resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );
290
+ vec4 vOffset1 = v_uv.xyxy + u_resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );
291
+ vec4 vOffset2 = vec4( vOffset0.xz, vOffset1.yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * u_resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );
292
+ vec4 vOffset[3] = vec4[3]( vOffset0, vOffset1, vOffset2 );
293
+ outColor = SMAABlendingWeightCalculationPS( v_uv, vPixcoord, vOffset, u_edges, u_area, u_search, ivec4( 0 ) );
294
+ }
295
+ `;
296
+ /** Pass 3 — `SMAANeighborhoodBlendingPS` (`u_weights` = three `tDiffuse`, `u_color` = three `tColor`). */
297
+ export const SMAA_BLEND_GLSL = /* glsl */ `#version 300 es
298
+ precision highp float;
299
+ uniform sampler2D u_weights; // three tDiffuse — the blend-weights surface
300
+ uniform sampler2D u_color; // three tColor — the colour surface
301
+ uniform vec2 u_resolution;
302
+ in vec2 v_uv;
303
+ out vec4 outColor;
304
+
305
+ vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
306
+ // Fetch the blending weights for current pixel:
307
+ vec4 a;
308
+ a.xz = texture( blendTex, texcoord ).xz;
309
+ a.y = texture( blendTex, offset[ 1 ].zw ).g;
310
+ a.w = texture( blendTex, offset[ 1 ].xy ).a;
311
+
312
+ // Is there any blending weight with a value greater than 0.0?
313
+ if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
314
+ return texture( colorTex, texcoord );
315
+ } else {
316
+ // Up to 4 lines can be crossing a pixel (one through each edge). We
317
+ // favor blending by choosing the line with the maximum weight for each
318
+ // direction:
319
+ vec2 offset;
320
+ offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
321
+ offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
322
+
323
+ // Then we go in the direction that has the maximum weight:
324
+ if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
325
+ offset.y = 0.0;
326
+ } else {
327
+ offset.x = 0.0;
328
+ }
329
+
330
+ // Fetch the opposite color and lerp by hand:
331
+ vec4 C = texture( colorTex, texcoord );
332
+ texcoord += sign( offset ) * u_resolution;
333
+ vec4 Cop = texture( colorTex, texcoord );
334
+ float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
335
+
336
+ // WebGL port note: Added gamma correction
337
+ C.xyz = pow(C.xyz, vec3(2.2));
338
+ Cop.xyz = pow(Cop.xyz, vec3(2.2));
339
+ vec4 mixed = mix(C, Cop, s);
340
+ mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
341
+
342
+ return mixed;
343
+ }
344
+ }
345
+
346
+ void main() {
347
+ // three's SMAANeighborhoodBlendingVS varyings, computed fragment-side.
348
+ vec4 vOffset0 = v_uv.xyxy + u_resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );
349
+ vec4 vOffset1 = v_uv.xyxy + u_resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );
350
+ vec4 vOffset[2] = vec4[2]( vOffset0, vOffset1 );
351
+ outColor = SMAANeighborhoodBlendingPS( v_uv, vOffset, u_color, u_weights );
352
+ }
353
+ `;
354
+ //# sourceMappingURL=smaa.glsl.js.map
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@@ -0,0 +1,20 @@
1
+ /**
2
+ * PRD-03 §8.14 Phase 7 — SMAA 1x WGSL twins (three passes, verbatim port of
3
+ * the GLSL twins, themselves three r185 `SMAAShader.js` — MIT; WebGL port of
4
+ * SMAA v2.8 by the three.js authors, algorithm by Jorge Jimenez et al.).
5
+ *
6
+ * three's vertex-computed `vOffset`/`vPixcoord` varyings are pure functions
7
+ * of uv + texel size — computed fragment-side, identical math.
8
+ * `SMAASampleLevelZeroOffset` = `textureLevel(tex, uv + offset·texel, 0)`.
9
+ * `u_resolution` is the texel size `vec2(1/w, 1/h)` (same value as the GL
10
+ * twin's `u_resolution`; three names it `resolution`).
11
+ * AreaTex/SearchTex arrive from the `post/smaa/` lazy chunk — areaTex needs
12
+ * a linear sampler, searchTex point (declared as separate samplers).
13
+ */
14
+ /** Pass 1 — `SMAAColorEdgeDetectionPS` (colour edges, threshold 0.1). */
15
+ export declare const SMAA_EDGES_WGSL = "const SMAA_THRESHOLD: f32 = 0.1;\n\nstruct SmaaEdgesParams {\n resolution: vec2<f32>, // texel size 1/w, 1/h\n _pad: vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u_params: SmaaEdgesParams;\n@group(0) @binding(1) var u_color_tex: texture_2d<f32>;\n@group(0) @binding(2) var u_color_smp: sampler;\n\nfn smaa_color_edge_detection(texcoord: vec2<f32>, offset: array<vec4<f32>, 3>, color_tex: texture_2d<f32>, color_smp: sampler) -> vec4<f32> {\n let threshold = vec2<f32>(SMAA_THRESHOLD, SMAA_THRESHOLD);\n\n // Calculate color deltas:\n var delta: vec4<f32>;\n let c = textureSampleLevel(color_tex, color_smp, texcoord, 0.0).rgb;\n\n let c_left = textureSampleLevel(color_tex, color_smp, offset[0].xy, 0.0).rgb;\n var t = abs(c - c_left);\n delta.x = max(max(t.r, t.g), t.b);\n\n let c_top = textureSampleLevel(color_tex, color_smp, offset[0].zw, 0.0).rgb;\n t = abs(c - c_top);\n delta.y = max(max(t.r, t.g), t.b);\n\n // We do the usual threshold:\n var edges = step(threshold, delta.xy);\n\n // Then discard if there is no edge:\n if (dot(edges, vec2<f32>(1.0, 1.0)) == 0.0) {\n discard;\n }\n\n // Calculate right and bottom deltas:\n let c_right = textureSampleLevel(color_tex, color_smp, offset[1].xy, 0.0).rgb;\n t = abs(c - c_right);\n delta.z = max(max(t.r, t.g), t.b);\n\n let c_bottom = textureSampleLevel(color_tex, color_smp, offset[1].zw, 0.0).rgb;\n t = abs(c - c_bottom);\n delta.w = max(max(t.r, t.g), t.b);\n\n // Calculate the maximum delta in the direct neighborhood:\n var max_delta = max(max(max(delta.x, delta.y), delta.z), delta.w);\n\n // Calculate left-left and top-top deltas:\n let c_left_left = textureSampleLevel(color_tex, color_smp, offset[2].xy, 0.0).rgb;\n t = abs(c - c_left_left);\n delta.z = max(max(t.r, t.g), t.b);\n\n let c_top_top = textureSampleLevel(color_tex, color_smp, offset[2].zw, 0.0).rgb;\n t = abs(c - c_top_top);\n delta.w = max(max(t.r, t.g), t.b);\n\n // Calculate the final maximum delta:\n max_delta = max(max(max_delta, delta.z), delta.w);\n\n // Local contrast adaptation in action:\n edges = edges * step(vec2<f32>(0.5 * max_delta), delta.xy);\n\n return vec4<f32>(edges, 0.0, 0.0);\n}\n\n@fragment\nfn fs_smaa_edges(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {\n // three's SMAAEdgeDetectionVS offsets, computed fragment-side (identical\n // values \u2014 the offsets are a pure function of texcoord + resolution).\n let v_offset0 = uv.xyxy + u_params.resolution.xyxy * vec4<f32>(-1.0, 0.0, 0.0, 1.0);\n let v_offset1 = uv.xyxy + u_params.resolution.xyxy * vec4<f32>(1.0, 0.0, 0.0, -1.0);\n let v_offset2 = uv.xyxy + u_params.resolution.xyxy * vec4<f32>(-2.0, 0.0, 0.0, 2.0);\n let v_offset = array<vec4<f32>, 3>(v_offset0, v_offset1, v_offset2);\n return smaa_color_edge_detection(uv, v_offset, u_color_tex, u_color_smp);\n}\n";
16
+ /** Pass 2 — `SMAABlendingWeightCalculationPS` (max search 8, no diagonal). */
17
+ export declare const SMAA_WEIGHTS_WGSL = "const SMAA_MAX_SEARCH_STEPS: i32 = 8;\nconst SMAA_AREATEX_MAX_DISTANCE: f32 = 16.0;\nconst SMAA_AREATEX_PIXEL_SIZE: vec2<f32> = vec2<f32>(1.0 / 160.0, 1.0 / 560.0);\nconst SMAA_AREATEX_SUBTEX_SIZE: f32 = 1.0 / 7.0;\n\nstruct SmaaWeightsParams {\n resolution: vec2<f32>, // texel size 1/w, 1/h\n _pad: vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u_params: SmaaWeightsParams;\n@group(0) @binding(1) var u_edges_tex: texture_2d<f32>; // the pass-1 edges surface (three tDiffuse)\n@group(0) @binding(2) var u_edges_smp: sampler;\n@group(0) @binding(3) var u_area_tex: texture_2d<f32>;\n@group(0) @binding(4) var u_area_smp: sampler; // linear\n@group(0) @binding(5) var u_search_tex: texture_2d<f32>;\n@group(0) @binding(6) var u_search_smp: sampler; // point/nearest\n\nfn smaa_sample_level_zero_offset(tex: texture_2d<f32>, smp: sampler, coord: vec2<f32>, offset: vec2<i32>) -> vec4<f32> {\n return textureSampleLevel(tex, smp, coord + vec2<f32>(offset) * u_params.resolution, 0.0);\n}\n\nfn smaa_search_length(search_tex: texture_2d<f32>, search_smp: sampler, e: vec2<f32>, bias: f32, scale: f32) -> f32 {\n // Not required if searchTex accesses are set to point:\n // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);\n // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +\n // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;\n var e2 = e;\n e2.r = bias + e.r * scale;\n return 255.0 * textureSampleLevel(search_tex, search_smp, e2, 0.0).r;\n}\n\nfn smaa_search_x_left(edges_tex: texture_2d<f32>, edges_smp: sampler, search_tex: texture_2d<f32>, search_smp: sampler, texcoord_in: vec2<f32>, end_coord: f32) -> f32 {\n /**\n * @PSEUDO_GATHER4\n * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to\n * sample between edge, thus fetching four edges in a row.\n * Sampling with different offsets in each direction allows to disambiguate\n * which edges are active from the four fetched ones.\n */\n var e = vec2<f32>(0.0, 1.0);\n var texcoord = texcoord_in;\n\n for (var i = 0; i < SMAA_MAX_SEARCH_STEPS; i = i + 1) { // WebGL port note: Changed while to for\n e = textureSampleLevel(edges_tex, edges_smp, texcoord, 0.0).rg;\n texcoord = texcoord - vec2<f32>(2.0, 0.0) * u_params.resolution;\n if (!(texcoord.x > end_coord && e.g > 0.8281 && e.r == 0.0)) { break; }\n }\n\n // We correct the previous (-0.25, -0.125) offset we applied:\n texcoord.x = texcoord.x + 0.25 * u_params.resolution.x;\n\n // The searches are bias by 1, so adjust the coords accordingly:\n texcoord.x = texcoord.x + u_params.resolution.x;\n\n // Disambiguate the length added by the last step:\n texcoord.x = texcoord.x + 2.0 * u_params.resolution.x; // Undo last step\n texcoord.x = texcoord.x - u_params.resolution.x * smaa_search_length(search_tex, search_smp, e, 0.0, 0.5);\n\n return texcoord.x;\n}\n\nfn smaa_search_x_right(edges_tex: texture_2d<f32>, edges_smp: sampler, search_tex: texture_2d<f32>, search_smp: sampler, texcoord_in: vec2<f32>, end_coord: f32) -> f32 {\n var e = vec2<f32>(0.0, 1.0);\n var texcoord = texcoord_in;\n\n for (var i = 0; i < SMAA_MAX_SEARCH_STEPS; i = i + 1) {\n e = textureSampleLevel(edges_tex, edges_smp, texcoord, 0.0).rg;\n texcoord = texcoord + vec2<f32>(2.0, 0.0) * u_params.resolution;\n if (!(texcoord.x < end_coord && e.g > 0.8281 && e.r == 0.0)) { break; }\n }\n\n texcoord.x = texcoord.x - 0.25 * u_params.resolution.x;\n texcoord.x = texcoord.x - u_params.resolution.x;\n texcoord.x = texcoord.x - 2.0 * u_params.resolution.x;\n texcoord.x = texcoord.x + u_params.resolution.x * smaa_search_length(search_tex, search_smp, e, 0.5, 0.5);\n\n return texcoord.x;\n}\n\nfn smaa_search_y_up(edges_tex: texture_2d<f32>, edges_smp: sampler, search_tex: texture_2d<f32>, search_smp: sampler, texcoord_in: vec2<f32>, end_coord: f32) -> f32 {\n var e = vec2<f32>(1.0, 0.0);\n var texcoord = texcoord_in;\n\n for (var i = 0; i < SMAA_MAX_SEARCH_STEPS; i = i + 1) {\n e = textureSampleLevel(edges_tex, edges_smp, texcoord, 0.0).rg;\n texcoord = texcoord + vec2<f32>(0.0, 2.0) * u_params.resolution; // WebGL port note: Changed sign\n if (!(texcoord.y > end_coord && e.r > 0.8281 && e.g == 0.0)) { break; }\n }\n\n texcoord.y = texcoord.y - 0.25 * u_params.resolution.y; // WebGL port note: Changed sign\n texcoord.y = texcoord.y - u_params.resolution.y; // WebGL port note: Changed sign\n texcoord.y = texcoord.y - 2.0 * u_params.resolution.y; // WebGL port note: Changed sign\n texcoord.y = texcoord.y + u_params.resolution.y * smaa_search_length(search_tex, search_smp, vec2<f32>(e.g, e.r), 0.0, 0.5); // WebGL port note: Changed sign\n\n return texcoord.y;\n}\n\nfn smaa_search_y_down(edges_tex: texture_2d<f32>, edges_smp: sampler, search_tex: texture_2d<f32>, search_smp: sampler, texcoord_in: vec2<f32>, end_coord: f32) -> f32 {\n var e = vec2<f32>(1.0, 0.0);\n var texcoord = texcoord_in;\n\n for (var i = 0; i < SMAA_MAX_SEARCH_STEPS; i = i + 1) {\n e = textureSampleLevel(edges_tex, edges_smp, texcoord, 0.0).rg;\n texcoord = texcoord - vec2<f32>(0.0, 2.0) * u_params.resolution; // WebGL port note: Changed sign\n if (!(texcoord.y < end_coord && e.r > 0.8281 && e.g == 0.0)) { break; }\n }\n\n texcoord.y = texcoord.y + 0.25 * u_params.resolution.y; // WebGL port note: Changed sign\n texcoord.y = texcoord.y + u_params.resolution.y; // WebGL port note: Changed sign\n texcoord.y = texcoord.y + 2.0 * u_params.resolution.y; // WebGL port note: Changed sign\n texcoord.y = texcoord.y - u_params.resolution.y * smaa_search_length(search_tex, search_smp, vec2<f32>(e.g, e.r), 0.5, 0.5); // WebGL port note: Changed sign\n\n return texcoord.y;\n}\n\nfn smaa_area(area_tex: texture_2d<f32>, area_smp: sampler, dist: vec2<f32>, e1: f32, e2: f32, offset: f32) -> vec2<f32> {\n // Rounding prevents precision errors of bilinear filtering:\n var texcoord = SMAA_AREATEX_MAX_DISTANCE * round(4.0 * vec2<f32>(e1, e2)) + dist;\n\n // We do a scale and bias for mapping to texel space:\n texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);\n\n // Move to proper place, according to the subpixel offset:\n texcoord.y = texcoord.y + SMAA_AREATEX_SUBTEX_SIZE * offset;\n\n return textureSampleLevel(area_tex, area_smp, texcoord, 0.0).rg;\n}\n\nfn smaa_blending_weight_calculation(texcoord: vec2<f32>, pixcoord: vec2<f32>, offset: array<vec4<f32>, 3>, edges_tex: texture_2d<f32>, edges_smp: sampler, area_tex: texture_2d<f32>, area_smp: sampler, search_tex: texture_2d<f32>, search_smp: sampler, subsample_indices: vec4<i32>) -> vec4<f32> {\n var weights = vec4<f32>(0.0, 0.0, 0.0, 0.0);\n\n let e = textureSampleLevel(edges_tex, edges_smp, texcoord, 0.0).rg;\n\n if (e.g > 0.0) { // Edge at north\n var d: vec2<f32>;\n\n // Find the distance to the left:\n var coords: vec2<f32>;\n coords.x = smaa_search_x_left(edges_tex, edges_smp, search_tex, search_smp, offset[0].xy, offset[2].x);\n coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)\n d.x = coords.x;\n\n // Now fetch the left crossing edges, two at a time using bilinear\n // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to\n // discern what value each edge has:\n let e1 = textureSampleLevel(edges_tex, edges_smp, coords, 0.0).r;\n\n // Find the distance to the right:\n coords.x = smaa_search_x_right(edges_tex, edges_smp, search_tex, search_smp, offset[0].zw, offset[2].y);\n d.y = coords.x;\n\n // We want the distances to be in pixel units (doing this here allow to\n // better interleave arithmetic and memory accesses):\n d = d / u_params.resolution.x - vec2<f32>(pixcoord.x);\n\n // smaa_area below needs a sqrt, as the areas texture is compressed\n // quadratically:\n let sqrt_d = sqrt(abs(d));\n\n // Fetch the right crossing edges:\n coords.y = coords.y - 1.0 * u_params.resolution.y; // WebGL port note: Added\n let e2 = smaa_sample_level_zero_offset(edges_tex, edges_smp, coords, vec2<i32>(1, 0)).r;\n\n // Ok, we know how this pattern looks like, now it is time for getting\n // the actual area:\n let area = smaa_area(area_tex, area_smp, sqrt_d, e1, e2, f32(subsample_indices.y));\n weights.x = area.x;\n weights.y = area.y;\n }\n\n if (e.r > 0.0) { // Edge at west\n var d: vec2<f32>;\n\n // Find the distance to the top:\n var coords: vec2<f32>;\n\n coords.y = smaa_search_y_up(edges_tex, edges_smp, search_tex, search_smp, offset[1].xy, offset[2].z);\n coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;\n d.x = coords.y;\n\n // Fetch the top crossing edges:\n let e1 = textureSampleLevel(edges_tex, edges_smp, coords, 0.0).g;\n\n // Find the distance to the bottom:\n coords.y = smaa_search_y_down(edges_tex, edges_smp, search_tex, search_smp, offset[1].zw, offset[2].w);\n d.y = coords.y;\n\n // We want the distances to be in pixel units:\n d = d / u_params.resolution.y - vec2<f32>(pixcoord.y);\n\n // smaa_area below needs a sqrt, as the areas texture is compressed\n // quadratically:\n let sqrt_d = sqrt(abs(d));\n\n // Fetch the bottom crossing edges:\n coords.y = coords.y - 1.0 * u_params.resolution.y; // WebGL port note: Added\n let e2 = smaa_sample_level_zero_offset(edges_tex, edges_smp, coords, vec2<i32>(0, 1)).g;\n\n // Get the area for this direction:\n let area = smaa_area(area_tex, area_smp, sqrt_d, e1, e2, f32(subsample_indices.x));\n weights.z = area.x;\n weights.w = area.y;\n }\n\n return weights;\n}\n\n@fragment\nfn fs_smaa_weights(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {\n // three's SMAABlendingWeightCalculationVS varyings, computed fragment-side.\n let v_pixcoord = uv / u_params.resolution;\n let v_offset0 = uv.xyxy + u_params.resolution.xyxy * vec4<f32>(-0.25, 0.125, 1.25, 0.125);\n let v_offset1 = uv.xyxy + u_params.resolution.xyxy * vec4<f32>(-0.125, 0.25, -0.125, -1.25);\n let v_offset2 = vec4<f32>(v_offset0.xz, v_offset1.yw) + vec4<f32>(-2.0, 2.0, -2.0, 2.0) * u_params.resolution.xxyy * f32(SMAA_MAX_SEARCH_STEPS);\n let v_offset = array<vec4<f32>, 3>(v_offset0, v_offset1, v_offset2);\n return smaa_blending_weight_calculation(uv, v_pixcoord, v_offset, u_edges_tex, u_edges_smp, u_area_tex, u_area_smp, u_search_tex, u_search_smp, vec4<i32>(0));\n}\n";
18
+ /** Pass 3 — `SMAANeighborhoodBlendingPS` (`u_weights` = three `tDiffuse`, `u_color` = three `tColor`). */
19
+ export declare const SMAA_BLEND_WGSL = "struct SmaaBlendParams {\n resolution: vec2<f32>, // texel size 1/w, 1/h\n _pad: vec2<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u_params: SmaaBlendParams;\n@group(0) @binding(1) var u_weights_tex: texture_2d<f32>; // three tDiffuse \u2014 the blend-weights surface\n@group(0) @binding(2) var u_weights_smp: sampler;\n@group(0) @binding(3) var u_color_tex: texture_2d<f32>; // three tColor \u2014 the colour surface\n@group(0) @binding(4) var u_color_smp: sampler;\n\nfn smaa_neighborhood_blending(texcoord_in: vec2<f32>, offset: array<vec4<f32>, 2>, color_tex: texture_2d<f32>, color_smp: sampler, blend_tex: texture_2d<f32>, blend_smp: sampler) -> vec4<f32> {\n // Fetch the blending weights for current pixel:\n var a: vec4<f32>;\n let axz = textureSampleLevel(blend_tex, blend_smp, texcoord_in, 0.0).xz;\n a.x = axz.x;\n a.z = axz.y;\n a.y = textureSampleLevel(blend_tex, blend_smp, offset[1].zw, 0.0).g;\n a.w = textureSampleLevel(blend_tex, blend_smp, offset[1].xy, 0.0).a;\n\n // Is there any blending weight with a value greater than 0.0?\n if (dot(a, vec4<f32>(1.0, 1.0, 1.0, 1.0)) < 1e-5) {\n return textureSampleLevel(color_tex, color_smp, texcoord_in, 0.0);\n } else {\n // Up to 4 lines can be crossing a pixel (one through each edge). We\n // favor blending by choosing the line with the maximum weight for each\n // direction:\n var offset: vec2<f32>;\n offset.x = select(-a.b, a.a, a.a > a.b); // left vs. right\n offset.y = select(a.r, -a.g, a.g > a.r); // top vs. bottom // WebGL port note: Changed signs\n\n // Then we go in the direction that has the maximum weight:\n if (abs(offset.x) > abs(offset.y)) { // horizontal vs. vertical\n offset.y = 0.0;\n } else {\n offset.x = 0.0;\n }\n\n // Fetch the opposite color and lerp by hand:\n var texcoord = texcoord_in;\n var c = textureSampleLevel(color_tex, color_smp, texcoord, 0.0);\n texcoord = texcoord + sign(offset) * u_params.resolution;\n let c_op = textureSampleLevel(color_tex, color_smp, texcoord, 0.0);\n let s = select(abs(offset.y), abs(offset.x), abs(offset.x) > abs(offset.y));\n\n // WebGL port note: Added gamma correction\n c = vec4<f32>(pow(c.xyz, vec3<f32>(2.2)), c.w);\n let c_op_gamma = pow(c_op.xyz, vec3<f32>(2.2));\n var mixed = mix(c, vec4<f32>(c_op_gamma, c_op.w), s);\n mixed = vec4<f32>(pow(mixed.xyz, vec3<f32>(1.0 / 2.2)), mixed.w);\n\n return mixed;\n }\n}\n\n@fragment\nfn fs_smaa_blend(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {\n // three's SMAANeighborhoodBlendingVS varyings, computed fragment-side.\n let v_offset0 = uv.xyxy + u_params.resolution.xyxy * vec4<f32>(-1.0, 0.0, 0.0, 1.0);\n let v_offset1 = uv.xyxy + u_params.resolution.xyxy * vec4<f32>(1.0, 0.0, 0.0, -1.0);\n let v_offset = array<vec4<f32>, 2>(v_offset0, v_offset1);\n return smaa_neighborhood_blending(uv, v_offset, u_color_tex, u_color_smp, u_weights_tex, u_weights_smp);\n}\n";
20
+ //# sourceMappingURL=smaa.wgsl.d.ts.map
@@ -0,0 +1 @@
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