@aura3d/rendering 3.0.1 → 4.0.2

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 (1826) 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 +902 -1256
  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 +154 -207
  194. package/dist/WebGL2Device.d.ts.map +1 -1
  195. package/dist/WebGL2Device.js +831 -3703
  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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@@ -0,0 +1,184 @@
1
+ /**
2
+ * C-08 (PRD-01 §8.2, Phase 3) — std140 packer + `AuraFrame` UBO.
3
+ *
4
+ * `layoutStd140` computes the std140 offsets of a block field list; `UniformBlock`
5
+ * owns a `BufferUsage:"uniform"` buffer, a Float32Array staging view and
6
+ * `bindBufferBase` wiring through `RenderDevice.bindUniformBuffer`. `FrameUniforms`
7
+ * is the real `FrameUniformsLike`: `AuraFrame` at binding 0 in the frozen C-08
8
+ * order, uploaded once per `update()` via `bufferSubData`.
9
+ *
10
+ * The block's GLSL declaration is emitted from the same field list, so generated
11
+ * sources can never drift from the packed layout.
12
+ */
13
+ import { RenderDeviceError } from "../RenderDevice.js";
14
+ import { AURA_FRAME_BLOCK } from "../contracts/frameUniforms.js";
15
+ /** std140 base alignment + footprint (floats) for the block types Aura3D emits. */
16
+ function std140Shape(type) {
17
+ switch (type) {
18
+ case "float":
19
+ case "int":
20
+ case "uint":
21
+ case "bool":
22
+ return { align: 4, floats: 1 };
23
+ case "vec2":
24
+ case "ivec2":
25
+ case "uvec2":
26
+ case "bvec2":
27
+ return { align: 8, floats: 2 };
28
+ case "vec3":
29
+ case "ivec3":
30
+ case "uvec3":
31
+ case "bvec3":
32
+ return { align: 16, floats: 3 };
33
+ case "vec4":
34
+ case "ivec4":
35
+ case "uvec4":
36
+ case "bvec4":
37
+ return { align: 16, floats: 4 };
38
+ // Matrices: C columns stored at a vec4 stride (16B) each — mat2: 2×4 floats
39
+ // (32B), mat3: 3×4 (48B), mat4: 4×4 (64B).
40
+ case "mat2":
41
+ return { align: 16, floats: 8, columns: { rows: 2, count: 2 } };
42
+ case "mat3":
43
+ return { align: 16, floats: 12, columns: { rows: 3, count: 3 } };
44
+ case "mat4":
45
+ return { align: 16, floats: 16, columns: { rows: 4, count: 4 } };
46
+ default:
47
+ throw new RenderDeviceError(`Unsupported std140 field type "${type}"`, "UNSUPPORTED_UNIFORM_BLOCK_FIELD", { type });
48
+ }
49
+ }
50
+ const alignUp = (offset, align) => offset + ((align - (offset % align)) % align);
51
+ /** Compute the std140 layout of `fields` (block size is 16-aligned). */
52
+ export function layoutStd140(fields) {
53
+ const laidOut = [];
54
+ const offsets = new Map();
55
+ let offset = 0;
56
+ for (const [name, type] of fields) {
57
+ const { align, floats } = std140Shape(type);
58
+ offset = alignUp(offset, align);
59
+ if (offsets.has(name)) {
60
+ throw new RenderDeviceError(`Duplicate uniform block field "${name}"`, "UNIFORM_BLOCK_DUPLICATE_FIELD", { name });
61
+ }
62
+ offsets.set(name, offset);
63
+ laidOut.push({ name, type, offset, floats });
64
+ offset += floats * 4;
65
+ }
66
+ return { byteSize: alignUp(offset, 16), fields: laidOut, offsets };
67
+ }
68
+ /**
69
+ * Emit `layout(std140) uniform <name> { <type> <field>; ... };` for a block.
70
+ * T0-02: declarations carry no baked `binding=` — the device assigns the named
71
+ * block → binding-point mapping with `gl.uniformBlockBinding` post-link.
72
+ */
73
+ export function uniformBlockGlsl(name, fields) {
74
+ const body = fields.map(([field, type]) => ` ${type} ${field};`).join("\n");
75
+ return `layout(std140) uniform ${name} {\n${body}\n};`;
76
+ }
77
+ /**
78
+ * A std140 uniform block: one `BufferUsage:"uniform"` buffer plus a Float32Array
79
+ * staging image. `set*` writes into staging; `upload()` pushes it with a single
80
+ * `bufferSubData` (PRD-01: uploaded once per view).
81
+ */
82
+ export class UniformBlock {
83
+ device;
84
+ name;
85
+ layout;
86
+ buffer;
87
+ binding;
88
+ /** CPU staging image of the whole block (float units). */
89
+ data;
90
+ constructor(device, name, fields, options = {}) {
91
+ this.device = device;
92
+ this.name = name;
93
+ this.layout = layoutStd140(fields);
94
+ this.binding = options.binding ?? 0;
95
+ this.data = new Float32Array(this.layout.byteSize / 4);
96
+ this.buffer = device.createBuffer("uniform", this.layout.byteSize);
97
+ }
98
+ offsetOf(name) {
99
+ const offset = this.layout.offsets.get(name);
100
+ if (offset === undefined) {
101
+ throw new RenderDeviceError(`Unknown uniform block field "${name}"`, "UNIFORM_BLOCK_UNKNOWN_FIELD", {
102
+ block: this.name,
103
+ field: name
104
+ });
105
+ }
106
+ return offset;
107
+ }
108
+ /** Write a scalar/vector/matrix field (column-major for matrices). */
109
+ set(name, value) {
110
+ const offset = this.offsetOf(name) / 4;
111
+ const field = this.layout.fields.find((f) => f.name === name);
112
+ const shape = std140Shape(field.type);
113
+ if (shape.columns) {
114
+ // Column stride is a vec4 (16 bytes) in std140 even for mat2/mat3.
115
+ for (let c = 0; c < shape.columns.count; c += 1) {
116
+ for (let r = 0; r < shape.columns.rows; r += 1) {
117
+ this.data[offset + c * 4 + r] = value[c * shape.columns.rows + r];
118
+ }
119
+ }
120
+ return;
121
+ }
122
+ for (let i = 0; i < shape.floats; i += 1) {
123
+ this.data[offset + i] = value[i];
124
+ }
125
+ }
126
+ /** Push the staging image to the GPU once (bufferSubData over the whole block). */
127
+ upload() {
128
+ this.device.updateBuffer(this.buffer, 0, this.data);
129
+ }
130
+ /** `bindBufferBase(UNIFORM_BUFFER, binding, buffer)`. */
131
+ bind() {
132
+ this.device.bindUniformBuffer?.(this.buffer, this.binding);
133
+ }
134
+ dispose() {
135
+ this.buffer.dispose();
136
+ }
137
+ }
138
+ /** AuraFrame binding point (C-08 frozen). */
139
+ export const AURA_FRAME_BINDING = 0;
140
+ /** AuraLights binding point; layout owned by PRD 02 inside the C-08 name. */
141
+ export const AURA_LIGHTS_BINDING = 1;
142
+ /**
143
+ * C-08 real `FrameUniformsLike`: the `AuraFrame` block at binding 0. `update()`
144
+ * packs the frozen field order and uploads once; `viewport` must be refreshed by
145
+ * the caller per view so `u_resolutionFarTime.xy` reports render pixels.
146
+ */
147
+ export class FrameUniforms {
148
+ block;
149
+ /** Render-target pixels for `u_resolutionFarTime.xy`; caller sets per view. */
150
+ viewport = { width: 0, height: 0 };
151
+ constructor(device, options = {}) {
152
+ this.block = new UniformBlock(device, "AuraFrame", AURA_FRAME_BLOCK, {
153
+ binding: options.binding ?? AURA_FRAME_BINDING
154
+ });
155
+ }
156
+ get buffer() {
157
+ return this.block.buffer;
158
+ }
159
+ get byteSize() {
160
+ return this.block.layout.byteSize;
161
+ }
162
+ /** GLSL declaration for generated programs (`layout(std140)`; bound at link). */
163
+ glsl() {
164
+ return uniformBlockGlsl("AuraFrame", AURA_FRAME_BLOCK);
165
+ }
166
+ update(camera, timeSeconds, exposure, flags) {
167
+ this.block.set("u_view", camera.viewMatrix);
168
+ this.block.set("u_projection", camera.projectionMatrix);
169
+ this.block.set("u_viewProjection", camera.viewProjectionMatrix);
170
+ this.block.set("u_prevViewProjection", camera.previousViewProjectionMatrix ?? camera.viewProjectionMatrix);
171
+ this.block.set("u_cameraPositionNear", [camera.position[0], camera.position[1], camera.position[2], camera.near]);
172
+ this.block.set("u_resolutionFarTime", [this.viewport.width, this.viewport.height, camera.far, timeSeconds]);
173
+ const orthoBit = camera.projection === "orthographic" ? 1 : 0;
174
+ this.block.set("u_exposureFlags", [exposure, flags | orthoBit, 0, 0]);
175
+ this.block.upload();
176
+ }
177
+ bind() {
178
+ this.block.bind();
179
+ }
180
+ dispose() {
181
+ this.block.dispose();
182
+ }
183
+ }
184
+ //# sourceMappingURL=UniformBlock.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,26 @@
1
+ import type { ShaderChunk, ShaderFeature } from "../contracts/program.js";
2
+ import type { FrameContributor } from "../contracts/frameGraph.js";
3
+ /** Uniform declarations + Bayer helper, inserted at `fragment:pars`. */
4
+ export declare const cameraFadeParsChunk: ShaderChunk;
5
+ /** First alpha-stage statement: the guarded stipple discard itself. */
6
+ export declare const cameraFadeDiscardChunk: ShaderChunk;
7
+ /**
8
+ * Per-frame pattern offset (px). The `prd08.occluderFade` contributor sets it
9
+ * from `FrameContributorContext.frameIndex` when a registered C-13 pass has
10
+ * "taa" in its id; otherwise it stays (0,0). Module state is the only channel
11
+ * between a collect-phase contributor and per-draw `bindUniforms`.
12
+ */
13
+ export declare const cameraFadeOffset: [number, number];
14
+ /** Called once per frame by the `prd08.cameraFadeOffset` contributor. */
15
+ export declare function setCameraFadeOffset(frameIndex: number, taaActive: boolean): void;
16
+ /**
17
+ * S-2 offset channel: advances `u_cameraFadeOffset` from
18
+ * `FrameContributorContext.frameIndex` only when a registered C-13 pass has
19
+ * "taa" in its id. Registered from `lanes/prd08.ts` (rendering side) so the
20
+ * engine-side occluder-fade contributor never needs to reach this module.
21
+ */
22
+ export declare function createCameraFadeOffsetContributor(): FrameContributor;
23
+ export declare const CAMERA_FADE_BIT = "cameraFade";
24
+ export declare const cameraFadeFeature: ShaderFeature;
25
+ export declare function registerCameraFadeShader(registerChunk: (c: ShaderChunk) => void, registerFeature: (f: ShaderFeature) => () => void): () => void;
26
+ //# sourceMappingURL=camera-fade.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"camera-fade.glsl.d.ts","sourceRoot":"","sources":["../../../../../packages/rendering/src/shaders/camera-fade.glsl.ts"],"names":[],"mappings":"AAmBA,OAAO,KAAK,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,sBAAsB,CAAC;AACvE,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,yBAAyB,CAAC;AAgBhE,wEAAwE;AACxE,eAAO,MAAM,mBAAmB,EAAE,WAiBjC,CAAC;AAEF,uEAAuE;AACvE,eAAO,MAAM,sBAAsB,EAAE,WAOpC,CAAC;AAEF;;;;;GAKG;AACH,eAAO,MAAM,gBAAgB,EAAE,CAAC,MAAM,EAAE,MAAM,CAAU,CAAC;AAIzD,yEAAyE;AACzE,wBAAgB,mBAAmB,CAAC,UAAU,EAAE,MAAM,EAAE,SAAS,EAAE,OAAO,GAAG,IAAI,CAIhF;AAMD;;;;;GAKG;AACH,wBAAgB,iCAAiC,IAAI,gBAAgB,CAYpE;AAED,eAAO,MAAM,eAAe,eAAe,CAAC;AAE5C,eAAO,MAAM,iBAAiB,EAAE,aAqB/B,CAAC;AAEF,wBAAgB,wBAAwB,CAAC,aAAa,EAAE,CAAC,CAAC,EAAE,WAAW,KAAK,IAAI,EAAE,eAAe,EAAE,CAAC,CAAC,EAAE,aAAa,KAAK,MAAM,IAAI,GAAG,MAAM,IAAI,CAI/I"}
@@ -0,0 +1,109 @@
1
+ import { registeredPostPasses } from "../contracts/post.js";
2
+ const BAYER_GLSL = `float a3dBayer4(vec2 p) {
3
+ ivec2 i = ivec2(mod(floor(p), 4.0));
4
+ int idx = i.x + i.y * 4;
5
+ const float m[16] = float[16](0.,8.,2.,10.,12.,4.,14.,6.,3.,11.,1.,9.,15.,7.,13.,5.);
6
+ return (m[idx] + 0.5) / 16.0;
7
+ }`;
8
+ const BAYER_WGSL = `fn a3dBayer4(p: vec2<f32>) -> f32 {
9
+ let m = array<f32, 16>(0.,8.,2.,10.,12.,4.,14.,6.,3.,11.,1.,9.,15.,7.,13.,5.);
10
+ let i = vec2<i32>(floor(p) % vec2<f32>(4.0));
11
+ return (m[i.x + i.y * 4] + 0.5) / 16.0;
12
+ }`;
13
+ /** Uniform declarations + Bayer helper, inserted at `fragment:pars`. */
14
+ export const cameraFadeParsChunk = {
15
+ name: "a3d_prd08_cameraFadePars",
16
+ owner: "prd08",
17
+ stage: "fragment",
18
+ glsl: `uniform float u_cameraFade;
19
+ uniform vec2 u_cameraFadeOffset; // per-frame pattern offset in pixels, integer 0..3
20
+ ${BAYER_GLSL}
21
+ void a3dCameraFadeDiscard() {
22
+ if (u_cameraFade < 0.999 && a3dBayer4(gl_FragCoord.xy + u_cameraFadeOffset) >= u_cameraFade) discard;
23
+ }
24
+ `,
25
+ wgsl: `@group(1) @binding(0) var<uniform> a3dCameraFadeParams: vec4<f32>; // x: fade, yz: offset
26
+ ${BAYER_WGSL}
27
+ fn a3dCameraFadeDiscard(pos: vec4<f32>, params: vec4<f32>) {
28
+ if (params.x < 0.999 && a3dBayer4(pos.xy + params.yz) >= params.x) { discard; }
29
+ }
30
+ `
31
+ };
32
+ /** First alpha-stage statement: the guarded stipple discard itself. */
33
+ export const cameraFadeDiscardChunk = {
34
+ name: "a3d_prd08_cameraFadeDiscard",
35
+ owner: "prd08",
36
+ stage: "fragment",
37
+ requires: ["a3d_prd08_cameraFadePars"],
38
+ glsl: `a3dCameraFadeDiscard();`,
39
+ wgsl: `a3dCameraFadeDiscard(a3dFragCoord, a3dCameraFadeParams);`
40
+ };
41
+ /**
42
+ * Per-frame pattern offset (px). The `prd08.occluderFade` contributor sets it
43
+ * from `FrameContributorContext.frameIndex` when a registered C-13 pass has
44
+ * "taa" in its id; otherwise it stays (0,0). Module state is the only channel
45
+ * between a collect-phase contributor and per-draw `bindUniforms`.
46
+ */
47
+ export const cameraFadeOffset = [0, 0];
48
+ const OFFSET_CYCLE = [[0, 0], [2, 2], [2, 0], [0, 2]];
49
+ /** Called once per frame by the `prd08.cameraFadeOffset` contributor. */
50
+ export function setCameraFadeOffset(frameIndex, taaActive) {
51
+ const next = taaActive ? OFFSET_CYCLE[Math.abs(frameIndex | 0) % OFFSET_CYCLE.length] : OFFSET_CYCLE[0];
52
+ cameraFadeOffset[0] = next[0];
53
+ cameraFadeOffset[1] = next[1];
54
+ }
55
+ function taaRegistered() {
56
+ return registeredPostPasses().some((p) => p.id.toLowerCase().includes("taa"));
57
+ }
58
+ /**
59
+ * S-2 offset channel: advances `u_cameraFadeOffset` from
60
+ * `FrameContributorContext.frameIndex` only when a registered C-13 pass has
61
+ * "taa" in its id. Registered from `lanes/prd08.ts` (rendering side) so the
62
+ * engine-side occluder-fade contributor never needs to reach this module.
63
+ */
64
+ export function createCameraFadeOffsetContributor() {
65
+ return {
66
+ id: "prd08.cameraFadeOffset",
67
+ owner: "prd08",
68
+ flag: "A3D_QR_CAMERA",
69
+ phases: ["collect"],
70
+ collect(items, ctx) {
71
+ if (ctx.flags.on("A3D_QR_CAMERA"))
72
+ setCameraFadeOffset(ctx.frameIndex, taaRegistered());
73
+ else
74
+ setCameraFadeOffset(0, false);
75
+ return items;
76
+ }
77
+ };
78
+ }
79
+ export const CAMERA_FADE_BIT = "cameraFade";
80
+ export const cameraFadeFeature = {
81
+ id: "prd08.cameraFade",
82
+ owner: "prd08",
83
+ flag: "A3D_QR_CAMERA",
84
+ chunks: ["a3d_prd08_cameraFadePars", "a3d_prd08_cameraFadeDiscard"],
85
+ hooks: ["fragment:pars", "fragment:alpha"],
86
+ select(input) {
87
+ const fade = input.item.cameraFade;
88
+ // Shadow/depth variants never request the feature (C-11): the occluder
89
+ // still casts onto the subject while it fades visually.
90
+ if (input.pass !== "forward")
91
+ return undefined;
92
+ if (fade === undefined || fade >= 0.999)
93
+ return undefined;
94
+ return CAMERA_FADE_BIT;
95
+ },
96
+ defines() {
97
+ return { A3D_CAMERA_FADE: true };
98
+ },
99
+ bindUniforms(_value, item, set) {
100
+ set("u_cameraFade", item.cameraFade ?? 1);
101
+ set("u_cameraFadeOffset", [cameraFadeOffset[0], cameraFadeOffset[1]]);
102
+ }
103
+ };
104
+ export function registerCameraFadeShader(registerChunk, registerFeature) {
105
+ registerChunk(cameraFadeParsChunk);
106
+ registerChunk(cameraFadeDiscardChunk);
107
+ return registerFeature(cameraFadeFeature);
108
+ }
109
+ //# sourceMappingURL=camera-fade.glsl.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,12 @@
1
+ /**
2
+ * a3d_prd02_contact_shadow — screen-space contact shadow march
3
+ * (PRD-02 §6.5/§8.6). Marches up to 16 steps along the primary shadowed
4
+ * light's view-space direction over `length` against the scene depth buffer
5
+ * (linearized to metres), with a `thickness` test and interleaved-gradient
6
+ * noise jitter. Returns a soft [0,1] visibility applied inside that light's
7
+ * V_l only — never to total colour. The pass reports
8
+ * contactShadows.passExecuted through C-31 diagnostics.
9
+ */
10
+ export declare const CONTACT_SHADOW_CHUNK_ID = "a3d_prd02_contact_shadow";
11
+ export declare const CONTACT_SHADOW_CHUNK_GLSL = "\nuniform highp sampler2D u_prd02ContactDepth; // scene depth buffer ([0,1])\nuniform mat4 u_prd02ContactInvProj; // clip -> view\nuniform mat4 u_prd02ContactProj; // view -> clip\nuniform vec3 u_prd02ContactSun; // shadowed-light dir, view space\nuniform vec4 u_prd02ContactParams; // (length_m, thickness_m, steps, jitter)\nuniform vec2 u_prd02ContactNearFar; // (near, far)\n\nfloat a3d_prd02ContactNoise(vec2 px) {\n return fract(52.9829189 * fract(0.06711056 * px.x + 0.00583715 * px.y));\n}\n\nfloat a3d_prd02ContactLinear(float z) {\n float n = u_prd02ContactNearFar.x;\n float f = u_prd02ContactNearFar.y;\n return (n * f) / (f - z * (f - n));\n}\n\nfloat a3d_contactShadow(vec2 uv) {\n float sceneZ = texture(u_prd02ContactDepth, uv).r;\n vec4 ndc = vec4(uv * 2.0 - 1.0, sceneZ * 2.0 - 1.0, 1.0);\n vec4 vpos = u_prd02ContactInvProj * ndc;\n vec3 pos = vpos.xyz / vpos.w;\n float len = u_prd02ContactParams.x;\n float thickness = u_prd02ContactParams.y;\n float steps = max(u_prd02ContactParams.z, 1.0);\n float jitter = a3d_prd02ContactNoise(gl_FragCoord.xy) * u_prd02ContactParams.w;\n float occluded = 0.0;\n for (int i = 1; i <= 16; i++) {\n if (float(i) > steps) break;\n float t = (float(i) - jitter) / steps;\n vec3 p = pos + u_prd02ContactSun * (t * len);\n vec4 clip = u_prd02ContactProj * vec4(p, 1.0);\n vec3 r = clip.xyz / clip.w;\n vec2 suv = r.xy * 0.5 + 0.5;\n if (suv.x < 0.0 || suv.x > 1.0 || suv.y < 0.0 || suv.y > 1.0) continue;\n float blocker = a3d_prd02ContactLinear(texture(u_prd02ContactDepth, suv).r);\n if (blocker < -p.z - thickness) occluded = max(occluded, 1.0 - t);\n }\n return 1.0 - occluded;\n}\n";
12
+ //# sourceMappingURL=contact_shadow.glsl.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"contact_shadow.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/chunks/contact_shadow.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AACH,eAAO,MAAM,uBAAuB,6BAA6B,CAAC;AAElE,eAAO,MAAM,yBAAyB,muDAyCrC,CAAC"}
@@ -0,0 +1,53 @@
1
+ /**
2
+ * a3d_prd02_contact_shadow — screen-space contact shadow march
3
+ * (PRD-02 §6.5/§8.6). Marches up to 16 steps along the primary shadowed
4
+ * light's view-space direction over `length` against the scene depth buffer
5
+ * (linearized to metres), with a `thickness` test and interleaved-gradient
6
+ * noise jitter. Returns a soft [0,1] visibility applied inside that light's
7
+ * V_l only — never to total colour. The pass reports
8
+ * contactShadows.passExecuted through C-31 diagnostics.
9
+ */
10
+ export const CONTACT_SHADOW_CHUNK_ID = "a3d_prd02_contact_shadow";
11
+ export const CONTACT_SHADOW_CHUNK_GLSL = /* glsl */ `
12
+ uniform highp sampler2D u_prd02ContactDepth; // scene depth buffer ([0,1])
13
+ uniform mat4 u_prd02ContactInvProj; // clip -> view
14
+ uniform mat4 u_prd02ContactProj; // view -> clip
15
+ uniform vec3 u_prd02ContactSun; // shadowed-light dir, view space
16
+ uniform vec4 u_prd02ContactParams; // (length_m, thickness_m, steps, jitter)
17
+ uniform vec2 u_prd02ContactNearFar; // (near, far)
18
+
19
+ float a3d_prd02ContactNoise(vec2 px) {
20
+ return fract(52.9829189 * fract(0.06711056 * px.x + 0.00583715 * px.y));
21
+ }
22
+
23
+ float a3d_prd02ContactLinear(float z) {
24
+ float n = u_prd02ContactNearFar.x;
25
+ float f = u_prd02ContactNearFar.y;
26
+ return (n * f) / (f - z * (f - n));
27
+ }
28
+
29
+ float a3d_contactShadow(vec2 uv) {
30
+ float sceneZ = texture(u_prd02ContactDepth, uv).r;
31
+ vec4 ndc = vec4(uv * 2.0 - 1.0, sceneZ * 2.0 - 1.0, 1.0);
32
+ vec4 vpos = u_prd02ContactInvProj * ndc;
33
+ vec3 pos = vpos.xyz / vpos.w;
34
+ float len = u_prd02ContactParams.x;
35
+ float thickness = u_prd02ContactParams.y;
36
+ float steps = max(u_prd02ContactParams.z, 1.0);
37
+ float jitter = a3d_prd02ContactNoise(gl_FragCoord.xy) * u_prd02ContactParams.w;
38
+ float occluded = 0.0;
39
+ for (int i = 1; i <= 16; i++) {
40
+ if (float(i) > steps) break;
41
+ float t = (float(i) - jitter) / steps;
42
+ vec3 p = pos + u_prd02ContactSun * (t * len);
43
+ vec4 clip = u_prd02ContactProj * vec4(p, 1.0);
44
+ vec3 r = clip.xyz / clip.w;
45
+ vec2 suv = r.xy * 0.5 + 0.5;
46
+ if (suv.x < 0.0 || suv.x > 1.0 || suv.y < 0.0 || suv.y > 1.0) continue;
47
+ float blocker = a3d_prd02ContactLinear(texture(u_prd02ContactDepth, suv).r);
48
+ if (blocker < -p.z - thickness) occluded = max(occluded, 1.0 - t);
49
+ }
50
+ return 1.0 - occluded;
51
+ }
52
+ `;
53
+ //# sourceMappingURL=contact_shadow.glsl.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"contact_shadow.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/chunks/contact_shadow.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AACH,MAAM,CAAC,MAAM,uBAAuB,GAAG,0BAA0B,CAAC;AAElE,MAAM,CAAC,MAAM,yBAAyB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyCnD,CAAC"}
@@ -0,0 +1,29 @@
1
+ /**
2
+ * a3d_prd02_lighting_ibl — environment terms (PRD-02 §8.1).
3
+ * Uniform names follow §8.1 verbatim (they live in the A3DEnvironment
4
+ * std140 block; bound by environment/EnvUniforms.ts):
5
+ * u_envSpecular (RGBA16F mip-mapped cube), u_envMipCount, u_envRotation,
6
+ * u_envDiffuseIntensity, u_envSpecularIntensity, u_envSH[7]
7
+ * (27 irradiance coefficients, cosine constants folded at upload),
8
+ * u_ambientIrradiance, u_hemiSky/u_hemiGround (pre-multiplied),
9
+ * u_hemiDirection. Plus u_envDfgLut for the split-sum DFG lookup.
10
+ */
11
+ export declare const LIGHTING_IBL_CHUNK_GLSL = "\nuniform samplerCube u_envSpecular;\nuniform sampler2D u_envDfgLut;\nuniform float u_envMipCount;\nuniform float u_envRotation;\nuniform float u_envDiffuseIntensity;\nuniform float u_envSpecularIntensity;\nuniform vec4 u_envSH[7];\nuniform vec3 u_ambientIrradiance;\nuniform vec3 u_hemiSky;\nuniform vec3 u_hemiGround;\nuniform vec3 u_hemiDirection;\n\nvec3 a3dRotateY(vec3 d, float a) {\n float c = cos(a), s = sin(a);\n return vec3(c * d.x - s * d.z, d.y, s * d.x + c * d.z);\n}\n\n// (N-1)\u00B7r\u00B7(2-r) \u2014 identical to workers/cpuPrefilter.ts roughnessToLod.\nfloat a3dRoughnessToLod(float r) {\n r = clamp(r, 0.0, 1.0);\n return (u_envMipCount - 1.0) * r * (2.0 - r);\n}\n\n// Unpack 27 folded coefficients from u_envSH[7] and evaluate\n// Ramamoorthi\u2013Hanrahan irradiance at n. packEnvSH already folds the cosine\n// band constants A_l = {\u03C0, 2\u03C0/3, \u03C0/4} into the coefficients, so only the\n// plain real-SH basis Y_lm(n) is applied here (02 IBL fix: the previous\n// constants multiplied A_l a second time).\nvec3 a3dSH9Irradiance(vec3 n) {\n n = normalize(n);\n float x = n.x, y = n.y, z = n.z;\n vec3 c0 = u_envSH[0].xyz;\n vec3 c1 = vec3(u_envSH[0].w, u_envSH[1].x, u_envSH[1].y);\n vec3 c2 = vec3(u_envSH[1].z, u_envSH[1].w, u_envSH[2].x);\n vec3 c3 = u_envSH[2].yzw;\n vec3 c4 = u_envSH[3].xyz;\n vec3 c5 = vec3(u_envSH[3].w, u_envSH[4].x, u_envSH[4].y);\n vec3 c6 = vec3(u_envSH[4].z, u_envSH[4].w, u_envSH[5].x);\n vec3 c7 = u_envSH[5].yzw;\n vec3 c8 = u_envSH[6].xyz;\n vec3 E = c0 * 0.282095;\n E += c1 * (-0.488603 * y) + c2 * (0.488603 * z) + c3 * (-0.488603 * x);\n E += c4 * (1.092548 * x * y) + c5 * (1.092548 * y * z);\n E += c6 * (0.315392 * (3.0 * z * z - 1.0));\n E += c7 * (1.092548 * x * z) + c8 * (0.546274 * (x * x - y * y));\n return max(E, vec3(0.0));\n}\n\nvec3 a3dIndirectDiffuseIrradiance(vec3 n) {\n vec3 E = a3dSH9Irradiance(a3dRotateY(n, u_envRotation)) * u_envDiffuseIntensity;\n E += u_ambientIrradiance;\n E += mix(u_hemiGround, u_hemiSky, dot(n, u_hemiDirection) * 0.5 + 0.5);\n return E; // caller multiplies by kd*albedo/PI and ao\n}\n\nvec3 a3dEnvSpecularRadiance(vec3 n, vec3 v, float r) {\n vec3 R = reflect(-v, n);\n R = normalize(mix(R, n, r * r * r * r)); // three getIBLRadiance bend\n return textureLod(u_envSpecular, a3dRotateY(R, u_envRotation), a3dRoughnessToLod(r)).rgb * u_envSpecularIntensity;\n}\n\n// Lagarde 2014 specular occlusion.\nfloat a3dSpecularOcclusion(float NoV, float ao, float r) {\n return clamp(pow(NoV + ao, exp2(-16.0 * r - 1.0)) - 1.0 + ao, 0.0, 1.0);\n}\n\nfloat a3dHorizonOcclusion(vec3 R, vec3 Ng) {\n float h = min(1.0 + dot(R, Ng), 1.0);\n return h * h;\n}\n\n// DFG LUT (Karis): texelFetch at (ndv, roughness) \u2192 (scale, bias) on F0.\nvec2 a3d_dfg(float ndv, float roughness) {\n return texture(u_envDfgLut, vec2(clamp(ndv, 0.0, 1.0), clamp(roughness, 0.0, 1.0))).rg;\n}\n\nvec3 a3d_iblSpecular(vec3 n, vec3 v, float roughness, vec3 f0) {\n vec2 dfg = a3d_dfg(max(dot(n, v), 0.0), roughness);\n return a3dEnvSpecularRadiance(n, v, roughness) * (f0 * dfg.x + dfg.y);\n}\n\n// Fresnel for the diffuse lobe (roughness-aware Schlick).\nvec3 a3d_iblDiffuseFresnel(vec3 f0, float roughness, float ndv) {\n vec3 fr = max(vec3(1.0 - roughness), f0) - f0;\n return f0 + fr * pow(1.0 - ndv, 5.0);\n}\n";
12
+ /**
13
+ * a3d_prd02_lighting_ibl_call — the E3 stage-2b replacement
14
+ * `fragment:indirect` body (statements only; spliced inside `main` where
15
+ * `V`, `N`, `material`, `indirectDiffuse` and `indirectSpecular` exist).
16
+ * The C-02 generator emits this INSTEAD of its default indirect body under
17
+ * the E3 conjunction — never in addition to it — so ambient, sampled and
18
+ * procedural terms cannot stack.
19
+ *
20
+ * Units: `a3dIndirectDiffuseIrradiance` sums the SH9/hemisphere irradiance
21
+ * with `u_ambientIrradiance`, which the packer stores as exit radiance
22
+ * (already x1/pi, `ambientToExitRadiance`). The ambient term is therefore
23
+ * split back out of the irradiance fed to the r185 multiscatter helpers
24
+ * (which divide by pi) and applied once as exit radiance. `a3dEnvIrradiance`
25
+ * keeps the name/scale the C-03 lobe IBL calls read from the default body
26
+ * (true irradiance, cf. `PI * a3dSampleEnvironment(N, 8.0)` there).
27
+ */
28
+ export declare const LIGHTING_IBL_CALL_GLSL = "\nvec3 a3dPrd02Irradiance = a3dIndirectDiffuseIrradiance(N);\nvec3 a3dEnvIrradiance = max(a3dPrd02Irradiance - u_ambientIrradiance, vec3(0.0));\nindirectDiffuse += a3dIndirectDiffuse(a3dEnvIrradiance, V, N, material);\nindirectDiffuse += u_ambientIrradiance * material.diffuseContribution;\nindirectSpecular += a3dIndirectSpecular(a3dEnvSpecularRadiance(N, V, material.roughness), a3dEnvIrradiance, V, N, material);\n";
29
+ //# sourceMappingURL=lighting_ibl.glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"lighting_ibl.glsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/chunks/lighting_ibl.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AACH,eAAO,MAAM,uBAAuB,gxGAuFnC,CAAC;AAEF;;;;;;;;;;;;;;;GAeG;AACH,eAAO,MAAM,sBAAsB,saAMlC,CAAC"}
@@ -0,0 +1,122 @@
1
+ /**
2
+ * a3d_prd02_lighting_ibl — environment terms (PRD-02 §8.1).
3
+ * Uniform names follow §8.1 verbatim (they live in the A3DEnvironment
4
+ * std140 block; bound by environment/EnvUniforms.ts):
5
+ * u_envSpecular (RGBA16F mip-mapped cube), u_envMipCount, u_envRotation,
6
+ * u_envDiffuseIntensity, u_envSpecularIntensity, u_envSH[7]
7
+ * (27 irradiance coefficients, cosine constants folded at upload),
8
+ * u_ambientIrradiance, u_hemiSky/u_hemiGround (pre-multiplied),
9
+ * u_hemiDirection. Plus u_envDfgLut for the split-sum DFG lookup.
10
+ */
11
+ export const LIGHTING_IBL_CHUNK_GLSL = /* glsl */ `
12
+ uniform samplerCube u_envSpecular;
13
+ uniform sampler2D u_envDfgLut;
14
+ uniform float u_envMipCount;
15
+ uniform float u_envRotation;
16
+ uniform float u_envDiffuseIntensity;
17
+ uniform float u_envSpecularIntensity;
18
+ uniform vec4 u_envSH[7];
19
+ uniform vec3 u_ambientIrradiance;
20
+ uniform vec3 u_hemiSky;
21
+ uniform vec3 u_hemiGround;
22
+ uniform vec3 u_hemiDirection;
23
+
24
+ vec3 a3dRotateY(vec3 d, float a) {
25
+ float c = cos(a), s = sin(a);
26
+ return vec3(c * d.x - s * d.z, d.y, s * d.x + c * d.z);
27
+ }
28
+
29
+ // (N-1)·r·(2-r) — identical to workers/cpuPrefilter.ts roughnessToLod.
30
+ float a3dRoughnessToLod(float r) {
31
+ r = clamp(r, 0.0, 1.0);
32
+ return (u_envMipCount - 1.0) * r * (2.0 - r);
33
+ }
34
+
35
+ // Unpack 27 folded coefficients from u_envSH[7] and evaluate
36
+ // Ramamoorthi–Hanrahan irradiance at n. packEnvSH already folds the cosine
37
+ // band constants A_l = {π, 2π/3, π/4} into the coefficients, so only the
38
+ // plain real-SH basis Y_lm(n) is applied here (02 IBL fix: the previous
39
+ // constants multiplied A_l a second time).
40
+ vec3 a3dSH9Irradiance(vec3 n) {
41
+ n = normalize(n);
42
+ float x = n.x, y = n.y, z = n.z;
43
+ vec3 c0 = u_envSH[0].xyz;
44
+ vec3 c1 = vec3(u_envSH[0].w, u_envSH[1].x, u_envSH[1].y);
45
+ vec3 c2 = vec3(u_envSH[1].z, u_envSH[1].w, u_envSH[2].x);
46
+ vec3 c3 = u_envSH[2].yzw;
47
+ vec3 c4 = u_envSH[3].xyz;
48
+ vec3 c5 = vec3(u_envSH[3].w, u_envSH[4].x, u_envSH[4].y);
49
+ vec3 c6 = vec3(u_envSH[4].z, u_envSH[4].w, u_envSH[5].x);
50
+ vec3 c7 = u_envSH[5].yzw;
51
+ vec3 c8 = u_envSH[6].xyz;
52
+ vec3 E = c0 * 0.282095;
53
+ E += c1 * (-0.488603 * y) + c2 * (0.488603 * z) + c3 * (-0.488603 * x);
54
+ E += c4 * (1.092548 * x * y) + c5 * (1.092548 * y * z);
55
+ E += c6 * (0.315392 * (3.0 * z * z - 1.0));
56
+ E += c7 * (1.092548 * x * z) + c8 * (0.546274 * (x * x - y * y));
57
+ return max(E, vec3(0.0));
58
+ }
59
+
60
+ vec3 a3dIndirectDiffuseIrradiance(vec3 n) {
61
+ vec3 E = a3dSH9Irradiance(a3dRotateY(n, u_envRotation)) * u_envDiffuseIntensity;
62
+ E += u_ambientIrradiance;
63
+ E += mix(u_hemiGround, u_hemiSky, dot(n, u_hemiDirection) * 0.5 + 0.5);
64
+ return E; // caller multiplies by kd*albedo/PI and ao
65
+ }
66
+
67
+ vec3 a3dEnvSpecularRadiance(vec3 n, vec3 v, float r) {
68
+ vec3 R = reflect(-v, n);
69
+ R = normalize(mix(R, n, r * r * r * r)); // three getIBLRadiance bend
70
+ return textureLod(u_envSpecular, a3dRotateY(R, u_envRotation), a3dRoughnessToLod(r)).rgb * u_envSpecularIntensity;
71
+ }
72
+
73
+ // Lagarde 2014 specular occlusion.
74
+ float a3dSpecularOcclusion(float NoV, float ao, float r) {
75
+ return clamp(pow(NoV + ao, exp2(-16.0 * r - 1.0)) - 1.0 + ao, 0.0, 1.0);
76
+ }
77
+
78
+ float a3dHorizonOcclusion(vec3 R, vec3 Ng) {
79
+ float h = min(1.0 + dot(R, Ng), 1.0);
80
+ return h * h;
81
+ }
82
+
83
+ // DFG LUT (Karis): texelFetch at (ndv, roughness) → (scale, bias) on F0.
84
+ vec2 a3d_dfg(float ndv, float roughness) {
85
+ return texture(u_envDfgLut, vec2(clamp(ndv, 0.0, 1.0), clamp(roughness, 0.0, 1.0))).rg;
86
+ }
87
+
88
+ vec3 a3d_iblSpecular(vec3 n, vec3 v, float roughness, vec3 f0) {
89
+ vec2 dfg = a3d_dfg(max(dot(n, v), 0.0), roughness);
90
+ return a3dEnvSpecularRadiance(n, v, roughness) * (f0 * dfg.x + dfg.y);
91
+ }
92
+
93
+ // Fresnel for the diffuse lobe (roughness-aware Schlick).
94
+ vec3 a3d_iblDiffuseFresnel(vec3 f0, float roughness, float ndv) {
95
+ vec3 fr = max(vec3(1.0 - roughness), f0) - f0;
96
+ return f0 + fr * pow(1.0 - ndv, 5.0);
97
+ }
98
+ `;
99
+ /**
100
+ * a3d_prd02_lighting_ibl_call — the E3 stage-2b replacement
101
+ * `fragment:indirect` body (statements only; spliced inside `main` where
102
+ * `V`, `N`, `material`, `indirectDiffuse` and `indirectSpecular` exist).
103
+ * The C-02 generator emits this INSTEAD of its default indirect body under
104
+ * the E3 conjunction — never in addition to it — so ambient, sampled and
105
+ * procedural terms cannot stack.
106
+ *
107
+ * Units: `a3dIndirectDiffuseIrradiance` sums the SH9/hemisphere irradiance
108
+ * with `u_ambientIrradiance`, which the packer stores as exit radiance
109
+ * (already x1/pi, `ambientToExitRadiance`). The ambient term is therefore
110
+ * split back out of the irradiance fed to the r185 multiscatter helpers
111
+ * (which divide by pi) and applied once as exit radiance. `a3dEnvIrradiance`
112
+ * keeps the name/scale the C-03 lobe IBL calls read from the default body
113
+ * (true irradiance, cf. `PI * a3dSampleEnvironment(N, 8.0)` there).
114
+ */
115
+ export const LIGHTING_IBL_CALL_GLSL = /* glsl */ `
116
+ vec3 a3dPrd02Irradiance = a3dIndirectDiffuseIrradiance(N);
117
+ vec3 a3dEnvIrradiance = max(a3dPrd02Irradiance - u_ambientIrradiance, vec3(0.0));
118
+ indirectDiffuse += a3dIndirectDiffuse(a3dEnvIrradiance, V, N, material);
119
+ indirectDiffuse += u_ambientIrradiance * material.diffuseContribution;
120
+ indirectSpecular += a3dIndirectSpecular(a3dEnvSpecularRadiance(N, V, material.roughness), a3dEnvIrradiance, V, N, material);
121
+ `;
122
+ //# sourceMappingURL=lighting_ibl.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"lighting_ibl.glsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/chunks/lighting_ibl.glsl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AACH,MAAM,CAAC,MAAM,uBAAuB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuFjD,CAAC;AAEF;;;;;;;;;;;;;;;GAeG;AACH,MAAM,CAAC,MAAM,sBAAsB,GAAG,UAAU,CAAC;;;;;;CAMhD,CAAC"}
@@ -0,0 +1,18 @@
1
+ /**
2
+ * CPU mirrors of the PRD-02 §8 chunk math (item 1911): the ChunkHarness
3
+ * browser test compares GLSL output against these; unit tests compare them
4
+ * against three r185's `getDistanceAttenuation` /
5
+ * `getHemisphereLightIrradiance` within 1e-6.
6
+ */
7
+ type V3 = readonly [number, number, number];
8
+ /** three r185 `getDistanceAttenuation` verbatim. */
9
+ export declare function a3dDistanceFalloff(lightDistance: number, cutoffDistance: number, decayExponent: number): number;
10
+ /**
11
+ * three r185 `getHemisphereLightIrradiance` verbatim:
12
+ * `mix(groundColor, skyColor, 0.5·dotNL+0.5)`. Mirrors the
13
+ * `a3d_prd02_lighting_ibl` hemisphere term (`u_hemi*` uniforms are
14
+ * intensity-premultiplied host-side — pass premultiplied colours here).
15
+ */
16
+ export declare function a3dHemisphereIrradiance(skyColor: V3, groundColor: V3, direction: V3, normal: V3): V3;
17
+ export {};
18
+ //# sourceMappingURL=lighting_mirrors.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"lighting_mirrors.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/chunks/lighting_mirrors.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,KAAK,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;AAE5C,oDAAoD;AACpD,wBAAgB,kBAAkB,CAAC,aAAa,EAAE,MAAM,EAAE,cAAc,EAAE,MAAM,EAAE,aAAa,EAAE,MAAM,GAAG,MAAM,CAO/G;AAQD;;;;;GAKG;AACH,wBAAgB,uBAAuB,CACrC,QAAQ,EAAE,EAAE,EACZ,WAAW,EAAE,EAAE,EACf,SAAS,EAAE,EAAE,EACb,MAAM,EAAE,EAAE,GACT,EAAE,CAOJ"}
@@ -0,0 +1,35 @@
1
+ /**
2
+ * CPU mirrors of the PRD-02 §8 chunk math (item 1911): the ChunkHarness
3
+ * browser test compares GLSL output against these; unit tests compare them
4
+ * against three r185's `getDistanceAttenuation` /
5
+ * `getHemisphereLightIrradiance` within 1e-6.
6
+ */
7
+ /** three r185 `getDistanceAttenuation` verbatim. */
8
+ export function a3dDistanceFalloff(lightDistance, cutoffDistance, decayExponent) {
9
+ const distanceFalloff = 1.0 / Math.max(Math.pow(lightDistance, decayExponent), 0.01);
10
+ if (cutoffDistance > 0.0) {
11
+ const x = Math.min(Math.max(1.0 - Math.pow(lightDistance / cutoffDistance, 4.0), 0.0), 1.0);
12
+ return distanceFalloff * x * x;
13
+ }
14
+ return distanceFalloff;
15
+ }
16
+ const dot3 = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
17
+ const normalize = (v) => {
18
+ const l = Math.hypot(v[0], v[1], v[2]) || 1;
19
+ return [v[0] / l, v[1] / l, v[2] / l];
20
+ };
21
+ /**
22
+ * three r185 `getHemisphereLightIrradiance` verbatim:
23
+ * `mix(groundColor, skyColor, 0.5·dotNL+0.5)`. Mirrors the
24
+ * `a3d_prd02_lighting_ibl` hemisphere term (`u_hemi*` uniforms are
25
+ * intensity-premultiplied host-side — pass premultiplied colours here).
26
+ */
27
+ export function a3dHemisphereIrradiance(skyColor, groundColor, direction, normal) {
28
+ const w = 0.5 * dot3(normalize(normal), normalize(direction)) + 0.5;
29
+ return [
30
+ groundColor[0] + (skyColor[0] - groundColor[0]) * w,
31
+ groundColor[1] + (skyColor[1] - groundColor[1]) * w,
32
+ groundColor[2] + (skyColor[2] - groundColor[2]) * w
33
+ ];
34
+ }
35
+ //# sourceMappingURL=lighting_mirrors.js.map