@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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  1764. package/package.json +32 -11
@@ -0,0 +1,25 @@
1
+ /**
2
+ * PRD-03 Phase 7 — WGSL twin of `common.glsl.ts`.
3
+ *
4
+ * `linearizeDepth` is the §6.11 shared formula (view-space metres).
5
+ * `triangularDither(fragCoord, frame)` is the §1096 dither: a PCG2D integer
6
+ * hash produces two uniform samples whose sum minus 1 gives the triangular
7
+ * distribution, scaled by 1/255 — ±1 LSB of the 8-bit output, applied at the
8
+ * last write (S12).
9
+ *
10
+ * Every `post/shaders/*.wgsl.ts` module is a fragment-only WGSL module: the
11
+ * shared fullscreen-triangle vertex is `WEBGPU_POST_VERTEX_WGSL`
12
+ * (`webgpu/WebGPUPostShaders.ts`). Binding convention for all mirrors:
13
+ * @group(0) @binding(0) var<uniform> parameter block (GLSL scalar/vec/mat
14
+ * uniforms in declaration order; GLSL bool/int/uint
15
+ * uniforms become i32/u32 — bool is not
16
+ * host-shareable in WGSL uniform address space)
17
+ * @group(0) @binding(N) var *_tex textures in GLSL sampler order
18
+ * @group(0) @binding(M) var *_smp one sampler per texture sampled with
19
+ * `textureSampleLevel`; texelFetch-only textures
20
+ * (textureLoad) declare no sampler
21
+ * Execution wiring is lane 11's (Q-11-2); these strings are validated for
22
+ * zero `getCompilationInfo()` errors in `tests/qr/prd03/wgsl-compile.spec.ts`.
23
+ */
24
+ export declare const POST_COMMON_WGSL = "\nfn linearize_depth(d: f32, n: f32, f: f32, ortho: bool) -> f32 {\n let z = d * 2.0 - 1.0;\n return select((2.0 * n * f) / (f + n - z * (f - n)), mix(n, f, d), ortho);\n}\n\nfn pcg2d(v_in: vec2<u32>) -> vec2<u32> {\n var v = v_in * vec2<u32>(1664525u) + vec2<u32>(1013904223u);\n v.x = v.x + v.y * 1664525u;\n v.y = v.y + v.x * 1664525u;\n v = v ^ (v >> vec2<u32>(16u));\n v.x = v.x + v.y * 1664525u;\n v.y = v.y + v.x * 1664525u;\n v = v ^ (v >> vec2<u32>(16u));\n return v;\n}\n\n// Triangular-PDF dither: (rand0 + rand1 - 1) / 255 \u2192 \u00B11 LSB of 8-bit output.\nfn triangular_dither(frag_coord: vec2<f32>, frame: f32) -> f32 {\n let seed = vec2<u32>(frag_coord) + vec2<u32>(u32(frame) * 747796405u);\n let rand = vec2<f32>(pcg2d(seed)) / 4294967296.0;\n return (rand.x + rand.y - 1.0) / 255.0;\n}\n";
25
+ //# sourceMappingURL=common.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"common.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/common.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AAEH,eAAO,MAAM,gBAAgB,0zBAuB5B,CAAC"}
@@ -0,0 +1,48 @@
1
+ /**
2
+ * PRD-03 Phase 7 — WGSL twin of `common.glsl.ts`.
3
+ *
4
+ * `linearizeDepth` is the §6.11 shared formula (view-space metres).
5
+ * `triangularDither(fragCoord, frame)` is the §1096 dither: a PCG2D integer
6
+ * hash produces two uniform samples whose sum minus 1 gives the triangular
7
+ * distribution, scaled by 1/255 — ±1 LSB of the 8-bit output, applied at the
8
+ * last write (S12).
9
+ *
10
+ * Every `post/shaders/*.wgsl.ts` module is a fragment-only WGSL module: the
11
+ * shared fullscreen-triangle vertex is `WEBGPU_POST_VERTEX_WGSL`
12
+ * (`webgpu/WebGPUPostShaders.ts`). Binding convention for all mirrors:
13
+ * @group(0) @binding(0) var<uniform> parameter block (GLSL scalar/vec/mat
14
+ * uniforms in declaration order; GLSL bool/int/uint
15
+ * uniforms become i32/u32 — bool is not
16
+ * host-shareable in WGSL uniform address space)
17
+ * @group(0) @binding(N) var *_tex textures in GLSL sampler order
18
+ * @group(0) @binding(M) var *_smp one sampler per texture sampled with
19
+ * `textureSampleLevel`; texelFetch-only textures
20
+ * (textureLoad) declare no sampler
21
+ * Execution wiring is lane 11's (Q-11-2); these strings are validated for
22
+ * zero `getCompilationInfo()` errors in `tests/qr/prd03/wgsl-compile.spec.ts`.
23
+ */
24
+ export const POST_COMMON_WGSL = /* wgsl */ `
25
+ fn linearize_depth(d: f32, n: f32, f: f32, ortho: bool) -> f32 {
26
+ let z = d * 2.0 - 1.0;
27
+ return select((2.0 * n * f) / (f + n - z * (f - n)), mix(n, f, d), ortho);
28
+ }
29
+
30
+ fn pcg2d(v_in: vec2<u32>) -> vec2<u32> {
31
+ var v = v_in * vec2<u32>(1664525u) + vec2<u32>(1013904223u);
32
+ v.x = v.x + v.y * 1664525u;
33
+ v.y = v.y + v.x * 1664525u;
34
+ v = v ^ (v >> vec2<u32>(16u));
35
+ v.x = v.x + v.y * 1664525u;
36
+ v.y = v.y + v.x * 1664525u;
37
+ v = v ^ (v >> vec2<u32>(16u));
38
+ return v;
39
+ }
40
+
41
+ // Triangular-PDF dither: (rand0 + rand1 - 1) / 255 → ±1 LSB of 8-bit output.
42
+ fn triangular_dither(frag_coord: vec2<f32>, frame: f32) -> f32 {
43
+ let seed = vec2<u32>(frag_coord) + vec2<u32>(u32(frame) * 747796405u);
44
+ let rand = vec2<f32>(pcg2d(seed)) / 4294967296.0;
45
+ return (rand.x + rand.y - 1.0) / 255.0;
46
+ }
47
+ `;
48
+ //# sourceMappingURL=common.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"common.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/common.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AAEH,MAAM,CAAC,MAAM,gBAAgB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;CAuB1C,CAAC"}
@@ -0,0 +1,25 @@
1
+ /**
2
+ * PRD-03 §6.1 S10 / §8.12 — the linear-HDR composite.
3
+ *
4
+ * One pass over the exposed HDR frame before C-05 `OutputPass`:
5
+ * c = texture(u_hdr, uv) * u_exposure * u_autoExposure
6
+ * + chromatic aberration (3-tap, radial `|uv-0.5|²` profile)
7
+ * + bloom · u_bloomIntensity
8
+ * + linear grade: Bradford white balance → lift/gamma/gain →
9
+ * shadows/midtones/highlights weights (1−s)², 2s(1−s), s² with
10
+ * s = saturate(log2(luma/0.18)/8 + 0.5)
11
+ *
12
+ * Output stays RGBA16F; the single tone-map + sRGB encode happens in the
13
+ * OutputPass boundary (`createLegacyOutputPass`), which receives
14
+ * `exposure: 1` because exposure is already applied here.
15
+ */
16
+ export declare const COMPOSITE_GLSL = "#version 300 es\nprecision highp float;\nuniform sampler2D u_hdr;\nuniform sampler2D u_bloom;\nuniform float u_exposure;\nuniform float u_autoExposure;\nuniform float u_bloomIntensity;\nuniform float u_caIntensity;\nuniform vec3 u_whiteBalance; // Bradford-cone LMS gain, resolved per temperature/tint\nuniform vec3 u_lift;\nuniform vec3 u_gamma;\nuniform vec3 u_gain;\nuniform vec3 u_shadows;\nuniform vec3 u_midtones;\nuniform vec3 u_highlights;\nuniform int u_hasBloom;\nin vec2 v_uv;\nout vec4 outColor;\n\nfloat luma(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }\n\nvoid main() {\n vec2 centre = v_uv - 0.5;\n vec2 dir = centre * dot(centre, centre) * u_caIntensity;\n vec3 c;\n if (u_caIntensity != 0.0) {\n c = vec3(\n texture(u_hdr, v_uv - dir).r,\n texture(u_hdr, v_uv).g,\n texture(u_hdr, v_uv + dir).b);\n } else {\n c = texture(u_hdr, v_uv).rgb;\n }\n c *= u_exposure * u_autoExposure;\n if (u_hasBloom != 0) {\n c += texture(u_bloom, v_uv).rgb * u_bloomIntensity;\n }\n\n // Linear grade \u2014 Bradford CAT already folded into u_whiteBalance on CPU.\n c *= u_whiteBalance;\n // lift / gamma / gain (ASC-CDL style), per channel.\n vec3 safeGamma = max(u_gamma, vec3(1e-3));\n c = pow(max(c * u_gain + u_lift, vec3(0.0)), vec3(1.0) / safeGamma);\n // Shadows/midtones/highlights from the luma pivot at 0.18.\n float s = clamp(log2(max(luma(c), 1e-6) / 0.18) / 8.0 + 0.5, 0.0, 1.0);\n c *= u_shadows * (1.0 - s) * (1.0 - s)\n + u_midtones * 2.0 * s * (1.0 - s)\n + u_highlights * s * s;\n\n outColor = vec4(c, texture(u_hdr, v_uv).a);\n}\n";
17
+ /**
18
+ * Transitional standalone CA pass (Phase 3): the §8.12 radial 3-tap,
19
+ * `uv ± dir·intensity` with `dir = centre·|centre|²·u_caIntensity`, executed
20
+ * on the HDR target while S10 composite keeps its own copy for the final
21
+ * chain. Same formula — when S10 runs real, this program goes away and the
22
+ * composite's `u_caIntensity` carries it.
23
+ */
24
+ export declare const CA_PASS_GLSL = "#version 300 es\nprecision highp float;\nuniform sampler2D u_hdr;\nuniform float u_caIntensity;\nin vec2 v_uv;\nout vec4 outColor;\n\nvoid main() {\n vec2 centre = v_uv - 0.5;\n vec2 dir = centre * dot(centre, centre) * u_caIntensity;\n if (u_caIntensity != 0.0) {\n outColor = vec4(\n texture(u_hdr, v_uv - dir).r,\n texture(u_hdr, v_uv).g,\n texture(u_hdr, v_uv + dir).b,\n texture(u_hdr, v_uv).a);\n } else {\n outColor = texture(u_hdr, v_uv);\n }\n}\n";
25
+ //# sourceMappingURL=composite.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"composite.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/composite.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAEH,eAAO,MAAM,cAAc,qlDAmD1B,CAAC;AAEF;;;;;;GAMG;AACH,eAAO,MAAM,YAAY,2eAoBxB,CAAC"}
@@ -0,0 +1,96 @@
1
+ /**
2
+ * PRD-03 §6.1 S10 / §8.12 — the linear-HDR composite.
3
+ *
4
+ * One pass over the exposed HDR frame before C-05 `OutputPass`:
5
+ * c = texture(u_hdr, uv) * u_exposure * u_autoExposure
6
+ * + chromatic aberration (3-tap, radial `|uv-0.5|²` profile)
7
+ * + bloom · u_bloomIntensity
8
+ * + linear grade: Bradford white balance → lift/gamma/gain →
9
+ * shadows/midtones/highlights weights (1−s)², 2s(1−s), s² with
10
+ * s = saturate(log2(luma/0.18)/8 + 0.5)
11
+ *
12
+ * Output stays RGBA16F; the single tone-map + sRGB encode happens in the
13
+ * OutputPass boundary (`createLegacyOutputPass`), which receives
14
+ * `exposure: 1` because exposure is already applied here.
15
+ */
16
+ export const COMPOSITE_GLSL = /* glsl */ `#version 300 es
17
+ precision highp float;
18
+ uniform sampler2D u_hdr;
19
+ uniform sampler2D u_bloom;
20
+ uniform float u_exposure;
21
+ uniform float u_autoExposure;
22
+ uniform float u_bloomIntensity;
23
+ uniform float u_caIntensity;
24
+ uniform vec3 u_whiteBalance; // Bradford-cone LMS gain, resolved per temperature/tint
25
+ uniform vec3 u_lift;
26
+ uniform vec3 u_gamma;
27
+ uniform vec3 u_gain;
28
+ uniform vec3 u_shadows;
29
+ uniform vec3 u_midtones;
30
+ uniform vec3 u_highlights;
31
+ uniform int u_hasBloom;
32
+ in vec2 v_uv;
33
+ out vec4 outColor;
34
+
35
+ float luma(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }
36
+
37
+ void main() {
38
+ vec2 centre = v_uv - 0.5;
39
+ vec2 dir = centre * dot(centre, centre) * u_caIntensity;
40
+ vec3 c;
41
+ if (u_caIntensity != 0.0) {
42
+ c = vec3(
43
+ texture(u_hdr, v_uv - dir).r,
44
+ texture(u_hdr, v_uv).g,
45
+ texture(u_hdr, v_uv + dir).b);
46
+ } else {
47
+ c = texture(u_hdr, v_uv).rgb;
48
+ }
49
+ c *= u_exposure * u_autoExposure;
50
+ if (u_hasBloom != 0) {
51
+ c += texture(u_bloom, v_uv).rgb * u_bloomIntensity;
52
+ }
53
+
54
+ // Linear grade — Bradford CAT already folded into u_whiteBalance on CPU.
55
+ c *= u_whiteBalance;
56
+ // lift / gamma / gain (ASC-CDL style), per channel.
57
+ vec3 safeGamma = max(u_gamma, vec3(1e-3));
58
+ c = pow(max(c * u_gain + u_lift, vec3(0.0)), vec3(1.0) / safeGamma);
59
+ // Shadows/midtones/highlights from the luma pivot at 0.18.
60
+ float s = clamp(log2(max(luma(c), 1e-6) / 0.18) / 8.0 + 0.5, 0.0, 1.0);
61
+ c *= u_shadows * (1.0 - s) * (1.0 - s)
62
+ + u_midtones * 2.0 * s * (1.0 - s)
63
+ + u_highlights * s * s;
64
+
65
+ outColor = vec4(c, texture(u_hdr, v_uv).a);
66
+ }
67
+ `;
68
+ /**
69
+ * Transitional standalone CA pass (Phase 3): the §8.12 radial 3-tap,
70
+ * `uv ± dir·intensity` with `dir = centre·|centre|²·u_caIntensity`, executed
71
+ * on the HDR target while S10 composite keeps its own copy for the final
72
+ * chain. Same formula — when S10 runs real, this program goes away and the
73
+ * composite's `u_caIntensity` carries it.
74
+ */
75
+ export const CA_PASS_GLSL = /* glsl */ `#version 300 es
76
+ precision highp float;
77
+ uniform sampler2D u_hdr;
78
+ uniform float u_caIntensity;
79
+ in vec2 v_uv;
80
+ out vec4 outColor;
81
+
82
+ void main() {
83
+ vec2 centre = v_uv - 0.5;
84
+ vec2 dir = centre * dot(centre, centre) * u_caIntensity;
85
+ if (u_caIntensity != 0.0) {
86
+ outColor = vec4(
87
+ texture(u_hdr, v_uv - dir).r,
88
+ texture(u_hdr, v_uv).g,
89
+ texture(u_hdr, v_uv + dir).b,
90
+ texture(u_hdr, v_uv).a);
91
+ } else {
92
+ outColor = texture(u_hdr, v_uv);
93
+ }
94
+ }
95
+ `;
96
+ //# sourceMappingURL=composite.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"composite.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/composite.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAEH,MAAM,CAAC,MAAM,cAAc,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmDxC,CAAC;AAEF;;;;;;GAMG;AACH,MAAM,CAAC,MAAM,YAAY,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;CAoBtC,CAAC"}
@@ -0,0 +1,10 @@
1
+ /**
2
+ * PRD-03 §6.1 S10 / §8.12 Phase 7 — linear-HDR composite WGSL twins.
3
+ * `c = hdr * exposure * autoExposure` + radial chromatic aberration + bloom
4
+ * + linear grade (Bradford white balance → lift/gamma/gain →
5
+ * shadows/midtones/highlights weights). CA_PASS is the transitional
6
+ * standalone §8.12 radial 3-tap.
7
+ */
8
+ export declare const COMPOSITE_WGSL = "struct CompositeParams {\n exposure: f32,\n auto_exposure: f32,\n bloom_intensity: f32,\n ca_intensity: f32,\n white_balance: vec3<f32>, // Bradford-cone LMS gain, resolved per temperature/tint\n has_bloom: i32,\n lift: vec3<f32>,\n _pad0: f32,\n gamma: vec3<f32>,\n _pad1: f32,\n gain: vec3<f32>,\n _pad2: f32,\n shadows: vec3<f32>,\n _pad3: f32,\n midtones: vec3<f32>,\n _pad4: f32,\n highlights: vec3<f32>,\n _pad5: f32,\n};\n\n@group(0) @binding(0) var<uniform> u_params: CompositeParams;\n@group(0) @binding(1) var u_hdr_tex: texture_2d<f32>;\n@group(0) @binding(2) var u_hdr_smp: sampler;\n@group(0) @binding(3) var u_bloom_tex: texture_2d<f32>;\n@group(0) @binding(4) var u_bloom_smp: sampler;\n\nfn composite_luma(c: vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\n\n@fragment\nfn fs_composite(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {\n let centre = uv - vec2<f32>(0.5);\n let dir = centre * dot(centre, centre) * u_params.ca_intensity;\n var c: vec3<f32>;\n if (u_params.ca_intensity != 0.0) {\n c = vec3<f32>(\n textureSampleLevel(u_hdr_tex, u_hdr_smp, uv - dir, 0.0).r,\n textureSampleLevel(u_hdr_tex, u_hdr_smp, uv, 0.0).g,\n textureSampleLevel(u_hdr_tex, u_hdr_smp, uv + dir, 0.0).b);\n } else {\n c = textureSampleLevel(u_hdr_tex, u_hdr_smp, uv, 0.0).rgb;\n }\n c = c * u_params.exposure * u_params.auto_exposure;\n if (u_params.has_bloom != 0) {\n c = c + textureSampleLevel(u_bloom_tex, u_bloom_smp, uv, 0.0).rgb * u_params.bloom_intensity;\n }\n\n // Linear grade \u2014 Bradford CAT already folded into u_whiteBalance on CPU.\n c = c * u_params.white_balance;\n // lift / gamma / gain (ASC-CDL style), per channel.\n let safe_gamma = max(u_params.gamma, vec3<f32>(1e-3));\n c = pow(max(c * u_params.gain + u_params.lift, vec3<f32>(0.0)), vec3<f32>(1.0) / safe_gamma);\n // Shadows/midtones/highlights from the luma pivot at 0.18.\n let s = clamp(log2(max(composite_luma(c), 1e-6) / 0.18) / 8.0 + 0.5, 0.0, 1.0);\n c = c * (u_params.shadows * (1.0 - s) * (1.0 - s)\n + u_params.midtones * 2.0 * s * (1.0 - s)\n + u_params.highlights * s * s);\n\n return vec4<f32>(c, textureSampleLevel(u_hdr_tex, u_hdr_smp, uv, 0.0).a);\n}\n";
9
+ export declare const CA_PASS_WGSL = "struct CaPassParams {\n ca_intensity: f32,\n _pad: vec3<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u_params: CaPassParams;\n@group(0) @binding(1) var u_hdr_tex: texture_2d<f32>;\n@group(0) @binding(2) var u_hdr_smp: sampler;\n\n@fragment\nfn fs_ca_pass(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {\n let centre = uv - vec2<f32>(0.5);\n let dir = centre * dot(centre, centre) * u_params.ca_intensity;\n if (u_params.ca_intensity != 0.0) {\n return vec4<f32>(\n textureSampleLevel(u_hdr_tex, u_hdr_smp, uv - dir, 0.0).r,\n textureSampleLevel(u_hdr_tex, u_hdr_smp, uv, 0.0).g,\n textureSampleLevel(u_hdr_tex, u_hdr_smp, uv + dir, 0.0).b,\n textureSampleLevel(u_hdr_tex, u_hdr_smp, uv, 0.0).a);\n }\n return textureSampleLevel(u_hdr_tex, u_hdr_smp, uv, 0.0);\n}\n";
10
+ //# sourceMappingURL=composite.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"composite.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/composite.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH,eAAO,MAAM,cAAc,8sEA4D1B,CAAC;AAEF,eAAO,MAAM,YAAY,0yBAsBxB,CAAC"}
@@ -0,0 +1,92 @@
1
+ /**
2
+ * PRD-03 §6.1 S10 / §8.12 Phase 7 — linear-HDR composite WGSL twins.
3
+ * `c = hdr * exposure * autoExposure` + radial chromatic aberration + bloom
4
+ * + linear grade (Bradford white balance → lift/gamma/gain →
5
+ * shadows/midtones/highlights weights). CA_PASS is the transitional
6
+ * standalone §8.12 radial 3-tap.
7
+ */
8
+ export const COMPOSITE_WGSL = /* wgsl */ `struct CompositeParams {
9
+ exposure: f32,
10
+ auto_exposure: f32,
11
+ bloom_intensity: f32,
12
+ ca_intensity: f32,
13
+ white_balance: vec3<f32>, // Bradford-cone LMS gain, resolved per temperature/tint
14
+ has_bloom: i32,
15
+ lift: vec3<f32>,
16
+ _pad0: f32,
17
+ gamma: vec3<f32>,
18
+ _pad1: f32,
19
+ gain: vec3<f32>,
20
+ _pad2: f32,
21
+ shadows: vec3<f32>,
22
+ _pad3: f32,
23
+ midtones: vec3<f32>,
24
+ _pad4: f32,
25
+ highlights: vec3<f32>,
26
+ _pad5: f32,
27
+ };
28
+
29
+ @group(0) @binding(0) var<uniform> u_params: CompositeParams;
30
+ @group(0) @binding(1) var u_hdr_tex: texture_2d<f32>;
31
+ @group(0) @binding(2) var u_hdr_smp: sampler;
32
+ @group(0) @binding(3) var u_bloom_tex: texture_2d<f32>;
33
+ @group(0) @binding(4) var u_bloom_smp: sampler;
34
+
35
+ fn composite_luma(c: vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }
36
+
37
+ @fragment
38
+ fn fs_composite(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
39
+ let centre = uv - vec2<f32>(0.5);
40
+ let dir = centre * dot(centre, centre) * u_params.ca_intensity;
41
+ var c: vec3<f32>;
42
+ if (u_params.ca_intensity != 0.0) {
43
+ c = vec3<f32>(
44
+ textureSampleLevel(u_hdr_tex, u_hdr_smp, uv - dir, 0.0).r,
45
+ textureSampleLevel(u_hdr_tex, u_hdr_smp, uv, 0.0).g,
46
+ textureSampleLevel(u_hdr_tex, u_hdr_smp, uv + dir, 0.0).b);
47
+ } else {
48
+ c = textureSampleLevel(u_hdr_tex, u_hdr_smp, uv, 0.0).rgb;
49
+ }
50
+ c = c * u_params.exposure * u_params.auto_exposure;
51
+ if (u_params.has_bloom != 0) {
52
+ c = c + textureSampleLevel(u_bloom_tex, u_bloom_smp, uv, 0.0).rgb * u_params.bloom_intensity;
53
+ }
54
+
55
+ // Linear grade — Bradford CAT already folded into u_whiteBalance on CPU.
56
+ c = c * u_params.white_balance;
57
+ // lift / gamma / gain (ASC-CDL style), per channel.
58
+ let safe_gamma = max(u_params.gamma, vec3<f32>(1e-3));
59
+ c = pow(max(c * u_params.gain + u_params.lift, vec3<f32>(0.0)), vec3<f32>(1.0) / safe_gamma);
60
+ // Shadows/midtones/highlights from the luma pivot at 0.18.
61
+ let s = clamp(log2(max(composite_luma(c), 1e-6) / 0.18) / 8.0 + 0.5, 0.0, 1.0);
62
+ c = c * (u_params.shadows * (1.0 - s) * (1.0 - s)
63
+ + u_params.midtones * 2.0 * s * (1.0 - s)
64
+ + u_params.highlights * s * s);
65
+
66
+ return vec4<f32>(c, textureSampleLevel(u_hdr_tex, u_hdr_smp, uv, 0.0).a);
67
+ }
68
+ `;
69
+ export const CA_PASS_WGSL = /* wgsl */ `struct CaPassParams {
70
+ ca_intensity: f32,
71
+ _pad: vec3<f32>,
72
+ };
73
+
74
+ @group(0) @binding(0) var<uniform> u_params: CaPassParams;
75
+ @group(0) @binding(1) var u_hdr_tex: texture_2d<f32>;
76
+ @group(0) @binding(2) var u_hdr_smp: sampler;
77
+
78
+ @fragment
79
+ fn fs_ca_pass(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
80
+ let centre = uv - vec2<f32>(0.5);
81
+ let dir = centre * dot(centre, centre) * u_params.ca_intensity;
82
+ if (u_params.ca_intensity != 0.0) {
83
+ return vec4<f32>(
84
+ textureSampleLevel(u_hdr_tex, u_hdr_smp, uv - dir, 0.0).r,
85
+ textureSampleLevel(u_hdr_tex, u_hdr_smp, uv, 0.0).g,
86
+ textureSampleLevel(u_hdr_tex, u_hdr_smp, uv + dir, 0.0).b,
87
+ textureSampleLevel(u_hdr_tex, u_hdr_smp, uv, 0.0).a);
88
+ }
89
+ return textureSampleLevel(u_hdr_tex, u_hdr_smp, uv, 0.0);
90
+ }
91
+ `;
92
+ //# sourceMappingURL=composite.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"composite.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/composite.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH,MAAM,CAAC,MAAM,cAAc,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4DxC,CAAC;AAEF,MAAM,CAAC,MAAM,YAAY,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;CAsBtC,CAAC"}
@@ -0,0 +1,20 @@
1
+ /**
2
+ * PRD-03 §8.3 — S1 depth prep for the v2 post chain (WebGL2).
3
+ *
4
+ * Three small programs, all `texelFetch`-based (no filtering on depth):
5
+ *
6
+ * Pass A `DEPTH_LINEARIZE_GLSL` — full-res R32F view-space metres via the
7
+ * §6.11 shared `linearizeDepth` (perspective; ortho handled by `u_ortho`).
8
+ * Pass B `DEPTH_MINMAX_HALF_GLSL` — half-res RG32F = (min, max) of the 2×2
9
+ * linearized quad. GTAO (S2), DOF (S6), SSR (S3) and god rays (S4) sample
10
+ * this; `.r` (nearer) is the conservative occluder choice.
11
+ * Pass C `CAMERA_VELOCITY_GLSL` — only when TAA or motion blur is active
12
+ * and no C-14 MRT velocity attachment exists: camera-only velocity
13
+ * `v = (ndcCurr − ndcPrev) · 0.5` in RG16F, same units and sign as C-14
14
+ * (Phase 4 wires it; the shader ships with the depth prep because it reads
15
+ * the same linear depth).
16
+ */
17
+ export declare const DEPTH_LINEARIZE_GLSL = "#version 300 es\nprecision highp float;\n\nuniform highp sampler2D u_depth;\nuniform float u_near;\nuniform float u_far;\nuniform bool u_ortho;\nout vec4 o_color;\n\n\nfloat linearizeDepth(float d, float n, float f, bool ortho) {\n float z = d * 2.0 - 1.0;\n return ortho ? mix(n, f, d) : (2.0 * n * f) / (f + n - z * (f - n));\n}\n\nuvec2 pcg2d(uvec2 v) {\n v = v * 1664525u + 1013904223u;\n v.x += v.y * 1664525u;\n v.y += v.x * 1664525u;\n v ^= v >> 16u;\n v.x += v.y * 1664525u;\n v.y += v.x * 1664525u;\n v ^= v >> 16u;\n return v;\n}\n\n// Triangular-PDF dither: (rand0 + rand1 - 1) / 255 \u2192 \u00B11 LSB of 8-bit output.\nfloat triangularDither(vec2 fragCoord, float frame) {\n uvec2 seed = uvec2(fragCoord) + uvec2(uint(frame) * 747796405u);\n vec2 rand = vec2(pcg2d(seed)) / 4294967296.0;\n return (rand.x + rand.y - 1.0) / 255.0;\n}\n\n\nvoid main() {\n float d = texelFetch(u_depth, ivec2(gl_FragCoord.xy), 0).r;\n o_color = vec4(linearizeDepth(d, u_near, u_far, u_ortho), 0.0, 0.0, 1.0);\n}\n";
18
+ export declare const DEPTH_MINMAX_HALF_GLSL = "#version 300 es\nprecision highp float;\n\nuniform highp sampler2D u_linearDepth; // R32F output of pass A\nout vec4 o_color;\n\nvoid main() {\n ivec2 p = ivec2(gl_FragCoord.xy) * 2;\n float d00 = texelFetch(u_linearDepth, p, 0).r;\n float d10 = texelFetch(u_linearDepth, p + ivec2(1, 0), 0).r;\n float d01 = texelFetch(u_linearDepth, p + ivec2(0, 1), 0).r;\n float d11 = texelFetch(u_linearDepth, p + ivec2(1, 1), 0).r;\n o_color = vec4(min(min(d00, d10), min(d01, d11)),\n max(max(d00, d10), max(d01, d11)), 0.0, 1.0);\n}\n";
19
+ export declare const CAMERA_VELOCITY_GLSL = "#version 300 es\nprecision highp float;\n\nuniform highp sampler2D u_depth;\nuniform float u_near;\nuniform float u_far;\nuniform bool u_ortho;\nuniform mat4 u_prevViewProjection;\nuniform mat4 u_invUnjitteredViewProjection;\nout vec4 o_color;\n\n\nfloat linearizeDepth(float d, float n, float f, bool ortho) {\n float z = d * 2.0 - 1.0;\n return ortho ? mix(n, f, d) : (2.0 * n * f) / (f + n - z * (f - n));\n}\n\nuvec2 pcg2d(uvec2 v) {\n v = v * 1664525u + 1013904223u;\n v.x += v.y * 1664525u;\n v.y += v.x * 1664525u;\n v ^= v >> 16u;\n v.x += v.y * 1664525u;\n v.y += v.x * 1664525u;\n v ^= v >> 16u;\n return v;\n}\n\n// Triangular-PDF dither: (rand0 + rand1 - 1) / 255 \u2192 \u00B11 LSB of 8-bit output.\nfloat triangularDither(vec2 fragCoord, float frame) {\n uvec2 seed = uvec2(fragCoord) + uvec2(uint(frame) * 747796405u);\n vec2 rand = vec2(pcg2d(seed)) / 4294967296.0;\n return (rand.x + rand.y - 1.0) / 255.0;\n}\n\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / vec2(textureSize(u_depth, 0));\n float d = texelFetch(u_depth, ivec2(gl_FragCoord.xy), 0).r;\n float linZ = linearizeDepth(d, u_near, u_far, u_ortho);\n vec2 ndcCurr = uv * 2.0 - 1.0;\n // Reconstruct the unjittered world/view position of this pixel, then\n // reproject it through last frame's camera.\n vec4 viewPrevH = u_invUnjitteredViewProjection * vec4(ndcCurr, d * 2.0 - 1.0, 1.0);\n vec4 clipPrev = u_prevViewProjection * vec4(viewPrevH.xyz / viewPrevH.w, 1.0);\n vec2 ndcPrev = clipPrev.xy / clipPrev.w;\n // Same units and sign convention as the C-14 velocity MRT: UV-space\n // half-magnitude per frame.\n vec2 v = (ndcCurr - ndcPrev) * 0.5;\n // Sky/static far plane writes zero motion.\n v = linZ >= u_far * 0.999 ? vec2(0.0) : v;\n o_color = vec4(v, 0.0, 1.0);\n}\n";
20
+ //# sourceMappingURL=depthDownsample.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"depthDownsample.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/depthDownsample.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAQH,eAAO,MAAM,oBAAoB,mgCAahC,CAAC;AAEF,eAAO,MAAM,sBAAsB,0iBAalC,CAAC;AAEF,eAAO,MAAM,oBAAoB,4vDA4BhC,CAAC"}
@@ -0,0 +1,78 @@
1
+ /**
2
+ * PRD-03 §8.3 — S1 depth prep for the v2 post chain (WebGL2).
3
+ *
4
+ * Three small programs, all `texelFetch`-based (no filtering on depth):
5
+ *
6
+ * Pass A `DEPTH_LINEARIZE_GLSL` — full-res R32F view-space metres via the
7
+ * §6.11 shared `linearizeDepth` (perspective; ortho handled by `u_ortho`).
8
+ * Pass B `DEPTH_MINMAX_HALF_GLSL` — half-res RG32F = (min, max) of the 2×2
9
+ * linearized quad. GTAO (S2), DOF (S6), SSR (S3) and god rays (S4) sample
10
+ * this; `.r` (nearer) is the conservative occluder choice.
11
+ * Pass C `CAMERA_VELOCITY_GLSL` — only when TAA or motion blur is active
12
+ * and no C-14 MRT velocity attachment exists: camera-only velocity
13
+ * `v = (ndcCurr − ndcPrev) · 0.5` in RG16F, same units and sign as C-14
14
+ * (Phase 4 wires it; the shader ships with the depth prep because it reads
15
+ * the same linear depth).
16
+ */
17
+ import { POST_COMMON_GLSL } from "./common.glsl.js";
18
+ const HEADER = `#version 300 es
19
+ precision highp float;
20
+ `;
21
+ export const DEPTH_LINEARIZE_GLSL = /* glsl */ `${HEADER}
22
+ uniform highp sampler2D u_depth;
23
+ uniform float u_near;
24
+ uniform float u_far;
25
+ uniform bool u_ortho;
26
+ out vec4 o_color;
27
+
28
+ ${POST_COMMON_GLSL}
29
+
30
+ void main() {
31
+ float d = texelFetch(u_depth, ivec2(gl_FragCoord.xy), 0).r;
32
+ o_color = vec4(linearizeDepth(d, u_near, u_far, u_ortho), 0.0, 0.0, 1.0);
33
+ }
34
+ `;
35
+ export const DEPTH_MINMAX_HALF_GLSL = /* glsl */ `${HEADER}
36
+ uniform highp sampler2D u_linearDepth; // R32F output of pass A
37
+ out vec4 o_color;
38
+
39
+ void main() {
40
+ ivec2 p = ivec2(gl_FragCoord.xy) * 2;
41
+ float d00 = texelFetch(u_linearDepth, p, 0).r;
42
+ float d10 = texelFetch(u_linearDepth, p + ivec2(1, 0), 0).r;
43
+ float d01 = texelFetch(u_linearDepth, p + ivec2(0, 1), 0).r;
44
+ float d11 = texelFetch(u_linearDepth, p + ivec2(1, 1), 0).r;
45
+ o_color = vec4(min(min(d00, d10), min(d01, d11)),
46
+ max(max(d00, d10), max(d01, d11)), 0.0, 1.0);
47
+ }
48
+ `;
49
+ export const CAMERA_VELOCITY_GLSL = /* glsl */ `${HEADER}
50
+ uniform highp sampler2D u_depth;
51
+ uniform float u_near;
52
+ uniform float u_far;
53
+ uniform bool u_ortho;
54
+ uniform mat4 u_prevViewProjection;
55
+ uniform mat4 u_invUnjitteredViewProjection;
56
+ out vec4 o_color;
57
+
58
+ ${POST_COMMON_GLSL}
59
+
60
+ void main() {
61
+ vec2 uv = gl_FragCoord.xy / vec2(textureSize(u_depth, 0));
62
+ float d = texelFetch(u_depth, ivec2(gl_FragCoord.xy), 0).r;
63
+ float linZ = linearizeDepth(d, u_near, u_far, u_ortho);
64
+ vec2 ndcCurr = uv * 2.0 - 1.0;
65
+ // Reconstruct the unjittered world/view position of this pixel, then
66
+ // reproject it through last frame's camera.
67
+ vec4 viewPrevH = u_invUnjitteredViewProjection * vec4(ndcCurr, d * 2.0 - 1.0, 1.0);
68
+ vec4 clipPrev = u_prevViewProjection * vec4(viewPrevH.xyz / viewPrevH.w, 1.0);
69
+ vec2 ndcPrev = clipPrev.xy / clipPrev.w;
70
+ // Same units and sign convention as the C-14 velocity MRT: UV-space
71
+ // half-magnitude per frame.
72
+ vec2 v = (ndcCurr - ndcPrev) * 0.5;
73
+ // Sky/static far plane writes zero motion.
74
+ v = linZ >= u_far * 0.999 ? vec2(0.0) : v;
75
+ o_color = vec4(v, 0.0, 1.0);
76
+ }
77
+ `;
78
+ //# sourceMappingURL=depthDownsample.glsl.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"depthDownsample.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/depthDownsample.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAEH,OAAO,EAAE,gBAAgB,EAAE,MAAM,kBAAkB,CAAC;AAEpD,MAAM,MAAM,GAAG;;CAEd,CAAC;AAEF,MAAM,CAAC,MAAM,oBAAoB,GAAG,UAAU,CAAC,GAAG,MAAM;;;;;;;EAOtD,gBAAgB;;;;;;CAMjB,CAAC;AAEF,MAAM,CAAC,MAAM,sBAAsB,GAAG,UAAU,CAAC,GAAG,MAAM;;;;;;;;;;;;;CAazD,CAAC;AAEF,MAAM,CAAC,MAAM,oBAAoB,GAAG,UAAU,CAAC,GAAG,MAAM;;;;;;;;;EAStD,gBAAgB;;;;;;;;;;;;;;;;;;;CAmBjB,CAAC"}
@@ -0,0 +1,17 @@
1
+ /**
2
+ * PRD-03 §8.3 Phase 7 — S1 depth prep WGSL twins (WebGPU).
3
+ *
4
+ * `linearizeDepth` note: the GLSL twin receives `u_ortho` as a bool uniform;
5
+ * WGSL uniform blocks cannot hold bools (not host-shareable), so the twin
6
+ * carries `ortho: i32` and the probe is `ortho != 0` — the driver writes 0/1.
7
+ *
8
+ * `CAMERA_VELOCITY_WGSL` — the one semantic difference from GLSL:
9
+ * `gl_FragCoord`-derived `uv` is y-UP in GL (origin bottom-left) but
10
+ * `frag_coord`/`textureDimensions` space is y-DOWN (row 0 = top). Sampling
11
+ * stays self-consistent, but the `uv * 2 - 1` → NDC conversion needs a y
12
+ * flip so `ndcCurr` still lines up with clip space (y-up NDC).
13
+ */
14
+ export declare const DEPTH_LINEARIZE_WGSL = "struct DepthLinearizeParams {\n near: f32,\n far: f32,\n ortho: i32,\n _pad: f32,\n};\n\n@group(0) @binding(0) var<uniform> u_params: DepthLinearizeParams;\n@group(0) @binding(1) var u_depth_tex: texture_2d<f32>;\n\n\nfn linearize_depth(d: f32, n: f32, f: f32, ortho: bool) -> f32 {\n let z = d * 2.0 - 1.0;\n return select((2.0 * n * f) / (f + n - z * (f - n)), mix(n, f, d), ortho);\n}\n\n\n@fragment\nfn fs_depth_linearize(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {\n let d = textureLoad(u_depth_tex, vec2<i32>(frag_coord.xy), 0).r;\n return vec4<f32>(linearize_depth(d, u_params.near, u_params.far, u_params.ortho != 0), 0.0, 0.0, 1.0);\n}\n";
15
+ export declare const DEPTH_MINMAX_HALF_WGSL = "@group(0) @binding(1) var u_linear_depth_tex: texture_2d<f32>;\n\n@fragment\nfn fs_depth_minmax_half(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {\n let p = vec2<i32>(frag_coord.xy) * 2;\n let d00 = textureLoad(u_linear_depth_tex, p, 0).r;\n let d10 = textureLoad(u_linear_depth_tex, p + vec2<i32>(1, 0), 0).r;\n let d01 = textureLoad(u_linear_depth_tex, p + vec2<i32>(0, 1), 0).r;\n let d11 = textureLoad(u_linear_depth_tex, p + vec2<i32>(1, 1), 0).r;\n return vec4<f32>(min(min(d00, d10), min(d01, d11)),\n max(max(d00, d10), max(d01, d11)), 0.0, 1.0);\n}\n";
16
+ export declare const CAMERA_VELOCITY_WGSL = "struct CameraVelocityParams {\n near: f32,\n far: f32,\n ortho: i32,\n _pad: f32,\n prev_view_projection: mat4x4<f32>,\n inv_unjittered_view_projection: mat4x4<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u_params: CameraVelocityParams;\n@group(0) @binding(1) var u_depth_tex: texture_2d<f32>;\n\n\nfn linearize_depth(d: f32, n: f32, f: f32, ortho: bool) -> f32 {\n let z = d * 2.0 - 1.0;\n return select((2.0 * n * f) / (f + n - z * (f - n)), mix(n, f, d), ortho);\n}\n\n\n@fragment\nfn fs_camera_velocity(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {\n let size = vec2<f32>(textureDimensions(u_depth_tex));\n let uv = frag_coord.xy / size;\n let d = textureLoad(u_depth_tex, vec2<i32>(frag_coord.xy), 0).r;\n let lin_z = linearize_depth(d, u_params.near, u_params.far, u_params.ortho != 0);\n // frag_coord space is y-down (row 0 = top) but clip space is y-up \u2014 flip\n // before mapping to NDC so the reprojection math matches the GLSL twin.\n let ndc_curr = vec2<f32>(uv.x, 1.0 - uv.y) * 2.0 - vec2<f32>(1.0);\n // Reconstruct the unjittered world/view position of this pixel, then\n // reproject it through last frame's camera.\n let view_prev_h = u_params.inv_unjittered_view_projection * vec4<f32>(ndc_curr, d * 2.0 - 1.0, 1.0);\n let clip_prev = u_params.prev_view_projection * vec4<f32>(view_prev_h.xyz / view_prev_h.w, 1.0);\n let ndc_prev = clip_prev.xy / clip_prev.w;\n // Same units and sign convention as the C-14 velocity MRT: UV-space\n // half-magnitude per frame.\n var v = (ndc_curr - ndc_prev) * 0.5;\n // Sky/static far plane writes zero motion.\n v = select(v, vec2<f32>(0.0), lin_z >= u_params.far * 0.999);\n return vec4<f32>(v, 0.0, 1.0);\n}\n";
17
+ //# sourceMappingURL=depthDownsample.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"depthDownsample.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/depthDownsample.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AASH,eAAO,MAAM,oBAAoB,6qBAiBhC,CAAC;AAEF,eAAO,MAAM,sBAAsB,omBAYlC,CAAC;AAEF,eAAO,MAAM,oBAAoB,ksDAmChC,CAAC"}
@@ -0,0 +1,87 @@
1
+ /**
2
+ * PRD-03 §8.3 Phase 7 — S1 depth prep WGSL twins (WebGPU).
3
+ *
4
+ * `linearizeDepth` note: the GLSL twin receives `u_ortho` as a bool uniform;
5
+ * WGSL uniform blocks cannot hold bools (not host-shareable), so the twin
6
+ * carries `ortho: i32` and the probe is `ortho != 0` — the driver writes 0/1.
7
+ *
8
+ * `CAMERA_VELOCITY_WGSL` — the one semantic difference from GLSL:
9
+ * `gl_FragCoord`-derived `uv` is y-UP in GL (origin bottom-left) but
10
+ * `frag_coord`/`textureDimensions` space is y-DOWN (row 0 = top). Sampling
11
+ * stays self-consistent, but the `uv * 2 - 1` → NDC conversion needs a y
12
+ * flip so `ndcCurr` still lines up with clip space (y-up NDC).
13
+ */
14
+ const COMMON = /* wgsl */ `
15
+ fn linearize_depth(d: f32, n: f32, f: f32, ortho: bool) -> f32 {
16
+ let z = d * 2.0 - 1.0;
17
+ return select((2.0 * n * f) / (f + n - z * (f - n)), mix(n, f, d), ortho);
18
+ }
19
+ `;
20
+ export const DEPTH_LINEARIZE_WGSL = /* wgsl */ `struct DepthLinearizeParams {
21
+ near: f32,
22
+ far: f32,
23
+ ortho: i32,
24
+ _pad: f32,
25
+ };
26
+
27
+ @group(0) @binding(0) var<uniform> u_params: DepthLinearizeParams;
28
+ @group(0) @binding(1) var u_depth_tex: texture_2d<f32>;
29
+
30
+ ${COMMON}
31
+
32
+ @fragment
33
+ fn fs_depth_linearize(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
34
+ let d = textureLoad(u_depth_tex, vec2<i32>(frag_coord.xy), 0).r;
35
+ return vec4<f32>(linearize_depth(d, u_params.near, u_params.far, u_params.ortho != 0), 0.0, 0.0, 1.0);
36
+ }
37
+ `;
38
+ export const DEPTH_MINMAX_HALF_WGSL = /* wgsl */ `@group(0) @binding(1) var u_linear_depth_tex: texture_2d<f32>;
39
+
40
+ @fragment
41
+ fn fs_depth_minmax_half(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
42
+ let p = vec2<i32>(frag_coord.xy) * 2;
43
+ let d00 = textureLoad(u_linear_depth_tex, p, 0).r;
44
+ let d10 = textureLoad(u_linear_depth_tex, p + vec2<i32>(1, 0), 0).r;
45
+ let d01 = textureLoad(u_linear_depth_tex, p + vec2<i32>(0, 1), 0).r;
46
+ let d11 = textureLoad(u_linear_depth_tex, p + vec2<i32>(1, 1), 0).r;
47
+ return vec4<f32>(min(min(d00, d10), min(d01, d11)),
48
+ max(max(d00, d10), max(d01, d11)), 0.0, 1.0);
49
+ }
50
+ `;
51
+ export const CAMERA_VELOCITY_WGSL = /* wgsl */ `struct CameraVelocityParams {
52
+ near: f32,
53
+ far: f32,
54
+ ortho: i32,
55
+ _pad: f32,
56
+ prev_view_projection: mat4x4<f32>,
57
+ inv_unjittered_view_projection: mat4x4<f32>,
58
+ };
59
+
60
+ @group(0) @binding(0) var<uniform> u_params: CameraVelocityParams;
61
+ @group(0) @binding(1) var u_depth_tex: texture_2d<f32>;
62
+
63
+ ${COMMON}
64
+
65
+ @fragment
66
+ fn fs_camera_velocity(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
67
+ let size = vec2<f32>(textureDimensions(u_depth_tex));
68
+ let uv = frag_coord.xy / size;
69
+ let d = textureLoad(u_depth_tex, vec2<i32>(frag_coord.xy), 0).r;
70
+ let lin_z = linearize_depth(d, u_params.near, u_params.far, u_params.ortho != 0);
71
+ // frag_coord space is y-down (row 0 = top) but clip space is y-up — flip
72
+ // before mapping to NDC so the reprojection math matches the GLSL twin.
73
+ let ndc_curr = vec2<f32>(uv.x, 1.0 - uv.y) * 2.0 - vec2<f32>(1.0);
74
+ // Reconstruct the unjittered world/view position of this pixel, then
75
+ // reproject it through last frame's camera.
76
+ let view_prev_h = u_params.inv_unjittered_view_projection * vec4<f32>(ndc_curr, d * 2.0 - 1.0, 1.0);
77
+ let clip_prev = u_params.prev_view_projection * vec4<f32>(view_prev_h.xyz / view_prev_h.w, 1.0);
78
+ let ndc_prev = clip_prev.xy / clip_prev.w;
79
+ // Same units and sign convention as the C-14 velocity MRT: UV-space
80
+ // half-magnitude per frame.
81
+ var v = (ndc_curr - ndc_prev) * 0.5;
82
+ // Sky/static far plane writes zero motion.
83
+ v = select(v, vec2<f32>(0.0), lin_z >= u_params.far * 0.999);
84
+ return vec4<f32>(v, 0.0, 1.0);
85
+ }
86
+ `;
87
+ //# sourceMappingURL=depthDownsample.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"depthDownsample.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/depthDownsample.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,MAAM,MAAM,GAAG,UAAU,CAAC;;;;;CAKzB,CAAC;AAEF,MAAM,CAAC,MAAM,oBAAoB,GAAG,UAAU,CAAC;;;;;;;;;;EAU7C,MAAM;;;;;;;CAOP,CAAC;AAEF,MAAM,CAAC,MAAM,sBAAsB,GAAG,UAAU,CAAC;;;;;;;;;;;;CAYhD,CAAC;AAEF,MAAM,CAAC,MAAM,oBAAoB,GAAG,UAAU,CAAC;;;;;;;;;;;;EAY7C,MAAM;;;;;;;;;;;;;;;;;;;;;;;CAuBP,CAAC"}
@@ -0,0 +1,18 @@
1
+ /**
2
+ * PRD-03 §6.7 S10b — the display-grade fetch, fused into S11/S12.
3
+ *
4
+ * Runs after the OutputPass boundary on display-referred RGBA8: one
5
+ * trilinear `texture(u_lut3d, disp)` fetch applies contrast / saturation /
6
+ * vibrance / the user `.cube`, then vignette (roundness-aspect corrected).
7
+ * Output alpha carries `luma(disp)` so the S11 FXAA pass reads luminance
8
+ * from `.a` instead of recomputing it per tap.
9
+ */
10
+ export declare const DISPLAY_GRADE_GLSL = "#version 300 es\nprecision highp float;\n// GLSL ES 3.00 has no default precision for sampler3D (CI: \"'sampler3D' : No precision specified\").\nprecision highp sampler3D;\nuniform sampler2D u_source;\nuniform sampler3D u_lut3d;\nuniform int u_hasLut;\nuniform float u_vignetteIntensity;\nuniform float u_vignetteSmoothness;\nuniform float u_vignetteRoundness;\nuniform vec3 u_vignetteColor;\nuniform vec2 u_resolution;\nin vec2 v_uv;\nout vec4 outColor;\n\nfloat luma(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }\n\nvoid main() {\n vec3 disp = texture(u_source, v_uv).rgb;\n if (u_hasLut != 0) {\n disp = texture(u_lut3d, clamp(disp, 0.0, 1.0)).rgb;\n }\n if (u_vignetteIntensity > 0.0) {\n // \u00A78.12: roundness-aspect corrected len, mix toward vignetteColor.\n vec2 p = (v_uv - 0.5) * 2.0;\n p.x *= (u_resolution.x / u_resolution.y) * u_vignetteRoundness;\n float len = length(p) * u_vignetteIntensity;\n disp *= mix(vec3(1.0), u_vignetteColor, pow(clamp(len, 0.0, 1.0), u_vignetteSmoothness));\n }\n outColor = vec4(disp, luma(disp));\n}\n";
11
+ /**
12
+ * Display-grade bake: one draw per slice into the 65³ RGBA8 TEXTURE_3D with
13
+ * `framebufferTextureLayer`. Applies contrast (pivot 0.5), saturation,
14
+ * vibrance and the optional user `.cube` sample, in the display domain —
15
+ * the same math the analytic grade would apply per pixel.
16
+ */
17
+ export declare const LUT_BAKE_GLSL = "#version 300 es\nprecision highp float;\n// GLSL ES 3.00 has no default precision for sampler3D (CI: \"'sampler3D' : No precision specified\").\nprecision highp sampler3D;\nuniform sampler3D u_userLut;\nuniform int u_hasUserLut;\nuniform float u_lutIntensity;\nuniform float u_contrast;\nuniform float u_saturation;\nuniform float u_vibrance;\nuniform float u_slice; // b texel, [0,1]\nin vec2 v_uv;\nout vec4 outColor;\n\nfloat luma(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }\n\nvoid main() {\n vec3 disp = vec3(v_uv, u_slice);\n // Contrast, pivot 0.5 \u2014 same shape as the legacy present grade.\n vec3 graded = clamp(disp * u_contrast + vec3(0.5 - 0.5 * u_contrast), 0.0, 1.0);\n // Vibrance: boost scales with distance from luma, folded into saturation\n // (verbatim from the legacy present grade).\n float l = luma(graded);\n float distanceFromLuma = min(1.0, abs(graded.r - l) + abs(graded.g - l) + abs(graded.b - l));\n float sat = u_saturation + (u_vibrance == 0.0 ? 0.0 : u_vibrance * (1.0 - distanceFromLuma));\n graded = clamp(vec3(l) + (graded - vec3(l)) * sat, 0.0, 1.0);\n if (u_hasUserLut != 0) {\n graded = mix(graded, texture(u_userLut, graded).rgb, clamp(u_lutIntensity, 0.0, 1.0));\n }\n outColor = vec4(graded, 1.0);\n}\n";
18
+ //# sourceMappingURL=displayGrade.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"displayGrade.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/displayGrade.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AAEH,eAAO,MAAM,kBAAkB,+jCA+B9B,CAAC;AAEF;;;;;GAKG;AACH,eAAO,MAAM,aAAa,wwCA+BzB,CAAC"}