@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 +1,8 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_alpha_a2c (PRD-04 §8.10/§8.12): same `a3d_` names,
3
+ * identical math (r185 alphatest_fragment.glsl.js:5-13).
4
+ */
5
+ declare const wgsl = "\n// MASK without coverage: hard cutoff discard (r185 USE_ALPHATEST arm,\n// alphatest_fragment.glsl.js:9-13).\nfn a3dPrd04AlphaTest(alpha: f32, cutoff: f32) {\n\tif (alpha < cutoff) {\n\t\tdiscard;\n\t}\n}\n\n// MASK + alpha-to-coverage: screen-space derivative smoothing around the\n// cutoff, then discard fully-covered-out texels (r185 ALPHA_TO_COVERAGE arm,\n// alphatest_fragment.glsl.js:5-7).\nfn a3dPrd04AlphaToCoverage(alpha: ptr<function, f32>, cutoff: f32) {\n\t*alpha = smoothstep(cutoff, cutoff + fwidth(*alpha), *alpha);\n\tif (*alpha == 0.0) {\n\t\tdiscard;\n\t}\n}\n";
6
+ export declare const A3D_PRD04_ALPHA_A2C_WGSL = "\n// MASK without coverage: hard cutoff discard (r185 USE_ALPHATEST arm,\n// alphatest_fragment.glsl.js:9-13).\nfn a3dPrd04AlphaTest(alpha: f32, cutoff: f32) {\n\tif (alpha < cutoff) {\n\t\tdiscard;\n\t}\n}\n\n// MASK + alpha-to-coverage: screen-space derivative smoothing around the\n// cutoff, then discard fully-covered-out texels (r185 ALPHA_TO_COVERAGE arm,\n// alphatest_fragment.glsl.js:5-7).\nfn a3dPrd04AlphaToCoverage(alpha: ptr<function, f32>, cutoff: f32) {\n\t*alpha = smoothstep(cutoff, cutoff + fwidth(*alpha), *alpha);\n\tif (*alpha == 0.0) {\n\t\tdiscard;\n\t}\n}\n";
7
+ export default wgsl;
8
+ //# sourceMappingURL=alpha_a2c.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"alpha_a2c.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/alpha_a2c.wgsl.ts"],"names":[],"mappings":"AAAA;;;GAGG;AACH,QAAA,MAAM,IAAI,2kBAkBT,CAAC;AAEF,eAAO,MAAM,wBAAwB,2kBAAO,CAAC;AAC7C,eAAe,IAAI,CAAC"}
@@ -0,0 +1,26 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_alpha_a2c (PRD-04 §8.10/§8.12): same `a3d_` names,
3
+ * identical math (r185 alphatest_fragment.glsl.js:5-13).
4
+ */
5
+ const wgsl = /* wgsl */ `
6
+ // MASK without coverage: hard cutoff discard (r185 USE_ALPHATEST arm,
7
+ // alphatest_fragment.glsl.js:9-13).
8
+ fn a3dPrd04AlphaTest(alpha: f32, cutoff: f32) {
9
+ if (alpha < cutoff) {
10
+ discard;
11
+ }
12
+ }
13
+
14
+ // MASK + alpha-to-coverage: screen-space derivative smoothing around the
15
+ // cutoff, then discard fully-covered-out texels (r185 ALPHA_TO_COVERAGE arm,
16
+ // alphatest_fragment.glsl.js:5-7).
17
+ fn a3dPrd04AlphaToCoverage(alpha: ptr<function, f32>, cutoff: f32) {
18
+ *alpha = smoothstep(cutoff, cutoff + fwidth(*alpha), *alpha);
19
+ if (*alpha == 0.0) {
20
+ discard;
21
+ }
22
+ }
23
+ `;
24
+ export const A3D_PRD04_ALPHA_A2C_WGSL = wgsl;
25
+ export default wgsl;
26
+ //# sourceMappingURL=alpha_a2c.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"alpha_a2c.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/alpha_a2c.wgsl.ts"],"names":[],"mappings":"AAAA;;;GAGG;AACH,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;CAkBvB,CAAC;AAEF,MAAM,CAAC,MAAM,wBAAwB,GAAG,IAAI,CAAC;AAC7C,eAAe,IAAI,CAAC"}
@@ -0,0 +1,10 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_anisotropy (PRD-04 §8.12): same `a3d_` names,
3
+ * identical math (r185 lights_physical_fragment.glsl.js:131-158,
4
+ * lights_physical_pars_fragment.glsl.js:102-119,176-197,
5
+ * envmap_physical_pars_fragment.glsl.js:38-56).
6
+ */
7
+ declare const wgsl = "\n// Anisotropic visibility \u2014 Filament model (r185\n// V_GGX_SmithCorrelated_Anisotropic, lights_physical_pars_fragment.glsl.js:102-108).\nfn a3dPrd04VGGXAnisotropic(alphaT: f32, alphaB: f32, dotTV: f32, dotBV: f32, dotTL: f32, dotBL: f32, dotNV: f32, dotNL: f32) -> f32 {\n\tlet gv = dotNL * length(vec3f(alphaT * dotTV, alphaB * dotBV, dotNV));\n\tlet gl = dotNV * length(vec3f(alphaT * dotTL, alphaB * dotBL, dotNL));\n\treturn 0.5 / max(gv + gl, EPSILON);\n}\n\n// Anisotropic GGX distribution (r185 D_GGX_Anisotropic,\n// lights_physical_pars_fragment.glsl.js:110-119).\nfn a3dPrd04DGGXAnisotropic(alphaT: f32, alphaB: f32, dotNH: f32, dotTH: f32, dotBH: f32) -> f32 {\n\tlet a2 = alphaT * alphaB;\n\tlet v = vec3f(alphaB * dotTH, alphaT * dotBH, a2 * dotNH);\n\tlet v2 = dot(v, v);\n\tlet w2 = a2 / v2;\n\n\treturn RECIPROCAL_PI * a2 * (w2 * w2);\n}\n\n// Direction/frame resolution (r185 lights_physical_fragment.glsl.js:131-158).\n// anisoTex = anisotropyMap texel (.rg polar dir, .b strength).\nfn a3dPrd04AnisotropyInit(lobes: ptr<function, A3DPrd04Lobes>, anisotropyVector: vec2f, anisoTex: vec4f, useAnisoTex: bool, tangent: vec3f, bitangent: vec3f, roughness: f32) {\n\tvar anisotropyV: vec2f;\n\tif (useAnisoTex) {\n\t\tlet anisotropyMat = mat2x2f(\n\t\t\tvec2f(anisotropyVector.x, anisotropyVector.y),\n\t\t\tvec2f(-anisotropyVector.y, anisotropyVector.x)\n\t\t);\n\t\tlet anisotropyPolar = anisoTex.rgb;\n\t\tanisotropyV = anisotropyMat * normalize(2.0 * anisotropyPolar.rg - vec2f(1.0)) * anisotropyPolar.b;\n\t} else {\n\t\tanisotropyV = anisotropyVector;\n\t}\n\n\t(*lobes).anisotropy = length(anisotropyV);\n\n\tif ((*lobes).anisotropy == 0.0) {\n\t\tanisotropyV = vec2f(1.0, 0.0);\n\t} else {\n\t\tanisotropyV /= (*lobes).anisotropy;\n\t\t(*lobes).anisotropy = saturate((*lobes).anisotropy);\n\t}\n\n\t// Roughness along the anisotropy bitangent is the material roughness, while\n\t// the tangent roughness increases with anisotropy.\n\t(*lobes).alphaT = mix(pow2(roughness), 1.0, pow2((*lobes).anisotropy));\n\n\t(*lobes).anisotropyT = tangent * anisotropyV.x + bitangent * anisotropyV.y;\n\t(*lobes).anisotropyB = bitangent * anisotropyV.x - tangent * anisotropyV.y;\n}\n\n// Direct anisotropic specular (r185 BRDF_GGX USE_ANISOTROPY arm,\n// lights_physical_pars_fragment.glsl.js:176-197).\nfn a3dPrd04AnisotropyDirect(lightDir: vec3f, viewDir: vec3f, normal: vec3f, f0: vec3f, f90: f32, roughness: f32, lobes: A3DPrd04Lobes) -> vec3f {\n\tlet alpha = pow2(roughness);\n\n\tlet halfDir = normalize(lightDir + viewDir);\n\n\tlet dotNL = saturate(dot(normal, lightDir));\n\tlet dotNV = saturate(dot(normal, viewDir));\n\tlet dotNH = saturate(dot(normal, halfDir));\n\tlet dotVH = saturate(dot(viewDir, halfDir));\n\n\tlet F = F_Schlick(f0, f90, dotVH);\n\n\tlet dotTL = dot(lobes.anisotropyT, lightDir);\n\tlet dotTV = dot(lobes.anisotropyT, viewDir);\n\tlet dotTH = dot(lobes.anisotropyT, halfDir);\n\tlet dotBL = dot(lobes.anisotropyB, lightDir);\n\tlet dotBV = dot(lobes.anisotropyB, viewDir);\n\tlet dotBH = dot(lobes.anisotropyB, halfDir);\n\n\tlet V = a3dPrd04VGGXAnisotropic(lobes.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL);\n\n\tlet D = a3dPrd04DGGXAnisotropic(lobes.alphaT, alpha, dotNH, dotTH, dotBH);\n\n\treturn F * (V * D);\n}\n\n// IBL bent normal (r185 getIBLAnisotropyRadiance,\n// envmap_physical_pars_fragment.glsl.js:38-56).\nfn a3dPrd04AnisotropyBentNormal(viewDir: vec3f, normal: vec3f, roughness: f32, bitangent: vec3f, anisotropy: f32) -> vec3f {\n\tvar bentNormal = cross(bitangent, viewDir);\n\tbentNormal = normalize(cross(bentNormal, bitangent));\n\treturn normalize(mix(bentNormal, normal, pow2(pow2(1.0 - anisotropy * (1.0 - roughness)))));\n}\n";
8
+ export declare const A3D_PRD04_ANISOTROPY_WGSL = "\n// Anisotropic visibility \u2014 Filament model (r185\n// V_GGX_SmithCorrelated_Anisotropic, lights_physical_pars_fragment.glsl.js:102-108).\nfn a3dPrd04VGGXAnisotropic(alphaT: f32, alphaB: f32, dotTV: f32, dotBV: f32, dotTL: f32, dotBL: f32, dotNV: f32, dotNL: f32) -> f32 {\n\tlet gv = dotNL * length(vec3f(alphaT * dotTV, alphaB * dotBV, dotNV));\n\tlet gl = dotNV * length(vec3f(alphaT * dotTL, alphaB * dotBL, dotNL));\n\treturn 0.5 / max(gv + gl, EPSILON);\n}\n\n// Anisotropic GGX distribution (r185 D_GGX_Anisotropic,\n// lights_physical_pars_fragment.glsl.js:110-119).\nfn a3dPrd04DGGXAnisotropic(alphaT: f32, alphaB: f32, dotNH: f32, dotTH: f32, dotBH: f32) -> f32 {\n\tlet a2 = alphaT * alphaB;\n\tlet v = vec3f(alphaB * dotTH, alphaT * dotBH, a2 * dotNH);\n\tlet v2 = dot(v, v);\n\tlet w2 = a2 / v2;\n\n\treturn RECIPROCAL_PI * a2 * (w2 * w2);\n}\n\n// Direction/frame resolution (r185 lights_physical_fragment.glsl.js:131-158).\n// anisoTex = anisotropyMap texel (.rg polar dir, .b strength).\nfn a3dPrd04AnisotropyInit(lobes: ptr<function, A3DPrd04Lobes>, anisotropyVector: vec2f, anisoTex: vec4f, useAnisoTex: bool, tangent: vec3f, bitangent: vec3f, roughness: f32) {\n\tvar anisotropyV: vec2f;\n\tif (useAnisoTex) {\n\t\tlet anisotropyMat = mat2x2f(\n\t\t\tvec2f(anisotropyVector.x, anisotropyVector.y),\n\t\t\tvec2f(-anisotropyVector.y, anisotropyVector.x)\n\t\t);\n\t\tlet anisotropyPolar = anisoTex.rgb;\n\t\tanisotropyV = anisotropyMat * normalize(2.0 * anisotropyPolar.rg - vec2f(1.0)) * anisotropyPolar.b;\n\t} else {\n\t\tanisotropyV = anisotropyVector;\n\t}\n\n\t(*lobes).anisotropy = length(anisotropyV);\n\n\tif ((*lobes).anisotropy == 0.0) {\n\t\tanisotropyV = vec2f(1.0, 0.0);\n\t} else {\n\t\tanisotropyV /= (*lobes).anisotropy;\n\t\t(*lobes).anisotropy = saturate((*lobes).anisotropy);\n\t}\n\n\t// Roughness along the anisotropy bitangent is the material roughness, while\n\t// the tangent roughness increases with anisotropy.\n\t(*lobes).alphaT = mix(pow2(roughness), 1.0, pow2((*lobes).anisotropy));\n\n\t(*lobes).anisotropyT = tangent * anisotropyV.x + bitangent * anisotropyV.y;\n\t(*lobes).anisotropyB = bitangent * anisotropyV.x - tangent * anisotropyV.y;\n}\n\n// Direct anisotropic specular (r185 BRDF_GGX USE_ANISOTROPY arm,\n// lights_physical_pars_fragment.glsl.js:176-197).\nfn a3dPrd04AnisotropyDirect(lightDir: vec3f, viewDir: vec3f, normal: vec3f, f0: vec3f, f90: f32, roughness: f32, lobes: A3DPrd04Lobes) -> vec3f {\n\tlet alpha = pow2(roughness);\n\n\tlet halfDir = normalize(lightDir + viewDir);\n\n\tlet dotNL = saturate(dot(normal, lightDir));\n\tlet dotNV = saturate(dot(normal, viewDir));\n\tlet dotNH = saturate(dot(normal, halfDir));\n\tlet dotVH = saturate(dot(viewDir, halfDir));\n\n\tlet F = F_Schlick(f0, f90, dotVH);\n\n\tlet dotTL = dot(lobes.anisotropyT, lightDir);\n\tlet dotTV = dot(lobes.anisotropyT, viewDir);\n\tlet dotTH = dot(lobes.anisotropyT, halfDir);\n\tlet dotBL = dot(lobes.anisotropyB, lightDir);\n\tlet dotBV = dot(lobes.anisotropyB, viewDir);\n\tlet dotBH = dot(lobes.anisotropyB, halfDir);\n\n\tlet V = a3dPrd04VGGXAnisotropic(lobes.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL);\n\n\tlet D = a3dPrd04DGGXAnisotropic(lobes.alphaT, alpha, dotNH, dotTH, dotBH);\n\n\treturn F * (V * D);\n}\n\n// IBL bent normal (r185 getIBLAnisotropyRadiance,\n// envmap_physical_pars_fragment.glsl.js:38-56).\nfn a3dPrd04AnisotropyBentNormal(viewDir: vec3f, normal: vec3f, roughness: f32, bitangent: vec3f, anisotropy: f32) -> vec3f {\n\tvar bentNormal = cross(bitangent, viewDir);\n\tbentNormal = normalize(cross(bentNormal, bitangent));\n\treturn normalize(mix(bentNormal, normal, pow2(pow2(1.0 - anisotropy * (1.0 - roughness)))));\n}\n";
9
+ export default wgsl;
10
+ //# sourceMappingURL=anisotropy.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"anisotropy.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/anisotropy.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,QAAA,MAAM,IAAI,woHAuFT,CAAC;AAEF,eAAO,MAAM,yBAAyB,woHAAO,CAAC;AAC9C,eAAe,IAAI,CAAC"}
@@ -0,0 +1,97 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_anisotropy (PRD-04 §8.12): same `a3d_` names,
3
+ * identical math (r185 lights_physical_fragment.glsl.js:131-158,
4
+ * lights_physical_pars_fragment.glsl.js:102-119,176-197,
5
+ * envmap_physical_pars_fragment.glsl.js:38-56).
6
+ */
7
+ const wgsl = /* wgsl */ `
8
+ // Anisotropic visibility — Filament model (r185
9
+ // V_GGX_SmithCorrelated_Anisotropic, lights_physical_pars_fragment.glsl.js:102-108).
10
+ fn a3dPrd04VGGXAnisotropic(alphaT: f32, alphaB: f32, dotTV: f32, dotBV: f32, dotTL: f32, dotBL: f32, dotNV: f32, dotNL: f32) -> f32 {
11
+ let gv = dotNL * length(vec3f(alphaT * dotTV, alphaB * dotBV, dotNV));
12
+ let gl = dotNV * length(vec3f(alphaT * dotTL, alphaB * dotBL, dotNL));
13
+ return 0.5 / max(gv + gl, EPSILON);
14
+ }
15
+
16
+ // Anisotropic GGX distribution (r185 D_GGX_Anisotropic,
17
+ // lights_physical_pars_fragment.glsl.js:110-119).
18
+ fn a3dPrd04DGGXAnisotropic(alphaT: f32, alphaB: f32, dotNH: f32, dotTH: f32, dotBH: f32) -> f32 {
19
+ let a2 = alphaT * alphaB;
20
+ let v = vec3f(alphaB * dotTH, alphaT * dotBH, a2 * dotNH);
21
+ let v2 = dot(v, v);
22
+ let w2 = a2 / v2;
23
+
24
+ return RECIPROCAL_PI * a2 * (w2 * w2);
25
+ }
26
+
27
+ // Direction/frame resolution (r185 lights_physical_fragment.glsl.js:131-158).
28
+ // anisoTex = anisotropyMap texel (.rg polar dir, .b strength).
29
+ fn a3dPrd04AnisotropyInit(lobes: ptr<function, A3DPrd04Lobes>, anisotropyVector: vec2f, anisoTex: vec4f, useAnisoTex: bool, tangent: vec3f, bitangent: vec3f, roughness: f32) {
30
+ var anisotropyV: vec2f;
31
+ if (useAnisoTex) {
32
+ let anisotropyMat = mat2x2f(
33
+ vec2f(anisotropyVector.x, anisotropyVector.y),
34
+ vec2f(-anisotropyVector.y, anisotropyVector.x)
35
+ );
36
+ let anisotropyPolar = anisoTex.rgb;
37
+ anisotropyV = anisotropyMat * normalize(2.0 * anisotropyPolar.rg - vec2f(1.0)) * anisotropyPolar.b;
38
+ } else {
39
+ anisotropyV = anisotropyVector;
40
+ }
41
+
42
+ (*lobes).anisotropy = length(anisotropyV);
43
+
44
+ if ((*lobes).anisotropy == 0.0) {
45
+ anisotropyV = vec2f(1.0, 0.0);
46
+ } else {
47
+ anisotropyV /= (*lobes).anisotropy;
48
+ (*lobes).anisotropy = saturate((*lobes).anisotropy);
49
+ }
50
+
51
+ // Roughness along the anisotropy bitangent is the material roughness, while
52
+ // the tangent roughness increases with anisotropy.
53
+ (*lobes).alphaT = mix(pow2(roughness), 1.0, pow2((*lobes).anisotropy));
54
+
55
+ (*lobes).anisotropyT = tangent * anisotropyV.x + bitangent * anisotropyV.y;
56
+ (*lobes).anisotropyB = bitangent * anisotropyV.x - tangent * anisotropyV.y;
57
+ }
58
+
59
+ // Direct anisotropic specular (r185 BRDF_GGX USE_ANISOTROPY arm,
60
+ // lights_physical_pars_fragment.glsl.js:176-197).
61
+ fn a3dPrd04AnisotropyDirect(lightDir: vec3f, viewDir: vec3f, normal: vec3f, f0: vec3f, f90: f32, roughness: f32, lobes: A3DPrd04Lobes) -> vec3f {
62
+ let alpha = pow2(roughness);
63
+
64
+ let halfDir = normalize(lightDir + viewDir);
65
+
66
+ let dotNL = saturate(dot(normal, lightDir));
67
+ let dotNV = saturate(dot(normal, viewDir));
68
+ let dotNH = saturate(dot(normal, halfDir));
69
+ let dotVH = saturate(dot(viewDir, halfDir));
70
+
71
+ let F = F_Schlick(f0, f90, dotVH);
72
+
73
+ let dotTL = dot(lobes.anisotropyT, lightDir);
74
+ let dotTV = dot(lobes.anisotropyT, viewDir);
75
+ let dotTH = dot(lobes.anisotropyT, halfDir);
76
+ let dotBL = dot(lobes.anisotropyB, lightDir);
77
+ let dotBV = dot(lobes.anisotropyB, viewDir);
78
+ let dotBH = dot(lobes.anisotropyB, halfDir);
79
+
80
+ let V = a3dPrd04VGGXAnisotropic(lobes.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL);
81
+
82
+ let D = a3dPrd04DGGXAnisotropic(lobes.alphaT, alpha, dotNH, dotTH, dotBH);
83
+
84
+ return F * (V * D);
85
+ }
86
+
87
+ // IBL bent normal (r185 getIBLAnisotropyRadiance,
88
+ // envmap_physical_pars_fragment.glsl.js:38-56).
89
+ fn a3dPrd04AnisotropyBentNormal(viewDir: vec3f, normal: vec3f, roughness: f32, bitangent: vec3f, anisotropy: f32) -> vec3f {
90
+ var bentNormal = cross(bitangent, viewDir);
91
+ bentNormal = normalize(cross(bentNormal, bitangent));
92
+ return normalize(mix(bentNormal, normal, pow2(pow2(1.0 - anisotropy * (1.0 - roughness)))));
93
+ }
94
+ `;
95
+ export const A3D_PRD04_ANISOTROPY_WGSL = wgsl;
96
+ export default wgsl;
97
+ //# sourceMappingURL=anisotropy.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"anisotropy.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/anisotropy.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuFvB,CAAC;AAEF,MAAM,CAAC,MAAM,yBAAyB,GAAG,IAAI,CAAC;AAC9C,eAAe,IAAI,CAAC"}
@@ -0,0 +1,11 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_bsdf_lobes_common (PRD-04 §8.12): same `a3d_` names,
3
+ * identical math. `saturate`, `dpdx`/`dpdy`, `mat3x3f` are WGSL builtins; the
4
+ * `brdf`-shim helpers (`pow2`, `pow2v`, `EPSILON`, `a3dDFG`, `PI`) resolve the
5
+ * same names the GLSL chunk requires — overloading is impossible in WGSL, so
6
+ * the vec3 overloads use `pow2v`/`F_Schlick` stays vec3-only.
7
+ */
8
+ declare const wgsl = "\nstruct A3DPrd04Lobes {\n\tior: f32,\n\tclearcoat: f32,\n\tclearcoatRoughness: f32,\n\tclearcoatNormal: vec3f,\n\tsheenColor: vec3f,\n\tsheenRoughness: f32,\n\tiridescence: f32,\n\tiridescenceIOR: f32,\n\tiridescenceThickness: f32,\n\tiridescenceFresnel: vec3f,\n\tiridescenceF0: vec3f,\n\tanisotropy: f32,\n\tanisotropyT: vec3f,\n\tanisotropyB: vec3f,\n\talphaT: f32,\n\ttransmission: f32,\n\tthickness: f32,\n\tattenuationDistance: f32,\n\tattenuationColor: vec3f,\n\tdispersion: f32,\n}\n\n// Geometric specular AA (r185 lights_physical_fragment.glsl.js:7-12).\nfn a3dPrd04GeometryRoughness(nonPerturbedNormal: vec3f) -> f32 {\n\tlet dxy = max(abs(dpdx(nonPerturbedNormal)), abs(dpdy(nonPerturbedNormal)));\n\treturn max(max(dxy.x, dxy.y), dxy.z);\n}\n\n// r185 roughness floor (base mip of a 256 cubemap), then spec-AA clamp to 1.\nfn a3dPrd04ResolveRoughness(roughnessFactor: f32, geometryRoughness: f32) -> f32 {\n\tvar roughness = max(roughnessFactor, 0.0525);\n\troughness += geometryRoughness;\n\treturn min(roughness, 1.0);\n}\n\n// Specular occlusion (r185 computeSpecularOcclusion,\n// lights_physical_pars_fragment.glsl.js:651-656).\nfn a3dPrd04SpecularOcclusion(dotNV: f32, ambientOcclusion: f32, roughness: f32) -> f32 {\n\treturn saturate(pow(dotNV + ambientOcclusion, exp2(-16.0 * roughness - 1.0)) - 1.0 + ambientOcclusion);\n}\n\n// Environment BRDF (r185 EnvironmentBRDF,\n// lights_physical_pars_fragment.glsl.js:377-384) over a3dDFG.\nfn a3dPrd04EnvironmentBRDF(normal: vec3f, viewDir: vec3f, specularColor: vec3f, specularF90: f32, roughness: f32) -> vec3f {\n\tlet dotNV = saturate(dot(normal, viewDir));\n\tlet fab = a3dDFG(roughness, dotNV);\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n\n// IBL multiscattering (r185 computeMultiscattering,\n// lights_physical_pars_fragment.glsl.js:390-419).\nfn a3dPrd04ComputeMultiscattering(normal: vec3f, viewDir: vec3f, specularColor: vec3f, specularF90: f32, roughness: f32, singleScatter: ptr<function, vec3f>, multiScatter: ptr<function, vec3f>) {\n\tlet dotNV = saturate(dot(normal, viewDir));\n\tlet fab = a3dDFG(roughness, dotNV);\n\tlet Fr = specularColor;\n\tlet FssEss = Fr * fab.x + specularF90 * fab.y;\n\tlet Ess = fab.x + fab.y;\n\tlet Ems = 1.0 - Ess;\n\tlet Favg = Fr + (1.0 - Fr) * 0.047619; // 1/21\n\tlet Fms = FssEss * Favg / (1.0 - Ems * Favg);\n\t*singleScatter += FssEss;\n\t*multiScatter += Fms * Ems;\n}\n";
9
+ export declare const A3D_PRD04_BSDF_LOBES_COMMON_WGSL = "\nstruct A3DPrd04Lobes {\n\tior: f32,\n\tclearcoat: f32,\n\tclearcoatRoughness: f32,\n\tclearcoatNormal: vec3f,\n\tsheenColor: vec3f,\n\tsheenRoughness: f32,\n\tiridescence: f32,\n\tiridescenceIOR: f32,\n\tiridescenceThickness: f32,\n\tiridescenceFresnel: vec3f,\n\tiridescenceF0: vec3f,\n\tanisotropy: f32,\n\tanisotropyT: vec3f,\n\tanisotropyB: vec3f,\n\talphaT: f32,\n\ttransmission: f32,\n\tthickness: f32,\n\tattenuationDistance: f32,\n\tattenuationColor: vec3f,\n\tdispersion: f32,\n}\n\n// Geometric specular AA (r185 lights_physical_fragment.glsl.js:7-12).\nfn a3dPrd04GeometryRoughness(nonPerturbedNormal: vec3f) -> f32 {\n\tlet dxy = max(abs(dpdx(nonPerturbedNormal)), abs(dpdy(nonPerturbedNormal)));\n\treturn max(max(dxy.x, dxy.y), dxy.z);\n}\n\n// r185 roughness floor (base mip of a 256 cubemap), then spec-AA clamp to 1.\nfn a3dPrd04ResolveRoughness(roughnessFactor: f32, geometryRoughness: f32) -> f32 {\n\tvar roughness = max(roughnessFactor, 0.0525);\n\troughness += geometryRoughness;\n\treturn min(roughness, 1.0);\n}\n\n// Specular occlusion (r185 computeSpecularOcclusion,\n// lights_physical_pars_fragment.glsl.js:651-656).\nfn a3dPrd04SpecularOcclusion(dotNV: f32, ambientOcclusion: f32, roughness: f32) -> f32 {\n\treturn saturate(pow(dotNV + ambientOcclusion, exp2(-16.0 * roughness - 1.0)) - 1.0 + ambientOcclusion);\n}\n\n// Environment BRDF (r185 EnvironmentBRDF,\n// lights_physical_pars_fragment.glsl.js:377-384) over a3dDFG.\nfn a3dPrd04EnvironmentBRDF(normal: vec3f, viewDir: vec3f, specularColor: vec3f, specularF90: f32, roughness: f32) -> vec3f {\n\tlet dotNV = saturate(dot(normal, viewDir));\n\tlet fab = a3dDFG(roughness, dotNV);\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n\n// IBL multiscattering (r185 computeMultiscattering,\n// lights_physical_pars_fragment.glsl.js:390-419).\nfn a3dPrd04ComputeMultiscattering(normal: vec3f, viewDir: vec3f, specularColor: vec3f, specularF90: f32, roughness: f32, singleScatter: ptr<function, vec3f>, multiScatter: ptr<function, vec3f>) {\n\tlet dotNV = saturate(dot(normal, viewDir));\n\tlet fab = a3dDFG(roughness, dotNV);\n\tlet Fr = specularColor;\n\tlet FssEss = Fr * fab.x + specularF90 * fab.y;\n\tlet Ess = fab.x + fab.y;\n\tlet Ems = 1.0 - Ess;\n\tlet Favg = Fr + (1.0 - Fr) * 0.047619; // 1/21\n\tlet Fms = FssEss * Favg / (1.0 - Ems * Favg);\n\t*singleScatter += FssEss;\n\t*multiScatter += Fms * Ems;\n}\n";
10
+ export default wgsl;
11
+ //# sourceMappingURL=bsdf_lobes_common.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bsdf_lobes_common.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/bsdf_lobes_common.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AACH,QAAA,MAAM,IAAI,+2EAiET,CAAC;AAEF,eAAO,MAAM,gCAAgC,+2EAAO,CAAC;AACrD,eAAe,IAAI,CAAC"}
@@ -0,0 +1,76 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_bsdf_lobes_common (PRD-04 §8.12): same `a3d_` names,
3
+ * identical math. `saturate`, `dpdx`/`dpdy`, `mat3x3f` are WGSL builtins; the
4
+ * `brdf`-shim helpers (`pow2`, `pow2v`, `EPSILON`, `a3dDFG`, `PI`) resolve the
5
+ * same names the GLSL chunk requires — overloading is impossible in WGSL, so
6
+ * the vec3 overloads use `pow2v`/`F_Schlick` stays vec3-only.
7
+ */
8
+ const wgsl = /* wgsl */ `
9
+ struct A3DPrd04Lobes {
10
+ ior: f32,
11
+ clearcoat: f32,
12
+ clearcoatRoughness: f32,
13
+ clearcoatNormal: vec3f,
14
+ sheenColor: vec3f,
15
+ sheenRoughness: f32,
16
+ iridescence: f32,
17
+ iridescenceIOR: f32,
18
+ iridescenceThickness: f32,
19
+ iridescenceFresnel: vec3f,
20
+ iridescenceF0: vec3f,
21
+ anisotropy: f32,
22
+ anisotropyT: vec3f,
23
+ anisotropyB: vec3f,
24
+ alphaT: f32,
25
+ transmission: f32,
26
+ thickness: f32,
27
+ attenuationDistance: f32,
28
+ attenuationColor: vec3f,
29
+ dispersion: f32,
30
+ }
31
+
32
+ // Geometric specular AA (r185 lights_physical_fragment.glsl.js:7-12).
33
+ fn a3dPrd04GeometryRoughness(nonPerturbedNormal: vec3f) -> f32 {
34
+ let dxy = max(abs(dpdx(nonPerturbedNormal)), abs(dpdy(nonPerturbedNormal)));
35
+ return max(max(dxy.x, dxy.y), dxy.z);
36
+ }
37
+
38
+ // r185 roughness floor (base mip of a 256 cubemap), then spec-AA clamp to 1.
39
+ fn a3dPrd04ResolveRoughness(roughnessFactor: f32, geometryRoughness: f32) -> f32 {
40
+ var roughness = max(roughnessFactor, 0.0525);
41
+ roughness += geometryRoughness;
42
+ return min(roughness, 1.0);
43
+ }
44
+
45
+ // Specular occlusion (r185 computeSpecularOcclusion,
46
+ // lights_physical_pars_fragment.glsl.js:651-656).
47
+ fn a3dPrd04SpecularOcclusion(dotNV: f32, ambientOcclusion: f32, roughness: f32) -> f32 {
48
+ return saturate(pow(dotNV + ambientOcclusion, exp2(-16.0 * roughness - 1.0)) - 1.0 + ambientOcclusion);
49
+ }
50
+
51
+ // Environment BRDF (r185 EnvironmentBRDF,
52
+ // lights_physical_pars_fragment.glsl.js:377-384) over a3dDFG.
53
+ fn a3dPrd04EnvironmentBRDF(normal: vec3f, viewDir: vec3f, specularColor: vec3f, specularF90: f32, roughness: f32) -> vec3f {
54
+ let dotNV = saturate(dot(normal, viewDir));
55
+ let fab = a3dDFG(roughness, dotNV);
56
+ return specularColor * fab.x + specularF90 * fab.y;
57
+ }
58
+
59
+ // IBL multiscattering (r185 computeMultiscattering,
60
+ // lights_physical_pars_fragment.glsl.js:390-419).
61
+ fn a3dPrd04ComputeMultiscattering(normal: vec3f, viewDir: vec3f, specularColor: vec3f, specularF90: f32, roughness: f32, singleScatter: ptr<function, vec3f>, multiScatter: ptr<function, vec3f>) {
62
+ let dotNV = saturate(dot(normal, viewDir));
63
+ let fab = a3dDFG(roughness, dotNV);
64
+ let Fr = specularColor;
65
+ let FssEss = Fr * fab.x + specularF90 * fab.y;
66
+ let Ess = fab.x + fab.y;
67
+ let Ems = 1.0 - Ess;
68
+ let Favg = Fr + (1.0 - Fr) * 0.047619; // 1/21
69
+ let Fms = FssEss * Favg / (1.0 - Ems * Favg);
70
+ *singleScatter += FssEss;
71
+ *multiScatter += Fms * Ems;
72
+ }
73
+ `;
74
+ export const A3D_PRD04_BSDF_LOBES_COMMON_WGSL = wgsl;
75
+ export default wgsl;
76
+ //# sourceMappingURL=bsdf_lobes_common.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bsdf_lobes_common.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/bsdf_lobes_common.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AACH,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiEvB,CAAC;AAEF,MAAM,CAAC,MAAM,gCAAgC,GAAG,IAAI,CAAC;AACrD,eAAe,IAAI,CAAC"}
@@ -0,0 +1,9 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_clearcoat (PRD-04 §8.12): same `a3d_` names,
3
+ * identical math (r185 lights_physical_fragment.glsl.js:56-80,
4
+ * lights_physical_pars_fragment.glsl.js:126-149, meshphysical.glsl.js:205-212).
5
+ */
6
+ declare const wgsl = "\n// Factor resolution (r185 lights_physical_fragment.glsl.js:56-80).\nfn a3dPrd04ClearcoatInit(lobes: ptr<function, A3DPrd04Lobes>, clearcoatFactor: f32, clearcoatRoughnessFactor: f32, clearcoatTex: vec4f, roughnessTex: vec4f, clearcoatNormal: vec3f, geometryRoughness: f32) {\n\tvar clearcoat = clearcoatFactor * clearcoatTex.x;\n\tvar clearcoatRoughness = clearcoatRoughnessFactor * roughnessTex.y;\n\n\tclearcoat = saturate(clearcoat); // Burley clearcoat model\n\n\t(*lobes).clearcoat = clearcoat;\n\t(*lobes).clearcoatRoughness = a3dPrd04ResolveRoughness(clearcoatRoughness, geometryRoughness);\n\t(*lobes).clearcoatNormal = clearcoatNormal;\n}\n\n// Direct GGX lobe at F0 0.04 / F90 1.0 (r185 BRDF_GGX_Clearcoat,\n// lights_physical_pars_fragment.glsl.js:126-149).\nfn a3dPrd04ClearcoatDirect(lightDir: vec3f, viewDir: vec3f, normal: vec3f, clearcoatRoughness: f32) -> vec3f {\n\tlet alpha = pow2(clearcoatRoughness); // UE4's roughness\n\n\tlet halfDir = normalize(lightDir + viewDir);\n\n\tlet dotNL = saturate(dot(normal, lightDir));\n\tlet dotNV = saturate(dot(normal, viewDir));\n\tlet dotNH = saturate(dot(normal, halfDir));\n\tlet dotVH = saturate(dot(viewDir, halfDir));\n\n\tlet F = F_Schlick(vec3f(0.04), 1.0, dotVH);\n\n\tlet V = V_GGX_SmithCorrelated(alpha, dotNL, dotNV);\n\n\tlet D = D_GGX(alpha, dotNH);\n\n\treturn F * (V * D);\n}\n\n// Indirect: clearcoatRadiance * EnvironmentBRDF( Ncc, V, 0.04, 1.0, ccR )\n// (r185 lights_physical_pars_fragment.glsl.js:581-585).\nfn a3dPrd04ClearcoatIndirect(normal: vec3f, viewDir: vec3f, clearcoatRoughness: f32, clearcoatRadiance: vec3f) -> vec3f {\n\treturn clearcoatRadiance * a3dPrd04EnvironmentBRDF(normal, viewDir, vec3f(0.04), 1.0, clearcoatRoughness);\n}\n\n// Layering composition (r185 meshphysical.glsl.js:205-212).\nfn a3dPrd04ComposeClearcoat(outgoing: vec3f, clearcoat: f32, clearcoatNormal: vec3f, viewDir: vec3f, clearcoatDirect: vec3f, clearcoatIndirect: vec3f) -> vec3f {\n\tlet dotNVcc = saturate(dot(clearcoatNormal, viewDir));\n\tlet Fcc = F_Schlick(vec3f(0.04), 1.0, dotNVcc);\n\n\treturn outgoing * (1.0 - clearcoat * Fcc) + (clearcoatDirect + clearcoatIndirect) * clearcoat;\n}\n";
7
+ export declare const A3D_PRD04_CLEARCOAT_WGSL = "\n// Factor resolution (r185 lights_physical_fragment.glsl.js:56-80).\nfn a3dPrd04ClearcoatInit(lobes: ptr<function, A3DPrd04Lobes>, clearcoatFactor: f32, clearcoatRoughnessFactor: f32, clearcoatTex: vec4f, roughnessTex: vec4f, clearcoatNormal: vec3f, geometryRoughness: f32) {\n\tvar clearcoat = clearcoatFactor * clearcoatTex.x;\n\tvar clearcoatRoughness = clearcoatRoughnessFactor * roughnessTex.y;\n\n\tclearcoat = saturate(clearcoat); // Burley clearcoat model\n\n\t(*lobes).clearcoat = clearcoat;\n\t(*lobes).clearcoatRoughness = a3dPrd04ResolveRoughness(clearcoatRoughness, geometryRoughness);\n\t(*lobes).clearcoatNormal = clearcoatNormal;\n}\n\n// Direct GGX lobe at F0 0.04 / F90 1.0 (r185 BRDF_GGX_Clearcoat,\n// lights_physical_pars_fragment.glsl.js:126-149).\nfn a3dPrd04ClearcoatDirect(lightDir: vec3f, viewDir: vec3f, normal: vec3f, clearcoatRoughness: f32) -> vec3f {\n\tlet alpha = pow2(clearcoatRoughness); // UE4's roughness\n\n\tlet halfDir = normalize(lightDir + viewDir);\n\n\tlet dotNL = saturate(dot(normal, lightDir));\n\tlet dotNV = saturate(dot(normal, viewDir));\n\tlet dotNH = saturate(dot(normal, halfDir));\n\tlet dotVH = saturate(dot(viewDir, halfDir));\n\n\tlet F = F_Schlick(vec3f(0.04), 1.0, dotVH);\n\n\tlet V = V_GGX_SmithCorrelated(alpha, dotNL, dotNV);\n\n\tlet D = D_GGX(alpha, dotNH);\n\n\treturn F * (V * D);\n}\n\n// Indirect: clearcoatRadiance * EnvironmentBRDF( Ncc, V, 0.04, 1.0, ccR )\n// (r185 lights_physical_pars_fragment.glsl.js:581-585).\nfn a3dPrd04ClearcoatIndirect(normal: vec3f, viewDir: vec3f, clearcoatRoughness: f32, clearcoatRadiance: vec3f) -> vec3f {\n\treturn clearcoatRadiance * a3dPrd04EnvironmentBRDF(normal, viewDir, vec3f(0.04), 1.0, clearcoatRoughness);\n}\n\n// Layering composition (r185 meshphysical.glsl.js:205-212).\nfn a3dPrd04ComposeClearcoat(outgoing: vec3f, clearcoat: f32, clearcoatNormal: vec3f, viewDir: vec3f, clearcoatDirect: vec3f, clearcoatIndirect: vec3f) -> vec3f {\n\tlet dotNVcc = saturate(dot(clearcoatNormal, viewDir));\n\tlet Fcc = F_Schlick(vec3f(0.04), 1.0, dotNVcc);\n\n\treturn outgoing * (1.0 - clearcoat * Fcc) + (clearcoatDirect + clearcoatIndirect) * clearcoat;\n}\n";
8
+ export default wgsl;
9
+ //# sourceMappingURL=clearcoat.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"clearcoat.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/clearcoat.wgsl.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,QAAA,MAAM,IAAI,2nEA+CT,CAAC;AAEF,eAAO,MAAM,wBAAwB,2nEAAO,CAAC;AAC7C,eAAe,IAAI,CAAC"}
@@ -0,0 +1,56 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_clearcoat (PRD-04 §8.12): same `a3d_` names,
3
+ * identical math (r185 lights_physical_fragment.glsl.js:56-80,
4
+ * lights_physical_pars_fragment.glsl.js:126-149, meshphysical.glsl.js:205-212).
5
+ */
6
+ const wgsl = /* wgsl */ `
7
+ // Factor resolution (r185 lights_physical_fragment.glsl.js:56-80).
8
+ fn a3dPrd04ClearcoatInit(lobes: ptr<function, A3DPrd04Lobes>, clearcoatFactor: f32, clearcoatRoughnessFactor: f32, clearcoatTex: vec4f, roughnessTex: vec4f, clearcoatNormal: vec3f, geometryRoughness: f32) {
9
+ var clearcoat = clearcoatFactor * clearcoatTex.x;
10
+ var clearcoatRoughness = clearcoatRoughnessFactor * roughnessTex.y;
11
+
12
+ clearcoat = saturate(clearcoat); // Burley clearcoat model
13
+
14
+ (*lobes).clearcoat = clearcoat;
15
+ (*lobes).clearcoatRoughness = a3dPrd04ResolveRoughness(clearcoatRoughness, geometryRoughness);
16
+ (*lobes).clearcoatNormal = clearcoatNormal;
17
+ }
18
+
19
+ // Direct GGX lobe at F0 0.04 / F90 1.0 (r185 BRDF_GGX_Clearcoat,
20
+ // lights_physical_pars_fragment.glsl.js:126-149).
21
+ fn a3dPrd04ClearcoatDirect(lightDir: vec3f, viewDir: vec3f, normal: vec3f, clearcoatRoughness: f32) -> vec3f {
22
+ let alpha = pow2(clearcoatRoughness); // UE4's roughness
23
+
24
+ let halfDir = normalize(lightDir + viewDir);
25
+
26
+ let dotNL = saturate(dot(normal, lightDir));
27
+ let dotNV = saturate(dot(normal, viewDir));
28
+ let dotNH = saturate(dot(normal, halfDir));
29
+ let dotVH = saturate(dot(viewDir, halfDir));
30
+
31
+ let F = F_Schlick(vec3f(0.04), 1.0, dotVH);
32
+
33
+ let V = V_GGX_SmithCorrelated(alpha, dotNL, dotNV);
34
+
35
+ let D = D_GGX(alpha, dotNH);
36
+
37
+ return F * (V * D);
38
+ }
39
+
40
+ // Indirect: clearcoatRadiance * EnvironmentBRDF( Ncc, V, 0.04, 1.0, ccR )
41
+ // (r185 lights_physical_pars_fragment.glsl.js:581-585).
42
+ fn a3dPrd04ClearcoatIndirect(normal: vec3f, viewDir: vec3f, clearcoatRoughness: f32, clearcoatRadiance: vec3f) -> vec3f {
43
+ return clearcoatRadiance * a3dPrd04EnvironmentBRDF(normal, viewDir, vec3f(0.04), 1.0, clearcoatRoughness);
44
+ }
45
+
46
+ // Layering composition (r185 meshphysical.glsl.js:205-212).
47
+ fn a3dPrd04ComposeClearcoat(outgoing: vec3f, clearcoat: f32, clearcoatNormal: vec3f, viewDir: vec3f, clearcoatDirect: vec3f, clearcoatIndirect: vec3f) -> vec3f {
48
+ let dotNVcc = saturate(dot(clearcoatNormal, viewDir));
49
+ let Fcc = F_Schlick(vec3f(0.04), 1.0, dotNVcc);
50
+
51
+ return outgoing * (1.0 - clearcoat * Fcc) + (clearcoatDirect + clearcoatIndirect) * clearcoat;
52
+ }
53
+ `;
54
+ export const A3D_PRD04_CLEARCOAT_WGSL = wgsl;
55
+ export default wgsl;
56
+ //# sourceMappingURL=clearcoat.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"clearcoat.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/clearcoat.wgsl.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+CvB,CAAC;AAEF,MAAM,CAAC,MAAM,wBAAwB,GAAG,IAAI,CAAC;AAC7C,eAAe,IAAI,CAAC"}
@@ -0,0 +1,10 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_debug_view (PRD-04 §8.2 [14]/§8.12): same `a3d_`
3
+ * name, identical channel math. The `A3D_PRD04_DEBUG_VIEW_<NAME>` selection is
4
+ * a generator-time define — the twin takes the channel as a u32 param
5
+ * (A3D_PRD04_DEBUG_VIEW_*) so one module covers every define arm.
6
+ */
7
+ declare const wgsl = "\nstruct A3DPrd04DebugInput {\n\tbaseColor: vec3f,\n\tnormal: vec3f,\n\troughness: f32,\n\tmetallic: f32,\n\tspecularF0: vec3f,\n\ttangent: vec3f,\n}\n\n// Channel ids mirror the A3D_PRD04_DEBUG_VIEW_<NAME> define suffixes; the\n// generator emits a call with the selected id as the define arm expands.\nconst A3D_PRD04_DEBUG_VIEW_BASECOLOR = 0u;\nconst A3D_PRD04_DEBUG_VIEW_NORMAL = 1u;\nconst A3D_PRD04_DEBUG_VIEW_ROUGHNESS = 2u;\nconst A3D_PRD04_DEBUG_VIEW_METALLIC = 3u;\nconst A3D_PRD04_DEBUG_VIEW_CLEARCOAT = 4u;\nconst A3D_PRD04_DEBUG_VIEW_CLEARCOAT_ROUGHNESS = 5u;\nconst A3D_PRD04_DEBUG_VIEW_CLEARCOAT_ROUGHNESS_EFFECTIVE = 6u;\nconst A3D_PRD04_DEBUG_VIEW_SHEEN = 7u;\nconst A3D_PRD04_DEBUG_VIEW_F0 = 8u;\nconst A3D_PRD04_DEBUG_VIEW_TANGENT = 9u;\nconst A3D_PRD04_DEBUG_VIEW_ANISOTROPY_DIRECTION = 10u;\n\nfn a3dPrd04DebugView(dbg: A3DPrd04DebugInput, lobes: A3DPrd04Lobes, channel: u32) -> vec3f {\n\tswitch (channel) {\n\t\tcase A3D_PRD04_DEBUG_VIEW_BASECOLOR: {\n\t\t\treturn dbg.baseColor;\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_NORMAL: {\n\t\t\treturn dbg.normal * 0.5 + 0.5;\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_ROUGHNESS: {\n\t\t\treturn vec3f(dbg.roughness);\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_METALLIC: {\n\t\t\treturn vec3f(dbg.metallic);\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_CLEARCOAT: {\n\t\t\treturn vec3f(lobes.clearcoat);\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_CLEARCOAT_ROUGHNESS, A3D_PRD04_DEBUG_VIEW_CLEARCOAT_ROUGHNESS_EFFECTIVE: {\n\t\t\treturn vec3f(lobes.clearcoatRoughness);\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_SHEEN: {\n\t\t\treturn lobes.sheenColor;\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_F0: {\n\t\t\treturn dbg.specularF0;\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_TANGENT: {\n\t\t\treturn dbg.tangent * 0.5 + 0.5;\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_ANISOTROPY_DIRECTION: {\n\t\t\treturn lobes.anisotropyT * 0.5 + 0.5;\n\t\t}\n\t\tdefault: {\n\t\t\treturn vec3f(0.0);\n\t\t}\n\t}\n}\n";
8
+ export declare const A3D_PRD04_DEBUG_VIEW_WGSL = "\nstruct A3DPrd04DebugInput {\n\tbaseColor: vec3f,\n\tnormal: vec3f,\n\troughness: f32,\n\tmetallic: f32,\n\tspecularF0: vec3f,\n\ttangent: vec3f,\n}\n\n// Channel ids mirror the A3D_PRD04_DEBUG_VIEW_<NAME> define suffixes; the\n// generator emits a call with the selected id as the define arm expands.\nconst A3D_PRD04_DEBUG_VIEW_BASECOLOR = 0u;\nconst A3D_PRD04_DEBUG_VIEW_NORMAL = 1u;\nconst A3D_PRD04_DEBUG_VIEW_ROUGHNESS = 2u;\nconst A3D_PRD04_DEBUG_VIEW_METALLIC = 3u;\nconst A3D_PRD04_DEBUG_VIEW_CLEARCOAT = 4u;\nconst A3D_PRD04_DEBUG_VIEW_CLEARCOAT_ROUGHNESS = 5u;\nconst A3D_PRD04_DEBUG_VIEW_CLEARCOAT_ROUGHNESS_EFFECTIVE = 6u;\nconst A3D_PRD04_DEBUG_VIEW_SHEEN = 7u;\nconst A3D_PRD04_DEBUG_VIEW_F0 = 8u;\nconst A3D_PRD04_DEBUG_VIEW_TANGENT = 9u;\nconst A3D_PRD04_DEBUG_VIEW_ANISOTROPY_DIRECTION = 10u;\n\nfn a3dPrd04DebugView(dbg: A3DPrd04DebugInput, lobes: A3DPrd04Lobes, channel: u32) -> vec3f {\n\tswitch (channel) {\n\t\tcase A3D_PRD04_DEBUG_VIEW_BASECOLOR: {\n\t\t\treturn dbg.baseColor;\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_NORMAL: {\n\t\t\treturn dbg.normal * 0.5 + 0.5;\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_ROUGHNESS: {\n\t\t\treturn vec3f(dbg.roughness);\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_METALLIC: {\n\t\t\treturn vec3f(dbg.metallic);\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_CLEARCOAT: {\n\t\t\treturn vec3f(lobes.clearcoat);\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_CLEARCOAT_ROUGHNESS, A3D_PRD04_DEBUG_VIEW_CLEARCOAT_ROUGHNESS_EFFECTIVE: {\n\t\t\treturn vec3f(lobes.clearcoatRoughness);\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_SHEEN: {\n\t\t\treturn lobes.sheenColor;\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_F0: {\n\t\t\treturn dbg.specularF0;\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_TANGENT: {\n\t\t\treturn dbg.tangent * 0.5 + 0.5;\n\t\t}\n\t\tcase A3D_PRD04_DEBUG_VIEW_ANISOTROPY_DIRECTION: {\n\t\t\treturn lobes.anisotropyT * 0.5 + 0.5;\n\t\t}\n\t\tdefault: {\n\t\t\treturn vec3f(0.0);\n\t\t}\n\t}\n}\n";
9
+ export default wgsl;
10
+ //# sourceMappingURL=debug_view.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"debug_view.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/debug_view.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,QAAA,MAAM,IAAI,w4DA6DT,CAAC;AAEF,eAAO,MAAM,yBAAyB,w4DAAO,CAAC;AAC9C,eAAe,IAAI,CAAC"}
@@ -0,0 +1,71 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_debug_view (PRD-04 §8.2 [14]/§8.12): same `a3d_`
3
+ * name, identical channel math. The `A3D_PRD04_DEBUG_VIEW_<NAME>` selection is
4
+ * a generator-time define — the twin takes the channel as a u32 param
5
+ * (A3D_PRD04_DEBUG_VIEW_*) so one module covers every define arm.
6
+ */
7
+ const wgsl = /* wgsl */ `
8
+ struct A3DPrd04DebugInput {
9
+ baseColor: vec3f,
10
+ normal: vec3f,
11
+ roughness: f32,
12
+ metallic: f32,
13
+ specularF0: vec3f,
14
+ tangent: vec3f,
15
+ }
16
+
17
+ // Channel ids mirror the A3D_PRD04_DEBUG_VIEW_<NAME> define suffixes; the
18
+ // generator emits a call with the selected id as the define arm expands.
19
+ const A3D_PRD04_DEBUG_VIEW_BASECOLOR = 0u;
20
+ const A3D_PRD04_DEBUG_VIEW_NORMAL = 1u;
21
+ const A3D_PRD04_DEBUG_VIEW_ROUGHNESS = 2u;
22
+ const A3D_PRD04_DEBUG_VIEW_METALLIC = 3u;
23
+ const A3D_PRD04_DEBUG_VIEW_CLEARCOAT = 4u;
24
+ const A3D_PRD04_DEBUG_VIEW_CLEARCOAT_ROUGHNESS = 5u;
25
+ const A3D_PRD04_DEBUG_VIEW_CLEARCOAT_ROUGHNESS_EFFECTIVE = 6u;
26
+ const A3D_PRD04_DEBUG_VIEW_SHEEN = 7u;
27
+ const A3D_PRD04_DEBUG_VIEW_F0 = 8u;
28
+ const A3D_PRD04_DEBUG_VIEW_TANGENT = 9u;
29
+ const A3D_PRD04_DEBUG_VIEW_ANISOTROPY_DIRECTION = 10u;
30
+
31
+ fn a3dPrd04DebugView(dbg: A3DPrd04DebugInput, lobes: A3DPrd04Lobes, channel: u32) -> vec3f {
32
+ switch (channel) {
33
+ case A3D_PRD04_DEBUG_VIEW_BASECOLOR: {
34
+ return dbg.baseColor;
35
+ }
36
+ case A3D_PRD04_DEBUG_VIEW_NORMAL: {
37
+ return dbg.normal * 0.5 + 0.5;
38
+ }
39
+ case A3D_PRD04_DEBUG_VIEW_ROUGHNESS: {
40
+ return vec3f(dbg.roughness);
41
+ }
42
+ case A3D_PRD04_DEBUG_VIEW_METALLIC: {
43
+ return vec3f(dbg.metallic);
44
+ }
45
+ case A3D_PRD04_DEBUG_VIEW_CLEARCOAT: {
46
+ return vec3f(lobes.clearcoat);
47
+ }
48
+ case A3D_PRD04_DEBUG_VIEW_CLEARCOAT_ROUGHNESS, A3D_PRD04_DEBUG_VIEW_CLEARCOAT_ROUGHNESS_EFFECTIVE: {
49
+ return vec3f(lobes.clearcoatRoughness);
50
+ }
51
+ case A3D_PRD04_DEBUG_VIEW_SHEEN: {
52
+ return lobes.sheenColor;
53
+ }
54
+ case A3D_PRD04_DEBUG_VIEW_F0: {
55
+ return dbg.specularF0;
56
+ }
57
+ case A3D_PRD04_DEBUG_VIEW_TANGENT: {
58
+ return dbg.tangent * 0.5 + 0.5;
59
+ }
60
+ case A3D_PRD04_DEBUG_VIEW_ANISOTROPY_DIRECTION: {
61
+ return lobes.anisotropyT * 0.5 + 0.5;
62
+ }
63
+ default: {
64
+ return vec3f(0.0);
65
+ }
66
+ }
67
+ }
68
+ `;
69
+ export const A3D_PRD04_DEBUG_VIEW_WGSL = wgsl;
70
+ export default wgsl;
71
+ //# sourceMappingURL=debug_view.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"debug_view.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/debug_view.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6DvB,CAAC;AAEF,MAAM,CAAC,MAAM,yBAAyB,GAAG,IAAI,CAAC;AAC9C,eAAe,IAAI,CAAC"}
@@ -0,0 +1,10 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_dispersion (PRD-04 §8.12): same `a3d_` names,
3
+ * identical math (r185 transmission_pars_fragment.glsl.js:178-204,222-231).
4
+ * Dispersion selection is a generator-time define (C-29); the twin emits the
5
+ * function unconditionally.
6
+ */
7
+ declare const wgsl = "\n// Per-band IOR spread (r185 transmission_pars_fragment.glsl.js:180-182):\n// halfSpread = ( ior - 1 ) * 0.025 * dispersion.\nfn a3dPrd04DispersionIors(ior: f32, dispersion: f32) -> vec3f {\n\tlet halfSpread = (ior - 1.0) * 0.025 * dispersion;\n\treturn vec3f(ior - halfSpread, ior, ior + halfSpread);\n}\n\n// Dispersive volume refraction \u2014 three rays at ior \u00B1 halfSpread, channel i\n// keeps band i of the transmission sample and the full alpha averaged\n// (r185 getIBLVolumeRefraction USE_DISPERSION arm,\n// transmission_pars_fragment.glsl.js:178-204,222-231).\nfn a3dGetIBLVolumeRefractionDispersion(n: vec3f, v: vec3f, roughness: f32, diffuseColor: vec3f, specularColor: vec3f, specularF90: f32, position: vec3f, modelMatrix: mat4x4f, dispersion: f32, ior: f32, thickness: f32, attenuationColor: vec3f, attenuationDistance: f32) -> vec4f {\n\tvar transmittedLight = vec4f(0.0);\n\tvar transmittance = vec3f(0.0);\n\n\tlet iors = a3dPrd04DispersionIors(ior, dispersion);\n\n\tfor (var i = 0; i < 3; i++) {\n\t\tlet transmissionRay = a3dVolumeTransmissionRay(n, v, thickness, iors[i], modelMatrix);\n\t\tlet refractedRayExit = position + transmissionRay;\n\n\t\tlet refractionCoords = a3dTransmissionCoords(refractedRayExit, a3d_prd04_transmission.viewMatrix, a3d_prd04_transmission.projectionMatrix);\n\n\t\tlet transmissionSample = a3dTransmissionSample(refractionCoords, roughness, iors[i]);\n\t\ttransmittedLight[i] = transmissionSample[i];\n\t\ttransmittedLight.a += transmissionSample.a;\n\n\t\ttransmittance[i] = diffuseColor[i] * a3dVolumeAttenuation(length(transmissionRay), attenuationColor, attenuationDistance)[i];\n\t}\n\n\ttransmittedLight.a /= 3.0;\n\n\tlet attenuatedColor = transmittance * transmittedLight.rgb;\n\n\tlet F = a3dPrd04EnvironmentBRDF(n, v, specularColor, specularF90, roughness);\n\n\tlet transmittanceFactor = (transmittance.r + transmittance.g + transmittance.b) / 3.0;\n\n\treturn vec4f((1.0 - F) * attenuatedColor, 1.0 - (1.0 - transmittedLight.a) * transmittanceFactor);\n}\n";
8
+ export declare const A3D_PRD04_DISPERSION_WGSL = "\n// Per-band IOR spread (r185 transmission_pars_fragment.glsl.js:180-182):\n// halfSpread = ( ior - 1 ) * 0.025 * dispersion.\nfn a3dPrd04DispersionIors(ior: f32, dispersion: f32) -> vec3f {\n\tlet halfSpread = (ior - 1.0) * 0.025 * dispersion;\n\treturn vec3f(ior - halfSpread, ior, ior + halfSpread);\n}\n\n// Dispersive volume refraction \u2014 three rays at ior \u00B1 halfSpread, channel i\n// keeps band i of the transmission sample and the full alpha averaged\n// (r185 getIBLVolumeRefraction USE_DISPERSION arm,\n// transmission_pars_fragment.glsl.js:178-204,222-231).\nfn a3dGetIBLVolumeRefractionDispersion(n: vec3f, v: vec3f, roughness: f32, diffuseColor: vec3f, specularColor: vec3f, specularF90: f32, position: vec3f, modelMatrix: mat4x4f, dispersion: f32, ior: f32, thickness: f32, attenuationColor: vec3f, attenuationDistance: f32) -> vec4f {\n\tvar transmittedLight = vec4f(0.0);\n\tvar transmittance = vec3f(0.0);\n\n\tlet iors = a3dPrd04DispersionIors(ior, dispersion);\n\n\tfor (var i = 0; i < 3; i++) {\n\t\tlet transmissionRay = a3dVolumeTransmissionRay(n, v, thickness, iors[i], modelMatrix);\n\t\tlet refractedRayExit = position + transmissionRay;\n\n\t\tlet refractionCoords = a3dTransmissionCoords(refractedRayExit, a3d_prd04_transmission.viewMatrix, a3d_prd04_transmission.projectionMatrix);\n\n\t\tlet transmissionSample = a3dTransmissionSample(refractionCoords, roughness, iors[i]);\n\t\ttransmittedLight[i] = transmissionSample[i];\n\t\ttransmittedLight.a += transmissionSample.a;\n\n\t\ttransmittance[i] = diffuseColor[i] * a3dVolumeAttenuation(length(transmissionRay), attenuationColor, attenuationDistance)[i];\n\t}\n\n\ttransmittedLight.a /= 3.0;\n\n\tlet attenuatedColor = transmittance * transmittedLight.rgb;\n\n\tlet F = a3dPrd04EnvironmentBRDF(n, v, specularColor, specularF90, roughness);\n\n\tlet transmittanceFactor = (transmittance.r + transmittance.g + transmittance.b) / 3.0;\n\n\treturn vec4f((1.0 - F) * attenuatedColor, 1.0 - (1.0 - transmittedLight.a) * transmittanceFactor);\n}\n";
9
+ export default wgsl;
10
+ //# sourceMappingURL=dispersion.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"dispersion.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/dispersion.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,QAAA,MAAM,IAAI,k/DAyCT,CAAC;AAEF,eAAO,MAAM,yBAAyB,k/DAAO,CAAC;AAC9C,eAAe,IAAI,CAAC"}
@@ -0,0 +1,51 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_dispersion (PRD-04 §8.12): same `a3d_` names,
3
+ * identical math (r185 transmission_pars_fragment.glsl.js:178-204,222-231).
4
+ * Dispersion selection is a generator-time define (C-29); the twin emits the
5
+ * function unconditionally.
6
+ */
7
+ const wgsl = /* wgsl */ `
8
+ // Per-band IOR spread (r185 transmission_pars_fragment.glsl.js:180-182):
9
+ // halfSpread = ( ior - 1 ) * 0.025 * dispersion.
10
+ fn a3dPrd04DispersionIors(ior: f32, dispersion: f32) -> vec3f {
11
+ let halfSpread = (ior - 1.0) * 0.025 * dispersion;
12
+ return vec3f(ior - halfSpread, ior, ior + halfSpread);
13
+ }
14
+
15
+ // Dispersive volume refraction — three rays at ior ± halfSpread, channel i
16
+ // keeps band i of the transmission sample and the full alpha averaged
17
+ // (r185 getIBLVolumeRefraction USE_DISPERSION arm,
18
+ // transmission_pars_fragment.glsl.js:178-204,222-231).
19
+ fn a3dGetIBLVolumeRefractionDispersion(n: vec3f, v: vec3f, roughness: f32, diffuseColor: vec3f, specularColor: vec3f, specularF90: f32, position: vec3f, modelMatrix: mat4x4f, dispersion: f32, ior: f32, thickness: f32, attenuationColor: vec3f, attenuationDistance: f32) -> vec4f {
20
+ var transmittedLight = vec4f(0.0);
21
+ var transmittance = vec3f(0.0);
22
+
23
+ let iors = a3dPrd04DispersionIors(ior, dispersion);
24
+
25
+ for (var i = 0; i < 3; i++) {
26
+ let transmissionRay = a3dVolumeTransmissionRay(n, v, thickness, iors[i], modelMatrix);
27
+ let refractedRayExit = position + transmissionRay;
28
+
29
+ let refractionCoords = a3dTransmissionCoords(refractedRayExit, a3d_prd04_transmission.viewMatrix, a3d_prd04_transmission.projectionMatrix);
30
+
31
+ let transmissionSample = a3dTransmissionSample(refractionCoords, roughness, iors[i]);
32
+ transmittedLight[i] = transmissionSample[i];
33
+ transmittedLight.a += transmissionSample.a;
34
+
35
+ transmittance[i] = diffuseColor[i] * a3dVolumeAttenuation(length(transmissionRay), attenuationColor, attenuationDistance)[i];
36
+ }
37
+
38
+ transmittedLight.a /= 3.0;
39
+
40
+ let attenuatedColor = transmittance * transmittedLight.rgb;
41
+
42
+ let F = a3dPrd04EnvironmentBRDF(n, v, specularColor, specularF90, roughness);
43
+
44
+ let transmittanceFactor = (transmittance.r + transmittance.g + transmittance.b) / 3.0;
45
+
46
+ return vec4f((1.0 - F) * attenuatedColor, 1.0 - (1.0 - transmittedLight.a) * transmittanceFactor);
47
+ }
48
+ `;
49
+ export const A3D_PRD04_DISPERSION_WGSL = wgsl;
50
+ export default wgsl;
51
+ //# sourceMappingURL=dispersion.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"dispersion.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/dispersion.wgsl.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AACH,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyCvB,CAAC;AAEF,MAAM,CAAC,MAAM,yBAAyB,GAAG,IAAI,CAAC;AAC9C,eAAe,IAAI,CAAC"}
@@ -0,0 +1,9 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_emissive_strength (PRD-04 §8.12): same `a3d_` name,
3
+ * identical math (r185 emissivemap_fragment.glsl.js:1-13 ×
4
+ * KHR_materials_emissive_strength).
5
+ */
6
+ declare const wgsl = "\n// Emissive term: emissiveFactor * emissiveTex.rgb * emissiveStrength.\n// emissiveTex = emissiveMap texel; pass vec4f(1.0) when no map is bound.\nfn a3dPrd04EmissiveRadiance(emissiveFactor: vec3f, emissiveTex: vec4f, emissiveStrength: f32) -> vec3f {\n\treturn emissiveFactor * emissiveTex.rgb * emissiveStrength;\n}\n";
7
+ export declare const A3D_PRD04_EMISSIVE_STRENGTH_WGSL = "\n// Emissive term: emissiveFactor * emissiveTex.rgb * emissiveStrength.\n// emissiveTex = emissiveMap texel; pass vec4f(1.0) when no map is bound.\nfn a3dPrd04EmissiveRadiance(emissiveFactor: vec3f, emissiveTex: vec4f, emissiveStrength: f32) -> vec3f {\n\treturn emissiveFactor * emissiveTex.rgb * emissiveStrength;\n}\n";
8
+ export default wgsl;
9
+ //# sourceMappingURL=emissive_strength.wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"emissive_strength.wgsl.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/emissive_strength.wgsl.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,QAAA,MAAM,IAAI,sUAMT,CAAC;AAEF,eAAO,MAAM,gCAAgC,sUAAO,CAAC;AACrD,eAAe,IAAI,CAAC"}
@@ -0,0 +1,15 @@
1
+ /**
2
+ * WGSL twin of a3d_prd04_emissive_strength (PRD-04 §8.12): same `a3d_` name,
3
+ * identical math (r185 emissivemap_fragment.glsl.js:1-13 ×
4
+ * KHR_materials_emissive_strength).
5
+ */
6
+ const wgsl = /* wgsl */ `
7
+ // Emissive term: emissiveFactor * emissiveTex.rgb * emissiveStrength.
8
+ // emissiveTex = emissiveMap texel; pass vec4f(1.0) when no map is bound.
9
+ fn a3dPrd04EmissiveRadiance(emissiveFactor: vec3f, emissiveTex: vec4f, emissiveStrength: f32) -> vec3f {
10
+ return emissiveFactor * emissiveTex.rgb * emissiveStrength;
11
+ }
12
+ `;
13
+ export const A3D_PRD04_EMISSIVE_STRENGTH_WGSL = wgsl;
14
+ export default wgsl;
15
+ //# sourceMappingURL=emissive_strength.wgsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"emissive_strength.wgsl.js","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/emissive_strength.wgsl.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,MAAM,IAAI,GAAG,UAAU,CAAC;;;;;;CAMvB,CAAC;AAEF,MAAM,CAAC,MAAM,gCAAgC,GAAG,IAAI,CAAC;AACrD,eAAe,IAAI,CAAC"}
@@ -0,0 +1,35 @@
1
+ /**
2
+ * WGSL twins of the PRD-04 physical-lobe chunks (PRD-04 §8.12, P6-1).
3
+ *
4
+ * One module per `shaders/physical/*.glsl.ts` chunk, exporting the WGSL body
5
+ * string that the chunk attaches as `ShaderChunk.wgsl`. The twins keep the
6
+ * same `a3d_` names and identical math; differences are WGSL-structural only
7
+ * (`ptr<function>` for out params, `texture_2d`+`sampler` split bindings,
8
+ * `textureSampleLevel` LOD, `dpdx`/`dpdy` derivatives, `mat3x3f` per-slot
9
+ * transforms in material uniform structs).
10
+ *
11
+ * Dependencies mirror the GLSL `requires` graph: `brdf` shim helpers
12
+ * (`pow2`, `pow2v`, `F_Schlick`, `Schlick_to_F0`, `V_GGX_SmithCorrelated`,
13
+ * `D_GGX`, `a3dDFG`, `max3`, `PI`, `RECIPROCAL_PI`, `EPSILON`) are provided by
14
+ * the PRD-11 brdf WGSL twin when C-29 lands — until then the test shim
15
+ * (`tests/qr/prd04/shims/brdf_r185.wgsl.ts`) resolves them for validation.
16
+ */
17
+ import A3D_PRD04_BSDF_LOBES_COMMON_WGSL from "./bsdf_lobes_common.wgsl.js";
18
+ import A3D_PRD04_SPECULAR_IOR_WGSL from "./specular_ior.wgsl.js";
19
+ import A3D_PRD04_CLEARCOAT_WGSL from "./clearcoat.wgsl.js";
20
+ import A3D_PRD04_SHEEN_WGSL from "./sheen.wgsl.js";
21
+ import A3D_PRD04_IRIDESCENCE_WGSL from "./iridescence.wgsl.js";
22
+ import A3D_PRD04_ANISOTROPY_WGSL from "./anisotropy.wgsl.js";
23
+ import A3D_PRD04_TRANSMISSION_WGSL from "./transmission.wgsl.js";
24
+ import A3D_PRD04_VOLUME_WGSL from "./volume.wgsl.js";
25
+ import A3D_PRD04_DISPERSION_WGSL from "./dispersion.wgsl.js";
26
+ import A3D_PRD04_EMISSIVE_STRENGTH_WGSL from "./emissive_strength.wgsl.js";
27
+ import A3D_PRD04_UNLIT_WGSL from "./unlit.wgsl.js";
28
+ import A3D_PRD04_TANGENT_FRAME_WGSL from "./tangent_frame.wgsl.js";
29
+ import A3D_PRD04_UV_TRANSFORM_WGSL from "./uv_transform.wgsl.js";
30
+ import A3D_PRD04_ALPHA_A2C_WGSL from "./alpha_a2c.wgsl.js";
31
+ import A3D_PRD04_DEBUG_VIEW_WGSL from "./debug_view.wgsl.js";
32
+ /** chunk name → WGSL twin body, mirroring PRD04_SHADER_CHUNKS. */
33
+ export declare const PRD04_WGSL_TWINS: Readonly<Record<string, string>>;
34
+ export { A3D_PRD04_BSDF_LOBES_COMMON_WGSL, A3D_PRD04_SPECULAR_IOR_WGSL, A3D_PRD04_CLEARCOAT_WGSL, A3D_PRD04_SHEEN_WGSL, A3D_PRD04_IRIDESCENCE_WGSL, A3D_PRD04_ANISOTROPY_WGSL, A3D_PRD04_TRANSMISSION_WGSL, A3D_PRD04_VOLUME_WGSL, A3D_PRD04_DISPERSION_WGSL, A3D_PRD04_EMISSIVE_STRENGTH_WGSL, A3D_PRD04_UNLIT_WGSL, A3D_PRD04_TANGENT_FRAME_WGSL, A3D_PRD04_UV_TRANSFORM_WGSL, A3D_PRD04_ALPHA_A2C_WGSL, A3D_PRD04_DEBUG_VIEW_WGSL };
35
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../../packages/rendering/src/shaders/physical-wgsl/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AACH,OAAO,gCAAgC,MAAM,6BAA6B,CAAC;AAC3E,OAAO,2BAA2B,MAAM,wBAAwB,CAAC;AACjE,OAAO,wBAAwB,MAAM,qBAAqB,CAAC;AAC3D,OAAO,oBAAoB,MAAM,iBAAiB,CAAC;AACnD,OAAO,0BAA0B,MAAM,uBAAuB,CAAC;AAC/D,OAAO,yBAAyB,MAAM,sBAAsB,CAAC;AAC7D,OAAO,2BAA2B,MAAM,wBAAwB,CAAC;AACjE,OAAO,qBAAqB,MAAM,kBAAkB,CAAC;AACrD,OAAO,yBAAyB,MAAM,sBAAsB,CAAC;AAC7D,OAAO,gCAAgC,MAAM,6BAA6B,CAAC;AAC3E,OAAO,oBAAoB,MAAM,iBAAiB,CAAC;AACnD,OAAO,4BAA4B,MAAM,yBAAyB,CAAC;AACnE,OAAO,2BAA2B,MAAM,wBAAwB,CAAC;AACjE,OAAO,wBAAwB,MAAM,qBAAqB,CAAC;AAC3D,OAAO,yBAAyB,MAAM,sBAAsB,CAAC;AAE7D,kEAAkE;AAClE,eAAO,MAAM,gBAAgB,EAAE,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAgB7D,CAAC;AAEF,OAAO,EACN,gCAAgC,EAChC,2BAA2B,EAC3B,wBAAwB,EACxB,oBAAoB,EACpB,0BAA0B,EAC1B,yBAAyB,EACzB,2BAA2B,EAC3B,qBAAqB,EACrB,yBAAyB,EACzB,gCAAgC,EAChC,oBAAoB,EACpB,4BAA4B,EAC5B,2BAA2B,EAC3B,wBAAwB,EACxB,yBAAyB,EACzB,CAAC"}