@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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  1636. package/dist/world/chunks.d.ts +15 -0
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  1640. package/dist/world/index.d.ts +38 -0
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  1644. package/dist/world/shared/shaders/worldLightFallback.d.ts +12 -0
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  1648. package/dist/world/space/PlanetMaterial.d.ts +24 -0
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  1652. package/dist/world/space/SpaceSkyBake.d.ts +46 -0
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  1656. package/dist/world/space/shaders/planet.d.ts +8 -0
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  1660. package/dist/world/space/shaders/spaceBake.d.ts +9 -0
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  1680. package/dist/world/terrain/shaders/terrain.vert.glsl.d.ts +19 -0
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  1764. package/package.json +32 -11
@@ -0,0 +1,375 @@
1
+ /**
2
+ * PRD-03 §8.14 Phase 7 — SMAA 1x WGSL twins (three passes, verbatim port of
3
+ * the GLSL twins, themselves three r185 `SMAAShader.js` — MIT; WebGL port of
4
+ * SMAA v2.8 by the three.js authors, algorithm by Jorge Jimenez et al.).
5
+ *
6
+ * three's vertex-computed `vOffset`/`vPixcoord` varyings are pure functions
7
+ * of uv + texel size — computed fragment-side, identical math.
8
+ * `SMAASampleLevelZeroOffset` = `textureLevel(tex, uv + offset·texel, 0)`.
9
+ * `u_resolution` is the texel size `vec2(1/w, 1/h)` (same value as the GL
10
+ * twin's `u_resolution`; three names it `resolution`).
11
+ * AreaTex/SearchTex arrive from the `post/smaa/` lazy chunk — areaTex needs
12
+ * a linear sampler, searchTex point (declared as separate samplers).
13
+ */
14
+ /** Pass 1 — `SMAAColorEdgeDetectionPS` (colour edges, threshold 0.1). */
15
+ export const SMAA_EDGES_WGSL = /* wgsl */ `const SMAA_THRESHOLD: f32 = 0.1;
16
+
17
+ struct SmaaEdgesParams {
18
+ resolution: vec2<f32>, // texel size 1/w, 1/h
19
+ _pad: vec2<f32>,
20
+ };
21
+
22
+ @group(0) @binding(0) var<uniform> u_params: SmaaEdgesParams;
23
+ @group(0) @binding(1) var u_color_tex: texture_2d<f32>;
24
+ @group(0) @binding(2) var u_color_smp: sampler;
25
+
26
+ fn smaa_color_edge_detection(texcoord: vec2<f32>, offset: array<vec4<f32>, 3>, color_tex: texture_2d<f32>, color_smp: sampler) -> vec4<f32> {
27
+ let threshold = vec2<f32>(SMAA_THRESHOLD, SMAA_THRESHOLD);
28
+
29
+ // Calculate color deltas:
30
+ var delta: vec4<f32>;
31
+ let c = textureSampleLevel(color_tex, color_smp, texcoord, 0.0).rgb;
32
+
33
+ let c_left = textureSampleLevel(color_tex, color_smp, offset[0].xy, 0.0).rgb;
34
+ var t = abs(c - c_left);
35
+ delta.x = max(max(t.r, t.g), t.b);
36
+
37
+ let c_top = textureSampleLevel(color_tex, color_smp, offset[0].zw, 0.0).rgb;
38
+ t = abs(c - c_top);
39
+ delta.y = max(max(t.r, t.g), t.b);
40
+
41
+ // We do the usual threshold:
42
+ var edges = step(threshold, delta.xy);
43
+
44
+ // Then discard if there is no edge:
45
+ if (dot(edges, vec2<f32>(1.0, 1.0)) == 0.0) {
46
+ discard;
47
+ }
48
+
49
+ // Calculate right and bottom deltas:
50
+ let c_right = textureSampleLevel(color_tex, color_smp, offset[1].xy, 0.0).rgb;
51
+ t = abs(c - c_right);
52
+ delta.z = max(max(t.r, t.g), t.b);
53
+
54
+ let c_bottom = textureSampleLevel(color_tex, color_smp, offset[1].zw, 0.0).rgb;
55
+ t = abs(c - c_bottom);
56
+ delta.w = max(max(t.r, t.g), t.b);
57
+
58
+ // Calculate the maximum delta in the direct neighborhood:
59
+ var max_delta = max(max(max(delta.x, delta.y), delta.z), delta.w);
60
+
61
+ // Calculate left-left and top-top deltas:
62
+ let c_left_left = textureSampleLevel(color_tex, color_smp, offset[2].xy, 0.0).rgb;
63
+ t = abs(c - c_left_left);
64
+ delta.z = max(max(t.r, t.g), t.b);
65
+
66
+ let c_top_top = textureSampleLevel(color_tex, color_smp, offset[2].zw, 0.0).rgb;
67
+ t = abs(c - c_top_top);
68
+ delta.w = max(max(t.r, t.g), t.b);
69
+
70
+ // Calculate the final maximum delta:
71
+ max_delta = max(max(max_delta, delta.z), delta.w);
72
+
73
+ // Local contrast adaptation in action:
74
+ edges = edges * step(vec2<f32>(0.5 * max_delta), delta.xy);
75
+
76
+ return vec4<f32>(edges, 0.0, 0.0);
77
+ }
78
+
79
+ @fragment
80
+ fn fs_smaa_edges(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
81
+ // three's SMAAEdgeDetectionVS offsets, computed fragment-side (identical
82
+ // values — the offsets are a pure function of texcoord + resolution).
83
+ let v_offset0 = uv.xyxy + u_params.resolution.xyxy * vec4<f32>(-1.0, 0.0, 0.0, 1.0);
84
+ let v_offset1 = uv.xyxy + u_params.resolution.xyxy * vec4<f32>(1.0, 0.0, 0.0, -1.0);
85
+ let v_offset2 = uv.xyxy + u_params.resolution.xyxy * vec4<f32>(-2.0, 0.0, 0.0, 2.0);
86
+ let v_offset = array<vec4<f32>, 3>(v_offset0, v_offset1, v_offset2);
87
+ return smaa_color_edge_detection(uv, v_offset, u_color_tex, u_color_smp);
88
+ }
89
+ `;
90
+ /** Pass 2 — `SMAABlendingWeightCalculationPS` (max search 8, no diagonal). */
91
+ export const SMAA_WEIGHTS_WGSL = /* wgsl */ `const SMAA_MAX_SEARCH_STEPS: i32 = 8;
92
+ const SMAA_AREATEX_MAX_DISTANCE: f32 = 16.0;
93
+ const SMAA_AREATEX_PIXEL_SIZE: vec2<f32> = vec2<f32>(1.0 / 160.0, 1.0 / 560.0);
94
+ const SMAA_AREATEX_SUBTEX_SIZE: f32 = 1.0 / 7.0;
95
+
96
+ struct SmaaWeightsParams {
97
+ resolution: vec2<f32>, // texel size 1/w, 1/h
98
+ _pad: vec2<f32>,
99
+ };
100
+
101
+ @group(0) @binding(0) var<uniform> u_params: SmaaWeightsParams;
102
+ @group(0) @binding(1) var u_edges_tex: texture_2d<f32>; // the pass-1 edges surface (three tDiffuse)
103
+ @group(0) @binding(2) var u_edges_smp: sampler;
104
+ @group(0) @binding(3) var u_area_tex: texture_2d<f32>;
105
+ @group(0) @binding(4) var u_area_smp: sampler; // linear
106
+ @group(0) @binding(5) var u_search_tex: texture_2d<f32>;
107
+ @group(0) @binding(6) var u_search_smp: sampler; // point/nearest
108
+
109
+ fn smaa_sample_level_zero_offset(tex: texture_2d<f32>, smp: sampler, coord: vec2<f32>, offset: vec2<i32>) -> vec4<f32> {
110
+ return textureSampleLevel(tex, smp, coord + vec2<f32>(offset) * u_params.resolution, 0.0);
111
+ }
112
+
113
+ fn smaa_search_length(search_tex: texture_2d<f32>, search_smp: sampler, e: vec2<f32>, bias: f32, scale: f32) -> f32 {
114
+ // Not required if searchTex accesses are set to point:
115
+ // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
116
+ // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
117
+ // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
118
+ var e2 = e;
119
+ e2.r = bias + e.r * scale;
120
+ return 255.0 * textureSampleLevel(search_tex, search_smp, e2, 0.0).r;
121
+ }
122
+
123
+ fn smaa_search_x_left(edges_tex: texture_2d<f32>, edges_smp: sampler, search_tex: texture_2d<f32>, search_smp: sampler, texcoord_in: vec2<f32>, end_coord: f32) -> f32 {
124
+ /**
125
+ * @PSEUDO_GATHER4
126
+ * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
127
+ * sample between edge, thus fetching four edges in a row.
128
+ * Sampling with different offsets in each direction allows to disambiguate
129
+ * which edges are active from the four fetched ones.
130
+ */
131
+ var e = vec2<f32>(0.0, 1.0);
132
+ var texcoord = texcoord_in;
133
+
134
+ for (var i = 0; i < SMAA_MAX_SEARCH_STEPS; i = i + 1) { // WebGL port note: Changed while to for
135
+ e = textureSampleLevel(edges_tex, edges_smp, texcoord, 0.0).rg;
136
+ texcoord = texcoord - vec2<f32>(2.0, 0.0) * u_params.resolution;
137
+ if (!(texcoord.x > end_coord && e.g > 0.8281 && e.r == 0.0)) { break; }
138
+ }
139
+
140
+ // We correct the previous (-0.25, -0.125) offset we applied:
141
+ texcoord.x = texcoord.x + 0.25 * u_params.resolution.x;
142
+
143
+ // The searches are bias by 1, so adjust the coords accordingly:
144
+ texcoord.x = texcoord.x + u_params.resolution.x;
145
+
146
+ // Disambiguate the length added by the last step:
147
+ texcoord.x = texcoord.x + 2.0 * u_params.resolution.x; // Undo last step
148
+ texcoord.x = texcoord.x - u_params.resolution.x * smaa_search_length(search_tex, search_smp, e, 0.0, 0.5);
149
+
150
+ return texcoord.x;
151
+ }
152
+
153
+ fn smaa_search_x_right(edges_tex: texture_2d<f32>, edges_smp: sampler, search_tex: texture_2d<f32>, search_smp: sampler, texcoord_in: vec2<f32>, end_coord: f32) -> f32 {
154
+ var e = vec2<f32>(0.0, 1.0);
155
+ var texcoord = texcoord_in;
156
+
157
+ for (var i = 0; i < SMAA_MAX_SEARCH_STEPS; i = i + 1) {
158
+ e = textureSampleLevel(edges_tex, edges_smp, texcoord, 0.0).rg;
159
+ texcoord = texcoord + vec2<f32>(2.0, 0.0) * u_params.resolution;
160
+ if (!(texcoord.x < end_coord && e.g > 0.8281 && e.r == 0.0)) { break; }
161
+ }
162
+
163
+ texcoord.x = texcoord.x - 0.25 * u_params.resolution.x;
164
+ texcoord.x = texcoord.x - u_params.resolution.x;
165
+ texcoord.x = texcoord.x - 2.0 * u_params.resolution.x;
166
+ texcoord.x = texcoord.x + u_params.resolution.x * smaa_search_length(search_tex, search_smp, e, 0.5, 0.5);
167
+
168
+ return texcoord.x;
169
+ }
170
+
171
+ fn smaa_search_y_up(edges_tex: texture_2d<f32>, edges_smp: sampler, search_tex: texture_2d<f32>, search_smp: sampler, texcoord_in: vec2<f32>, end_coord: f32) -> f32 {
172
+ var e = vec2<f32>(1.0, 0.0);
173
+ var texcoord = texcoord_in;
174
+
175
+ for (var i = 0; i < SMAA_MAX_SEARCH_STEPS; i = i + 1) {
176
+ e = textureSampleLevel(edges_tex, edges_smp, texcoord, 0.0).rg;
177
+ texcoord = texcoord + vec2<f32>(0.0, 2.0) * u_params.resolution; // WebGL port note: Changed sign
178
+ if (!(texcoord.y > end_coord && e.r > 0.8281 && e.g == 0.0)) { break; }
179
+ }
180
+
181
+ texcoord.y = texcoord.y - 0.25 * u_params.resolution.y; // WebGL port note: Changed sign
182
+ texcoord.y = texcoord.y - u_params.resolution.y; // WebGL port note: Changed sign
183
+ texcoord.y = texcoord.y - 2.0 * u_params.resolution.y; // WebGL port note: Changed sign
184
+ texcoord.y = texcoord.y + u_params.resolution.y * smaa_search_length(search_tex, search_smp, vec2<f32>(e.g, e.r), 0.0, 0.5); // WebGL port note: Changed sign
185
+
186
+ return texcoord.y;
187
+ }
188
+
189
+ fn smaa_search_y_down(edges_tex: texture_2d<f32>, edges_smp: sampler, search_tex: texture_2d<f32>, search_smp: sampler, texcoord_in: vec2<f32>, end_coord: f32) -> f32 {
190
+ var e = vec2<f32>(1.0, 0.0);
191
+ var texcoord = texcoord_in;
192
+
193
+ for (var i = 0; i < SMAA_MAX_SEARCH_STEPS; i = i + 1) {
194
+ e = textureSampleLevel(edges_tex, edges_smp, texcoord, 0.0).rg;
195
+ texcoord = texcoord - vec2<f32>(0.0, 2.0) * u_params.resolution; // WebGL port note: Changed sign
196
+ if (!(texcoord.y < end_coord && e.r > 0.8281 && e.g == 0.0)) { break; }
197
+ }
198
+
199
+ texcoord.y = texcoord.y + 0.25 * u_params.resolution.y; // WebGL port note: Changed sign
200
+ texcoord.y = texcoord.y + u_params.resolution.y; // WebGL port note: Changed sign
201
+ texcoord.y = texcoord.y + 2.0 * u_params.resolution.y; // WebGL port note: Changed sign
202
+ texcoord.y = texcoord.y - u_params.resolution.y * smaa_search_length(search_tex, search_smp, vec2<f32>(e.g, e.r), 0.5, 0.5); // WebGL port note: Changed sign
203
+
204
+ return texcoord.y;
205
+ }
206
+
207
+ fn smaa_area(area_tex: texture_2d<f32>, area_smp: sampler, dist: vec2<f32>, e1: f32, e2: f32, offset: f32) -> vec2<f32> {
208
+ // Rounding prevents precision errors of bilinear filtering:
209
+ var texcoord = SMAA_AREATEX_MAX_DISTANCE * round(4.0 * vec2<f32>(e1, e2)) + dist;
210
+
211
+ // We do a scale and bias for mapping to texel space:
212
+ texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
213
+
214
+ // Move to proper place, according to the subpixel offset:
215
+ texcoord.y = texcoord.y + SMAA_AREATEX_SUBTEX_SIZE * offset;
216
+
217
+ return textureSampleLevel(area_tex, area_smp, texcoord, 0.0).rg;
218
+ }
219
+
220
+ fn smaa_blending_weight_calculation(texcoord: vec2<f32>, pixcoord: vec2<f32>, offset: array<vec4<f32>, 3>, edges_tex: texture_2d<f32>, edges_smp: sampler, area_tex: texture_2d<f32>, area_smp: sampler, search_tex: texture_2d<f32>, search_smp: sampler, subsample_indices: vec4<i32>) -> vec4<f32> {
221
+ var weights = vec4<f32>(0.0, 0.0, 0.0, 0.0);
222
+
223
+ let e = textureSampleLevel(edges_tex, edges_smp, texcoord, 0.0).rg;
224
+
225
+ if (e.g > 0.0) { // Edge at north
226
+ var d: vec2<f32>;
227
+
228
+ // Find the distance to the left:
229
+ var coords: vec2<f32>;
230
+ coords.x = smaa_search_x_left(edges_tex, edges_smp, search_tex, search_smp, offset[0].xy, offset[2].x);
231
+ coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
232
+ d.x = coords.x;
233
+
234
+ // Now fetch the left crossing edges, two at a time using bilinear
235
+ // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
236
+ // discern what value each edge has:
237
+ let e1 = textureSampleLevel(edges_tex, edges_smp, coords, 0.0).r;
238
+
239
+ // Find the distance to the right:
240
+ coords.x = smaa_search_x_right(edges_tex, edges_smp, search_tex, search_smp, offset[0].zw, offset[2].y);
241
+ d.y = coords.x;
242
+
243
+ // We want the distances to be in pixel units (doing this here allow to
244
+ // better interleave arithmetic and memory accesses):
245
+ d = d / u_params.resolution.x - vec2<f32>(pixcoord.x);
246
+
247
+ // smaa_area below needs a sqrt, as the areas texture is compressed
248
+ // quadratically:
249
+ let sqrt_d = sqrt(abs(d));
250
+
251
+ // Fetch the right crossing edges:
252
+ coords.y = coords.y - 1.0 * u_params.resolution.y; // WebGL port note: Added
253
+ let e2 = smaa_sample_level_zero_offset(edges_tex, edges_smp, coords, vec2<i32>(1, 0)).r;
254
+
255
+ // Ok, we know how this pattern looks like, now it is time for getting
256
+ // the actual area:
257
+ let area = smaa_area(area_tex, area_smp, sqrt_d, e1, e2, f32(subsample_indices.y));
258
+ weights.x = area.x;
259
+ weights.y = area.y;
260
+ }
261
+
262
+ if (e.r > 0.0) { // Edge at west
263
+ var d: vec2<f32>;
264
+
265
+ // Find the distance to the top:
266
+ var coords: vec2<f32>;
267
+
268
+ coords.y = smaa_search_y_up(edges_tex, edges_smp, search_tex, search_smp, offset[1].xy, offset[2].z);
269
+ coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
270
+ d.x = coords.y;
271
+
272
+ // Fetch the top crossing edges:
273
+ let e1 = textureSampleLevel(edges_tex, edges_smp, coords, 0.0).g;
274
+
275
+ // Find the distance to the bottom:
276
+ coords.y = smaa_search_y_down(edges_tex, edges_smp, search_tex, search_smp, offset[1].zw, offset[2].w);
277
+ d.y = coords.y;
278
+
279
+ // We want the distances to be in pixel units:
280
+ d = d / u_params.resolution.y - vec2<f32>(pixcoord.y);
281
+
282
+ // smaa_area below needs a sqrt, as the areas texture is compressed
283
+ // quadratically:
284
+ let sqrt_d = sqrt(abs(d));
285
+
286
+ // Fetch the bottom crossing edges:
287
+ coords.y = coords.y - 1.0 * u_params.resolution.y; // WebGL port note: Added
288
+ let e2 = smaa_sample_level_zero_offset(edges_tex, edges_smp, coords, vec2<i32>(0, 1)).g;
289
+
290
+ // Get the area for this direction:
291
+ let area = smaa_area(area_tex, area_smp, sqrt_d, e1, e2, f32(subsample_indices.x));
292
+ weights.z = area.x;
293
+ weights.w = area.y;
294
+ }
295
+
296
+ return weights;
297
+ }
298
+
299
+ @fragment
300
+ fn fs_smaa_weights(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
301
+ // three's SMAABlendingWeightCalculationVS varyings, computed fragment-side.
302
+ let v_pixcoord = uv / u_params.resolution;
303
+ let v_offset0 = uv.xyxy + u_params.resolution.xyxy * vec4<f32>(-0.25, 0.125, 1.25, 0.125);
304
+ let v_offset1 = uv.xyxy + u_params.resolution.xyxy * vec4<f32>(-0.125, 0.25, -0.125, -1.25);
305
+ let v_offset2 = vec4<f32>(v_offset0.xz, v_offset1.yw) + vec4<f32>(-2.0, 2.0, -2.0, 2.0) * u_params.resolution.xxyy * f32(SMAA_MAX_SEARCH_STEPS);
306
+ let v_offset = array<vec4<f32>, 3>(v_offset0, v_offset1, v_offset2);
307
+ return smaa_blending_weight_calculation(uv, v_pixcoord, v_offset, u_edges_tex, u_edges_smp, u_area_tex, u_area_smp, u_search_tex, u_search_smp, vec4<i32>(0));
308
+ }
309
+ `;
310
+ /** Pass 3 — `SMAANeighborhoodBlendingPS` (`u_weights` = three `tDiffuse`, `u_color` = three `tColor`). */
311
+ export const SMAA_BLEND_WGSL = /* wgsl */ `struct SmaaBlendParams {
312
+ resolution: vec2<f32>, // texel size 1/w, 1/h
313
+ _pad: vec2<f32>,
314
+ };
315
+
316
+ @group(0) @binding(0) var<uniform> u_params: SmaaBlendParams;
317
+ @group(0) @binding(1) var u_weights_tex: texture_2d<f32>; // three tDiffuse — the blend-weights surface
318
+ @group(0) @binding(2) var u_weights_smp: sampler;
319
+ @group(0) @binding(3) var u_color_tex: texture_2d<f32>; // three tColor — the colour surface
320
+ @group(0) @binding(4) var u_color_smp: sampler;
321
+
322
+ fn smaa_neighborhood_blending(texcoord_in: vec2<f32>, offset: array<vec4<f32>, 2>, color_tex: texture_2d<f32>, color_smp: sampler, blend_tex: texture_2d<f32>, blend_smp: sampler) -> vec4<f32> {
323
+ // Fetch the blending weights for current pixel:
324
+ var a: vec4<f32>;
325
+ let axz = textureSampleLevel(blend_tex, blend_smp, texcoord_in, 0.0).xz;
326
+ a.x = axz.x;
327
+ a.z = axz.y;
328
+ a.y = textureSampleLevel(blend_tex, blend_smp, offset[1].zw, 0.0).g;
329
+ a.w = textureSampleLevel(blend_tex, blend_smp, offset[1].xy, 0.0).a;
330
+
331
+ // Is there any blending weight with a value greater than 0.0?
332
+ if (dot(a, vec4<f32>(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
333
+ return textureSampleLevel(color_tex, color_smp, texcoord_in, 0.0);
334
+ } else {
335
+ // Up to 4 lines can be crossing a pixel (one through each edge). We
336
+ // favor blending by choosing the line with the maximum weight for each
337
+ // direction:
338
+ var offset: vec2<f32>;
339
+ offset.x = select(-a.b, a.a, a.a > a.b); // left vs. right
340
+ offset.y = select(a.r, -a.g, a.g > a.r); // top vs. bottom // WebGL port note: Changed signs
341
+
342
+ // Then we go in the direction that has the maximum weight:
343
+ if (abs(offset.x) > abs(offset.y)) { // horizontal vs. vertical
344
+ offset.y = 0.0;
345
+ } else {
346
+ offset.x = 0.0;
347
+ }
348
+
349
+ // Fetch the opposite color and lerp by hand:
350
+ var texcoord = texcoord_in;
351
+ var c = textureSampleLevel(color_tex, color_smp, texcoord, 0.0);
352
+ texcoord = texcoord + sign(offset) * u_params.resolution;
353
+ let c_op = textureSampleLevel(color_tex, color_smp, texcoord, 0.0);
354
+ let s = select(abs(offset.y), abs(offset.x), abs(offset.x) > abs(offset.y));
355
+
356
+ // WebGL port note: Added gamma correction
357
+ c = vec4<f32>(pow(c.xyz, vec3<f32>(2.2)), c.w);
358
+ let c_op_gamma = pow(c_op.xyz, vec3<f32>(2.2));
359
+ var mixed = mix(c, vec4<f32>(c_op_gamma, c_op.w), s);
360
+ mixed = vec4<f32>(pow(mixed.xyz, vec3<f32>(1.0 / 2.2)), mixed.w);
361
+
362
+ return mixed;
363
+ }
364
+ }
365
+
366
+ @fragment
367
+ fn fs_smaa_blend(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
368
+ // three's SMAANeighborhoodBlendingVS varyings, computed fragment-side.
369
+ let v_offset0 = uv.xyxy + u_params.resolution.xyxy * vec4<f32>(-1.0, 0.0, 0.0, 1.0);
370
+ let v_offset1 = uv.xyxy + u_params.resolution.xyxy * vec4<f32>(1.0, 0.0, 0.0, -1.0);
371
+ let v_offset = array<vec4<f32>, 2>(v_offset0, v_offset1);
372
+ return smaa_neighborhood_blending(uv, v_offset, u_color_tex, u_color_smp, u_weights_tex, u_weights_smp);
373
+ }
374
+ `;
375
+ //# sourceMappingURL=smaa.wgsl.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"smaa.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/smaa.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,yEAAyE;AACzE,MAAM,CAAC,MAAM,eAAe,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0EzC,CAAC;AAEF,8EAA8E;AAC9E,MAAM,CAAC,MAAM,iBAAiB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0N3C,CAAC;AAEF,0GAA0G;AAC1G,MAAM,CAAC,MAAM,eAAe,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+DzC,CAAC"}
@@ -0,0 +1,23 @@
1
+ /**
2
+ * PRD-03 §8.6 — S5 temporal anti-aliasing resolve (WebGL2).
3
+ *
4
+ * Per the PRD: reproject history by the closest-depth 3×3 velocity
5
+ * (velocityDilate pass), fetch history through the 5-tap Catmull-Rom kernel
6
+ * ported verbatim from the legacy `taaProgram` accumulation path, clip the
7
+ * reconstructed history against the current 3×3 neighborhood in YCoCg with
8
+ * `μ ± γσ` (clip, not clamp — box sides move with the distribution), a
9
+ * motion-dependent `γ = mix(0.5, varianceGamma, (1 − motionFactor)²)`, a
10
+ * depth disocclusion test `|prevLinZ − expectedZ| > 0.1·z → weight 0`, a
11
+ * feedback weight `mix(feedbackMin, feedbackMax, 1 − saturate(|v|·size/2px))`
12
+ * with the reactive mask biasing feedback to 0.5, and a Karis-weighted HDR
13
+ * resolve so >1.0 history cannot streak.
14
+ *
15
+ * `TAA_RESOLVE_GLSL` runs at render resolution writing the new history.
16
+ * `TAA_UPSCALE_GLSL` (§8.6 TAAU, when pipeline.renderScale < 1) then
17
+ * reconstructs that resolved frame at display resolution with a 9-tap
18
+ * Blackman-Harris kernel — a single-pass EASU-style upsample.
19
+ */
20
+ export declare const TAA_RESOLVE_GLSL = "#version 300 es\nprecision highp float;\n\nuniform highp sampler2D u_current; // jittered HDR current frame\nuniform highp sampler2D u_history; // last resolved frame\nuniform highp sampler2D u_velocityDilate; // vec4(vx, vy, linZCurr, _)\nuniform highp sampler2D u_linZPrev; // last frame's linear depth (.r)\nuniform sampler2D u_reactive; // C-14 reactive mask (or 1\u00D71 zero)\nuniform bool u_hasReactive;\nuniform bool u_hasHistory;\nuniform float u_feedbackMin;\nuniform float u_feedbackMax;\nuniform float u_varianceGamma;\nout vec4 o_color;\n\nvec4 cubicWeights(float f) {\n float f2 = f * f, f3 = f2 * f;\n return vec4(-0.5*f + f2 - 0.5*f3, 1.0 - 2.5*f2 + 1.5*f3, 0.5*f + 2.0*f2 - 1.5*f3, -0.5*f2 + 0.5*f3);\n}\n\n// \u00A78.6: Catmull-Rom history fetch (ported from the legacy accumulation path).\nvec4 historyAt(vec2 uv) {\n ivec2 size = textureSize(u_history, 0);\n vec2 position = uv * vec2(size) - 0.5;\n ivec2 base = ivec2(floor(position));\n vec4 wx = cubicWeights(fract(position.x)), wy = cubicWeights(fract(position.y));\n vec4 result = vec4(0.0);\n for (int y = 0; y < 4; y++) for (int x = 0; x < 4; x++) {\n result += texelFetch(u_history, clamp(base + ivec2(x - 1, y - 1), ivec2(0), size - 1), 0) * wx[x] * wy[y];\n }\n return result;\n}\n\nvec3 rgbToYCoCg(vec3 c) { return vec3(c.r * 0.25 + c.g * 0.5 + c.b * 0.25, c.r * 0.5 - c.b * 0.5, -c.r * 0.25 + c.g * 0.5 - c.b * 0.25); }\nvec3 ycocgToRgb(vec3 c) { return vec3(c.x + c.y - c.z, c.x + c.z, c.x - c.y - c.z); }\nfloat luma(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }\n\nvoid main() {\n ivec2 pixel = ivec2(gl_FragCoord.xy);\n ivec2 size = textureSize(u_current, 0);\n vec2 uv = (vec2(pixel) + 0.5) / vec2(size);\n\n vec4 velTex = texelFetch(u_velocityDilate, pixel, 0);\n vec2 velocity = velTex.rg;\n vec2 uvPrev = uv - velocity;\n\n // Current pixel + Karis-weighted 3\u00D73 neighborhood stats in YCoCg.\n vec3 current = texelFetch(u_current, pixel, 0).rgb;\n vec3 mu = vec3(0.0), m2 = vec3(0.0);\n float wsum = 0.0;\n for (int y = -1; y <= 1; y += 1) for (int x = -1; x <= 1; x += 1) {\n vec3 tap = texelFetch(u_current, clamp(pixel + ivec2(x, y), ivec2(0), size - 1), 0).rgb;\n // Karis weight tames HDR fireflies inside the clip box.\n float w = 1.0 / (1.0 + luma(tap));\n vec3 yc = rgbToYCoCg(tap);\n mu += yc * w;\n m2 += yc * yc * w;\n wsum += w;\n }\n mu /= wsum;\n vec3 sigma = sqrt(max(m2 / wsum - mu * mu, vec3(0.0)));\n\n if (!u_hasHistory) {\n o_color = vec4(current, 1.0);\n return;\n }\n\n // A static texel reprojects onto itself: read it directly. Resampling it\n // through the Catmull-Rom kernel every frame was measured (promote-run\n // probes on prd03-taa) to pull history ~0.09 px per frame, so at 0.97\n // feedback a static 1-px line drifted a full pixel and rang below it.\n vec3 history = length(velocity * vec2(size)) < 1e-3\n ? texelFetch(u_history, clamp(pixel, ivec2(0), textureSize(u_history, 0) - 1), 0).rgb\n : historyAt(uvPrev).rgb;\n vec3 historyYc = rgbToYCoCg(history);\n\n // Motion-scaled variance: fast pixels trust the box more (\u03B3\u21920.5).\n float motionPx = length(velocity * vec2(size));\n float motionFactor = clamp(motionPx / 2.0, 0.0, 1.0);\n float gamma = mix(0.5, u_varianceGamma, (1.0 - motionFactor) * (1.0 - motionFactor));\n vec3 lo = mu - gamma * sigma;\n vec3 hi = mu + gamma * sigma;\n historyYc = clamp(historyYc, lo, hi);\n history = ycocgToRgb(historyYc);\n\n // Disocclusion: |prevLinZ \u2212 expectedZ| > 0.1\u00B7z \u2192 drop history.\n bool outOfBounds = any(lessThan(uvPrev, vec2(0.0))) || any(greaterThanEqual(uvPrev, vec2(1.0)));\n float zCurr = velTex.b;\n // The test spans the previous frame's 3\u00D73 depth range around the\n // reprojected texel: sub-pixel jitter moves thin geometry (1-px lines,\n // silhouettes) on/off a texel every frame, and a single-tap compare read\n // that coverage change as a disocclusion \u2014 history was dropped on every\n // edge texel and the \"resolve\" degenerated to the last jittered frame.\n ivec2 zSize = textureSize(u_linZPrev, 0);\n ivec2 prevPixel = ivec2(clamp(uvPrev, vec2(0.0), vec2(1.0)) * vec2(zSize));\n float zPrevMin = 3.4e38, zPrevMax = 0.0;\n for (int y = -1; y <= 1; y += 1) for (int x = -1; x <= 1; x += 1) {\n float zTap = texelFetch(u_linZPrev, clamp(prevPixel + ivec2(x, y), ivec2(0), zSize - 1), 0).r;\n zPrevMin = min(zPrevMin, zTap);\n zPrevMax = max(zPrevMax, zTap);\n }\n bool disoccluded = zCurr < zPrevMin - 0.1 * zCurr || zCurr > zPrevMax + 0.1 * zCurr;\n\n // Reactive mask (C-14) overrides accumulation; absent the attachment, a\n // luminance delta between current and reprojected history is the proxy.\n float reactive = texture(u_reactive, uv).r;\n if (!u_hasReactive) {\n reactive = abs(luma(current) - luma(history)) > 0.5 ? 1.0 : 0.0;\n }\n\n float feedback = mix(u_feedbackMin, u_feedbackMax, 1.0 - clamp(motionPx / 2.0, 0.0, 1.0));\n feedback = mix(feedback, 0.5, clamp(reactive, 0.0, 1.0));\n if (outOfBounds || disoccluded) feedback = 0.0;\n\n vec3 resolved = mix(current, history, feedback);\n o_color = vec4(max(resolved, vec3(0.0)), 1.0);\n}\n";
21
+ /** §8.6 TAAU: 9-tap Blackman-Harris reconstruct of the render-res resolved frame. */
22
+ export declare const TAA_UPSCALE_GLSL = "#version 300 es\nprecision highp float;\n\nuniform highp sampler2D u_resolved; // render-res TAA output (this frame)\nuniform vec2 u_renderSize; // render resolution (input texel space)\nuniform vec2 u_outputSize; // display resolution (draw target size)\nout vec4 o_color;\n\nfloat blackmanHarris(float x) {\n // N=9 window kernel, |x| \u2208 [0, 1.5] inside the 3\u00D73 footprint.\n float ax = abs(x) / 1.5;\n if (ax >= 1.0) return 0.0;\n return 0.35875 + 0.48829 * cos(3.14159265 * ax) + 0.14128 * cos(2.0 * 3.14159265 * ax) + 0.01168 * cos(3.0 * 3.14159265 * ax);\n}\n\nvoid main() {\n // Output pixel \u2192 render-res source position.\n vec2 srcPos = (gl_FragCoord.xy / u_outputSize) * u_renderSize - 0.5;\n ivec2 base = ivec2(floor(srcPos));\n vec2 f = srcPos - vec2(base);\n vec3 sum = vec3(0.0);\n float wsum = 0.0;\n ivec2 rSize = ivec2(u_renderSize);\n for (int y = -1; y <= 1; y += 1) for (int x = -1; x <= 1; x += 1) {\n float w = blackmanHarris(float(x) - f.x) * blackmanHarris(float(y) - f.y);\n sum += texelFetch(u_resolved, clamp(base + ivec2(x, y), ivec2(0), rSize - 1), 0).rgb * w;\n wsum += w;\n }\n o_color = vec4(sum / max(wsum, 1e-6), 1.0);\n}\n";
23
+ //# sourceMappingURL=taa.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"taa.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/taa.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;GAkBG;AAMH,eAAO,MAAM,gBAAgB,6nKAmH5B,CAAC;AAEF,qFAAqF;AACrF,eAAO,MAAM,gBAAgB,+rCA4B5B,CAAC"}
@@ -0,0 +1,169 @@
1
+ /**
2
+ * PRD-03 §8.6 — S5 temporal anti-aliasing resolve (WebGL2).
3
+ *
4
+ * Per the PRD: reproject history by the closest-depth 3×3 velocity
5
+ * (velocityDilate pass), fetch history through the 5-tap Catmull-Rom kernel
6
+ * ported verbatim from the legacy `taaProgram` accumulation path, clip the
7
+ * reconstructed history against the current 3×3 neighborhood in YCoCg with
8
+ * `μ ± γσ` (clip, not clamp — box sides move with the distribution), a
9
+ * motion-dependent `γ = mix(0.5, varianceGamma, (1 − motionFactor)²)`, a
10
+ * depth disocclusion test `|prevLinZ − expectedZ| > 0.1·z → weight 0`, a
11
+ * feedback weight `mix(feedbackMin, feedbackMax, 1 − saturate(|v|·size/2px))`
12
+ * with the reactive mask biasing feedback to 0.5, and a Karis-weighted HDR
13
+ * resolve so >1.0 history cannot streak.
14
+ *
15
+ * `TAA_RESOLVE_GLSL` runs at render resolution writing the new history.
16
+ * `TAA_UPSCALE_GLSL` (§8.6 TAAU, when pipeline.renderScale < 1) then
17
+ * reconstructs that resolved frame at display resolution with a 9-tap
18
+ * Blackman-Harris kernel — a single-pass EASU-style upsample.
19
+ */
20
+ const HEADER = `#version 300 es
21
+ precision highp float;
22
+ `;
23
+ export const TAA_RESOLVE_GLSL = /* glsl */ `${HEADER}
24
+ uniform highp sampler2D u_current; // jittered HDR current frame
25
+ uniform highp sampler2D u_history; // last resolved frame
26
+ uniform highp sampler2D u_velocityDilate; // vec4(vx, vy, linZCurr, _)
27
+ uniform highp sampler2D u_linZPrev; // last frame's linear depth (.r)
28
+ uniform sampler2D u_reactive; // C-14 reactive mask (or 1×1 zero)
29
+ uniform bool u_hasReactive;
30
+ uniform bool u_hasHistory;
31
+ uniform float u_feedbackMin;
32
+ uniform float u_feedbackMax;
33
+ uniform float u_varianceGamma;
34
+ out vec4 o_color;
35
+
36
+ vec4 cubicWeights(float f) {
37
+ float f2 = f * f, f3 = f2 * f;
38
+ return vec4(-0.5*f + f2 - 0.5*f3, 1.0 - 2.5*f2 + 1.5*f3, 0.5*f + 2.0*f2 - 1.5*f3, -0.5*f2 + 0.5*f3);
39
+ }
40
+
41
+ // §8.6: Catmull-Rom history fetch (ported from the legacy accumulation path).
42
+ vec4 historyAt(vec2 uv) {
43
+ ivec2 size = textureSize(u_history, 0);
44
+ vec2 position = uv * vec2(size) - 0.5;
45
+ ivec2 base = ivec2(floor(position));
46
+ vec4 wx = cubicWeights(fract(position.x)), wy = cubicWeights(fract(position.y));
47
+ vec4 result = vec4(0.0);
48
+ for (int y = 0; y < 4; y++) for (int x = 0; x < 4; x++) {
49
+ result += texelFetch(u_history, clamp(base + ivec2(x - 1, y - 1), ivec2(0), size - 1), 0) * wx[x] * wy[y];
50
+ }
51
+ return result;
52
+ }
53
+
54
+ vec3 rgbToYCoCg(vec3 c) { return vec3(c.r * 0.25 + c.g * 0.5 + c.b * 0.25, c.r * 0.5 - c.b * 0.5, -c.r * 0.25 + c.g * 0.5 - c.b * 0.25); }
55
+ vec3 ycocgToRgb(vec3 c) { return vec3(c.x + c.y - c.z, c.x + c.z, c.x - c.y - c.z); }
56
+ float luma(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }
57
+
58
+ void main() {
59
+ ivec2 pixel = ivec2(gl_FragCoord.xy);
60
+ ivec2 size = textureSize(u_current, 0);
61
+ vec2 uv = (vec2(pixel) + 0.5) / vec2(size);
62
+
63
+ vec4 velTex = texelFetch(u_velocityDilate, pixel, 0);
64
+ vec2 velocity = velTex.rg;
65
+ vec2 uvPrev = uv - velocity;
66
+
67
+ // Current pixel + Karis-weighted 3×3 neighborhood stats in YCoCg.
68
+ vec3 current = texelFetch(u_current, pixel, 0).rgb;
69
+ vec3 mu = vec3(0.0), m2 = vec3(0.0);
70
+ float wsum = 0.0;
71
+ for (int y = -1; y <= 1; y += 1) for (int x = -1; x <= 1; x += 1) {
72
+ vec3 tap = texelFetch(u_current, clamp(pixel + ivec2(x, y), ivec2(0), size - 1), 0).rgb;
73
+ // Karis weight tames HDR fireflies inside the clip box.
74
+ float w = 1.0 / (1.0 + luma(tap));
75
+ vec3 yc = rgbToYCoCg(tap);
76
+ mu += yc * w;
77
+ m2 += yc * yc * w;
78
+ wsum += w;
79
+ }
80
+ mu /= wsum;
81
+ vec3 sigma = sqrt(max(m2 / wsum - mu * mu, vec3(0.0)));
82
+
83
+ if (!u_hasHistory) {
84
+ o_color = vec4(current, 1.0);
85
+ return;
86
+ }
87
+
88
+ // A static texel reprojects onto itself: read it directly. Resampling it
89
+ // through the Catmull-Rom kernel every frame was measured (promote-run
90
+ // probes on prd03-taa) to pull history ~0.09 px per frame, so at 0.97
91
+ // feedback a static 1-px line drifted a full pixel and rang below it.
92
+ vec3 history = length(velocity * vec2(size)) < 1e-3
93
+ ? texelFetch(u_history, clamp(pixel, ivec2(0), textureSize(u_history, 0) - 1), 0).rgb
94
+ : historyAt(uvPrev).rgb;
95
+ vec3 historyYc = rgbToYCoCg(history);
96
+
97
+ // Motion-scaled variance: fast pixels trust the box more (γ→0.5).
98
+ float motionPx = length(velocity * vec2(size));
99
+ float motionFactor = clamp(motionPx / 2.0, 0.0, 1.0);
100
+ float gamma = mix(0.5, u_varianceGamma, (1.0 - motionFactor) * (1.0 - motionFactor));
101
+ vec3 lo = mu - gamma * sigma;
102
+ vec3 hi = mu + gamma * sigma;
103
+ historyYc = clamp(historyYc, lo, hi);
104
+ history = ycocgToRgb(historyYc);
105
+
106
+ // Disocclusion: |prevLinZ − expectedZ| > 0.1·z → drop history.
107
+ bool outOfBounds = any(lessThan(uvPrev, vec2(0.0))) || any(greaterThanEqual(uvPrev, vec2(1.0)));
108
+ float zCurr = velTex.b;
109
+ // The test spans the previous frame's 3×3 depth range around the
110
+ // reprojected texel: sub-pixel jitter moves thin geometry (1-px lines,
111
+ // silhouettes) on/off a texel every frame, and a single-tap compare read
112
+ // that coverage change as a disocclusion — history was dropped on every
113
+ // edge texel and the "resolve" degenerated to the last jittered frame.
114
+ ivec2 zSize = textureSize(u_linZPrev, 0);
115
+ ivec2 prevPixel = ivec2(clamp(uvPrev, vec2(0.0), vec2(1.0)) * vec2(zSize));
116
+ float zPrevMin = 3.4e38, zPrevMax = 0.0;
117
+ for (int y = -1; y <= 1; y += 1) for (int x = -1; x <= 1; x += 1) {
118
+ float zTap = texelFetch(u_linZPrev, clamp(prevPixel + ivec2(x, y), ivec2(0), zSize - 1), 0).r;
119
+ zPrevMin = min(zPrevMin, zTap);
120
+ zPrevMax = max(zPrevMax, zTap);
121
+ }
122
+ bool disoccluded = zCurr < zPrevMin - 0.1 * zCurr || zCurr > zPrevMax + 0.1 * zCurr;
123
+
124
+ // Reactive mask (C-14) overrides accumulation; absent the attachment, a
125
+ // luminance delta between current and reprojected history is the proxy.
126
+ float reactive = texture(u_reactive, uv).r;
127
+ if (!u_hasReactive) {
128
+ reactive = abs(luma(current) - luma(history)) > 0.5 ? 1.0 : 0.0;
129
+ }
130
+
131
+ float feedback = mix(u_feedbackMin, u_feedbackMax, 1.0 - clamp(motionPx / 2.0, 0.0, 1.0));
132
+ feedback = mix(feedback, 0.5, clamp(reactive, 0.0, 1.0));
133
+ if (outOfBounds || disoccluded) feedback = 0.0;
134
+
135
+ vec3 resolved = mix(current, history, feedback);
136
+ o_color = vec4(max(resolved, vec3(0.0)), 1.0);
137
+ }
138
+ `;
139
+ /** §8.6 TAAU: 9-tap Blackman-Harris reconstruct of the render-res resolved frame. */
140
+ export const TAA_UPSCALE_GLSL = /* glsl */ `${HEADER}
141
+ uniform highp sampler2D u_resolved; // render-res TAA output (this frame)
142
+ uniform vec2 u_renderSize; // render resolution (input texel space)
143
+ uniform vec2 u_outputSize; // display resolution (draw target size)
144
+ out vec4 o_color;
145
+
146
+ float blackmanHarris(float x) {
147
+ // N=9 window kernel, |x| ∈ [0, 1.5] inside the 3×3 footprint.
148
+ float ax = abs(x) / 1.5;
149
+ if (ax >= 1.0) return 0.0;
150
+ return 0.35875 + 0.48829 * cos(3.14159265 * ax) + 0.14128 * cos(2.0 * 3.14159265 * ax) + 0.01168 * cos(3.0 * 3.14159265 * ax);
151
+ }
152
+
153
+ void main() {
154
+ // Output pixel → render-res source position.
155
+ vec2 srcPos = (gl_FragCoord.xy / u_outputSize) * u_renderSize - 0.5;
156
+ ivec2 base = ivec2(floor(srcPos));
157
+ vec2 f = srcPos - vec2(base);
158
+ vec3 sum = vec3(0.0);
159
+ float wsum = 0.0;
160
+ ivec2 rSize = ivec2(u_renderSize);
161
+ for (int y = -1; y <= 1; y += 1) for (int x = -1; x <= 1; x += 1) {
162
+ float w = blackmanHarris(float(x) - f.x) * blackmanHarris(float(y) - f.y);
163
+ sum += texelFetch(u_resolved, clamp(base + ivec2(x, y), ivec2(0), rSize - 1), 0).rgb * w;
164
+ wsum += w;
165
+ }
166
+ o_color = vec4(sum / max(wsum, 1e-6), 1.0);
167
+ }
168
+ `;
169
+ //# sourceMappingURL=taa.glsl.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,10 @@
1
+ /**
2
+ * PRD-03 §8.6 Phase 7 — S5 TAA resolve WGSL twins: closest-depth-3×3
3
+ * reprojection, 5-tap Catmull-Rom history fetch, YCoCg `μ ± γσ` clip
4
+ * (γ motion-dependent), 0.1·z disocclusion test, motion/reactive feedback,
5
+ * Karis-weighted HDR resolve. `TAA_UPSCALE_WGSL` is the §8.6 TAAU 9-tap
6
+ * Blackman-Harris reconstruct.
7
+ */
8
+ export declare const TAA_RESOLVE_WGSL = "struct TaaResolveParams {\n has_reactive: i32,\n has_history: i32,\n feedback_min: f32,\n feedback_max: f32,\n variance_gamma: f32,\n _pad: vec3<f32>,\n};\n\n@group(0) @binding(0) var<uniform> u_params: TaaResolveParams;\n@group(0) @binding(1) var u_current_tex: texture_2d<f32>; // jittered HDR current frame\n@group(0) @binding(2) var u_history_tex: texture_2d<f32>; // last resolved frame\n@group(0) @binding(3) var u_velocity_dilate_tex: texture_2d<f32>; // vec4(vx, vy, linZCurr, _)\n@group(0) @binding(4) var u_lin_z_prev_tex: texture_2d<f32>; // last frame's linear depth (.r)\n@group(0) @binding(5) var u_lin_z_prev_smp: sampler;\n@group(0) @binding(6) var u_reactive_tex: texture_2d<f32>; // C-14 reactive mask (or 1\u00D71 zero)\n@group(0) @binding(7) var u_reactive_smp: sampler;\n\nfn cubic_weights(f: f32) -> vec4<f32> {\n let f2 = f * f;\n let f3 = f2 * f;\n return vec4<f32>(-0.5 * f + f2 - 0.5 * f3, 1.0 - 2.5 * f2 + 1.5 * f3,\n 0.5 * f + 2.0 * f2 - 1.5 * f3, -0.5 * f2 + 0.5 * f3);\n}\n\n// \u00A78.6: Catmull-Rom history fetch (ported from the legacy accumulation path).\nfn history_at(uv: vec2<f32>) -> vec4<f32> {\n let size = vec2<i32>(textureDimensions(u_history_tex));\n let position = uv * vec2<f32>(size) - vec2<f32>(0.5);\n let base = vec2<i32>(floor(position));\n let wx = cubic_weights(fract(position.x));\n let wy = cubic_weights(fract(position.y));\n var result = vec4<f32>(0.0);\n for (var y = 0; y < 4; y = y + 1) {\n for (var x = 0; x < 4; x = x + 1) {\n result = result + textureLoad(u_history_tex,\n clamp(base + vec2<i32>(x - 1, y - 1), vec2<i32>(0), size - vec2<i32>(1)), 0) * wx[x] * wy[y];\n }\n }\n return result;\n}\n\nfn rgb_to_ycocg(c: vec3<f32>) -> vec3<f32> {\n return vec3<f32>(c.r * 0.25 + c.g * 0.5 + c.b * 0.25,\n c.r * 0.5 - c.b * 0.5,\n -c.r * 0.25 + c.g * 0.5 - c.b * 0.25);\n}\nfn ycocg_to_rgb(c: vec3<f32>) -> vec3<f32> {\n return vec3<f32>(c.x + c.y - c.z, c.x + c.z, c.x - c.y - c.z);\n}\nfn taa_luma(c: vec3<f32>) -> f32 { return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722)); }\n\n@fragment\nfn fs_taa_resolve(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {\n let pixel = vec2<i32>(frag_coord.xy);\n let size = vec2<i32>(textureDimensions(u_current_tex));\n let uv = (vec2<f32>(pixel) + vec2<f32>(0.5)) / vec2<f32>(size);\n\n let vel_tex = textureLoad(u_velocity_dilate_tex, pixel, 0);\n let velocity = vel_tex.rg;\n let uv_prev = uv - velocity;\n\n // Current pixel + Karis-weighted 3\u00D73 neighborhood stats in YCoCg.\n let current = textureLoad(u_current_tex, pixel, 0).rgb;\n var mu = vec3<f32>(0.0);\n var m2 = vec3<f32>(0.0);\n var wsum = 0.0;\n for (var y = -1; y <= 1; y = y + 1) {\n for (var x = -1; x <= 1; x = x + 1) {\n let tap = textureLoad(u_current_tex,\n clamp(pixel + vec2<i32>(x, y), vec2<i32>(0), size - vec2<i32>(1)), 0).rgb;\n // Karis weight tames HDR fireflies inside the clip box.\n let w = 1.0 / (1.0 + taa_luma(tap));\n let yc = rgb_to_ycocg(tap);\n mu = mu + yc * w;\n m2 = m2 + yc * yc * w;\n wsum = wsum + w;\n }\n }\n mu = mu / wsum;\n let sigma = sqrt(max(m2 / wsum - mu * mu, vec3<f32>(0.0)));\n\n if (u_params.has_history == 0) {\n return vec4<f32>(current, 1.0);\n }\n\n // Static texel: direct read (GLSL twin \u2014 no per-frame resample drift).\n let hist_size = vec2<i32>(textureDimensions(u_history_tex));\n let history = select(history_at(uv_prev).rgb,\n textureLoad(u_history_tex, clamp(pixel, vec2<i32>(0), hist_size - vec2<i32>(1)), 0).rgb,\n length(velocity * vec2<f32>(size)) < 1e-3);\n var history_yc = rgb_to_ycocg(history);\n\n // Motion-scaled variance: fast pixels trust the box more (\u03B3\u21920.5).\n let motion_px = length(velocity * vec2<f32>(size));\n let motion_factor = clamp(motion_px / 2.0, 0.0, 1.0);\n let gamma = mix(0.5, u_params.variance_gamma, (1.0 - motion_factor) * (1.0 - motion_factor));\n let lo = mu - gamma * sigma;\n let hi = mu + gamma * sigma;\n history_yc = clamp(history_yc, lo, hi);\n let history_rgb = ycocg_to_rgb(history_yc);\n\n // Disocclusion: |prevLinZ \u2212 expectedZ| > 0.1\u00B7z \u2192 drop history.\n let out_of_bounds = any(uv_prev < vec2<f32>(0.0)) || any(uv_prev >= vec2<f32>(1.0));\n let z_curr = vel_tex.b;\n // 3\u00D73 previous-depth range around the reprojected texel (GLSL twin):\n // sub-pixel jitter moving thin geometry on/off a texel is coverage, not\n // disocclusion, and must not drop history.\n let z_size = vec2<i32>(textureDimensions(u_lin_z_prev_tex, 0));\n let prev_pixel = vec2<i32>(clamp(uv_prev, vec2<f32>(0.0), vec2<f32>(1.0)) * vec2<f32>(z_size));\n // Centre tap through the bound sampler (keeps binding 5 live for an\n // 'auto' pipeline layout), then the 3\u00D73 texel range.\n let z_prev_centre = textureSampleLevel(u_lin_z_prev_tex, u_lin_z_prev_smp,\n clamp(uv_prev, vec2<f32>(0.0), vec2<f32>(1.0)), 0.0).r;\n var z_prev_min = z_prev_centre;\n var z_prev_max = z_prev_centre;\n for (var zy = -1; zy <= 1; zy = zy + 1) {\n for (var zx = -1; zx <= 1; zx = zx + 1) {\n let z_tap = textureLoad(u_lin_z_prev_tex, clamp(prev_pixel + vec2<i32>(zx, zy), vec2<i32>(0), z_size - vec2<i32>(1)), 0).r;\n z_prev_min = min(z_prev_min, z_tap);\n z_prev_max = max(z_prev_max, z_tap);\n }\n }\n let disoccluded = z_curr < z_prev_min - 0.1 * z_curr || z_curr > z_prev_max + 0.1 * z_curr;\n\n // Reactive mask (C-14) overrides accumulation; absent the attachment, a\n // luminance delta between current and reprojected history is the proxy.\n var reactive = textureSampleLevel(u_reactive_tex, u_reactive_smp, uv, 0.0).r;\n if (u_params.has_reactive == 0) {\n reactive = select(0.0, 1.0, abs(taa_luma(current) - taa_luma(history_rgb)) > 0.5);\n }\n\n var feedback = mix(u_params.feedback_min, u_params.feedback_max, 1.0 - clamp(motion_px / 2.0, 0.0, 1.0));\n feedback = mix(feedback, 0.5, clamp(reactive, 0.0, 1.0));\n if (out_of_bounds || disoccluded) { feedback = 0.0; }\n\n let resolved = mix(current, history_rgb, feedback);\n return vec4<f32>(max(resolved, vec3<f32>(0.0)), 1.0);\n}\n";
9
+ export declare const TAA_UPSCALE_WGSL = "struct TaaUpscaleParams {\n render_size: vec2<f32>, // render resolution (input texel space)\n output_size: vec2<f32>, // display resolution (draw target size)\n};\n\n@group(0) @binding(0) var<uniform> u_params: TaaUpscaleParams;\n@group(0) @binding(1) var u_resolved_tex: texture_2d<f32>; // render-res TAA output (this frame)\n\nfn blackman_harris(x: f32) -> f32 {\n // N=9 window kernel, |x| \u2208 [0, 1.5] inside the 3\u00D73 footprint.\n let ax = abs(x) / 1.5;\n if (ax >= 1.0) { return 0.0; }\n return 0.35875 + 0.48829 * cos(3.14159265 * ax)\n + 0.14128 * cos(2.0 * 3.14159265 * ax)\n + 0.01168 * cos(3.0 * 3.14159265 * ax);\n}\n\n@fragment\nfn fs_taa_upscale(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {\n // Output pixel \u2192 render-res source position.\n let src_pos = (frag_coord.xy / u_params.output_size) * u_params.render_size - vec2<f32>(0.5);\n let base = vec2<i32>(floor(src_pos));\n let f = src_pos - vec2<f32>(base);\n var sum = vec3<f32>(0.0);\n var wsum = 0.0;\n let r_size = vec2<i32>(u_params.render_size);\n for (var y = -1; y <= 1; y = y + 1) {\n for (var x = -1; x <= 1; x = x + 1) {\n let w = blackman_harris(f32(x) - f.x) * blackman_harris(f32(y) - f.y);\n sum = sum + textureLoad(u_resolved_tex,\n clamp(base + vec2<i32>(x, y), vec2<i32>(0), r_size - vec2<i32>(1)), 0).rgb * w;\n wsum = wsum + w;\n }\n }\n return vec4<f32>(sum / max(wsum, 1e-6), 1.0);\n}\n";
10
+ //# sourceMappingURL=taa.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"taa.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/post/shaders/taa.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH,eAAO,MAAM,gBAAgB,6lMA2I5B,CAAC;AAEF,eAAO,MAAM,gBAAgB,i8CAoC5B,CAAC"}