@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 +1,10 @@
1
+ /**
2
+ * `program/ProgramKey.ts` (PRD-01 §6.4) — canonical program keys.
3
+ * `programKey` is the entry every consumer uses: normalize first so sparse
4
+ * records key identically, then the frozen C-02 `computeProgramKey` (stable,
5
+ * order-independent, includes registered feature ids/values).
6
+ */
7
+ import { computeProgramKey, type ProgramFeatures } from "../contracts/program.js";
8
+ export declare function programKey(features: Partial<ProgramFeatures>): string;
9
+ export { computeProgramKey };
10
+ //# sourceMappingURL=ProgramKey.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ProgramKey.d.ts","sourceRoot":"","sources":["../../../../../packages/rendering/src/program/ProgramKey.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,OAAO,EAAE,iBAAiB,EAAE,KAAK,eAAe,EAAE,MAAM,sBAAsB,CAAC;AAG/E,wBAAgB,UAAU,CAAC,QAAQ,EAAE,OAAO,CAAC,eAAe,CAAC,GAAG,MAAM,CAErE;AAED,OAAO,EAAE,iBAAiB,EAAE,CAAC"}
@@ -0,0 +1,13 @@
1
+ /**
2
+ * `program/ProgramKey.ts` (PRD-01 §6.4) — canonical program keys.
3
+ * `programKey` is the entry every consumer uses: normalize first so sparse
4
+ * records key identically, then the frozen C-02 `computeProgramKey` (stable,
5
+ * order-independent, includes registered feature ids/values).
6
+ */
7
+ import { computeProgramKey } from "../contracts/program.js";
8
+ import { normalizeProgramFeatures } from "./ProgramFeatures.js";
9
+ export function programKey(features) {
10
+ return computeProgramKey(normalizeProgramFeatures(features));
11
+ }
12
+ export { computeProgramKey };
13
+ //# sourceMappingURL=ProgramKey.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ProgramKey.js","sourceRoot":"","sources":["../../../../../packages/rendering/src/program/ProgramKey.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,OAAO,EAAE,iBAAiB,EAAwB,MAAM,sBAAsB,CAAC;AAC/E,OAAO,EAAE,wBAAwB,EAAE,MAAM,mBAAmB,CAAC;AAE7D,MAAM,UAAU,UAAU,CAAC,QAAkC;IAC3D,OAAO,iBAAiB,CAAC,wBAAwB,CAAC,QAAQ,CAAC,CAAC,CAAC;AAC/D,CAAC;AAED,OAAO,EAAE,iBAAiB,EAAE,CAAC"}
@@ -0,0 +1,37 @@
1
+ /**
2
+ * `program/ProgramWarmup.ts` (PRD-01 §6.4) — "warm-then-block" precompile.
3
+ *
4
+ * `collectWarmupFeatures` expands the scene's distinct feature records across
5
+ * the dimensions that change generated code: the forward + depth/distance
6
+ * passes for casters, the present light buckets, shadow receiver bits per
7
+ * tier, and the current tier plus `nextLowerTier` variants (C-27: a runtime
8
+ * downgrade must not compile mid-frame). Records are deduped by canonical
9
+ * `programKey`; `precompile` hands the list to the cache, whose pending
10
+ * entries `app.ready()` awaits via the C-38 `output`/`precompile` surface.
11
+ */
12
+ import type { ProgramFeatures, ProgramCacheLike } from "../contracts/program.js";
13
+ import { type AuraQualityTier } from "../contracts/quality.js";
14
+ export interface WarmupInput {
15
+ /** One feature record per material/shader variant in the mounted scene. */
16
+ readonly materials: readonly Partial<ProgramFeatures>[];
17
+ /** Light buckets present in the scene (each may produce a distinct key). */
18
+ readonly lights?: readonly ProgramFeatures["lights"][];
19
+ readonly shadows?: readonly ProgramFeatures["shadows"][];
20
+ readonly environments?: readonly ProgramFeatures["environment"][];
21
+ /** Include `pass:"depth"` variants for shadow casters (default true). */
22
+ readonly includeDepth?: boolean;
23
+ }
24
+ export declare function collectWarmupFeatures(input: WarmupInput, tier: AuraQualityTier): ProgramFeatures[];
25
+ export interface WarmupResult {
26
+ readonly compiled: number;
27
+ readonly pending: number;
28
+ readonly failed: number;
29
+ }
30
+ export declare class ProgramWarmup {
31
+ private readonly cache;
32
+ constructor(cache: ProgramCacheLike);
33
+ /** Kick precompile for a material set at the current tier (includes next-lower). */
34
+ warm(input: WarmupInput, tier: AuraQualityTier): Promise<void>;
35
+ result(): WarmupResult;
36
+ }
37
+ //# sourceMappingURL=ProgramWarmup.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"ProgramWarmup.d.ts","sourceRoot":"","sources":["../../../../../packages/rendering/src/program/ProgramWarmup.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,OAAO,KAAK,EAAE,eAAe,EAAE,gBAAgB,EAAE,MAAM,sBAAsB,CAAC;AAC9E,OAAO,EAAgC,KAAK,eAAe,EAAE,MAAM,sBAAsB,CAAC;AAI1F,MAAM,WAAW,WAAW;IAC1B,2EAA2E;IAC3E,QAAQ,CAAC,SAAS,EAAE,SAAS,OAAO,CAAC,eAAe,CAAC,EAAE,CAAC;IACxD,4EAA4E;IAC5E,QAAQ,CAAC,MAAM,CAAC,EAAE,SAAS,eAAe,CAAC,QAAQ,CAAC,EAAE,CAAC;IACvD,QAAQ,CAAC,OAAO,CAAC,EAAE,SAAS,eAAe,CAAC,SAAS,CAAC,EAAE,CAAC;IACzD,QAAQ,CAAC,YAAY,CAAC,EAAE,SAAS,eAAe,CAAC,aAAa,CAAC,EAAE,CAAC;IAClE,yEAAyE;IACzE,QAAQ,CAAC,YAAY,CAAC,EAAE,OAAO,CAAC;CACjC;AAWD,wBAAgB,qBAAqB,CAAC,KAAK,EAAE,WAAW,EAAE,IAAI,EAAE,eAAe,GAAG,eAAe,EAAE,CA+BlG;AAED,MAAM,WAAW,YAAY;IAC3B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;CACzB;AAED,qBAAa,aAAa;IACZ,OAAO,CAAC,QAAQ,CAAC,KAAK;gBAAL,KAAK,EAAE,gBAAgB;IAEpD,oFAAoF;IACpF,IAAI,CAAC,KAAK,EAAE,WAAW,EAAE,IAAI,EAAE,eAAe,GAAG,OAAO,CAAC,IAAI,CAAC;IAI9D,MAAM,IAAI,YAAY;CAIvB"}
@@ -0,0 +1,68 @@
1
+ /**
2
+ * `program/ProgramWarmup.ts` (PRD-01 §6.4) — "warm-then-block" precompile.
3
+ *
4
+ * `collectWarmupFeatures` expands the scene's distinct feature records across
5
+ * the dimensions that change generated code: the forward + depth/distance
6
+ * passes for casters, the present light buckets, shadow receiver bits per
7
+ * tier, and the current tier plus `nextLowerTier` variants (C-27: a runtime
8
+ * downgrade must not compile mid-frame). Records are deduped by canonical
9
+ * `programKey`; `precompile` hands the list to the cache, whose pending
10
+ * entries `app.ready()` awaits via the C-38 `output`/`precompile` surface.
11
+ */
12
+ import { nextLowerTier, QUALITY_TIERS } from "../contracts/quality.js";
13
+ import { normalizeProgramFeatures } from "./ProgramFeatures.js";
14
+ import { programKey } from "./ProgramKey.js";
15
+ /** Tier-dependent feature fields (what `nextLowerTier` changes in generated code). */
16
+ function tierShadowSettings(tier) {
17
+ const shadow = QUALITY_TIERS[tier].shadow;
18
+ // `filter` is the kernel width ("pcf2"/"pcf3"/"pcf5"); taps = width².
19
+ const width = shadow.filter === "pcf5" ? 5 : shadow.filter === "pcf3" ? 3 : 2;
20
+ // C-11 `pcfTaps` is the frozen union 1|4|9 — pcf5 clamps to 9 pending a contract revision.
21
+ return { cascades: shadow.cascades, pcfTaps: Math.min(9, width * width), localShadows: shadow.localShadowLights, contact: shadow.contact };
22
+ }
23
+ export function collectWarmupFeatures(input, tier) {
24
+ const seen = new Set();
25
+ const out = [];
26
+ const push = (partial) => {
27
+ const normalized = normalizeProgramFeatures(partial);
28
+ const key = programKey(normalized);
29
+ if (seen.has(key))
30
+ return;
31
+ seen.add(key);
32
+ out.push(normalized);
33
+ };
34
+ const lightBuckets = input.lights && input.lights.length > 0 ? input.lights : [normalizeProgramFeatures({}).lights];
35
+ const environments = input.environments && input.environments.length > 0 ? input.environments : [normalizeProgramFeatures({}).environment];
36
+ const shadowSets = input.shadows && input.shadows.length > 0
37
+ ? input.shadows
38
+ : [tierShadowSettings(tier), ...(nextLowerTier(tier) ? [tierShadowSettings(nextLowerTier(tier))] : [])];
39
+ for (const material of input.materials) {
40
+ for (const lights of lightBuckets) {
41
+ for (const environment of environments) {
42
+ for (const shadows of shadowSets) {
43
+ const base = { ...material, lights, shadows, environment, pass: "forward" };
44
+ push(base);
45
+ if (input.includeDepth !== false && material.lighting !== "unlit") {
46
+ push({ ...material, lights, shadows, environment: "none", pass: "depth", fog: "none", lighting: "unlit" });
47
+ }
48
+ }
49
+ }
50
+ }
51
+ }
52
+ return out;
53
+ }
54
+ export class ProgramWarmup {
55
+ cache;
56
+ constructor(cache) {
57
+ this.cache = cache;
58
+ }
59
+ /** Kick precompile for a material set at the current tier (includes next-lower). */
60
+ warm(input, tier) {
61
+ return this.cache.precompile(collectWarmupFeatures(input, tier));
62
+ }
63
+ result() {
64
+ const stats = this.cache.stats();
65
+ return { compiled: stats.compiled, pending: stats.pending, failed: stats.failed };
66
+ }
67
+ }
68
+ //# sourceMappingURL=ProgramWarmup.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"ProgramWarmup.js","sourceRoot":"","sources":["../../../../../packages/rendering/src/program/ProgramWarmup.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAGH,OAAO,EAAE,aAAa,EAAE,aAAa,EAAwB,MAAM,sBAAsB,CAAC;AAC1F,OAAO,EAAE,wBAAwB,EAAE,MAAM,mBAAmB,CAAC;AAC7D,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAa1C,sFAAsF;AACtF,SAAS,kBAAkB,CAAC,IAAqB;IAC/C,MAAM,MAAM,GAAG,aAAa,CAAC,IAAI,CAAC,CAAC,MAAM,CAAC;IAC1C,sEAAsE;IACtE,MAAM,KAAK,GAAG,MAAM,CAAC,MAAM,KAAK,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,MAAM,KAAK,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAC9E,2FAA2F;IAC3F,OAAO,EAAE,QAAQ,EAAE,MAAM,CAAC,QAAQ,EAAE,OAAO,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,GAAG,KAAK,CAAc,EAAE,YAAY,EAAE,MAAM,CAAC,iBAAiB,EAAE,OAAO,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC;AAC1J,CAAC;AAED,MAAM,UAAU,qBAAqB,CAAC,KAAkB,EAAE,IAAqB;IAC7E,MAAM,IAAI,GAAG,IAAI,GAAG,EAAU,CAAC;IAC/B,MAAM,GAAG,GAAsB,EAAE,CAAC;IAClC,MAAM,IAAI,GAAG,CAAC,OAAiC,EAAE,EAAE;QACjD,MAAM,UAAU,GAAG,wBAAwB,CAAC,OAAO,CAAC,CAAC;QACrD,MAAM,GAAG,GAAG,UAAU,CAAC,UAAU,CAAC,CAAC;QACnC,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC;YAAE,OAAO;QAC1B,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QACd,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;IACvB,CAAC,CAAC;IAEF,MAAM,YAAY,GAAG,KAAK,CAAC,MAAM,IAAI,KAAK,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,wBAAwB,CAAC,EAAE,CAAC,CAAC,MAAM,CAAC,CAAC;IACpH,MAAM,YAAY,GAAG,KAAK,CAAC,YAAY,IAAI,KAAK,CAAC,YAAY,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,wBAAwB,CAAC,EAAE,CAAC,CAAC,WAAW,CAAC,CAAC;IAC3I,MAAM,UAAU,GAAG,KAAK,CAAC,OAAO,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC;QAC1D,CAAC,CAAC,KAAK,CAAC,OAAO;QACf,CAAC,CAAC,CAAC,kBAAkB,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,aAAa,CAAC,IAAI,CAAE,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAE3G,KAAK,MAAM,QAAQ,IAAI,KAAK,CAAC,SAAS,EAAE,CAAC;QACvC,KAAK,MAAM,MAAM,IAAI,YAAY,EAAE,CAAC;YAClC,KAAK,MAAM,WAAW,IAAI,YAAY,EAAE,CAAC;gBACvC,KAAK,MAAM,OAAO,IAAI,UAAU,EAAE,CAAC;oBACjC,MAAM,IAAI,GAA6B,EAAE,GAAG,QAAQ,EAAE,MAAM,EAAE,OAAO,EAAE,WAAW,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;oBACtG,IAAI,CAAC,IAAI,CAAC,CAAC;oBACX,IAAI,KAAK,CAAC,YAAY,KAAK,KAAK,IAAI,QAAQ,CAAC,QAAQ,KAAK,OAAO,EAAE,CAAC;wBAClE,IAAI,CAAC,EAAE,GAAG,QAAQ,EAAE,MAAM,EAAE,OAAO,EAAE,WAAW,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,GAAG,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,CAAC,CAAC;oBAC7G,CAAC;gBACH,CAAC;YACH,CAAC;QACH,CAAC;IACH,CAAC;IACD,OAAO,GAAG,CAAC;AACb,CAAC;AAQD,MAAM,OAAO,aAAa;IACK;IAA7B,YAA6B,KAAuB;QAAvB,UAAK,GAAL,KAAK,CAAkB;IAAG,CAAC;IAExD,oFAAoF;IACpF,IAAI,CAAC,KAAkB,EAAE,IAAqB;QAC5C,OAAO,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,qBAAqB,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,CAAC;IACnE,CAAC;IAED,MAAM;QACJ,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE,CAAC;QACjC,OAAO,EAAE,QAAQ,EAAE,KAAK,CAAC,QAAQ,EAAE,OAAO,EAAE,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;IACpF,CAAC;CACF"}
@@ -0,0 +1,40 @@
1
+ /**
2
+ * PRD 11 Phase 6 groundwork (§7.3, ◦ — may land before the G-WGPU gate):
3
+ * std140 offset computation + GLSL/WGSL block emission for the named uniform
4
+ * blocks (`AuraFrame` binding 0, `AuraLights` binding 1, `AuraMaterial`
5
+ * binding 2, `AuraObject` binding 3). Member lists are read from C-08
6
+ * (`contracts/frameUniforms.ts`), so layouts track lane 01's UBOs.
7
+ *
8
+ * Pure groundwork — nothing consumes these emitters until the Phase-6
9
+ * `WgslAssembler`/device work (conditional on G-WGPU).
10
+ */
11
+ export type UniformMember = {
12
+ readonly name: string;
13
+ readonly type: "f32" | "vec2" | "vec3" | "vec4" | "mat3" | "mat4" | "i32" | "u32";
14
+ readonly arrayLength?: number;
15
+ };
16
+ export interface UniformBlockLayout {
17
+ readonly name: "AuraFrame" | "AuraLights" | "AuraMaterial" | "AuraObject";
18
+ readonly group: 0 | 1 | 2 | 3;
19
+ readonly binding: number;
20
+ readonly members: readonly UniformMember[];
21
+ }
22
+ /** std140 field layout: scalars/vectors at their base alignment; arrays and
23
+ * matrices stride at 16 bytes; struct size padded to 16. */
24
+ export declare function std140Offsets(layout: UniformBlockLayout): {
25
+ readonly size: number;
26
+ readonly offsets: Readonly<Record<string, number>>;
27
+ };
28
+ /** `layout(std140) uniform <name> { <type> <name>[n]; ... };` */
29
+ export declare function emitGlslBlock(layout: UniformBlockLayout): string;
30
+ /** WGSL struct + `@group(g) @binding(b) var<uniform|storage,read>` declaration. */
31
+ export declare function emitWgslStruct(layout: UniformBlockLayout, kind: "uniform" | "storage"): string;
32
+ /** AuraFrame, binding 0 — field order frozen by C-08. */
33
+ export declare const AURA_FRAME_LAYOUT: UniformBlockLayout;
34
+ /**
35
+ * AuraLights, binding 1 — layout owned by PRD 02 inside the C-10 light UBO;
36
+ * mirrors `LightUniforms.layout` (lane 02): `u_lightCount` then
37
+ * `u_lightData[96]` (16 lights × 6 vec4, 24 floats/light).
38
+ */
39
+ export declare const AURA_LIGHTS_LAYOUT: UniformBlockLayout;
40
+ //# sourceMappingURL=UniformLayout.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"UniformLayout.d.ts","sourceRoot":"","sources":["../../../../../packages/rendering/src/program/UniformLayout.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,MAAM,MAAM,aAAa,GAAG;IAC1B,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,QAAQ,CAAC,IAAI,EAAE,KAAK,GAAG,MAAM,GAAG,MAAM,GAAG,MAAM,GAAG,MAAM,GAAG,MAAM,GAAG,KAAK,GAAG,KAAK,CAAC;IAClF,QAAQ,CAAC,WAAW,CAAC,EAAE,MAAM,CAAC;CAC/B,CAAC;AAEF,MAAM,WAAW,kBAAkB;IACjC,QAAQ,CAAC,IAAI,EAAE,WAAW,GAAG,YAAY,GAAG,cAAc,GAAG,YAAY,CAAC;IAC1E,QAAQ,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;IAC9B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,OAAO,EAAE,SAAS,aAAa,EAAE,CAAC;CAC5C;AAqBD;4DAC4D;AAC5D,wBAAgB,aAAa,CAAC,MAAM,EAAE,kBAAkB,GAAG;IAAE,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IAAC,QAAQ,CAAC,OAAO,EAAE,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC,CAAA;CAAE,CAmBvI;AAcD,iEAAiE;AACjE,wBAAgB,aAAa,CAAC,MAAM,EAAE,kBAAkB,GAAG,MAAM,CAMhE;AAED,mFAAmF;AACnF,wBAAgB,cAAc,CAAC,MAAM,EAAE,kBAAkB,EAAE,IAAI,EAAE,SAAS,GAAG,SAAS,GAAG,MAAM,CAW9F;AAQD,yDAAyD;AACzD,eAAO,MAAM,iBAAiB,EAAE,kBAK/B,CAAC;AAEF;;;;GAIG;AACH,eAAO,MAAM,kBAAkB,EAAE,kBAQhC,CAAC"}
@@ -0,0 +1,105 @@
1
+ /**
2
+ * PRD 11 Phase 6 groundwork (§7.3, ◦ — may land before the G-WGPU gate):
3
+ * std140 offset computation + GLSL/WGSL block emission for the named uniform
4
+ * blocks (`AuraFrame` binding 0, `AuraLights` binding 1, `AuraMaterial`
5
+ * binding 2, `AuraObject` binding 3). Member lists are read from C-08
6
+ * (`contracts/frameUniforms.ts`), so layouts track lane 01's UBOs.
7
+ *
8
+ * Pure groundwork — nothing consumes these emitters until the Phase-6
9
+ * `WgslAssembler`/device work (conditional on G-WGPU).
10
+ */
11
+ // std140 base alignments (in multiples of 4-byte words → bytes below).
12
+ const ALIGN = {
13
+ f32: 4, i32: 4, u32: 4,
14
+ vec2: 8, vec3: 16, vec4: 16,
15
+ mat3: 16, // column-aligned: 3 columns × vec4 stride
16
+ mat4: 16
17
+ };
18
+ const SIZE = {
19
+ f32: 4, i32: 4, u32: 4,
20
+ vec2: 8, vec3: 12, vec4: 16,
21
+ mat3: 48, // 3 columns, each padded to 16
22
+ mat4: 64
23
+ };
24
+ function alignTo(offset, alignment) {
25
+ return Math.ceil(offset / alignment) * alignment;
26
+ }
27
+ /** std140 field layout: scalars/vectors at their base alignment; arrays and
28
+ * matrices stride at 16 bytes; struct size padded to 16. */
29
+ export function std140Offsets(layout) {
30
+ const offsets = {};
31
+ let offset = 0;
32
+ for (const member of layout.members) {
33
+ const n = member.arrayLength ?? 1;
34
+ if (!Number.isInteger(n) || n <= 0) {
35
+ throw new RangeError(`std140 member ${member.name} arrayLength must be a positive integer`);
36
+ }
37
+ const isArray = n > 1;
38
+ // Arrays and matrices take a 16-byte base alignment in std140.
39
+ const alignment = isArray || member.type === "mat3" || member.type === "mat4"
40
+ ? 16
41
+ : ALIGN[member.type];
42
+ const stride = isArray ? 16 : SIZE[member.type];
43
+ offset = alignTo(offset, alignment);
44
+ offsets[member.name] = offset;
45
+ offset += stride * n;
46
+ }
47
+ return { size: alignTo(offset, 16), offsets };
48
+ }
49
+ const GLSL_TYPE = {
50
+ f32: "float", i32: "int", u32: "uint",
51
+ vec2: "vec2", vec3: "vec3", vec4: "vec4",
52
+ mat3: "mat3", mat4: "mat4"
53
+ };
54
+ const WGSL_TYPE = {
55
+ f32: "f32", i32: "i32", u32: "u32",
56
+ vec2: "vec2<f32>", vec3: "vec3<f32>", vec4: "vec4<f32>",
57
+ mat3: "mat3x3<f32>", mat4: "mat4x4<f32>"
58
+ };
59
+ /** `layout(std140) uniform <name> { <type> <name>[n]; ... };` */
60
+ export function emitGlslBlock(layout) {
61
+ const lines = layout.members.map((member) => {
62
+ const array = member.arrayLength && member.arrayLength > 1 ? `[${member.arrayLength}]` : "";
63
+ return ` ${GLSL_TYPE[member.type]} ${member.name}${array};`;
64
+ });
65
+ return `layout(std140) uniform ${layout.name} {\n${lines.join("\n")}\n};`;
66
+ }
67
+ /** WGSL struct + `@group(g) @binding(b) var<uniform|storage,read>` declaration. */
68
+ export function emitWgslStruct(layout, kind) {
69
+ const lines = layout.members.map((member) => {
70
+ const type = member.arrayLength && member.arrayLength > 1
71
+ ? `array<${WGSL_TYPE[member.type]}, ${member.arrayLength}>`
72
+ : WGSL_TYPE[member.type];
73
+ return ` ${member.name}: ${type},`;
74
+ });
75
+ const decl = kind === "uniform"
76
+ ? `var<uniform> ${layout.name.charAt(0).toLowerCase() + layout.name.slice(1)}: ${layout.name};`
77
+ : `var<storage, read> ${layout.name.charAt(0).toLowerCase() + layout.name.slice(1)}: ${layout.name};`;
78
+ return `struct ${layout.name} {\n${lines.join("\n")}\n};\n@group(${layout.group}) @binding(${layout.binding}) ${decl}`;
79
+ }
80
+ /* ------------------------------------------------------------------ */
81
+ /* Named block layouts (C-08 member lists). */
82
+ /* ------------------------------------------------------------------ */
83
+ import { AURA_FRAME_BLOCK } from "../contracts/frameUniforms.js";
84
+ /** AuraFrame, binding 0 — field order frozen by C-08. */
85
+ export const AURA_FRAME_LAYOUT = {
86
+ name: "AuraFrame",
87
+ group: 0,
88
+ binding: 0,
89
+ members: AURA_FRAME_BLOCK.map(([name, type]) => ({ name, type: type }))
90
+ };
91
+ /**
92
+ * AuraLights, binding 1 — layout owned by PRD 02 inside the C-10 light UBO;
93
+ * mirrors `LightUniforms.layout` (lane 02): `u_lightCount` then
94
+ * `u_lightData[96]` (16 lights × 6 vec4, 24 floats/light).
95
+ */
96
+ export const AURA_LIGHTS_LAYOUT = {
97
+ name: "AuraLights",
98
+ group: 1,
99
+ binding: 0,
100
+ members: [
101
+ { name: "u_lightCount", type: "f32" },
102
+ { name: "u_lightData", type: "vec4", arrayLength: 16 * 6 }
103
+ ]
104
+ };
105
+ //# sourceMappingURL=UniformLayout.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,7 @@
1
+ /**
2
+ * `alpha` chunk — alpha-mode handling (C-02 `alphaMode`).
3
+ * `mask` discards below `u_alphaCutoff` (ALPHA_MASK); `blend` just emits alpha
4
+ * (the queue/blend state is render-side). Default for `fragment:alpha`.
5
+ */
6
+ export declare const ALPHA_CHUNK_GLSL = "\nuniform float u_alphaCutoff;\nfloat a3dApplyAlpha(float alpha) {\n// ALPHA_TO_COVERAGE: a fragment:alpha feature (lane 04 a2c) already\n// smoothed + discarded around the cutoff; a second hard cutoff would undo it.\n#if defined(ALPHA_MASK) && !defined(ALPHA_TO_COVERAGE)\n if (alpha < u_alphaCutoff) discard;\n#endif\n return alpha;\n}\n";
7
+ //# sourceMappingURL=alpha.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"alpha.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/alpha.glsl.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH,eAAO,MAAM,gBAAgB,0VAU5B,CAAC"}
@@ -0,0 +1,17 @@
1
+ /**
2
+ * `alpha` chunk — alpha-mode handling (C-02 `alphaMode`).
3
+ * `mask` discards below `u_alphaCutoff` (ALPHA_MASK); `blend` just emits alpha
4
+ * (the queue/blend state is render-side). Default for `fragment:alpha`.
5
+ */
6
+ export const ALPHA_CHUNK_GLSL = /* glsl */ `
7
+ uniform float u_alphaCutoff;
8
+ float a3dApplyAlpha(float alpha) {
9
+ // ALPHA_TO_COVERAGE: a fragment:alpha feature (lane 04 a2c) already
10
+ // smoothed + discarded around the cutoff; a second hard cutoff would undo it.
11
+ #if defined(ALPHA_MASK) && !defined(ALPHA_TO_COVERAGE)
12
+ if (alpha < u_alphaCutoff) discard;
13
+ #endif
14
+ return alpha;
15
+ }
16
+ `;
17
+ //# sourceMappingURL=alpha.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"alpha.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/alpha.glsl.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH,MAAM,CAAC,MAAM,gBAAgB,GAAG,UAAU,CAAC;;;;;;;;;;CAU1C,CAAC"}
@@ -0,0 +1,12 @@
1
+ /**
2
+ * `brdf` chunk (PRD-01 §8.3) — PhysicalMaterial + r185 GGX multiscatter.
3
+ *
4
+ * Ports three.js r185 `lights_physical_fragment`/`lights_physical_pars_fragment`
5
+ * per the PRD: IOR-derived F0, Lambert default (Burley behind DIFFUSE_BURLEY),
6
+ * specular AA behind SPECULAR_AA, verbatim `BRDF_GGX_Multiscatter`, and the
7
+ * dielectric/metallic indirect split. `u_dfgLut` is a renderer-owned r185
8
+ * DFGLUTData 16x16 RG16F texture, always bound for lit generated programs and
9
+ * sampled at (roughness, dotNV) — opposite of the legacy Aura lookup.
10
+ */
11
+ export declare const BRDF_CHUNK_GLSL = "\nstruct PhysicalMaterial {\n vec3 diffuseContribution; // baseColor * (1 - metallic)\n vec3 baseColor; float metallic; float roughness;\n vec3 specularColor; // dielectric F0 (IBL dielectric path)\n vec3 specularColorBlended; // mix(F0, baseColor, metallic) (direct light; IBL metallic path uses baseColor)\n float specularF90; float ior; float specularIntensity;\n};\n\nPhysicalMaterial a3dMakeMaterial(vec3 baseColor, float metallic, float roughness, float ior,\n float specularIntensity, vec3 specularColorFactor, vec3 geometryNormal) {\n PhysicalMaterial m;\n m.baseColor = baseColor; m.metallic = metallic;\n m.diffuseContribution = baseColor * (1.0 - metallic);\n#ifdef SPECULAR_AA\n vec3 dxy = max(abs(dFdx(geometryNormal)), abs(dFdy(geometryNormal))); // non-normal-mapped normal\n float geometryRoughness = max(max(dxy.x, dxy.y), dxy.z);\n m.roughness = min(max(roughness, 0.0525) + geometryRoughness, 1.0);\n#else\n m.roughness = clamp(roughness, 0.0525, 1.0);\n#endif\n m.specularColor = min(vec3(pow2((ior - 1.0) / (ior + 1.0))) * specularColorFactor, vec3(1.0)) * specularIntensity;\n m.specularColorBlended = mix(m.specularColor, baseColor, metallic);\n m.specularF90 = mix(specularIntensity, 1.0, metallic);\n m.ior = ior; m.specularIntensity = specularIntensity;\n return m;\n}\n\n// r185 common.glsl.js F_Schlick: Epic's exp2 fit (SIGGRAPH '13), not pow5 (01-S8).\nvec3 F_Schlick(vec3 f0, float f90, float dotVH) { float f = exp2((-5.55473 * dotVH - 6.98316) * dotVH); return f0 * (1.0 - f) + f90 * f; }\n// Scalar overload + inverse (r185 bsdfs.glsl.js F_Schlick / Schlick_to_F0) for\n// the C-03 iridescence lobe (lane 04 Q-01-5).\nfloat F_Schlick(float f0, float f90, float dotVH) { float f = exp2((-5.55473 * dotVH - 6.98316) * dotVH); return f0 * (1.0 - f) + f90 * f; }\nvec3 Schlick_to_F0(vec3 f, float f90, float dotVH) {\n float x = clamp(1.0 - dotVH, 0.0, 1.0);\n float x2 = x * x;\n float x5 = clamp(x * x2 * x2, 0.0, 0.9999);\n return (f - vec3(f90) * x5) / (1.0 - x5);\n}\n\nfloat V_GGX_SmithCorrelated(float a, float dotNL, float dotNV) {\n float a2 = pow2(a);\n float gv = dotNL * sqrt(a2 + (1.0 - a2) * pow2(dotNV));\n float gl = dotNV * sqrt(a2 + (1.0 - a2) * pow2(dotNL));\n return 0.5 / max(gv + gl, EPSILON);\n}\n\nfloat D_GGX(float a, float dotNH) { float a2 = pow2(a); float d = pow2(dotNH) * (a2 - 1.0) + 1.0; return RECIPROCAL_PI * a2 / pow2(d); }\n\nuniform sampler2D u_dfgLut; // renderer-owned r185 DFGLUTData (16x16 RG16F, linear, clamp); bound for every lit program\nvec2 a3dDFG(float roughness, float dotNV) { return texture(u_dfgLut, vec2(roughness, dotNV)).rg; } // x=roughness, y=dotNV (three r185)\n\n#ifdef DIFFUSE_BURLEY\n// Disney Burley (normalized form used by three r185 BRDF_Burley).\nfloat a3dBurleyTerm(vec3 N, vec3 V, vec3 L, float roughness) {\n vec3 H = normalize(V + L);\n float dotNL = saturate(dot(N, L));\n float dotNV = saturate(dot(N, V));\n float dotLH = saturate(dot(L, H));\n float fd90 = 0.5 + 2.0 * dotLH * dotLH * roughness;\n float lightScatter = (1.0 + (fd90 - 1.0) * pow(1.0 - dotNL, 5.0));\n float viewScatter = (1.0 + (fd90 - 1.0) * pow(1.0 - dotNV, 5.0));\n return lightScatter * viewScatter;\n}\n#endif\n\nvec3 a3dDirectSpecular(vec3 L, vec3 V, vec3 N, PhysicalMaterial m) {\n vec3 H = normalize(L + V);\n float dotNL = saturate(dot(N, L));\n float dotNV = saturate(dot(N, V));\n float dotNH = saturate(dot(N, H));\n float dotVH = saturate(dot(V, H));\n float a = pow2(m.roughness);\n vec3 F = F_Schlick(m.specularColorBlended, m.specularF90, dotVH);\n vec3 single = F * (V_GGX_SmithCorrelated(a, dotNL, dotNV) * D_GGX(a, dotNH));\n // Verbatim port of three r185 BRDF_GGX_Multiscatter (lights_physical_pars_fragment.glsl.js:424-460).\n vec2 dfgV = a3dDFG(m.roughness, dotNV);\n vec2 dfgL = a3dDFG(m.roughness, dotNL);\n vec3 FssEss_V = m.specularColorBlended * dfgV.x + m.specularF90 * dfgV.y;\n vec3 FssEss_L = m.specularColorBlended * dfgL.x + m.specularF90 * dfgL.y;\n float Ems_V = 1.0 - (dfgV.x + dfgV.y);\n float Ems_L = 1.0 - (dfgL.x + dfgL.y);\n vec3 Favg = m.specularColorBlended + (1.0 - m.specularColorBlended) * 0.047619;\n vec3 Fms = FssEss_V * FssEss_L * Favg / (1.0 - Ems_V * Ems_L * Favg + EPSILON);\n return single + Fms * (Ems_V * Ems_L);\n}\n\nvoid a3dDirectLight(vec3 L, vec3 radiance, vec3 V, vec3 N, PhysicalMaterial m, inout vec3 diffuseOut, inout vec3 specularOut) {\n float dotNL = saturate(dot(N, L));\n vec3 irradiance = radiance * dotNL;\n#ifdef DIFFUSE_BURLEY\n diffuseOut += irradiance * BRDF_Lambert(m.diffuseContribution) * a3dBurleyTerm(N, V, L, m.roughness);\n#else\n diffuseOut += irradiance * BRDF_Lambert(m.diffuseContribution);\n#endif\n specularOut += irradiance * a3dDirectSpecular(L, V, N, m);\n}\n\n// Indirect: verbatim three r185 computeMultiscattering + RE_IndirectSpecular_Physical\n// (lights_physical_pars_fragment.glsl.js:392-421, 590-627; no clearcoat/sheen/\n// iridescence). Multiscatter runs for the dielectric specularColor and the\n// metallic base colour (both with specularF90), mixed by metallic. 'radiance' is\n// the prefiltered env sample, 'irradiance' the pi-scaled diffuse irradiance\n// (probe normalization is lane 02 C-09).\nvoid a3dMultiscatter(vec3 N, vec3 V, vec3 specularColor, float specularF90, float roughness, inout vec3 singleScatter, inout vec3 multiScatter) {\n vec2 fab = a3dDFG(roughness, saturate(dot(N, V)));\n vec3 FssEss = specularColor * fab.x + specularF90 * fab.y;\n float Ems = 1.0 - (fab.x + fab.y);\n vec3 Favg = specularColor + (1.0 - specularColor) * 0.047619; // 1/21\n vec3 Fms = FssEss * Favg / (1.0 - Ems * Favg);\n singleScatter += FssEss;\n multiScatter += Fms * Ems;\n}\n\nvec3 a3dIndirectSpecular(vec3 radiance, vec3 irradiance, vec3 V, vec3 N, PhysicalMaterial m) {\n vec3 singleDielectric = vec3(0.0), multiDielectric = vec3(0.0);\n vec3 singleMetallic = vec3(0.0), multiMetallic = vec3(0.0);\n a3dMultiscatter(N, V, m.specularColor, m.specularF90, m.roughness, singleDielectric, multiDielectric);\n a3dMultiscatter(N, V, m.baseColor, m.specularF90, m.roughness, singleMetallic, multiMetallic);\n vec3 single = mix(singleDielectric, singleMetallic, m.metallic);\n vec3 multi = mix(multiDielectric, multiMetallic, m.metallic);\n return radiance * single + multi * (irradiance * RECIPROCAL_PI);\n}\n\n// Indirect diffuse: r185 diffuse energy conservation uses the dielectric path only\n// (diffuseContribution is already 0 for metals).\nvec3 a3dIndirectDiffuse(vec3 irradiance, vec3 V, vec3 N, PhysicalMaterial m) {\n vec3 singleDielectric = vec3(0.0), multiDielectric = vec3(0.0);\n a3dMultiscatter(N, V, m.specularColor, m.specularF90, m.roughness, singleDielectric, multiDielectric);\n vec3 remaining = m.diffuseContribution * (vec3(1.0) - (singleDielectric + multiDielectric));\n return remaining * (irradiance * RECIPROCAL_PI);\n}\n";
12
+ //# sourceMappingURL=brdf.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"brdf.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/brdf.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,eAAO,MAAM,eAAe,+xNAoI3B,CAAC"}
@@ -0,0 +1,144 @@
1
+ /**
2
+ * `brdf` chunk (PRD-01 §8.3) — PhysicalMaterial + r185 GGX multiscatter.
3
+ *
4
+ * Ports three.js r185 `lights_physical_fragment`/`lights_physical_pars_fragment`
5
+ * per the PRD: IOR-derived F0, Lambert default (Burley behind DIFFUSE_BURLEY),
6
+ * specular AA behind SPECULAR_AA, verbatim `BRDF_GGX_Multiscatter`, and the
7
+ * dielectric/metallic indirect split. `u_dfgLut` is a renderer-owned r185
8
+ * DFGLUTData 16x16 RG16F texture, always bound for lit generated programs and
9
+ * sampled at (roughness, dotNV) — opposite of the legacy Aura lookup.
10
+ */
11
+ export const BRDF_CHUNK_GLSL = /* glsl */ `
12
+ struct PhysicalMaterial {
13
+ vec3 diffuseContribution; // baseColor * (1 - metallic)
14
+ vec3 baseColor; float metallic; float roughness;
15
+ vec3 specularColor; // dielectric F0 (IBL dielectric path)
16
+ vec3 specularColorBlended; // mix(F0, baseColor, metallic) (direct light; IBL metallic path uses baseColor)
17
+ float specularF90; float ior; float specularIntensity;
18
+ };
19
+
20
+ PhysicalMaterial a3dMakeMaterial(vec3 baseColor, float metallic, float roughness, float ior,
21
+ float specularIntensity, vec3 specularColorFactor, vec3 geometryNormal) {
22
+ PhysicalMaterial m;
23
+ m.baseColor = baseColor; m.metallic = metallic;
24
+ m.diffuseContribution = baseColor * (1.0 - metallic);
25
+ #ifdef SPECULAR_AA
26
+ vec3 dxy = max(abs(dFdx(geometryNormal)), abs(dFdy(geometryNormal))); // non-normal-mapped normal
27
+ float geometryRoughness = max(max(dxy.x, dxy.y), dxy.z);
28
+ m.roughness = min(max(roughness, 0.0525) + geometryRoughness, 1.0);
29
+ #else
30
+ m.roughness = clamp(roughness, 0.0525, 1.0);
31
+ #endif
32
+ m.specularColor = min(vec3(pow2((ior - 1.0) / (ior + 1.0))) * specularColorFactor, vec3(1.0)) * specularIntensity;
33
+ m.specularColorBlended = mix(m.specularColor, baseColor, metallic);
34
+ m.specularF90 = mix(specularIntensity, 1.0, metallic);
35
+ m.ior = ior; m.specularIntensity = specularIntensity;
36
+ return m;
37
+ }
38
+
39
+ // r185 common.glsl.js F_Schlick: Epic's exp2 fit (SIGGRAPH '13), not pow5 (01-S8).
40
+ vec3 F_Schlick(vec3 f0, float f90, float dotVH) { float f = exp2((-5.55473 * dotVH - 6.98316) * dotVH); return f0 * (1.0 - f) + f90 * f; }
41
+ // Scalar overload + inverse (r185 bsdfs.glsl.js F_Schlick / Schlick_to_F0) for
42
+ // the C-03 iridescence lobe (lane 04 Q-01-5).
43
+ float F_Schlick(float f0, float f90, float dotVH) { float f = exp2((-5.55473 * dotVH - 6.98316) * dotVH); return f0 * (1.0 - f) + f90 * f; }
44
+ vec3 Schlick_to_F0(vec3 f, float f90, float dotVH) {
45
+ float x = clamp(1.0 - dotVH, 0.0, 1.0);
46
+ float x2 = x * x;
47
+ float x5 = clamp(x * x2 * x2, 0.0, 0.9999);
48
+ return (f - vec3(f90) * x5) / (1.0 - x5);
49
+ }
50
+
51
+ float V_GGX_SmithCorrelated(float a, float dotNL, float dotNV) {
52
+ float a2 = pow2(a);
53
+ float gv = dotNL * sqrt(a2 + (1.0 - a2) * pow2(dotNV));
54
+ float gl = dotNV * sqrt(a2 + (1.0 - a2) * pow2(dotNL));
55
+ return 0.5 / max(gv + gl, EPSILON);
56
+ }
57
+
58
+ float D_GGX(float a, float dotNH) { float a2 = pow2(a); float d = pow2(dotNH) * (a2 - 1.0) + 1.0; return RECIPROCAL_PI * a2 / pow2(d); }
59
+
60
+ uniform sampler2D u_dfgLut; // renderer-owned r185 DFGLUTData (16x16 RG16F, linear, clamp); bound for every lit program
61
+ vec2 a3dDFG(float roughness, float dotNV) { return texture(u_dfgLut, vec2(roughness, dotNV)).rg; } // x=roughness, y=dotNV (three r185)
62
+
63
+ #ifdef DIFFUSE_BURLEY
64
+ // Disney Burley (normalized form used by three r185 BRDF_Burley).
65
+ float a3dBurleyTerm(vec3 N, vec3 V, vec3 L, float roughness) {
66
+ vec3 H = normalize(V + L);
67
+ float dotNL = saturate(dot(N, L));
68
+ float dotNV = saturate(dot(N, V));
69
+ float dotLH = saturate(dot(L, H));
70
+ float fd90 = 0.5 + 2.0 * dotLH * dotLH * roughness;
71
+ float lightScatter = (1.0 + (fd90 - 1.0) * pow(1.0 - dotNL, 5.0));
72
+ float viewScatter = (1.0 + (fd90 - 1.0) * pow(1.0 - dotNV, 5.0));
73
+ return lightScatter * viewScatter;
74
+ }
75
+ #endif
76
+
77
+ vec3 a3dDirectSpecular(vec3 L, vec3 V, vec3 N, PhysicalMaterial m) {
78
+ vec3 H = normalize(L + V);
79
+ float dotNL = saturate(dot(N, L));
80
+ float dotNV = saturate(dot(N, V));
81
+ float dotNH = saturate(dot(N, H));
82
+ float dotVH = saturate(dot(V, H));
83
+ float a = pow2(m.roughness);
84
+ vec3 F = F_Schlick(m.specularColorBlended, m.specularF90, dotVH);
85
+ vec3 single = F * (V_GGX_SmithCorrelated(a, dotNL, dotNV) * D_GGX(a, dotNH));
86
+ // Verbatim port of three r185 BRDF_GGX_Multiscatter (lights_physical_pars_fragment.glsl.js:424-460).
87
+ vec2 dfgV = a3dDFG(m.roughness, dotNV);
88
+ vec2 dfgL = a3dDFG(m.roughness, dotNL);
89
+ vec3 FssEss_V = m.specularColorBlended * dfgV.x + m.specularF90 * dfgV.y;
90
+ vec3 FssEss_L = m.specularColorBlended * dfgL.x + m.specularF90 * dfgL.y;
91
+ float Ems_V = 1.0 - (dfgV.x + dfgV.y);
92
+ float Ems_L = 1.0 - (dfgL.x + dfgL.y);
93
+ vec3 Favg = m.specularColorBlended + (1.0 - m.specularColorBlended) * 0.047619;
94
+ vec3 Fms = FssEss_V * FssEss_L * Favg / (1.0 - Ems_V * Ems_L * Favg + EPSILON);
95
+ return single + Fms * (Ems_V * Ems_L);
96
+ }
97
+
98
+ void a3dDirectLight(vec3 L, vec3 radiance, vec3 V, vec3 N, PhysicalMaterial m, inout vec3 diffuseOut, inout vec3 specularOut) {
99
+ float dotNL = saturate(dot(N, L));
100
+ vec3 irradiance = radiance * dotNL;
101
+ #ifdef DIFFUSE_BURLEY
102
+ diffuseOut += irradiance * BRDF_Lambert(m.diffuseContribution) * a3dBurleyTerm(N, V, L, m.roughness);
103
+ #else
104
+ diffuseOut += irradiance * BRDF_Lambert(m.diffuseContribution);
105
+ #endif
106
+ specularOut += irradiance * a3dDirectSpecular(L, V, N, m);
107
+ }
108
+
109
+ // Indirect: verbatim three r185 computeMultiscattering + RE_IndirectSpecular_Physical
110
+ // (lights_physical_pars_fragment.glsl.js:392-421, 590-627; no clearcoat/sheen/
111
+ // iridescence). Multiscatter runs for the dielectric specularColor and the
112
+ // metallic base colour (both with specularF90), mixed by metallic. 'radiance' is
113
+ // the prefiltered env sample, 'irradiance' the pi-scaled diffuse irradiance
114
+ // (probe normalization is lane 02 C-09).
115
+ void a3dMultiscatter(vec3 N, vec3 V, vec3 specularColor, float specularF90, float roughness, inout vec3 singleScatter, inout vec3 multiScatter) {
116
+ vec2 fab = a3dDFG(roughness, saturate(dot(N, V)));
117
+ vec3 FssEss = specularColor * fab.x + specularF90 * fab.y;
118
+ float Ems = 1.0 - (fab.x + fab.y);
119
+ vec3 Favg = specularColor + (1.0 - specularColor) * 0.047619; // 1/21
120
+ vec3 Fms = FssEss * Favg / (1.0 - Ems * Favg);
121
+ singleScatter += FssEss;
122
+ multiScatter += Fms * Ems;
123
+ }
124
+
125
+ vec3 a3dIndirectSpecular(vec3 radiance, vec3 irradiance, vec3 V, vec3 N, PhysicalMaterial m) {
126
+ vec3 singleDielectric = vec3(0.0), multiDielectric = vec3(0.0);
127
+ vec3 singleMetallic = vec3(0.0), multiMetallic = vec3(0.0);
128
+ a3dMultiscatter(N, V, m.specularColor, m.specularF90, m.roughness, singleDielectric, multiDielectric);
129
+ a3dMultiscatter(N, V, m.baseColor, m.specularF90, m.roughness, singleMetallic, multiMetallic);
130
+ vec3 single = mix(singleDielectric, singleMetallic, m.metallic);
131
+ vec3 multi = mix(multiDielectric, multiMetallic, m.metallic);
132
+ return radiance * single + multi * (irradiance * RECIPROCAL_PI);
133
+ }
134
+
135
+ // Indirect diffuse: r185 diffuse energy conservation uses the dielectric path only
136
+ // (diffuseContribution is already 0 for metals).
137
+ vec3 a3dIndirectDiffuse(vec3 irradiance, vec3 V, vec3 N, PhysicalMaterial m) {
138
+ vec3 singleDielectric = vec3(0.0), multiDielectric = vec3(0.0);
139
+ a3dMultiscatter(N, V, m.specularColor, m.specularF90, m.roughness, singleDielectric, multiDielectric);
140
+ vec3 remaining = m.diffuseContribution * (vec3(1.0) - (singleDielectric + multiDielectric));
141
+ return remaining * (irradiance * RECIPROCAL_PI);
142
+ }
143
+ `;
144
+ //# sourceMappingURL=brdf.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"brdf.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/brdf.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,MAAM,CAAC,MAAM,eAAe,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoIzC,CAAC"}
@@ -0,0 +1,8 @@
1
+ /**
2
+ * `colorspace` chunk — sRGB encode/decode helpers for generated programs.
3
+ * Texture samplers rely on hardware sRGB decode (SRGB8_ALPHA8); these helpers
4
+ * exist for authored uniform colors (already linear at parse, C-06) and any
5
+ * chunk needing an explicit transfer.
6
+ */
7
+ export declare const COLORSPACE_CHUNK_GLSL = "\nvec3 a3dLinearToSRGB(vec3 c) {\n return mix(c * 12.92, 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, step(vec3(0.0031308), c));\n}\nvec3 a3dSRGBToLinear(vec3 c) {\n return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(vec3(0.04045), c));\n}\nfloat a3dLuminanceRec709(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }\n";
8
+ //# sourceMappingURL=colorspace.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"colorspace.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/colorspace.glsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,eAAO,MAAM,qBAAqB,oVAQjC,CAAC"}
@@ -0,0 +1,16 @@
1
+ /**
2
+ * `colorspace` chunk — sRGB encode/decode helpers for generated programs.
3
+ * Texture samplers rely on hardware sRGB decode (SRGB8_ALPHA8); these helpers
4
+ * exist for authored uniform colors (already linear at parse, C-06) and any
5
+ * chunk needing an explicit transfer.
6
+ */
7
+ export const COLORSPACE_CHUNK_GLSL = /* glsl */ `
8
+ vec3 a3dLinearToSRGB(vec3 c) {
9
+ return mix(c * 12.92, 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, step(vec3(0.0031308), c));
10
+ }
11
+ vec3 a3dSRGBToLinear(vec3 c) {
12
+ return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(vec3(0.04045), c));
13
+ }
14
+ float a3dLuminanceRec709(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }
15
+ `;
16
+ //# sourceMappingURL=colorspace.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"colorspace.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/program/chunks/colorspace.glsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,MAAM,CAAC,MAAM,qBAAqB,GAAG,UAAU,CAAC;;;;;;;;CAQ/C,CAAC"}