@aura3d/rendering 3.0.1 → 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 (1764) 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/DepthPass.d.ts +18 -0
  6. package/dist/DepthPass.d.ts.map +1 -1
  7. package/dist/DepthPass.js +103 -20
  8. package/dist/DepthPass.js.map +1 -1
  9. package/dist/EnvironmentBackgroundPass.d.ts +7 -0
  10. package/dist/EnvironmentBackgroundPass.d.ts.map +1 -1
  11. package/dist/EnvironmentBackgroundPass.js +39 -14
  12. package/dist/EnvironmentBackgroundPass.js.map +1 -1
  13. package/dist/EnvironmentMapResources.d.ts +1 -1
  14. package/dist/EnvironmentMapResources.d.ts.map +1 -1
  15. package/dist/EnvironmentMapResources.js +19 -8
  16. package/dist/EnvironmentMapResources.js.map +1 -1
  17. package/dist/EnvironmentPlatform.d.ts +6 -0
  18. package/dist/EnvironmentPlatform.d.ts.map +1 -1
  19. package/dist/EnvironmentPlatform.js +3 -1
  20. package/dist/EnvironmentPlatform.js.map +1 -1
  21. package/dist/EnvironmentPreset.d.ts +7 -0
  22. package/dist/EnvironmentPreset.d.ts.map +1 -1
  23. package/dist/EnvironmentPreset.js +11 -11
  24. package/dist/EnvironmentPreset.js.map +1 -1
  25. package/dist/EnvironmentPresetPack.d.ts +16 -0
  26. package/dist/EnvironmentPresetPack.d.ts.map +1 -1
  27. package/dist/EnvironmentPresetPack.js +28 -0
  28. package/dist/EnvironmentPresetPack.js.map +1 -1
  29. package/dist/ExternalParityRenderPreset.d.ts +15 -1
  30. package/dist/ExternalParityRenderPreset.d.ts.map +1 -1
  31. package/dist/ExternalParityRenderPreset.js +52 -7
  32. package/dist/ExternalParityRenderPreset.js.map +1 -1
  33. package/dist/ForwardPass.d.ts +240 -50
  34. package/dist/ForwardPass.d.ts.map +1 -1
  35. package/dist/ForwardPass.js +845 -866
  36. package/dist/ForwardPass.js.map +1 -1
  37. package/dist/Geometry.d.ts +44 -1
  38. package/dist/Geometry.d.ts.map +1 -1
  39. package/dist/Geometry.js +174 -24
  40. package/dist/Geometry.js.map +1 -1
  41. package/dist/InstancedPBRMaterial.d.ts +5 -0
  42. package/dist/InstancedPBRMaterial.d.ts.map +1 -1
  43. package/dist/InstancedPBRMaterial.js +7 -0
  44. package/dist/InstancedPBRMaterial.js.map +1 -1
  45. package/dist/LightCollector.d.ts +8 -0
  46. package/dist/LightCollector.d.ts.map +1 -1
  47. package/dist/LightCollector.js +1 -1
  48. package/dist/LightCollector.js.map +1 -1
  49. package/dist/LightUniforms.d.ts +78 -0
  50. package/dist/LightUniforms.d.ts.map +1 -1
  51. package/dist/LightUniforms.js +100 -0
  52. package/dist/LightUniforms.js.map +1 -1
  53. package/dist/Material.d.ts +15 -0
  54. package/dist/Material.d.ts.map +1 -1
  55. package/dist/Material.js +19 -2
  56. package/dist/Material.js.map +1 -1
  57. package/dist/MaterialBinding.d.ts +10 -0
  58. package/dist/MaterialBinding.d.ts.map +1 -1
  59. package/dist/MaterialBinding.js +91 -1
  60. package/dist/MaterialBinding.js.map +1 -1
  61. package/dist/MaterialPresets.d.ts +60 -0
  62. package/dist/MaterialPresets.d.ts.map +1 -1
  63. package/dist/MaterialPresets.js +212 -0
  64. package/dist/MaterialPresets.js.map +1 -1
  65. package/dist/NormalMappedPBRMaterial.d.ts +5 -0
  66. package/dist/NormalMappedPBRMaterial.d.ts.map +1 -1
  67. package/dist/NormalMappedPBRMaterial.js +7 -0
  68. package/dist/NormalMappedPBRMaterial.js.map +1 -1
  69. package/dist/OceanSurface.d.ts +8 -0
  70. package/dist/OceanSurface.d.ts.map +1 -1
  71. package/dist/OceanSurface.js +10 -79
  72. package/dist/OceanSurface.js.map +1 -1
  73. package/dist/PBRLightingDefaults.d.ts +8 -0
  74. package/dist/PBRLightingDefaults.d.ts.map +1 -1
  75. package/dist/PBRLightingDefaults.js +8 -0
  76. package/dist/PBRLightingDefaults.js.map +1 -1
  77. package/dist/PBRMaterial.d.ts +5 -0
  78. package/dist/PBRMaterial.d.ts.map +1 -1
  79. package/dist/PBRMaterial.js +7 -0
  80. package/dist/PBRMaterial.js.map +1 -1
  81. package/dist/PostProcessPass.d.ts +6 -490
  82. package/dist/PostProcessPass.d.ts.map +1 -1
  83. package/dist/PostProcessPass.js +6 -2016
  84. package/dist/PostProcessPass.js.map +1 -1
  85. package/dist/ProceduralMaterialTextures.d.ts +28 -0
  86. package/dist/ProceduralMaterialTextures.d.ts.map +1 -0
  87. package/dist/ProceduralMaterialTextures.js +217 -0
  88. package/dist/ProceduralMaterialTextures.js.map +1 -0
  89. package/dist/ReflectionProbe.d.ts.map +1 -1
  90. package/dist/ReflectionProbe.js +4 -1
  91. package/dist/ReflectionProbe.js.map +1 -1
  92. package/dist/RenderBackend.d.ts +2 -0
  93. package/dist/RenderBackend.d.ts.map +1 -1
  94. package/dist/RenderBackend.js +3 -0
  95. package/dist/RenderBackend.js.map +1 -1
  96. package/dist/RenderDevice.d.ts +92 -5
  97. package/dist/RenderDevice.d.ts.map +1 -1
  98. package/dist/RenderDevice.js +166 -9
  99. package/dist/RenderDevice.js.map +1 -1
  100. package/dist/RenderGraph.d.ts.map +1 -1
  101. package/dist/RenderGraph.js +17 -0
  102. package/dist/RenderGraph.js.map +1 -1
  103. package/dist/RenderPass.d.ts +7 -0
  104. package/dist/RenderPass.d.ts.map +1 -1
  105. package/dist/RenderPass.js.map +1 -1
  106. package/dist/RenderPipeline.d.ts +5 -0
  107. package/dist/RenderPipeline.d.ts.map +1 -1
  108. package/dist/RenderPipeline.js +6 -0
  109. package/dist/RenderPipeline.js.map +1 -1
  110. package/dist/Renderer.d.ts +261 -66
  111. package/dist/Renderer.d.ts.map +1 -1
  112. package/dist/Renderer.js +889 -1254
  113. package/dist/Renderer.js.map +1 -1
  114. package/dist/RendererPostprocessPlan.d.ts +4 -0
  115. package/dist/RendererPostprocessPlan.d.ts.map +1 -1
  116. package/dist/RendererPostprocessPlan.js +16 -2
  117. package/dist/RendererPostprocessPlan.js.map +1 -1
  118. package/dist/RendererTiming.d.ts +27 -0
  119. package/dist/RendererTiming.d.ts.map +1 -1
  120. package/dist/RendererTiming.js +179 -12
  121. package/dist/RendererTiming.js.map +1 -1
  122. package/dist/ResolutionGovernor.d.ts +56 -0
  123. package/dist/ResolutionGovernor.d.ts.map +1 -0
  124. package/dist/ResolutionGovernor.js +87 -0
  125. package/dist/ResolutionGovernor.js.map +1 -0
  126. package/dist/Sampler.d.ts +34 -1
  127. package/dist/Sampler.d.ts.map +1 -1
  128. package/dist/Sampler.js +55 -2
  129. package/dist/Sampler.js.map +1 -1
  130. package/dist/ShaderLibrary.d.ts.map +1 -1
  131. package/dist/ShaderLibrary.js +15 -10
  132. package/dist/ShaderLibrary.js.map +1 -1
  133. package/dist/ShaderLibraryCore.d.ts.map +1 -1
  134. package/dist/ShaderLibraryCore.js +3 -2
  135. package/dist/ShaderLibraryCore.js.map +1 -1
  136. package/dist/ShaderModule.d.ts +7 -1
  137. package/dist/ShaderModule.d.ts.map +1 -1
  138. package/dist/ShaderModule.js +20 -5
  139. package/dist/ShaderModule.js.map +1 -1
  140. package/dist/ShadowPass.d.ts.map +1 -1
  141. package/dist/ShadowPass.js +14 -7
  142. package/dist/ShadowPass.js.map +1 -1
  143. package/dist/SkinnedLitMaterial.d.ts +5 -0
  144. package/dist/SkinnedLitMaterial.d.ts.map +1 -1
  145. package/dist/SkinnedLitMaterial.js +13 -0
  146. package/dist/SkinnedLitMaterial.js.map +1 -1
  147. package/dist/SkinningBounds.d.ts +18 -0
  148. package/dist/SkinningBounds.d.ts.map +1 -1
  149. package/dist/SkinningBounds.js +78 -0
  150. package/dist/SkinningBounds.js.map +1 -1
  151. package/dist/SkinningPaletteTextureCache.d.ts +117 -0
  152. package/dist/SkinningPaletteTextureCache.d.ts.map +1 -0
  153. package/dist/SkinningPaletteTextureCache.js +205 -0
  154. package/dist/SkinningPaletteTextureCache.js.map +1 -0
  155. package/dist/SkinningUniforms.d.ts +56 -0
  156. package/dist/SkinningUniforms.d.ts.map +1 -0
  157. package/dist/SkinningUniforms.js +262 -0
  158. package/dist/SkinningUniforms.js.map +1 -0
  159. package/dist/TemporalHistory.d.ts +33 -0
  160. package/dist/TemporalHistory.d.ts.map +1 -1
  161. package/dist/TemporalHistory.js +84 -1
  162. package/dist/TemporalHistory.js.map +1 -1
  163. package/dist/TerrainHeightfield.d.ts +12 -0
  164. package/dist/TerrainHeightfield.d.ts.map +1 -1
  165. package/dist/TerrainHeightfield.js +29 -6
  166. package/dist/TerrainHeightfield.js.map +1 -1
  167. package/dist/TerrainTiles.d.ts +40 -10
  168. package/dist/TerrainTiles.d.ts.map +1 -1
  169. package/dist/TerrainTiles.js +18 -57
  170. package/dist/TerrainTiles.js.map +1 -1
  171. package/dist/Texture.d.ts +47 -2
  172. package/dist/Texture.d.ts.map +1 -1
  173. package/dist/Texture.js +119 -3
  174. package/dist/Texture.js.map +1 -1
  175. package/dist/TexturedPBRMaterial.d.ts +24 -0
  176. package/dist/TexturedPBRMaterial.d.ts.map +1 -1
  177. package/dist/TexturedPBRMaterial.js +72 -20
  178. package/dist/TexturedPBRMaterial.js.map +1 -1
  179. package/dist/TransmissionRenderTarget.d.ts +33 -0
  180. package/dist/TransmissionRenderTarget.d.ts.map +1 -0
  181. package/dist/TransmissionRenderTarget.js +61 -0
  182. package/dist/TransmissionRenderTarget.js.map +1 -0
  183. package/dist/VegetationScatter.js +1 -1
  184. package/dist/VegetationScatter.js.map +1 -1
  185. package/dist/VolumetricFog.d.ts +42 -0
  186. package/dist/VolumetricFog.d.ts.map +1 -1
  187. package/dist/VolumetricFog.js +52 -1
  188. package/dist/VolumetricFog.js.map +1 -1
  189. package/dist/WaterSurface.d.ts +5 -0
  190. package/dist/WaterSurface.d.ts.map +1 -1
  191. package/dist/WaterSurface.js +5 -0
  192. package/dist/WaterSurface.js.map +1 -1
  193. package/dist/WebGL2Device.d.ts +153 -207
  194. package/dist/WebGL2Device.d.ts.map +1 -1
  195. package/dist/WebGL2Device.js +822 -3706
  196. package/dist/WebGL2Device.js.map +1 -1
  197. package/dist/WebGL2StateCache.d.ts +15 -1
  198. package/dist/WebGL2StateCache.d.ts.map +1 -1
  199. package/dist/WebGL2StateCache.js +31 -2
  200. package/dist/WebGL2StateCache.js.map +1 -1
  201. package/dist/WebGPUDevice.d.ts +0 -4
  202. package/dist/WebGPUDevice.d.ts.map +1 -1
  203. package/dist/WebGPUDevice.js +31 -605
  204. package/dist/WebGPUDevice.js.map +1 -1
  205. package/dist/WebGPUSkinningLimits.d.ts +10 -1
  206. package/dist/WebGPUSkinningLimits.d.ts.map +1 -1
  207. package/dist/WebGPUSkinningLimits.js +15 -1
  208. package/dist/WebGPUSkinningLimits.js.map +1 -1
  209. package/dist/advanced-runtime/index.d.ts +6 -2
  210. package/dist/advanced-runtime/index.d.ts.map +1 -1
  211. package/dist/advanced-runtime/index.js +0 -1
  212. package/dist/advanced-runtime/index.js.map +1 -1
  213. package/dist/animation/AnimationRenderPreset.d.ts +1 -1
  214. package/dist/animation/AnimationRenderPreset.d.ts.map +1 -1
  215. package/dist/animation/AnimationRenderPreset.js +1 -1
  216. package/dist/animation/AnimationRenderPreset.js.map +1 -1
  217. package/dist/animation/applyAnimationRenderPreset.d.ts +1 -1
  218. package/dist/animation/applyAnimationRenderPreset.d.ts.map +1 -1
  219. package/dist/animation/index.d.ts +2 -1
  220. package/dist/animation/index.d.ts.map +1 -1
  221. package/dist/animation/index.js +1 -1
  222. package/dist/animation/index.js.map +1 -1
  223. package/dist/atmosphere/CloudLayer.d.ts +24 -0
  224. package/dist/atmosphere/CloudLayer.d.ts.map +1 -0
  225. package/dist/atmosphere/CloudLayer.js +30 -0
  226. package/dist/atmosphere/CloudLayer.js.map +1 -0
  227. package/dist/atmosphere/FogVolumes.d.ts +30 -0
  228. package/dist/atmosphere/FogVolumes.d.ts.map +1 -0
  229. package/dist/atmosphere/FogVolumes.js +96 -0
  230. package/dist/atmosphere/FogVolumes.js.map +1 -0
  231. package/dist/atmosphere/GradientSky.d.ts +40 -0
  232. package/dist/atmosphere/GradientSky.d.ts.map +1 -0
  233. package/dist/atmosphere/GradientSky.js +75 -0
  234. package/dist/atmosphere/GradientSky.js.map +1 -0
  235. package/dist/atmosphere/HeightFog.d.ts +154 -0
  236. package/dist/atmosphere/HeightFog.d.ts.map +1 -0
  237. package/dist/atmosphere/HeightFog.js +379 -0
  238. package/dist/atmosphere/HeightFog.js.map +1 -0
  239. package/dist/atmosphere/PreethamSky.d.ts +38 -0
  240. package/dist/atmosphere/PreethamSky.d.ts.map +1 -0
  241. package/dist/atmosphere/PreethamSky.js +150 -0
  242. package/dist/atmosphere/PreethamSky.js.map +1 -0
  243. package/dist/atmosphere/SkyBackgroundPass.d.ts +63 -0
  244. package/dist/atmosphere/SkyBackgroundPass.d.ts.map +1 -0
  245. package/dist/atmosphere/SkyBackgroundPass.js +233 -0
  246. package/dist/atmosphere/SkyBackgroundPass.js.map +1 -0
  247. package/dist/atmosphere/SkyCaptureAdapter.d.ts +45 -0
  248. package/dist/atmosphere/SkyCaptureAdapter.d.ts.map +1 -0
  249. package/dist/atmosphere/SkyCaptureAdapter.js +65 -0
  250. package/dist/atmosphere/SkyCaptureAdapter.js.map +1 -0
  251. package/dist/atmosphere/SkyEval.d.ts +56 -0
  252. package/dist/atmosphere/SkyEval.d.ts.map +1 -0
  253. package/dist/atmosphere/SkyEval.js +99 -0
  254. package/dist/atmosphere/SkyEval.js.map +1 -0
  255. package/dist/atmosphere/StarField.d.ts +26 -0
  256. package/dist/atmosphere/StarField.d.ts.map +1 -0
  257. package/dist/atmosphere/StarField.js +31 -0
  258. package/dist/atmosphere/StarField.js.map +1 -0
  259. package/dist/atmosphere/VolumetricFogPass.d.ts +69 -0
  260. package/dist/atmosphere/VolumetricFogPass.d.ts.map +1 -0
  261. package/dist/atmosphere/VolumetricFogPass.js +265 -0
  262. package/dist/atmosphere/VolumetricFogPass.js.map +1 -0
  263. package/dist/atmosphere/fogChunks.d.ts +8 -0
  264. package/dist/atmosphere/fogChunks.d.ts.map +1 -0
  265. package/dist/atmosphere/fogChunks.js +39 -0
  266. package/dist/atmosphere/fogChunks.js.map +1 -0
  267. package/dist/atmosphere/fogUniformStore.d.ts +20 -0
  268. package/dist/atmosphere/fogUniformStore.d.ts.map +1 -0
  269. package/dist/atmosphere/fogUniformStore.js +45 -0
  270. package/dist/atmosphere/fogUniformStore.js.map +1 -0
  271. package/dist/atmosphere/shaders/fog.glsl.d.ts +10 -0
  272. package/dist/atmosphere/shaders/fog.glsl.d.ts.map +1 -0
  273. package/dist/atmosphere/shaders/fog.glsl.js +161 -0
  274. package/dist/atmosphere/shaders/fog.glsl.js.map +1 -0
  275. package/dist/atmosphere/shaders/volumetric-apply.glsl.d.ts +3 -0
  276. package/dist/atmosphere/shaders/volumetric-apply.glsl.d.ts.map +1 -0
  277. package/dist/atmosphere/shaders/volumetric-apply.glsl.js +61 -0
  278. package/dist/atmosphere/shaders/volumetric-apply.glsl.js.map +1 -0
  279. package/dist/atmosphere/shaders/volumetric-inject.glsl.d.ts +4 -0
  280. package/dist/atmosphere/shaders/volumetric-inject.glsl.d.ts.map +1 -0
  281. package/dist/atmosphere/shaders/volumetric-inject.glsl.js +129 -0
  282. package/dist/atmosphere/shaders/volumetric-inject.glsl.js.map +1 -0
  283. package/dist/atmosphere/shaders/volumetric-integrate.glsl.d.ts +3 -0
  284. package/dist/atmosphere/shaders/volumetric-integrate.glsl.d.ts.map +1 -0
  285. package/dist/atmosphere/shaders/volumetric-integrate.glsl.js +55 -0
  286. package/dist/atmosphere/shaders/volumetric-integrate.glsl.js.map +1 -0
  287. package/dist/atmosphere/shaders/wetness.glsl.d.ts +34 -0
  288. package/dist/atmosphere/shaders/wetness.glsl.d.ts.map +1 -0
  289. package/dist/atmosphere/shaders/wetness.glsl.js +101 -0
  290. package/dist/atmosphere/shaders/wetness.glsl.js.map +1 -0
  291. package/dist/atmosphere/sky.glsl.d.ts +8 -0
  292. package/dist/atmosphere/sky.glsl.d.ts.map +1 -0
  293. package/dist/atmosphere/sky.glsl.js +249 -0
  294. package/dist/atmosphere/sky.glsl.js.map +1 -0
  295. package/dist/batching/BatchedGeometryPool.d.ts +72 -0
  296. package/dist/batching/BatchedGeometryPool.d.ts.map +1 -0
  297. package/dist/batching/BatchedGeometryPool.js +138 -0
  298. package/dist/batching/BatchedGeometryPool.js.map +1 -0
  299. package/dist/batching/ContentKeys.d.ts +29 -0
  300. package/dist/batching/ContentKeys.d.ts.map +1 -0
  301. package/dist/batching/ContentKeys.js +220 -0
  302. package/dist/batching/ContentKeys.js.map +1 -0
  303. package/dist/batching/DrawDataTexture.d.ts +51 -0
  304. package/dist/batching/DrawDataTexture.d.ts.map +1 -0
  305. package/dist/batching/DrawDataTexture.js +99 -0
  306. package/dist/batching/DrawDataTexture.js.map +1 -0
  307. package/dist/batching/MultiDrawBatch.d.ts +64 -0
  308. package/dist/batching/MultiDrawBatch.d.ts.map +1 -0
  309. package/dist/batching/MultiDrawBatch.js +103 -0
  310. package/dist/batching/MultiDrawBatch.js.map +1 -0
  311. package/dist/batching/StaticMergePlanner.d.ts +80 -0
  312. package/dist/batching/StaticMergePlanner.d.ts.map +1 -0
  313. package/dist/batching/StaticMergePlanner.js +323 -0
  314. package/dist/batching/StaticMergePlanner.js.map +1 -0
  315. package/dist/batching/index.d.ts +8 -0
  316. package/dist/batching/index.d.ts.map +1 -0
  317. package/dist/batching/index.js +8 -0
  318. package/dist/batching/index.js.map +1 -0
  319. package/dist/batching/shaders/drawId.glsl.d.ts +29 -0
  320. package/dist/batching/shaders/drawId.glsl.d.ts.map +1 -0
  321. package/dist/batching/shaders/drawId.glsl.js +93 -0
  322. package/dist/batching/shaders/drawId.glsl.js.map +1 -0
  323. package/dist/batching/shaders/instanceEmissive.glsl.d.ts +16 -0
  324. package/dist/batching/shaders/instanceEmissive.glsl.d.ts.map +1 -0
  325. package/dist/batching/shaders/instanceEmissive.glsl.js +63 -0
  326. package/dist/batching/shaders/instanceEmissive.glsl.js.map +1 -0
  327. package/dist/cinematic/BloomPass.d.ts +5 -9
  328. package/dist/cinematic/BloomPass.d.ts.map +1 -1
  329. package/dist/cinematic/BloomPass.js +5 -17
  330. package/dist/cinematic/BloomPass.js.map +1 -1
  331. package/dist/cinematic/DepthHazePass.d.ts +5 -11
  332. package/dist/cinematic/DepthHazePass.d.ts.map +1 -1
  333. package/dist/cinematic/DepthHazePass.js +5 -19
  334. package/dist/cinematic/DepthHazePass.js.map +1 -1
  335. package/dist/cinematic/FilmGrainPass.d.ts +5 -8
  336. package/dist/cinematic/FilmGrainPass.d.ts.map +1 -1
  337. package/dist/cinematic/FilmGrainPass.js +5 -16
  338. package/dist/cinematic/FilmGrainPass.js.map +1 -1
  339. package/dist/cinematic/VignettePass.d.ts +5 -9
  340. package/dist/cinematic/VignettePass.d.ts.map +1 -1
  341. package/dist/cinematic/VignettePass.js +5 -16
  342. package/dist/cinematic/VignettePass.js.map +1 -1
  343. package/dist/cinematic/index.d.ts +2 -1
  344. package/dist/cinematic/index.d.ts.map +1 -1
  345. package/dist/cinematic/index.js +1 -1
  346. package/dist/cinematic/index.js.map +1 -1
  347. package/dist/contracts/atmosphere.d.ts +30 -0
  348. package/dist/contracts/atmosphere.d.ts.map +1 -0
  349. package/dist/contracts/atmosphere.js +42 -0
  350. package/dist/contracts/atmosphere.js.map +1 -0
  351. package/dist/contracts/blend.d.ts +28 -0
  352. package/dist/contracts/blend.d.ts.map +1 -0
  353. package/dist/contracts/blend.js +73 -0
  354. package/dist/contracts/blend.js.map +1 -0
  355. package/dist/contracts/core.d.ts +47 -0
  356. package/dist/contracts/core.d.ts.map +1 -0
  357. package/dist/contracts/core.js +70 -0
  358. package/dist/contracts/core.js.map +1 -0
  359. package/dist/contracts/deform.d.ts +38 -0
  360. package/dist/contracts/deform.d.ts.map +1 -0
  361. package/dist/contracts/deform.js +14 -0
  362. package/dist/contracts/deform.js.map +1 -0
  363. package/dist/contracts/device.d.ts +71 -0
  364. package/dist/contracts/device.d.ts.map +1 -0
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  1648. package/dist/world/space/PlanetMaterial.d.ts +24 -0
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  1764. package/package.json +32 -11
@@ -0,0 +1,9 @@
1
+ export interface LowResCompositeDefines {
2
+ /** Depth-aware bilateral upsample (scene depth available); else bilinear. */
3
+ readonly bilateral: boolean;
4
+ }
5
+ export declare const LOWRES_COMPOSITE_SHADER_MARKER = "a3d_prd07_lowres_composite";
6
+ export declare function lowResCompositeVertexSource(): string;
7
+ export declare function lowResCompositeFragmentSource(defines: LowResCompositeDefines): string;
8
+ export declare function lowResCompositeProgramKey(defines: LowResCompositeDefines): string;
9
+ //# sourceMappingURL=lowresComposite.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"lowresComposite.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/vfx/shaders/lowresComposite.glsl.ts"],"names":[],"mappings":"AAKA,MAAM,WAAW,sBAAsB;IACrC,6EAA6E;IAC7E,QAAQ,CAAC,SAAS,EAAE,OAAO,CAAC;CAC7B;AAED,eAAO,MAAM,8BAA8B,+BAA+B,CAAC;AAE3E,wBAAgB,2BAA2B,IAAI,MAAM,CAUpD;AAED,wBAAgB,6BAA6B,CAAC,OAAO,EAAE,sBAAsB,GAAG,MAAM,CA2CrF;AAED,wBAAgB,yBAAyB,CAAC,OAAO,EAAE,sBAAsB,GAAG,MAAM,CAEjF"}
@@ -0,0 +1,64 @@
1
+ // PRD-07 P6-T4 — §6.2 optional half-resolution particle composite. Upsamples the
2
+ // lowRes particle RT into the scene color target: depth-aware bilateral when
3
+ // scene depth is bound (edge-preserving at geometry silhouettes), plain bilinear
4
+ // otherwise.
5
+ export const LOWRES_COMPOSITE_SHADER_MARKER = "a3d_prd07_lowres_composite";
6
+ export function lowResCompositeVertexSource() {
7
+ return `#version 300 es
8
+ // ${LOWRES_COMPOSITE_SHADER_MARKER}
9
+ layout(location = 0) in vec2 a_pos;
10
+ out vec2 v_uv;
11
+ void main() {
12
+ v_uv = a_pos * 0.5 + 0.5;
13
+ gl_Position = vec4(a_pos, 0.0, 1.0);
14
+ }
15
+ `;
16
+ }
17
+ export function lowResCompositeFragmentSource(defines) {
18
+ const bilateral = ` vec2 base = (floor(v_uv * u_lowSize - 0.5) + 0.5) * u_lowTexel;
19
+ vec2 f = fract(v_uv * u_lowSize - 0.5);
20
+ float d0 = linearizeDepth(texture(u_sceneDepth, v_uv).x);
21
+ vec4 sum = vec4(0.0);
22
+ float wsum = 0.0;
23
+ for (int j = 0; j < 2; j++) {
24
+ for (int i = 0; i < 2; i++) {
25
+ vec2 tap = base + vec2(float(i), float(j)) * u_lowTexel;
26
+ float w = (i == 0 ? 1.0 - f.x : f.x) * (j == 0 ? 1.0 - f.y : f.y);
27
+ float di = linearizeDepth(texture(u_sceneDepth, tap).x);
28
+ w *= exp(-abs(d0 - di) * u_bilateralSharpness);
29
+ sum += texture(u_lowRes, tap) * w;
30
+ wsum += w;
31
+ }
32
+ }
33
+ fragColor = wsum > 1e-5 ? sum / wsum : texture(u_lowRes, v_uv);`;
34
+ const bilinear = ` fragColor = texture(u_lowRes, v_uv);`;
35
+ return `#version 300 es
36
+ // ${LOWRES_COMPOSITE_SHADER_MARKER}
37
+ ${defines.bilateral ? "#define BILATERAL 1\n" : ""}precision highp float;
38
+ in vec2 v_uv;
39
+ uniform sampler2D u_lowRes;
40
+ #ifdef BILATERAL
41
+ uniform sampler2D u_sceneDepth;
42
+ uniform vec4 u_depthLinearize; // near, far, orthographic, unused
43
+ uniform vec2 u_lowTexel; // 1 / low-res target size
44
+ uniform vec2 u_lowSize; // low-res target size
45
+ uniform float u_bilateralSharpness;
46
+ #endif
47
+ out vec4 fragColor;
48
+ #ifdef BILATERAL
49
+ float linearizeDepth(float d) {
50
+ float z = d * 2.0 - 1.0;
51
+ return u_depthLinearize.z > 0.5
52
+ ? mix(u_depthLinearize.x, u_depthLinearize.y, d)
53
+ : (2.0 * u_depthLinearize.x * u_depthLinearize.y) / (u_depthLinearize.y + u_depthLinearize.x - z * (u_depthLinearize.y - u_depthLinearize.x));
54
+ }
55
+ #endif
56
+ void main() {
57
+ ${defines.bilateral ? bilateral : bilinear}
58
+ }
59
+ `;
60
+ }
61
+ export function lowResCompositeProgramKey(defines) {
62
+ return `prd07.lowresComposite.${defines.bilateral ? "bilateral" : "bilinear"}`;
63
+ }
64
+ //# sourceMappingURL=lowresComposite.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"lowresComposite.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/vfx/shaders/lowresComposite.glsl.ts"],"names":[],"mappings":"AAAA,iFAAiF;AACjF,6EAA6E;AAC7E,iFAAiF;AACjF,aAAa;AAOb,MAAM,CAAC,MAAM,8BAA8B,GAAG,4BAA4B,CAAC;AAE3E,MAAM,UAAU,2BAA2B;IACzC,OAAO;KACJ,8BAA8B;;;;;;;CAOlC,CAAC;AACF,CAAC;AAED,MAAM,UAAU,6BAA6B,CAAC,OAA+B;IAC3E,MAAM,SAAS,GAAG;;;;;;;;;;;;;;;kEAe8C,CAAC;IACjE,MAAM,QAAQ,GAAG,wCAAwC,CAAC;IAC1D,OAAO;KACJ,8BAA8B;EACjC,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC,uBAAuB,CAAC,CAAC,CAAC,EAAE;;;;;;;;;;;;;;;;;;;;EAoBhD,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,QAAQ;;CAEzC,CAAC;AACF,CAAC;AAED,MAAM,UAAU,yBAAyB,CAAC,OAA+B;IACvE,OAAO,yBAAyB,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,UAAU,EAAE,CAAC;AACjF,CAAC"}
@@ -0,0 +1,4 @@
1
+ export declare const MESH_PARTICLE_SHADER_MARKER = "prd07-mesh-particle-v1";
2
+ export declare function meshParticleVertexSource(): string;
3
+ export declare function meshParticleFragmentSource(): string;
4
+ //# sourceMappingURL=mesh-particle.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mesh-particle.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/vfx/shaders/mesh-particle.glsl.ts"],"names":[],"mappings":"AAIA,eAAO,MAAM,2BAA2B,2BAA2B,CAAC;AAEpE,wBAAgB,wBAAwB,IAAI,MAAM,CAyBjD;AAED,wBAAgB,0BAA0B,IAAI,MAAM,CAuBnD"}
@@ -0,0 +1,55 @@
1
+ // PRD-07 P2-T6 — mesh-particle shader (§6.2.11): Lambert + a3dSampleIrradianceSH
2
+ // (C-02 sh9 chunk uniform block) + emissive. Per-instance mat4 + colour +
3
+ // emissive ride `instanceAttributes`; the opaque queue draws once per batch.
4
+ export const MESH_PARTICLE_SHADER_MARKER = "prd07-mesh-particle-v1";
5
+ export function meshParticleVertexSource() {
6
+ return `#version 300 es
7
+ // ${MESH_PARTICLE_SHADER_MARKER} vertex
8
+ precision highp float;
9
+ in vec3 a_position;
10
+ in vec3 a_normal;
11
+ in vec4 a_instance0;
12
+ in vec4 a_instance1;
13
+ in vec4 a_instance2;
14
+ in vec4 a_instance3;
15
+ in vec4 a_color;
16
+ in vec3 a_emissive;
17
+ uniform mat4 u_viewProjection;
18
+ out vec3 v_normal;
19
+ out vec4 v_color;
20
+ out vec3 v_emissive;
21
+ void main() {
22
+ mat4 inst = mat4(a_instance0, a_instance1, a_instance2, a_instance3);
23
+ mat3 rot = mat3(inst);
24
+ v_normal = rot * a_normal;
25
+ v_color = a_color;
26
+ v_emissive = a_emissive;
27
+ gl_Position = u_viewProjection * inst * vec4(a_position, 1.0);
28
+ }
29
+ `;
30
+ }
31
+ export function meshParticleFragmentSource() {
32
+ return `#version 300 es
33
+ // ${MESH_PARTICLE_SHADER_MARKER} fragment
34
+ precision highp float;
35
+ in vec3 v_normal;
36
+ in vec4 v_color;
37
+ in vec3 v_emissive;
38
+ uniform vec3 u_sunDirection;
39
+ uniform vec3 u_sunColor;
40
+ uniform vec4 u_sh9[9]; // A3DSH9 — a3dSampleIrradianceSH convention (C-02 stub: L0 only)
41
+ layout(location = 0) out vec4 o_color;
42
+ vec3 a3dSampleIrradianceSH(vec3 N) {
43
+ // C-02 stub shape: L0 band only until the prd02 sh9 chunk is real.
44
+ return u_sh9[0].rgb * 0.282095;
45
+ }
46
+ void main() {
47
+ vec3 N = normalize(v_normal);
48
+ float ndl = max(dot(N, normalize(u_sunDirection)), 0.0);
49
+ vec3 ambient = a3dSampleIrradianceSH(N);
50
+ vec3 lit = v_color.rgb * (ambient + u_sunColor * ndl) + v_emissive;
51
+ o_color = vec4(lit, v_color.a);
52
+ }
53
+ `;
54
+ }
55
+ //# sourceMappingURL=mesh-particle.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mesh-particle.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/vfx/shaders/mesh-particle.glsl.ts"],"names":[],"mappings":"AAAA,iFAAiF;AACjF,0EAA0E;AAC1E,6EAA6E;AAE7E,MAAM,CAAC,MAAM,2BAA2B,GAAG,wBAAwB,CAAC;AAEpE,MAAM,UAAU,wBAAwB;IACtC,OAAO;KACJ,2BAA2B;;;;;;;;;;;;;;;;;;;;;;CAsB/B,CAAC;AACF,CAAC;AAED,MAAM,UAAU,0BAA0B;IACxC,OAAO;KACJ,2BAA2B;;;;;;;;;;;;;;;;;;;;CAoB/B,CAAC;AACF,CAAC"}
@@ -0,0 +1,24 @@
1
+ import { type ShaderChunk } from "../../contracts/program.js";
2
+ export declare const PARTICLE_SHADER_MARKER = "aura3d.prd07.particle";
3
+ export interface ParticleProgramDefines {
4
+ readonly stretch: boolean;
5
+ readonly frameBlend: boolean;
6
+ readonly softParticles: boolean;
7
+ readonly blendAdditive: boolean;
8
+ readonly blendAdditiveFallback: boolean;
9
+ readonly unpremultiplyOutput: boolean;
10
+ readonly proceduralSoftDot: boolean;
11
+ readonly fogAnalytic: boolean;
12
+ /** Atlas texels are straight (non-premultiplied) alpha — premultiply after the sRGB decode (procedural flipbook sheets). */
13
+ readonly straightAlpha?: boolean;
14
+ }
15
+ export declare function particleProgramKey(d: ParticleProgramDefines): string;
16
+ /** Full vertex stage source for a define set (GLSL ES 3.00, `#version` included). */
17
+ export declare function particleVertexSource(d: ParticleProgramDefines): string;
18
+ /** Full fragment stage source for a define set. */
19
+ export declare function particleFragmentSource(d: ParticleProgramDefines): string;
20
+ /** C-02 chunk records for the particle program stages. */
21
+ export declare const PARTICLE_CHUNKS: readonly ShaderChunk[];
22
+ /** Idempotent registration — safe to call from the lane barrel on every import. */
23
+ export declare function registerParticleChunks(): void;
24
+ //# sourceMappingURL=particle.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"particle.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/vfx/shaders/particle.glsl.ts"],"names":[],"mappings":"AAIA,OAAO,EAAuB,KAAK,WAAW,EAAE,MAAM,yBAAyB,CAAC;AAEhF,eAAO,MAAM,sBAAsB,0BAA0B,CAAC;AAE9D,MAAM,WAAW,sBAAsB;IACrC,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,QAAQ,CAAC,UAAU,EAAE,OAAO,CAAC;IAC7B,QAAQ,CAAC,aAAa,EAAE,OAAO,CAAC;IAChC,QAAQ,CAAC,aAAa,EAAE,OAAO,CAAC;IAChC,QAAQ,CAAC,qBAAqB,EAAE,OAAO,CAAC;IACxC,QAAQ,CAAC,mBAAmB,EAAE,OAAO,CAAC;IACtC,QAAQ,CAAC,iBAAiB,EAAE,OAAO,CAAC;IACpC,QAAQ,CAAC,WAAW,EAAE,OAAO,CAAC;IAC9B,4HAA4H;IAC5H,QAAQ,CAAC,aAAa,CAAC,EAAE,OAAO,CAAC;CAClC;AAED,wBAAgB,kBAAkB,CAAC,CAAC,EAAE,sBAAsB,GAAG,MAAM,CAEpE;AAqLD,qFAAqF;AACrF,wBAAgB,oBAAoB,CAAC,CAAC,EAAE,sBAAsB,GAAG,MAAM,CAKtE;AAED,mDAAmD;AACnD,wBAAgB,sBAAsB,CAAC,CAAC,EAAE,sBAAsB,GAAG,MAAM,CAIxE;AAED,0DAA0D;AAC1D,eAAO,MAAM,eAAe,EAAE,SAAS,WAAW,EAGjD,CAAC;AAEF,mFAAmF;AACnF,wBAAgB,sBAAsB,IAAI,IAAI,CAQ7C"}
@@ -0,0 +1,215 @@
1
+ // PRD-07 P1-T9 — particle billboard program (PRD-07 §8.1), GLSL ES 3.00.
2
+ // Compiled by PRD 07 itself through RenderDevice.createShaderProgram until the
3
+ // C-02 ProgramCache is real; program keys use computeProgramKey-stable strings.
4
+ import { registerShaderChunk } from "../../contracts/program.js";
5
+ export const PARTICLE_SHADER_MARKER = "aura3d.prd07.particle";
6
+ export function particleProgramKey(d) {
7
+ return `prd07.particle.${d.stretch ? "S" : ""}${d.frameBlend ? "F" : ""}${d.softParticles ? "O" : ""}${d.blendAdditive ? "B" : ""}${d.blendAdditiveFallback ? "A" : ""}${d.unpremultiplyOutput ? "U" : ""}${d.proceduralSoftDot ? "P" : ""}${d.fogAnalytic ? "G" : ""}${d.straightAlpha ? "T" : ""}`;
8
+ }
9
+ const VERT_BODY = `
10
+ // ${PARTICLE_SHADER_MARKER} vertex
11
+ in vec2 a_corner;
12
+ in vec4 a_posSize;
13
+ in vec4 a_velStretch;
14
+ in vec4 a_color;
15
+ in vec4 a_rotFrameMisc;
16
+
17
+ uniform mat4 u_view;
18
+ // Projection goes through the renderer's view-projection (the matrix every
19
+ // other lane-07 pass and the forward pass use). FrameCamera.projectionMatrix
20
+ // is the camera object's own matrix and falls back to identity when the
21
+ // renderer resolves a non-Camera CameraLike — particles then rendered
22
+ // unprojected across the frame (promote runs 38196483050 / 38200947584).
23
+ uniform mat4 u_viewProjection;
24
+ uniform vec4 u_atlasRect;
25
+ uniform vec2 u_grid;
26
+
27
+ out vec2 v_uv0;
28
+ out vec2 v_uv1;
29
+ out float v_frameT;
30
+ out vec4 v_color;
31
+ out float v_viewZ;
32
+ out float v_fog;
33
+
34
+ void main() {
35
+ vec3 P = a_posSize.xyz;
36
+ float size = a_posSize.w;
37
+ float rot = a_rotFrameMisc.x;
38
+ // Camera right/up in world space = rows 0/1 of the view rotation.
39
+ vec3 camRight = vec3(u_view[0][0], u_view[1][0], u_view[2][0]);
40
+ vec3 camUp = vec3(u_view[0][1], u_view[1][1], u_view[2][1]);
41
+ // Billboard basis in view space: +x right, +y up. STRETCH re-aims the up axis
42
+ // at the view-space velocity direction and lengthens it by speed.
43
+ vec2 up2 = vec2(0.0, 1.0);
44
+ float stretch = 1.0;
45
+ #if STRETCH
46
+ vec3 velView = (u_view * vec4(a_velStretch.xyz, 0.0)).xyz;
47
+ float speed2 = length(velView.xy);
48
+ if (speed2 > 1e-4) {
49
+ up2 = normalize(velView.xy);
50
+ stretch = 1.0 + a_velStretch.w * length(a_velStretch.xyz);
51
+ }
52
+ #endif
53
+ vec2 right2 = vec2(-up2.y, up2.x);
54
+ float c = cos(rot);
55
+ float s = sin(rot);
56
+ vec2 k = vec2(c * a_corner.x - s * a_corner.y, s * a_corner.x + c * a_corner.y);
57
+ vec2 off = right2 * (k.x * size * 0.5) + up2 * (k.y * size * 0.5 * stretch);
58
+ vec3 world = P + camRight * off.x + camUp * off.y;
59
+ gl_Position = u_viewProjection * vec4(world, 1.0);
60
+ // Perspective clip w = view-space distance along -Z.
61
+ v_viewZ = gl_Position.w;
62
+ float frames = max(u_grid.x * u_grid.y, 1.0);
63
+ float f = clamp(a_rotFrameMisc.y, 0.0, frames - 1.0);
64
+ float f0 = floor(f);
65
+ float f1 = min(f0 + 1.0, frames - 1.0);
66
+ v_frameT = f - f0;
67
+ vec2 cell = vec2(1.0) / u_grid;
68
+ vec2 local = a_corner * 0.5 + 0.5;
69
+ v_uv0 = u_atlasRect.xy + (vec2(mod(f0, u_grid.x), u_grid.y - 1.0 - floor(f0 / u_grid.x)) + local) * cell * u_atlasRect.zw;
70
+ v_uv1 = u_atlasRect.xy + (vec2(mod(f1, u_grid.x), u_grid.y - 1.0 - floor(f1 / u_grid.x)) + local) * cell * u_atlasRect.zw;
71
+ v_color = a_color;
72
+ v_fog = a_rotFrameMisc.z;
73
+ }
74
+ `;
75
+ const FRAG_BODY = `
76
+ // ${PARTICLE_SHADER_MARKER} fragment
77
+ uniform sampler2D u_atlas;
78
+ uniform float u_nearFade;
79
+ uniform float u_cameraNear;
80
+ uniform float u_softDistance;
81
+ uniform vec3 u_fogColor;
82
+ uniform float u_fogDensity;
83
+ // §6.2.7 — 0: linear output into the HDR scene target; 1: legacy forward
84
+ // encode (filmic + sRGB) matching EnvironmentBackgroundPass's convention.
85
+ uniform float u_outputColorSpace;
86
+ #if SOFT_PARTICLES
87
+ uniform highp sampler2D u_sceneDepth;
88
+ uniform vec4 u_depthLinearize; // near, far, orthographic, unused
89
+ #endif
90
+
91
+ in vec2 v_uv0;
92
+ in vec2 v_uv1;
93
+ in float v_frameT;
94
+ in vec4 v_color;
95
+ in float v_viewZ;
96
+ in float v_fog;
97
+
98
+ layout(location=0) out vec4 o_color;
99
+ layout(location=2) out vec4 o_reactive; // C-14 writesReactive
100
+
101
+ vec3 a3dLinearToSrgb(vec3 linear) {
102
+ vec3 clamped = max(linear, vec3(0.0));
103
+ vec3 low = clamped * 12.92;
104
+ vec3 high = 1.055 * pow(clamped, vec3(1.0 / 2.4)) - 0.055;
105
+ return mix(low, high, step(vec3(0.0031308), clamped));
106
+ }
107
+
108
+ vec3 a3dParticleEncodeOutput(vec3 linearColor) {
109
+ vec3 color = max(linearColor, vec3(0.0));
110
+ vec3 filmic = clamp((color * (2.51 * color + 0.03)) / (color * (2.43 * color + 0.59) + 0.14), vec3(0.0), vec3(1.0));
111
+ vec3 srgb = a3dLinearToSrgb(filmic);
112
+ return mix(color, srgb, step(0.5, u_outputColorSpace));
113
+ }
114
+
115
+ #if SOFT_PARTICLES
116
+ float a3dSceneViewZ(float depth) {
117
+ if (u_depthLinearize.z > 0.5) return mix(u_depthLinearize.x, u_depthLinearize.y, depth);
118
+ return u_depthLinearize.x * u_depthLinearize.y /
119
+ max(u_depthLinearize.y - depth * (u_depthLinearize.y - u_depthLinearize.x), 1e-4);
120
+ }
121
+ #endif
122
+
123
+ void main() {
124
+ #if PROCEDURAL_SOFT_DOT
125
+ vec2 q = v_uv0 * 2.0 - 1.0;
126
+ // Premultiplied like the atlas path (rgb is multiplied by t.rgb below, not
127
+ // t.a): rgb = 1 drew every sprite as a full-intensity square under additive
128
+ // and premultiplied-over blending instead of a disc.
129
+ // Soft-dot radial profile: 1 at the centre, 0.55 at r = 0.35, 0 at the rim
130
+ // (piecewise linear — the classic radial-gradient point sprite). The old
131
+ // smoothstep(1, 0.62, r^2) was solid out to r ~ 0.79 and carried ~2.8x the
132
+ // coverage, so every soft-dot sprite read as a hard bright disc (promote
133
+ // run 38208531335: 14-particles / fountain / soft-particles / lit-smoke).
134
+ float r = length(q);
135
+ float dotA = r < 0.35 ? 1.0 - (0.45 / 0.35) * r : 0.55 * clamp((1.0 - r) / 0.65, 0.0, 1.0);
136
+ vec4 t = vec4(vec3(dotA), dotA);
137
+ #else
138
+ vec4 t = texture(u_atlas, v_uv0);
139
+ #if FRAME_BLEND
140
+ t = mix(t, texture(u_atlas, v_uv1), v_frameT);
141
+ #endif
142
+ #if STRAIGHT_ALPHA
143
+ t.rgb *= t.a; // straight-alpha sheet: premultiply in linear after the sRGB decode
144
+ #endif
145
+ #endif
146
+ float fade = v_color.a;
147
+ fade *= clamp((v_viewZ - u_cameraNear) / u_nearFade, 0.0, 1.0);
148
+ #if SOFT_PARTICLES
149
+ float sceneZ = a3dSceneViewZ(texelFetch(u_sceneDepth, ivec2(gl_FragCoord.xy), 0).r);
150
+ fade *= clamp((sceneZ - v_viewZ) / max(u_softDistance, 1e-3), 0.0, 1.0);
151
+ #endif
152
+ float a = t.a * fade;
153
+ vec3 rgb = t.rgb * v_color.rgb * fade; // atlas is premultiplied; rgb stays premultiplied
154
+ #if FOG_ANALYTIC
155
+ float fogT = 1.0 - exp(-u_fogDensity * u_fogDensity * v_viewZ * v_viewZ);
156
+ fogT = clamp(fogT * v_fog, 0.0, 1.0);
157
+ #endif
158
+ #if BLEND_ADDITIVE
159
+ // §8.1: fog fades emitted light; alpha unused under (ONE, ONE).
160
+ #if FOG_ANALYTIC
161
+ rgb *= (1.0 - fogT);
162
+ #endif
163
+ rgb = a3dParticleEncodeOutput(rgb);
164
+ o_color = vec4(rgb, 0.0);
165
+ #else
166
+ #if FOG_ANALYTIC
167
+ rgb = mix(rgb, u_fogColor * a, fogT); // fog the sprite's coverage, keep premultiplication
168
+ #endif
169
+ #if UNPREMULTIPLY_OUTPUT
170
+ rgb = rgb / max(a, 1e-4);
171
+ rgb = min(rgb, vec3(64.0));
172
+ #endif
173
+ #if BLEND_ADDITIVE_FALLBACK
174
+ rgb *= 1.6; // §6.2.7 core boost: approximate additive accumulation under alpha-over
175
+ #endif
176
+ rgb = a3dParticleEncodeOutput(rgb);
177
+ o_color = vec4(rgb, a);
178
+ #endif
179
+ o_reactive = vec4(a);
180
+ }
181
+ `;
182
+ function define(name, on) {
183
+ return on ? `#define ${name} 1\n` : `#define ${name} 0\n`;
184
+ }
185
+ /** Full vertex stage source for a define set (GLSL ES 3.00, `#version` included). */
186
+ export function particleVertexSource(d) {
187
+ return `#version 300 es
188
+ precision highp float;
189
+ precision highp int;
190
+ ${define("STRETCH", d.stretch)}${VERT_BODY}`;
191
+ }
192
+ /** Full fragment stage source for a define set. */
193
+ export function particleFragmentSource(d) {
194
+ return `#version 300 es
195
+ precision highp float;
196
+ ${define("STRETCH", d.stretch)}${define("FRAME_BLEND", d.frameBlend)}${define("SOFT_PARTICLES", d.softParticles)}${define("BLEND_ADDITIVE", d.blendAdditive)}${define("BLEND_ADDITIVE_FALLBACK", d.blendAdditiveFallback)}${define("UNPREMULTIPLY_OUTPUT", d.unpremultiplyOutput)}${define("PROCEDURAL_SOFT_DOT", d.proceduralSoftDot)}${define("FOG_ANALYTIC", d.fogAnalytic)}${define("STRAIGHT_ALPHA", d.straightAlpha === true)}${FRAG_BODY}`;
197
+ }
198
+ /** C-02 chunk records for the particle program stages. */
199
+ export const PARTICLE_CHUNKS = [
200
+ { name: "a3d_prd07_particle_vertex", owner: "prd07", stage: "vertex", glsl: VERT_BODY },
201
+ { name: "a3d_prd07_particle_fragment", owner: "prd07", stage: "fragment", glsl: FRAG_BODY }
202
+ ];
203
+ /** Idempotent registration — safe to call from the lane barrel on every import. */
204
+ export function registerParticleChunks() {
205
+ for (const chunk of PARTICLE_CHUNKS) {
206
+ try {
207
+ registerShaderChunk(chunk);
208
+ }
209
+ catch (error) {
210
+ if (!(error instanceof Error && error.message.startsWith("SHADER_CHUNK_DUPLICATE")))
211
+ throw error;
212
+ }
213
+ }
214
+ }
215
+ //# sourceMappingURL=particle.glsl.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,9 @@
1
+ export declare const RIBBON_SHADER_MARKER = "prd07-ribbon-v1";
2
+ export declare function ribbonVertexSource(): string;
3
+ export declare function ribbonFragmentSource(defines: {
4
+ readonly softParticles?: boolean;
5
+ }): string;
6
+ export declare function ribbonProgramKey(defines: {
7
+ readonly softParticles?: boolean;
8
+ }): string;
9
+ //# sourceMappingURL=ribbon.glsl.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"ribbon.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/vfx/shaders/ribbon.glsl.ts"],"names":[],"mappings":"AAKA,eAAO,MAAM,oBAAoB,oBAAoB,CAAC;AAEtD,wBAAgB,kBAAkB,IAAI,MAAM,CAmB3C;AAED,wBAAgB,oBAAoB,CAAC,OAAO,EAAE;IAAE,QAAQ,CAAC,aAAa,CAAC,EAAE,OAAO,CAAA;CAAE,GAAG,MAAM,CA8B1F;AAED,wBAAgB,gBAAgB,CAAC,OAAO,EAAE;IAAE,QAAQ,CAAC,aAAa,CAAC,EAAE,OAAO,CAAA;CAAE,GAAG,MAAM,CAEtF"}
@@ -0,0 +1,60 @@
1
+ // PRD-07 P2-T4 — ribbon strip shaders (§6.2.9). The CPU pass expands point
2
+ // rings into strips, so the shader is a plain lit/unlit textured strip with
3
+ // per-vertex color and the ported alpha curve already baked in. Soft-depth and
4
+ // the output encode follow the particle shader's §6.2.7 conventions.
5
+ export const RIBBON_SHADER_MARKER = "prd07-ribbon-v1";
6
+ export function ribbonVertexSource() {
7
+ return `#version 300 es
8
+ // ${RIBBON_SHADER_MARKER} vertex
9
+ precision highp float;
10
+ in vec3 a_position;
11
+ in vec3 a_normal;
12
+ in vec2 a_uv;
13
+ in vec4 a_color;
14
+ uniform mat4 u_viewProjection;
15
+ out vec2 v_uv;
16
+ out vec4 v_color;
17
+ out vec3 v_world;
18
+ void main() {
19
+ v_uv = a_uv;
20
+ v_color = a_color;
21
+ v_world = a_position;
22
+ gl_Position = u_viewProjection * vec4(a_position, 1.0);
23
+ }
24
+ `;
25
+ }
26
+ export function ribbonFragmentSource(defines) {
27
+ return `#version 300 es
28
+ // ${RIBBON_SHADER_MARKER} fragment
29
+ precision highp float;
30
+ in vec2 v_uv;
31
+ in vec4 v_color;
32
+ in vec3 v_world;
33
+ uniform sampler2D u_sceneDepth;
34
+ uniform vec4 u_depthLinearize; // near, far, orthographic
35
+ uniform float u_outputColorSpace;
36
+ layout(location = 0) out vec4 o_color;
37
+ void main() {
38
+ float alpha = v_color.a;
39
+ #ifdef SOFT_PARTICLES
40
+ // scene-depth fade — same linearize convention as particle.glsl (§6.2.7)
41
+ vec2 ndc = gl_FragCoord.xy / vec2(textureSize(u_sceneDepth, 0));
42
+ float d = texture(u_sceneDepth, ndc).r;
43
+ float sceneZ = u_depthLinearize.z > 0.5
44
+ ? mix(u_depthLinearize.x, u_depthLinearize.y, d)
45
+ : (u_depthLinearize.x * u_depthLinearize.y) / max(u_depthLinearize.y - d * (u_depthLinearize.y - u_depthLinearize.x), 1e-4);
46
+ float fragZ = gl_FragCoord.z / gl_FragCoord.w;
47
+ alpha *= clamp((sceneZ - fragZ) / 0.5, 0.0, 1.0);
48
+ #endif
49
+ vec3 rgb = max(v_color.rgb * alpha, vec3(0.0)); // pow(x<0) is undefined (NaN on NVIDIA)
50
+ if (u_outputColorSpace > 0.5) {
51
+ rgb = pow(rgb, vec3(1.0 / 2.2));
52
+ }
53
+ o_color = vec4(rgb, alpha);
54
+ }
55
+ `;
56
+ }
57
+ export function ribbonProgramKey(defines) {
58
+ return `ribbon.${defines.softParticles ? "S" : "x"}`;
59
+ }
60
+ //# sourceMappingURL=ribbon.glsl.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,5 @@
1
+ export declare const PRD07_VOLUME_CHUNK_NAME = "a3d_prd07_volume";
2
+ export declare const PRD07_VOLUME_CHUNK_GLSL = "\n// a3d_prd07_volume \u2014 \u00A78.2\nuniform vec3 u_volumeExtent; // volume around the camera (world units)\nuniform vec3 u_fallVelocity; // per-particle fall dir\u00B7speed\nuniform vec3 u_sway; // sway amplitude per axis\nuniform float u_swayFreq;\nuniform float u_seed;\nuniform vec3 u_cameraPosition;\nuniform float u_volumeTime;\n\nvec3 a3dHash31(float x) {\n vec3 p = fract(vec3(x) * vec3(0.1031, 0.1030, 0.0973));\n p += vec3(dot(p, p.yzx + 33.33));\n return fract((p.xxy + p.yzz) * p.zyx);\n}\n\n// \u00A78.2: hash position + fall + sway, wrapped around the camera.\nvec3 a3dProceduralVolumePos(int id, float t) {\n vec3 h = a3dHash31(float(id) * 0.6180339 + u_seed); // [0,1)^3\n vec3 p = h * u_volumeExtent + u_fallVelocity * t + u_sway * sin(t * u_swayFreq + h.x * 6.2831);\n return u_cameraPosition + mod(p - u_cameraPosition + u_volumeExtent * 0.5, u_volumeExtent) - u_volumeExtent * 0.5;\n}\n\n// Fade at volume edges to hide the wrap seam (\u00A78.2).\nfloat a3dProceduralVolumeEdgeFade(vec3 pos, vec3 extent) {\n vec3 edge = abs(pos - u_cameraPosition);\n vec3 f = clamp((extent * 0.5 - edge) / max(extent * 0.15, vec3(1e-4)), 0.0, 1.0);\n return min(f.x, min(f.y, f.z));\n}\n";
3
+ /** Idempotent registration — safe to call from the lane barrel. */
4
+ export declare function registerPrd07VolumeChunk(): void;
5
+ //# sourceMappingURL=volume.glsl.d.ts.map
@@ -0,0 +1 @@
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@@ -0,0 +1,52 @@
1
+ // PRD-07 P5-T2 — §8.2 procedural volume source (rain/snow/marine snow/dust),
2
+ // GLSL ES 3.00. Registered as chunk "a3d_prd07_volume"; the CPU mirror in
3
+ // ProceduralVolumeEmitter.ts (a3dProceduralVolumePosCpu) keeps constants and
4
+ // hashing identical so CPU-side culling matches the shader.
5
+ import { registerShaderChunk } from "../../contracts/program.js";
6
+ export const PRD07_VOLUME_CHUNK_NAME = "a3d_prd07_volume";
7
+ export const PRD07_VOLUME_CHUNK_GLSL = `
8
+ // ${PRD07_VOLUME_CHUNK_NAME} — §8.2
9
+ uniform vec3 u_volumeExtent; // volume around the camera (world units)
10
+ uniform vec3 u_fallVelocity; // per-particle fall dir·speed
11
+ uniform vec3 u_sway; // sway amplitude per axis
12
+ uniform float u_swayFreq;
13
+ uniform float u_seed;
14
+ uniform vec3 u_cameraPosition;
15
+ uniform float u_volumeTime;
16
+
17
+ vec3 a3dHash31(float x) {
18
+ vec3 p = fract(vec3(x) * vec3(0.1031, 0.1030, 0.0973));
19
+ p += vec3(dot(p, p.yzx + 33.33));
20
+ return fract((p.xxy + p.yzz) * p.zyx);
21
+ }
22
+
23
+ // §8.2: hash position + fall + sway, wrapped around the camera.
24
+ vec3 a3dProceduralVolumePos(int id, float t) {
25
+ vec3 h = a3dHash31(float(id) * 0.6180339 + u_seed); // [0,1)^3
26
+ vec3 p = h * u_volumeExtent + u_fallVelocity * t + u_sway * sin(t * u_swayFreq + h.x * 6.2831);
27
+ return u_cameraPosition + mod(p - u_cameraPosition + u_volumeExtent * 0.5, u_volumeExtent) - u_volumeExtent * 0.5;
28
+ }
29
+
30
+ // Fade at volume edges to hide the wrap seam (§8.2).
31
+ float a3dProceduralVolumeEdgeFade(vec3 pos, vec3 extent) {
32
+ vec3 edge = abs(pos - u_cameraPosition);
33
+ vec3 f = clamp((extent * 0.5 - edge) / max(extent * 0.15, vec3(1e-4)), 0.0, 1.0);
34
+ return min(f.x, min(f.y, f.z));
35
+ }
36
+ `;
37
+ /** Idempotent registration — safe to call from the lane barrel. */
38
+ export function registerPrd07VolumeChunk() {
39
+ try {
40
+ registerShaderChunk({
41
+ name: PRD07_VOLUME_CHUNK_NAME,
42
+ owner: "prd07",
43
+ stage: "vertex",
44
+ glsl: PRD07_VOLUME_CHUNK_GLSL
45
+ });
46
+ }
47
+ catch (error) {
48
+ if (!(error instanceof Error && error.message.startsWith("SHADER_CHUNK_DUPLICATE")))
49
+ throw error;
50
+ }
51
+ }
52
+ //# sourceMappingURL=volume.glsl.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"volume.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/vfx/shaders/volume.glsl.ts"],"names":[],"mappings":"AAAA,6EAA6E;AAC7E,0EAA0E;AAC1E,6EAA6E;AAC7E,4DAA4D;AAE5D,OAAO,EAAE,mBAAmB,EAAE,MAAM,yBAAyB,CAAC;AAE9D,MAAM,CAAC,MAAM,uBAAuB,GAAG,kBAAkB,CAAC;AAE1D,MAAM,CAAC,MAAM,uBAAuB,GAAG;KAClC,uBAAuB;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4B3B,CAAC;AAEF,mEAAmE;AACnE,MAAM,UAAU,wBAAwB;IACtC,IAAI,CAAC;QACH,mBAAmB,CAAC;YAClB,IAAI,EAAE,uBAAuB;YAC7B,KAAK,EAAE,OAAO;YACd,KAAK,EAAE,QAAQ;YACf,IAAI,EAAE,uBAAuB;SAC9B,CAAC,CAAC;IACL,CAAC;IAAC,OAAO,KAAK,EAAE,CAAC;QACf,IAAI,CAAC,CAAC,KAAK,YAAY,KAAK,IAAI,KAAK,CAAC,OAAO,CAAC,UAAU,CAAC,wBAAwB,CAAC,CAAC;YAAE,MAAM,KAAK,CAAC;IACnG,CAAC;AACH,CAAC"}
@@ -0,0 +1,43 @@
1
+ import type { WebGL2DeviceHost } from "./DeviceHost.js";
2
+ export interface WebGL2TextureUnit0Snapshot {
3
+ readonly activeTexture: GLenum;
4
+ readonly texture2d: WebGLTexture | null;
5
+ readonly sampler: WebGLSampler | null;
6
+ }
7
+ export interface WebGL2TextureUnitBindingSnapshot {
8
+ readonly texture2d: WebGLTexture | null;
9
+ readonly sampler: WebGLSampler | null;
10
+ }
11
+ export declare class WebGL2ContextLifecycle {
12
+ readonly host: WebGL2DeviceHost;
13
+ readonly canvas: HTMLCanvasElement | OffscreenCanvas;
14
+ constructor(host: WebGL2DeviceHost, canvas: HTMLCanvasElement | OffscreenCanvas);
15
+ readonly contextLostListener?: EventListener;
16
+ readonly contextRestoredListener?: EventListener;
17
+ readonly deviceLostListeners: Set<() => void>;
18
+ readonly deviceRestoredListeners: Set<() => void>;
19
+ /** Phase 5: hooks resolved before `deviceRestoredListeners` notify (§6.9). */
20
+ readonly restoredHooks: Set<() => Promise<void> | void>;
21
+ frameActive: boolean;
22
+ lastError: string | null;
23
+ viewportHeight: number;
24
+ viewportWidth: number;
25
+ onDeviceLost(listener: () => void): () => void;
26
+ onDeviceRestored(listener: () => void): () => void;
27
+ /** Register a restore hook; it must resolve before restored listeners fire. */
28
+ onRestoredHook(hook: () => Promise<void> | void): () => void;
29
+ private notifyRestoredListeners;
30
+ isDeviceLost(): boolean;
31
+ beginFrame(width: number, height: number): void;
32
+ clear(color: readonly [number, number, number, number]): void;
33
+ clearRenderTarget(color: readonly [number, number, number, number], attachment?: number): void;
34
+ endFrame(): void;
35
+ captureTextureUnit0(): WebGL2TextureUnit0Snapshot;
36
+ restoreTextureUnit0(snapshot: WebGL2TextureUnit0Snapshot): void;
37
+ captureTextureUnitBinding(unit: number): WebGL2TextureUnitBindingSnapshot;
38
+ restoreTextureUnitBinding(unit: number, snapshot: WebGL2TextureUnitBindingSnapshot): void;
39
+ assertAlive(): void;
40
+ assertFrame(): void;
41
+ readError(): string | null;
42
+ }
43
+ //# sourceMappingURL=ContextLifecycle.d.ts.map
@@ -0,0 +1 @@
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